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You couldn't charge, Glorin, Sickly was in your way... though you more then smacked him anyway, so all is good =)
Now that his companions have caught up to him again, Sickly feels safer, and drops out of defensive, takes a step forward and swings at a skeleton.
Melee attack: 1d20 + 5 ⇒ (13) + 5 = 18, for 2d6 + 4 ⇒ (2, 6) + 4 = 12 damage.

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Pretty sure at least one of you can't charge since Sickly will be in the way..but I don't think it matters for the results
Clandelve surges forward but is unable to hit his target hard enough to knock free some bones (Doesn't hit the AC)
Glorin how ever manages to knock the head of his target sending it flying up in the air. The rest of it's body falls to the ground.
(Three down, one to go)

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Ya, I know... was swinging his longhammer again, he never actually put it away. The club last round was 1-handed because of this.
Meant to type that, got distracted in the prose!
Full action was a sheath weapon (move), 5' step forward, attack with reach weapon (standard) Though skeletons might get some cover bonus to ac.

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Sickly will ask Kalaron for a spell from his wand again.
CLW wand on Sickly: 1d8 + 1 ⇒ (5) + 1 = 6
"Wasn't a snake." He points out, timidly, smiling at his attempt at a joke.
He takes a moment with the others to try to determine how the secret door operates.
Perception: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 if it helps. (edit: which it won't! =))

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Clandelve smiled grimly at the fallen skeletons. "Once again, well done, lads! Torag smiles upon 'is stalwart dwarves!"
He kicked a skeletal pelvis across the hall as they looked at the alcove to the west. He attempted to find a way to open the uneven crack further.
perception: 1d20 + 6 ⇒ (5) + 6 = 11

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The tunnel required they walk single-file. Clandelve looked at the options.
"We should try the door t' th' left first, I think, les' we 'ave enemies behind us."

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I'm inclined to think that secret doors lead to more interesting things, even if we don't have the benefit of wide halls. However, I'll provide a second vote for either option. Someone say where you'd like to go, and I second it.

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Sounds good...secret door it is. Let's try the door to the left once we get in the secret door. I guess we'll keep our trap/searching order.

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As Elliot opens the door you see:
The original purpose of this plain stone room has been lost to history, but numerous footprints have disturbed the dust covering the floor .
In the room are one skeleton and one zombie..they both looks a bit different then you'd expect. There are some tubes with green liquid running through both of them.
Init Sickly: 1d20 + 2 ⇒ (3) + 2 = 5
Init Elliot: 1d20 + 2 ⇒ (1) + 2 = 3
Init Kalaron: 1d20 + 0 ⇒ (3) + 0 = 3
Init Clandelve: 1d20 + 3 ⇒ (2) + 3 = 5
Init Glorin: 1d20 + 2 ⇒ (8) + 2 = 10
Init Skeleton: 1d20 + 6 ⇒ (10) + 6 = 16
Init Zombie: 1d20 + 0 ⇒ (18) + 0 = 18
As soon as Elliot opens the door they rush towards you, The skeleton steps from the center of the room towards Elliot and swings at him with two clawsto hit Elliot's AC claw 1: 1d20 + 2 ⇒ (4) + 2 = 6to hit Elliot's AC claw 2: 1d20 + 2 ⇒ (19) + 2 = 21 The first claw bounces of Elliot's shield..but the second one manages to find it's way over it and rakes him across the face Damage vs Elliot: 1d4 + 2 ⇒ (4) + 2 = 6
The zombie just shambles closer
"..Braaainnnss...."
init
You guys
Skeleton + Zombie

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All of us beat on initiative by a zombie? ouch!
Sickly, takes a swing over Elliot's head with his longhammer, hoping to clear the skeleton to allow others to actually move into position.
After which, he steps back, in case it doesn't work, so that Kalaron at least can still take a swing.
Skeleton gets a soft cover bonus to his AC
Melee Attack: 1d20 + 5 ⇒ (16) + 5 = 21, for 2d6 + 3 ⇒ (2, 4) + 3 = 9.

