| DM Rambler |
The mule is not with you, as nobody raised it at the appropriate time, but if you want we can retroactively say that it was brought over to the barn at the first farm.
If people want anything further from the office, or to do anything like lock up, it's fine to retro that for the next day or two. Also, I'll need to know who has the potions and tuning fork.
I'm assuming that you're ignoring standard houses and farms for now.
Farther along the road are a pair of ruined shells which appear to have been houses. Opposite them is the remains of House Formidable, the temple of Erastil. Within, about thirty charred skeletons lie in the ash and debris, along with statues which have been pulled down with rope or chain. The ruin still smolders here and there.
Formidable map
| Morgrom Hellblade |
Morgrom tosses the tuning fork aside when he realizes he doesn't know what it is. Picking up a potion and the long sword, he exits the Sheriff's Office with the rest of the party.
Walking up to the ruins of the church of Erastil, he says, "This is lots o' peasants. Looks like they wuz trapped whiffin tha church. Burned alive. They meant business."
| DM Rambler |
As Morgrom approaches the ruined church, a trio of skeletons crawl from where they lay among the others. As they rise they burst into flame, with thick, black smoke trailing from their empty eye sockets.
Initiative:
Morgrom: 1d20 + 1 ⇒ (9) + 1 = 10
Petronicus: 1d20 + 1 ⇒ (10) + 1 = 11
Haer Kul: 1d20 + 2 ⇒ (17) + 2 = 19
Prahd: 1d20 + 5 ⇒ (8) + 5 = 13
Bardos: 1d20 + 5 ⇒ (9) + 5 = 14
Thorthal: 1d20 + 2 ⇒ (9) + 2 = 11
Skelly1: 1d20 + 6 ⇒ (8) + 6 = 14
Skelly2: 1d20 + 6 ⇒ (5) + 6 = 11
Skelly3: 1d20 + 6 ⇒ (7) + 6 = 13
Haer Kul
Skeleton1
Bardos
Skeleton3
Prahd
Skeleton2
Thorthal
Petronicus
Morgrom
map pending...done. Note that these are all burning skeletons, even if they don't show that way on the map.
| Haer Kul |
I'm good with the mule across the river.
My opinion: I would suggest that Thorthal, Prahd, and Bardos get the other cure light wounds potions, and whoever has the worst swim check should get the elixir of swimming for now.
Haer Kul will be 20ish feet back from Morgrom (still on the road). On his turn, he will draw and load his sling.
| DM Rambler |
I have altered the map so the rest of the party is closer, but still on the road.
I also retroactively turned the water in Prahd's buckets to gasoline.
Haer Kul eyes the skeleton's warily and loads his sling.
One of the burning skeletons closes with Morgrom and claws at him, scrabbling unsuccessfully at his armour.
claw: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7
Morgrom sees that the skeleton is wearing a bejeweled golden holy symbol. He is also now within the flaming aura of the undead.
Bardos
Skeleton 3
Prahd
Skeleton 2
| DM Rambler |
| Prahd Goatsfoot |
first bolt: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 41d10 ⇒ 10
second bolt: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 181d10 ⇒ 2
The first shot narrowly misses Mogrom's head, and the second passes harmlessly through the skeleton's empty midsection. (I'm guessing)
"Slings and cold magic are the ticket here. Try not to get close!"
Note to other players, Prahd says something potentially useful!
Potion of CLW added to equipment.
| DM Rambler |
Bardos cannot see #3 from K14 (wall), but he can from J15.
Bardos' sling bullet strikes home with a crack, but the skeleton is not slowed in its advance. It scrambles out of the church and attacks Morgrom. Its claws sink deep into his flesh of his arm, and the flames char and crack his skin.
1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 4 damage + 3 fire damage
Prahd provides some advice to the party, then demonstrates what happens when the advice is not followed, as 2 bolts go astray.
The third skeleton circles around and runs out until it is next to Thorthal.
Will update map in a few hours. #3 is at G10, #2 at J12. Prahd is at I14.
Petronicus
Morgrom
Thorthal
Haer Kul
Morgrom, Thorthal: please make a Reflex save for each skeleton you are adjacent to
| Thorthal Runecloak |
Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Shield Bash: 1d20 + 3 ⇒ (18) + 3 = 21Damage: 1d3 + 5 ⇒ (3) + 5 = 8Confirmation: 1d20 + 3 ⇒ (9) + 3 = 12Damage: 1d3 + 5 ⇒ (3) + 5 = 8
Armour Class is now 15 due to shield bashing.
There was also the earlier potion, which I wasn't sure if it ended up going to me or not. Of the 4, I will assume I have 1, if that is ok with everyone else.
| DM Rambler |
As Petronicus moves, Morgrom is burnt by the fiery auras of the skeletons and falls to the ground.
2d6 ⇒ (3, 6) = 9
After being burnt, Thorthal smashes his foe to pieces with his shield, unleashing a burst of flame.
aura: 1d6 ⇒ 3burst: 1d6 ⇒ 1
Thorthal takes 4 points of fire damage
The group can now all see that destroying a skeleton next to Morgrom will further damage him, but so will any skeletons remaining next to him.
Haer Kul
Skeleton 1
Bardos
Skeleton 3
Prahd
| Haer Kul |
Haer Kul realizes he is not fast enough or strong enough to get to Morgrom and pull him away from the skeletons.
So he will ready a ranged attack with his sling, firing when a skeleton has moved away from Morgrom, before it can close with another party member. Attack: 1d20 + 3 ⇒ (6) + 3 = 9, damage: 1d3 - 1 ⇒ (3) - 1 = 2.
