GM_MG
|
The door is covered in wooden planks that have been nailed in place.
Kvothe Incruentus
|
I'm assuming 10 min have passed
when we get back to town, I need to get a notebook or something to write our adventures down and make some new songs....
Getting ready for Bum or Didy to open the next door Kvothe ponders the meaning of this all....
| Didymus the Great |
BumBum, maybe a crafting/stealth roll could open it up quietly? It would probably give us a pretty good element of surprise.
GM_MG
|
No roll needed, just takes a little time.
The boards are pried off the walls, allowing the door to be opened.
Stone stairs lead down into darkness. There are torches in wall sconces here, but they have long since burned out.
You have a couple of different potential sources of light, assuming you guys are casting dancing lights
The air grows cool as you descend into the earth. Around a bend, you see you have entered the hermitage's catacombs. There are several alcoves cut into the stone here, two high, several of which are occupied with very old bodies.
Rolling.
Several of you notice that the skeletons here seem to have been feasted upon recently, despite their great age. Bones have been cracked open and show gnaw marks.
To the west, a corridor leading north has collapsed, and is filled with rubble.
| Didymus the Great |
Trying to get past the stench of death, Didymus examines the area trying to get a sense of what creature made the bite marks.
I'm assuming this would need to be a secret roll. I've got +8 survival or perception +10 or +8 nature.
Kvothe Incruentus
|
Ummm, maybe there was a reason the boards were on the door....Mayhaps we should go back upstairs and come back later?
GM_MG
|
BumBum can see the hall continues on, braching in several places. More remains line the niches in the walls.
GM_MG
|
The tunnel to the left ends abruptly, but the one to the right continues on, and hooks to the north.
From that direction, BumBum can hear quiet voices. He can't understand the words, but he is able to identify the language as Necril.
GM_MG
|
1d20 ⇒ 20
BumBum believes he hears four different voices.
| Didymus the Great |
Didy whispers back, Undead are gross, but don't worry Professor told me lots of stories about them! "If it's boney, bash it. If it's fleshy slash it!"
GM_MG
|
The passage here widens into a large square chamber. At its center is a large, finely wrought marble statue of an large, vaguely humanoid elemental, seemingly composed of both airy and watery elements. Religion to identify.
Bones and clothing are scattered across the floor here. Four greyish-green skin humanoids, gaunt, with large claws and fangs, wait here.
1d20 ⇒ 19
1d20 ⇒ 18
1d20 ⇒ 5
1d20 ⇒ 15
1d20 ⇒ 13
1d20 ⇒ 14
1d20 ⇒ 20
1d20 ⇒ 14
GM_MG
|
BumBum (Hidden)
Didy
Green
Al
Blue
Yellow
Red
Kvothe
BumBum and Didy are up!
| Didymus the Great |
Didy creeps ahead quietly and tries to identify the creatures.
stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Assuming that passes I will attempt religion +8 for ID and mark blue as my prey. Finally assuming that what I learn doesn't spook me into retreat I will then call Ambro up (stealthily) as well.
Ambro stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Kvothe Incruentus
|
Following the others quietly, Kvothe prepares to make a lot of noise when everyone is ready
can I ready an action to inspire and heal hymn? Probably just move and inspire this round, heal hymn the next
stealth: 1d20 + 6 ⇒ (2) + 6 = 8
BumBum the Clown
|
If BumBum can see Green he will attempt a Demoralize, then two shots against Blue with lesser cover penalty included.
Demoralize on Green: 1d20 + 10 ⇒ (1) + 10 = 11
sbow on Blue FF: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14 P: 2d6 ⇒ (2, 2) = 4
sbow on Blue FF: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9 P: 2d6 ⇒ (4, 6) = 10
I hate this die roller. My last 3 Demoralize checks have sucked.
| Didymus the Great |
Okay clearly combat started before my last post, so we should disregard that. Here is my post for round 1:
Hearing the hiss of alerted creatures ahead, Didy and Ambro round the corner. The ranger studies the creature and tries to recall the many bed time stories the Professor has regaled him with over the years.
stride, command: stride, identify check (+8 religion)
GM_MG
|
BumBum (Hidden)
Didy
Green (-4)
Al
Blue
Yellow
Red
Kvothe
The creatures don't appear surprised to see the heroes, but BumBum seems to have evaded their notice. While his intimidating glare doesn't seem to bother the creature much, his first arrow certainly does.
