Argus Keld
|
"Looks like we're nearly at the crypt boys, just have to get through this valley. No real need to hurry, right. Best to be careful." There wasn't any real time limit on getting the flame was there?
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
| Signboy77 |
Going slow takes up slightly more time, but won't affect the timeframe. It's expected that you will take about 5 days to return. You are on the 2nd day right now.
In the interst of simplicity, I'll just have you roll three Acrobatics rolls. Argus, Ezren, Rayne and Vitor have already rolled. You four, please roll two more Acrobatics checks. Jerrik and Farris, please roll Acrobatics checks three times. Thank you.
Jerrik Payne
|
Ah, thought you said you were rolling. No problem!
Acrobatics!: 1d20 + 5 ⇒ (1) + 5 = 6
Acrobatics!: 1d20 + 5 ⇒ (17) + 5 = 22
Acrobatics!: 1d20 + 5 ⇒ (14) + 5 = 19
Farris Imrian
|
Farris looks at the slope with some trepidation. With his bulky armour, he had little chance of making it down the slope without falling head over heels. "Uhh... I dunno if I like the look of this..."
With a sigh, he begins the laborious task of removing his equipment.
Is there anywhere Farris can tie a rope to help lower himself down with? I've got a huge penalty on Acrobatics even with my armour off because of encumbrance...
Acrobatics: 1d20 - 2 ⇒ (1) - 2 = -1
Acrobatics: 1d20 - 2 ⇒ (13) - 2 = 11
Acrobatics: 1d20 - 2 ⇒ (4) - 2 = 2
With all his gear making life difficult, Farris makes his way down the hill face-first more often than not.
Argus Keld
|
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Acrobatics: 1d20 + 6 ⇒ (15) + 6 = 21
Argus, slides down the hill, looking back at the others and watches as Farris slips and begins to tumble.
"Good show young one. Just remember, the bruises will fade, but the memory won't."
He will then move over to help Farris up, when all is said and done.
| Signboy77 |
The party takes the time to use the rope and traverse carefully down the hillside. Despite taking these measures, not everyone is able to descend unscathed.
Argus, Ezren, and Rayne are able to safely make it to the bottom of the hillside. Added +2 to your Acrobatics checks for moving slowly - I tried to hint that you could use the rope... sorry to some of you. A 10 was needed.
Farris Reflex: 1d20 + 2 ⇒ (3) + 2 = 5
Jerrik Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
Vitor Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Farris and Jerrik slide down a muddy slope and off a 20-foot cliff. Farris takes 2d6 ⇒ (6, 4) = 10 damage and Jerrik takes 2d6 ⇒ (6, 2) = 8 damage. They've both taken a really nasty fall.
Ouch. Sorry guys.
Vitor loses his footing as well, but he's able to catch himself on a tree before going over the same ledge as Farris and Jerrik. However, he takes 1d4 ⇒ 1 non-lethal damage.
Vitor Bresnarov
|
Heh, the two people who can use wands.
Getting to the bottom of the hill, Vitor runs over to the crumpled forms of Farris and Jerrik. "Hang boys! We'll get ya fixed up in an instant!" He hands his shiny, new healing wand to Jerrik. "Have at it! I suggest using it on ol' Farris there first.
I'm going to go ahead and roll to save time.
CLW Farris: 2d8 + 2 ⇒ (2, 8) + 2 = 12
CLW Jerrik: 2d8 + 2 ⇒ (6, 1) + 2 = 9
Rayne Deverin
|
Ko-ed by the terrain. Harsh. I can try to use a wand in an emergency FYI.
"Hey, no dying on me. At least not before we help you become a man." Rayne says trying to motivate the fallen half orc who can't hear him.
| Signboy77 |
Don't forget, each of you were given a potion of CLW. Just a reminder.
Farris Imrian
|
Farris awakes with a start, feeling the last vestiges of Vitor's healing wand trail out of his body. He gasps, reaching down to feel his legs--the last thing he remembered before blacking out was the crunching pain of bones snapping under his own weight--but all traces of the wound are gone, bar slightly pinkish marks where the wound has healed up. "T-Thank you," he murmurs, feeling quite embarrassed at the events that had just transpired.
When everyone's back up to fighting form, Farris re-equips all his armour. "Sarenrae's mercy, I'm not looking forward to going back up that," he shakes his head sadly... might have developed a fear of heights from that!
| Signboy77 |
Vitor gets a healing wand into Jerrik's hand, who is able to give Farris a tap just before passing out himself. Then, once the half-orc is awake, he returns the favor.
With both the cleric and the bard fully recovered, the party follows the valley to its end. An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.
A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
The animals are laden with saddlebags, most of which are empty. However, searching them yields you 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil.
Ezren, Grizzled Wizard
|
Heal: 1d20 + 1 ⇒ (13) + 1 = 14
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Ezren stoops, investigating the unfortunate horses. Couple days gone by since these were killed, he says aloud. Not sure if these are claws or lousy blades, though... Kn: nature, maybe?
