| Marcus Braun |
I'm about 90% certain this is a trap, but...
Marcus advances into the room, dropping Beula and throwing one of his smaller axes at the skull of the creature.
Move to G37 (NW, N, N, NW, NW). On the way, drop Beula (at G37 if that's allowed) and draw throwing axe.
Standard: Throw the axe at Dog-Face, range increment -2 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Damage, honed 1d6 + 5 ⇒ (2) + 5 = 7
| Villainous Undead |
Oh, Admiral Akbar, what an alarmist you are...
Even with a pervading sense of fatalism, Marcus launches boldly into the room and throws his axe. The crouching evil slaps the blade away, hisses at the ranger, and gnashes its teeth. Then it leaps on Marcus. Its claws leave a set of bloody slashes across his face.
Hidden in the dark nook further down the passageway, another of the ungainly creatures lopes up the corridor. It tries to gut Jak in passing. Its claws catch on the scoundrel's whip, not his intestines.
Dropping Beula at G37 is legit.
Round: 1
ORDER: Jak, Marcus, Skellies, Aerik, Ez, Lyrica
MAP: Bone Rattle
A's HPs: 14|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 15|15
M's HPs: 11|14
Claw (20/x2)
HIT: 1d20 + 3 ⇒ (15) + 3 = 18
DAM: 1d4 + 2 ⇒ (1) + 2 = 3
Skelly #2 v Jak AC:17
Claw (20/x2)
HIT: 1d20 + 3 ⇒ (7) + 3 = 10
DAM: 1d4 + 2 ⇒ (1) + 2 = 3
| Ezekiel Druiminn |
Round 1
1st Level Infusions 1+1/day: xx
Extracts: Cure Light Wounds, 1 open
Second Wind: x
TDW: xx
Bombs 5/day: xxxxx
Mutagen (Strength): x
Ezekiel stows his crossbow as he readies his staff, stepping forward and considering how best to help defeat this foe.
Standard stow crossbow, move draw quarterstaff, 5' step forward.
| stormraven |
Aerik - you could get in range for a shield bash on the skelly threatening Jak & Lyrica. However, you'd draw an AoO in the process. Your other option is to advance to J35 and go defensive which puts you in position to either assist Marcus or Jak with their baddies. Your call.
| stormraven |
Aerik and Ezekiel advance and prepare to enter the fray...
Round: 2
ORDER: Jak, Marcus, Skellies, Aerik, Ez, Lyrica
MAP: Bone Rattle
A's HPs: 14|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 15|15
M's HPs: 11|14
| Jak Howell |
"Marcus," Jak grunts as he tries to smash his torch into the undead-mutt's face, "I'll come give you a hand."
Then he dives backward, rolling to his feet as he closes on Marcus's prey.
R2
SWIFT: Arcane strike
STANDARD: improvised club L.36
MOVE: Acro to J.36, then continue to H.38
.
Improvised club 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
---> Damage (+1 fire damage) 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
.
Acro (vs. CMD) 1d20 + 5 ⇒ (14) + 5 = 19
AC 17 T13 FF14
CMD 16 FF 13
Fort +2 Reflex +5 Will +3
---> +2 vs. Fear (Courageous)
Horror Points: 1
Conditions/Effects: none
| stormraven |
Sparks fly as Jak clouts the skeleton across the muzzle with his torch before falling backwards in a controlled tumble that takes him further into the chamber. He comes up in a crouch, pivots on the balls of his feet, and rushes at the skeleton locked in mortal combat with the smaller ranger.
Next UP... Marcus
| Marcus Braun |
Marcus capitalizes on Jak's distraction, side-stepping the skeleton and drawing his long-handled axe. He swings the blunt end at his attacker, trying to crush its bones to powder.
5ft step to F38
Move: Draw lumberjack axe
Standard: Attack, flanking 1d20 + 7 ⇒ (3) + 7 = 10
Damage, bludgeoning 1d10 + 4 ⇒ (10) + 4 = 14
Gah! Damage roll > attack roll is never good (at least not at level 1, hehe)
| Villainous Undead |
Claws and fangs slash in all directions as the gnolls whirl to attack multiple foes. Most snapping jaws are avoided by the wary heroes. Most claws make dull screeches as they are turned by Drear's armor. Most... but not all. From the southern end of the room, a bright arterial spray paints the rough stone wall in the Paladin's blood, her throat nearly opened fully by a single sharpened claw.
