Tusk Two-Blade
|
tusks eyes pop right open and he stirs.
"Dang that stuff is good. Mint? Never had a nice flavored cure potion before. They usually taste awful!"
Mitsrandir
|
Mitsrandir moves and cast Grease spell onthe ground over skeleton DC16
| DM Carbide |
Mitsrandir, how do you get DC 16? It should be a base of 10, +1 for the spell level, +2 for your CHA bonus, for a total of 13.
| DM Carbide |
As a bard, casting stat is CHA.
| DM Carbide |
I thought I'd posted, but I can't see it now.
Round 6 (ongoing):
Initiative order
Nitre-acted
Mitsrandir-acted
Red-acted
Jianyu-acted
Enemy-acted
Tusk-
The undead creature barely keeps its footing as Mitsrandir's spell slicks the ancient stones beneath its feet with ectoplasmic ichor. It steps back out of the area of the spell and tries to disarm Red; the priest keeps a good grip on his scythe, though.
Tusk is up!
Tusk Two-Blade
|
Tusk picks up his bow and rises to his feet. That is about all he can do this round.
| DM Carbide |
Tusk readies.
Round 7:
Initiative order
Nitre
Mitsrandir
Red
Jianyu-
Enemy
Tusk-
Everyone but Tusk can act!
Enemy: AC 19 T 11 FF 18 HP taken: 10
The Red Reverend
|
Well, I'm between a rock and a greasy place. Ready to attack the skeleton when it gets close enough.
Damage: 2d4 + 5 ⇒ (4, 2) + 5 = 11
Nitre
|
"You gonna be okay now, big guy?" Nitre asks as she moves to her sword and picks it back up.
Move: 10'
Standard (move equivalent): pick up falchion
| DM Carbide |
Round 7 (ongoing):
Initiative order
Nitre-acted
Mitsrandir
Red-delaying
Jianyu-
Enemy
Tusk-
Red readies, and Nitre recovers her weapon.
Jianyu and Mitsrandir?
| DM Carbide |
Botting Mitsrandir:
The bard takes an arrow shot at the armored skeleton, her arrow glancing off of the undead's breastplate.
Arrow shot, incl. PBS: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
It again stabs at Red, and is unable to hit the priest.
Round 8 (rearranged):
Initiative order
Tusk
Nitre
Mitsrandir
Red
Jianyu-
Enemy
Everyone can act! The grease spell will last for another nine rounds.
Enemy: AC 19 T 11 FF 18 HP taken: 10
Tusk Two-Blade
|
Tusk will wait until after Jianyu goes.
"Hey, buddy, you are in the way. I like your idea though. A little fire would probably do more harm than these arrows."
Jianyu Tu
|
Jianyu pauses, confused
"In the way? I was about to move forward which would then be in the way...But I'm not in the way yet... Why don't you go first..."[/ooc]
Tusk Two-Blade
|
"No, not that way. I mean you are blocking my view for the throw."
If you are in-between him and the skelly, Tusk takes a -4 for it's having cover. If you are next to the skelly he takes a -4 for it being in melee. So right now Jianyu is giving the skelly a -4 to Tusk;s to-hit for cover. Not sure how the polearm works with Red. I don't think it counts as it being in melee with him two spaces away and behind a wall.
| DM Carbide |
Tusk is right. Red isn't giving cover to the skeleton, and AIUI even if he also had a reach weapon the shooting into melee penalty wouldn't apply.
Tusk Two-Blade
|
So, if you toss the vial and then step to the side or move up into the other alcove, Tusk can also toss a vial with no penalties other than range.
Jianyu Tu
|
I don't think I was affecting your shot from beside you but that's okay.
"Its okay I'll move over here!"
Unwilling to try to throw from that far away Jianyu darts forward to the other alcove
Acrobatics to move half speed in the grease: 1d20 + 9 ⇒ (8) + 9 = 17
From his new position Jianyu throws the first vial of fire.
