Georghu "Grumbles" Dobre |
MW cold iron Gladius (one handed)
1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19
1d6 + 2 ⇒ (2) + 2 = 4
He drops bow.
The ranger moves along side Stochelo, attacking the same.
GM JaceDK |
Stochelo’s cut takes down the badly wounded zombie.
Grumbles, do you want to attack red instead?
Elduin Faenan |
concentration DC 10+8+2=20: 1d20 + 7 ⇒ (11) + 7 = 18
"Damn it. I lost it" as Elduin shouts angrily. I told them to take this zombie first. Nice teamwork, he thought in his agitation.
Instead of his spell, Elduin returns to more simple solutions. He steps back and draws his bow, readies an arrow and shoots the zombie point blank.
attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
piercing damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
GM JaceDK |
Too late to prevent the zombie from disturbing Elduin's spell, Grumbles steps up and slashes a deep gash in its rotted flesh.
Meanwhile, Elduin steps back and fires. He has no trouble hitting his mark at point blank, but like Grumbles, he finds that the zombie simply ignores the arrow sticking out of its lifeless body. DR apllies, unfortunately. Silas and Clayton left to finish the round.
Clayton Stenos |
Clayton sees Stochelo in a position and uses it to leverage his blows against the zombie, making sure to do it cautiously enough to avoid the incoming spores.
Flurry, CE: 1d20 + 6 - 2 + 2 ⇒ (4) + 6 - 2 + 2 = 10 Combat Ex, Flanking included
Damage, Sneak: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (2, 6) = 15
Flurry, CE: 1d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 21 Combat Ex, Flanking included
Damage, Sneak: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (2, 4) = 14
Regardless of if he finishes it off, he will 5 foot over to the creeper and put it into a melee. Currently +2 dodge bonus to AC.
Silαs |
Round 2
Silas floats back to the floor (MA)
and fires off another bolt of energy at the zombie he can see.
SA magic missile @ red: 1d4 + 1 ⇒ (4) + 1 = 5
Status and Effects:
AC 18 HP 26
Mage Armor
GM JaceDK |
Clayton sees Stochelo in a position and uses it to leverage his blows against the zombie, making sure to do it cautiously enough to avoid the incoming spores.
[dice=Flurry, CE]1d20+6-2+2 Combat Ex, Flanking included
[dice=Damage, Sneak]1d6+3+2d6[dice=Flurry, CE]1d20+6-2+2 Combat Ex, Flanking included
[dice=Damage, Sneak]1d6+3+2d6Regardless of if he finishes it off, he will 5 foot over to the creeper and put it into a melee. Currently +2 dodge bonus to AC.
Stochelo already finished off that zombie. Unless you object, I’ll transfer the attack to the creeper after a 5 ft step.
GM JaceDK |
Using cold iron and deadly force magic, Silas and Grumbles inflict serious wounds on to the lone surviving zombie.
Stochelo finishes his opponent and Clayton moves to engage the deadly plant, landing a solid blow.
The zombie (red) strikes back at Grumbles.
Zombie (red) slam vs Grumbles: 1d20 + 4 ⇒ (7) + 4 = 11 miss
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9
The Yellow Musk Creeper shambles back to escape the imminent threat posed by Clayton and lashes out at him with the long tendrils.5 ft step, reach attack
Creeper tendril slam vs Clayton: 1d20 + 5 ⇒ (13) + 5 = 18 miss
Dmg: 1d4 + 4 ⇒ (1) + 4 = 5
Initiative - ROUND 3
Heroes: 10
Monsters: 9
Heroes are up.
Silαs |
Round 3
Hoping to finish off the zombie to free up the others to concentrate on the creeper, Silas fires off another bolt from his wand.
SA magic missile @ red: 1d4 + 1 ⇒ (4) + 1 = 5
Status and Effects:
AC 18 HP 26
Mage Armor
Clayton Stenos |
Hoping to push the creeper to the wall, Clayton lets off a more aggressive attack.
Flurry 1: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Flurry 2: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Though he seems to not be able to find a weak spot among its verdant body.
Georghu "Grumbles" Dobre |
Grumbles tries to hack it apart...
MW cold iron Gladius (one handed)
1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
1d6 + 2 ⇒ (5) + 2 = 7
Our rolls are all sorts of awesome
GM JaceDK |
Creeper AoO vs Grumbles: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d4 + 4 ⇒ (2) + 4 = 6
As Grumbles eagerly advances to engage the the yellow musk creeper in close combat, he underestimates the reach of it's long tendrils and earns a powerful smack to the face for his fighting spirit.
