Peren |
Peren moves a little ways in front of the group, then slides into the shadows. He keeps his bow out and ready as he moves towards the old house. As he moves he stays aware of his surroundings.
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
GM Niles |
Peren leads the party to the Haunted House, and it seems much as you left it.
The party heads down into the cellar and immediately notices that the corpse (with the Rot Grubs) is missing.
Kirian Gess |
"Well, that's unnerving, isn't it? Either someone removed it or we have an undead problem now."
Investigation: 1d20 + 6 ⇒ (1) + 6 = 7
Kirian has a quick look around for clues, but probably doesn't find any.
Habbi Alaam |
"Sure is... perhaps they are trying to make us look like fools. We should check if they cleared all of the evidence," Habbi draws his mace, just in case.
Rolen Lithlinde |
Rolen pouts slightly, I wanted that armor.
The elf hefts hid shield in front of him and keeps his sword ready. Moving to lead on if the others are okay with it. I seem to be doing "okay" in the not getting hurt dept so I can take lead?
Kirian Gess |
"We'll need to check the hidden doors for traps as well. If someone came back to clean up they may have left presents behind."
Peren |
"I'll check the door", Perren says as he reaches into his pack and removes a small rolled-up package containing a number of very interesting tools.
Not sure if I can use my double thieves' tool check for examining a door for traps?
Habbi Alaam |
Usually, Perception is used for finding traps, though Investigation may be called for instead. The doubling for Expertise, if you took that for Thieves' Tools would be applied to disarming traps.
GM Niles |
Finding traps is indeed Perception.
Kirian investigates the room and finds no trace of the corpse, the wizard also notices that someone has taken the supplies that were stashed here.
Peren checks the door and its unlocked, however it IS barred from this side and the wooden bar appears to have been in place for a while. It can be removed with no check
Kirian Gess |
"Why would they bother barring the door if they were leaving anyway, unless they're keeping something in there from getting out?"
Kirian plants his ear against the door to listen.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
"I can't really hear anything, but if we open that door, we should assume attack positions."
GM Niles |
Peren opens the door and
This room is dark. Light from the large room behind you spills faintly to show that the room is only about 12' across, but to your left there is only darkness. What little you can see is dingy and dirty.
Carric notices several boney figures shambling around the room, they turn to face the opened door with claws outstretched!
Habbi: 1d20 + 0 ⇒ (7) + 0 = 7
Rolen: 1d20 + 3 ⇒ (7) + 3 = 10
Carric: 1d20 + 3 ⇒ (19) + 3 = 22
Peren: 1d20 + 3 ⇒ (9) + 3 = 12
Kirian: 1d20 + 3 ⇒ (12) + 3 = 15
Skeletons: 1d20 + 2 ⇒ (17) + 2 = 19
Round 1
Carric
Skeletons
Kirian
Peren
Rolen
Habbi
Carric is up Map is updated
Kirian Gess |
"This is fantastic! Finally something in this house that isn't giant vermin!" Kirian exclaims excitedly, and, inappropriately.
"Habbi, are you any good at turning undead?"
Kirian lobs a fire bolt at the nearest skeleton.
FB Att: 1d20 + 6 ⇒ (2) + 6 = 8
FB Dam: 1d10 ⇒ 9
And in his excitement he forgets to actually aim.
Habbi Alaam |
Habbi smiles at Kirian, "I think so, but I have never tried!"
He raises his shield and mace, "In the name of Al'Asran, begone!"
Turn Undead, Wisdom save DC 12.
I know I go last, but posting now as I know you'll put me in place!
GM Niles |
Round 1
Carric fires at a Skeleton, he misses.
Skeletons
Three skeletons converge on Peren, clawing at him! 3d20 ⇒ (16, 18, 5) = 39+4 2d4 + 4 ⇒ (4, 2) + 4 = 10 they shred into Peren, Peren falls under their assault.
Kirian *posted actions
Peren [DST!]
Rolen
Habbi *posted actions
Round 2
Carric
Skeletons
Kirian
Peren
Rolen
Habbi
Good guys are up!
Peren |
Woot...thanks Habbi!
Peren scrambles quick to his feet and swipes at the skeleton right in front of him, then swiftly disengages and move back from the mass of undead.
Attack-melee: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
GM Niles |
Reminder: This is a minimum 1 per 24 hour posting game. Botting 1/3 of my players isn't something I care to do with any regularity. I'll cancel a game if I feel like the post rate isn't high enough to warrant my time and energy.
Kirian hurls fire at the nearest skeleton, missing.
