| Brandark Ironhame |
Hey Conrad, does that tree look like it will support your weight? Does anyone have rope
Brandark pulls his pack off while he ponders and waits for an answer.
| Roya Tani |
"I can climb trees...but this slope seems tricky. A rope seems like a good call, Bran.", Roya comments.
She generally doesn't mind the rain much, but it would definitely make the descent harder. But waiting it out did not seem like a desirable action, either...if it was going to rain long enough, they'd have to worry about mudslides and the like, too, and then waiting until everything was dry again was definitely not an option.
| Miron Belodor |
"I have a grappling hook, but no rope." Miron says, rummaging through the pack the mayor gave him. "If we tie ourselves together, we could use it to help us stop if someone falls."
| Joras Iggins |
Joras says, "We can try to use some of the items they left for us, I'm not sure how much rope we have, I have none." Continuing, "I'm pretty good at balancing but bad at climbing. Maybe I should be first down, I'm the lightest here by far, holding me by rope should be reasonable for our brawny warriors."
Joras thinks about Miron suggestion, says, "Miron, that could work well, helping each other, but it could also lead to everyone falling if something went really wrong."
Looking around at everyone, "It seems we are agreed to not wait and to try to get down as soon as we can, right?"
| Brandark Ironhame |
Well if we dont have a rope
Brandark reshoulders his pack then moves to the edge.
This my not be dignified, but it should get us down safe.
He sits on his butt and starts to slide down on his butt.
The principle of as big of area covered to make it easier to slide down and not end up tumbling
Conrad Mendelson
|
"I brought a rope," Conrad takes the Mayor's thick hempen rope out of his backpack, more than a little relieved at not having left it behind. "I-I can find a tree to tie it later. You want to go first, Joras? Then maybe Roya?"
He offers one end of the rope to the halfling.
"We can tie it to your hook," he tells Miron, a bit reluctantly. He's still wary of the spellcaster and his strange powers. He's never been quite the same since he came back from that blizzard. No Mendelson in their right mind would have ever gone near him.
| Perri Purrun |
"Well, then, let's pick a spot where we can gather that's within reach of the rope, and get some people down to that point. I can walk people down, letting the rope slide around this tree trunk, then plant the hook in the bark, and head down myself. Whipping the rope about form down there should break the hook free unless I get over-zealous about planting it."
| Roya Tani |
I think it's a very steep slope rather than a drop - the map - GM did tell us it is acrobatics, rather than climb. So I think our best bet would be to use the rope, then have the person with best acrobatics go down with the rope, and repeat. So everybody else can benefit from the rope, and the person with the best check only partially (they can still secure themselves with the rope and we hold it and roll it back up - unless they fall right at the top, we should be able to mitigate the situation.
"I'm fine with going as one of the first few. That way I'll be halfway to the bottom if any of you come crashing down and need a healer's attention.", Roya states pragmatically, while taking another look at the descent, trying to note any features that could matter - an overhang where the group could take a short breather(or that could serve to break someones fall if they loose their balance) - as well as some rocks or trees that the rope could be used with - there was no path down, but some ways would still be easier than others, and going for a few minutes to the along the gorge to find a better spot to descent could be worthwhile.
| Joras Iggins |
Joras adds to the current discussion, "Jocyn trained me in tumbling, it added some flare to his performance. So I either go first or last. If we want to save the rope, without a gamble, I guess I go last, and bring the rope down; I'll have to have my other pack carried by another to be light enough on my feet to have the rope and go down unaided. But this might be the safest way down. Has anyone done a lot of climbing, I really haven't?" Joras looks a bit nervous at the idea, but has no better one.
Conrad Mendelson
|
"I've been up and down slopes," Conrad says, finally giving up on finding an easier way down. "But none that steep..."
He starts rolling up his rope absent-mindedly, realizes what he's doing halfway through, and unrolls it. "I can go first. You won't heal anyone if you hit a tree," he says to Roya in a more severe tone, trying to nip in the bud any objection she might have. "Unless you want to go first?" That last line is addressed to Miron, semi-hopefully. "If you have some... Magic, that can help you."
