Innis |
Innis shrugs weakly at Merelda's comment. "As you say Sister. Let us tend to ourselves here and resume once we are rested; it has been.....a long day."
She clears a small place for herself amidst the debris, unfurls her bedroll and methodically arranges threes sets of three daggers on top of it while whispering a prayer.
channel: 1d6 ⇒ 1
channel: 1d6 ⇒ 2
Health Update
Lili = 8/12 HP
Kir = 22/22 HP
Boro = 9/13 HP
Him'Wazir nar Maekra |
"I think we need someone on watch though. Let's us organize a schedule..." Him says as he hooks his hammock up beneath the stairs.
Rather than actually organizing a schedule I say if something happens just roll a d5 with us in alphabetical order and let it decide who was on watch.
Him'Wazir nar Maekra |
Innis proposed one in the discussion thread so I'm fine with going with that :)
Clambering into his hammock rather awkwardly in his enfeebled state Him, for all his bluster, is soon fast asleep, murmuring quietly and twitching as he dreams,
"No, no, not, my arms, these are not... No... Ummm, no, the other way please... Fly away... Hmmm."
GM Aumakua |
Merelda the door opens inward. It won't matter now.
The quarters are tight but you are all able to make due. Fighting the disease which eats away at your body and dealing with the exhaustion of traveling through these sewers you quickly fall asleep.
While your sleep is undisturbed, minus waking up for your shift changes, your dreams are filled with random images of horror. It is difficult to remember any sequence of the dreams when you finally do get up. As rested as you are going to be you give each other a long look before you gather your items and gravitate towards the stairs.
GM Aumakua |
Checks won't occur until later in the night. So we can continue...
GM Aumakua |
Kirzon indicates that the marker on the map was placed somewhere along this western tunnel. He cannot be entirely certain though.
Merelda "The Widow" Widdomeria |
"That's enough to go by. We need to investigate this place then. If the cultists put this entrance here by any chance, then we need to search above. Agreed?"
Him'Wazir nar Maekra |
"Sounds like a plan to me. I suggest Innis lead with stealth and no light, then Merelda, and I shall follow on behind as quietly as I may bearing a light so the rest of us do not trip and Merelda is just in its margins."
Going to take 10 on stealth for a 14. Str back to an impressive 5!
GM Aumakua |
In case this got lost. It is now the next day and you are rested. Nothing occurred during your sleep and you are able to restore 2 hp if you are not at full hp as well as 1 point of ability damage for each affected ability score except for the damage done by the Reaping Sickness. We will make the check for the Reaping Sickness when night falls upon the party. Spells and abilities are restored as well.
Innis |
Buffs
Innis: +2 skill, ability & attack rolls
Innis: message spell active
The group continues exploring the tunnel region. Innis moves cautiously in the shadows ahead of the group. She moves with uncanny grace at home in the darkness.
stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Merelda "The Widow" Widdomeria |
You mean the stairs up right? Not the tunnels. This may be our end location....although that is doubtful.
Kirzon |
Boros has 3HD, so restores 3 HP of damage.
Kirzon spends part of their time of rest treating all the diseased. With some help from Innis, he has no trouble giving aid to everyone. Heal, Innis Bonus, Inspiration minimum bonus: 10 + 7 + 2 + 1 = 20
Kirzon casts Goodberry. Goodberry: 2d4 ⇒ (1, 2) = 3. He feeds a goodberry to Boros to bring him to full health. "Aye, less see what we find 'ere" he says, ready for the next area to explore."
GM Aumakua |
As the group stays at the edge of the door Innis heads into the room
Here is the description of the room again:
This appears to be a neglected store room with a very low ceiling. The entire room is packed with piles of broken and damaged furniture, the remnants of shattered barrels and crates, jagged pieces of scrap metal,
and miscellaneous other debris, some of which is piled all the way to the ceiling.
Innis as you move through the room you see a door at the southern end of this room.
Innis make a Reflex check DC 10
GM Aumakua |
Innis easily moves past the debris that litters the floor and comes to a door.
GM Aumakua |
The door opens slowly revealing a dark room. As you continue to open the door...
Innis roll a Perception check
Merelda "The Widow" Widdomeria |
Why do I suddenly feel like we are in an episode of Scooby Doo? Rugh-Roh Raggy!
Him'Wazir nar Maekra |
Not wanting to allow Innis to be stranded alone with the possibly dangerous room between them Him nimbly weaves his way through to her side trying to be stealthy all the while. Giving her a grin he motions for her to carry on content to allow her to take the lead with her dark vision.
Reflex Charmed Life: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Merelda "The Widow" Widdomeria |
You know I could make several arguments here that would show Him's actions actually put Innis in MORE danger. Right?
But I'm assuming Him's just playing his character here so I'll keep quiet. =)
Lililinda |
Lililinda stands at the bottom of the stairway, staring up into the darkness that her friends have disappeared into. "I wonder how they're doing." she quietly asks herself.
She takes a deep breath, cups her hands around her mouth, and suddenly thinks twice about yelling her inquiry into the dark passage. She lets out her breath in a sigh of boredom, and goes to sit quietly in a corner.
GM Aumakua |
Innis: 1d20 + 2 ⇒ (11) + 2 = 13
Kirzon: 1d20 + 2 ⇒ (15) + 2 = 17
Boros: 1d20 + 3 ⇒ (19) + 3 = 22
Nicias: 1d20 + 2 ⇒ (5) + 2 = 7
Merelda: 1d20 + 7 ⇒ (14) + 7 = 21
Lililinda: 1d20 - 1 ⇒ (5) - 1 = 4
DM: 1d20 + 3 ⇒ (1) + 3 = 4
Him you are unsure what is happening but suddenly you hear Innis' startled voice followed by a loud thud and the sounds of something scraping against the floor mixed with the clinking of metal.
skeleton #1 claw attack: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
skeleton #2 overrun: 1d20 + 2 ⇒ (19) + 2 = 21
Innis you are now prone
Him you can make a single action.
