Gert
|
I believe T10 on my climb 10 + 6 = 16 with the rope should be sufficient...
| DM Kludde |
Gert, a little more bruised than before, manages to climb out of the pit with Wulfren's help.
Note how, in reference to the previous description, north is actually down on this map. The pit the previous description mentions in the next room is the one at the lower end of the room.
Approaching the pit, the humidity of the air decreases drastically.
Anaristiel Teladren
|
Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Anaristiel is showered with bony fragments as the skeleton explodes. She spends a few seconds pulling shards out of her armor and skin.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
In case the OOC 'roll a perception check' was different from the spoilered text above...
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Not that it helps...
After helping to pull Gert from the pit, Anaristiel enters the next room, completely oblivious to...whatever is there.
Wulfren
|
Wulf looks around the room...
Percepting: 1d20 + 7 ⇒ (17) + 7 = 24
"You know, it's not as humid by the pit over here... Not sure why that woud be..."
-Posted with Wayfinder
Liam Quinn Faolan
|
Can you actually halve 1 damage down to 0?
Once she climbs out of the pit, Liam tags Gert with his wand. "At least there weren't any spikes at the bottom? Maybe it's harder to get out without help though otherwise it seems a tad silly for a trap."
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
He then walks into the room. "Less humid, eh? While that might be useful in houses in the summer, I'm not sure why someone would try to make prisoners more comfortable."
Ummm, I guess a knowledge check to figure out what purpose the pit has or why it might make things less humid?
Knowledge (any): 1d20 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14
| DM Kludde |
Liam and Wulfren approach the pit, and feels the decrease in humidity. Liam gets a flash of insight - desiccation pit, used to dispose of corpses by throwing them in chalk. Rumours abound that the hobgoblins in this area sometimes threw in live prisoners.
Just as the insight hits him, a supernatural force - the haunted spirits of the victims of the pit. Wulfren and Liam suddenly feel extremely thirsty, as if all the fluid is being drained from their bodies
Please both make a fort save
| DM Kludde |
Liam is touched by the haunt, and feels incredibly thirsty. He has trouble moving forward, desiccated as he is.
Liam, I need a Con check, initially at DC 10 to check whether you're fatigued, and whether you suffer Damage (nonlethal), Liam: 1d6 ⇒ 2 points of damage
Liam Quinn Faolan
|
Liam pulls out his waterskin and starts chugging.
Con: 1d20 + 2 ⇒ (13) + 2 = 15
It seems to make him feel a bit better. Enough that he can talk anyway.
"Those pits are used to dry out dead bodies. And some live ones when hobgoblins were in charge. Man, this air is dry." He sips more from his water bottle.
Anaristiel Teladren
|
Anaristiel, seeing the suffering of the others, casts a quick cantrip to try and alleviate the symptoms.
Cast create water into the pit repeatedly
| DM Kludde |
Anaristiel douses the pit with water. A single skull in the middle of the pit seems to suck up all the water there.
Veviane
|
Veviane studies the pit from a distance, trying to understand how to deal with it.
Knowledge: 1d20 ⇒ 13 +9 for Arcana, Dungeoneering, Geography, History, Local, Nature, Planes, Religion.
| DM Kludde |
Gert
|
Gert says, "You mean like sing it campfire songs?"
Sorry, no wand I'm a terrible healer :)
Liam Quinn Faolan
|
Taking another swallow from his waterskin, Liam says, "I'll do it. I'm already cursed it seems. Ready the rope!" before jumping in to the pit and tagging the skull with his wand.
In case I need to roll.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Anaristiel Teladren
|
Anaristiel smiles at Gert's comment, then nods to Veviane, "Okay - I'll see what I can do." With that, she jumps to the floor of the pit and begins casting spells at it.
Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5
Cure Light Wounds: 1d8 + 2 ⇒ (7) + 2 = 9
| DM Kludde |
Ana got ninja'd it seems
Liam douses the skull in positive energy, cleansing the area. The remaining water of the earlier casting douses the humidity absorbing chalk. As soon as he's done, Liam feels a lot better, the supernatural thirst gone.
One door at the centre of the cavern, and one door at the front.
