Graff Leogil |
Seeing that Deluge has moved to allow space for Helios, Graff shrugs and continues striking!
Attack 1d20 + 5 ⇒ (2) + 5 = 71d12 + 4 ⇒ (10) + 4 = 14
The tight space restricts his ability to bring his heavy axe to bear and the weapon chips onto the frame of the wall.
GM Fuzzfoot |
Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
The fire manages to singe the back skeleton, but everyone who attacks just fails to get through the skeleton warrior's defenses.
Red attacks Helios right in front of him. Luckily, the fighter also has strong defenses.
Longsward: 1d20 + 7 ⇒ (2) + 7 = 9
The blue one readies a strike in case anyone gets in his reach.
Round 4: (Bold may act)
Helios
Deluge
Round 5: (Bold may act)
Daeron (7 dmg)
Graff
Undead: Red (5 dmg), Blue (8 dmg)
Deluge-Core |
Deluge leaves the sphere on the skeleton in the back, figuring that the front one is going to be bashed to pieces soon. In fact he tries to make that a fact right away.
FS damage: 3d6 ⇒ (6, 5, 6) = 17, DC 17 reflex ST
To hit club: 1d20 + 3 ⇒ (2) + 3 = 5, minus penalties for the corner.
damage: 1d6 ⇒ 5
Or not. BTW this is the last round for the lovely sphere.
GM Fuzzfoot |
Reflex Save: 1d20 + 1 ⇒ (18) + 1 = 19
The skeleton catches on (but not on fire!), and dodges the flaming sphere that then winks out of existence.
Round 4: (Bold may act)
Helios
Deluge
Round 5: (Bold may act)
Daeron (7 dmg)
Graff
Undead: Red (5 dmg), Blue (8 dmg)
Graff Leogil |
Graff takes an overhead swing due to space constraints...
Attack 1d20 + 5 ⇒ (10) + 5 = 151d12 + 4 ⇒ (12) + 4 = 16
He would like to rampage among his enemies but.....he had allies to consider...
GM Fuzzfoot |
Where'd it land?: 1d8 ⇒ 4
Graff couldn't connect in the tight space, and Daeron's throw is a little off, so the fire bomb explodes behind the wall. (Splash damage to both skeletons though!)
Helios is up. If you would like, go ahead and take both round 4 and 5, as I suspect little will change and you will be up again right after it attacks you.
GM Fuzzfoot |
Helios crushes the first skeleton, and then as the next moves forward, he crushes it too. Took a small liberty there.
Daeron has 7 dmg, so you can take care of that before next encounter if you like.
You move on, through a hallway, and come upon another room. Statues of men with hyena heads block the passage leading north from this room. They move toward you.
Daeron: 1d20 + 6 ⇒ (20) + 6 = 26
Deluge: 1d20 + 2 ⇒ (8) + 2 = 10
Graff: 1d20 - 1 ⇒ (20) - 1 = 19
Helios: 1d20 + 5 ⇒ (19) + 5 = 24
Foes: 1d20 - 1 ⇒ (17) - 1 = 16
Round 1: (Bold may act)
Daeron (7 dmg)
Helios
Graff
Statues: Red, Blue
Deluge
Graff Leogil |
Graff strides forth to meet the hyena men!
His axe leading the way, he smashes it into the front of the closest one.
Great axe 1d20 + 5 ⇒ (2) + 5 = 71d12 + 4 ⇒ (11) + 4 = 15 Sigh,,,,,
GM Fuzzfoot |
Helios hits the construct with such force that a great clang echoes through the chamber.
Damage to Flail: 3d6 ⇒ (5, 4, 6) = 15
I am not exactly sure, but I am going to say Hardness 10, HP 10 - so it has 5 damage.
Round 1: (Bold may act)
Daeron (7 dmg)
Helios -- Flail (5dmg)
Graff
Statues: Red (20 dmg), Blue
Deluge
Daeron Woodblood |
Daeron tries to understand what make the skeletons animate in the room, while searching for clues. Touching the bones, smelling the area.
Perception: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
==========in the new room==========
Daeron freezes a few second before going back his senses and moves to attack the statues.
Longbow (vs red): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damages: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
GM Fuzzfoot |
An excellent shot, but the arrow simply shatters against the moving statues hard form.
The statues attack. The red one uses his build-in longsword to swing at Helious, while the blue is occupied with Graff. Both fail to hurt their targets.
Red: 1d20 + 8 ⇒ (9) + 8 = 17
Blue: 1d20 + 8 ⇒ (2) + 8 = 10
Round 1: (Bold may act)
Deluge
Round 2: (Bold may act)
Daeron (7 dmg)
Helios -- Flail (5dmg)
Graff
Statues: Red (20 dmg), Blue
Deluge-Core |
Seeing the arrow do nothing and the flail practically fall apart after striking the construct, Deluge decides to enhance his club before attacking. If it does fall apart, how hard would it be to find another one outside?
i..e Cast Shillelagh and move.
