| Garm Stoutsole |
Startled by it's sudden apperance, I snap up my light crossbow and fire off a quick shot.
As much a battlecry as a bout of fright, I scream. Ahhh!
Attack: 1d20 + 4 - 4 - 4 ⇒ (7) + 4 - 4 - 4 = 3 Penalties for shooting into melee and for soft cover from allies is included.
I fully expect the fight to be over by the time my crossbow bolt flies, but it was more for roleplay anyways.
| Bryce Sidanris |
Similar to Garm, Bryce fires off his crossbow more as a reflex, than with real intent, simply hoping that piercing missiles and angry fighters will keep the creature at bay. He moves towards the back, preparing another bolt.
X-bow att: 1d20 + 5 - 4 - 4 ⇒ (1) + 5 - 4 - 4 = -2 Also, all penalties included
| Trane Loften |
Trane and Chaandra get the jump on the creature and take up opposite positions around it. Obviously used to working together.
Attack flank/damage: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 3 ⇒ (6) + 3 = 9
The druids scimitar bites deep as he readies his shield for a riposte.
| Velcore Valiantheart |
Velcore will hold his Initiative until after the lizard.
Story Master
|
Cananthir moves quickly in to fight the beast, swings his weapon, and scores a hit doing 8 damage!
The creature hisses angrily and inflates its neck skin to appear larger!
Eric rushes forward but in his haste he swings wide and misses the lizard!
Garm snaps off a shot from his crossbow, but it flies over the creature's head, out through the broken wall, and into the swamp!
Bryce also fires a bolt at the creature, but misses!
Trane and Chaandra flank the creature and each manages to strike it for damage!
The map is updated. Kalizama, Bryce and Raphael's turns will complete the first part of this round.
| Velcore Valiantheart |
Velcore will move to I-12
Story Master
|
Rafael moves into position and fires a bolt at the lizard! It sails over the creature's head and disappears into the marsh!
Elmo is unable to get into position to attack...
The Lizard hisses and snaps its toothy maw at 1d5 ⇒ 2 Cananthir 1d20 + 5 ⇒ (16) + 5 = 21 managing to inflict a bite 1d8 + 4 ⇒ (8) + 4 = 12 for 12 points of damage! It 1d20 + 9 ⇒ (14) + 9 = 23 manages to get a firm grip on Cananthir in its jaws, ropes of drool spraying in all directions as it shakes its head to and fro!
End of Round 1
The map is updated.
Start of Round 2
Group 1: Everyone...
| Velcore Valiantheart |
I still need to act I delayed my Initiative. Can I move through to F-11 and heal Carp? If so I'll move and cast CLW. If not I'll cast Bless from my current position, targeted on Bryce.
Velcore charges through the crowd and begins to chant a prayer.
CLW: 1d8 + 2 ⇒ (2) + 2 = 4
| Chaandra |
Rnd 2 Chaandra
Conditions=inspired and flanking
Chaandra launches a flurry of teeth and claws.
bite/damage: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 121d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
claw1/damage: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 141d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
claw1/damage: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 201d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
| Trane Loften |
Rnd 2
Condition = inspired+flanking
Trane swings with his scimitar.
hit/damage: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
confirm?/xtra damage: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Story Master
|
In a flurry of attacks, Eric swings his mighty weapon and strikes the lizard for 14 damage! Rafael launches another bolt at the creature but misses! Garm leads a cheer to Inspire Courage! Kalizama makes a complicated gesture with her hands, and a ball of glowing force streaks in and strikes the lizard for 3 points of damage! Chaandra misses with her bite and one claw, but manages to swipe at the creature and land the other claw attack for 3 points of damage! Trane swings his scimitar and manages to strike a critical area on the lizard, causing 15 points of damage and killing it!
The creature slumps dead, and all becomes quiet...
| Bryce Sidanris |
Between Eric, Trane and his pet/animal, the giant lizard was defeated swiftly and decisively. Bryce goes to see if he can retrieve his bolt (1d100 ⇒ 12), and while there, an idea comes to his mind. He approaches the fallen, produces and dons a pair of leather gloves before taking out his knife. He turns to the party and asks: "Say Garm or Trane, would any of you have any idea from where this creature secretes it's poison - glands, teeth, somewhere else?"
Following advice of his companions, Bryce tries to harvest the venomous portion of the creature, making sure it does not come in contact with his skin in any way.
| Garm Stoutsole |
Know(Nature): 1d20 + 3 ⇒ (2) + 3 = 5
It's uhm...under it's breathing...bone. Yea! that must be it! Either there or maybe it's posterior...uhm...neck..wings.
I am obviously struggling to not reveal my utter lack of knowledge on this reptile species.
| Trane Loften |
Kn:Nature/Survival to find poision sacs: 1d20 + 8 ⇒ (15) + 8 = 231d20 + 9 ⇒ (1) + 9 = 10
"I think I can help here. Let me carve some lizard steaks too."
