| Black Tom |
No, you killed all the cultists. You hear the clanking of armor behind the doors at the end of the corridor.
Vug takes a look into the side chambers. The one to your left has blankets covering the floor, surrounding a wooden crate atop which
stands a small, crude statue of a humanoid figure, bleeding from several wounds and wrapped in chains. A few battered weapons, spears, clubs, and flails lean against the far wall. Stone pegs carved into the wall light this area with flickering, bright flames.
To the right the chamber holds three beds against the east wall, a long, wooden table along the south wall, two stools, and a weapons rack along the west wall. A suit of leather armor lies on the table with a variety of tools spread out around it.
Nothing here looks valuable.
What's the plan?
| Valgrim Twin-Axe |
Valgrim follows the boar's tracks to see where it came from, to see if it will lead us to its master.
Survival: 1d20 + 7 ⇒ (9) + 7 = 16
| Friar Feres |
| Black Tom |
Beast came out of a filthy den. A single stone spike flickering with magical flame lights this area as you look in. Filthy hay, mixed with a generous amount of animal dung, covers the floor of this crude, cave-like chamber. There are no visible exits.
Sorry that I've been remiss in posting. I'm in the process of quitting my job and it's taking a sizeable chunk out of me.
| Valgrim Twin-Axe |
I'll assume the boar's den's door is X-Z10. Let me know if I'm wrong in my assumption. Is there a gap at X13? If so, we'll go there first. If not, Valgrim will try the door at Z13 then.
| Valgrim Twin-Axe |
"Oh Vug, there are noises of armored warriors behind those doors, the baddies are prepping to come kill us for invading their sanctum, since these all seem to be religious nuts! It may be best to loot later. I know you're flighty and all, but remember the last time, you failed to heed my warnings: the pig almost killed ya!" Valgrim sighs, he knows he will never convince the elf with logic.
| Friar Feres |
"F-f-father F-f-f-feres, can you search for magical auras? There may be hidden treasure in one of these rooms," Vug suggests, rather optimistically.
"I'm afraid I didn't prepare that particular orison today," Feres responds to Vug's request. "I believe that may be one of Bubba's specialties."
| Friar Feres |
As Valgrim prepares to open the double doors, Feres says a quick prayer to Sarenrae, asking for Her to shield him in the upcoming encounter and for her to grant Her holy guidance to him and companions in their upcoming encounter.
Feres casts Shield of Faith on himself (+2 to AC for total AC 17 for next 20 rounds) and Guidance on himself and on any of his companions that he is able to before Valgrim opens the doors.
| Valgrim Twin-Axe |
Valgrim ignores the side door and step to the door where we heard armored sounds. He drinks his potion of shield of faith and when all are ready, opens it, axes in hand.
| Black Tom |
A pair of guards fling the double doors open, revealing a long, wide chamber surrounded on three sides by a balcony perched twenty feet above the floor. Six torches equally spaced along the walls provide light. The side opposite the large, bronze doors features a sizable viewing box with a sloped floor and several ostentatious wooden chairs positioned to allow easy view of the chamber below. A huge statue of a humanoid figure with spiky hair wearing a lot of chains stands in the midst of the chamber. A fist-sized red gem set in the statue’s forehead glitters in the flickering light. A thick layer of sand covers the floor to a depth of a few inches. The walls are smooth, polished rock, while a crimson banner with the symbol of skull with chains dangling from its eyesockets is set above the double doors leading into the bottom level of this chamber.
Vug is first to act, then the guards.
| Black Tom |
The guard winces but does not fall. They retreat back into the room, one shrouding the pair in Darkness while the other drinks a potion.
A human figure appears on the balcony at the far end of the room, but the darkness makes it difficult to make out. Also a pair of reptilian zombies step out from behind the statue.
You're up.
| Black Tom |
Sorry, it's mainly my fault that the game has stalled. Life is still a mess, so I can't promise anything right now, but please hang on.
The two guards retreat as the zombies advance. Another figure appears on the balcony. Then Bubba's Sleep spell goes off and one of the guards falls asleep.
Your turn. Updated map above.
| Valgrim Twin-Axe |
After Vug's action, here is Valgrim's Round 2 action:
Looking at Rhiannon, Valgrim says, "Ok, boys, it's party time! Rhiannon, I'll take north and you south!" Valgrim and Rhiannon both simultaneously move, Val to AF11 and Rhiannon to AF12 and then swing once at each zombie.
Valgrim (AC 20): Attack: 1d20 + 9 ⇒ (19) + 9 = 28; Damage: 1d10 + 6 ⇒ (5) + 6 = 11
Let me know if you want me to roll for Rhiannon...
| Friar Feres |
Feres steps up behind Valgrim (to square AE-11) and lifts the symbol of his Goddess up high. "By the grace of Sarenrae, be at peace!" he shouts, channeling the power of the Everlight. A wave of holy radiance bursts from the holy symbol, washing over the two reptilian zombies.
Move action to step to AE-11. Standard action to Channel Energy to harm undead, affecting both zombies. Damage: 1d6 + 2 ⇒ (2) + 2 = 4, Will DC 17 to halve the damage - due to Fere's Sun Domain, undead do not add channel resistance to their saves.
Spells in effect: Shield of Faith (total AC 17); Guidance
| Chisora |
Sorry guys for my lack of posting. It's taken me longer than I thought to get caught up with everything now my internet is finally back, but I'm back now.
Chisora checks to make sure that Friar Feres is safely protected by Valgrim before racing forward to attack the Zombie before her.
Move forward to AE13 and Whip the Zombie.
Attack Reptilian Zombie with Scorpion Whip (inspire courage): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Confirm Critical Hit: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 2d4 + 2 + 1 ⇒ (3, 1) + 2 + 1 = 7
| Black Tom |
Things are looking up a little and I hope to be able to pick up the game again. Thanks for your patience.
Chisora destroys one of the zombies and the other one is badly hurt. Vug hits a guard with a javelin and he staggers behind the statue to drink a potion. As he steadies himself against the statue, it wobbles precariously. The other guard is still asleep.
To your dismay the doors slam shut and lock behind you. The figure on the balcony unfurls a scroll and moves toward you while the other one drinks a potion.
The remaining zombie bashes Valgrim for 8 points of damage.
You're up.
| Valgrim Twin-Axe |
Round 3:
Valgrim moves to AG11, using the statue as cover from the figures on the balcony, and goes double-axe style on the zombie (AC 20).
Attack: 1d20 + 5 ⇒ (12) + 5 = 17; Damage: 1d10 + 6 ⇒ (2) + 6 = 8
Attack: 1d20 + 5 ⇒ (9) + 5 = 14; Damage: 1d10 + 4 ⇒ (1) + 4 = 5