Argus Keld
|
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Heal: 1d20 + 1 ⇒ (12) + 1 = 13
Argus watches as Farris and Jerrik slide over the cliff edge, cursing to himself as he can't reach them to help. Moving quickly to try and help, he finds Victor and Rayne already there getting the other two back on their feet.
"I think we'll take the long was when we go back up."
----
Arriving at the crypt and seeing the scene, Argus shakes his head as he takes it all in.
"Yeah the horses have been dead a couple of days, but what is the skeleton? Someone pull it out of there."
Moving over, Argus sets himself before trying to lift the horse enough to allow the skeleton to moved.
don't know if that needs a str check or not
Str check: 1d20 + 3 ⇒ (1) + 3 = 4
Unfortunately, Argus can't get a decent grip. He'll give it another try, if we get a chance.
Jerrik Payne
|
Jerrik thanks everyone for their aid after taking such a nasty fall. Remind me not to take up mountain climbing anytime soon.
At the site of the slaughter the bard can't help but mention, Wait, did you say a skeleton, not a corpse? Don't you think that's odd?
If no one else does Jerrik will take the blunt arrows.
| Signboy77 |
Yes, sorry - a strength check is needed to move the horse carcass to get at the skeleton in full.
Sorry, short post tonight. Need to get a good night's sleep because I'm doing some roofing work in the morning.
Farris Imrian
|
Farris frowns at the horse corpses and human skeleton. "Why are there so many dead things around these parts?" he wonders aloud nervously, right hand unconsciously reaching for his Sarenite bible--a safety blanket of sorts, apparently.
While the stronger sorts are dealing with the carcasses, Farris moves to the doorway and peeks through the small crack where it's open. If it's dark inside, he murmurs a quiet prayer to Sarenrae and gently touching his shield; the golden ankh engraved on it immediately begins to glow with dawnlight.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Jerrik Payne
|
Careful, Farris. We can safely assume that this really old skelly friend of ours came out of there. I'm sure he had friends. Jerrik kicks at the old bones found underneath the horse. Looks like we have a real fight on our hands.
Jerrik will arm his shortbow and ready one of his own blunt arrows. You can have the ones we found, no problem. If we are done searching we might want to defend ourselves in case more return.
| Signboy77 |
Hey there. Good work everybody, I think we're off to a grand start. I won't be able to post until Monday - my home computer decided to punk out on me and the maps don't want to cooperate on my Kindle Fire. On Monday, if my home computer is not up yet, I'll post your entrance into the crypt. Feel free to RP with each other in the meantime.
Argus Keld
|
As Rayne lifts the horse, Argus pulls the skeleton out so that the group can get a better look at the thing.
"Hmm, so an old skeleton is crushed under a horse that's only been dead for a few days. Looks like we might have some more of these guys waiting inside."
Argus will then pull the pair of cestus from his hips and slowly, methodically put the weapons on. Clenching his fists, his knuckles pop audibly.
"At least this little mission is getting more interesting."
| Signboy77 |
Map of the crypt is up. Feel free to arrange yourselves how you would like. I placed Argus and Farris at the front, as they are the ones with Darkvision. The rest of you will need some kind of light source to see. Also, North is UP on this map.
The party approaches the crypt. The doors require all to help with heaving them open. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two (square 1 and square 2) bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
Jerrik Payne
|
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
What is that... wailing? Maybe somebody is in trouble! Jerrik will then go about checking the bodies, being cautious as he does. C'mon, lets check the bodies.
Jerrik searches the bodies, though he does not have the skill to determine exactly how he died he has a decent clue. More smokesticks, rations, blunt arrows, pillows. Likely here to play games with us. Problem is they played for real with something else.
Ezren, Grizzled Wizard
|
Not squeamish about death — possibly from being so close to it himself — Ezren steps forward alongside Jerrik. These fellows look as though they've seen better days, eh?
What is that infernal racket? From the east, you say? Ugh, can't a guy get some peace and quiet around these parts...?
Argus Keld
|
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Moving in slowly, eyeing the skeletons as he moves up to the bodies.
"Hmm, more bodies and more skeletons. Makes you wonder if these guys were sent here for the same thing as us and just never made it back." Argus shakes his head slightly. "And what is it with the pillows?"
| Signboy77 |
As the party enters the crypt and begins to examine the fallen bodies, a soft rattling is heard echoing through the chamber. Suddenly, six of the skeletons that had previously been lying docile on the floor have risen, brandishing rusted weaponry. They approach the party with ill intent!
Argus: 1d20 + 4 ⇒ (17) + 4 = 21
Ezren: 1d20 + 2 ⇒ (12) + 2 = 14
Farris: 1d20 + 1 ⇒ (16) + 1 = 17
Jerrik: 1d20 + 3 ⇒ (13) + 3 = 16
Rayne: 1d20 + 4 ⇒ (2) + 4 = 6
Vitor: 1d20 + 3 ⇒ (20) + 3 = 23
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Vitor, Argus, Farris, Jerrik, Ezren
Skeletons
Rayne
The first five listed are up.
