| Illydth-DM |
Kaerin nods his silent agreement. He seems both shaken and quite sad facing the corpse of his late stepfather.
As you move to examine the body, Armand starts moving around the room, looking at the dust on the floor (there isn't much of it), looking for scrape marks around the table legs (was a table moved recently), checking the window sill and other "vulnerable" areas where an intruder might have entered the premises unknown. As he finishes his investigation you have gotten over about half the body and the two of you finish examining the rest as well as the clothing the man was wearing at the time of his death and even the clothing he was wearing the night before.
At several points Kaerin points out somethings you might otherwise have overlooked and seems to have gotten over his initial shock and sadness and starts doing some of his own investigation, curiosity having gotten the better of him.
At one point Armand casts a detect magic spell and paces around the room ending up at the body itself.
Selena, please make me a healing check or select another skill you feel might give you more information and make a roll on that...or both...and I'll give you your final results and move on to the morning. Let me know of anything else you'd like to do/cast. Kaerin will pretty much let you do anything that doesn't damage or harm the body in any way (i.e. No cutting and/or marring the body) and he won't allow the body to be moved from the table nor the table moved from it's location. Turning the body for examination / etc. however he will allow.
Thantos: Any word on your attempt to detect magic down in the parlor/dining room?
| Selena Devanholme |
Heal check (to examine body) 1d20 + 7 ⇒ (8) + 7 = 15
Also casting detect magic to look over the body and the room for any signs of necromantic magic (or anything else which might stand out)
Knowledge (Arcana) check to examine any existing spell effects, if any.1d20 + 5 ⇒ (1) + 5 = 6
| Illydth-DM |
The search of the room and examination of the body take the two of you over an hour to complete.
Armand and Kaerin's thorough search of the room turns up absolutely nothing. No prints in the dust (which is just starting to gather on the table and floor since no one has disturbed the room since the body was prepared a day or two ago), no scrape marks along the floor or other signs of entry into the room. If an assassin did enter the room, any trace of him has been wiped away either intentionally or accidentally when the body was lain to rest. There is also no sign of struggle in the room.
Your search of the body and the table are just as fruitless. As far as you can tell, other than looking very old and thin, the body seems healthy. No needle marks, no cuts or scrapes, no discoloring of skin or other marks or mars on the body.
Your detect magic picks up many faint dewomers but nothing "dangerous". With a simple application of your knowledge of the arcane and your knowledge of spellcraft in general you can mostly separate out the various enchantments laying around the room (some minor enchantments to make the blankets more airtight and thus warmer, an enchantment on the window to harden the glass, a couple enchants to keep the room smelling fresh, etc.) and are pretty certain that none of them are at all harmful, nor of particular difficulty or power to cause harm.
All three of you show signs of surprise and even a bit of dismay that you can find no sign at all that the man laying on the table before you was murdered, by all examination that you can perform, the man died of old age in his sleep.
When finally finished, Kaerin guides you from the room and closes, and locks, the door to his Step Father's bedroom again. He then smiles at each of you and says:
"I should probably thank the two of you. Ever since the message you gave me this evening my mind has been awash with fear that my father was, in fact, murdered or mixed up in this dastardly business with this brotherhood. While I was obviously disconcerted at your request earlier, I am actually lighter of heart knowing that my father lived a good life and died peacefully. You have my gratitude for both your efforts and your compassion."
"It is late, and I must retire if I am to see your group off into my father's Laboratory tomorrow morning. I recommend you both do the same. Until tomorrow then..."
As Kaerin is talking he's led the two of you each to your suite and now bids the both of you good night as he turns and moves back down the hall to his own living quarters.
| Illydth-DM |
Each of you is awakened by a soft knock at your door and the voice of Alphred calling your name (addressing each of you as either Master or Mistress) and telling you that breakfast is served.
As you come fully awake and look out the windows in each of your rooms, you see the sun not quite over the horizon yet, somewhere around six in the morning by your estimations. Each of you dresses quickly and heads down to a large breakfast, after which Kaerin excuses himself and tells each of you to go prepare for the day's events. Back upstairs in your rooms after breakfast, each of you goes through your normal daily routine (praying for or studying spells, exercising, washing up, dressing, getting into armor, etc.) and each of you are ready to go around 9 in the morning.
At about half past nine, Alphred again makes his rounds to each of your doors, addressing you and asking you to come to the dining room again. From there, you are lead down into the wine cellar of the house and to a large wooden door which Kaerin stands beside.
