| GM Mauve |
Choombolat fires an elemental ray. Direct hit! The zombie's flesh sizzles as acid eats away at it.
fist: 1d20 + 7 ⇒ (16) + 7 = 23
bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6
fist: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8
The zombie hits Choombolat hard with a fist, hoping to knock him out and eat him. It'll definitely bruise the wizard later! The zombie tries again, but fails - the wizard is too agile for the fists and easily dodges them.
----------------
[u]Round 2[/u]
Slorol (15/17 hp)
Bruna (16/20 hp)
Choombolat (10/16 hp)
Borkinhaf (15/15 hp)
Zombie (-5 hp)
Everyone is up!
Borkinhaf
|
With only the zombie left, Borkinhaf steps and around the Zombie, flanking with Choombolat and slashes with his torch and rapier
Strike Club: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 2 ⇒ (5) + 2 = 7
Strike Rapier: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (3) + 2 = 5
| Slorol Nutflush |
Slorol will Stride up, slash with his longsword twice.
Longsword: 1d20 + 8 ⇒ (17) + 8 = 25
Slashing: 1d8 + 3 ⇒ (1) + 3 = 4
Longsword, MAP: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
Slashing: 1d8 + 3 ⇒ (2) + 3 = 5
| GM Mauve |
Between Borkinhaf bashing it with her club torch and Slorol slashing it open with his sword, the zombie crumbles to the ground!
The torch in this room is magical. Getting close to it, you realize it emits no heat and cannot be extinguished!
Looking into the various coffins and sarcophagus, Slorol pulls out a fancy polished shield with a roaring lion carved into it. Someone can use it as a shield or you can sell it for 5 gp due to its fine artistry.
| Cherem Choombolat |
Choombolat's mystic shield crackles angrily as the zombie strikes him, beating back the attack and leaving the wizard with only a minor bruise instead of something more serious.
I'll use the spell's damage blocking reaction to reduce damage from the hit by 5, leaving 1 point.
"Undead?" he grumbles after Borkinhaf and Slorol put his assailant down for good. "That makes me wonder if there's something more important than fish going on down here. We should investigate further."
He casts around for any signs of recent activity or of what may have caused the dead to rise again.
Also, looking at the map, it seems like there's another passageway heading left a little way before this tomb?
Borkinhaf
|
Agreed, but first, let’s examine this torch a little more closely, odd that it should burn without heat, isn’t it? Or be lit for this long? I mean, who knows how long!
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Bruna NightGuard
|
Bruna glowers This be an abomination. We need to make sure there be nothing here that might make this happen again.
Recall knowledge religion what caused dead to rise investigate : 1d20 + 7 ⇒ (3) + 7 = 10
She looks over the torch as well.
Identify magic using religion: 1d20 + 7 ⇒ (14) + 7 = 21
And she checks to see if the tracks from the basement passed through the area.
Survival: 1d20 + 7 ⇒ (11) + 7 = 18
| GM Mauve |
Slorol (15/17 hp)
Bruna (16/20 hp)
Choombolat (15/16 hp)
Borkinhaf (15/15 hp)
?: 1d20 + 7 ⇒ (6) + 7 = 13
Choobolat knows that this is an Everburning Torch. Looking around, he's unsure what caused the undead to rise again though. Searching through out the room, all you find is dust and grime, nothing more.
Theres only one way to go now: southwest.
| Slorol Nutflush |
After Choombolat uses Shield Block, Shield is inactive for 10 min. I suggest we rest for 10 min - Slorol will repair damage to his shield, and others can Refocus (or Treat Wounds).
Crafting, DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
Repairs: 2d8 ⇒ (8, 6) = 14
Slorol will take the lion shield and stow his old one if nobody else can use it.
"Cool design!"
He uses it to growl at his teammates.
Borkinhaf
|
As Slorol’s and my own eyes are not as keen in the dark as the rest of you, and he carries a shield and sword, would any of you object if I pilfer this torch from its home? Borkinhaf says with a glint in her eye. As they finish making preps and resting, Borkinhaf will discuss their last encounter. Learning that slashing is better than piercing, she trades out her rapier for her short sword. Now if only I could find a real blunt weapon I could easily use as much as my blades, I’d be set for these dastardly undead.
