GM Tyranius
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Hung Dong does not know much about these undead
Adlartok
Hung Dong
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Zombies
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Stergil
Garret
Casthel
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Wight (-6 HP)
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GM Tyranius
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Hung Dong rushes in as he slices the hand of the zombie clean off
The two zombies slam their arms at Hung Dong and Kawai. Kawai seemed unphased as the zombie near Hung Dong slams it's head into Hung Dong's face.
Slam vs Hung Dong AC 17: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Slam vs Kawai AC 26: 1d20 + 4 ⇒ (11) + 4 = 15
Adlartok
Hung Dong (4/12)
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Zombies (L-9 HP)
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Stergil
Garret
Casthel
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Wight (-6 HP)
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Stergil Vryce, D.V.M.
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Since each enemy now has an adjacent ally who will be blasted by my bomb's splash...
Free Action: Go team Wandering Murder Hobos!
Move Action: Move into the room.
Standard Action: Ready an action to throw a bomb at whichever enemy becomes disentangled from melee first.
Stergil Vryce, D.V.M.
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@Stergyl don't worry about Kawai it could take some splash damage as the reflexes save is its best and he had evasion ;)
:-) Thanks. But, no worries on my part. Kawai is much more efficient in combat than Stergil is.
GM Tyranius
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Stergil produces a bomb from his belt as he looks for an available target as Casthel uses his wand of mage armor.
Garret steps in as he releases a blast of positive energy throughout the room. The three undead cringe in obvious pain as one of the zombies cumples in a heap onto the ground
Will save Zombie 1: 1d20 + 3 ⇒ (4) + 3 = 7
Will save Zombie 2: 1d20 + 3 ⇒ (18) + 3 = 21
Will save Wight: 1d20 + 5 ⇒ (5) + 5 = 10
The wight slams a clawed appendage at Kawai as it's eyes glow with a fury.
Slam vs Kawai AC 26: 1d20 + 4 ⇒ (17) + 4 = 21Ohhh lucky with the high AC
Adlartok
Hung Dong (4/12)
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Zombies (R-2 HP)
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Stergil (ready bomb)
Garret
Casthel
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Wight (-9 HP)
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Garret Grandhall
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If possible, Garret will charge at the wight and attack using his swift action enlarge ability. If not, he will release another burst to damage the zombie and the wight.
Enlarged charge attack! 1d20 + 4 ⇒ (18) + 4 = 223d6 + 5 ⇒ (4, 5, 1) + 5 = 15
Energy of the Gods! 1d6 ⇒ 4 DC 15 will save for 1/2 damage.
| Kawai |
Continuing its master's command Kawai continued to attack the tripped wight.
Bite (with power attack): 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
damages: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Claw 1 (with power attack): 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
damages: 1d2 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Claw 2 (with power attack): 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
damages: 1d2 + 1 + 2 ⇒ (2) + 1 + 2 = 5
The Wight is tripped it has -4 to AC
GM Tyranius
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Adlartok commands Kawai to continue tearing into the prone wight. Kawai begins to tear large swathes from the wight. A leg flies across the room as the wight ceases to continue moving.
Adlartok
Hung Dong (4/12)
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Zombies (R-2 HP)
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Stergil (ready bomb)
Garret
Casthel
Garret Grandhall
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Seeing the wight drop, Garret redirects his focus to the remaining zombie and attacks there instead. Regular attack: 1d20 + 2 ⇒ (11) + 2 = 131d12 + 3 ⇒ (12) + 3 = 15
GM Tyranius
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waiting to see what adlartok and Hung Dong wish to do as the zombie will get an action before you will Garret. :)
GM Tyranius
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Yup that is no problem. :) I just like to post updates as to what is happening so you guys don't think I forgot about you.
GM Tyranius
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Adlartok shoots an arrow into the Zombie's neck but it does not seem to phase the undead in the least.
Hung Dong steps forwards as he slashes at the creature with his scimitar, leaving a wide gash in it's wake as the zombie headbutts Hung Dong.