Round: 2
ORDER: Jak, Marcus, Skellies, Aerik, Ez, Lyrica
MAP: Bone Rattle
A's HPs: 14|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 9|15
M's HPs: 11|14
Claw 1 (20/x2)
HIT: 1d20 + 3 ⇒ (10) + 3 = 13
DAM: 1d4 + 2 ⇒ (2) + 2 = 4
Skelly #1 v Jak AC:17
Claw 2 (20/x2)
HIT: 1d20 + 3 ⇒ (11) + 3 = 14
DAM: 1d4 + 2 ⇒ (4) + 2 = 6
Skelly #2 v Aerik AC:17
Claw 1 (20/x2)
HIT: 1d20 + 3 ⇒ (12) + 3 = 15
DAM: 1d4 + 2 ⇒ (2) + 2 = 4
Skelly #2 v Lyrica AC:17
Claw 2 (20/x2)
HIT: 1d20 + 3 ⇒ (20) + 3 = 23 Crit?
CONFIRM: 1d20 + 3 ⇒ (8) + 3 = 11 No
DAM: 4 + 2 = 6
| stormraven |
Aerik rushes forward and slams his shield against the chest of the 7'2" gnoll. Despite the gaunt appearance of the creature, it retains an unnatural bulk as the druid rebounds from the collision.
Next UP... Ez & Lyrica
| Ezekiel Druiminn |
Round 2
1st Level Infusions 1+1/day: xx
Extracts: Cure Light Wounds, 1 open
Second Wind: x
TDW: xx
Bombs 5/day: xxxxx
Mutagen (Strength): x
Ezekiel steps up to the creature and attempts to bash it with his staff, aiming for vital spots on it.
Move to K35, standard to attack
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
| Lyrica Strom |
Round 2
Lyrica gasps as a deadly rake from a skeleton claw nearly takes her life. Then she swallows hard and swings back with her club, hoping to put an end to this creature.
Club: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
| Jak Howell |
Abbreviated phone post.
Jak swings his torch again, a flair of embers exploding like crazed fireflies at the impact.
Swift to arcane strike, improvised club strike with one point of fire damage.
Attack 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
--- Damage 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
No status change.
| Villainous Undead |
The Alchemist and the Paladin rain blows on the foul creature. Lyrica smashes the monster's arm - returning it in kind for the bloody wound across her neck.
Marcus and Jak hammer strikes into opposing sides of their foe - breaking the thick collar-bones of the beast. Whether the flaming brand or heavy axe delivers the final blow, none can say. But the ornate armor is all that is left as the monster crumbles to a fine powder. Not resting, Marcus races to assist the others as...
Aerik falls prey to the fangs of the beast. The snapping jaws nearly tear out his windpipe and more heroic blood decorates the walls. Thankfully, Ezekiel knocks aside a set of raking claws with his staff.
Round: 3
ORDER: Jak, Marcus, Skellies, Aerik, Ez, Lyrica
MAP: Bone Rattle
A's HPs: 14|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 9|15
M's HPs: 11|14
Claw 1 (20/x2)
HIT: 1d20 + 3 ⇒ (20) + 3 = 23 Crit?
CONF: 1d20 + 3 ⇒ (13) + 3 = 16 No... so close
DAM: 4 + 2 = 6
Skelly #2 v Ez AC:15
Claw 2 (20/x2)
HIT: 1d20 + 3 ⇒ (11) + 3 = 14
DAM: 1d4 + 2 ⇒ (4) + 2 = 6
| Jak Howell |
Sheesh. That sucks...
Jak spins and tries to follow Marcus, but with no avenue to get near the creature, he's left trying to use his whip through the tangle of bodies.
R4
5' step to H.4
Whip Trip (including cover) - 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
AC 17 T13 FF14
CMD 16 FF 13
Fort +2 Reflex +5 Will +3
---> +2 vs. Fear (Courageous)
Horror Points: 1
Conditions/Effects: none
| stormraven |
Doh! Sorry about that. Feel free to throw in your rolls if I miss them and tell me to slap myself a few times.
Personally, I blame global warming cuz it can't be my fault.
Aerik bashes the creature into the wall with his shield as Marcus stoves in the creature's snapping skull with a hefty blow from his axe.
COMBAT OVER. What now, kiddies?
A's HPs: 8|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 9|15
M's HPs: 11|14
| Marcus Braun |
Marcus shakes the bone dust off his axe and stows it, walking over to retrieve Beula.
Probably should drop second winds/teh healz on Aerik and Lyrica (second winds first, but I think Aerik already used his. Or was it Lyrica?). Then, maybe we can have me, Jak, and Lyrica be lookout, and Zeke and Aerik can TDW on me?
| Jak Howell |
Jak walks over and begins kicking the remains around, looking for anything interesting. Perception (for mad lootz) 1d20 + 5 ⇒ (2) + 5 = 7
His voice is slightly hoarse from adrenaline, "So, we wanna spend a little time resting? Or should we keep going?"
