Parfin Groud |
I thought I read somewhere the other day that you can actually diagonally move across corners of pits without being impeded. I'll see if I can find it if we need to be sure. Ah, never mind, I forgot about the hard corners. I think you'd have to jump.
I'm alive, but I'm not too damn happy! Parfin will try to climb out of the pit trap!
Climb: 1d20 + 4 ⇒ (10) + 4 = 14
Assuming he climbs out he'll go toward Felix and come out of rage, resting from the near-death experience.
Will be at 1 HP now and fatigued for 6 rounds.
GM - Mark Garringer |
Even with the hard corners I'll still only require a DC 5 Acrobatics check to move around the pit trap. It should take most everyone 2 checks to cross the two corners.
GM - Mark Garringer |
Dobin - yeah if you want to take 10 as a move action twice I'd allow that. I moved you already on the map.
Round 8:
Lilia
Dobin
Parfin
Archer - 14 damage taken
Rose
Kwin
Felix
Jericho
The archer takes aim at the cautious Dobin and nicks him in the shoulder!
Attack: 1d20 + 6 ⇒ (17) + 6 = 23 *hit*
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Rose, Kwin, Felix and Jericho are up!
Felix Nin |
Felix digs in his pack to get out a healing potion to hand to Parfin while holding the lantern out in the hallway occasionally moving his arm erratically attempting to be a harder target for the archer. Parfin, this should help with your wounds, but not your frustration. That requires a drink from a different flask. with that he winks and goes back to making the lantern a hard target.
Kwin Avassar |
Kwin advances to get a better shot around Dobin, and fires another arrow.
To hit 1d20 + 3 ⇒ (17) + 3 = 20
To hit Bit O' Luck reroll 1d20 + 3 ⇒ (3) + 3 = 6
Damage 1d8 + 0 ⇒ (2) + 0 = 2
GM - Mark Garringer |
Kwin and Jericho both score hits on the archer!
Round 9:
Dobin
Parfin
Archer - 19 damage taken
Rose
Lilia
Kwin
Felix
Jericho
Dobin and Parfin are up!
Parfin Groud |
Parfin tosses the cork off of the flask of magic liquid and quaffs it down.
CLW: 1d8 + 3 ⇒ (8) + 3 = 11
Feeling better than he was but still fatigued, Parfin grabs his crossbow and tries to shoot the archer! 5' step and fire against cover.
XBow: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Bolt: 1d8 ⇒ 4
Currently 12 HP and AC 16.
GM - Mark Garringer |
CLW should be d8+1, so 9 not 11.
Parfin's crossbow bolt just misses the archer!
GM - Mark Garringer |
Dobin charges toward the elf as he frantically tries to get another arrow up in time to shoot the angry fighter, but is unable to do so as he is hacked to death!
Out of (epic) combat!
Loot:
Cutpurse - Potion #1, Acid (x2), Masterwork Studded leather armor, Dagger (x5), Shortsword, Thieves' tools, 95 GP
Axeman - Potion #2, Potion #3, Potion #4, Potion #5, Masterwork Studded leather armor, Masterwork Handaxe, Masterwork Handaxe, Masterwork Heavy crossbow, 63 GP
Archer - Oil #1, Oil #2, Potion #6, Potion #7, Masterwork Studded leather armor, Masterwork Composite shortbow (Str +1), Rapier, 73 GP
Dwarf - Potion #8, Potion #9, Masterwork Scale mail, Crossbow bolts (20), Light crossbow, Masterwork Greatsword, Holy symbol, wooden (Gorum), 92 GP
Parfin Groud |
Well, that could have gone better. Is everyone alright? Parfin says as he winces, then relaxes as the healing from Rose. At 23/25 now after taking 2 off of the potion I drank.
These fellas had quite a bit of stuff on them. Should we go back to town and try to find out more about why they were looking for us and cash some of this stuff in? I'm not sure we can carry it all around. Of course, we can simply pile it up in a room and pick it up later.
Kwin Avassar |
"We should drag them back to the room, where we can examine their belongings."
When they are someplace (relatively) safe, Kwin will examine the potions.
