| Cythraul Dig |
Stepping around the edge of the pit, Cilyanka engages the nearest zombie still standing, shadows consuming the edge of her sword.
move, arcane strike, attack
Rhoka: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Confirm: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
| Jason Fury |
Your flat damage bonus is higher than the roll average, so it's still something to look out for. =)
| GM Rednal |
The two undead collapse under the weight of the blows, unable to even react before they were bashed to pieces. With that, looking around... they seem to have been the only things of interest in this chamber, without treasure (or, indeed, weapons) to call their own. Nevertheless, according to your map, you've made good progress. You'll need to backtrack a little ways to reach the next sets of chambers - there's a trio of rooms in the middle of the dungeon's lower half that are disconnected from the rest of the place, as well as a long hallway looping around to connect on the eastern side. Still, you've made a real dent in the number of rooms to clear... perhaps you'll be able to survive this after all!
100 XP each.
| Elliomander Ostarian |
"I've been thinking about that scythe trap," Elliomander remarks as they survey the room, "and I think I have an idea. With enough weight on the trigger the mechanism shouldn't be able to reset... so if we each grab the remains of one of the creatures we've faced so far we can pile them on the trigger and should be able to pass safely. And, if the trap still somehow resets we can time it's strikes and either dash through while its safe or attempt to sunder the blade as it passes."
"Now, about those arcane markings behind us," he adds, "do we dare risk springing another trap to attempt to gleam some meaning from them?"
| Jason Fury |
"I'll help you drag a body back to that scythe. Maybe we can plug it out... What are these runes anyway?"
Knowledge, Arcana: 1d20 + 4 ⇒ (7) + 4 = 11
| GM Rednal |
The runes don't seem to be revealing any helpful information to you - it's possible they're nothing more than a distraction. On the bright side, you do know where the trap from before is, and it's highly unlikely you'll be taken by surprise a second time - however you attempt to deal with it, you should be able to get through somehow.
| GM Rednal |
Eventually, after a fair bit of study, the runes can be interpreted - and copying them into a spellbook can allow a caster to make use of the Detect Secret Doors spell.
| Elliomander Ostarian |
"This is an incantation for discovering hidden doors," Elliomander announces, "if either of you are able to learn magic from such sources." As he speaks he removes a scorpion from a pocket obscured by his cloak and kneels down with it before the runes. and remains there until the spell has been added to his familiar
| Jason Fury |
Jason scratches his head "Huh... runes eh? I don't care much for studying it as long as it works. Let us know when you're done."
| Cythraul Dig |
Cythraul will diligently add the spell to her spellbook. I'll be sure to put this to good use from here on out. For now, we need to return to that scythe trap and take care of it.
| GM Rednal |
It takes a bit of walking, but ultimately, you are able to backtrack to the trap in question... and avoid triggering it this time by moving out too soon. Goodness knows that you probably wouldn't be fortunate enough to escape so narrowly twice in a row... but at least it serves as a reminder to be careful in this place.
| Cythraul Dig |
Moving forward slowly, Cythraul searches the room and each door.
Detect Magic
Search: Room: 1d20 + 6 ⇒ (6) + 6 = 12
Search: East Door: 1d20 + 6 ⇒ (14) + 6 = 20
Search: West Door: 1d20 + 6 ⇒ (9) + 6 = 15
| GM Rednal |
You aren't able to locate anything of interest within the chamber, and neither of the doors seems to be trapped or locked, allowing you to head forward as you will. There doesn't seem to be any path that's more advantageous than the other - in cases like this, it's probably best to just pick a direction and go for it.
| GM Rednal |
Moving through the hallway, you come to a stop in front of an unlocked good wooden door. The pathway continues to the west, towards the other room, though that's probably less creepy than the skeletons hanging suspended in the air by the corner. They didn't seem to have anything of value on them - and more importantly, you can hear a quiet shuffling noise from inside the next room.
| GM Rednal |
There's a definite sound from within the next room - though the creature making it doesn't sound like it's too large. The door itself doesn't appear to be trapped even when subjected to a thorough inspection... and it may just be possible to surprise the enemy by breaking through the door. Or you could attempt to enter via stealth, of course.
| Jason Fury |
Assuming Cythraul quietly shares the information when he can.
Jason silently gestures to Elliomander by slamming a fist against his open palm then pointing at the door.
Slam... door!
| Elliomander Ostarian |
there are no allies in front of me, and you didn't mention any difficult terrain... so i'm going to assume this is valid...(you can make me go back and change it if need be)
Elliomander carries his momentum into the room and charges towards the rats, bringing his glaive down heavy on one of them. partial charge
attack: 1d20 + 8 ⇒ (11) + 8 = 19
for: 1d10 + 9 ⇒ (1) + 9 = 10
well, that's what I get for joking with Cyth about her minimum damage crit, lol.
| Cythraul Dig |
Following closely behind Elliomander, Cythraul slashes at a rat, her blade moaning in despair as it strikes sparks from the stone floor.