Once e we begin, I’ll use the Investigate action while we continue to explore.
| GM Mauve |
Identify Magic is a secret check. But I'm okay with people rolling themselves for things like that!
The group decides to rest for a bit to heal, repair, or refocus. Bruna walks around the room, but doesn't seem to see the trail from before. This room looks more or less undisturbed.
Let me know when you're ready to head out.
Bruna NightGuard
|
Here, you can use my club Bruna says. Remember bash the bones and flense the flesh
She tries to heal herself again.
1d20 + 7 ⇒ (2) + 7 = 9
And fails again, grumbling.
She will detect magic as they continue exploring after ten minutes.
| GM Mauve |
You're welcome to rest longer if you want. No rush to continue. But will update the next part.
Borkinhaf scouts ahead, not too far from the group. She sees a large (10ft high) cliff with a ledge up top. A door is barely visible from where she is standing. Then a set of stairs continues to the southwest.
Which way do you go?
Borkinhaf
|
we’ve seen what happens when I make these kinds of decisions, what say you folks on where we head next? Borkinhaf reports back
Borkinhaf
|
Borkinhaf attempts to climb on her own athletics: 1d20 + 4 ⇒ (5) + 4 = 9 but unfortunately is unable to get a good foot hold.
| Slorol Nutflush |
Slorol will climb up first and lower a rope down.
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9
Athletics: 1d20 + 6 ⇒ (12) + 6 = 18
Athletics: 1d20 + 6 ⇒ (8) + 6 = 14
Athletics: 1d20 + 6 ⇒ (6) + 6 = 12
Athletics: 1d20 + 6 ⇒ (6) + 6 = 12
Athletics: 1d20 + 6 ⇒ (13) + 6 = 19
Bruna NightGuard
|
Athletics: 1d20 + 1 ⇒ (14) + 1 = 15
Athletics: 1d20 + 1 ⇒ (4) + 1 = 5
Athletics: 1d20 + 1 ⇒ (2) + 1 = 3
Athletics: 1d20 + 1 ⇒ (17) + 1 = 18
Assuming DC 10?
Bruna huffs her way up.
| Cherem Choombolat |
It takes Choombolat a good while to get up even with the aid of Slorol's rope.
Athletics: 1d20 - 2 ⇒ (7) - 2 = 5
Athletics: 1d20 - 2 ⇒ (5) - 2 = 3
Athletics: 1d20 - 2 ⇒ (16) - 2 = 14
Athletics: 1d20 - 2 ⇒ (13) - 2 = 11
Borkinhaf
|
Borkinhaf tries once again, being the last of the group.
athletics: 1d20 + 4 ⇒ (9) + 4 = 13
athletics: 1d20 + 4 ⇒ (2) + 4 = 6
athletics: 1d20 + 4 ⇒ (11) + 4 = 15
athletics: 1d20 + 4 ⇒ (7) + 4 = 11
And with the exception of a minor slip is finally able to reach the top. Once there she carefully checks the door for any sound coming from the other side, and to see if it is trapped or locked.
perception: 1d20 + 7 ⇒ (11) + 7 = 18
| GM Mauve |
Slorol quickly climbs the cliff to the ledge above. He tosses down a rope that the others climb. The fighter pushes open the doors. The ancient wooden door creaks open on rusty hinges, revealing a ruined chamber. Mold and rot stain every surface. On the far side of the room is stone statue of a giant squid, its tentacles reaching toward an altar in the center of the chamber. The scum covers almost everything, but it hasn't touched the silver bowl sitting atop the stone altar. The water in the bowl is perfectly clear.
Bruna NightGuard
|
Recall knowledge religion: 1d20 + 7 ⇒ (10) + 7 = 17
This be a shrine to Gozreh, of nature and the wrath of the ocean. she informs the rest of the group. Makes sense in a seaside town
Bruna Detects Magic on the place and approaches the altar with reverence and tries to figure out what the impact of the shrine would be.
