Signboy77 |
The higher ground gives Argus the edge he needs to punch the zombie to another death. Again, it explodes in a mist of guts and disease-laden puss.
Rayne Fort: 1d20 + 5 ⇒ (14) + 5 = 19
Rayne is able to keep himself disease free.
Only one zombie is left standing.
Vitor and Ezren are up.
Signboy77 |
Ezren, old man that he is, catches his breath. (Delays)
Vitor is able to put an arrow in the final zombie, but it is still standing. It tries to slam into Rayne.
Slam: 1d20 + 4 ⇒ (5) + 4 = 9
But Rayne easily dodges the zombie's slow attack.
Party Up!
Zombie: 6
Signboy77 |
The zombie is unaffected by Rayne's quip, but it is able to die just the same as Rayne slices the thing in twain. As with the others, this zombie explodes in a veritable supernova of diseased guts and rotten flesh.
Rayne Fort.: 1d20 + 5 ⇒ (7) + 5 = 12
Rayne again proves himself to have a strong constitution and is unaffected by the entrails that cover him.
With the zombie threat dealt with, a quick search of the room finds an old backpack on top of some bloody rags. Within the pack, you find some rotten rations, a map (detailing the area above ground and pointing out the entrance to the crypt), a potion of cure moderate wounds, a pouch with 13 gp, and a small handbill (of a type typically found posted in taverns). Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament.”
Signboy77 |
I don't know if you want to try and take care of Argus. He's got a day before he starts showing signs of his disease and you guys can probably finish this without another rest.
The key word is probably.
Farris Imrian |
Heal Take 10 for 17.
"I suppose these bandits tried to investigate the crypt... to no avail," Farris notes sadly as he inspects the now re-dead corpses from a safe distance. He shakes his head. "We should be very careful that we do not fall afoul of whatever necromancy raised these people as well."
I'll make Heal checks to help Argus once we get to that point. For now, I think we should just continue.
Rayne Deverin |
Yea, let's keep pushing.
"Yea, 'investigate' the crypt. That's what they were doing. We should keep going." Rayne says making air quotation marks and everything. When everyone is healed up, he will open the next door.
Signboy77 |
Sorry - Sundays are tough for me to get time to post. Just be sure to note who takes the potion of cure light wounds.
With the zombies dispatched, the party moves forward. Rayne opens the door to the south. A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.
The pool seems to almost call out to the party members...
Ezren: 1d20 + 3 ⇒ (18) + 3 = 21
Farris: 1d20 + 6 ⇒ (5) + 6 = 11
Jerrik: 1d20 + 4 ⇒ (1) + 4 = 5
Rayne: 1d20 ⇒ 16
Vitor: 1d20 + 1 ⇒ (17) + 1 = 18
Argus and Jerrik are overcome by feelings of dread. They are both frightened, but their compatriots are able to subdue them with only minor trouble. However, their screams do not go unnoticed. A strange chirping and fluttering is heard as two swarms of bats fly into the chamber.
Ezren: 1d20 + 2 ⇒ (3) + 2 = 5
Farris: 1d20 + 1 ⇒ (14) + 1 = 15
Jerrik: 1d20 + 3 ⇒ (20) + 3 = 23
Rayne: 1d20 + 4 ⇒ (6) + 4 = 10
Vitor: 1d20 + 3 ⇒ (18) + 3 = 21
Bats: 1d20 + 2 ⇒ (17) + 2 = 19
Jerrik and Vitor
Bat Swarms
Argus, Farris, Rayne and Ezren
Jerrik and Vitor up first!
Jerrik Payne |
I have nothing to combat these hideous things! Jerrik will draw his wand of Cure Light Wounds and prepare to use it on those who might end up needing it.
I didn't mark if I grabbed any splash weapons we found, if we found any at all. I'll read back and check and if I have one I'll alter my move.
Argus Keld |
Yeah lets just push on and see what happens. Do need some healing though. healing: 1d8 + 1 ⇒ (7) + 1 = 8
Oh and for the save, I don't know but does a 10 make the save. I get a +2 to saves from being a dwarf.
After the last zombie falls, Argus looks around before hopping down from his perch and brushes off the bits of zombie that cling to him. Pulling out the wineskin filled from the fountain, he drains the skin testing his theory.
"Well that was not the most pleasant of experiences. I'll be picking zombie out of my beard for weeks now." Argus grumbles with a bit of cough.
Signboy77 |
Argus:
You have been left a potion of bull's strength and two flasks of alchemist's fireEzren:
You have been left a wand of burning hands (10 charges) and a scroll of web.Farris:
You have been left a wand of cure light wounds (10 charges) and a scroll of lesser restoration.Jerrik:
You have been left a wand of lesser confusion and a scroll of cat's grace.Rayne:
You've been left a potion of cat's grace and two flasks of alchemist's fire.Vitor:
You've been left a potion of bear's endurance and an oil of magic weapon.
Jerrik draws a wand. Vitor throws an alkali flask that hits the first swarm of bats!
The first swarm flies forward and overcomes Rayne, Farris and Ezren.
Swarm Damage: 1d6 ⇒ 5
Also - those three, please make a DC 11 Fortitude Save or be nauseated for 1 round.
One more thing - these bats do wounding damage. So, the three of you will take 1 point of bleed damage each round. Receiving any magical curing will stop the bleed, as will a DC 10 Heal check.
Another swarm appears in the room.
Jerrik and Vitor
Bat Swarms
Argus, Farris, Rayne and Ezren
Party up!
Ezren, Grizzled Wizard |
Ezren cries out in pain as the bats swarm over him. Gah! The wizard draws his wand of burning hands, takes a five-foot step out of the swarm, and shouts at the party, Move, fools! Don't wanna burn you whippersnappers too!
