Revvy Bitterleaf
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1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 13 ⇒ (2) + 13 = 15
1d20 + 13 ⇒ (13) + 13 = 26
E: 1d20 + 2 ⇒ (15) + 2 = 17
S: 1d20 + 7 ⇒ (14) + 7 = 21
init: 1d20 + 5 ⇒ (15) + 5 = 20
Init Sickly: 1d20 + 2 ⇒ (15) + 2 = 17
Init Elliot: 1d20 + 2 ⇒ (9) + 2 = 11
Init Kalaron: 1d20 + 0 ⇒ (9) + 0 = 9
Init Clandelve: 1d20 + 3 ⇒ (12) + 3 = 15
Init Glorin: 1d20 + 2 ⇒ (18) + 2 = 20
As you move down the corridor Sickly suddenly notices that some of the skulls from the corpses in the alcoves start to move! They leave the rest of the corpses behind and move towards you on on small scuttling legs.
Moved you guys forward on the map till where you get attacked
The skulls move underneath you and start to climb up your legs They are all tiny so they have to be in your square, it looks a bit wierd on the map so I half placed them over you if they are in your square. They don't provoke because the won initiative and you are all flatfooted
To hit Elliot Flatfooted AC: 1d20 ⇒ 2
To hit Sickly Flatfooted AC: 1d20 ⇒ 13
To hit Clandelve Flatfooted AC: 1d20 ⇒ 8
To hit Kalaron Flatfooted AC: 1d20 ⇒ 3
But even though they caught you unaware..the are not able to bite their way through your though dwarf made boots.
init
You guys
Skulls
Kalaron Boulderstep
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"Arghh!!! By Torag's hairy behind!!! Get offfa ma boots!!!" Kalaron kicks out as he steps away and then swings his axe at it.
D.Longaxe by a frantic old dwarf 1d20 + 4 ⇒ (11) + 4 = 151d12 + 4 ⇒ (2) + 4 = 6
Knowledge (Religion) 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (Dungeoneering) 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge (Nature) 1d20 + 3 ⇒ (5) + 3 = 8
Knowledge (Arcana) 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge (Planes) 1d20 + 3 ⇒ (7) + 3 = 10
Revvy Bitterleaf
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The longaxe has reach right? So you'd provoke while moving far enough away to be able to actually use it, since it was in your square
To bite Kalaron: 1d20 ⇒ 1 The skull tries to bite Kalaron as he moves away from it, but it snaps it's jaws shuts in midair..maybe it doesn't like the taste of frantic old dwarf
Kalaron in return swings his longaxe somewhere in the air above the skull missing as well
Kalaron does not remember anything about undead's who are just skulls with spidery legs (It's knowledge nature you need) and has no clue what he's fighting
Elliot Feardwarf
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"Go away, disgusting creature!" Elliot takes out his waraxe, jumps back 5-ft. and swings it against the thing at his feet.
Waraxe Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d10 + 2 ⇒ (10) + 2 = 12
Clandelve Hammerhand
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Clandelve brought his weapon and shield to bear after overcoming his surprise.
"I got a bad feelin' 'bout this place already," he said as he looked for an opening.
Still, he was glad to have his new waraxe, a fine masterwork weapon of cold iron, as well as his shield, newly festooned with shield spikes. He rained both down on a skull in front of him.
MW Dwarven Waraxe attack: 1d20 + 3 ⇒ (8) + 3 = 11 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (1) + 3 = 4 and Spiked Light Shield attack: 1d20 + 2 ⇒ (1) + 2 = 3 for Spiked Light Shield Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Glorin Too-Tall
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So grant total for your first combat in the new adventure: 3 damage for Glorin..and some fleshy tentacle parts ;)
I'll rock my new look.
Glorin Too-Tall
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"What are those things?" Glorin calls out, as he pulls out his urgrosh and smashes the first one to his left.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Kalaron Boulderstep
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"Dead things or soon to be. No need to worry about them." Kalaron dismisses Glorin's query with that gruff explanation.
His breath comes in quick breaths as the little beastie attempts to take a bite out of him but thanks to him tripping slightly, the bite misses.
Looks nasty though as he grunts with the effort needed to avoid this...........
Sickly
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Sickly is not at all happy to be attacked by undead skulls, moving further down the hall to escape its bite.
He then proceeds to ignore it, swinging his longhammer at the skull-creature harrying Clandelve instead.
Melee attack: 1d20 + 5 ⇒ (14) + 5 = 19, for 2d6 + 4 ⇒ (6, 6) + 4 = 16 damage.