Ezren, Grizzled Wizard
|
Ezren grimaces and points at the skeleton in the southeast corner, sending an acid splash its way!
ranged touch: 1d20 + 2 ⇒ (20) + 2 = 22
if a hit: 1d3 ⇒ 1
EDIT: crit threat!
confirm?: 1d20 + 2 ⇒ (19) + 2 = 21
if so: 1d3 ⇒ 2
Farris Imrian
|
Side note, Farris doesn't have darkvision. Traded it out for more skill points. :P
"You were right, Jerrik!" Farris exclaims as he barrels into the room. He growls at the undead menaces, holding up his shield to display the Sarenite ankh to the skeletons. "Begone, foul abominations!" The dim glow on his shield suddenly bursts into fiery flames as rays of sunlight explode across the skeletons.
Channel Energy: 1d6 ⇒ 2 Bleh. :P DC 14 Will for half.
Jerrik Payne
|
Jerrik bounds to the northeast part of the room and fires one of his blunt arrows at a skeleton in the back closest one not in combat or with cover.
Bow: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 for Blunt Arrow: 1d6 + 1 ⇒ (3) + 1 = 4
Confirm?: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 for Blunt Arrow: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Argus Keld
|
"Ugly bag of bones."
Argus growls at the skeleton nearest him, before lashing out with his fist.
unarmed: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 3 ⇒ (5) + 3 = 8
| Signboy77 |
Wow, excellent rolls everyone, except for the unfortunate Argus. :(
Vitor quickly steps forward, bringing his greatclub down on the skeleton up the eastern stairs, bringing to a rattling pile of lifeless bones on the floor.
Argus steps around and tries to punch the skeleton on the western ledge. (Sorry, I guess it's not clear that on the map he's on a raised ledge. The module doesn't specify, but he misses regardless) He gapes as his fist just misses the skeleton's rib cage.
Farris calls upon the power of Sarenrae to defeat these undead creatures.
Rolls are moving South from the NW skeleton, then the NE skelly and finally the last roll is the SE skelly.
1: 1d20 + 2 ⇒ (9) + 2 = 11
2: 1d20 + 2 ⇒ (12) + 2 = 14
3: 1d20 + 2 ⇒ (16) + 2 = 18
4: 1d20 + 2 ⇒ (16) + 2 = 18
5: 1d20 + 2 ⇒ (7) + 2 = 9
You can see that three of the skeletons are able to withstand most of Farris' holy power, but two of them (1 & 5) seem to get the full force of Sarenrae's holy fire.
Even firing through Vitor's melee engagement with his foe, Jerrik is able to put an arrow squarely in #2's skull, knocking it clean off the neckbone. Another pile of bones is on the floor.
Finally, Ezren summons a blob of acid and manages to sear some of the bones on the skeleton, just able to bring it down.
The skeletons return the attacks that they've been dealt. Argus' skeleton takes a swing with his rapier...
Attack: 1d20 ⇒ 7
Damage: 1d6 ⇒ 4
Skeleton #3 charges Farris.
Charge Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 5
Finally, #5 steps forward and strikes at Vitor.
Attack: 1d20 ⇒ 4
Damage: 1d6 ⇒ 6
#3: 1
#5: 2
Party Up!
Farris Imrian
|
Scimitar Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Crit Confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
The crits this combat! LOL
Incensed that his holy energy had not completely destroyed the skeletons in one charge, Farris roars, feeling the adrenaline of battle awaken some of his more orcish traits hidden deep inside. His blade cuts through the spine of the one that just attacked him, despite its innate resistance to slicing attacks.
Ezren, Grizzled Wizard
|
The crits in this combat almost make up for practically every other one I've seen run on this board. Almost. ;-)
Ezren tries another acid splash, this time at the one with 3 pts of damage already.
ranged touch into melee: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
damage: 1d3 ⇒ 3
Then takes a move action to fall back alongside Rayne.
Jerrik Payne
|
Jerrik reloads and fires again! I can't tell which skeleton is up or down so the closest target either with no cover or not in combat.
Bow: 1d20 + 3 + 1 - 4 ⇒ (8) + 3 + 1 - 4 = 8 for Blunt Arrow: 1d6 + 1 ⇒ (4) + 1 = 5
| Signboy77 |
Mini-Update. Okay, I cleaned up the map. I think if I use an 'X' to show dead things, it will need to be red, or some other more obvious color. Or maybe I'll just delete monsters as they are killed - that's probably easiest.
The party works together to give the undead back to the dead. Farris is especially enthusiastic in his work.
As the dust settles, the light coming in from the open entryway reveals more details in the room. You notice the two sets of stairs on either side of the chamber and the raised ledge areas. You also spot a door on the eastern wall and a door on the western wall.
The wailing can still be faintly heard from the door on the eastern wall.
How would you like to proceed?
Argus Keld
|
Argus looks around at the rest of the group and then at the skeletons.
"Nicely done. Now shall we see what all that wailing is about?"
He nods toward the east.
Ezren, Grizzled Wizard
|
"Nicely done. Now shall we see what all that wailing is about?"
He nods toward the east.
Ezren nods. S'long as it's not one of those crazy kids with their too-loud uptempo music. Hate that stuff...