| GM Zed |
Examining the garderobe, Symon finds an unusual feature - a discrete button disguised as a knot in the wood along the rear wall. Before he considers pressing it, he listens carefully against the northern wall and hears nothing - consulting the map, it is quite likely that the rear of the garderobe backs onto the secret library.
Looking around the rest if the room, little of real value is found although, intriguingly, the wardrobe is locked firmly shut.
| Symon |
"Shall I open this hidden catch to see if it does actually go back to the library? Also I will have a look at that wardrobe as well!"
Perception (traps-take 10): 10+6+1=17
Disable Device (take 10): 10+7=17
If I can take 20 I will...I do not think we are in a hurry!
| Luther Lightblade |
"Let us open the wardrobe and move on. Dez may have a crowbar if the fancy way doesn't work."
We are only talking a few minutes to do an exhaustive search of a small area here, so we should be fine.
| Conner Kordson |
Still upset over cutting his own leg, Conner doesn't really help search. He instead grips his sword tightly and stands guard.
don't know what came over me. Sawing my leg like that! Can't be overcome like that again....
| Luther Lightblade |
Luther searches their collection of keys, including the special 'map' key to see if they fit.
If they fail, they will try opening it on the way back. They move to the cave and the West doors.
| GM Zed |
None of the keys that you currently have seem to fit the box so, leaving it alone for now, the group continues their exploration...
Moving into the cavern and over to the heavy stone door that, marked with a version of Pharasma's sigil, clearly leads to a crypt - Symon pauses to listen but hears nothing.
The ancient stone door opens into a dusty old crypt... cobwebs coat the dark corners of the room. Five stone sepulchres sit in the chamber’s northern and center portions, each is carved with an effigy of a masked man or woman. Whilst, to the south, one large sepulchre lies, its lid apparently secured with iron bands.
...across each of the sepulchres lies a red satin drape, each one delicately embroidered with the image of a skull.
| GM Zed |
As the iron bands are released from the stone coffin and Dezco levers the casket, the heavy lid slides to the side and the decaying body of a glowing eyed humanoid quickly starts to clamber from it's tomb, "Who disturbs my sleep?"
Initiative for Party / Enemy
Symon, Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Luther, Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Dezco, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Conner, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Drusellia, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Kalast Tynal, Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative for Party / Enemy
Dezco, Symon then
Kalast Tynal then
Drusellia, Luther and Conner
Dezco and Symon, you may act now - your enemy is prone and flat-footed (but has partial cover)
Dezco and Symon, your enemy will stand on it's turn so you may all take an Attack of Opportunity now
| GM Zed |
Dezco’s blade, almost as a muscle memory, slashes twice at the undead rising from it’s resting place – his first attack cuts a vicious rend in the torso of the creature but his follow up, an opportunistic attack at best, narrowly misses.
In the spirit of keeping things moving, I will give Symon a further 12 hours to post otherwise he will delay
| Symon |
Moving quickly, Symon slashes out with his magical rapier at the undead horror.
Attack-melee: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
AoO: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
| GM Zed |
Symon stabs in at the undead, his first attack piercing deep between the ribs of his opponent…black filth sliding off of his blade as he withdraws it. His second attack is unbalanced and wild…
Adding Sneak Damage for Symon: 2d6 ⇒ (6, 3) = 9
”I will tear your living hearts from your bodies and render you my unliving slaves!!!”
Kalast Tynal attacks 1=Symon, 2=Dezco, 3=Conner, 4=Luther: 1d4 ⇒ 2
Lurching at Dezco, the ancient horror slashes wildly with outstretched hands...
Kalast Tynal, Slam vs: 1d20 + 6 ⇒ (9) + 6 = 15, missing
Everyone may take their turn now
| Luther Lightblade |
Luther waits until all have attempted to fell the creature.
If the creature still stands....
"Abadar cleanse you."
channel +ve to harm undead DC 14 will for half: 2d6 ⇒ (1, 1) = 2
The result is a bit of positive energy.
| Drusellia Malacore |
Drusellia concentrates, sending a tremor of earth beneath the undead abomination.
Tremor: 1d20 + 7 ⇒ (12) + 7 = 19
Spells Remaining: 2
Tremors Remaining: 6
Dezco
|
"Slaves? All the more reason to put you back into the ground." Dezco's low voice almost growls as he hacks again at the undead creature.
Power Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 1d10 + 7 ⇒ (3) + 7 = 10
Confirm: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 1d10 + 7 ⇒ (1) + 7 = 8
Whoa....