Anaristiel Teladren
|
Anaristiel makes her way toward the next door in the room, then looks to her companions to confirm they're ready before she opens it.
| DM Kludde |
The door open to a long tunnel of rough stone, unlighted. There's an exit at the end, and an alcove halfway.
Anaristiel Teladren
|
Anaristiel makes her way down the corridor, slowly, examining the floor before her. She attempts to find any more traps, or anything else out of the ordinary.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
| DM Kludde |
The rough tunnel reveals no traps or secret, and neither of the doors seem to be trapped.
Probably one of my last posts until the 27th. Enjoy the holidays!
Liam Quinn Faolan
|
Liam pulls on the collar of his shirt, sighing in relief. "Glad that fixed it."
In the hallway, he moves to listen to the first door they come upon.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16 Listening for signs of life/potential hostile beings on the other side.
He then reports if he hears anything, waits until everybody's ready, and carefully opens the door. North door, I believe, unless anyone has objections.
| DM Kludde |
Liam hears a soft murmuring coming form the other side of the door.
Back! Hope you all had an enjoyable christmas!
Liam Quinn Faolan
|
"There's something on the other side. A soft murmuring. Maybe enemies?"
Liam waits for anybody to do any preparation they wish, making sure his dagger and wand are in their wrist sheathes before drawing his bow and opening the door.
| DM Kludde |
An orderly workspace stands directly opposite this chamber's only door. Neatly arranged books and tools seem to have their own specific places on the workbench and along the shelves. A collection of bones lies atop the workbench, arrayed like an incomplete children's puzzle.
A stone altar stands along the eastern wall. Luxurious fabrics adorn the altar and the area around it, while several dark candles and incense burners glow gently, suffusing the air with a sickly sweet odor.
In front of the altar, a female hobgoblin sits, praying. She turns around as the door is opened, and shouts Intruders! Why are you here? INTRUDERS!. When she spots the bow Liam is holding, her voice seems to change, and her shoutings become incomprehensible: Ubreyswea! Fylesa! Fylesa! Junk rgwn pyuxj!
init, Veviane: 1d20 + 7 ⇒ (18) + 7 = 25 (+4 if heightened awareness is up)
init, Anaristiel: 1d20 + 2 ⇒ (13) + 2 = 15
init, Anaristiel: 1d20 + 2 ⇒ (16) + 2 = 18
init, Wulfren: 1d20 + 3 ⇒ (5) + 3 = 8
init, Gert: 1d20 + 3 ⇒ (5) + 3 = 8
init, Liam: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Telda: 1d20 + 2 ⇒ (8) + 2 = 10
---
Veviane
Anaristiel
---
Telda
---
Wulfren
Gert
Liam
---
Veviane
|
Anticipating reinforcements to come from the northwestern door, Veviane turns towards it and prepares to cast a spell if someone should come from there.
Delaying her action for now, will take her turn if anyone comes out of there.
Anaristiel Teladren
|
Anaristiel attempts to determine if the hobgoblin is casting a spell, and, if so, what.
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
Regardless, she hears the voice and rushes into the room, past Liam, and thrusts with her glaive at the hobgoblin.
Move action: As indicated on map
Standard action: Attack Velda
Attack (MW Glaive (2H)): 1d20 + 5 ⇒ (9) + 5 = 14
Damage (MW Glaive (2H)): 1d10 + 4 ⇒ (9) + 4 = 13
| DM Kludde |
Veviane stands guard near the northern end of the hallway, and sure enough the door open to reveal a number of hobgoblins bearing bows
Attack, Veviane: 1d20 + 3 ⇒ (17) + 3 = 201d8 ⇒ 8
Anaristiel does not recognise the words as any spell being cast. Her jab with the glaive simply bounces harmlessly of the hobgoblin's armour, who jumps back and casts a spell.
The entire room is suddenly filled with a thick fog, obscuring all vision.
---
Veviane
Anaristiel
Wulfren
Gert
Liam
---
Telda
Hobgoblin
Hobgoblin
Hobgoblin
---
Gert
|
Gert will move up to the doorway, trying to block the hobgoblins from coming through. She swings her club at the one standing in the doorway!
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
"Old Lace, follow Wulf!" she orders. Double move, but stops behind Wulf.