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It looks like Sickly may have finished off the skeleton, so this assumes he did. If Clandelve can't attack, he'll try to move as best he can into the room.
"More undead," he muttered. "Ye nasty lot o' vermin...stay dead!"
Clandelve rushed into the void created by the collapsing skeleton and brought his waraxe down upon the zombie.
MW Dwarven Waraxe attack: 1d20 + 5 ⇒ (14) + 5 = 19 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (4) + 3 = 7

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Again undead creatures! Stay in your graves, bastards! Elliot says and swings his axe.
Waraxe attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d10 + 2 ⇒ (9) + 2 = 11

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With on overhand..or should that be over head chop Sickly takes aim at the skeleton..but with Elliot's head in the way..his weapon scrapes across the ceiling before it bounces of the green tubes surrounding the skeleton (Doesn't hit his AC with the cover - these guys get better AC then "normal" skeletons)
(Clandelve can't move in the room..you can't get past the skeleton and the hard edges of the corridor..unless you try to tumble _through_ the skeleton ..roll a tumble check if you want to try that..also there isn't a void left by a collapsing skeleton..since the skeleton didn't got hit ...yet)
Elliot takes a swing with his axe at the skeleton and manages to swing it right in between his rib cage missing all the green tubes (Doesn't hit the skeleton's AC)
init
Clandelve,Glorin, Kalaron
Skeleton+Zombie

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Elliot, you need to move. You still have a move action. You either need to take a 5' step into the room (can you do that around corners like the current situation?) or step back so more can hit these guys).

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Elliot also can't get past the skeleton to get into the room. So the options right (to attack this skeleton)now are pretty much..have Elliot step back 5 foot so Clandelve get in there..or have Kalaron swing over Elliot's head like Sickly did..or make a ranged attack past Elliot (or even past Sickly and Elliot)

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Swing! Swing!
Kalaron lets his axe do the talking
Long Axe 1d20 + 4 ⇒ (18) + 4 = 221d12 + 4 ⇒ (3) + 4 = 7

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Kalaron can't reach the skeleton right now..so I'll put him on delay and use his attack when it becomes possible for him to take it
Glorin rushes around the corner...shoulder first and provokes an attack from the skeleton Claw vs Glorin: 1d20 + 2 ⇒ (5) + 2 = 7 which harmlessly slides over his shoulder before burying said shoulder into the skeleton..but the skeleton proofs to be a bit to solid even without muscle holding it's bones together to be moved.
In return the skeleton tries to claw at Glorin again Claw 1 vs Glorin: 1d20 + 2 ⇒ (8) + 2 = 10 Claw 2 vs Glorin: 1d20 + 2 ⇒ (11) + 2 = 13 but both claws bounce of Glorin's armor
The zombie steps up next to the skeleton and tries to get around the corner to slam into Glorin Zombie vs Glorin's AC: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 but going around the corner he can't reach Glorin with enough force to damage to tall human
init
You guys
Zombie + Skeleton

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well... bottlenecks again! Well, a non-zero chance is still better then no chance at all!
Sickly, with no other option, grabs his club off his belt, winds up, and hurls it forward, through the throng.
Ranged, into melee, through cover: 1d20 + 4 - 4 - 4 ⇒ (20) + 4 - 4 - 4 = 16, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
edit: ha, and it shall soon become known as his 'lucky club'!
Confirm: 1d20 + 4 - 4 - 4 ⇒ (20) + 4 - 4 - 4 = 16, for an additional 1d6 + 3 ⇒ (6) + 3 = 9 damage.
take that stupid high AC skeleton bottleneck

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Good grief, Sickly! You just rolled more 20's in one round than I've had these two adventures! I'm starting to think they call you Sickly not because your dwarf is sick, but because "that is just SICK!"
With the way into the room miraculously cleared by Sickly's unexpected club trick, Clandelve stepped forward to finish off the skeleton.
MW Dwarven Waraxe attack: 1d20 + 5 ⇒ (3) + 5 = 8 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (2) + 3 = 5
Honestly...