As he waits for an answer, he begins searching the sarcophagus room, simultaneously combing the room for arcane emanations.
Perception (searching the room) 1d20 + 5 ⇒ (2) + 5 = 7
.
Use Detect Magic to see if there is any magc in the room.
| stormraven |
Without opening the sarcophagi, Jak doesn't see much in the way of material goods. There is, of course, the intricate leather armor worn by the gnolls. Aside from that, each one was carrying a small leather bag (about the size of coin purse) strapped at its hip. Cutting the first bag loose, the scoundrel hefts it in his head. It is heavy and feels as if it is filled with pebbles. Jak uncinches the top and gently pours the pebbles into his hands. Pebbles indeed... rough nuggets of gold roll across Jak's dirty palm, quite a number of them.
| stormraven |
For the sake of time, would you like me to do that TDW rolls? I'm assuming you are doing that without the benefit of the healer kit, yes? If my memory is correct, Aerik 2nd Winded this morning. Since you all get two TDW per day, it might be good to lead with those and see where you stand before using up 2nd winds. If you want me to roll TDWs for Aerik, Lyrica, and Marcus, I'll assume it is done by Aerik&Ez in each attempt plus AA from the other guy since they have the best Heal saves.
| stormraven |
Aerik's, Lyrica's, and Marcus' wounds are successfully bound, enough to provide a bit of relief.
A's HPs: 9|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 10|15
M's HPs: 12|14
DC:25 Heal 1+WIS (A:3 or Ez:2)
On Aerik
A Heal TDW (DC20 or 25): 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 success
E Heal AA : 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
E Heal TDW (DC20 or 25): 5 + 6 - 2 = 9
A Heal AA: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
On Lyrica
A Heal TDW (DC20 or 25): 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 success
E Heal AA: 1 + 6 - 2 = 5
E Heal TDW (DC20 or 25): 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
A Heal AA: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
On Marcus
A Heal TDW (DC20 or 25): 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 success
E Heal AA : 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
E Heal TDW (DC20 or 25): 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
A Heal AA: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
| Lyrica Strom |
"Hey, look! These guys are paying off!"
"Where exactly did you find that, Jak? Are you sure that gold doesn't belong to somebody else?"
Aerik's, Lyrica's, and Marcus' wounds are successfully bound, enough to provide a bit of relief.
"Thank you, Zeke. I appreciate the help with that cut on my neck. I was worried that the skeleton was going to slit my throat completely."
| Lyrica Strom |
Lyrica rest for a moment and tries to get a second wind.
"My dear Sarenrae, give me the strength to carry on and face the evil that threatens your beautiful world. Let me be a channel of your blessings that I may help bring light to this dark place!"
Second Wind: 1d8 + 2 ⇒ (8) + 2 = 10
| stormraven |
Lyrica wraps a bandage around the slash in her neck and rallies her fighting spirit, certain this is just a test from Sarenrae to prove her worthiness. You are healed.
The Drearians look around the room and - finding no exits - follow the only path available, the southern bend of the corridor. The passageway opens onto an oddly shaped room. Unlike the northern crypts, this one is finished. The walls are smoothed over with a thick coat of tan plaster and painted, floor to ceiling, with murals. Age has cracked and powdered a good deal of the plaster and robbed most of the color from the murals. But what little remains is interesting. They are mountainous scenes featuring many gnolls clad in armor similar to that worn by the ones you so recently destroyed. They stand in ranks or fight other creatures. What those foes are cannot be said. It appears the paints used on them did not stand the test of time. Here and there among the murals you spy humans - or some race very nearly like humans - that seem to be exerting some authority over the gnolls. They wear robes and always appear to be 'overseeing' the soldier-gnolls.
Moving a little further into the room, you see the murals continue into another chamber which you can only tentatively make out through the flickering lights of your torches. At the center of the room stands a large and ornate sarcophagus, 4' high and bound solidly with metal. The metal must have been a year's work for industrious metal-smiths... for no inch of it is free of elaborate scroll-work, pictographs, and text. Given the height of the coffin, you can't see in it but it is clear that there is no top on it. About midway down the length of the sarcophagus and sticking straight out of it is a long, shiny, rod topped with a crucifix. You shuffle forward another couple of feet and realise the light was playing tricks on your eyes. It isn't a crucifix. It is the pommel and crosspiece of a longsword that is stabbing straight down into the casket. The blade shines brightly, untarnished by age. It appears to be silvery.
Mixed amid the murals on the back wall is something else of note - a large lever of hammered and scrolled brass.
MAP: Overview