Conrad has ranks in Acrobatics, and his Dex isn't too shoddy. He can go first, unless someone objects.
| Miron Belodor |
"I don't have anything that could help here." Miron replies, shaking his head. "But with the rope we should be fine," he adds "if we're careful."
| Brandark Ironhame |
Conrad, tie one end around yourself and belay us down to a halfway point. you then come down to that point and we repeat.
| Dm Joseph Rauel |
| 1 person marked this as a favorite. |
5th of Neth – 4709AR
The group starts to set up a rope using the grappling hook and a tree when Brandark the dwarf begins to sit on his butt and slide down the hill. Everyone watches him go down and he almost makes it before his pack hits a rock and causes the dwarf to flip forward end over end and disappear at a drop off just at the end of the gorge. Brandark takes -10 HP and -4 Dex
The rest of the group decides to set up the rope to help them get halfway down the slope with ease. As they begin to travel down the gorge Perri trips and begins to slide end over end. Hitting a rock along the way. Perri eventually stops himself but slowly slides down the slope and off the lip. Perri takes -10 HP and -1 Dex
The rest of the group makes their way to the bottom of the slope, you notice both Perri and Brandark, while in pain, aren’t focused on their fall due to the horrific sight that lays just north of where the group lands.
And archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.
A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above.
What does your character do?
Character Status: Conrad -1 HP | Perri -10 HP & -1 Dex | Brandark -10 HP & -4 HP
The narrative is just a reflection of the rolls.
Minor Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
Minor Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
Minor Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
Conrad Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Conrad Acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16
Conrad Acrobatics: 1d20 + 6 ⇒ (19) + 6 = 25
Joras Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27
Joras Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
Joras Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
Roya Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Roya Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
Roya Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
Perri Acrobatics: 1d20 - 1 ⇒ (2) - 1 = 1
Perri Acrobatics: 1d20 - 1 ⇒ (6) - 1 = 5
Perri Acrobatics: 1d20 - 1 ⇒ (5) - 1 = 4
Brandark Acrobatics: 1d20 - 3 ⇒ (18) - 3 = 15
Brandark Acrobatics: 1d20 - 3 ⇒ (10) - 3 = 7
Brandark Acrobatics: 1d20 - 3 ⇒ (2) - 3 = -1
Perri Will: 1d20 ⇒ 2
Perri Will: 1d20 ⇒ 4
Perri Will: 1d20 ⇒ 15
Brandark Will: 1d20 + 1 ⇒ (3) + 1 = 4
Perri DMG: 2d6 ⇒ (4, 6) = 10
Perri Dex: 1d4 ⇒ 1
Brandark DMG: 2d6 ⇒ (5, 5) = 10
Brandark Dex: 1d4 ⇒ 4
| Roya Tani |
"Uhm. You guys ok? I can help with the bruises, but if you sprained your ankle I'm not sure I can do much. You'd need some bed rest for that to get better..."
She once again retrieves her holy symbol, and invokes Erastils favor, letting two pulses of healing wash over her allies.
Channel Energy: 1d6 ⇒ 5
Channel Energy: 1d6 ⇒ 5
While initially focused on her friends, she follows their gaze zowards the slaughtered animals, her voice slightly wavering:"What do you think happened here? I don't think that's an illusion, is it?"
| Brandark Ironhame |
Yea, I think it is sprained. Nothing a couple of days of rest cannot do for it.
He pauses for a moment, and then with a grin.
But it was a rush, however, I don't suggest that you try it.
Levering himself back to his feet after the pulses of energy.
Sadly I don't think those are an illusion. Just wondering what might have killed them.
He uses the urgosh as a walking stick to lean on to get a little closer and try to look over the dead animals.
Conrad Mendelson
|
I feel for Perri and Brandark's pain, but God, that description of their fall was bloody hilarious.
"I don't think so either," Conrad scrunches his nose. The stench of the rotting corpses is almost unbearable.
He pokes one with his foot, almost expecting it to dissolve into nothing like the orcs. When nothing happens, he tries to figure it what got them.
Orcs? Wolves? Something else entirely?
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
| Joras Iggins |
Joras sees Brandark sit on his pack to slide down the slope with trepidation saying, "I'm not sure that's-" Brandark slides down and ends with a sickening crunch. Joras sighs, "Never mind. We need to get down there and see what we can do."
