Revvy Bitterleaf
|
After everyone is able to move again and is fully healed Sickly and Clandelve check out the other door and find no traps or lock on it. They detect a faint odor of blood and rotting meat coming from the other side of the door.
At the same time Elliot resumes his work on trying to open the door..it takes a while but eventually he manages to unlock the door.
As he opens the door you see;
The vault was looted long ago, and contains only one thing—an ornately carved stone sarcophagus about a foot from the north wall.
Clandelve Hammerhand
|
Clandelve was not happy about the odor of blood and rotting meat coming from the other side of the door.
"We all know what tha' means," he muttered. "Le's check out this 'idden room afore we move on," he suggested. "Should we open th' sarcophagus?"
The part of Clandelve that loved gold and treasure seemed to take control again, and he seemed able to shake off his uncustomary mental haze. He looked at the hidden niche to see what he could discover.
perception: 1d20 + 6 ⇒ (7) + 6 = 13
Sickly
|
everyone said they'd do it, but no one actually rolled the healing amount. 8P Well, since its my wand, suppose I can (though its Kal using it on Elliot!)
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"Some times these old tombs hold old plagues." Sickly mutters, nervously. He keeps back a safe distance as they open it up.
Kalaron Boulderstep
|
Knowledge (Arcana) 1d20 + 3 ⇒ (12) + 3 = 15
Knowledge (History) 1d20 + 3 ⇒ (18) + 3 = 21
Kal shares what he learns from the above checks as he studies them.
Revvy Bitterleaf
|
Standard door opening procedure has Sickly look around inside along with Elliot.
1d20 + 6 ⇒ (12) + 6 = 18
After Kalaron casts guidance on Sickly the dwarf moves into the room to take a closer look at the sarcophagus. As he get's near suddenly a snake unseen until now made entirely out of metal appears from behind it hissing and tries to sink it's fangs into Sickly
To bite Sickly vs flatfooted AC: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 to confirm: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 total damage: 2d6 + 2 ⇒ (1, 6) + 2 = 9 and a fort save DC 11 vs poison
Init Sickly: 1d20 + 2 ⇒ (1) + 2 = 3
Init Elliot: 1d20 + 2 ⇒ (8) + 2 = 10
Init Kalaron: 1d20 + 0 ⇒ (1) + 0 = 1
Init Clandelve: 1d20 + 3 ⇒ (10) + 3 = 13
Init Glorin: 1d20 + 2 ⇒ (12) + 2 = 14
Init Iron Cobra: 1d20 + 2 ⇒ (14) + 2 = 16
init:
You guys
Iron Cobra
Elliot Feardwarf
|
They really have a snake problem here!
Just in case I'm somehow able to reach the snake in the small room.
Elliot takes his waraxe and slices at the snake.
Waraxe Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d10 + 2 ⇒ (4) + 2 = 6
Glorin Too-Tall
|
Glorin starts calling out orders. "Get that thing out into the open! Those with reach, fall back, frontliners come forward! Get Sickly out of there! In all the Boneyard, why are there so many snakes here???!!"
Otherwise, delay.
Clandelve Hammerhand
|
"Aye, fall back t' get it out in th' open!" Clandelve barked.
Holding his waraxe at the ready, he prepared to strike it should it come into the open.
Clandelve is going to assume those in the room will fall back so it will come out and more can hit it. He readies an action to attack it should it be adjacent to him.
MW Dwarven Waraxe attack: 1d20 + 5 ⇒ (14) + 5 = 19 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (9) + 3 = 12
Kalaron Boulderstep
|
Kalaron readies an action to hit the snake as he moves back into position, no stranger to battle commands.
Readied attack 1d20 + 4 ⇒ (13) + 4 = 171d12 ⇒ 7
Sickly
|
I was the one guy that didn't want to go near the coffin, and I go first? =) Heh.
Fortitude Save: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11 (Yay for dwarf Hardy bonus!)
Sickly staggers backwards as the iron snake sinks his fangs into him. He then falls back at the others' request.
Withdraw action. Its all yours, guys. =)
Clandelve Hammerhand
|
Okay, let's wait for it to get out where we can attack it. Does Elliot need to back up? Or will the 3 of us be able to hit it from where we are? I think we have some punishment teed up for it once it moves closer.
