| GM Ietsuna |
Barred swings his sword and it connects with the purple skeleton, although it seems to have done less damage than expected. The skeleton collapses to the ground.
It is a bit hard to see but I have turned the Purple and Green skeleton tokens upside down to show they are down.
Round 2 - Bold May Act
Alarien
Barred
Qarma
Red Skeleton (-4)
Purple Skeleton (-6)
Green Skeleton (-6)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-19) (Unconscious)
Qarma Goldendawn
|
Having done virtually no damage on their trip to the dungeon, and seeing Alessio go down, Qarma sighs, fishes her healing potion out, and attempts to administer it to her fallen comrade.
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Starting to wonder what the heck I did to make the dice hate me so very much.
| GM Ietsuna |
Alessio is now stabilized, but still unconscious.
The damaged skeletons seem to look slightly less damaged now.
The red skeleton claws at Qarma.
Claw 1: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
One of the claws rakes at Qarma, scratching her quite deeply.
Purple and Green both twitch slightly and attempt to stand up.
Barred, Alarien, Qarma, Jerrid you can make an AoO against one of them if you choose.
Having no one to attack the Blue sksleton will amble around to Geirahöð
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Red Skeleton (-3)
Purple Skeleton (-5)
Green Skeleton (-5)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-17) (Unconscious)
Barred Kesswick
|
Barred steps over the fallen skeleton and around his allies to get a clear swing at the skeleton in red.
CI Longsword: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
| GM Ietsuna |
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Red Skeleton (-14)
Purple Skeleton (-5)
Green Skeleton (-5)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-17) (Unconscious)
Alarien Amankiir
|
"They're getting back up!" Alarien warns, taking a swing at one of them as it tries to rise. Her blade glances off of bone, and she follows it up with another, equally ineffective swing, and a final, also ineffective acid-palm punch.
Attack of Opportunity: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
1d8 + 2 ⇒ (4) + 2 = 6
Spell Combat (Alarien): 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Spell Combat (acid splash): 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
| GM Ietsuna |
Alarien is distracted and misses her attack.
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Red Skeleton (-14)
Purple Skeleton (-5)
Green Skeleton (-5)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-17) (Unconscious)
Jerrid T'Clur
|
Jerrid stomps down at the skeleton he took down earlier.
AoO vs Green: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
He then twirls around and gives an over head kick that ends directed at the skeleton behind him.
Kick vs Purple: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
"We need to figure out something. These guys are reforming after we take them down. You casters have any idea?"
| GM Ietsuna |
I made a mistake with Barred's damage just earlier. Red's HP updated, it is still down though, for now.
Jerrid manages to stomp the Purple and Green skeletons and keep them down.
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Red Skeleton (-9)
Purple Skeleton (-9)
Green Skeleton (-10)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-17) (Unconscious)
Geirahöð Bjornsdottir
|
Taking a five step aside to flank Geirahöd attacks again.
Attack: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 7 ⇒ (19) + 7 = 261d4 + 3 ⇒ (3) + 3 = 6
| GM Ietsuna |
Putting Qarma into delay. I would bot her, but I am not sure how she would act here.
Claw?: 1d2 ⇒ 1
The blue skeleton claws at Barred
Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 2 ⇒ (12) + 2 = 14 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
It does not hit.
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Red Skeleton (-8)
Purple Skeleton (-8)
Green Skeleton (-9)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-17) (Unconscious)
Ietsuna
|
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Red Skeleton (-8) (prone)
Purple Skeleton (-8) (prone)
Green Skeleton (-9) (prone)
Blue Skeleton
Jerrid
Geirahöð
Alessio (-8) (prone)
Alessio Imeroni
|
Alessio looks around and sees piles of bones around him. He picks himself up, supported by his spear. Alessio coughs some blood as he draws a wand to heal himself.
move:stand, move:draw wand
Barred Kesswick
|
Barred takes a quick step and swings at the remaining skeleton.
"Back to the grave with you pile of bones."
Longsword: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
| GM Ietsuna |
Barred's sword connects, but does less damage than expected to the Blue skeleton.
Round 2/3 - Bold May Act
Alarien
Barred
Qarma (-6)
Blue Skeleton (-3)
Jerrid
Geirahöð
Alessio (-8)
I made a mistake with these skeletons. They have fast healing 1, but there is some other things that impact it. The three skeletons on the ground stay there and are "destroyed", for the next while anyway. I will remove them from the initiative order.
Jerrid T'Clur
|
Jerrid moves up to the remaining skeleton, getting into a flanking position to combat it. He then throws a punch toward it's ribcage.
Punch +Flank vs Blue: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Move Action: 20'
Standard Action: Attack
| GM Ietsuna |
Jerrid's attack drops the skeleton and it falls, motionless, to the ground.
I am going to go ahead and post the description for the room down the stairs. Feel free to heal up, do whatever you like then react to the new room. New map too, please put your token on the map when you are ready.
At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads:
To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.
The eastern passage begins to slope down a bit after leaving this chamber and water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. To the south, nothing can be heard or seen. To the west, the stench of rot grows stronger the closer you get to the mouth of the corridor, but nothing can be heard from that direction.
Alarien Amankiir
|
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Alarien sheathes her namesake katana, exchanging it for the blade the villagers had left as a gift. She incants that same light-producing cantrip over it, and proceeds cautiously into the chamber. "Perhaps we should investigate just how useful of a 'rest area' this southern chamber is?" she suggests quietly.
Jerrid T'Clur
|
Jerrid watches over his companions as the heal themselves, jokingly saying "I seem to be the skeleton re-killer today."