Double Confirm?: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Damage: 1d10 + 7 ⇒ (6) + 7 = 13
| GM Zed |
I think double 20 deserves better than leaving your foe on 1HP... And so...
With a mighty swing of his blade, Dezco severs the head from the shoulders of the wight – it’s arms raised in defense are also sliced through as the sword crashes home. Instantly the body starts to crumble and, within seconds, all that remains is a surprisingly small pile of bone dust. In the middle of the dust lies an elaborately decorated pectoral (an armoured collar usually designed to protect the throat and upper chest) made of aged and tarnished gold.
Combat Over
Dezco - FYI, I don't believe double 20 counts as some 'mega-critical'
| Symon |
Stop hogging all the 20's Dezco...lol
Looking in the coffin after Dezco's tremendous strike, Symon sees the strange item of armor(?) and lifts it out for the others to see.
"Great attack Dezco! that thing did not stand a chance. Look what I found. What is it?"
| Drusellia Malacore |
And Dru will do so.
Dru examines the collar carefully, muttering an arcane phrase and turning it over in her hands.
Casting detect magic and using Spellcraft.
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
| GM Zed |
The cave, from which the doors to the crypt and the temple have led, is of no real interest however, at the northern end of the cave – a tunnel, no more than ten feet high and five feet wide – roughly hewn into the rock – disappears into the darkness. Listening carefully, you can’t hear anything other than the occasional dripping of water.
| GM Zed |
The tunnel, dank and unlit, continues into the earth for quite a way before you realise that you have been gradually climbing. It is difficult to tell just how far you have come - possibly as much as half a mile - when the tunnel opens up into a larger cavern...a cavern stocked with crates and barrels - and, up ahead beyond a corner, a glint of daylight...
| Luther Lightblade |
Luther talks quietly before they meet the cook. "I have a feeling this will be dangerous, so I need you more protected Dezco. The barkskin is due to wear off soon. Some massive strength would be a good idea too."
Luther casts protection from evil followed by bull's strength on Dezco.
Protection from evil 29/30 rounds left, Bull's Strength 30/30 rounds left
"We can secure this area and rest possibly. The narrow entrance will be easy to defend. I know Dru used a lot of resources, and I am going to make sure our pointdwarf is buffed to the max."
| GM Zed |
Moving further along the cave, towards the sunlight, you start to hear voices... many voices...laughing, joking and then, as one, breaking into song. A raucous and quite obscene song follows - the subject of which appears to be Lady Commander Druvost of Fort Inevitable.
When you get to a safe position, still hidden, you peer out and see five men gathered around a roaring fire - a large animal of some form, turning on a spit above it - the drifting snow in the clearing around the cave entrance appears to have been shovelled to the sides such that a small campsite (there are three tents near the fire) could be established.
Stealth Checks from here on please
| Drusellia Malacore |
Drusellia whispers to the others, "I'm afraid that the stealth afforded my kin eludes me. I'll do the best I can, but expecting me to be stealthy is a lost cause. Still, I think that I have a spell that may assist us, if I can get close enough to use it."
Stealth (untrained): 1d20 + 2 ⇒ (20) + 2 = 22
And wonders never cease.
| Luther Lightblade |
Luther stands still as a statue, ready to rush in with his flail and shield. He motions for Dez to follow her. Remembering Dezco has short legs, he wants him close to the action when the fighting starts.
| Symon |
Symon readies his rapier and sneaks closer to the singing men.
Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
and of course the rogue pooched it on his stealth roll...eat a d$!# dice roller!
| Luther Lightblade |
Luther will not move until the men are aware of their presence, as soon as they are, he prepares to rush in to help Dru. His new plate armor was quite thick and protective, but also quite noisy when he moved.
| GM Zed |
As the group cautiously move towards the cave entrance, Conner manages to knock over a precariously balanced pile of crates…which lands on Symon causing him to yelp in sudden pain…
Outlaws, Perception (distracted): 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17
The singing abruptly stops and, after a moment, a voice calls out to you, ”Hastenfar? Is that you in there?”
| Drusellia Malacore |
If Dru is within 120 feet and can see the men, she will cast sleep on the largest grouping within 10 feet of one another she can find. Assuming that she cannot see them, she will creep closer to the entrance in an effort to find a target.
Stealth (untrained): 1d20 + 2 ⇒ (17) + 2 = 19
Spells Remaining: 1 (if sleep goes off)
Tremors Reamaining: 6