Marcèl Lebeda |
Acrobatics;Derring-Do: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (3) = 21 Do I get through that time? Its 1 higher then before.
Aldori: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 2 ⇒ (1) + 2 = 3
Marcel tries to get past Aviendha and the skeleton again, but even if he does, he misses.
Samuel Deland |
Light Mace: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 2 ⇒ (6) + 2 = 8
Samuel brings his mace down again, but his footing fails him and his blow falls short.
We all seem to be rolling terribly.
Revvy Bitterleaf |
Sam drops his crossbow and stabs at a skeleton with his longspear but hampered by having the stab around Aviendha he is unable to stab his spear hard enough to deal any damage to the skeleton (He doesn't hit the skeletons AC+4. When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks - so Aviendha provides the skeleton with a +4 AC bonus).
init
Merrick+Lasher, Calistan
Skeletons
You guys
Damage left: 1
Damage right: 2
Calistan the Wanderer |
Calistan channels his energy once more into the skeletons.
Channel Energy: 1d6 ⇒ 4
DC 16, Will save for half
Revvy Bitterleaf |
Will save left: 1d20 + 2 ⇒ (17) + 2 = 19
Will save right: 1d20 + 2 ⇒ (10) + 2 = 12
As the positive energy washes over the skeletons one of them crumbles to the floor in a pile of disassembled bones.
Since it's been a day and at this point doesn't matter a whole lot, NPC-ed Merrick and Lasher in to move them closer to the action
The skeleton tries to claw it's way through Aviendha's armor again
To hit Aviendha's AC: 1d20 + 2 ⇒ (2) + 2 = 4
To hit Aviendha's AC: 1d20 + 2 ⇒ (2) + 2 = 4
but it fails horribly...twice
init
You guys
Skeleton
Damage skeleton:3
Aviendha-RK |
Aviendha tries to chop the last skeleton to bits.
chop: 1d20 + 7 ⇒ (18) + 7 = 25
dmg: 2d6 + 6 ⇒ (6, 1) + 6 = 13
-Posted with Wayfinder
Revvy Bitterleaf |
Aviendha finally manages to hit one of the skeletons with enough force to knock it's skull clear of the rest of it's body
The skeletons carry a short bow, a rusty scimitar and some very old, rusty and rotting armor
The exit to the north leads to another room, looking through the doorway you see;
A terrible stone idol stands on a small dais in the center of this crossshaped chamber. The idol depicts a demonic being with a birdlike
head and writhing serpents for legs; the eyes are fiery orange gems.
Ornamental pillars surround the chamber, and open archways lead from this chamber to the south and the west. An eerie soundlessness enwraps the entire chamber.
You identify identify the idol as a depiction of Abraxas, demon lord of forbidden knowledge.
When you look around this room (with detect magic) you notice that the blue glow coming from the bottom of the pool is magical.
Samuel Deland |
Samuel gives out a sigh of relief as the last skeleton is felled, quickly restrapping his light mace to his belt and redrawing his newest longsword.
"That proved alot more time consuming than I anticipated."
As the Andoran looks through the doorway he casts his eye across the statue.
"That looks unpleasant. Any suggestions how best to proceed?"
Calistan the Wanderer |
Calistan heals himself and focuses his Detect Magic on the pool, hoping to see what spell it is or at least what school.
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Revvy Bitterleaf |
The magic is coming from the bottom the 5ft deep pool. There are some bright blue tiles on the floor that radiate with magic, it's hard to tell with the water in between you and what you are looking at..you are only able to tell that it's some sort of magic aura..but you have no idea what it does...or did.
(What do you want to do?)
Samuel Deland |
Samuel strides into the room alongside his allies, painfully unaware of the magical aura interesting his associates.
Revvy Bitterleaf |
The tile is actually worked into the bottom of the pool..with some effort Sam is able to find a crack in the bottom of the pool ...it takes about a minute or 2..but Sam is able to retrieve a shard of cracked tile. It doesn't glow anymore when it leaves the pool. It's just a brigthly colored blue piece of tile.
Aviendha-RK |
are the tiles no longer magic when out of the water?
Revvy Bitterleaf |
Sam notices the same lack of sound that Samuel did, with his greater knowledge of magic he's able to figure out (after moving out of the room and conversing with the other magic users in the party) that it's an magical silence spell that's linked to this room.
And just to repeat the room description give above;
A terrible stone idol stands on a small dais in the center of this crossshaped chamber. The idol depicts a demonic being with a birdlike
head and writhing serpents for legs; the eyes are fiery orange gems.
Ornamental pillars surround the chamber, and open archways lead from this chamber to the south and the west. An eerie soundlessness enwraps the entire chamber.
Calistan the Wanderer |
Calistan has no idea about the Silence spell and thinks everything is hunky-dory.
Revvy Bitterleaf |
Nothing else can be found in this room.
As you move towards the other exit and look in you see;
A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew.
The dead bodies of several adventurers lie crumpled on the floor: a man with a shaven head wearing battered scraps of leather, a dark-haired woman in scholarly robes, and a yellow-haired elf in hide trappings.
