| GM Zed |
Apologies for the slower posting rate – it was my eight year old’s birthday yesterday… presents, cake and a fun trip out… when the sugar-loaded kids finally got to bed, I had no energy at all to post… It’s still the easter holidays here as well so there’s a pretty good chance that I’ll miss a day or two next week… the joys of parenting!!!
It takes a short while but, after one or two attempts to open the door are frustrated, Symon manages to move the tumblers that were holding the door… listening at the door and satisfying himself that there is nothing just outside it, he opens it. The corridor beyond the door is unlit although this proves to be no impediment to Symon who is able to see the corridor heading, up a short flight of stairs, to the west – just past the stairs there is a side passage heading southwards and, opposite the side passage, a door to the north (that almost certainly leads into the raised area within the room that he was imprisoned in). The passageway, shortly after the side passage, turns to the south and out of sight…
Map update to follow.
| GM Zed |
Everyone has all of their equipment other than actual weapons.
Tiawask, seeing the door opened by Symon, sounds a note of caution, ”Be careful – when I was dragged through to my prison, there were a lot of guards on patrol… they might be expecting an attack or there might be something else going on… regardless, we should be cautious. Are there some stairs out there? We need to be heading up that way and, somewhere along the passageway, there’s a pair of golden doors… that’s the way out of here”.
| Luther Lightblade |
"We should find our weapons if we can. Symon, good job. Keep us moving."
I would assume Symon tries to sneak and scout ahead. Should we roll for his stealth and perception and disable when needed?
| GM Zed |
Whilst Symon is away, I am fine with someone else rolling Stealth, Perception and Disable Device for him
Symon, smiling at his friends, looks to move into the darkness of the corridor before Tiawask suddenly stops him with a warning, ”Careful!!! There’s something out there… that statue”, she gestures at the effigy of the serpentfolk in the alcove, ”There’s an aura coming from it… it might be trapped!!!”
| Drusellia Malacore |
Dru hits the statue with a detect magic and maintains it for a few minutes to gather information.
| GM Zed |
At first glance, the statue does not appear to be exuding any form of magical aura but a more studied examination reveals the traces of a transmutation aura swirling around the serpentfolk effigy… Drusellia stops Symon before he can step out of the room and, in the darkness, the shadowdancer can just about see some unusual scratching and gouging of the floor around the statue.
| Drusellia Malacore |
"Transmutation; it can change form, perhaps. Best to be extremely careful!"
| GM Zed |
Symon, heeding Drusellia's advice that magic is at play here, moves cautiously towards the effigy... and, in the darkness, sees the head of the serpentfolk statue detach itself from the rest of the effigy and, with a short spinal column made of polished steel and moving as a snake’s body, ‘slither’ to the floor…
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Armitron, Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Luther, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Brent, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Drusellia, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Marble Sentinel Snake, Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative Order
Symon, Armitron, Drusellia then
Marble Sentinel Snake then
Luther and Brent
Symon, Armitron and Drusellia may act now
| Armitron Foebane |
Round 1
Armitron drops his grappling hook and grabs his shield from his back using it to bash the Sentinel.
Melee Attack 1d20 + 8 ⇒ (8) + 8 = 16
Shield Bash Damage 1d4 + 2 ⇒ (2) + 2 = 4
Melee Attack 1d20 + 3 ⇒ (5) + 3 = 8
Shield Bash Damage 1d4 + 2 ⇒ (2) + 2 = 4
| Drusellia Malacore |
Drusellia intones the words to a magic missile.
Magic missile: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
| GM Zed |
Improvising, Armitron pulls the shield from his back and rushes forward… the first of his attempted shield bashes nearly hits but the second, clumsy and slow, misses to the extent that the paladin nearly strikes Symon… and then Drusellia, hoping that the absence of weapons will prove to be less problematic with her magic, lets loose a trio of arcane bolts – they fly unerringly at the animated snake and then simply disappear!!!
GMPC for Symon
With no weapon, Symon draws himself close against the wall…
Symon, Total Defense.
The snake’s jaws open wide in a noiseless hiss as, seemingly ignoring the threat posed by Armitron or Symon, it ‘slithers’ up the stairs beyond the escaping prisoners…
Armitron may make an AoO with his shield… Symon holds no weapon so may not make an AoO.
…at the top of the stairs, the snake turns and, from its eyes, a ray of green coruscating light is fired at Symon…
Marble Sentinel Snake, Paralysing Bolt vs Symon (Ranged Touch): 1d20 + 10 ⇒ (13) + 10 = 23, possibly hitting – Shadow Blending: 50% miss chance in Shadow: 1d100 ⇒ 17, missing.
