Karethas ibn Faradin |
The wonder pup leaps over to the last spider and tries to rip into it. Karethas takes a step back and lets the others take down the spider.
Dog moves to H8 and Attacks: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip if attack is successful: 1d20 + 3 ⇒ (17) + 3 = 20
Amir Awad Hajjir |
No no he is "resting his eyes", an ancient dragon tradition of intense meditation. Plus I hear that all dragons act like they are from another world...or is that on the other side of the world? I can never remember :-)
Aurichalcum |
Auri continues lashing and biting at the spider...
Tail 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d6 ⇒ 3
Bite 1d20 + 7 ⇒ (20) + 7 = 27
Damage 1d2 - 2 ⇒ (2) - 2 = 0(1 non lethal)
Crit!? 1d20 + 7 ⇒ (3) + 7 = 10
(dont suppose that amulet would be nice enough to help my bites too? ;p)
Kzrira Maiwith |
Kzrira walks over and kicks the spider. These things are starting to really annoy me. Why do they all seem to want to go after the little girl first.
Well, lets see if they killed something else and left the loot behind.
Kzrira begins to search the spiders and their nest.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Aurichalcum |
Aurichalchum bathes himself in a soft healing glow that recovers most of his wounds
CLW 1d8 + 1 ⇒ (8) + 1 = 9
Now 19/20
"That was unpleasant, I almost ended up as a regal feast for those things, one at a time is one thing, why they felt they needed two to kill me and only one for everybody else is beyond me... maybe they felt I was their doom, yes of course, afraid of Dragons they were."
Faelar Braegen |
After my wand releases it charge on Kzrira and works with a surprising result I look at it, "I didn't think you would want to be given to them. Thank-you for co-operating."
I turn my gaze to Kzrira, "Do you feel better now; my dear lady? Also, have you found anything interesting?"
I look at Auri, "A great and powerful Dragon as yourself; Oh Great Aurichalcum, is such a threat that they needed to try and remove you quickly and hence the reason two of the Arachnids attacked you. Well, that is what I believe."
Sheik Voodoo |
As these were hunting spiders not weavers, it is difficult to say immediately where their web is located. You quickly search the remaining rooms of the monastery. The kitchen (A16) has been heavily damaged and broken plates and pots cover the floor. The roof of the mess hall (A17) has half fallen in and the remaining chairs and tables are now warped and rotting from the weather.
Abutting the cloister, an intact room and office that looks to have been the leader's quarters (A15) next to the library. Sadly an overpowering odor of mildew and rot fills the library (A14). The remaining books and scrolls molder on sagging shelves, most too damaged to even open without the pages crumbling through your fingers.
An archway leads to the final room which served as the dormitory (A18) and is filled with damaged bunkbeds. To the south is a darkened room that at the base of a small watchtower. There is a trapdoor in the floor and webbing above. You find several small pugwampi husks dangling from the webs and a chime in the debris on the floor.
Faelar Braegen |
At the sight of all the damaged books, I gasp in horror. "When we have some time, I would like to come back here and see if there are any books here that are able to be read. Would that be acceptable; my friends?"
During the rest of the search I am pre-occupied with the thoughts of the books, but upon seeing the trapdoor I speak up, "Should we go down there? There could be books, information or even supplies." I bend down and pick up the chime, "What's this doing here?"
Kzrira Maiwith |
Not sure what use a chime is unless it has some type of magic in it.
Lets see what is behind that trap door. I am a little banged up, but ready to move on.
Aurichalcum |
"A great and powerful Dragon as yourself; Oh Great Aurichalcum, is such a threat that they needed to try and remove you quickly and hence the reason two of the Arachnids attacked you. Well, that is what I believe."
Auri stops momentarily and just pauses, "Quite right, quite right indeed." his small head nods sagely, "Well back to uncovering the treasures of this place; a shame they all seem to have perished with rot and mildew though we need to pick the temple clean and be satisfied it holds no secrets, a thoughtful Abbot would no doubt have hidey holes or cahces well hidden from the eyes of barbarians, and we might get lucky. Perhaps the trapdoor you point to could be the last harbour of retrievable wealth? And what a strange place for a chime..." Auri moves over and sticks his head into the trapdoor.
Kzrira Maiwith |
After seeing everyone else looking at the chime, Kzrira steps closer and looks at it.
Perhaps it opens something. With this she impulsively reaches out with a bolt and strikes the chime.