Didy is familiar with these creatures—ghouls. Hideous undead that hunger for the flesh of the dead, these creatures are famed for both their ability to paralyze non-elves and the magical disease they inflict with their bite, which can cause those they infect to die and return as ghouls.
The Green ghoul seems quicker to react than the others, and strides forward, attacking Ambro.
Bite, Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Claw, Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Ambro is unharmed by the ghoul.
Al is up!
| Lady Alhambra |
Al will stride forward and cast Produce Flame on Green.
produce flame: 1d20 + 9 ⇒ (18) + 9 = 272d4 + 4 ⇒ (1, 2) + 4 = 7
GM_MG
|
BumBum (Hidden)
Didy
Green (-18, on fire 1d4)
Al
Blue
Yellow DELAY
Red
Kvothe
Green howls in pain as the fire engulfs him. Crit.
Blue and Red Rush out of the room, soon appearing around the corner near Kvothe.
Yellow is on delay.
BumBum, didy, and Kvothe are up!
Kvothe Incruentus
|
uh, GUYS! They came around BEHIND us!
stride, cast acid splash
Moving back to give some space, Kvothe summons his primal forces and hurls an acid ball at the nearest ghoul
acid splash: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d6 + 1 ⇒ (1) + 1 = 2
| Didymus the Great |
Man, I really want to ready an action to see if the fire kills green so I can take the shot on yellow instead, but without it being my prey 1d6 damage isn't going to make much difference on yellow where as with the same 2 actions I can (hopefully) make damn sure green is down and raise my buckler. Ah well.
command: stride + strike, hunted shot, raise shield
Seeing the ghouls take off to his left and then hearing Kvothe's plea from behind, Didy quickly sends his feathery friend scurrying back through the ranks, ducking between legs and hopping unceremoniously on shoulders. Arriving in front of a ghoul the dinosaur starts to lunge with its jaws before deciding a claw would be wiser.
Ambro claw: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 2 ⇒ (5) + 2 = 7
With his line of fire cleared, Didy launches two arrows at the ghoul distracted by the flames that are engulfing it.
hunted shot 1: 1d20 + 10 ⇒ (2) + 10 = 121d6 ⇒ 3
hunted shot 2: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 61d6 ⇒ 6
precision: 1d8 ⇒ 7
/facepalm
The shoony curses as he misses both point blank shots, then raises the small shield strapped to his arm to brace for the approaching ghouls.
GM_MG
|
Didy
BumBum (Hidden)
Al
Blue (-9)
Yellow DELAY
Red
Kvothe
Green steps forward and attacks Didy.
Bite: 1d20 + 9 ⇒ (2) + 9 = 11
Having missed, he steps back and away.
Burning: 2d4 ⇒ (1, 2) = 3
As he flees, however, he succumbs to the flames.
BumBum and Al are up!
| Lady Alhambra |
As the ghouls pull an end-around, Al's face will light up with a maniacal smile as if they fell into her trap.
"Oh good! You came to me! Zappy-zappy time!" she says in a sing-song voice with several quick claps.
intimidate on blue: 1d20 + 9 ⇒ (12) + 9 = 21
casting electric arc on blue and red. DC 19 reflex
electricity damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
GM_MG
|
Didy
BumBum (Hidden)
Al
Blue (-13, Frightened 1)
Red (-4)
Kvothe
BumBum's shot catches the ghoul directly in the head, cutting its snarling off instantly as it collapses.
1d20 ⇒ 18
1d20 ⇒ 18 Both save, not critically
Al's words seem to rattle Blue.
Blue bites twice at Ambro before withdrawing.