GM Aumakua |
Innis: 1d20 + 2 ⇒ (5) + 2 = 7
Kirzon: 1d20 + 2 ⇒ (6) + 2 = 8
Boros: 1d20 + 3 ⇒ (14) + 3 = 17
Nicias: 1d20 + 2 ⇒ (3) + 2 = 5
Merelda: 1d20 + 7 ⇒ (1) + 7 = 8
Lililinda: 1d20 - 1 ⇒ (14) - 1 = 13
DM: 1d20 + 3 ⇒ (17) + 3 = 20
As you all await the return of your two companions you hear Him's shout for light and fear for the worse.
ROUND 1
Initiative Order
1. Him
2. DM
3. Innis, Merelda, Kirzon, Boros, Nicias, Lililinda
Him. Your Turn.
Merelda "The Widow" Widdomeria |
ROUND 1
Initiative Order
1. Him
2. DM
3. Innis, Merelda, Kirzon, Boros, Nicias, LililindaHim. Your Turn.
No offense GM, but did you roll for our initiative twice? Not complaining, just curious if that is what I'm seeing or not.
GM Aumakua |
Oh so right I'll need to readjust. I had been rdy to post then Him indicated he was following Innis so I had to copy and paste. Apologies and thanks for the catch. Will have a post for later tonight.
GM Aumakua |
ROUND 1
Initiative Order
1. Everyone
2. DM
Party's Turn
For everyone other than Him and Innis it will take you a double move to reach the room. Also note that moving in the room is considered difficult terrain. Sorry for the confusion. Him your previous action no long apply you can go once someone produces a light source for you.
Merelda "The Widow" Widdomeria |
As the next designated in line earlier by Him, Merelda immediately let's her Ioun Torch free to spin over her head and charges into
the room to illuminate it.
OK double move to get into the room and get as close to the center of the room as I can. I'm also assuming perception checks
are unnecessary once enough light enters the room.
Lililinda |
"Him!?" Lililinda cries, jumping up and running down the hall. "We're coming!"
Double move to get to the room
GM Aumakua |
Map updated. I've lined you up accordingly.
As the room becomes illuminated you see Innis on the floor and three skeletons around her. The skeletons wear old chain shirts but carry no other weapons.
Him and Innis. Your turn
Him'Wazir nar Maekra |
Thanks :) Have we actually seen these skeletons move?
Him goes full defensive and dances about the skeletons seeking to draw their attacks away from Innis so she can rise unmolested,
"Come on you boney bastards catch me if you can!"
Full defense then move back and forth provoking from the skeletons to draw their aoos AC 23.
GM Aumakua |
Him you haven't seen the skeletons move but you think the sounds you heard during the surprise round were them moving.
Him's ploy is successful and he draws the attacks of two of the skeletons.
Skeleton #1 aoo: 1d20 + 2 ⇒ (14) + 2 = 16
Skeleton #2 aoo: 1d20 + 2 ⇒ (7) + 2 = 9
The nimble man proves too skillful to hit.
Innis. Your Turn.
Innis |
Innis gets up and moves to the back of the room using the distraction provided by Him'Wazir
GM Aumakua |
Innis gets up trying to find safety in the back of the room and the skeleton in the door rips a claw her way. Innis takes 6 points of damage
Skeleton #3 aoo: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 + 2 ⇒ (4) + 2 = 6
The three skeletons move up followed by another three skeletons filling the room.
Innis
Skeleton #2 claw: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Merelda
Skeleton #1 claw: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Skeleton #1 claw: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Him
Skeleton #3 claw: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Skeleton #4 claw: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skeleton #5 claw: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Skeleton #6 claw: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Even with the numbers in their favor the skeletons are unable to hit any of you.
ROUND 2
Party's Turn
Merelda "The Widow" Widdomeria |
With her Free hand that previously held the Ioun stone, Merelda digs in her pouch for the Alchemist's Fire that Kirzon had given earlier that night, hissing at Him to warn him.
"Watch it Him! Fire incoming!"
Merelda aims to get the most possible damage in the center of the doorway, possibly hitting more skeletons coming in from the other room (and lighting it up a little too?). Target is Skeleton in square D3.
Alchemist's Fire Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damge: 1d6 ⇒ 4
Quick Reminder: Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
Smiling almost evilly Merelda cackles as the flames rise!
"Vengence is mine!"
Nicias |
Pulling out one of his 'specials', Nicias quickly mixes a cocktail of volatile liquids before throwing it into the midst of the skeletons.
Not sure if I can target E2, but if I can that's ground zero, otherwise E1. Nicias will use his precise Bombs ability to avoid Him and Innis.
ranged touch attack (bomb): 1d20 + 4 ⇒ (20) + 4 = 24
crit threat (bomb): 1d20 + 4 ⇒ (9) + 4 = 13 I think that's a hit with a touch attack
damage: 1d6 + 5 ⇒ (1) + 5 = 6
crit damage: 1d6 + 5 ⇒ (1) + 5 = 6
6 points Splash damage on all enemies within 5'
Him'Wazir nar Maekra |
I don't really think that Skeleton should have hit Innis they are mindless and not really capable of tactics so if an aoo is offered up they ought not be capable of refusing.
Maintaining his defences Him attempts to keep the bonetide focused on him as best he can,
"Come on your knobbly kneed walking dog chews, come at me!"
AC 23