Graff Leogil |
Graff steps back considering his axe for a moment.
He then calls forth his Diety's wrath upon these statues!
Casting Spiritual Weapon.
S.W Attacks 1d20 + 5 ⇒ (16) + 5 = 211d8 + 1 ⇒ (6) + 1 = 7
A ghostly menacing greataxe appears and slams itself into the construct with total abandonment!
GM Fuzzfoot |
Sadly, the spiritual weapon seems to pass right through it.
If anyone has knowledge(arcana), you should roll to see what you might know about thee things.
Round 1: (Bold may act)
Deluge
Round 2: (Bold may act)
Daeron (7 dmg)
Helios -- Flail (5dmg)
Graff
Statues: Red (20 dmg), Blue
Daeron Woodblood |
Seeing that Helios' weapon almost shattered after he strikes one of them, Daeron decides to change tactics and throws an alchemist fire at it.
if Helios is Ok with it!
RTA: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damages (fire): 1d6 + 1 ⇒ (4) + 1 = 5 + take fire on next round
GM Fuzzfoot |
Well, that seems to burn just fine! Weird, but it works according to the rules.
Round 1: (Bold may act)
Deluge
Round 2: (Bold may act)
Daeron (7 dmg)
Helios -- Flail (5dmg)
Graff
Statues: Red (25 dmg), Blue
GM Fuzzfoot |
The flail misses, and the statue responds.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
The other one attacks Deluge.
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Round 2: (Bold may act)
Deluge
Round 3: (Bold may act)
Daeron (7 dmg)
Helios -- Flail (5dmg)
Graff
Statues: Red (25 dmg), Blue
Deluge-Core |
Magic club in hand, Deluge steps forward and leans into a mighty
To Hit: 1d20 + 5 ⇒ (1) + 5 = 6
but TOTALLY misguided swing. Expecting a solid connection Deluge does a full 180 with his follow through and ends up with his keester pointing at the statue.
GM Fuzzfoot |
This week must be the week of bad dice rolls! I have rolled like 6 1's too!
Deluge-Core |
I'm just glad it wasn't on the Medusa ST I made a couple of days ago.
Graff Leogil |
Graff keeps up the pressure!
Spirtual weapon swings 1d20 + 5 ⇒ (5) + 5 = 101d8 + 1 ⇒ (6) + 1 = 7
Graff 5 foot steps in as well. (Please help me move)
Graff swings 1d20 + 5 ⇒ (18) + 5 = 231d12 + 4 ⇒ (7) + 4 = 11
Both him and his spiritual weapon swings for the same target in tandem.
GM Fuzzfoot |
Damage to Flail: 3d6 ⇒ (2, 1, 1) = 4
Helios slams his flail into the first statues, and this time the construct yields to the heavy weapon and shatters. Since the first attack did it in, you may have a move action still. You aren't close enough to re-direct the second attack to the other opponent, right?
Graff's spiritual weapon fails to hit, but then Graff comes in with his (?? Morningstar?) and smacks it hard.
Damage to weapon: 3d6 ⇒ (5, 5, 4) = 14 -Hardness
Blue attacks Graff this time, cutting him pretty deep.
Atack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Round 3: (Bold may act)
Deluge
Round 4: (Bold may act)
Daeron (7 dmg)
Helios -- Flail (5 dmg)
Graff (10 dmg) -- Weapon (14-Hardness)
Statues: Red (36 dmg - destroyed), Blue (6 dmg)
Deluge-Core |
Deluge will hold action until after Helios goes. Once he has a flank (hopefully), he will take a swing with his shillelagh and then move northwest to provide Graff a flank if he waits for it.
"Flank with me guys!"
to hit, flank: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Graff Leogil |
For a 1-5 game this encounter is quite punishing. If that was my morningstar, it would have broke. My greataxe isn't doing too well either. I'm likely going to end this encounter without a weapon.
Graff looks at his greatly chipped weapon and shrugs.
The Big guy wants destruction. This would have to do....
Attack on same target unless its dead.
Spiritual weapon 1d20 + 5 ⇒ (1) + 5 = 61d8 + 1 ⇒ (4) + 1 = 5
Graff attacks 1d20 + 5 ⇒ (6) + 5 = 111d12 + 4 ⇒ (9) + 4 = 13
GM Fuzzfoot |
I agree, I was surprised how tough these guys are. However, I am glad you brought it up because it caused me to re-check your APL and info. You are 4 and APL is 3.75, so we are playing high tier, which you are barely qualified for. Also, I now see that one of the two statues was supposed to be "damaged" to begin with, including the removal of shatter weapons ability and immunity to magic! Looking back through all of the combat posts, this changes two things: your axe is undamaged and the first spiritual weapon attack did hit and do 7 damage.