Down in the ravine he looks around and says, "This isn't good, if this isn't another nasty set-up and I doubt it, then who brought this troop-" Joras waves at the horses and ponies, "should be around alive or dead. And why are or were they here?" He shrugs and says, "It there anything on them besides tack? Maybe saddlebags, with useful items. I'm not suggesting stealing from the living but I think we are in real trouble here, borrowing may be okay if any live. It won't be easy to get back up and we don't know what is going on inside. We need to be cautious or bold."
Joras picks up a small rock, and sings part of a Shelyn hymn, "Even in the dark of night... There is light. In this light, there is beauty. Remind yourself of this when you are facing a dark night of your own..." The rock begins to glow.
Joras closes his hand fully over the rock blocking the light, then says, "So do we enter with stealth, or toss this in and go boldly forth? I'm torn between the two approaches."
| Dm Joseph Rauel |
5th of Neth – 4709AR
Roya is quick to act as she sees the damage that was taken from those who didn’t take the gorge slope so gracefully. +10 HP to all. Everyone is back to max. Once healed, Roya can also tell that Perri and Brandark have some sprains and strains that would last for a couple of days even with proper treating. They are both still down Dex
Because of the scene that is before the group, there isn’t much time to sit and relax. Is this another illusion? What happened? Who or what did this? Are they still around?
As you approach the dead animals there is an odor of rotting flesh that starts to overwhelm you. By looking at the horses and ponies you are not exactly sure how long it had been since they were slain. What you can tell is that it was due to some sort of crude blade or tool that caused the ripped flesh.
You can tell that it was not a blade that killed these creatures, but it was with claws. The animals have been dead for 2 days.
Those who approach also notice that there is a scattering of bones underneath one of the horses. You also see saddlebags on the horses and ponies.
When you work together to move the horse, you discover that the bones you see are the remains of a humanoid as you find a human looking skull. It is free of flesh and looks old.
Within the saddlebags you find 2 days’ worth of rations in 3 saddles 6 total rations.
A total of 6 large, comfortable pillows. And two quivers with 10 blunt arrows each. 20 total blunt arrows. And 2 pints of lamp oil.
Please make note of what item/s your PC takes on your sheet and via posting.
Conrad begins looking for tracks of Orcs or wolves. He notices that there are different sets of tracks coming across this pass. It looks as if a group of four humanoids and some horses came from the west, those tracks are only tracks of them coming here. From the east it is a little more difficult. The tracks are messed up and Conrad cannot get a good count. You do know that this trail shows signs of people coming and going. You are unsure of how many either way. There are humanoid boot and horse/pony prints. No wolves.
As Joras moves a little closer to the entry, he can slightly see past the cracked door and sees the stone floor fade into darkness that is within. You see no internal light source, and with the overcast sky it is making it even more difficult.
What does your character do?
Character Status: Perri -1 Dex | Brandark -4 HP
| Brandark Ironhame |
Heal: 1d20 + 5 ⇒ (7) + 5 = 12
Well, these animals were not killed by blade, but by claw, Plus there is something under that one. I can help, but I cannot lift. Someone else want to pull the saddles and saddlebags out when we get this lifted?
He then levers his Urgosh under the body, and then starts to strain as he lifts the body a hair.
Str to assist: 1d20 + 2 ⇒ (8) + 2 = 10
once the saddles and saddlebags are clear, I guess, I will use one of these
He takes a vial of Lamp oil.
| Miron Belodor |
Strength: 1d20 + 2 ⇒ (7) + 2 = 9
Miron moves over to examine the gruesome scene. He attempts to help move the horse, but the stench of decay is too much and he is forced to stagger back.
Looking through the saddlebags, he comments "Lamp oil, but no lamps. We could use the lantern the mayor gave us."
Thinking for a second he adds "Maybe whoever brought the horses are inside? "
| Perri Purrun |
"Uhm. You guys ok? I can help with the bruises, but if you sprained your ankle I'm not sure I can do much. You'd need some bed rest for that to get better..."
"Well, we're still alive. Not really sure we should expect to be after that. Ankle's not happy, but it'll take weight. Not sure if we ought to bandage it to try to immobilize it some or not."
While initially focused on her friends, she follows their gaze zowards the slaughtered animals, her voice slightly wavering:"What do you think happened here? I don't think that's an illusion, is it?"
As she asks about the gore . . .. "I don't think so. The last one didn't smell, really, did it? These DO."
Perri will attempt to move the horse corpse.
