Toren "Stand" Still |
"Fair 'nuff Kardak. I jes don't wanna have to remember to look fer a chalk line if'n we're runnin' back this way with tails tucked."
He looks at the edge of the chalk line for a moment and says,"'Course, if everyone stands back from the edge, I kin take my polearm here and give a smart tap to the inside area. May be that it springs the trap without harm!"
Barrin Ironhite |
Barrin eyes the unsafe center of the floor speculatively, then shrugs at Toren's words. "Be about it you'd like. I want to move on—those goblins might have a way of sneaking ahead of us, and they might be warning more of their fellows of our presence while we tarry."
Pirate Rob |
Sounds like moving on it is!
Carefully avoiding the pit trap the party passes through the chamber and reaches corner where the passageway significantly widens and turns to the north. Peeking around:
A pool of luminous blue water lies in the center of this grand chamber. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway.
These stairs are steep enough to be difficult terrain. Please make Perception Checks
1d20 ⇒ 6
1d20 ⇒ 6
1d20 ⇒ 7
1d20 ⇒ 16
1d20 ⇒ 9
1d20 ⇒ 8
Pirate Rob |
Aleister peers into the chamber and attempts to ascertain if there is anything magical about the room
Detect Magic
Even stepping up to the corner and peeking around your keen eyes spot nothing other than the initial description.
Detect magic does reveal the bottom of the 5ft deep pool is however magical.
K(Arcana): 1d20 + 9 ⇒ (8) + 9 = 17
It appears to be a light spell.
Barrin Ironhite |
Ever so cautiously, remembering to look in every direction (including up this time!), Barrin moves to the edge of the room.
Barrin moves to space AN57.
Pirate Rob |
Having spotted nothing immediately threatening, the party advances into the room. As soon as Barrin and Toren step across the threshold four bony fleshless humanoids stand up, two on the middle landing and two on the highest landing. They are armed with short bows and the unholy light of undeath radiates from their empty eye sockets.
Lower Skeletons 1/2: 1d20 + 6 ⇒ (20) + 6 = 26
Upper Skeletons 3/4: 1d20 + 6 ⇒ (10) + 6 = 16
Arryn Wildblood 1d20 + 1 ⇒ (3) + 1 = 4
Toren "Stand" Still 1d20 + 2 ⇒ (4) + 2 = 6
Kardak the Feared 1d20 + 2 ⇒ (12) + 2 = 14
Barrin Ironhite 1d20 + 2 ⇒ (3) + 2 = 5
Aleister Marlowe 1d20 + 2 ⇒ (1) + 2 = 3
Jarlgur Flamnord 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Order:
Lower Skeletons
Upper Skeletons
Kardak the Feared
Jarlgur Flamnord
Toren "Stand" Still
Barrin Ironhite
Arryn Wildblood
Aleister Marlowe
Possessing the unholy speed of death, the skeletons draw arrows from quivers attached to their thigh bones and fire at the Dwarves before anyone is able to respond.
S2:1d20 ⇒ 12 vs Torren
S3:1d20 ⇒ 1 vs Barrin
S4:1d20 ⇒ 9 vs Torren
THUNK! THUNK! THUNK! THUNK!
Both dwarves' shields reverberate as a pair of arrows slam into each of them, none of them connecting with flesh.
Initiative Order:
Kardak the Feared
Jarlgur Flamnord
Toren "Stand" Still
Barrin Ironhite
Arryn Wildblood
Aleister Marlowe
Lower Skeletons
Upper Skeletons
Arryn Wildblood |
Skeletons? They are without thought... form a shield wall and move forward slowly? They'll run out arrows - and unless we move outside of our formation, they'll keep shooting at their original targets
Pirate Rob |
Know: Religion 1d20 + 4
They seem to be basic skeletons to you.
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
You happen to recall that bludgeoning weapons work best and that they are indeed mindless and also immune to cold.
Toren "Stand" Still |
Toren jerks his head back to his polearm strapped to his back,"Tessa's sister here has a wicked hammer head if'n anyone wants to use her!"
Barrin Ironhite |
Barrin raises his flail. "This will do well enough against them, I think." He eyes the long distance across the chamber to the steps speculatively, then turns to his fellow dwarf. "You handle that shield as well as I've ever seen it done. What say you and I advance behind it at a steady clip and see if we can make it up to those horrors?"
Toren "Stand" Still |
Toren grins widely at Barrin's suggestion, "I'm a game 'un. I'll lead the charge and try ter ram one o' the bonies with Tessa!"
Anyone feel free to...stop us from being too silly here :)
Kardak the Feared |
Anyone feel free to...stop us from being too silly here :)
"You cannot bash with a tower shield...."
Kardak's willing to swap weapons with Toren. He's got a warhammer if you want it.
"Those archers will have time for three to five volleys before we'll reach them. The only other options we've got at the moment are to brave the goblins and either open that sealed door near the entrance or climb up to the goblin's level."
Arryn Wildblood |
Hmmm... I still say we take action with the pair taking cover behind their shields and advancing just enough for the skeletons to exhaust their arrows before charging in - using the hallway right we'd stand a better chance of not being hit too
Pirate Rob |
As you advance slowly into the room all crouched in a line as the skeletons mercilessly rain arrows around you.
5 rounds *4 skeletons = 4 arrows for everybody except Toren, who is fully protected by the shield.