Anaristiel Teladren
|
I saw no other exit from this room. If this one wants to play games, she can do so without me. Anaristiel moves out of the room, making her way back into the hallway. "Liam! Go help Gert!"
Move action: As indicated on map
Standard action: Ready action to attack if the half-orc presents herself in the doorway.
Attack (MW Glaive (2H)): 1d20 + 5 ⇒ (6) + 5 = 11
Damage (MW Glaive (2H)): 1d10 + 4 ⇒ (3) + 4 = 7
Veviane
|
Crying out from the pain, Veviane moves forward and fuels her pain into anger, her anger into fire. She takes great care not to let her guard down, and pours a torrent of flames upon the three hobgoblins.
Concentration (casting defensively), DC 17: 1d20 + 7 ⇒ (10) + 7 = 17
Casting burning hands defensively, using 1 Arcane Reservoir point to increase the DC by 1. Pattern is on the map.
Burning hands (Ref DC 19 halves): 5d4 + 5 ⇒ (4, 3, 2, 2, 1) + 5 = 17
| DM Kludde |
Wulfren moves into position, along with old Lace, as Gert lands the first hit on a hobgoblin, clubbing him in the face.
Anaristiel retreats from the cloud-filled room and stands at the ready.
Veviane then covers the hobgoblins in flame, killing two of then outright
RFX: 1d20 + 2 ⇒ (11) + 2 = 13
RFX: 1d20 + 2 ⇒ (8) + 2 = 10
RFX: 1d20 + 2 ⇒ (20) + 2 = 22
---
Veviane
Anaristiel
Wulfren
Gert
Liam
---
Telda
Hobgoblin -Dead
Hobgoblin -Dead
Hobgoblin (8)
---
Liam Quinn Faolan
|
Seeing that Gert and Vev seem to have the hobgoblins under control, and that there isn't really anywhere for him to move anyway, Liam steps backwards to get out of Ana's way and readies an action to fire his bow if spellcaster makes an appearance.
Damage: 1d6 ⇒ 2
| DM Kludde |
An eerie divine incantation emerges form the mists, while the hobgoblin draws his sword, and jumps down to attack Gert with a Kill you puny humoon!
Longshort, Gert: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 2 ⇒ (1) + 2 = 3
Confirm, Gert: 1d20 + 4 ⇒ (11) + 4 = 15
---
Veviane
Anaristiel
Wulfren
Gert
Liam
---
Telda
???
Hobgoblin (8)
---
Veviane
|
Veviane looks at the charred remains of the two hobgoblins with a satisfied look, and lets out with an icy tone: "You're next, boy. Surrender and you may yet live. Now."
Then she casts a quick cantrip to daze the hobgoblin's mind.
Casting daze, Will DC 15.
Gert
|
Assuming he isn't dazed/surrenders. If he is, Gert will knock him down and bind him instead.
Gert steps into the room and swings her club at the remaining hobgoblin!
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Gert gives a high pitched whistle and calls for Old Lace to attack the beast!
Attack bite: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 ⇒ 3
Wulfren
|
Wulfren opens the door and allows Old Lace to slip past him. He catches a sight of the charred bodies, then uses the rest of his time to move back the other way.
Can I split my movement? I would go 5', move action to open other door (unless it already was), then move 25' back the way I came.
| DM Kludde |
Will: 1d20 + 1 ⇒ (7) + 1 = 8 The hobgoblin is dazed
You cannot split move actions like that, so you'd end up at the door. Either way, the door needs to be open for Lace to be able to move through.
Gert strikes at the last hobgoblin in the room, but misses, quite unlike old Lace, whose teeth sink into the hobgoblin.
Note sure what you meant with 'bind', but dazed is not the same as being helpless?
---
Veviane
Anaristiel
Wulfren
Gert
Liam
---
Telda
???
Hobgoblin (11)
---
Wulfren
|
Yeah, I see what you mean about splitting the move. How about a 5' step, open the door, ready to shoot if Old Lace and Gert don't kill the guy? If so, would I even have a line of sight to the last hobbo from the doorway?
Liam Quinn Faolan
|
Liam continues to try to guard the door. Out of the corner of his mouth, he whispers, "What d'you think she's doin' in there?"
Damage: 1d6 ⇒ 2