Haer Kul looks disappointedly at his obviously defective sling.
| Haer Kul |
I should have said this, but if Haer Kul needs to move to the side to get clear line of sight to both skeletons adjacent to Morgrom, he will do that before readying. He won't move closer to the skeletons.
| DM Rambler |
Fortunately, the skeletons seem to have no further interest in Morgrom, and one move towards the rest of the group.
Unfortunately, Haer Kul's sling fires wide as it approaches Thorthal.
claw: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
It misses with its claw, but Thorthal is due for more burning.
Bardos
Skeleton 3
Prahd
Petronicus
Morgrom... oops
Thorthal
Haer Kul
| DM Rambler |
Bardos' shot goes whizzing past the skeleton standing over Morgrom. Its head swivels, then the skeleton clatters towards Prahd.
claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8
The undead's claw is ineffective, but now Prahd stands within its flaming aura.
Prahd
Petronicus
Thorthal
Haer Kul (stated)
| Prahd Goatsfoot |
Prahd drops his crossbow and readies his morningstar, then attempts to smash the skeleton in front of him.
morningstar: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 1 ⇒ (5) + 1 = 6confirm crit: 1d20 + 2 ⇒ (3) + 2 = 51d8 + 1 ⇒ (3) + 1 = 4
He then steps back to give Bardos and Haer Kul a better line of attack (J14).
| Thorthal Runecloak |
"Ma beard is burnin' up, A donae think A can take much mair o this heat."
Thorthal attempts to smash his shield through the adjacent skeletons knee caps, powerfully.
Shield Bash: 1d20 + 3 ⇒ (4) + 3 = 7Damage: 1d3 + 5 ⇒ (3) + 5 = 8Confirmation: 1d20 + 3 ⇒ (4) + 3 = 7Damage: 1d3 + 5 ⇒ (1) + 5 = 6
Reflex, if needed: 1d20 + 4 ⇒ (2) + 4 = 6
Thorthal steps to M12 after his unsuccessful attempt to remove the skeletons kneecaps. AC remains at 15 due to shield bash.
| DM Rambler |
Prahd's blow shatters the skeleton, and it erupts in a blast of flame.
burst: 1d6 ⇒ 5
Prahd: Reflex save for half
Morgrom stabilizes, and his wounds begin closing.
Before Thorthal can strike, he is burned by the skeleton's aura.
aura: 1d6 ⇒ 1
For some reason, the remaining skeleton does not follow up, but instead closes with Petronicus as it is missed by Thorthal's swing. Edit: Sorry, I missed Haer Kul's attack.sling: 1d20 + 3 ⇒ (19) + 3 = 221d3 ⇒ 2
Haer Kul strikes it, but does not stop its attack.
claw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
It savagely strikes him down where he kneels to aid the half-orc.
Bardos
Prahd
Petronicus - stabilization
Thorthal
Haer Kul
Jerk Skeleton
| Haer Kul |
Don't know if it matters, but -1 damage on Haer Kul's last attack
On his turn: Haer Kul moves to get a clear shot (L15 looks good), and readies a ranged attack with the sling firing when the remaining skeleton is no longer adjacent to any ally. Sling: 1d20 + 3 ⇒ (20) + 3 = 23, damage: 1d3 - 1 ⇒ (3) - 1 = 2, confirm crit: 1d20 + 3 ⇒ (2) + 3 = 5 damage: 1d3 - 1 ⇒ (1) - 1 = 0.
| DM Rambler |
Bardos sling bullet lands behind him before he releases the shot.
Prahd charges the skeleton, but his morningstar swings wide.
Petronicus is further scorched where he lies on the ground.
aura: 1d6 ⇒ 6
There is a crack and a whistling noise from the wizard's body, similar to the sound of a boiling shellfish.
Morgrom's burn fades slightly. 1 hp back
Thorthal
Haer Kul
Death on legs
Bardos
Prahd
Petronicus
| Thorthal Runecloak |
Thorthal says a couple of words quietly in a non common language.
"Deenae worry aboot me, jist kill it."
Thorthal proceeds to J9, holding his shield towards the skeleton as he provokes an attack from K10. If he makes it there, he attempts to drag Petronicus out of melee. If a bull rush is needed to accomplish this in a round, he will do so, though he will take care not to injure him. If he can end up out of melee after he moves Petronicus he will attempt that as well.
Combat Maneuver if needed: 1d20 + 4 ⇒ (15) + 4 = 19
| DM Rambler |
The skeleton claws at Thorthal as he stoops to grab Petronicus.
claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
The dwarf receives a horrific wound from the monster. Undeterred, we drags the wizard back out of the fight, then collapses from the exertion.
Haer Kul's damage is insufficient to drop the skeleton. HK can still switch to taking the attack if he wishes, but I'll carry on.
The skeleton turns on the adjacent crossbowman, and unleashes its full attack.
claws: 1d20 + 2 ⇒ (7) + 2 = 91d4 + 2 + 1d6 ⇒ (1) + 2 + (6) = 91d20 + 2 ⇒ (12) + 2 = 141d4 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
For once, its fury is unsatisfied.
Bardos
Prahd
Petronicus (stabilization and spell)
Thorthal (stabilization)
Haer Kul
Really hope we don't get to this point
Don't worry. Even in the case of a TPK, there is a plan.
| Prahd Goatsfoot |
Prahd steps diagonally (I9) to open up the slingers' line of attack and put himself a bit more between the skeleton and his fallen companions. He then takes what he guesses may be his final attack.
Morningstar: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 1 ⇒ (7) + 1 = 8
wtf. I am glad we are not using fumble rules.