I have subtracted Cover and Full defense from their attack, as well as the range penalty for the first 3 attacks on each PC.
Barrin:
1d20 - 8 ⇒ (20) - 8 = 12
1d20 - 8 ⇒ (17) - 8 = 9
1d20 - 8 ⇒ (20) - 8 = 12
1d20 - 6 ⇒ (11) - 6 = 5
Aleister:
1d20 - 8 ⇒ (14) - 8 = 6
1d20 - 8 ⇒ (3) - 8 = -5
1d20 - 8 ⇒ (2) - 8 = -6
1d20 - 6 ⇒ (8) - 6 = 2
Jarl:
1d20 - 8 ⇒ (14) - 8 = 6
1d20 - 8 ⇒ (8) - 8 = 0
1d20 - 8 ⇒ (17) - 8 = 9
1d20 - 6 ⇒ (5) - 6 = -1
Arryn:
1d20 - 8 ⇒ (20) - 8 = 12
1d20 - 8 ⇒ (14) - 8 = 6
1d20 - 8 ⇒ (11) - 8 = 3
1d20 - 6 ⇒ (12) - 6 = 6
Kardak:
1d20 - 8 ⇒ (3) - 8 = -5
1d20 - 8 ⇒ (9) - 8 = 1
1d20 - 8 ⇒ (2) - 8 = -6
1d20 - 6 ⇒ (11) - 6 = 5
Crit Confirms: (I think they can crit on another 20, not 100% sure, but they didn't roll them so it doesn't matter)
1d20 - 8 ⇒ (3) - 8 = -5
1d20 - 8 ⇒ (10) - 8 = 2
1d20 - 8 ⇒ (16) - 8 = 8
Damage
Barrin: 2d6 ⇒ (6, 2) = 8
Arryn: 1d6 ⇒ 1
Despite the party's precautions Barrin is hit by two arrows for a total of 8 damage, while one arrow connects with Arryn for 1 damage.
As you close you can see the skeletons also have broken scimitars hanging from rotted arming belts hanging from their hip bones.
Initiative:
Toren
Barrin
Aleister
Jarl
Arryn
Kardak
Lower Skellies
Upper Skellies
Barrin Ironhite |
Two twenties! Okay, ouch. Can you put directional arrows or something in the grey squares for the steps? I'm still not "reading" them exactly and so don't know how to play my movement.
Pirate Rob |
As for stairs dark is below light. I added a height number in feet for things along the left side, the right side is symmetrical. Hopefully this helps.
Jarlgur's description sounds right. The stairs go out to landings on the side, and then back into a big landing in the middle. This is repeated a second time, rising higher each time.
Barrin Ironhite |
Wincing in pain from the arrows that have struck him, Barrin abandons the safety of Toren's enormous shield and makes for the stairs!
Double move: AR42->AR41->AR40->AS39->AT39->AU39->AU38->ending at AU37.
Jarlgur Flamnord |
Jarlgur steps up to stand behind Toren. Chanting arcane syllables, he points his finger at the nearest skeleton. A ray of dark arcane energy sprouts from his finger and arcs toward the undead.
Ranged Touch Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 3
Casts Disrupt Undead.
Arryn Wildblood |
Arynn follows them both, Polearm at the ready.
Cant get the map working atm but double move me so I am covering our charging dwarf with my pole arm
Pirate Rob |
Kard, Barrin and Arryn go charging up the right stairs, while a dark ray from Jarlgur chips off a bit of the closest skeleton.
Initiative:
Toren
Aleister
Skellies
Upper Skellies
Barrin
Jarl
Arryn
Kardak
I will be out for a few hours, and will either check in again late tonight or tomorrow afternoon.
Toren "Stand" Still |
I will assume that you took my Bec de Corbin. Remember, it's reach so you can't attack within 5 ft.
As the others start to stream past the protection he can offer, Toren runs as fast as his stubby legs can carry him up the right side stairs. "Let's catch up with the rest of 'em!" he says back at the remaining two.
Double Move to my current position on the map.
Aleister Marlowe |
FYI...I put a link to the map at the end of the stat line next to my name to save people from having to tab over to the Campaign Info tab.
Aleister will follow Toren's lead...making sure to stay behind his living shield wall.
Pirate Rob |
Thanks for the map link in your stat block, should be useful. Sorry for not adding your familiar benefits in, I had just been reading off your char sheet.
Aleister and Toren move up the stairs as well.
The skeletons continue to fire at what seem to be random targets.
1d6 ⇒ 3 Target: Arryn
1d6 ⇒ 1 Target: Barrin
1d6 ⇒ 5 Target: Toren
1d6 ⇒ 2 Target: Jarl
Unlike before I added cover to your AC instead of subtracting it from the monster's to hit.
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (15) + 2 = 17
Crit Confirm: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 ⇒ 2 Arryn.
Damage: 1d6 ⇒ 2 Jarl.
One arrow strikes Arryn true for 2 damage, while another sticks into Jarl's right shoulder for 2 damage.
Initiative:
Barrin
Jarl
Arryn
Kardak
Toren
Aleister
Lower Skellies
Upper Skellies
Barrin Ironhite |
Barrin chooses not do anything fancy, instead simply walking up to the nearest skeleton and swinging his heavy flail as hard as he can.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
The chain sings!
damage: 1d10 + 6 ⇒ (3) + 6 = 9
(That's bludgeoning damage if you need to know.)