Sickly
|
Might be able to attack with cover penalties, up to the GM. The snake on the ledge with us probably the best we could hope for, assuming it came out of the room, though there'd be one guy left out, even then.
Will have Sickly withdraw the other way, so there's a reach weapon on both sides if needed.
Revvy Bitterleaf
|
Elliot can't reach the snake...unless you throw something at it, I'll treat it as a ready attack for now
Clandelve and Kalaron ready to attack
Glorin delays
And Sickly withdraws
You can attack around a corner, with cover if your adjacent..I'll have to admit..I don't know if that works with reach weapons..but judging by the angle the attack would have to have..going to go with no unless someone finds a rule that says you can
The snake moves forward and is promptely attacked by Elliot but his waraxe bounces of the creatures metal hide and Clandelve..but his attack meets the same fate
In return it takes a bite at Elliot Bite vs Elliot's AC: 1d20 + 3 ⇒ (14) + 3 = 17 Damage if hit: 1d6 + 1 ⇒ (6) + 1 = 7 and a DC 11 fort save vs poison
init
You guys again
Iron cobra
Kalaron Boulderstep
|
Push the snake over!!!
Sickly
|
I pondered that option on the last snake... there's no combat maneuver that would allow you to knock someone off a ledge except Bull Rush... which requires you be on the other side and push it away from you.
given the curved nature of the walls, I don't see why Kal shouldn't be able to attack (though with cover penalties) using his reach weapon if he steps back a notch.
Clandelve Hammerhand
|
It looks like my readied attack from my last post should have triggered, inasmuch as it's now adjacent to me. If not, I'll continue to hold the attack until Elliot backs up more and it comes onto the landing.
Kalaron Boulderstep
|
Let's all step back... Am posting from my phone and the hospital isn't a good place to chuckle evil laughs....so I can't view the map either...
Revvy Bitterleaf
|
Sickly is right, your readied attack triggered and missed with your attack Clandelve
You can move back from there Elliot..but unless you do a withdraw which is a full round..you will provoke, if you do a full round you can't ready your crossbow. Or you wait for Kalaron to move away first.
And I agree you can attack the snake once he's moved forward..but not while he was still inside..so I forgot Kalaron's readied attack..but it misses as well
Elliot starts to turn a bit green. (You need to make another DC 11 fort save vs poison now until you save or X rounds have passed.)
So ...everyone backs away from the snake?
Then Glorin is up before it's the snakes turn again
Elliot Feardwarf
|
I wanted to ready the crossbow to attack in the next round, this is the reason why I didn't withdraw, even if this provokes an aoo. And thanks Sickly for the remark :)
Glorin Too-Tall
|
Glorin steps forward just as the snake reveals itself. He crashes the axe down to his left, just so the blade falls along the line of the secret doorway. But the snake is past the door!
With a calculated sneer, Glorin sweeps the flat of the axe blade across from the doorway to the lip of the pit, trying to smack the snake into it.
Reposition Combat Maneuver!
Combat Maneuver: 1d20 + 5 ⇒ (20) + 5 = 25
Bye-bye, snake!
Sickly
|
You cannot reposition someone into a dangerous location like a pit
Would seem Sickly can't get at him anyway ... so I might as well throw something this round!
Sickly grabs his javelin, and heaves it across the pit at the iron snake, as his companions move away from the doorway to provide a clear shot.
Ranged Attack: 1d20 + 3 ⇒ (20) + 3 = 23, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
edit: oop, forgot the penalty for 2nd range increment (he is > 30 feet out?)... but rolled a 20 so suppose it doesn't matter... will include it on the confirmation:
Confirmation: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.
Revvy Bitterleaf
|
Well this is either great tactics of sheer dumb luck, but Since Elliot provoked already that means that Glorin's grapple attempt doesn't provoke an AOO anymore..so no penalty to his check..so the snake is grappled ;)
Elliot get's a bite against his ankles as he moves away AOO vs Elliot: 1d20 + 3 ⇒ (1) + 3 = 4 but he manages to not be there where the fangs are and the snake bites into the stone floor.