Strength w/Assist: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 :facepalm: We'll get it eventually.
"I'll carry the extra rations easily enough. Not really convinced there's an advantage to taking the pillows into the dark with us, though . . .. And, yes, they most likely went inside, but with the rations still here, the odds they've come out are pretty low. We should be careful."
Conrad Mendelson
|
"It's definitely not the wolves," Conrad says. "I-I couldn't find any prints."
Strength: 1d20 + 3 ⇒ (9) + 3 = 12 Damn.
He tries to lift up the horses a little bit and push them out of the way. All that comes out of it is a lot of grunting and what's surely going to develop into one hell of a back pain tomorrow.
"Hang on..."
Trying again, if I can? Strength: 1d20 + 5 ⇒ (9) + 5 = 14 That time, with a successful Aid Another check, the horses are moved!
| Joras Iggins |
Standing at the door, Joras talks quietly back towards the others, saying, "There is no light beyond this broken door, either we send someone that can see in the dark, and only one of us can, to scout or we put a light in and see what comes of that."
Looking at Brandark, "You don't look too good, scouting may not be the best thing for you right now."
Joras looks closer at the cracks in the door, does he think the small rock could be thrown through a larger crack? And is the any loose wood or boards about the might be used as a lever?
| Dm Joseph Rauel |
5th of Neth – 4709AR
With the rain that started coming down while the group descended the gorge, it makes trying to move a 1-1,500 pound horse next to impossible. Conrad is determined to move the horse and with everyone’s help you all move the horse that has the bones scattered under it.
Working together, you discover that the bones you see are the remains of a humanoid as you find a human looking skull. It is free of flesh and it looks old.
This information plus what Brandark shared about the horses not being killed by a blade, it looks as if something vile is happening here. It looks like there are undead about.
This new news makes the darkness within the tomb appear as if closes off the light of this overcast day even more. Unless Brandark does the scouting, a light source will be needed.
Not rushing you, but just in case anyone decides to move into the archway and through the massive double doors…
The massive wooden doors are heavy. It takes two, possibly three of you to push them open far enough for everyone to enter. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. East & West
The floors, walls and ceilings are all made of carved stonework. The stonemason that performed this was exceptional, this is fitting for a tomb to honor someone. Brandark would take this in as something that would be fitting of what would be found in the dwarven halls of the Five Kings Mountains.
The ceilings are roughly 15-feet high as you enter. This will be the same unless I note otherwise.
To see the details of this room you will need torchlight or another light source if you do not have darkvision. This will be the same unless I note otherwise.
Darkvision or who is carrying a torch/Light spell
The flames of your torches reveal a faded painting of a man on the far wall, this must be Kessan. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters.
In the center of the room you see what could only be the site of a gruesome battle, with two bodies piled in the center and a number of human bones scattered around.
An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
Tomb Map
If you have not sent me a Gmail email for me to attach to this Google Slides, please do so now. You will be able to move your mini this way.
What does your character do?
Character Status: Perri -1 Dex | Brandark -4 Dex
| Brandark Ironhame |
I appreciate the sentiment, but I can walk. Won't be fast, but I can walk. However, if we have a lantern somewhere, the oil will keep it fueled for a while
He walks over to the doorway, and takes a look inside.
percept: 1d20 + 5 ⇒ (7) + 5 = 12
| Roya Tani |
Roya attempts to help as well, but with her small frame and little strenght, she feels she is in the way more than helpful. And as something on the horse tears and ichor splatters her while the persistant smell of decay hangs in the air, she turns and rushes a few steps from the site before vomiting up her last meal.
After she regained her composure and removed the lingering taste as good as a bit of water allows, she rejoins the others.
"Sorry about that. I can provide some light, too. And whatever did this seems to be comfortable in the dark if it's in there. So I'm not. I definitely want light or I'm not going in - ", she says in a way that manages to be simultaneously scared and brave.
| Miron Belodor |
When it's clear that there might still be undead about, Miron casts Mage Armor. As they move to enter the tomb, he touches his hand to the end of the spear and murmurs a spell, causing it to glow with a cold blue light.
He helps to shove the doors open, then peers inside, spear held high to illuminate as much as possible.
"Oh no" he says, as he sees the bodies, then swallows as he regains his composure. "Let's see who they are.. were."