Map updated
Aviendha-RK |
Aviendha studies the corpses. What killed them. Do the still have valuabls on them?
heal: 1d20 + 2 ⇒ (15) + 2 = 17
-Posted with Wayfinder
Revvy Bitterleaf |
As Aviendha moves closer to take a look at the corpses she notices that they slowly start to rise up from the floor.
Two of them look like walking corpses only wearing a few soiled rags, with flesh rotting off their bones as they stumbles forward, arms outstretched.
The other one seems a bit A LOT more scary; The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
Two of them look like the flesh is rotting of their bones, the are zombies.
The one with the fiery red eyes is a wight..it can drain levels
Init Marcel: 1d20 + 3 ⇒ (15) + 3 = 18
Init Aviendha: 1d20 + 1 ⇒ (13) + 1 = 14
Init Sam: 1d20 + 2 ⇒ (8) + 2 = 10
Init Merrick: 1d20 + 4 ⇒ (6) + 4 = 10
Init Samuel: 1d20 + 2 ⇒ (3) + 2 = 5
Init Calistan: 1d20 - 5 ⇒ (17) - 5 = 12
Init Z: 1d20 + 0 ⇒ (15) + 0 = 15
Init W: 1d20 + 1 ⇒ (3) + 1 = 4
init
You guys
undead
Aviendha-RK |
"Undead creatures! You will not live past this day!"
Aviendha says a quick prayer to Desna, she pull out her whip and tries to trip the wight. She will end up next to the wight so when it stands up she can hit it again (with her spiked fist), while making room for the others.
trip: 1d20 + 10 ⇒ (5) + 10 = 15
Samuel Deland |
Samuel steps in to engage the undead as it rises.
"First goblins, and now more cursed dead!
Despite his concerns, the Andoran raises his longsword and swings down at the rising creature.
Masterwork Longsword: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 2 ⇒ (5) + 2 = 7
Add +4 to that to hit if it's prone.
Sam Drakenfel |
Posting from mobile, can somebody please move my icon. It looks like I can get only the undeads with my spell but the map is opening a little funny for me.
Sam moves to Samael's side and unleash a fury of flames upon the undead from his clawed hands.
Burning Hands: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
Move, cast spell and grow claws
Revvy Bitterleaf |
Someone moved the map...which means the tokens got shifted. I'll try to fix it as best as I can and hope everyone ends up in the place they are supposed to be
Samuel moves forward and use his sword to slice a rather large chunk of flesh from one of the rising undead.
Sam moves forward and unleashes a sheet of flames which washes over the undead as they rise from the floor as he does so his fingers start to turn into claws.
Reflex save left: 1d20 + 0 ⇒ (1) + 0 = 1
Reflex save middle: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex save right: 1d20 + 0 ⇒ (20) + 0 = 20
Only one if able to twist to the side enough to avoid some of the fire.
init
Merrick+Lasher, Marcel, Calistan (+Aviendha with a different standard)
Undead
Damage left: 8
Damage middle: 8
Damage right: 11
Aviendha-RK |
Ah in that case Aviendha attacks the wight with her whip.
attack: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
slashing dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Marcèl Lebeda |
Marcel will move in and attack the one that looks different from the others.
Aldori: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 121d8 + 2 ⇒ (6) + 2 = 8 I guess that might hit prone flat footed. I didn't include the +4 for them being prone since its actually a penalty to their AC.
Revvy Bitterleaf |
Aviendha lashes out with her whip at the prone target, slashing it across it's back tearing of lots of dead flesh.
Marcel moves closer as well and sticks his rapier in the still prone body, piercing it..and almost pinning it to the floor
init
Merrick+Lasher, Calistan
Undead
Damage left: 8
Damage middle: 23
Damage right: 11
Revvy Bitterleaf |
Also for everyone standing next to one of the undead..go ahead and roll an AOO for when they try to rise, in case you end up getting to take it (and add a preferred target just in case there would be a choice)..saves time to roll it now instead of later..or me having to roll for it and getting blamed cause I rolled a 1 ;)
Aviendha-RK |
aoo, middle one: 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26
dmg with spiked fist: 1d4 + 4 ⇒ (3) + 4 = 7
Don't forget the +4 from prone Marcel ;)
Calistan the Wanderer |
Computer died on me, but I'm back.
Calistan moves forward and channel energy against the monsters!
Channel Energy: 1d6 ⇒ 6
Will save for half, DC 16.
Revvy Bitterleaf |
Will save Left: 1d20 + 3 ⇒ (4) + 3 = 7
Will save Middle: 1d20 + 5 ⇒ (17) + 5 = 22
Will save Right: 1d20 + 3 ⇒ (2) + 3 = 5
As Calistan's holy energy washes over all 3 of the undead you can see the dark essence that's animating them get blown away by the positive energy..their bodies fall down to the floor before they can rise, for good measure you beat on them some more as they lift a bit of the floor....before getting slammed down again for good.
Out of combat
The corpse in the middle has on one of the hands that you managed to chop off is a silver signet ring. It has an emblem on it, most likely representing some noble house
The ring is worth somewhere between 125 and 175 gp
The corpses have no other possessions and the sarcophagus with the broken lid is empty.
Even when you do a thorough search of the room you don't come across anything else of interest to you.
As you look down the corridor towards the next room..you see that it's cloaked in shadows..it's quite dark and unnerving.