Using Religion at +7 to identify magic with Student of the Canon so no incorrect info on fail
Bruna NightGuard
|
Bruna tries to identify the nature of the diving magic using her knowledge of religion. Her history of deep study aids her as well as her training as a cleric of Desna.
| GM Mauve |
Drinking the water may have some beneficial effects. But may also have some harmful effects as well, depending on Gozreh's will.
It will heal the drinker. And depending on Gozreh's will, the drinker may feel the ocean's waves crash through their stomach. Or they may feel the ocean surge through them, granting them power.
Borkinhaf
|
Borkinhaf examines the bowl and the statue behind it, careful not to touch anything. Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Bruna NightGuard
|
Well I definetly have not been able to heal myself so I'll trust the fickle power of the ocean. Gozreh, a follower of your friend Desna, beseeches ye for your aid.
She drinks from the bowl.
Bruna NightGuard
|
1d8 ⇒ 4
Fully healed but queasy, Bruna pulls a face, Well it'll heal but you'll need a strong stomach to get the blessing. Mabye I'm just not cut out for sea faring.
Anybody else want to have a go? I'm good to move on :)
| Cherem Choombolat |
"If I should be gravely wounded, I shall return to seek the blessing of the wind and the waves. And to test how strong my stomach is! But for now, I am ready to press on."
Borkinhaf
|
Agreed, though nice to have an easy place to set camp if needed, I'm tired of it already. No offence Bruna, but I shall leave pleasing the gods to you. With that she walks back to the edge of the cliff, drops down her Everburning Torch, and climbs down the rope. athletics: 1d20 + 4 ⇒ (13) + 4 = 17
Bruna NightGuard
|
Depends on the god really. Bruna says pleasantly as they start to descend. Do none of you have one that calls to you at least a bit?
Athletics: 1d20 + 1 - 1 ⇒ (16) + 1 - 1 = 16
| Slorol Nutflush |
"I have been known to beseech Desna's or Irez's aid from time to time, but mostly when I'm drawing to an inside straight."
shouldn't we take the stairs to the southwest?
| GM Mauve |
The group climbs back down then head southwest up the stairs. The next room looks like it was once a storeroom for a building above. At the far side, you can make out what might have been a cage or cell at some point, but it is now full of crates and barrels. Four lizardlike creatures the size of human children are clustered around the door to the cell, trying to pry it open. They seem too distracted by the cell that they do not notice you.
Borkinhaf
|
Borkinhaf would have been moving slowly, scouting ahead for any such problems and traps.
The following rolls are under the presumption I would be stealthy enough to make it in and place my torch on the ground next to the door the moment I see them.
stealth: 1d20 + 7 ⇒ (12) + 7 = 19
perception: 1d20 + 7 ⇒ (13) + 7 = 20
Borkinhaf silently sneaks into the room, just inside the door. Her dagger at the ready to throw at the nearest lizard creature in the event she is spotted, her Short Sword drawn, ready to strike if she gets near enough.
Note: I am not sure how this would play out with advance warning of the creatures not spotting me. Essentially my aim is to strike with my short sword if I can get behind one of them, but the back-up plan is to throw my dagger if they see me. Holding attack rolls for now.
| GM Mauve |
It does say that the kobolds tiny lizardlike creatures notice anyone who approaches within 10 ft. But I'll allow it! You succeed! Feel free to roll one attack, then we go into initiative.
Bruna: 1d20 + 7 ⇒ (15) + 7 = 22
Borkinhaf: 1d20 + 7 ⇒ (11) + 7 = 18
Slorol: 1d20 + 6 ⇒ (5) + 6 = 11
Cherem: 1d20 + 5 ⇒ (2) + 5 = 7
red: 1d20 + 3 ⇒ (20) + 3 = 23
yellow: 1d20 + 3 ⇒ (4) + 3 = 7
blue: 1d20 + 3 ⇒ (1) + 3 = 4
green: 1d20 + 3 ⇒ (7) + 3 = 10
Borkinhaf silently sneaks in as the lizardmen are distracted. They don't notice the rogue as she stabs one of them.