On the other hand, Elduin's carefully aimed arrow tears a deep, oozing hole in the plant's bulbous body, revealing that it does not share the zombies resistance to piercing damage.
Stochelo left to act
Stochelo Carmenta |
Seeing the arrow work to good effect, Stochelo moves up and lunges at the remaining monster with his rapier, flipping his dagger over and drawing the longer blade with a flourish.
"Just the one left! Watch out for its tentacles, Grumbles."
Stab!: 1d20 + 9 ⇒ (20) + 9 = 29 to hit, for Piercing: 1d6 ⇒ 1 damage
Confirm?: 1d20 + 9 ⇒ (17) + 9 = 26 for 1d6 ⇒ 2 additional damage
GM JaceDK |
What a waste
Not quite
Even though Grumbles and Clayton fail to damage the yellow musk creeper, their coordinated advance distract the plant enough to leave Stochelo just the opening he needs. Nimbly dodging the flailing tendrils, he lunges forward to sink the blade of his rapier deep into a vital spot.
The deadly plant convulses and shambles back, leaking sap like a punctured waterskin. It give one last futile lash with the tendrils, then lies still.
Combat over
After you catch your breath, you examine the room. Tucked in one corner is a chest which is the source of the magic aura Stochelo detected. The nature and purpose of the mysterious machinery evades you. Knowledge (engineering) is the appropriate skill if you want to examine them closer
Stochelo Carmenta |
Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
"I dunno what this chest is for, but its the source of the magical aura in the room. Let me see if I can determine anything about the aura, and then we can decide if we open it or what."
Stochelo uses detect magic and concentrates to identify the aura he'd detected earlier.
GM JaceDK |
Careful examination reveals no traps or locks on the chest. Pulling it out from the nook besides the apparatus, you open it to find a wand, a scroll and two potions.
Handwaving identify rolls - it's a wand of detect animals and plants (13 charges left), a scroll of delay poison and 2x CMW potions.
Clayton Stenos |
Okay back, but staggered.
Clayton watches the spores melt into the floor. "Disgusting thing." Looking around the room, he eyes if there was another exit, "There was another path before, if this ends up being a dead end."
Percpetion (Secret Doors?): 1d20 + 9 ⇒ (1) + 9 = 10
GM JaceDK |
With that roll, Clayton has trouble spotting the door you used to enter, let alone any hidden ones...
GM JaceDK |
If you grab the items from the chest, be sure to note who has what. I can reveal that a take 20 search reveals no other exits or hidden doors.
Silαs |
Silas distributes the contents of the chest, handing the wand to Elduin, the scroll to Grumbles and a potion each to Stochelo and Clayton.
Back to try the door in the curved hallway cross wall I guess.
Clayton Stenos |
Clayton takes the potion and puts it on his belt, "Alright next hallway. We need to keep moving because we still have no idea what's going on down here."
Silαs |
Silas leads the way back to the door in question before giving a quick look over and then placing his ear to it to listen for any sounds beyond. If finding/hearing nothing concerning, he attempts to open the door.
GM JaceDK |
Silas Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Your group moves back to the outer circular hallway. Avoiding the section with the agitated Grodair, you instead move further along the outer passage.
Finding nothing suspicious at the first door, Silas opens it to reveal a narrow section of hallway. About 10 feet along the hallway, another crosswall directly opposite from you holds an identical door to the one you just opened. On the left hand side there is another door.
Pressing his ear against the left hand door, Silas is just able to pick up the sound of sobbing and distraught muttering.
GM JaceDK |
Despite Silas’ impressive linguistic range, he does not recognize the few scattered words he picks up.
Clayton Stenos |
Clayton notices Silas stop, "What's wrong? What did you notice?" When the spellcaster stopped moving it was almost always a sign to be wary.
He signaled the others closer.
Silαs |
I can hear someone sobbing and muttering on the other side of this door. I can't make out the language.
Shall I? Silas asks while grabbing hold of the door. Unless someone objects, he opens the door.
GM JaceDK |
As soon as you begin speaking amongst yourselves, the sobbing abruptly stops. There is a brief rustling, then silence.
You open the door to reveal what appears to be a cramped storage room, no bigger than a large closet. 25x25 ft
The shelves have long ago crumbled and fallen to the stone floor along with smashed glass bottles, rotten barrels, and other debris.
The source of the sobbing is nowhere to be seen.
Clayton Stenos |
The brawler steps in, "Are you sure this isn't a ghost or something fellas?" Being a superstitious Varisian he looked for those telltale signs, things moving where they shouldn't be and that chill.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12