"This leads down into the basement and to Kavorquian's Laboratory. Again I ask each of you to promise that you will do your best to retrieve the Tiara and Sword by tomorrow night and I remind you that an extra reward will be paid to you should you be able to complete this task. You have free run of my house and all the resources at my disposal from now until then."
"When my father used to come down here, he always carried his own light with him, you will likely need to find some method of seeing down there. Feel free to take a torch or two from the stack over there if you need to."
With that Kaerin unlocks and opens the door to the basement.
A long spiral staircase descends into the darkness and you can only barely make out the floor about twenty feet below and a small portion of what looks to be a small room.
Ok, couple points of order, I need to know who's carrying what light sources and what the "standard marching order" will be for your treck through the dungeon. As this is the first "underground" adventure we're in keep in mind that in all cases I assume status quo unless you tell me something has changed. Unlike a table top game I cannot keep track of "conversations" and detect changes or intents to change things so if you tell me the standard marching order is "Kith then Selena" don't expect me to know when you wanted to put Lash in the lead. The same will go for light sources and other persistent effects.
Kaerin will also be handing you a non-detailed map of the basement that his stepfather kept to assist you with determining where you intend to go. I will get that generated and posted as soon as I can. Keep in mind your goal here is 3 fold:
1) Find the Sword with the jeweled hilt and pommel
2) Find the diamond tiara.
3) Find Kavorquian's Journel that might detail information about the brotherhood.
Your time begins at 9:30 and you will have till 9:00PM the next night to complete the task.
Let me know any last items and we're ready to go. I will give a couple generic descriptions and we'll start with the room below the spiral staircase and move on from there.
| Fyird Olaafson |
Fyird will automatically take a position near the middle of the party, where his spells, and bardic support can help in either direction. He will also cast Light on his light shield, and keep renewing it every 10 minutes.
| Selena Devanholme |
Selena follows behind Fyird, where she can hopefully clearly see the rest of the party members in case of injury or a need for a hasty spell. With a wave of her hand, four dancing lights appear at her sides.
She waits until Kaerin has departed earshot. "It's a fairly strange request. I wonder what is so special about this jeweled sword and tiara?"
| Lasciel Silverflame |
Lash takes the lead, rapier in one hand sunrod in the other. Her keen eyes comb the area ahead of her.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge Dungeoneering: 1d20 + 7 ⇒ (11) + 7 = 18
"Sword's probably magic. And if the gems in the tiara are real, well it could solve any money problems he's having."
| Illydth-DM |
Ok, folks, the map's up:
Rise of a Regent Campaign Website. Click on "Kavorquian's Basement" for a general map of the area. Keep in mind that while you do see 3 secret doors you MAY NOT see all of them. Note that the map was intended to give Kavorquian's family access to his Laboratory in case of his demise, it was NOT intended to show every nook and cranny of his abode.
As soon as I get a report from Dirk and Thantos I think we're ready to go (Mird's new player may or may not jump in here shortly, he's been contacted). We'll work this by you guys deciding on a place to go and we'll move you to it.
Lastly you will have to let me know what you want Armand doing and where he should be.
| Dirk Deathtalon |
Dirk looks doubtful at Lash's decision to move first to the gaping darkness of the stairwell.
"Lash, I'm better equipped to take the initial brunt of anything we meet down there. I do not doubt your abilities, but perhaps I should move down the stairs first."
Not wanting to offend her, he makes eye contact with a nod to show his offer is sincere.
"If you agree, I'll go first, with you behind me, followed by Armand, Fyird and Selena, then Thantos and finally Mird watching the rear."
"Any objections to that order?"
"Lash and I will have our weapons drawn, so we'll need someone with free hands to carry the map and guide us through the basement..."
Dirk pauses and looks at the others for volunteers.
Dirk = Meatshield
| Illydth-DM |
Ok, we've got a marching order. Mird will be spending as much time looking behind himself as forward and will be acting as "rear guard".
Light Situation:I note that Fyird's Light spell is up, that's 40' of light, which should carry about 20' past the first party member, assuming you're all staying somewhat bunched up. Armand will do the same as Fyird, using his light orison every 10 minutes to refresh light on his shield as well. You have good sight to 20' in front of the party and it grows very dim beyond that. Selena's dancing lights provide about the same but they're mobile. I will assume that Selena's lights are staying beside her unless otherwise noted. Given the number of magical light sources in the party, Mird will not be carrying his own (instead preferring to keep both hands on his bow and knocked arrow). Mird's vision extends to 20' behind the party.