Readied action to let fly with a charge against the swarm once all of Jerrik, Argus, Farris, and Rayne get the opportunity to move/act.
readied action (DC 11 Refl): 1d4 ⇒ 4
Rayne Deverin |
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Rayne steps back while drawing a flask of alchemist's fire and tosses it at swarm #2.
PBS: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
1d6 + 1 ⇒ (1) + 1 = 2
Argus Keld |
Argus stays tight against the wall, giving the old wizard plenty of room as he pulls the vial of alchemist fire from his pouch and throws it at the swarm of bats further away.
Ranged touch: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 ⇒ 2
Farris Imrian |
On phone so can't edit map. Please move me beside Jerrik.
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
With a cry of pain and fear, Farris flees from the bats, trying to stop the worst of the bleeding wounds by pressing down on circulatory regions in his arms.
Heal: 1d20 + 7 ⇒ (5) + 7 = 12
Signboy77 |
Jerrik retreats, Farris follows and is able to stanch his bleeding. Argus and Rayne both toss alchemical firebombs at the incoming swarm and each hit - burning up the bats, but not killing them.
Ezren waits for his comrades to move before scorching the close swarm of bats.
Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Each swarm has 6 damage.
Vitor!
Vitor Bresnarov |
Vitor tosses his last alkali flask at the swarm.
RTA: 1d20 + 5 ⇒ (1) + 5 = 6
Folio Reroll: 1d20 + 5 + 3 ⇒ (15) + 5 + 3 = 23
Damage: 1d6 ⇒ 6
He then takes a step back. "Feel free to burn me up old man. Just kill these bats!"
Attacking Swarm 2
Signboy77 |
Vitor's alkali flask does the job and the second swarm of bats disperses due to the acidic cloud of the alkali.
1d3 ⇒ 2
The remaining swarm of bats heads to Argus and Vitor and viciously bites at them.
Swarm Damage: 1d6 ⇒ 4
Also a DC 11 Fort Save for Vitor and Argus or be Nauseated. And the bleed damage as previously mentioned. (Fort Save doesn't affect the Bleed damage).
Jerrik and Vitor
Bat Swarm
Argus, Farris, Rayne and Ezren
Party UP!
Argus Keld |
Swatting at the flying vermin, Argus moves away from the old man and fire.
"First diseased zombies, now flying rodents." Argus grumbles as he tries to control his rolling stomach.
Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Argus coughs a bit and pulls out another vial of alchemist fire and readies it. Holding off to see if the others have killed the swarm. If not he'll throw.
Signboy77 |
Rayne misses with his flask, but...
1d8 ⇒ 3
It lands on the ground near the swarm, getting it caught in some of the splash damage.
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
Ezren throws flame at the swarm..
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
And the bats are unable to dodge any of the wizards mighty flames of death!
Argus and Farris are up.
Yeah Argus, you'll need to use your alchemist's fire.
Bats: 10
Argus Keld |
Okay. not a problem
Seeing that swarm still is around as the fire dies down, Argus chucks his own vial at the collection of bats.
Ranged Touch: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 1d6 ⇒ 1
Signboy77 |
Argus tosses his flask of alchemist's fire and it explodes, burning up the bat swarm in an explosion of burning hair, shrieks of pain and smoldering little corpses.
Out of Combat!
Heal up.
Beyond the raised portcullis lies a chamber with a number of recesses carved into the walls and a fissure in the ceiling. A hallway leads from the northeast corner of the room to another door.
Unfortunately, nothing is to be found in this room.
Argus Keld |
"Blasted biting little devils." Argus grumbles as he looks at the various little bites that still seep blood before handing over his wand for a pick me up. "I hope we don't run into any more of those things. That was my last bit of alchemist fire."
Healing: 1d8 + 1 ⇒ (3) + 1 = 4
Jerrik Payne |
Sorry I couldn't be of more help with those critters. Perhaps I can offer a tap of my wand here to help you fellas heal up?
If so just let me know and roll for your healing.
Signboy77 |
Alright, it looks like everyone is healed up. If not, feel free to post healing rolls if needed.
The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.
Jerrik Payne |
Preception: 1d20 + 6 ⇒ (18) + 6 = 24
Ho, what do we have here? Jerrik points to a pressure plate on the bridge crossing the chasm. Probably a good idea to miss that.
Argus Keld |
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
"Hmmm, good eye Jerrik." Argus eyes the plate then around to the bridge and the statues at the far side. "Don't know what it would do, but from previous events, it wouldn't be good."
Arugs takes care to avoid the plate as he readies his crossbow.
Ezren, Grizzled Wizard |
"No time for a nap old man." Rayne extends his hand to help the grizzled wizard up once he is healed to consciousness.
Eh, Ezren says, joints creaking as Rayne helps him to his feet. I was just resting my eyes... ;-)
Thanks, guys.
Signboy77 |
Sorry - the plate is 10' by 10' and covers the width of the bridge. I am unable to view the map at this time. You can jump the 10 feet across the bridge or try and disable the trap.
Farris Imrian |
Farris clears up the worst of his own wounds with another couple of taps of his wand.
CLW: 2d8 + 2 ⇒ (2, 6) + 2 = 10
"I don't really fancy jumping," he mutters when Jerrik points out the pressure plate - he shudders slightly, remembering his earlier tumble down the hill. He suspects a similar thing would happen should he attempt to avoid this trap manually...
"Perhaps there is some way we can activate the trap from a distance?" Farris offers. "Something heavy we can throw on it?"
Ezren, Grizzled Wizard |
Ezren looks back and forth between Farris and Rayne a moment, then eyes the pressure plate as he muses aloud, Hmm, we could toss Argus...
After a moment, he turns back to the party. What about one of those dead frogs we fought?