Potion 1 1d20 + 10 ⇒ (1) + 10 = 11
Potion 2 1d20 + 10 ⇒ (8) + 10 = 18
Potion 3 1d20 + 10 ⇒ (3) + 10 = 13
Potion 4 1d20 + 10 ⇒ (18) + 10 = 28
Potion 5 1d20 + 10 ⇒ (3) + 10 = 13
Potion 6 1d20 + 10 ⇒ (10) + 10 = 20
Potion 7 1d20 + 10 ⇒ (5) + 10 = 15
Potion 8 1d20 + 10 ⇒ (18) + 10 = 28
Potion 9 1d20 + 10 ⇒ (13) + 10 = 23
Oil 1 1d20 + 10 ⇒ (2) + 10 = 12
Oil 2 1d20 + 10 ⇒ (10) + 10 = 20
GM - Mark Garringer |
WM - 1d20 ⇒ 10
Potion 1
Potion 2 - potion of bull's strength
Potion 3
Potion 4 - potion of hide from animals
Potion 5
Potion 6 - potion of cure moderate wounds
Potion 7
Potion 8 - potion of cure light wounds
Potion 9 - potion of cure light wounds
Oil 1
Oil 2 - oil of magic weapon
Parfin Groud |
Parfin continues to pile up the loot in the room with the other dead adventurers. Well, we have plenty of options. We have a number of doors in that hallway, a door just down from this one, a door inside this room, and of course I'm wondering if that archer fella had some idea where he was actually running off to.
I marked the other doors and the passage above the now-dead archer as options. Generally any darkened hallway can be considered as #8.
Kwin Avassar |
At Rose’s suggestion of door 5, Kwin agrees. ”Good. Let’s do it. But before we go, I’ve been examining the contents of these vials that we found on those bandits.
”These” he says, indicating five vials ”I have not been able to puzzle out yet. I will work on that when we have down time and let you know.”
He hands one to Dobin, and says ”This one will make you much, much stronger for several minutes. It is an expensive draught, so use it wisely.” Potion of Bull’s Strength.
He hands one to Felix, and says ”This should replace the one you gave Parfin at that critical moment.” Potion of Cure Light Wounds.
He hands one to Rose, and says ”This one will likely hide you from the perceptions of animals, unless they are particularly cunning. I think you should have it so, should we face a particularly dangerous group of animals, you can safely share your god’s blessings during the encounter.” Potion of Hide from Animals.
He passes two vials to Parfin, saying ”This one is a healing potion, as powerful as the one Felix gave you before. This one is a very powerful healing potion. I would guess that no matter the wounds you take, it would mostly heal you if you are on your feet to consume it.” Potions of Cure Light Wounds (heals 1d8+1) and cure moderate wounds (heals 2d8+3). Just FYI, the +1 and +3 represent the minimum caster level of the cleric possible to have made that potion, and we are always supposed to assume the minimum unless it is indicated otherwise.
Finally, he passes one to Jericho, telling him ”This arcane oil is meant to be applied to a weapon, be it a blade, mace head or arrows. It temporarily makes them empowered with magic so that they will be more harmful to foes, and in some cases pierce the supernatural defense of creatures.” Oil of Magic Weapon.
”I am only guessing as to who may be the best to bear these and potentially use them. If any of you disagree, you should of course feel free to trade, ask for or give them to others.”
With that, he glances around to make sure the loot is properly stowed away. Then he readies his bow and nods to Felix to lead the way.
Parfin Groud |
Thank you, I'll see if I can't take better care in the future, however. Parfin chuckles to himself as the words cross his lips. Me, better care... very funny, Par. Parfin will go to the door that Felix will lead us towards.
GM - Mark Garringer |
Felix investigates the door and proclaims it clear of pit traps! The room itself is a bit of a let down though, the ceiling of this room is hung with abnormally large cobwebs, but otherwise dusty and empty.
GM - Mark Garringer |
Again searching carefully, Felix finds no evidence of traps, and opens the door. This room is featureless and empty, yielding no clues about its original purpose. Though it does have no cobwebs. After a brief moment of searching the nothing, Rose pipes up "Parfin, there's a hidden door in that wall behind you. See how the stone in slightly recessed there?"