If someone goes with him, he'll tentatively move forward, watching the bones carefully, then attempt to identify the bodies.
| Dm Joseph Rauel |
5th of Neth – 4709AR
Be sure to move your mini according to what you are doing in your post.
Brandark makes his way first through the doors with his darkvision kicking in. Roya, with her Light spell, enters along with the others in the group.
The massive wooden doors are heavy. It takes two, possibly three of you to push them open far enough for everyone to enter. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. East & West
The floors, walls and ceilings are all made of carved stonework. The stonemason that performed this was exceptional, this is fitting for a tomb to honor someone. Brandark would take this in as something that would be fitting of what would be found in the dwarven halls of the Five Kings Mountains.
The ceilings are roughly 15-feet high as you enter. This will be the same throughout the tomb unless I note otherwise.
To see the details of this room you will need torchlight or another light source if you do not have darkvision. This will be the same unless I note otherwise.
[ooc]Darkvision or who is carrying a torch/Light spell
The flames of your torches reveal a faded painting of a man on the far wall, this must be Kessan. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters.
In the center of the room you see what could only be the site of a gruesome battle, with two bodies piled in the center and a number of human bones scattered around.
An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
Tomb Map
If you have not sent me a Gmail email for me to attach to this Google Slides, please do so now. You will be able to move your mini this way.
Moving up to check the bodies
As you look at the bodies, you recognize them. They are two men from Kassen, you have seen them hanging around with the mayor. Their names are Gerol and Vark.
What does your character do?
Character Status: Perri -1 Dex | Brandark -4 Dex
| Brandark Ironhame |
Brandark limps up, and looks down at the two bodies. His face going pale at the condition of them.
heal: 1d20 + 5 ⇒ (9) + 5 = 14 to determine cause of death
I could have sworn I have seen these folk around. but I cannot put my finger on it.
He stands back up leaning on his Urgosh as a crutch.
He then looks around remaining with the group.
perception: 1d20 + 5 ⇒ (20) + 5 = 25
Stonecunning, +2 vs unusual stonework - Secret doors within 10' even if not actively looking
Conrad Mendelson
|
Conrad is flabbergasted by the discovery of bones underneath the horses's corpses. He doesn't understand how they could have ended up there- unless the horses were carrying fully-fledged skeletons?
He notices Roya gagging and holds up her hair in an improvised ponytail while she vomits, just like he used to do when Zora or Lilia got sick. The smell makes him nauseous. Good thing he's not a sympathetic vomiter.
"Come on. Let's get you clean," he takes out his waterskin when she's finished and pours some water over her tunic, washing it roughly to get it rid of any stains of rot or blood.
The doors have long been opened by the time they're ready to go in. Even with Roya's Light spell, Conrad doesn't see much, and prefers to light up his own torch. Now carrying: a lit torch in his Non-Dominant (right) Hand. His shield is put away on his back. AC 15, FF 13.
He doesn't pay much attention to the murals, distracted as he is by the pile of dead bodies right in front of him.
"I-I don't understand how there could be bones in there," he finally blurts out, a little embarrassed. "Are they... Two groups of people?"
He starts when he hears the wailing. Perception (to locate it?): 1d20 + 5 ⇒ (10) + 5 = 15
"I think someone may still be alive. Come on!" If he figures out where the noise comes from, he'll dart towards it.
| Brandark Ironhame |
When Conrad starts to dart towards the sounds.
Conrad, wait. If you rush in, you can be no help to anyone as we do not know what is causing that sound. We will help more by being unhurt when we get there
| Roya Tani |
"And we can't rush in. Why would someone from Kassen be here? Where they supposed to keep an eye on us? Make sure we don't just pretend we've been here? But then why so many? And what happened to them?" Roya frantically tries to somehow make sense of this new information, then retrieves her bow, and transfers her active light spell to the shaft of an arrow.
| Perri Purrun |
"They do look familiar somehow. Can you tell what happened?"
"Conrad! Think! Something killed the horses. Something killed these men. If you run off, you may be facing that something alone. None of us wants to do that."
Perri continues watching for something to approach from the darkness.
| Dm Joseph Rauel |
5th of Neth – 4709AR
Tomb Map
As Brandark examines the bodies and discovers that they were killed in the same manner as the horse and ponies outside. As Conrad is looking alongside Brandark and says I don’t undersand how there could be bones… you begin to hear a clicking followed by a grinding of what could be stone on stone, something unfamiliar to the group of you.