Sheik Voodoo |
The small brass chime is exquisitely made and wrought in the shape of a skeleton key. Upon being struck, the chime emits a piercing and beautiful sound and the heavy trapdoor immediately flips open with a disquieting gasp of chilly dust-laden air exhaled from the chamber below.
Entering, you find a system of catacombs low and wide in the form of a double cross heading back to the east. The walls are rough hewn and contain scores of honored worshippers of Sarenrae in shallow niches carved into the walls of the passages. Many of the skeletal remains have been pulled from their niches and skulls and bones line the floor. The main passage ends at the eastern end in the sealed stone door of a seemingly important tomb.
Aurichalcum |
Aurichalcum practically bounces with excitement, and zips down into the passages. He pulls himself up, contains his excitement, and remembers the due reverence such a sacred place warrants. With a silent prayer back to Saerenrae for guiding him here, he continues... "What secret does she have here to show me?"
He only pauses to put away any obvious bones or skulls, not wishing to disturb the dead.
Karethas ibn Faradin |
As Kzrira reaches for the chimes Karethas raises a finger, "It is unwise to use a device that..." His voice trails off as the chime is rung. "you have not examined first." He looks over at the opening trapdoor and sighs. "Saerenrae seems to look over the rash, as I well know."
Once the group enters the passageways Karethas rushes up to stop Faelar from opening the first door. "These passages were never intended to be well traveled, and it is in places like this that traps are often employed." He nods to Amir as he takes a step back.
Kzrira Maiwith |
Kzrira heads down with the others. She notches another bolt in her crossbow and readies it in case anything should happen to come charging through the door after the naive bard one opens it.
While walking through the passageway, she says a silent prayer to Saerenrae that they be protected while cleansing this holy place of the vermin which has infested it. She avoids the skulls and bones as much as possible, neither picking them up, nor disturbing them.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Faelar Braegen |
I may not be able to post for most of today, so will post my action now.
Once the door is open, I dart into the room in front of everyone else, my hope that there could be reading materials in here showing clearly and blinding me to any potential dangers that could be inside. I spent a bit of time walking around, looking for anything there is to be found, but especially looking for something to read.
Perception : 1d20 + 1 ⇒ (9) + 1 = 10
If there are more skeletons in here I won't touch them, unless they have any books on them.
If there is a danger, during my round, I will attack whatever it is with my Rapier.
Rapier Attack : 1d20 + 4 ⇒ (5) + 4 = 9
I know me darting in there will leave me open for a surprise round, but just trying to play on Faelar's craving for knowledge.
Sheik Voodoo |
hmmm, our friendly neighborhood trap detector seems to be away for the moment, but given Kzrira's unprecedented perceptiveness.
Amir cautiously prepares to inspect the door by the glow of Faelar's wayfinder, only to have the heavy stone door suddenly roll to the side after Kzrira presses a suspicious knob on the cornice of the low ceiling overhead. The overeager bard leaps into the chamber and dislodge a choking cloud from the layer of ash and charred bone that covers the floor of the chamber. He catches a glimpse of a large sarcophagus in the center of the tomb just before all light is extinguished by the airborne soot.
Over the sound of your coughing comes a sorrowful moan that chills your marrow.
All-DC 14 will save or shaken.
Auri 1d20 + 5 ⇒ (7) + 5 = 12
Amir 1d20 + 2 ⇒ (13) + 2 = 15
Karethas 1d20 + 2 ⇒ (1) + 2 = 3
Faelar 1d20 + 3 ⇒ (10) + 3 = 13
Kzrira 1d20 + 4 ⇒ (3) + 4 = 7
Spook 1d20 + 7 ⇒ (7) + 7 = 14
Round 1.
Amir
Spook
Faelar
Auri
Kzrira
Karethas
Faelar Braegen |
Actually got away early, luckily so can continue now :)
Will Save : 1d20 + 2 ⇒ (9) + 2 = 11
If an Enchantment spell or effect: 13
If a Bardic Performance, Sonic or Language Dependant effect : 15
If Enchantment and Bardic, Sonic or Language effect : 17
If the soot doesn't clear and I am not attacked I shall cast Detect Magic to see if I can locate any magical aura's.
If I do get attacked, I will try to lunge my Rapier into the space I was just attacked from.
Rapier Attack : 1d20 + 4 ⇒ (19) + 4 = 23 -2 If I am Shaken.
Rapier Critical Confirmation : 1d20 + 4 ⇒ (5) + 4 = 9
Rapier Damage : 1d6 ⇒ 1
Concealment Miss Check needed.
Karethas ibn Faradin |
Karethas coughs at all the soot, but is not shaken by the moan.