Quick note folks, I screwed up the prior description: the stairwell descends about 60 feet down into the basement, not the 20 I mentioned before.
The stone spiral staircase winds down into the darkness. Surprisingly, or not so much once you think about it, each of the steps "creeks" as if it were a wooden stairwell as your party approaches, making at least a minor amount of noise as the seven of you descend into the basement.
About 60' feet down, the stairwell comes to an end, leaving you in a small stone walled entry chamber about 20 feet on a side. The room is barren, with no objects or other items anywhere within the area of the room. Dust has settled on the floor of the room and a quick examination tells you no one has passed through the area in at least a couple days (at least none walking on the floor) since the dust remains undisturbed.
The ceiling in the room is about 15' high and seems to have been carved directly out of the rock of the hill the house overhead is built upon. Rough and somewhat unworked, the ceiling still looks strong and stable.
To your left and front a strong wooden iron bound door stands closed, blocking entrance into the further parts of the basement. You see no lock on the door, and, upon trying it, note that it swings open rather easily. As you open the door you note the iron holders mounted into the metal banding of the door and two iron holders mounted into the stone of the wall on either side of the door...a metal locking bar stands up against the left wall of the revealed hallway completing the picture. Obviously Kavorquian could lock himself in and others out if needed. You also notice that no such locking mechanism exists on the outside of the door.
The hallway continues to the extent of your light source (20') unbroken by doors or other side passages.
Give me a general idea of how you want to approach this section of the module. Are you going to comb the place room by room? Do you want to hit specific rooms and backtrack? etc. Also, so I don't "move you" accidentally, please do me the honor of designating someone as the "final call" for where you're planning on moving to. That way the 5 of you can talk and communicate and I can watch for a post by a single person that I am taking as the definitive "we're moving here" post. This removes the confusion when Dirk says "I say we move to the room just north of us" and Selena wants to move to the room north and all the way to the east down the hall but doesn't get in before I do and I start moving the party to the wrong location.
I will try to update the map online with your current location as we progress through the module so that we're all sure we're talking about the same place. The black dot will represent the approximate location where the lead of the party is. Again, I assume that you are all staying pretty much together here.
| Fyird Olaafson |
"Well, here goes nothing" Fyird says as they begin to enter past the doorway.
I'm all for exploring each room as we go, staying to the right, and checking for traps as we go, until, and unless we find reason (clues etc...) to divert
| Selena Devanholme |
Selena follows Fyird quietly, reaching out a hand to stop him from moving too far ahead of Kirk and Lash. "Let us wait for the others." After a pause, she continues. "This place feels like a tomb. And I am more than worried that Kavorquian's 'Creatures' are of an unsavory and dreadful nature."
Mird Suttons
|
Mird will take a good look at the door locks at the entrance of the basement (the one that has the inside lock mechanism) and check if there is any special mechanism that can lock the door automatically leaving us trapped inside.
"Let me take a look at this door so we can avoid an inconvenient long time stay down here."
Perception Check: 1d20+5=16
"I vote for us to go over every single room of this basement."
Besides that he will perform his "rear guard" task as described.
| Thantos Mortimir |
"So as I am looking at the map we are at the bottom of the stair case. The door in front of us leads down a hallway, best I can tell. Any volunteers to open the door?"
Below is a portion of the map. The * is us, the S is the spiral stairs. All of the D are doors. The tick marks are to help with the spacing on the map in Paizo. It is not a perfect representation of the map but at least it gives us a feel for what we are looking at without having to flip to the map link. So there are 3 movement spaces in the hall, the D for the door is occupying one of the spaces and then there are 2 more spaces to the 'T' in the hall. It is very hard to get the map to display correctly in Paizo so this may not work. I will keep working on it to see if I can get it to display cleaner.
```` ____________
````|D_____`|```|
````|```|`|`D```|
````|___D_|`|___|
````|`````|` ___D
````|__D__|`|
````|`````|`|________
````|_____D`|```|```|___
````|_____D`|D__|D__|```|
``````````|_` `__`__D```|
````````````|`|``D``|___|
````````````|`|_____|
````````````|D|__
````````````|*``|
````````````|__S|
| Dirk Deathtalon |
Dirk steps down from the stairs and onto the landing of the basement floor and immediately scans the shadows for signs of an attack. His eyes continue to move about the room as the others filter down into position.