When suddenly two Skeletons appear from around the stairs and pillars in front of you. The clicking and grinding is of their feet touching the stone floor and the grinding is of the bones shifting against it.
Entering Combat – See Tomb Map above.
Be sure to move your mini, I moved those who said they moved in who were looking at the two fallen bodies.
The two skeletons move forward and with gnarled claws they both lash out at Brandark and Conrad. Each one missing.
You are all up! What does your character do?
Character Status: Perri -1 Dex | Brandark -4 Dex
Initiative: Round 1
S1
S2
Miron
Joras
Conrad
Perri
Brandark
Roya
Initiative
Miron: 1d20 + 6 ⇒ (10) + 6 = 16
Roya: 1d20 + 2 ⇒ (1) + 2 = 3
Brandark: 1d20 + 0 - 2 ⇒ (1) + 0 - 2 = -1-4 Dex
Perri: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5-1Dex
Conrad: 1d20 + 2 ⇒ (6) + 2 = 8
Joras: 1d20 + 3 ⇒ (5) + 3 = 8
S1: 1d20 + 6 ⇒ (13) + 6 = 19
S2: 1d20 + 6 ⇒ (4) + 6 = 10
S3: 1d20 + 6 ⇒ (18) + 6 = 24
S3: 1d20 + 6 ⇒ (8) + 6 = 14
Attack V Conrad: 1d20 + 2 ⇒ (4) + 2 = 6
DMG: 1d4 + 2 ⇒ (3) + 2 = 5
Attack V Brandark: 1d20 + 2 ⇒ (10) + 2 = 12
DMG: 1d4 + 2 ⇒ (3) + 2 = 5
| Brandark Ironhame |
By the gods, the dead are walking
Brandark takes the shaft of his urgosh and bats that hands away that are reaching for him.
I hope this works
He drives the head of his Urgosh into the chest of the sKeleton that was swinging at him.
attack: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
BAB, STR
damage: 1d8 + 3 ⇒ (4) + 3 = 7 Slashing
Right now wishing I had a mace. :). HP 12, AC 15
Conrad Mendelson
|
Initially ready to charge up the stairs, Conrad backs off, wide-eyed, as two skeletons shuffle forward.
He screams in terror as one of the monsters tries to claw at his chest, though it is slow, and clumsy, and not nearly as hard to avoid as a wolf's bite.
"HOLY S**#!" he cries out, and reaches for his flail.
Attacking the one right in front of him.
Power Attack: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
| Perri Purrun |
Perri moves up next to Brandark and reaches past the dwarf with his bill to strike at one of these animated skeletons.
Bill: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing: 1d8 + 4 ⇒ (3) + 4 = 7
But finds his weapon is less effective than he expects.
| Miron Belodor |
Shortspear attack: 1d20 + 2 ⇒ (2) + 2 = 4
Shortspear damage, 2H, Arcane Strike: 1d6 + 4 ⇒ (1) + 4 = 5
Miron turns pale as the skeletons rise up, but manages to channel power into his spear before desperately jabbing at one of the skeletons.
| Roya Tani |
Roya sees the skeletons approach and claw at her companions, and panics.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9 Piercing: 1d8 ⇒ 1
Taking a step forward as she sees her friends join the fight, she fires the light-infused arrow at one of the skeletons, only to have it phase through the ribcage without so much as touching it.
On my work device, I can't move Roya from here, but will do once I'm home.
| Joras Iggins |
HP:8/8 AC:16
Conditions:
Bardic Performance:6/7
Inspire Courage:+1 morale bonus against charm/fear +1 competence bonus on attack and weapon damage rolls.
Joras stepped out of the way, letting the bigger men push the door open. Then those men are set upon by skeletons. Joras move forward and to the side and starts to sing of brave heroes, while dropping the rock so as to let the light on it be seen.
Inspire Courage
HP:8/8 AC:16
Conditions:
Bardic Performance:5/7
Inspire Courage:+1 morale bonus against charm/fear +1 compentence bonus on attack and weapon damage rolls.
| Brandark Ironhame |
With that inspire courage, we just MIGHT have killed the second one. :) cannot promise that though.
| Dm Joseph Rauel |
5th of Neth – 4709AR
Tomb Map
The six of you team up and make quick work of the two skeletons that made their way from behind the pillars. They quickly turn to dust that quickly fills the room and causes you all to sneeze and/or cough. As the dust settles you hear more sounds of clicking and grinding as two more skeletons appear from the balcony above. They move in and attack Miron and Perri from the stairs above. Both attacks miss.