-------------
[u]Round 1[/u]
Borkinhaf gets one attack vs. red
Red
Bruna (20/20 hp, seasick)
Borkinhaf (15/15 hp)
Slorol (15/17 hp)
Green
Cherem (15/16 hp)
Yellow
Blue
Borkinhaf has one Strike vs red.
Borkinhaf
|
Strike: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 4 ⇒ (3) + 4 = 71d6 ⇒ 2
oof… I hope the flat-footed puts them below 10
| GM Mauve |
The kobold senses Borkinhaf's strike at the last moment and dodges out of the way! Miss
"Intruders! Intruders!" she screams out, notifying the other kobolds.
She draws her spear and digs it deep into the rogue's side. Borkinhaf feels the pain ripple through her body. Critical hit!. She attempts to repeat the same tactic, but to no avail.
Spear: 1d20 + 3 ⇒ (20) + 3 = 23
piercing: 1d6 + 1 ⇒ (3) + 1 = 4
Spear: 1d20 + 3 - 5 ⇒ (7) + 3 - 5 = 5
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
-------------
[u]Round 1[/u]
Red
Bruna (20/20 hp, seasick)
Borkinhaf (7/15 hp)
Slorol (15/17 hp)
Green
Cherem (15/16 hp)
Yellow
Blue
Bruna, Borkinhaf, and Slorol are up!
Borkinhaf
|
Borkinhaf rashes with fury and strikes at the red creature.
Strike 1: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 4 ⇒ (2) + 4 = 6
Strike 1: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 4 ⇒ (3) + 4 = 7
Strike 1: 1d20 - 1 ⇒ (12) - 1 = 111d6 + 4 ⇒ (6) + 4 = 10
Bruna NightGuard
|
If the red kobold is still alive than Bruna will move to 60 feet of it and cast Daze on it, if not then she will move to 60 feet of Green and cast Daze on that one.
4 mental damage, basic will save, DC 16, stunned 1 on crit fail
| Slorol Nutflush |
Slorol will Stride up to Red, Strike, and then Raise his shield.
Longsword: 1d20 + 8 ⇒ (6) + 8 = 14
Slashing: 1d8 + 3 ⇒ (8) + 3 = 11
"What's inside the cage?" Slorol demands.
| GM Mauve |
The kobolds tiny lizardfolk seemed to have been picking the locks, but were unsuccessful. They probably don't know themselves. Slorol does see boxes and crates in there - probably the reason they were trying to break into it.
Borkinhaf attempts to stab one of the creatures. Only one of her strikes hit and it starts bleeding. It swears at her in a language she might not understand.
Bruna moves closer then points at the red creature. It head explodes and brain and guts gets all over Borkinhaf.
Slorol moves up next and strikes at the blue kobold. Updated your movement since red was dead. Unfortunately, the creature is too quick and dodges out of the way.
The green kobold sees it's chance! It runs between Slorol and Borkinhaf to flank the fighter. It pulls out it's spear and thrusts.
Spear vs flat-footed: 1d20 + 3 ⇒ (10) + 3 = 13
piercing: 1d6 + 1 ⇒ (5) + 1 = 6
sneak: 1d4 ⇒ 4
But it's spear can't get through Slorol's shield.
-------------
[u]Round 1[/u]
Bruna (20/20 hp, seasick)
Borkinhaf (7/15 hp)
Slorol (15/17 hp)
Green
Choombolat (15/16 hp)
Yellow
Blue
Choombolat is up!
| Slorol Nutflush |
As the creature moves too fast past Slorol, Slorol sees an opportunity and attacks.
Attack of Opportunity: 1d20 + 8 ⇒ (3) + 8 = 11
Slashing: 1d8 + 3 ⇒ (2) + 3 = 5
| Cherem Choombolat |
Choombolat works another cantrip to cloud the green lizard's mind, a crashing drumbeat sounding in its mind as if it were being trampled down under wild hooves within its own skull. As the spell takes effect the wizard advances into battle, darting forward with a shout and raising his staff high to distract the enemy from Borkinhaf's deadly blades.
Daze. 4 mental damage, DC 17 Wis (crit fail = Stunned 1). Then a Stride to flank with Bork.