Sargon The War Sage |
I have neither of those spells Rey, there is no need to waste resources on an enemy that keeps coming back, let's be going
Sargon The War Sage |
There are four elemental, like last time.
I thought there was one elemental as well, in that case
Acid damage: 8d4 ⇒ (1, 4, 4, 1, 4, 4, 1, 2) = 21 The big E is dazed for 5 rds. Sargon would have flown to the top of the roof above the dazed Elemental
Omar bin Zayed |
As they can probably chase us, might as well clear them and then move on.
haste, deadly aim, rapid shot, clustered shot, manyshot.
he's going to clear out the rabble first, so large elementals, shifting targets as they drop
to hit: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 2d8 + 30 ⇒ (6, 2) + 30 = 38
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 15 ⇒ (3) + 15 = 18
to hit: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 1d8 + 15 ⇒ (7) + 15 = 22 miss
to hit: 1d20 + 16 ⇒ (20) + 16 = 36 damage: 1d8 + 15 ⇒ (1) + 15 = 16
to hit: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d8 + 15 ⇒ (7) + 15 = 22
confirm to hit: 1d20 + 16 ⇒ (1) + 16 = 17 damage: 1d8 + 15 ⇒ (6) + 15 = 21 nevermind
Dragox |
The paladin cuts loose on the elemental closest to him.
Attack 1d20 + 23 ⇒ (18) + 23 = 41
Damage 2d6 + 25 ⇒ (4, 3) + 25 = 32
Attack 1d20 + 18 ⇒ (10) + 18 = 28
Damage 2d6 + 25 ⇒ (1, 3) + 25 = 29
Attack 1d20 + 13 ⇒ (8) + 13 = 21
Damage 2d6 + 25 ⇒ (6, 5) + 25 = 36
Possible Crit Attack One 1d20 + 23 ⇒ (4) + 23 = 27
Damage 2d6 + 25 ⇒ (3, 5) + 25 = 33
Reyondelee |
Rey summons her instrument and plays a little ditty to inspire her allies to feats of greatness. Inspire Courage +3. This would have been activated before Dragox turn, so add +3 to all his attack and damage rolls.
Water water everywhere, and back to the pool they'll go! Our blades and bows are swift and strong, an end to watery hides we'll show.
baldwin the merciful |
The party clears out all the large elementals - again - leaving only the huge one.
The huge elemental steps 5 ft and attacks Dragox,
slam 1: 1d20 + 15 ⇒ (4) + 15 = 19;damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
slam 2: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
1 equals mirrored image: 1d2 ⇒ 2
Omar bin Zayed |
unload on the Huge elemental
rapid, deadly, point blank, clustered, haste
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 2d8 + 30 ⇒ (6, 6) + 30 = 42+acid: 2d6 ⇒ (4, 4) = 8
to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 15 ⇒ (7) + 15 = 22+acid: 1d6 ⇒ 2
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d8 + 15 ⇒ (7) + 15 = 22+acid: 1d6 ⇒ 5
to hit: 1d20 + 16 ⇒ (13) + 16 = 29 damage: 1d8 + 15 ⇒ (1) + 15 = 16+acid: 1d6 ⇒ 2
to hit: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 15 ⇒ (4) + 15 = 19+acid: 1d6 ⇒ 6
Sargon The War Sage |
That elemental is dazed for 4 more rounds
Shall we leave before this one decides to attack us again
Dragox |
Dragox nods as he leads the group out of the room. "Omar, you want to check for traps and lead us to the next room?"
baldwin the merciful |
Omar's attack actually creates a huge rain shower as the creature dissipates. Sargon and Rey figure these things regenerate every few seconds (2 RDs) so it's best to be moving. You have three ways out: the way you came, the corridor (H:24), or ducking under the wall and following a water passage (H:32)
baldwin the merciful |
Omar makes the decision to push on and to get out of elemental room. He winds down the corridor, making a couple sharp turns as he sneaks forward. The walls of this massive forty-foot-tall chamber of white stone are covered with four tiers of burial niches, one row every five feet. The upper tiers can be reached by iron rungs set into the walls between each row of niches. Each burial niche is seven feet long, two feet high, and three feet deep, and holds a corpse clad in moldering rags.