Once satisfied that the room is secure, Dirk will move towards the unlocked door and swing it open. After letting his eyes adjust to the darkness of the hallway and ensuring that there is no immediate danger, Dirk will step aside and give Lash a full view of the dusty hallway.
"Lash, I'll lead down the hallway. But I'll step aside at any doors we happen upon to let you have a look. If you see anything out of place before then, let me know and I'll let you move forward. I'll do my best to intercept any monsters moving about the place."
Looking back over the group, Dirks say, "Stay alert. It was suggested that at least one of these beasts may move through solid stone... that apparently includes these walls. Attacks can come from any direction."
To Armand he says quietly, "Please stay near me if trouble starts. It wouldn't do to have you come all this way just to have you perish in a wizard's basement looking for his stepson's trinkets."
DM, Lash also carries a source of light.
Thantos, direct us and be the final word, good with me. I'm fine with looking at the jpg version of the map as long as the DM keeps it up-to-date. Also, the DM gave us a free description of the unlocked, open door, so I took the liberty of having Dirk open it.
Lash, I think we should coordinate being at the front of the group. Switching back and forth as necessary. Dirk to block beast onslaughts and Lash to find the nasty traps. According to the stepson, the traps are non-leathal, but dangerous and to be avoided if possible. We'll just have to be clear, for the DM, who is currently in front.
Let's kick this place's a$$.
| Illydth-DM |
The locking mechanism on the door in this first room is a simple "bar and holder" lock. On the hallway side of the door two heavy iron holders are built into the stone of the wall and one is banded onto the door. The mechanism is easy: the iron bar leaning against the wall is maneuvered into place inside all 3 of the holders, at that point the only way to open the door from the outside would be to put enough force pulling on the door to "break" the metal bar (snap it in half). From the inside opening the door is easy, simply lift the metal bar out of the holding slots and the door will swing open easily. It's obvious that this particular door is built for keeping people OUT of the wizard's lab, not keeping them in. You see nothing that would concern you that this portal could be barred from your exit.
The JPG map will be kept up to date with your positions to keep you guys from having to formulate your own maps and/or have a hard time understanding as to where you actually are. Feel free to keep using a text map if that's more comfortable with you but it looks like a PITA to produce.
It sounds like everyone's weighed in that you want to move room to room and conduct a search for the items. The dungeon is pretty linear so I will assume the first room you all are moving toward is just through the wall to the right as you move up through the entry hall. From there you are intending to proceed around the right hand hallway to the far room (at the end of the hall) and then the two smaller rooms directly across (moving counter clockwise around the right hand offshoot hallway). If I am correct, please let me know and I will proceed you down to the first room, otherwise give me an alternate order to hit and we'll cover it from there.
Lets have this hashed out before tonight so I can get us through to the first room or so this evening (or before). I will be using Thantos as the final call for movement.
Party Marching Order as I have it (* next to the name indicates carrying a light source):
Dirk
Lash * (Torch)
Armand * (Light spell on shield)
Fyird * (Light spell on shield)
Selena
Thantos
Mird
| Dirk Deathtalon |
Dirk takes the first step across the threshold and into the darkened hallway and pauses to look into the darkness while listening for any unusual noises.
(10:52:19 AM) Perception (Sum: 14)1xD20: 14
If he hears nothing he'll look back toward Thantos and ask, "Alright, where to first?"
How should we move through these hallways? Going step-by-step will take a life time. I'd say we make bigger strides. Let Thantos pick a room we're heading for and everyone else can inform the DM what they are doing along the way.
| Illydth-DM |
Sorry guys got caught up last night and my backpack got left at home this morning hindering my posting process. :)
To speed this up what I want to do is handle this in sort of a "batch" mode. First I need the "defaults" from you guys. Let me know anything you want to do "standard" (i.e. Lash wants to remain in stealth and 30' in front of the party at all times, selena wants to continuously search for secret doors, Dirk wants to tap each square ahead of him with his two handed sword as he walks down the hallway, whatever it is). Then, if you wish to stop your "standard" actions, you let me know. From there you guys decide what order you want to hit the rooms (say you want to go clockwise around the right side hallway to hit each of the 4 rooms ahead of you).