You are all up! What does your character do?
Character Status: Perri -1 Dex | Brandark -4 Dex
Initiative: Round 2
S1 Dust
S2 Dust
Miron
Joras
Conrad
Perri
Brandark
Roya
S3
S4
Attack V Miron: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
DMG: 1d4 + 2 ⇒ (4) + 2 = 6
Attack V Perri: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
DMG: 1d4 + 2 ⇒ (2) + 2 = 4
| Brandark Ironhame |
Coughing slightly and still a bit wobbly on his feet, Brandark opts not to move, and drive his Urgosh axeblade into the second oncoming set of walking bones.
By the makers blessed hammer, just stay dead
He snarls out
attack: 1d20 + 1 + 2 + 1 ⇒ (9) + 1 + 2 + 1 = 13
BAB, STR, Inspire
damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
2H STR, Inspire
But with the ribcage of the first skeleton stuck to it, his swing ended up getting caught up.
He takes a moment to clear the head after this miss.
| Perri Purrun |
I don't think these skeletons have reach, so, unless their approach route provided cover from Perri, he should have gotten an AoO as one of them passed through his reach. In case he should have gotten an AoO:
Bill vs approaching skeleton w/ Inspire: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Slashing w/ Inspire: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
After running his weapon across the skeleton trying to close with Perri to hurt him, Perri will adjust his position to bring the bill to bear on the best target.
Bill vs approaching skeleton w/ Inspire: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Slashing w/ Inspire: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Conrad Mendelson
|
Conrad moves to attack the skeleton threatening Miron. Ft 5 step, will move my token later "Get away! Quick!" he cries out to the mage.
Power Attack (+1 Inspire Courage): 1d20 + 4 - 1 + 1 ⇒ (8) + 4 - 1 + 1 = 12
Damage: 1d8 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
| Miron Belodor |
Shortspear attack, inspire courage: 1d20 + 2 ⇒ (1) + 2 = 3
Shortspear damage, 2H, Arcane Strike, inspire courage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Miron takes a flailing stab that completely misses the skeleton that attacks him, then steps back as Conrad moves up to face it.
| Joras Iggins |
HP:8/8 AC:16
Conditions:
Bardic Performance:5/7
Inspire Courage:+1 morale bonus against charm/fear +1 competence bonus on attack and weapon damage rolls.
Joras continues the singing but wonders what is going on. Undead? No way would they throw undead at us, Father Prasst would spaz and half the town with him. Something's not right here or are there darker secrets of my home than I ever thought? Joras has an unquiet mind, but focuses on keeping his friends alive.
Not sure what else he can do, Joras pulls his sling out to be ready in later rounds to fling a stone at any more enemies that show up.
HP:8/8 AC:16
Conditions:
Bardic Performance:4/7
Inspire Courage:+1 morale bonus against charm/fear +1 competence bonus on attack and weapon damage rolls.
| Dm Joseph Rauel |
5th of Neth – 4709AR
Tomb Map
If the group thought they had difficulty with the wolves earlier today, this fight with the skeletons should give them a boost of confidence. All of you have heard of or had experiences with wolves, but no one has had first-hand experience with undead.
The dust settles and you see that what remains behind are crumpled bones and what might be surprising is armor and a sword. Each one had on it a chain shirt and a scimitar. Looking them over you discover that they are rusted, pitted, and if would be used they would not last long. 4x Broken Chain Shirt & Scimitar
Did anyone try this K-Local check? I do not see it anywhere. If you haven’t yet, go ahead and do so.
You see that there is a makeshift campsite here with a pair of backpacks and two bedrolls.
You find a large pillow, two quivers with 10 blunted arrows in each one. There is also a full waterskin, 2 day’s worth of trail rations, and two smokesticks.
Where you are standing you hear two different sounds. To the east up on the map you hear the wailing continuing. To the west down on the map you hear the sound of flowing water.
What does your character do?
Character Status: Perri -1 Dex | Brandark -4 Dex