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Glorin runs around the zombie threatening AoO, I know and takes a position to the far side of the monster. He then smashes his axe into him.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 6 ⇒ (7) + 6 = 13

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I know Sickly can put light on Clandelve's armor..that would make him shine ;)
I think Clandelve meant to try to finish of the zombie?
Clandelve moves into the room to try to slice up the zombie..but he just swings his axe around in front of the zombie
AOO vs Glorin: 1d20 + 4 ⇒ (10) + 4 = 14 The zombie swings his arm in the air as Glorin walks past..but in return Glorin's attack bounces of the green tubes sticking out of the zombie's flesh
init
Elliot, Kalaron
Zombie
You guys again

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No AOO, Glorin already triggered it this round...this is not some superfast scary zombie ;) Since Kalaron said to bot him when needed..I'm going to do that now and use his last roll for this attack
Kalaron moves into the room and takes up position behind Clandelve swinging his longaxe in a great arch over Clandelve's head hitting the zombie square in the chest slicing trough some flesh
In return the zombie tries to slam his hand down on 1C2G: 1d2 ⇒ 1 Clandelve's head To hit Clandelve's AC: 1d20 + 4 ⇒ (5) + 4 = 9 but it bounces of the though dwarfs think skull.
init
You guys
Zombie
Damage Zombie: 7

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"Yer gonna 'ave t' do better'n that, ye walkin' sack o' guts n' brains!" Clandelve yelled.
"Ye've breathed yer last rattlin' breath, an' even if'n I don' finish ye off, let me introduce ye t' me pal, Sickly!"
Clandelve attacked with both his waraxe and his shield, hoping to maximize his chances to finish off the ghastly creature.
MW Dwarven Waraxe attack: 1d20 + 3 ⇒ (2) + 3 = 5 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (9) + 3 = 12 and Spiked Light Shield attack: 1d20 + 2 ⇒ (9) + 2 = 11 for Spiked Light Shield Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Bad streak of luck for me! It has to break soon!

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You are right, lack of rules knowledge again, sorry :(
Elliot takes a 5 ft step south and lets loose his bolt at the zombie.
Range Attack: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Damage: 1d8 ⇒ 3

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No need to apologize, there are a few ways for someone to have more AOO's ..and always better to assume they will happen then it is to assume they will not
Clandelve's fury of attack fails to connect to the zombie hard enough to do any type of lasting damage while Elliot's crossbow bolt having to go past Clandelve gets deflected by one of the green tubes (all attacks miss the zombie's AC)
init
Sickly, Glorin, Kalaron
Zombie
Damage Zombie: 7

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Sickly moves into the room cautiously, pulling his throwing axe off his belt as he goes with his free hand, having encountered zombies on his confirmation.
He takes a big overhand hack at the zombie with the axe.
Melee power attack: 1d20 + 3 ⇒ (13) + 3 = 16, for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 slashing damage.

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Glorin grins as he twirls his urgrosh around.
Axe Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Spear Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d6 + 4 ⇒ (1) + 4 = 5

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That will provoke an AOO since it's a new round
To hit Sickly as he moves into the room: 1d20 + 4 ⇒ (14) + 4 = 18 Damage if hit: 1d6 + 4 ⇒ (3) + 4 = 7
After Sickly enters the room the combined attacks from Sickly and Glorin chop the zombie into small pieces.
Out of combat
The corpses have nothing on them

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Clandelve searched the room for anything interesting.
perception: 1d20 + 6 ⇒ (14) + 6 = 20
"We nae only 'ave someone droppin' body parts in th' 'alls, but someone combinin' undead with potions an' such. Should we try the passage to th' north, or th' door to th' south?"
I'll second either option.

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Sickly stares morosely at the huge welt forming on his side, which combined with the still tender wound from the arrow earlier puts him in rather rough shape.
"Could be any sort of disease on these, if its been alchemized." he observes with a frown.
He suddenly has an overwhelming urge to scratch and entreats Kalaron to use the wand again, before it spreads. Whatever it is.
CLW wand on Sickly: 1d8 + 1 ⇒ (7) + 1 = 8
edit: Oh wait, Elliot got hit as well... zap him once too! CLW wand on Elliot: 1d8 + 1 ⇒ (5) + 1 = 6