Parfin Groud |
Parfin looks where Rose is pointing. No... um, no, I mean, yes! Yes I see it now. Felix, want to do the honors, please? Standard Door Opening Procedure.
GM - Mark Garringer |
Felix examines the secret door, "Right you are Rose. This section of stone is on a sliding rail, so all one need do is..." he pushes the door ever so slightly and the entire section of wall slides south, revealing another hallway with a door at the end.
Moving down the hallway with caution, searching for more traps, Felix arrives at the door. Searching for traps, then listening at the door he hears nothing. Sniffing a few times, he looks around again then shakes his head. Opening the door, he stops mumbling to himself "I guess so, the nose knows after all. Kwin!" he yells down the hall, "come have a look at this! I'll bet you've never seen the likes of it!"
The entire ceiling of this room is coated with green slime — so much so that it is immediately visible when anyone look into the room.
WM: 1d20 ⇒ 11
Parfin Groud |
Parfin will peek into the room out of curiosity, but not step inside. You think those blob things we fought off earlier came from in here?
Kwin Avassar |
"I suppose we could burn it out, but I haven't a spell powerful enough to do that in one shot. I think we should leave this room for now and return another time. Make sure the door is closed securely, lest the slime continue its growth out into the corridor here."
GM - Mark Garringer |
The stick dissolves instantly on contact with the green slime.
Felix Nin |
Green Slime, what an odd name, but I guess well suited. Not something like Green Desolver or Disintegration Muck. Humm, those might come in handy in the future. Felix takes a moment to jot a few items in his journal.
Back to doors 3 and 2?
GM - Mark Garringer |
XP for the epic fight is: 300 each and another 200 each for feedback bribe.
Wisely closing the door and heading back, the Felix searches the door (#3), which opens into a connecting hallway, that contains nothing of value or interest. Searching the next door (#2) he hears nothing and finds now traps and opens it.
This room contains a very rusted, iron fire-pit that is set beneath a small hole in the ceiling. This was originally a small kitchen; the hole leads to the surface and is well-ventilated, but it is too small to serve as an exit from the dungeon.
WM: 1d20 ⇒ 1
S: 1d4 ⇒ 1
Parfin Groud |
Parfin looks about the room. Well, seems empty enough. Do we want to continue down that hallway past the pit?
Rose Silversting |
"Weird to think someone or something was cooking in a dungeon. Let's keep going!"
Parfin's plan sounds good.
-Posted with Wayfinder
GM - Mark Garringer |
As the party approaches the hallway cross corridor, to the east you see an animated skeleton moving silently down the hall towards you!
Dobin - Init: 1d20 + 1 ⇒ (18) + 1 = 19
Felix - Init: 1d20 + 3 ⇒ (3) + 3 = 6
Jericho - Init: 1d20 + 1 ⇒ (5) + 1 = 6
Kwin - Init: 1d20 + 2 ⇒ (12) + 2 = 14
Parfin - Init: 1d20 + 2 ⇒ (11) + 2 = 13
Rose - Init: 1d20 + 3 ⇒ (16) + 3 = 19
Lilia - Init: 1d20 + 4 ⇒ (19) + 4 = 23
Skeleton - Init: 1d20 + 6 ⇒ (2) + 6 = 8
Round 1:
Lilia
Rose
Dobin
Kwin
Parfin
Skeleton
Felix
Jericho
Rose, Dobin, Kwin and Parfin are up!
Parfin Groud |
Parfin will not wait and charges the skeleton!
Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
BTW, I updated my profile and stat line, I forgot to change my AC to note the chainmail armor. Current AC after the charge is 16.
Kwin Avassar |
Believing that lesser undead like this rarely are found alone, Kwin moves closer to where his allies are engaging it. As he goes, he stashes his bow away, since it probably would be useless against these creatures. He glances down some of the other passages to make sure they aren't being surrounded.
GM - Mark Garringer |
While his allies take a slightly more defensive posture, Parfin charges forward with his mighty earthbreaker and smashes the animated skeleton into bits!
Out of Combat! XP: 25 each
Which way now? North? East? Other?