He then switches his weapon to one hand, and pulls a club off his belt.
5' step north and regular attack the one attacking Clandelve. He then draws a club so he can get an AOO on the one chasing him with his club should it pursue
If there is an AOO, resolving now to speed it up:
AOO: 1d20 + 4 ⇒ (20) + 4 = 24, for 1d6 + 3 ⇒ (4) + 3 = 7 damage.
edit: Ha, his trend continues... Confirm: 1d20 + 4 ⇒ (7) + 4 = 11, for an additional 1d6 + 3 ⇒ (3) + 3 = 6 damage.
Revvy Bitterleaf
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Glorin smashes through the skull on his left, shattering bone and exposing some squishy inner parts.
Sickly then almost takes Clandelve's feet of with a swing, but stops just short of doing that..but in doing so also just barely misses the skull.
The 3 remaining skulls each skitter back near you guys ankles again and try to stab you with one of their front legs.
Sickly smashes the skull going for hit tiny toes
Skull vs Elliot: 1d20 ⇒ 11
Skull vs Clandelve: 1d20 ⇒ 4
But both of them fail to damage you.
init
You guys
Skulls
Clandelve Hammerhand
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Seeing Sickly's well-timed blow fall short of hitting a spider, Clandelve renewed his assault, knowing these pesky skulls were quick and would be hard to kill.
Hoping to maximize his chances to connect with the quick buggers, Clandelve lashed out with both axe and shield.
"Ye keep runnin', ye squirmy runts, but yer jus' gonna die tired!"
MW Dwarven Waraxe attack: 1d20 + 3 ⇒ (18) + 3 = 21 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (5) + 3 = 8 and Spiked Light Shield attack: 1d20 + 2 ⇒ (4) + 2 = 6 for Spiked Light Shield Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sickly missed on a 19! Need 20s!
Revvy Bitterleaf
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I was under the impression that tiny creatures provoked for moving into an occupied space... doesn't matter what sort of movement it was. its just a special clause for entering an occupied space.
Hmm..it does mention that in the rules for being tiny. I just always thought that was because you had to move out of a threatened square to be able to do so..but it doesn't state that..so I guess you're right
Glorin Too-Tall
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Glorin sighs, walks up to the spider, and stabs it with his spear.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d6 + 6 ⇒ (2) + 6 = 8
"Speedy little bugger!"
Kalaron Boulderstep
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Dwarven Longaxe 1d20 + 4 ⇒ (9) + 4 = 131d12 + 4 ⇒ (5) + 4 = 9
"Now where is that little bugger lads....come 'ere now."
Revvy Bitterleaf
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Both Glorin and Kalaron fail to hit the little bugger.
Being surrounded by scary dwarves which are chopping and stomping and slicing at it the last one decides to make a run for it (Withdraw action back to where it came from, combat is over unless you want to chase it down - mostly to save a round of combat and it can't do that much to you guys anyway)
Their eyestalks protrude through the empty eye sockets of their skull, and their legs have a backwards curve in the first joint that enables them to extend out of the bottom of the skull to allow rapid locomotion. Skull spiders can also fold their legs under their skull so they cannot be seen. Many an adventurer has been unnerved by the sight of dozens of skulls seemingly sprouting long, spidery legs and skittering toward them.
When you look around the area here sometimes scaring away (the last remaining skull spider or) a harmless normal little spider you see;
These catacombs are used to house deceased persons Most of the bodies interred here were minor servants, prison guards, and foreign visitors to Kaer Maga; all are ancient beyond belief, and crumble into bone shards and dust if disturbed.
Kalaron Boulderstep
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Kalaron takes a deep breath as the little skulls flee.
Perception, stone cunning and guidance 1d20 + 3 + 2 + 1 ⇒ (9) + 3 + 2 + 1 = 15
Take 10 for Knowlege (Religion) +7 for total 17
He relays to the others what he knows.
Clandelve Hammerhand
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Clandelve breathed a sigh of relief as they examined the tiny corpses. "Nae undead after all. Jus' spiders playin' dress up!' Le's keep goin' straight, shall we?" he asked.
Revvy Bitterleaf
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Way old
Sickly opens the double doors;
The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. Forty feet overhead, a wide stone bridge with an elaborately carved railing arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above. On this ledge stand bronze doors to the east and west. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room’s circumference—seven carved from white stone, and the eighth carved from black stone.