Attack Roll without cover penalties: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Roll: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 ⇒ 1
Crit Damage?: 1d6 ⇒ 1
| DM Carbide |
Round 8 (rearranged):
Initiative order
Tusk
Nitre
Mitsrandir
Red
Jianyu-acted
Enemy
For future reference, Jianyu, it has full cover against you when you throw from the alcove.
Jianyu hits the skeleton dead on (as it were) with a flask of alchemist's fire, but the flask was apparently made by an apprentice who hadn't quite figured out the recipe yet.
Everyone else can act!
Enemy: AC 19 T 11 FF 18 HP taken: 11
Tusk Two-Blade
|
Maybe it was the tiny icons and I mistook Mitsrandir for you, because now it looks like it is her icon in the way. So now, I guess I'll wait for her to go.
| DM Carbide |
Botting Mitsrandir:
The bard shoots another arrow, with a similar lack of effect. Then she steps aside to make room for Tusk to throw.
Arrow to skeleton, including PBS: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Tusk Two-Blade
|
And away it goes!
to hit: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 ⇒ 2, +2 if strength pays into it which I'm 95% sure it doesn't.
"BBQ ribs, folks."
| DM Carbide |
It does not.
The flask is on target.
Assuming that Red continues to hold:
The skeleton attacks Jianyu, stabbing the monk for 7 HP.
However, that's its last gasp: the alchemist's fire continues to burn, and the enemy finally falls.
Out of combat!
A search of the crypt turns up 90 gp worth of grave goods, along with a somewhat scorched suit of half-plate armor and a masterwork ranseur. Tusk, Nitre, and Mitsrandir all spot a concealed door in one of the alcoves. That door opens onto a 30' deep shaft with a ladder down one side; there's another door at the bottom of the shaft that leads to a room that the party had previously explored.
Attack Jianyu: 1d20 + 7 ⇒ (18) + 7 = 25
Ranseur damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Jianyu Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Mitsrandir Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Nitre Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Red Reverend Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Tusk Perception: 1d20 ⇒ 20
The Red Reverend
|
The Reverent will pull out his wand and start healing the group. Feel free to roll your own, as I have no idea what everyone needs.
Tusk Two-Blade
|
Tusk is not about to pass up a freebie and encourages Red to heal him up.
clw: 3d8 + 3 ⇒ (6, 6, 5) + 3 = 20
Though, personally, I'm thinking we just wrap up the scenario and let our wounds heal naturally rather than waste all that money on CLW charges.
Nitre
|
"Wow, so many secret doors in this place!" Nitre observes. "I bet if we looked hard enough, we never would have had to use the chime at all!"
Nitre doesn't need any healing, and I'm okay with calling it. It looks like these alcoves are all of the "roll on random encounter chart" variety. I know I was the one that encouraged us to explore every nook, but we might as well finish up.
The Red Reverend
|
No problem ending it now.
| DM Carbide |
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The party takes a cursory look in the other crypts. The nearest one contains no threats...just eerily well-preserved bodies in obscene positions, along with around 400 gp worth of grave goods. Of the remaining two on the east side, the northern one sets off alarm bells in everyone's heads as soon as the door opens. A plush red carpet runs down the narrow corridor between wood-paneled walls polished to a high sheen. Floating lanterns cast a gentle glow over each alcove, where bodies wrapped in pristine linens untouched by time are laid to rest in niches. Rather than the clammy chill or stale and dusty air of the other crypts, this crypt is pleasantly warm, and the soothing sound of chimes tinkles softly in the distance. When no one answers a shouted challenge from the half-orc, the party elects to close the door and move on.
The final crypt has some peculiar growth that
1d20 ⇒ 8
no one can identify. It's cold enough to chill anyone who gets near it, and grows rapidly when someone tries to burn it. As with the bizarrely luxurious crypt, the party chooses to carefully close the door and leave it for the priests to deal with.
On the way out past the heap of body parts, someone notices that there is now a long plank spanning the gap over it. You return to the alchemist's lab and find signs that someone has been through it; apparently, there was at least one creature in the chamber to the north. Whoever or whatever they were, they're gone now...a final mystery of the ancient cathedral complex.
And that is that! Thank you for playing, and I'll finalize the chronicle sheets tonight or tomorrow.