As you stand in the entrance way what are you going to do next?
Sargon The War Sage |
Sargon will fly in invisibly after eagle-eyed Omar and Dragox check things out.
Dragox |
Dragox follows Omar. "Bet there are some valuables in here, alright. Let's get to checking around.". He waits for Omar's lead, however.
baldwin the merciful |
Omar does not detect any traps from his POV, so he ventures in a bit. Signaling for the others to hold off a few seconds to give him some time to scout the room. Dragox rocks back and forth eagerly dreaming about rubies, emeralds and other treasure. Rey's sweet voice rings softly through the air while Sargon hovers invisibly in the doorway just below the lintel.
Once inside Omar tests the stone flooring for pressure traps but finds none, he exhales and waves the others inside. time wise this is going to take nearly one minute to perform.
Dragox and Rey scurry over tot he some of the closer corpse, while Sargon floats up high to check out some of the others. One thing is certain, they are all human and there once fine clothing have been damaged with time, and each reveals some sort of foul play: garrote, ice pick puncture, black lips and other methods.
Several corpse are holding books, tubes, inks and quills. Many have gems and jewelry mostly bronze, now green with age, and small stones.
Dragox |
Dragox stalks around the room, waiting for an all clear signal before touching anything that might animate and try to eat his face off.
Sargon The War Sage |
Hmm...Looks like my former employers were not satisfied with some employees work habits.
Sargon will scan the room as well with Detect Magic
Sargon The War Sage |
Willy Nillys: 1d20 + 19 ⇒ (13) + 19 = 32
Reyondelee |
Rey's head swivels right and left looking for the source of the rustling sounds.
Perception: 1d20 + 23 ⇒ (11) + 23 = 34
Will Save: 1d20 + 15 ⇒ (16) + 15 = 31
baldwin the merciful |
Dragox and Omar you see perhaps a dozen or so of the corpses squirm and try to get up. The chamber eerily moans. Battle looms...
Both of you can make another Will save at +4
Sargon The War Sage |
Dragox, Omar the noises are just another parlor trick that we have encountered thus far.
Omar bin Zayed |
He looks around for signs of his invisible 'ally'
perception: 1d20 + 29 + 6 ⇒ (1) + 29 + 6 = 36
"SARGON! Why did you bring us into this trap!?! This swarm of undead will be the death of us all!"
Dragox |
"The damned sorcerer is playing mind games with us. Omar, it almost had me, but it's just a ruse. It's more trickery!"
baldwin the merciful |
Omar your nerves eventually calm down, as your eyes shift nervously around the room, then you exhale slowly. No moving corpses, no mummies, just nervous and crazy spellcaster tricks. It's time to search the room and clear it, find any alternative doors.
make a perception check and disable device.
baldwin the merciful |
Dragox and others you find an assortment of old bronze coins and small stones.
value: 1d100 ⇒ 16
A total of 1600 gp worth.
While dragox is filling his sack with valuables Omar finds a secret door. the door is located in the rear of one of the burial niches on the third tier. Well hidden but not to Omar's eye.
The room that Omar discovers has a vaulted ceiling that peaks at a height of 35-ft at the center of the room. The passageway from the mausoleum enters this room at a height of 30-ft above the floor. A long pool of crystal clear water runs down half of the room, while a row of three large mud pits lies nearby.
Omar bin Zayed |
Quick perusal of the room.
perception: 1d20 + 29 + 6 ⇒ (4) + 29 + 6 = 39
THen he ties off a rope up here and climbs down to look around (with +13 climb, he needs no roll on a rope).