Clandelve Hammerhand
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Clandelve looked through the open double doors. "Mighty Torag," he whispered. "Mus've 'ad some dwarves involved in this construction. Impressive work!"
He looked for any signs of danger or guardians.
perception: 1d20 + 6 ⇒ (10) + 6 = 16
"I suggest we keep goin' straight," he said. "Though I'm not sure how sturdy th' bridge is. Could be unstable after all these years. Would we want t' climb down an' check out the statues, or keep goin' on th' bridge?"
EDIT: Realized it's 30' down to the statutes and we're going to have to either climb down or cross the bridge...
Revvy Bitterleaf
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Elliot does not find any signs of traps
This is the ossuary’s Grand Cathedral, dedicated to Pharasma, though in an architectural style much different from the gothic Pharasmin cathedrals of
the modern day. The spiral symbol inlaid on the floor is a known sign of Pharasma
Revvy Bitterleaf
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The south,south-east one, so right side, closest to the door you came in through
You recognize the statues as the seven runelords of ancient Thassilon
Clockwise around the cathedral, starting with the southwestern statue , the statues depict:
a tall man with gems set in his forehead, wielding a flaming glaive ;
a beautiful woman with wild hair, holding a ranseur ;
a voluptuous, nude woman wielding a two-headed guisarme ;
a short, smiling man holding a longspear ;
an obese man with rotting flesh, wielding a scythe ;
a handsome, bearded man in extravagant clothes, wielding a lucerne hammer ;
an imperious, heavyset woman holding a mirror and a halberd.
The eighth statue (in the south-southeast part of the room) is carved from dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its ararms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms
Kalaron Boulderstep
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Perception, with Guidance 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Knowledge (Engineering), with Guidance 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Knowledge (Religion), with Guidance 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Knowledge (History), with Guidance 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Trusting his companions to warn him if the bridge is unstable, Kalaron moved forwards towawrds the statue, the aged dwarf studying them all one by one. Bringing up memories from long ago before turning to his companions to tell them what he has learnt.
"By my old bones, I do believe I know who these statues represent. (Karzoug, Runelord of Greed),(Alaznist, Runelord of Wrath)(Alaznist, Runelord of Wrath)(Sorshen, Runelord of Lust) (Krune, Runelord of Sloth)(Zutha, Runelord of Gluttony)(Xanderghul, Runelord of Pride)(Belimarius, Runelord of Envy)." pointing to each of them in turn.
"This however is an an archaic representation of Pharasma in her three aspects: the midwife, the reaper, and the prophet. Who ever did these statues certainty knew their stone." Kalaron praises.
Kalaron Boulderstep
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Heh Was updating when I saw that post.
Revvy Bitterleaf
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You walk forward down the corridor 3d20 ⇒ (11, 11, 10) = 32 but none of you notice anything out of the ordinary. At the crossing you see a corridor lead to the right which leads up to a set of double door and a corridor to the left which leads further then you can see..but includes a pair of doors, one to the north and one to the south.
Revvy Bitterleaf
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Walking down the corridor you notice that next to the doors at the end the corridor continues around the corner. Sorry, I overlooked that part with my previous description
When you peer around the corner you see:
This long chamber is decorated with large carvings of religious ceremonies and priests handing down judgments to the common people. Stone benches are lined up before a podium at the southern end of the room. A single door stands in the northeastern wall.
At the end of the room is a flapping head with bat wings its wings are tattered ribbons, barely able to hold its rotting head aloft, but its teeth remain razor sharp.
When it sees you approach it turns around and charges toward you!
Init Sickly: 1d20 + 2 ⇒ (16) + 2 = 18
Init Elliot: 1d20 + 2 ⇒ (12) + 2 = 14
Init Kalaron: 1d20 + 0 ⇒ (7) + 0 = 7
Init Clandelve: 1d20 + 3 ⇒ (17) + 3 = 20
Init Glorin: 1d20 + 2 ⇒ (15) + 2 = 17
Flapping head: 1d20 + 2 ⇒ (4) + 2 = 6
init
You guys
Flapping head
Clandelve Hammerhand
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Clandelve's curses about more undead could echoed through the chamber as he charged forward, drawing his waraxe as he moved.
He brought it over his head and down toward the creature's hideous face.
waraxe attack: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for waraxe dmg: 1d10 + 3 ⇒ (9) + 3 = 12
"An' I thought regular bats were ugly," he muttered.
I can only make knowledge:history checks about dwarves, not religion or any others, so don't worry about that if it's not history. :)