Rolen steps over the fallen Peren and attacks a skeleton 1d20 + 5 ⇒ (14) + 5 = 19 hitting for 1d8 + 3 ⇒ (3) + 3 = 6
Habbi turns undead 6d20 ⇒ (8, 20, 6, 10, 11, 10) = 65-1 wow all of the skeletons except one are turned! Habbi heals Peren!
Peren hops up, swipes and disengages.
Round 2
Carric disengages and backs away.
Skeletons all run except blue who attacks Rolen 1d20 + 4 ⇒ (9) + 4 = 13 missing.
Kirian
Peren
Rolen
Habbi
Round 3
Carric
Skeletons
Kirian
Peren
Rolen
Habbi
Good guys up
Kirian Gess |
Kirian throws another fire bolt at the skeleton that attacked Rolen.
FB Att: 1d20 + 6 ⇒ (3) + 6 = 9
FB Dam: 1d10 ⇒ 10
Rolen Lithlinde |
Sorry folks, I'm hopefully on the other side of things with minimal swiss cheese, lol
Attack Blue!: 1d20 + 5 ⇒ (18) + 5 = 23
Dam: 1d8 + 3 ⇒ (4) + 3 = 7
If that is enough to down the foe Rolen will advance forward to draw skeleton ire...
GM Niles |
Round 2
Carric disengages and backs away.
Skeletons all run except blue who attacks Rolen missing.
Kirian hurls inaccurate fire.
Peren scurries away!
Rolen whacks blue, and then its just a crap shoot after that.
Habbi
Round 3
Carric
Skeletons
Kirian
Peren
Rolen
Habbi
The Skeletons literally cannot attack back for like 9 more rounds, so lets just call this one.
Combat Over, XP gained 50*6=300/5= 60XP each
The room lay silent and still.
Kirian Gess |
When the dust settles, Kirian starts tapping around the room with his quarterstaff and examining things.
"Why keep skeletons in here? Did the smugglers bring them here to unleash on intruders? Something else?"
Investigation: 1d20 + 6 ⇒ (18) + 6 = 24
GM Niles |
This room looks like it hasn't been opened in decades. Whomever put the skeletons here, it probably wasn't the smugglers.
Rolen Lithlinde |
Rolen spits, Necromancers. They are insane! To cll forth such life that is not life. Perhaps there is a treasure here or a secret to protect. Or maybe they kept the bones here like tools to be pulled from a cabinet when the time was right.
Kirian Gess |
Kirian taps at the walls, floor and ceiling with his staff, looking for secret doors.
"There's got to be something else here."
GM, can I use my previous investigation roll or do you need a new one?
GM Niles |
Sorry! I neglected to inform (because I copy/pasted the flavor text) everyone that there is a door leading out of the skeleton room! It's locked.
Peren |
"Indeed I can friend Carric. Now lets see what we can see...and I do hope it is not more skeletons!"
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Unlock: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
"Hmm..a little more complex than I thought! Lets see if this will work!"
retry unlock: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Habbi Alaam |
"Hah!" Habbi laughs at his friend's joke, then looks at the skeletons at his feet, "I may not be able to call upon Al'Asran so quickly to aid us if there are more."
Kirian Gess |
"If the smugglers didn't put these undead creatures here, then likely it was the Alchemist. Must be something back there indeed if he'd resort to such dark magics to protect it."
"Take your time, Peren. It could be great treasures or unspeakable horrors waiting behind that door."
GM Niles |
Peren pops open a lock, a foul chemical odor drifts into the room as he opens the door.
The secret door opens towards you to reveal, piled on the floor of this room, a clutter of old and broken glass and earthenware. There are three small copper pots amidst the debris and these appear to be intact. A bench runs down the west wall of what was obviously a laboratory. On the bench are various jars of powders and liquids and several pieces of chemical apparatus, some stained in different colors as the liquids they contained dried up long ago. There is a table against the south wall, forming an i-shape with the bench. In the chair before the table sits a human figure with its back to you, apparently studying a book which is open on the table. The figure wears a robe, embroidered with a variety of mystic symbols, and a pointed hat.
On the table is a candlestick, a tiny stump of unlit candle remaining in it, and a variety of other items which, even in the dim light, shine with the warmth of pure gold. One of these objects looks like a human skull.
Habbi Alaam |
Assuming, of course that the body does not move, Habbi begins preparing a ritual to detect magic outside of the room while letting it air out.
"Be careful, friends, that may be poison. Best to let it clear..."
Kirian Gess |
Kirian tries to contain his excitement at the find, and instead assists Habbi with the detect magic ritual.
"Let me help you out Habbi. Best not to get ahead of ourselves until we know what we're dealing with here."