At this point I will describe your walk down the hallway and to the first room. I'll take your standard actions and apply it to opening the door and into the first room, read you the description and give you a chance to react/act on what you read, if there's nothing special anyone wants to do I can carry you forward to the next room and so on. If your default actions will turn up anything prior to a room (i.e. in a hallway or such) I'll let you know and we'll break the action at that point.
In this way, this allows us to efficiently get through the dungeon without having to do a lot of waiting on each other. We can move to, through and past rooms with little of interest and into rooms of more interest in a few posts time. If there's an action you want to handle in a room that was "prior" (due to moving forward in the story) we'll cover it and you guys can decide if you want to go back.
At this point we'll move on with the hallway and you can select your first set of rooms to accomplish/conquer.
The hallway stretches down into darkness in front of you. About twenty feet in front of you, just at the edge of your light, a somewhat rusted torch holder is attached to the right wall with, what you assume is, an unlit torch hanging in the bracket.
The hallway itself is unremarkable, running off into the distance beyond the light of your torches in a straight and uniform fashion. A thin layer of dust covers much of the floor and seems unbroken by footprints or other signs of life...it's been several days, at least, since anything traveled this way.
Dirk: Nothing out of the ordinary comes to your ears and you see nothing that would alert you to any danger within your line of vision.
Next step is to proceed down the hallway and to a room. Which room would you like to move toward? To assist in this process Dirk has numbered the map and it is uploaded to a new link in the ROAR campaign website. I will keep the prior basement map updated with position but you can use the numbered map for reference to let me know where you want to move to next.
Mird Suttons
|
Mird is going Stealth: 1d20+6=21
And he is also going to look for tracks of the creatures that were said to be in the basement.
"I will try to track the creatures that were said to be in the basement, perhaps we can try to get rid of some of them first and avoid surprises"
Tracking at 1/2 speed: 1d20+6=18
Knowledge Dungeoneering: 1d20+5=24
I don't know if the tracking involves me going to the front of the party, if so I'll do that just if my tracking abilities allows me to find any track in the terrain we are in.
| Thantos Mortimir |
"Dirk, that door up ahead looks just as good as any to open. Let's check that room Room 5 out. I'm almost afraid to ask, for fear that it will spring some trap, but should we light the torch there on the wall?" This is a discussion statement and not a "final call" for a move.
Thantos' default behavior will be to hold the map and remain at an ever ready state to pocket the map to either begin casting or to grab his crossbow.
| Fyird Olaafson |
Fyird will keep his position in the middle of the party, and use his skills, and abilities to assist any party members as he goes. He will also make notes of things they run accross for later review. He will keep the light spell on his shield as well.
| Dirk Deathtalon |
Dirk nods at Thantos, "Good a place as any..."
Dirk will move down the hallways on constant alert for any signs of danger. His weapon will remain sheathed for now. He can draw his weapon as a free action. If Lash moves ahead of him in the hallways he will keep a concerned eye in her direction.
| Thantos Mortimir |
Final Word on Movement: The group moves in our predefined order to the end of the hall and stops directly in front of the door to room5.
Thantos whispers just loud enough for the whole group to hear, "Shall we knock or just kick it in?" He stores the map in his pocket and removes the crossbow from his belt, ready to fire.
| Illydth-DM |
Your footsteps echo eerily as the seven of you proceed down the hallway. As you near the end of the hall (Last square before the right hand hallway branches off) a small voice rings out from the east wall bringing you up short:
"Halt or Die! What is the password!"
Looking around you see no one from which the voice could have come.
Startled, you each rack your brains for anything you might have heard within your conversations with Kaerin or anyone else within the house to come up with an answer.
Fyird, Selena, Thantos and Mird
Your surprise and hesitation costs you as the floor in front of you springs open, swallowing Dirk, Lash and Armand, and almost Fyird (standing on the edge), and then snapping closed in the blink of an eye with a loud clang, trapping the three below the stone floor. You hear a dull thud as the three fall into the pit. A grinding sound followed by a stone on stone crunch ring through the hallway as thick slabs of stone slide closed from either end of the room you just left, banging together and leaving no path through them back to the stairs.
Somewhere in the distance a bell rings loudly, the echoes of it rebounding off the stone walls down the far corridors. Across the hall way ahead of you the door to the room you are facing (the room you were about to enter) is wrenched open and a creature steps out the door. Humanoid in form, of the same height and size of a normal man, it is immediately obvious that this is not a person but a magical construct. It's gait is odd (as if it's slightly off balanced) and it's arms hang very low to the ground (longer than a normal man's). At the request for the password, however, the four of you were already sensing trouble and had prepared for this encounter.