Rhoka: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
| Jason Fury |
Jason runs at the other side of Elliomander and jumps in the air at the last minute second to kick the massive rat.
Ugh... rats. Worse than undead in their own way.
Attk: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d6 + 2 ⇒ (2) + 2 = 4
| GM Rednal |
Elliomander's strike takes down one of the rats, and though Cythraul's attack misses - by quite a margin - Jason's blow is heavy enough to slam into another of the beasts and stagger it somewhat... though it doesn't seem quite dead (just mostly), and it promptly attempts a bite in order to dissuade its attacker.
Attack Roll (Bite Jason): 1d20 + 1 ⇒ (19) + 1 = 20 for Damage: 1d4 ⇒ 4
| Jason Fury |
It's bite manages to find a nerve and pain shoots up Jason's leg. He spins to retaliate with a backhand blow to the side of its head...
Attk: 1d20 + 3 ⇒ (2) + 3 = 5
... but the enemy's profile is too low for him to maintain proper form and Jason's hand hits only the air above the rat.
| GM Rednal |
It's not even a question - the second rat's body flies apart as Cythraul swings at it, and with that, the room is clear. This room is mostly empty, but there's a well of fresh water in the middle. On the west wall, someone has scrawled "Save yourself, kill the others" in a disturbingly red substance... but on the bright side, the rats had somehow hoarded 27 PP and 220 GP in usable coins - not a bad haul for a few moments of work, and that seems to be all that's of interest in this chamber.
| Jason Fury |
This water... it isn't poisoned?
Survival, inspect water: 1d20 + 8 ⇒ (3) + 8 = 11
Jason takes a very small sip of the water to test its potability. If he thinks it's completely fine, he will continue to drink until he feels refreshed. "Ah! That hit the spot... I haven't realized how thirsty I was. So, off to the western corridor?"
| Elliomander Ostarian |
"Because my weapon can strike from such a distance I can often attack enemies as they try to engage me in melee... It is a common tactic among my people, but when there are other people in front of me whom they can stop at instead I lose that opportunity. So as long as I remain healthy taking point is my preference. Once I am injured I can use my weapon to attack from behind you and focus more on using my other abilities."
As Elliomander speaks he begins making his way towards the western door, carefully scanning for traps and the like on the way.
perception(hall): 1d20 + 9 ⇒ (13) + 9 = 22
perception(door): 1d20 + 9 ⇒ (10) + 9 = 19
| GM Rednal |
It would be somewhat easier to scan a door if one was actually there - but the entrance to the western chamber is an open archway, with neither doors nor gate blocking its way. A creature is located far inside the room, shuffling around... though as you look inside, it lifts up slightly, apparently quite interested in you. It hasn't decided to attack - probably - but it's clearly aware of your presence.
Knowledge (Dungeoneering) can identify it.
| Elliomander Ostarian |
know(dungeoneering): 1d20 + 9 ⇒ (5) + 9 = 14
Not recognizing the creature, but certain every room must be cleared, Elliomander charges.
attack: 1d20 + 8 ⇒ (1) + 8 = 9
for: 1d10 + 9 ⇒ (1) + 9 = 10
wow.... i don't know how you handle nat 1s on attacks, my RL group has it provoke but i can't remember if that's RAW or a house rule... whatever the case remember that I have reach so the creature likely doesn't threaten me yet...
| GM Rednal |
Natural 1's are always a miss - that's the only RAW that really matters. House rules are occasionally added to make things more exciting, but I don't do that all the time - it gives you something to look forward to in certain areas. ^^
Your blade whistles through the air, failing to strike the creature - but after a moment, you get the feeling that this may have been more of a blessing than anything else, as you're able to recognize the creature as a Rust Monster... a particularly nasty foe known mainly for its ability to destroy the metal it touches!
Initiative (Enemy): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative (Cythraul): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Elliomander): 1d20 + 9 ⇒ (17) + 9 = 26
Initiative (Jason): 1d20 + 4 ⇒ (20) + 4 = 24
Fortunately, the creature is rather slow in reacting... compared to the three of you, at least. Of course, it may be wise to carefully consider your options for fighting this loathsome beast...
| Elliomander Ostarian |
didnt those orcs have some weapons?
"Rust monster! It will destroy metal weapons and armor!
Elliomander weaves together another hex, hoping that the foul creature would lack the will to resist it... slumber hex, DC 16 will
| Cythraul Dig |
drop weapon, cast Shocking Grasp, move, touch attack
Touch: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 ⇒ (4, 5) = 9
| Jason Fury |
"That's a powerful spell you have Elliomander. I'll take it from here." Jason approaches the monster and quickly draws his arm before performing a powerful thrust at its head.
Coup de Grace Dmg: 2d6 + 4 ⇒ (4, 5) + 4 = 13
DC23 Fort Save or die if still alive after damage