Attack: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27
Attack: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Piercing Damage: 1d6 + 1 ⇒ (5) + 1 = 6
I need two fort saves from Ambro. Depending on results second may hit as well.
Red's action pending resolution of saves.
| Didymus the Great |
fort save: 1d20 + 7 ⇒ (16) + 7 = 23
fort save: 1d20 + 7 ⇒ (17) + 7 = 24
GM_MG
|
Didy
Ambro (-10, 2 fort saves needed)
BumBum (Hidden)
Al
Blue (-13, Frightened 1)
Red (-4)
Kvothe
Both save, so the second attack misses.
Red darts forward to take up the position blue vacated.
Bite: 1d20 + 9 ⇒ (9) + 9 = 18
Bite: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Two more saves from Ambro, and everyone is up!
| Didymus the Great |
fort: 1d20 + 7 ⇒ (8) + 7 = 15
fort: 1d20 + 7 ⇒ (20) + 7 = 27
Kvothe Incruentus
|
We are the champions, my friends
And we'll keep on fighting 'til the end
We are the champions
We are the champions
No time for losers
'Cause we are the champions
Of the world!! LET'S GO!!
inspire then cast acid splash
acid splash: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
GM_MG
|
Didy
Ambro (-10, 2 fort saves needed)
BumBum (Hidden)
Al
Blue (-13)
Red (-12)
Kvothe
Kvothe hits red(I assume) with a bolt of acid. Hit, not a crit.
GM_MG
|
Didy
Ambro (-10, 2 fort saves needed)
BumBum (Hidden)
Al
Blue (-13)
Red (-12)
Kvothe
Kvothe hits yellow (I assume) with a bolt of acid. Hit, not a crit.
| Lady Alhambra |
Al will use Reach Spell to target Blue and Red with Electric Arc again.
Elec Arc DC 19 Reflex: 2d4 + 4 ⇒ (1, 2) + 4 = 7
| Didymus the Great |
I am hoping between BumBum and Al that Red might be toast, in which case I will Hunt Prey on Blue, Command: stride+claw on Blue, and hunted shot.
If Red is still standing then I will Command: claw on red (+claw again if needed, otherwise stride).
If Red is still up after Ambro I will fire a regular shot at him and then Hunt Blue.
Basically once Red drops I will use Hunt Prey on him and fire a hunted shot at him if possible.
So given the many contingencies I am going to make all of the potential rolls and we can ignore the ones that don't apply.
Ambro claw +inspire: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 161d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Ambro precision if attack is vs blue: 1d8 ⇒ 4
Ambro claw 2 +inspire: 1d20 + 8 + 1 - 4 ⇒ (7) + 8 + 1 - 4 = 121d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
hunted shot 1 +inspire -lesser cover: 1d20 + 10 + 1 - 1 ⇒ (12) + 10 + 1 - 1 = 221d6 + 1 ⇒ (2) + 1 = 3
hunted shot 2 +inspire -lesser cover: 1d20 + 10 + 1 - 1 - 5 ⇒ (16) + 10 + 1 - 1 - 5 = 211d6 + 1 ⇒ (4) + 1 = 5
precision: 1d8 ⇒ 2
GM_MG
|
The two remaining ghouls are (quite thoroughly) destroyed.
Out of combat.
| Didymus the Great |
"Whew! That was scary. Everybody okay? Let's see what these creeps were up to down here."
It looks like only Ambro took damage, but I am pretty sure it hasn't been an hour yet since I last used medicine on him. Kvothe, would you mind casting Healing Hymn on him and then refocusing to gain your focus point back? In the meantime I am going to search the ghoul corpses and the halls for any useful loot.
perception: 1d20 + 10 ⇒ (9) + 10 = 19
| Didymus the Great |
Oh yeah forgot about the religion check.
religion: 1d20 + 8 ⇒ (15) + 8 = 23
Kvothe Incruentus
|
no problem, come here little guy as he reaches out his hand. Singing a soft, quiet tune as he casts his magic
cast healing hymn and then sitting down to refocus while the others search the room and hallways