Could the 4 of you please make an initiative roll for me? For the new Mird player, my preferred dice rolling site is: Invisible Castle but as we've had problems with this I am willing to take rolls from other websites as well, particularly if they can be verified.
Dirk, Lash, Armand
Your surprise and hesitation costs you as the floor at your feet immediately snaps open, throwing each of you to the ground as you are tripped off your feet by the sliding stone. However, the fall to the ground seems to be a longer time in coming than you would have expected as you fall well below where the floor should be and down into a pit. Your crash to the ground is preceded by a loud clang from above.
As you each start to pick yourselves up from your fall and reorient yourselves you realize that only three of you got caught by the pit, the other four of you must still be above.
Dirk and Lash (Armand as well) please take Trap Damage (1d4=3) (3) Points of damage Each from the fall into the pit.
As you begin to reorient yourselves, your instincts provide you several pieces of information. First and foremost, the "floor" above you (now the ceiling to the room) has closed shut again, trapping you down in the pit. The room you are currently standing in is only about 10' x 10' with the ceiling about 10' above you. The room seems to have been dug out from the bedrock below the tunnel above and, like the tunnel above, the walls and floor have been paved and stone blocked. You notice no doors or other exits from the small room...it is obviously meant to hold those trapped.
Only seconds after landing, a low vibration passes through the room before a muffled crunch of stone on stone reaches your ears, moments after that the sounds of a ringing bell can be heard as more muffled sounds, those of your companions above drawing weapons, calling out to each other, and obviously preparing for an attack reaches your ears.
A soft ping is the only warning you get as what looks like a small brass ball finishes passing through the wall of the room and flies straight at Armand: a small brass spike needle extended from the sphere of it's body. The ball has no recognizable features (i.e. No eyes, no hands, etc.) and seems to be supported by nothing.
Surprise Round
Attack on Armand:Attack Roll (1d20+1=18) - Hit, 1 Damage + Paralysis
Before anyone can even raise weapon or shield in their defense the ball flies forward and the small needle/spike pierces Armand through the armor and the shoulder as the ball flies up and away. Armand's facial features seem locked in place and he stands stiffly, unmoving after the attack.
Dirk and Lash please roll Initiative.
Phase Stinger Initiative: Initiative (1d20=17)
BTW Before I get a slew of complaints: The trap was undetectable (neither the sliding walls in the initial room nor the pit) and you do not know the password. If there was any way you could have avoided this, I'd have let it play out. :)
Map updated: The smaller fuzzy dot is the humanoid attacker. Dirk, Lash and Armand are "under" the X (pit). Note that those of you "on top" will need to either attack from range or move over the pit to get to the attacker (or let him come to you). Please include any movement you want to take in your first round actions.
| Selena Devanholme |
Initiative 1d20 + 2 ⇒ (17) + 2 = 19
With the sudden stone movements, Selena cries out in shock. "Oh no! Lash!"
Selena draws the longsword that Kirk had given her, focusing her attention on the shambling creature before them. "Be gone! Your master is dead now."
| Dirk Deathtalon |
| Illydth-DM |
Combat Up Top:
Initiative:
-----------------
Mird: 25
Thantos: 22
Fyird: 20
Selena: 19
Magen: 7
Combat Below:
Initiative:
------------------
Phase Stinger: 17
Lash: 16 (16 Dex)
Dirk: 8
Please provide first round actions (hit/damage). Thantos your action is recorded.
Hit Roll: Magen - 1d20 ⇒ 8 - Target Fyird
Hit Roll: Stinger - 1d20 + 1 ⇒ (1) + 1 = 2 - Target Lash
| Dirk Deathtalon |
As Dirks warrior instincts move to the fore-front of his consciousness, concern for his friends melts into the greyness of pure focus.
Lifting his wicked, curved sword over his head, Dirk charges for the small metal ball with his now instinctual battle shout, "Blades of Hell!"
Charge, Over-hand Chop Attack 1d20 + 8 ⇒ (4) + 8 = 12
Damage 2d6 + 8 ⇒ (1, 5) + 8 = 14
If a charge is not possible remove 2 from Dirks attack roll.
| Fyird Olaafson |
Regaining his balance, Fyird begins to chant a battle hymn, while striking out at the strange construct.
begins Inspire courage +1 to Hit, damage, and save vs. Fear for companions