Karnog Kegmeister |
"West? I imagine either passage is as evil-filled amd dangerous as the other."
Grimm Sharpest |
Grimm nods. Up to you. Down equals danger. If you want to rest we should do so in a room we have cleared. We don't need to actually sleep with my Wand. Just hold up till we can renew our spells.
Grimm will start stealthing in whatever direction the group decides.
Vatilda Lateef |
"I am nowhere near requiring rest."
Vatilda holds up her hand facing up, and produces a miniature maelstrom of crackling black in her palm.
She mutters a few words, and then touches Grimm and Desmond.
"We should continue. Carry on by your own strength, and maybe you'll earn favor with your god..."
Protection from Evil on Grimm, Desmond, and myself... 5 minute duration
Grimm Sharpest |
I like yer attitude girl, let me know if yer up for a tumble next time we hit the cups. Bwahahaha!
Grimm leads of to the west exit.
baldwin the merciful |
baldwin the merciful |
Desmond Aeros |
Rough guess, how much rubble we talking? A few minutes to clean out or a few hours?
Desmond heads west. "Watch your step, some nails down there." He scoops up the crowbar and mallet, throwing the mallet to Grimm "Might be useful."
baldwin the merciful |
The tunnel extend out a short distance before coming to a small chamber filled with wooden coffins. Dust is think on the coffins but noticeably absent from the tunnel floor that you've been walking on. From the room there is another northern tunnel and a short western tunnel that appears to come to another fork.
Which direction? Also, can everyone roll 3 perception checks that I can use as I need them?
Desmond Aeros |
Desmond peers closely at the coffins. "I've had about enough of the undead, I think I'll leave those alone." He heads west, then takes the most southern fork
Malcolm Cavendish |
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
I am already most favored by Abadar, thank you Vatilda. However, I only continue to strive for the perfection that only he possesses.
baldwin the merciful |
Grimm Sharpest |
Well, I can strive to drink that much. But that's fer fun. War and Battle's what gets Gorum's favor. I don't mind passing by non-threats but when a worthy monster fronts up, he's getting smashed. Bwahaha!
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
baldwin the merciful |
The group steps out into yet another burial crypt, giving Karnog the willies again. Letters carved into the floor of this gray and cobwebbed burial chamber identify it as "THE GRAVES OF THE LOWER PRIESTHOOD." Each of the side rooms contains sixteen wooden sarcophagi surrounding a round stone table, illuminated by a single everburning lantern glowing with greenish-blue light. A small dais on the northern end of the hall holds a stone statuette of a man clad in monastic robes. This statuette wears a golden diadem on its head.
Appraise check if you want to value the golden Diadem.
What are you going to do?
Karnog Kegmeister |
1d20 + 11 ⇒ (7) + 11 = 18 perception (+2 if dealing with stone/earth)
1d20 + 11 ⇒ (6) + 11 = 17 perception (+2 if dealing with stone/earth)
1d20 + 11 ⇒ (12) + 11 = 23 perception (+2 if dealing with stone/earth)
"Anyone with better eyes than mine take a look at this crown thing?"
Grimm Sharpest |
That'll fetch about the cost of a 1st tier Wand. Pocket it.
Grimm will assist if required but is more concerned with finding the next foe.
Smart monsters carry, use or hide the best stuff. Payday comes with killin yer enemies and takin the spoils. In Gorumite faith you keep what you kill.
baldwin the merciful |
Grimm begins to pull and twist at the diadem, there is loud croaking sound coming from the stone statue. As 9 wretched hunched bugbear like zombies emerge from the side chambers in groups of 3, carrying short morningstars. These creates are all moving with unnatural speed.
I need to roll out initiative.
baldwin the merciful |
RA:
Karnog: 1d20 + 1 ⇒ (7) + 1 = 8
Kalim: 1d20 + 2 ⇒ (9) + 2 = 11
Malcolm: 1d20 + 2 ⇒ (1) + 2 = 3
Grimm: 1d20 + 4 ⇒ (14) + 4 = 18
Vatilda: 1d20 + 2 ⇒ (20) + 2 = 22
Desmond: 1d20 + 5 ⇒ (11) + 5 = 16
Z1: 1d20 + 4 ⇒ (3) + 4 = 7
Z2 : 1d20 + 4 ⇒ (10) + 4 = 14
Z3: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative order
Vatilda
Grimm
Z3
Desond
Z2
Kalim
Karnog
Z1
Malcolm
Karnog Kegmeister |
"To the center! Let those monsters come to us, and we'll demolish them!"
Vatilda Lateef |
Round 1
Vatilda hurls a focused bolt of black lightning toward the thuggish zombie leading the nearest pack.
eldritch bolt vs Y,20: 1d20 + 5 ⇒ (2) + 5 = 7 vs Touch AC
force damage: 1d8 + 2 ⇒ (3) + 2 = 5
Grimm Sharpest |
Grimm pockets the Diadem and moves to V19 and casts DIVINE FAVOR.
Desmond, Karnog form a line wit me an Malcom. We'll smash em!
They can move up and Karnog can channel the sh!t out of them.
Karnog Kegmeister |
Karnog moves up to the front of the group and channels to damage undead.
3d6 ⇒ (1, 2, 4) = 7 damage, will dc15 for half 3 remaining
Malcolm Cavendish |
Round 1, Power of Faith
Malcolm calls upon the power of Abadar, and a nimbus of light bursts forth from the paladin infusing all of his allies with additional strength of body and mind. Everyone please consult the spoiler.
baldwin the merciful |
RD 1: update
Initiative order
Vatilda - casts E Bolt - missed
Grimm - grabs the diadem and moved V19, casting divine favor.
Z3
Desmond - steps back into ranks.
Z2
Kalim
Karnog - moves up, channels 7 HP/DC 15 for half
Z1
Malcolm - secures battle line casting Power of Faith
I'll take the Zombies actions next in grouping. Z3 and Z2 actions occur before karnog's channel. I'll roll the save rolls also.
baldwin the merciful |
RD 1 - Z3 (blue)
Zombies move forward, (blue), these creatures are quicker than the normal as they are able to move and act.
They attack with morning stars,
Malcolm:
att: 1d20 + 7 ⇒ (20) + 7 = 27;damage: 1d8 + 4 ⇒ (8) + 4 = 12
Karnog:
att: 1d20 + 7 ⇒ (10) + 7 = 17;damage: 1d8 + 4 ⇒ (1) + 4 = 5
The third on is not able to attack this round.
confirming crit on Malcolm:
att: 1d20 + 7 ⇒ (19) + 7 = 26;dam: 1d8 + 4 ⇒ (6) + 4 = 10
The big paladin is rocked by the morning star, clearly not expecting both a move and an attack.
baldwin the merciful |
RD 1: Z2 Red
Three move zombies move up and gang up on Grimm,
att: 1d20 + 7 ⇒ (19) + 7 = 26;damage: 1d8 + 4 ⇒ (4) + 4 = 8
att: 1d20 + 7 ⇒ (2) + 7 = 9;damage: 1d8 + 4 ⇒ (2) + 4 = 6
att: 1d20 + 7 ⇒ (3) + 7 = 10;damage: 1d8 + 4 ⇒ (7) + 4 = 11
Confirming crit:
att: 1d20 + 7 ⇒ (16) + 7 = 23;damage: 1d8 + 4 ⇒ (8) + 4 = 12
One morningstar whacks the diadem off the dwarf's wearing the diadem. As they seem focused on the item doesn't budge off of him.