…but the ray fizzles into the shadows…
Everyone may act now.
| Drusellia Malacore |
Knowledge (arcana): 1d20 + 10 ⇒ (8) + 10 = 18
"The snake is immune to magic! My talents will be useless, here!"
So saying, Dru withdraws to the safety of the rear.
| GM Zed |
Okay, no-one seems to have any idea on what to do about the animated snake statue – will move things along.
Without their weapons, and with Drusellia’s revelation that the animated snake is immune to magic, the group are powerless to stop its escape… after firing the ray of green light at Symon, and missing, it turns and slithers out of view along the western corridor.
Tiawask, who has watched events with a look of trepidation upon her face, whispers, ”We should act quickly… whatever that was, it is likely to raise the alarm that we have escaped… we must find your weapons before the serpentfolk return”
| GM Zed |
Welcome back Symon!!!
Moving along the corridor, climbing the stairs and remaining vigilant for any serpentfolk who have been alerted by the escaping snake statue, the group pass a passageway to the south that ends at a wooden door after ten feet or so… just beyond this side passage, a door leads to the north – from the orientation of the room in which they were imprisoned, it is obvious that this door leads to the ‘viewing platform’ that overlooked the area in which the group were held captive… a quick check of the door to the north confirms that, whilst it is locked, it isn’t trapped
…beyond this door to the upper part of the prison area, the corridor heads westwards for twenty feet before turning to the south – this is the direction that the snake escaped in…
| GM Zed |
Moving silently ahead of his companions, Symon arrives at the point where the corridor turns to the south… in the darkness, he can see a serpentfolk just behind another corner which takes the corridor eastwards once more. The serpentfolk, with an arrow notched in its bow, is ‘tasting’ the air with its tongue…
| Armitron Foebane |
Armitron shrugs, "Sorry I don't know what it is doing either. I can charge at it and distract it hopefully giving the rest of you time to follow and we can flank and overwhelm it. We are going to have to get our hands on some weapons until we find our weapons".
| Brent Ironhand |
I've got him
know dungeoneering: 1d20 + 6 ⇒ (5) + 6 = 11
Brent sets himself and approaches the serpent man
swift action, martial flexibilty to gain deflect arrow, move action move up to the bad guy, punch with power attack.
strike: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 1d8 + 11 ⇒ (1) + 11 = 12
| GM Zed |
Going into full-on attack mode before finding your weapons?!?!?! Brave if nothing else… Oh yeah, Brent don’t need no weapons!!!!
Rushing forwards, Brent barrels into the serpentfolk before it has a chance to loose the arrow in its bow… crashing into the flat-footed guard, he hears ribs crack…
Adding a further 2 to Brent’s damage from Luther’s Bull’s Strength Spell.
Hissing, the guard lets it’s bow fall to the floor and puts a hand down to draw the scimitar from its belt…
In the near darkness, Brent can just about make out that the serpentfolk is guarding an imposing pair of golden doors – elaborately decorated with twisting serpentine patterns - whilst a large statue of a snake stands sentry within an alcove to the south of the doors…
…and, moving in the absolute darkness beyond the golden doors, the sound of a bow string tightening can be heard…
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Armitron, Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Luther, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Brent, Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Drusellia, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Serpentfolk, Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Initiative Order
Serpentfolk then
Armitron, Brent, Symon, Luther and Drusellia.
Bringing it's scimitar upwards, the serpentfolk slices at Brent before, sliding through the brawler's defenses, biting him...
Serpentfolk 1, Scimitar vs Brent (favoured enemy- human): 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Serpentfolk 1, Scimitar vs Brent (favoured enemy - human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing
Serpentfolk 1, Bite vs Brent (favoured enemy - human): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29, hitting for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 plus Poison and a further 3 Poison damage.
Brent must make a DC16 Fortitude Save or be afflicted by Poison (taking a -2 penalty to all STR based rolls - attack rolls, damage rolls, ability checks or skill checks).
...and, in quick succession, a volley of arrows clatter against the walls near Brent - mercifully, not one of them hits him...
Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy- human / into melee): 1d20 + 12 + 2 - 4 ⇒ (1) + 12 + 2 - 4 = 11, missing
Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy- human / into melee): 1d20 + 12 + 2 - 4 ⇒ (4) + 12 + 2 - 4 = 14, missing
Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy- human / into melee): 1d20 + 7 + 2 - 4 ⇒ (8) + 7 + 2 - 4 = 13, missing
There is no illumination beyond the corridor beyond the first serpentfolk – it is Dim Light up to the first serpentfolk (who Brent is fighting) and Darkness beyond.
Everyone may take their turn now.
Map update to follow.
| Symon |
Not sure if this would work, but got to try something!! Symon will attempt to retrieve the dropped bow the snake guy dropped. He will also try to pickpocket him to get some arrows (say 6 or so). He will try to stay hidden during the entire action, also.
Slight of Hand: 1d20 + 12 ⇒ (15) + 12 = 27
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Not sure if I would get any advantage as the snakeman is distracted.
| GM Zed |
Rushing forwards, the absence of a weapon keenly felt, Armitron attempts to grapple the serpentfolk tangling with Brent – but the paladin is ill-suited to such a fighting style… and the serpentfolk far too lithe – swerving with reptilian grace, it moves beyond Armitron’s clutches…
…seeing an opportunity, Symon sees the bow on the floor just ahead of the serpentfolk – he ducks forwards and, giving the serpentfolk no opportunity to strike, grabs the weapon… gathering up three arrows as he does so.
Drusellia, Symon and Brent may act now – note that, with the fight occurring in the confines of the corridor, it isn’t possible for more than two of the group (currently Armitron and Brent) to be in melee combat with the serpentfolk at any time.
| Drusellia Malacore |
Dru lets fly another trio of missiles.
Magic missiles: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
Caster level check: 1d20 + 6 ⇒ (17) + 6 = 23
| Brent Ironhand |
uh! Brent grunts as the blows strike home
fort: 1d20 + 8 ⇒ (14) + 8 = 22
He shakes his head and grins, then launches a hard series of attacks
unarmed 1: 1d20 + 9 ⇒ (2) + 9 = 11power attack, bulls strength, flurry, boars style
unarmed 2: 1d20 + 9 ⇒ (18) + 9 = 27
unarmed: 1d20 + 4 ⇒ (7) + 4 = 11
damage 2: 1d8 + 13 ⇒ (5) + 13 = 18
| GM Zed |
Brent continue to smash against his opponent whilst, from further along the corridor, a salvo of arcane missiles crashes into Brent’s foe…
…and then, in the tight confines of the corridor, Brent faces the ferocity of the serpentfolk…
Serpentfolk 1, Scimitar vs Brent (favoured enemy – human): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28, hitting for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Serpentfolk 1, Scimitar vs Brent (favoured enemy – human): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20, hitting for 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Serpentfolk 1, Bite vs Brent (favoured enemy – human): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13, missing
...and, when an arrow from the dark strikes Brent in the neck, he falls...
Serpentfolk 2, Composite Shortbow vs Brent (favoured enemy – human / into melee): 1d20 + 12 + 2 - 4 ⇒ (15) + 12 + 2 - 4 = 25, hitting for 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Serpentfolk 2, Composite Shortbow vs Armitron (favoured enemy – human / into melee / cover): 1d20 + 12 + 2 - 4 - 4 ⇒ (16) + 12 + 2 - 4 - 4 = 22, missing
Serpentfolk 2, Composite Shortbow vs Armitron (favoured enemy – human / into melee / cover): 1d20 + 7 + 2 - 4 - 4 ⇒ (16) + 7 + 2 - 4 - 4 = 17, missing
Brent is at -11HP, Unconscious and VERY close to death - if no-one stabilises him, he must make a DC10 CON check (with a -11 penalty) or die.
Everyone may take their turn now
| Drusellia Malacore |
Dru moves closer to Brent, hoping to stabilize the brawler. Moving into the space (hopefully) vacated by Armitron.
Heal (untrained): 1d20 + 1 ⇒ (19) + 1 = 20
| GM Zed |
Rushing against the serpentfolk that stands above Brent, its weapon poised for the killing blow, Armitron is cut by an opportunistic downward slash of steel... and then, the reptile almost seems to allow itself to be pushed backwards...
Serpentfolk 1, Scimitar vs Armitron (Favoured Enemy - Human / AoO): 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27, hitting for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Armitron doesn't quite get to CMD but Serpentfolk is 'happy' to be pushed backwards... into the absolute darkness of the corridor.
Moving behind the paladin, Drusellia staunches the flow of blood from the grave wound sustained by Brent...
Luther, Symon and Unconscious Brent may take their turn now.