| rando1000 |
Cavern map updated.
You follow west, which quickly becomes southwest in a series of serpentine squiggles. The hall is of similar construction to the previous cave: obviously worked, but by hands that cared more for function than beauty. Eventually, you come out into a 25' by 20'-ish cave with one exit, which coincidentally leads you back into the hallway you entered by.
The cave itself is shrouded in an eerie mist that seems to coil and writhe like snakes. Sinister whispers echo through the rocky chamber, though no speaker can be found. The air is heavy with the stench of decay.
| Kevin Boyer 646 |
Something makes Rocko pause. He tries his best to speak quietly, something he isn't always very good at.
"Hold up, my friend. I reckon we should be havin' a gift out rather than blades."
Not just the sounds, but the smells are making Rocko worried. He tries to pinpoint what it is that bothers him.
I'll do a basic perception, but I can throw in a dungeoneering roll if applicable. Doesn't really seem like 'nature', 'cooking', or 'poison' are appropriate. This isn't really tracking, so I won't include that bonus.
perception: 1d20 + 7 ⇒ (11) + 7 = 18
knowledge(dungeoneering): 1d20 + 5 ⇒ (4) + 5 = 9
oh, and Rocko has a +7 stealth bonus if needed
| rando1000 |
Neither Djack nor Rocko perceives anything not already noticed. Try as he might, Djack cannot think of something commonly found in a dungeon that would fit the description, either. Quite possibly another undead, given the former "Master's" profession.
| rando1000 |
Chaucair: 1d20 + 5 ⇒ (9) + 5 = 14
Yoltzin: 1d20 + 13 ⇒ (1) + 13 = 14
No one else in the party perceives the danger they are now in, either. Suddenly, something drops from the ceiling in a fluid motion, and a massive, vaguely female form lands on top of Chaucair.
1d20 + 14 ⇒ (1) + 14 = 15
2d6 + 9 ⇒ (4, 4) + 9 = 17
The creature, whatever it be, appears a monstrosity of green ectoplasmic flesh, horns, and a tremendous scythe-like claw.
| Yoltzin |
Well, at least a with a nat 1 Chaucair managed to somehow dodge that attack. Sheesh!
"This is why I hate caves!" The elf chimed in, trying to ready herself in the face of danger.
Init: 1d20 + 2 ⇒ (6) + 2 = 8
So many 8s...
| Djack Nymball |
Djack lashes out with his rapier, then tried to move by the creature distracting it from Amideo's approach.
atk, rapier, sneak (flat footed? Aberration?): 1d20 + 8 ⇒ (14) + 8 = 22
dmg, rapier, precision: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (1, 3) = 11
Acrobatics, tumble 2 squares to right: 1d20 + 14 ⇒ (16) + 14 = 30
| Amideo Caluzzo di Solva |
Amideo points his sword at the woman as he says with iron conviction in his voice, "You are an abomination, a blight upon the land. I pronounce the sentence of true death upon you, and appoint myself and my companions as your executioner!"
As he does so, his blade glows faintly with magical power, holy light derived not from any god but his steadfast dedication to his oaths of office.
He steps forward and swings at the woman with his sword, intent on carrying out her sentence.
Attack, Judgement, Flank: 1d20 + 10 + 1 + 2 ⇒ (10) + 10 + 1 + 2 = 23
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Swift action to activate Sentence and justice judgement, then 5 foot step to attack the woman. (She's the x on there, right?)
| rando1000 |
Yes, the opponent is the green X.
Djack and Amideo both manage to perform well in combat, yet against this foe, the damage is not as impressive as it might have been. "She" must be sturdy, indeed.
The evil beast in the form of a disfigured, oversized woman lashes out again, this time at Amideo.
1d20 + 14 ⇒ (11) + 14 = 25 HIT
2d6 + 9 ⇒ (1, 6) + 9 = 16
1d20 + 6 ⇒ (6) + 6 = 12 ignore this for now.
Rest of party may act in Round 1
| Kevin Boyer 646 |
Rocko will drop the torch he was carrying and pull out his axe as he steps up to take a swing.
"Okay, no gifts for the 'witch-lady-thing'."
battleaxe attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage if hit: 1d8 + 5 ⇒ (8) + 5 = 13
You've been describing the creature as large, but the X on the map looks medium? I'm guessing it will get an attack of op as Rocko approaches. Let me know if that stops his attack. also, I'm not assuming any flanking bonuses yet.
| rando1000 |
You've been describing the creature as large, but the X on the map looks medium? I'm guessing it will get an attack of op as Rocko approaches. Let me know if that stops his attack.
Large end of medium, you're fine.
| Yoltzin |
Knowledge: Religion: 1d20 + 8 ⇒ (9) + 8 = 17
The elf looks to the creature, trying to pick up the details of its necronatic construction and puzzle out its origins. As she does so, she plucks an arrow from her quiver so that she might take aim.
Bow Attack: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
| Djack Nymball |
A little punchy, sorry. Me not Djack.
Djack isn't quite certain what he's fighting or that he wants to know.
atk, rapier, flank: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
dmg, rapier, precision: 1d6 + 5 + 2d6 ⇒ (3) + 5 + (4, 3) = 15
crit, rapier, flank: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
dmg, rapier, precision: 1d6 + 5 ⇒ (1) + 5 = 6
| rando1000 |
Attacking for Amideo
1d20 + 11 ⇒ (13) + 11 = 24
1d8 + 4 ⇒ (6) + 4 = 10
The creature hisses out as the steel of Amideo's blade sinks into it shortly after Djack's piercing strike.
Amideo saving throw
1d20 + 2 ⇒ (15) + 2 = 17
The woman locks eyes with Amideo and speaks some foul words obviously intended to do him harm, but the knight is too strong-willed, and her attempts at witchery fail.