Survival to skin and dress lizard: 1d20 + 9 ⇒ (11) + 9 = 20
| Velcore Valiantheart |
Velcore walk around to each member of the group inspecting for any wounds. Seeing the bite on Carp still bleeding. "Hold still so I can tend to that wound."
Cast Cure Light Wounds on Carp CLW: 1d8 + 2 ⇒ (8) + 2 = 10
Story Master
|
Trane is able to study the creature, and pinpoints two glands in the lizard's neck that are the source of venom it exudes when it bites. Fortunately, Cananthir was not poisoned, even though he was bitten soundly by the creature.
A chest is the only remnant in this room that appears to be undamaged. It is unlocked, and when opened is found to contain:
- A heavy steel shield (20 gp, AC +2, AC Penalty -2, 15 lbs.)
- 2 sp, 33 cp
- A scale mail tunic (50 gp, AC +5, AC Penalty -4, 30 lbs.)
- A light crossbow (35 gp, 1d8, 19-20/x2, Range 80, 4 lbs.)
- A case with 24 crossbow bolts.
| Trane Loften |
Trane points to the crossbow. "I can take this one. Could come in handy. Look, there is where the glands are. Let us see if we can extract them."
Trane assists or tries to extract the poison.
Survival: 1d20 + 9 ⇒ (4) + 9 = 13
"We ready to head inside?"
| Velcore Valiantheart |
"Hold, I will detect if any of these items have magic good or ill upon them." Walking over to the chest Velcore chants and waves a glowing hand over the items. Ic reln elheljelcyr act bicah sinavohuol avy
Cananthir Acalimon
|
Breathing deeply Carp addresses Velcore with as much gratitude as he can muster,
"Thank you Velcore, damn lizard was quicker than I expected."
Turning towards the stairs,
"Shall we?"
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
I realize Know Engineering or Know Dungeon would be a more effective skill roll for structural stability, rolling K Perc for the basics: falling rock, broken stair, blood slick walls and the like...
| Bryce Sidanris |
After Trane pinpoints two glands in the lizard's neck that are the source of venom, Bryce carefully removes them and stuffs them in his backpack. As always, Bryce leads the way hoping that his keen senses will help him locate any danger. He waits for the others to finish whatever they were doing and to notify him that they are ready to move, prior to proceeding at the head of the column. Based on Cananthir's recommendation he studies the dungeon itself, making sure that nothing will collapse bellow the combined weight of their party.
Perception (to spot traps): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge/dungeoneering: 1d20 + 6 ⇒ (8) + 6 = 14
Story Master
|
Story Master
|
The stairs leading underground are covered in refuse such as dirt and gravel, and look well-worn. Bryce studies them carefully and doesn't perceive any traps, but his keen eyes do spot a slight glimmer on the 5th step down, which turns out to be a gold ring worth 40 gp!
The stone stairs descend approximately 10 feet, and at the bottom is a landing leading into darkness. The stairs look sturdy, and in fact seem to have seen recent use. Past the landing at the bottom it is too dark to make out other features, unless a light source is employed.
Story Master
|
I pick up a rock. I cast light on the rock. I cast prestidigitation on the rock so that it flies a few meters away from the party. Then I cast detect magic on the area.
Are you casting Detect Magic at the bottom of the stairs, or from the top of the stairs angling downward?
| Velcore Valiantheart |
"The items have no magic aura about them." Velcore turns away from the chest and cast Light on his shield.
| Rafael Cromwell |
Rafael Cromwell wrote:I pick up a rock. I cast light on the rock. I cast prestidigitation on the rock so that it flies a few meters away from the party. Then I cast detect magic on the area.Are you casting Detect Magic at the bottom of the stairs, or from the top of the stairs angling downward?
Your words gave me the assumption that we have already descended. If I was wrong, I cast one from the top to cover the stairs and the immediate area and one from the bottom to cover the whole room.
Story Master
|
With Bryce leading the way, followed by Rafael and Trane, the party begins filing down the stone stairway. It is only wide enough to allow single file passage into the darkness.
As the three leading the procession enter the underground room, they note the area contains a few torn sacks, broken barrels, and shattered weapon racks showing that this large area was once a storage place and armory for the fortress. Great heaps of worthless rubble and broken containers and furniture are at the western end of the room, all obviously junk.
It is cramped down below, made more difficult by periodic placement of pillars. The area smells musty and old, and you see dust and dirt and cobwebs in abundance...
A new map for the underground level has been uploaded, and Trane, Rafael and Bryce have been placed at the bottom of the stairs. As you make your way downward, and explore the level, please provide ending coordinates for your movements.