WILL SAVE: 1d20 + 4 ⇒ (13) + 4 = 17(3 Base, 11 Will)
Sheik Voodoo |
Amir looks like he might berate the impulsive elf, but as the ash flies into the air, the old rogue just pulls a sleeve across his face and steps to the side.
Inside the crypt, all is obscured by the haze of airborne ash. The moaning continues now accented by the dolorous rattle of chains as a dim glowing form rises from the sarcophagus. A ghostly skeleton in tattered robes floats through the roiling ash and strikes savagely at Faelar with a claw so cold it burns. Faelar-3 hp cold Faelar responds with a well placed thrust between burning blue eyes, but it passes right through the ghostly skull!
Round 1 cont.
Auri
Kzrira
Karethas
Kzrira Maiwith |
Will Save: 1d20 + 1 ⇒ (13) + 1 = 14 --> extra +1 vs. fear
This does not appear to be a great idea.
I fire my bow at the skeleton.
1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Damage: 1d8 + 3 ⇒ (2) + 3 = 5.
Karethas ibn Faradin |
This seems like a really bad idea. Karethas winds up and unleashes a ball of acid at the undead creature.
ACID DART (3 of 7/day) 30ft Ranged Touch Attack:1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9 Shooting into melee(been forgetting) Damage:1d6 + 1 ⇒ (1) + 1 = 2 Acid Damage.
Amir Awad Hajjir |
Sorry, weird family stuff/memorial that discombobulated things suddenly. I apologize for the delay.
Will 1d20 + 1 ⇒ (17) + 1 = 18
Amir steps aside hoping that a light or magic might come to aid.
Seven hells! We need words and prayers of the gods! Magic from beyond the world! Steel will not fell this creature! If our magics fail we must RUN! Faelar get back!
Amir will paw at the elf to drag him away from the ghostly creature.
Yeah firing into groups is sad, BUT you are doing touch attacks so that is good. Sadly ghosts tend to get deflection AC so that is bad. Net bad in this case.
Aurichalcum |
Know: Religion 1d20 + 4 ⇒ (8) + 4 = 12
"Amir speaks the truth, we should leave this guardian to its duty protecting the crypt perhaps"
Sensing the fight with creatures from beyond the grave might be 'a little bit ambitious', Auri starts looking for an avenue of withdrawal.
Faelar Braegen |
Knowledge (Religion) : 1d20 + 8 ⇒ (19) + 8 = 27 (-2 already calculated in for being Shaken.)
"Let me try one last thing before I run ..." I unhook my wand from my belt and jab at the ghostly figure with it.
Cure Light Wounds (Via Wand) : 1d20 + 2 ⇒ (11) + 2 = 13 (Touch attack to injure the ghost with Positive Energy)
Cure Light Wounds (Via Wand) : 1d8 + 1 ⇒ (4) + 1 = 5
I will then take a 5 foot step back towards the door.
Sheik Voodoo |
Aurichalcum has some definite doubts about dealing with the undead spirit, but that doesn't stop Kzrira and Karethas from taking shots into the dim chamber. Neither hits.
Amir calls the elf back and Faelar ducks another painful swipe from the evil spirits claws. Faelar recognizes the undead from legends he's heard. It is called an Edimmu, an undead genie that cannot return to its home plane after death. Stuck in a ghost form, it cannot be harmed by mundane weapons and even spells and magic weapons have limited effect. It has a freezing touch and can call the winds to aid it. It in turn dodges Faelar's positive energy riposte, but the spell remains charged.
Round 2.
Auri
Kzrira
Karethas
Kzrira Maiwith |
I don't think this wants to talk. Keep hitting it until we see it is immune. Unless someone knows how to lock this door.
5-foot step back
Move: reload
Standard: 1d20 + 6 ⇒ (6) + 6 = 12 <--not sure how long shaken if need -2
Damage:1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Karethas ibn Faradin |
Sorry, I was not able to post yesterday due to a series of events, including not have a phone charger available.
Karethas moves a half step forward to get a better view into the crypt. He calls into the dark space
To the group he whispers "I have apologized for attacking it and suggested that we may be able to help free it of it's binding to this place."
Sheik Voodoo |
The rattling and sobbing from the blackened tomb crescendos as a howling winds rush through the crypts. Bones and skulls rain from the alcoves and you are blasted by ash and bone chips.
Auri just manages to fly out the trapdoor before the buffeting winds strike.
Round 3.- (lost track so from the top if needed).
Amir
Spook
Faelar
Auri
Kzrira
Karethas