Slam vs Hung Dong AC 17: 1d20 + 4 ⇒ (2) + 4 = 6
Though the cut from Hung Dong leaves the zombie's body precariously tettering on collapsing to the floor as Garret easily finishes cleaving the undead in two with his greataxe.
Combat over
Garret Grandhall
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Garret huffs deeply and says a prayer for the adventurers lost here.
"We should take a moment to give them a proper burial." Garret then begins moving the bodies into a group as delicately as he can and gathering rocks to place over them.
Adlartok
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Good Kawai, good said Adlartok to her friend, flatting it.
I agree. But something must have been going very wrong here for transforming these poor soul in something like that...
May be we could transport the corps in the town once we found a way to open this strange door.
Responded Adlartok who began to look for a jewel or a rock being able to fit in the door.
Garret Grandhall
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Wasn't the glowing eyes creature the cause of that change? Garret wonders out loud. He continues his work, but takes a moment to check the bodies and the room for valuables as he goes. perception: 1d20 + 3 ⇒ (14) + 3 = 17
GM Tyranius
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Adlartok and Garret look about the room but do not find anything of significance other than a ring attached to the wight's finger. A silver signet ring on his right hand, but no jewel that looks to fit the socket in the door.
As Garret is inspecting the room he glances down the hallway into the next room. A feeling of cold dread is palpable in this oval-shaped hall, which is finished in gleaming dark stone. The shadows in the upper portions of the chamber seem to seethe slowly with foul energy. Doorways exit the chamber to the north and the west. Garrets hair on his neck stand on end from the feeling of looking into this room too long.
Garret Grandhall
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Garret will take the signet ring off of the Wight and cast detect magic to see if it has any special properties. He then points to the room ahead. "I've got a bad feeling about that room."
GM Tyranius
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Stergil and Casthel peer into the room but do not notice anything ominous or magical about it. All they see are shadows coalescing and moving all about the walls from the torches on the walls.
Casthel Molrin
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I can't tell if this room has something like that statue. I did my best. But there are shadows moving along the wall from the torches...
Is there anything to cause the shadows that Stergil and I see?
Stergil Vryce, D.V.M.
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Free Action: Let's illuminate the situation...
Move Action: Move 20' back (if possible)
Standard Action: Cast dancing lights as close to the middle of this "shadowy room" as I can. The spell has a range of 100 ft. + 10 ft./level.
I moved myself on the map and used the yellow polygon to indicate the position of the dancing lights.
GM Tyranius
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Torches are causing the light and shadows to dance on the walls.
Stergil steps back as he conjures up four small orbs of light that illuminate the chamber in a bright light. There seem to be far less shadows bouncing around the room.
Move your tokens where you want them on the map. :)
GM Tyranius
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You are still good on Mage Armor
GM Roll: 1d20 + 4 ⇒ (5) + 4 = 9
Kawai moves into the room as she begins niffing about. Though Kawai does not smell anything she does catch a glimmer out of the corner of her eye. A wisp of shadow that is barely humanoid in outline writhes and reaches out for her.
Adlartok: 1d20 + 4 ⇒ (7) + 4 = 11
Casthel: 1d20 + 2 ⇒ (11) + 2 = 13
Garret: 1d20 + 0 ⇒ (19) + 0 = 19
Hung Dong: 1d20 + 3 ⇒ (16) + 3 = 19
Stergil: 1d20 + 2 ⇒ (15) + 2 = 17
Shadow: 1d20 + 2 ⇒ (2) + 2 = 4
Hung Dong
Garret
Stergil
Casthel
Adlartok
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Shadow
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Stergil Vryce, D.V.M.
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A wisp of shadow that is barely humanoid in outline writhes and reaches out for her.
- Free Action: Ugh! That's not right!
- Move Action: Move 20' closer. (I moved myself on the map.)- Standard Action: Ready bomb. (Awaiting an opportunity to throw the bomb without hurting allies.)
Garret Grandhall
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Garret jumps as he sees the shadowy appendage reaching for the animal companion that has been so helpful thus far. He knows he would be no help fighting against something immaterial. Garret calls to Casthel. "Sorcerer, this fight belongs to you. I shall keep you safe if you stay beside me."