Yoltzin and Rocko may act.
| Yoltzin |
"Fallen spirit of the ashlands, you shall do no more harm to us this day!" Yoltzin shouts, channeling her divine magic to protect her allies and herself in this fight, placing a hand on each of their shoulders as she circles around to behind Amideo (directly to his left on the map).
Protection from Evil, Communal. +2 deflection bonus to AC and a +2 resistance bonus on saves.
| rando1000 |
As Yoltzin casts her spell, she feels something pushing back. Unlike its usual manifestation, the protective energies coalesce with a fierce determination, shimmering with a faint, defiant light that seems to push back against the encroaching darkness. In this corrupted domain, the protective aura seems to pulse with an almost aggressive vigor, as if it's engaged in a silent battle against the malevolent forces lurking in the shadows.
| Kevin Boyer 646 |
Rocko breaths in deeply as he gathers strength to lash out as powerfully as he can. Rather than any witty remarks, he just lets off a guttural bark as he first slashes and the slams with all his might
battleaxe power attack: 1d20 + 7 - 2 + 2 + 2 ⇒ (5) + 7 - 2 + 2 + 2 = 14
damage if hit: 1d8 + 5 + 4 + 4 ⇒ (8) + 5 + 4 + 4 = 21
shield power smash: 1d20 + 6 - 2 + 2 + 2 ⇒ (12) + 6 - 2 + 2 + 2 = 20
damage if hit: 1d4 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12
included power attack penalty, and song and flanking bonuses
| Xiamara - Zia |
Xiamara has used up her most compelling and effective spells, and is left throwing cantrips in the hopes it helps turn the tide in some small way.
Ray of Frost 1d20 + 7 ⇒ (16) + 7 = 23
1d3 + 2 ⇒ (3) + 2 = 5
| rando1000 |
Top of Round 3.
Djack and Amideo may act.
Reminder if you attack the creature, the protection against it making physical contact against you will be nullified, thought the rest of the Protection from Evil effects will remain in place. AKA you attack it, it can attack you back.
| Djack Nymball |
Djack watches his friends work to overcome the threat and winces as Rocko get's a snoutful.
He tries to end it, Gramms, help me...
Djack be nimble, Djack be quick!
He braces for the creature's inevitable retaliation.
atk, rapier, flank: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
dmg, rapier, precision: 1d6 + 5 + 2d6 ⇒ (1) + 5 + (5, 6) = 17
| Amideo Caluzzo di Solva |
Attack: 1d20 + 10 + 2 + 2 + 1 ⇒ (20) + 10 + 2 + 2 + 1 = 35
Crit Confirm: 1d20 + 10 + 2 + 2 + 1 ⇒ (18) + 10 + 2 + 2 + 1 = 33
Damage: 2d8 + 10 + 4 ⇒ (7, 6) + 10 + 4 = 27
Amideo takes a deep breath, studying the ghostly woman's movements. He is injured and sore, an yet his duty comes before all. He swings his blade, a perfect, vicious arc, one that would make the valiant caballeros of old cheer with joy.
He lets out a mighty whoop and bellows, "True death comes for you, horrid villain!"
| rando1000 |
With those two attacks, the horrible she-creature lets out a piercing scream, and her body reverts to a puddle of putrid goo.
The single long fingernail lands pointing toward a chest nestled in a crack in the rocky wall.
Inside the chest, you find the following (added to party treasure):
738 gp worth of gems
1442 cp
1261 sp
314 gp
27 pp
wand of magic missile (20 charges; 3rd level, claimed by Xia)
| Yoltzin |
"To think that the might of spirits can be twisted it to such forms, it is beyond pale." Yoltzin utters, breaking out and lighting sticks of incense to help purify the air. In several respects, really.
| Amideo Caluzzo di Solva |
As the spirit collapses, Amideo smacks his blade once against his shield in triumph before sheathing it. He nods and says softly to nobody in particular, "Your sentence has been served. May justice alone be what looses my blade from it's scabbard."
He then turns to the party with a grin, face bruised and bloody, "By the gods, we did well. That was a truly abominable thing we slew. I am, ooph, rather wounded if any of you can help with that."
| Yoltzin |
"Of course." She agreed, lifting up her pendant to channel the divine power of fate.
Channel: 2d6 ⇒ (1, 2) = 3 Well that was rather unimpressive.
Channel 2: 2d6 ⇒ (2, 1) = 3 No... thats... just the numbers reversed.
| Kevin Boyer 646 |
With the fight over Rocko frantically drops his axe and shield so he can get this horrid gunk off his sensitive nose. Wiping with a rag only seems to smear the gunk around, and a douse from his water skin doesn't do much better.
"bleh"
Rocko isn't to concerned about this show of weakness in front of his companions, but he still sulks a little as he picks up his gear to follow whichever direction everyone wants to go
| rando1000 |
Heading east, you come almost immediately to a smallish square room. There is very little of interest here. After a brief recon, you determine your current choices of direction (aside from going back), are:
Cavern Map updated
South (A)
Jog North, then back down South (B)
or
further Northeast, then job South and continue East toward the rock creatures that bested you yesterday (C).
| Amideo Caluzzo di Solva |
Amideo returns Djack's clap on the shoulder with a mighty clap on the back. Unless he's prepared for it, the gesture of affection threatens to send the rogue stumbling.
"Let us head south first. The simplest path is often the best."
| rando1000 |
Going South, the hallway wides after a short distance, and you come to two rusty iron doors. Each door is 5' wide and 11' tall. From the look of the hinges set into the stone, each of these great doors must be at least 1' thick. On each valve are many leering demon visages in bronze. The air is unusually damp in this area.