After the others heals themselves, he heads down the stairs with Alarien.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
"To the 'rest area' sounds fine to start with. Maybe they left something useful there if not another trap."
Alessio Imeroni
|
wand clw: 1d8 + 1 ⇒ (1) + 1 = 2
wand clw2: 1d8 + 1 ⇒ (3) + 1 = 4
Alessio practices some self-care before moving on.
perc: 1d20 + 4 ⇒ (5) + 4 = 9
I wouldn't mind a place to rest for a time. I thought that was going to be then end just now.
Geirahöð Bjornsdottir
|
Perc: 1d20 + 6 ⇒ (15) + 6 = 21
"I can hear something from the east, a gurgeling noise. Maybe we can investigate!"
| GM Ietsuna |
We have 3 votes for rest area and 1 for east. We'll go to the "rest" area then see where we are at
The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads Kassen’s legacy lives on with his people. Drink and be refreshed.
Barred Kesswick
|
"Skeletons are thirsty work. A drink would be good."
Barred takes a drink as well.
| GM Ietsuna |
Alarien detects magic from the fountain, but no other auras are detected in the room.
Fountain Water Alarien: 2d8 + 10 ⇒ (2, 7) + 10 = 19 points of healing to Alarien
Fountain Water Alessio: 2d8 + 10 ⇒ (6, 1) + 10 = 17 points of healing to Alessio
Fountain Water: 2d8 + 10 ⇒ (7, 7) + 10 = 24 points of healing to Barred and Ability Restore: 1d4 ⇒ 1 points to an ability score
Jerrid T'Clur
|
Jerrid fools around with his equipment and curses, "Blast it. I left my waterskin behind. After seeing this fountain heal you, I was thinking to take some with me. Might not work away from the fountain, but wouldn't hurt to see."
Jerrid takes a sip also to heal himself from the blade trap from earlier. With it doing 2d8+10, it would heal my 4 damage without even rolling.
Barred Kesswick
|
Barred stands up fast, startled by what just happened. Knowing he is still weakened he takes a second big drink.
Still -2STR so worth a shot
| GM Ietsuna |
Jerrid T'Clur
|
After everyone has healed/rested, Jerrid picks up where they left off. "I know it said east lies a way to open a gate. But the west has the stench of death coming from this Kassen resting place. From what we have seen, this Kassen might have been turned into an undead. I would feel safer if we eliminated that threat before we head west. Just don't like the idea of a enemy we know being behind us."
Alessio Imeroni
|
Alessio takes a small inventory. It's going to get thin pretty quick. I'll do what I can. Let's take down the undead and see where we're at.
Geirahöð Bjornsdottir
|
Geirahöd takes out a vial and fills it with water.
"Might not work, but the worst it will be a memento!"
Qarma Goldendawn
|
Qarma decides to empty her flask- by downing the contents, of course- and fill both it and her waterskin with the fountain water. She takes a long swallow of the clear water, then refills the flask again before tucking it away. She nods at Geirahöd. "Indeed."
Considering the conversation of the rest of the group, she pauses only a moment to think before agreeing that it is best to care for the threat first and to explore further second.
| GM Ietsuna |
You venture down the eastern tunnel. You come to a tee intersection. The is getting progressively deeper as you advance. You judge that it is roughly a foot deep at the intersection. The dripping sound is coming from the northern corridor.
| GM Ietsuna |
As you move down the corridor the floor slopes down and the water grows deeper, eventually reaching a depth of just over 2 feet. At the end of the corridor is a swollen wooden door, barely contained by its decaying frame.
The door is swollen and wedged tight and cannot be opened normally. You must either break it down or use strength to force it from the frame. Alarien does not see any traps.
Jerrid T'Clur
|
Jerrid follows behind Alarien into the water.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
He stops and tilts his head, "Frogs. I hear frogs."
Barred Kesswick
|
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Barred cocks his head.
"Frogs, that cant be so bad."
Jerrid T'Clur
|
Jerrid wades through the water toward the swollen door. He then cocks his arm back and throws his forearm into the door.
Strength Check: 1d20 + 3 ⇒ (13) + 3 = 16
Haven't faced giant frogs or the like in awhile. They use to be common encounters for 1E and 2E DnD but became less common with D20 systems.
| GM Ietsuna |
The door breaks under the might of Jerrid. The room is filled with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.
The water is 3 feet deep. Medium creatures treat each square in this room as diffcult terrain; Small or smaller creatures must move through the water using their Swim skill.
You see one large frog swimming along the surface toward you as you enter. It moves aggressively toward you, a hungry look in its eye.
Alessio: 1d20 + 4 ⇒ (4) + 4 = 8
Geirahöð: 1d20 + 1 ⇒ (17) + 1 = 18
Barred: 1d20 + 4 ⇒ (17) + 4 = 21
Jerrid: 1d20 + 3 ⇒ (12) + 3 = 15
Alarien: 1d20 + 5 ⇒ (16) + 5 = 21
Qarma: 1d20 + 4 ⇒ (12) + 4 = 16
Frog: 1d20 + 1 ⇒ (8) + 1 = 9
Round 1 - Bold may act
Alarien
Barred
Geirahöð
Qarma
Jerrid
Frog
Alessio
Jerrid T'Clur
|
Watching Alarien surge past him and decides to do the same and surge past her, smiling along the way. Knowing this giant frog might use it's tongue to grapple with him, he decides to initiate the grappling himself and dives under the water only to come up beneath the frog, attempting to put it in a bear hug.
Improved Grapple CMB vs Frog: 1d20 + 6 ⇒ (10) + 6 = 16
Move: 10'
Standard: Grapple