Sickly throws a javelin at it, hitting it but the dense metal seems to be hard to penetrate fully.
Glorin then moves up releases one hand from his weapon (unless you completely drop it? You need one hand free to grapple and get a -4 if you don't have 2 free hands..which is enough for now..but might not be for the next check) and grabs hold off the snakes neck.
In return the iron snake tries to bite the hand that's holding it Bite Vs Glorin: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d6 + 1 ⇒ (5) + 1 = 6 and a DC 11 fort save vs poison
init
You guys (with a save vs poison for Elliot and maybe Glorin if he fails the initial one
The snake..if he isn't tossed into the pit
Damage: Iron Cobra: 4
Just as a reminder;
If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Clandelve Hammerhand
|
"Get'im!" Clandelve yelled to Glorin. Moving directly behind the human warrior, Clandelve attempted to help toss the snake in the pit.
aid another on Glorin's grapple check: 1d20 + 4 ⇒ (17) + 4 = 21
Glorin Too-Tall
|
I know he gets a chance to escape. But the gamble is part of the fun!
Fort save: 1d20 + 3 ⇒ (1) + 3 = 4
Glorin lets go of his urgrosh as he heaves the snake over the pit...
Fort save #2, just in case: 1d20 + 3 ⇒ (10) + 3 = 13
CMB +5, +5 for maintaining the grapple, +2 for Clandelve's assist
Grapple check: 1d20 + 5 + 5 + 2 ⇒ (4) + 5 + 5 + 2 = 16
Revvy Bitterleaf
|
Aided by Clandelve Glorin tries to move the snake over the pit shrugging of the poison.
free grapple attempt: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13..unable to escape the snake before Glorin releases his grip on the construct over the edge of the pit it tumbles down into the pit and is never seen from again.
Just noticed that I messed up the damage die roller for Glorin's damage.. he took 6 damage last round. And going to need fort saves vs Poison from Elliot until he makes the DC 11
After you congratulate Glorin and heal up you move over to the sarcophagus to find out that it's not trapped (it was just guarded) and after you open it;
The stone coffin holds an extraordinarily well-preserved human man with dark hair, a high forehead, and expressive brows. He wears robes of a deep emerald, and a medallion of a seven-pointed star around his neck.
What do you want to do?
Cool action btw ;)
Clandelve Hammerhand
|
FYI guys, I'm going to be pretty much unavailable through Saturday p.m. I'm going on a short vacation twice in June. Once tomorrow a.m. through Saturday p.m., then again June 19-21. I am unsure if I will be able to post at all due to internet unavailability, but will post if I can. Feel free to NPC me, or anyone can act for me when I'm up. Thanks!
Glorin Too-Tall
|
Glorin calls out down the pit, "Bite my friends, will you?"
Looking at the bloody gash the iron snake's fangs tore into his shoulder, he winces, and mutters, "I've had worse." He picks up his urgrosh and returns it to his back.
Sickly
|
Sickly smiles at Glorin, impressed by how he dealt with the snake.
He inspects both Glorin and Elliot with an critical eye.
"Didn't get any poison in me, but yours and Elliot's don't look good." He adds, with a frown.
What happened on Elliot and Glorin's failed saves?
He quickly pulls out his healing kit, and uses some of the contents therein to treat Elliot's wound.
Heal check (treat poison): 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 vs DC 11.
edit: Elliot will receive a +4 bonus on his next save
He then asks Kalaron to try his wand on Glorin and him this time.
CLW on Glorin: 1d8 + 1 ⇒ (4) + 1 = 5
CLW on Sickly: 1d8 + 1 ⇒ (8) + 1 = 9
Glorin Too-Tall
|
Taking a moment to stretch and improve his circulation, Glorin responds, "Thanks. Yeah, I got poison in me, but that stuff is less potent than my cousin's ale. I'll be fine."
Kalaron Boulderstep
|
Kalaron does as he is bidded and also sees if he could help out the others.
Heal check on poison Elliot with guidance 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Heal check on poison Glorin with guidance 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Spellcraft with guidance 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
Kalaron Boulderstep
|
Kal holds it out to Sickly.