Deluge strikes the remaining statue with his shillelagh, and with a resounding crack, the hyena construct cracks in half.
Out of combat.
GM Fuzzfoot |
This is a real dungeon crawl... as such, it can move slow in PbP. So stop me if I am fast forwarding too much for your taste, but we can push on I think.
You clean up and regroup after that last encounter, and then proceed to explore the next room.
A7.
The walls, ceiling, and floor of this room are covered in elaborate patterns of countless tiny tiles. The tiles also form three images on the west wall: one depicts a woman in a cloak hovering above a pile of skulls; another depicts the same woman kneeling before a massive fiend; the third shows her in the company of a godlike figure standing before a massive pyramid.
Also, a number of objects are strewn about the room. They include: gold-plated idols of the pharaoh (heavily dented); a lacquered box of stale incense (covered in tooth marks but unopened); a ceremonial platinum dagger (snapped in half ); dozens of pieces of pottery (smashed to bits); six scrolls (chewed up into spitballs and stuck to the ceiling—now
illegible); and numerous objects of gold and silver, all dented, battered, and broken a dozen times over.
Continuning on, you find the final room in this tomb.
A well-preserved wooden chest sits atop a platform against the south wall of this room. A series of arcane glyphs burnt into the top of the chest forms a spiral. Iron bindings reinforce the chest, and it has no apparent lock or key. A series of heavy latches keep the lid tightly shut.
Deluge-Core |
Kn Religion, untrained: 1d20 ⇒ 5
Kn History, untrained: 1d20 ⇒ 3
Daeron Woodblood |
Daeron heals himself with his wand.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Well done comrades, this fight was tough!
He stars looking around, taking note and trying to observe the guardian statues. He also tries to smell if something is unusual in this room.
Then, he proceeds to the next room.
Looking at all the broken object he says Know. (history): 1d20 + 10 ⇒ (12) + 10 = 22
It dates from the Age of the Pharaoh of the Forgotten Plague!
But I'm not good in religion, is someone able to know something about the three figures?
Without waiting for an answer he tires to draw the three images formed by the tiles.
Perception: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
While looking at the object he tries to find other evidences about who or what was entombed inside, smelling, touching each object.
Once in the final room, Daeron look at the chest, casting detect magic
Perception: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Graff Leogil |
I was quite prepared to buy new weapons and OMG, immune to magic!
Knowledge (Religion) 1d20 + 3 ⇒ (14) + 3 = 17
"This one depicts Ahriman, Lord of All Divs. Probably not a friend of the big guy. Not too big on classes back then." he shrugs.
Deluge-Core |
Deluge lends a hand by casting Detect Poison on the box and area.
"I'm thinking we just ignore the bad box. I can't think of anything good coming out of opening the thing."
GM Fuzzfoot |
The box is neither poisonous nor magical. You sense some magic inside the box.
Graff Leogil |
Oh heavens. Slitherbane.
"That box. Is it safe?"
Deluge-Core |
"No, its not safe..." you idiot!
"Leave it for the archaeologists. We are just here to make things safe for them."
Deluge-Core |
"Yes, out we go! We can come right back in, guys, after we deposit the box."
Graff Leogil |
Graff shrugs as his companions all but just showed themselves out........
Graff Leogil |
Sounds good to me.
GM Fuzzfoot |
You find nothing else unique about the outside of the box, so you pick it up and take it out to Obahar.
"Thank you! It seems your mission is complete, so I hope you have a nice voyage home. But first, you should rest. I have set up tents for you. Meanwhile, I will be occupied with studying what you have brought me back."
The next morning, a very excited Obahar comes to wake you up. "The div, the spirit that escaped, it is searching for something... the Dungeons of the Ever-Dying! I don't know what that is, or where, but I have been investigating since I had the visions from the box! Please, can you stay and help discover where this thing has gone, and why? There was some reference to the Lady of Graves... perhaps the Thrice-Shrouded Necropolis is a place to start."
The Thrice-Shrouded Necropolis
Priests of Pharasma, the Lady of Graves, oversee this large graveyard and several small shrines surrounding it. For reasons lost to time, the necropolis possesses three unique traits: the sun’s light shines weakly upon it, causing the graveyard to be dimly lit even on the brightest days; the entire graveyard is under the effects of a calm emotions spell; and sounds in the area are muted.
When you arrive, a mid-ranking priestess approaches you. "Hello, friends. My name is Renofre. Have you come to pray?"
Deluge-Core |
"Actually, I was rather hoping to take a meal. All that walking and whatnot, you know. Though I suppose a graveyard is not the best place to find a descent restaurant. Trail rations again!"
Deluge pops open a bag of dried fruit and nuts and begins picking through it for his favorites.