Umbral Dragon

DM BrOp - Kill Bargle!'s page

170 posts. Alias of Branding Opportunity.


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Rhade wrote:
Would you mind if I change Rhade's action so on his turn he'll try and move past Zo to engage the rats following her?

Will do, not a problem.


Rhade wrote:

Rhade moves up to help Father Meghdad and unless one of the dire rats comes into striking distance he'll provide aid another assistance to the cleric.

Just double checking the rules for that

The only rule for aiding in combat is that you have to be able to hit (melee) what Father Meghdad is attacking as well.


COMBAT ROUND 1 CONTINUED

Zo squeezes off a shot with her crossbow as the rat advances towards her. She grazes it lightly in the rear haunches before it buries its teeth in her leg. (Attack (crossbow) (1d20+6=24) Damage (1d8=2)

Ignacious begins casting a summoning spell as soon as he hears the commotion. (Begin casting 1-round spell)

"What the?" Rhade mutters out loud. Rhade moves straight to that door ahead of him and opens it so he can see what's going on in the room next to the one holding the kobold statue. He sees the familiar harpy dining room overrun by white dire rats, and his friends fighting them off desperately! (Move action to door; move action to open door)

Cordelia swings her scimitar is small arcs, trying her best to keep the nasty beasties from hurting her any more. (Fighting defensively, Cordelia receives a +2 dodge bonus; scimitar attack 2 + 2 - 4 = miss)

Father Meghdad charges through the door which Rhade just opened. Instantly sizing up the situation, he moves up to the nearest dire rat (the one under the table) and guts it with his scimitar. He calls out, "I thought you were supposed to wait until we explored the eastern room, before opening random doors!" (Move action; scimitar attack 14 + 6 - 4 (cover) = 16, hit! Damage 1d6+3=9 hp, dire rat is dying)

Quickly shifting his stance, Gregori brings the point of his sword down on one of the filthy little creatures. With a master stroke he decapitates the foul-smelling creature. (Longsword attack 1d20+7=23, hit! Damage 1d8+2=7, dire rat is dying)

COMBAT MAP

COMBAT ROUND 2
Zo 23
Dire Rats 23
Ignacious 20
Rhade 15
Cordelia Crichton 10
Father Meghdad 9
Gregori Shadowbane 9


Zo wrote:

Hey, DM, did I get a shot off with my readied action? Also, I was "across the room," not that they couldn't attack me, but I'd rather be around -AD9, if you don't mind. If it's too much trouble to rejigger the map, don't worry about it.

Attack (crossbow) (1d20+6=24) Damage (1d8=2)

Oops, I forgot to check that. Yes, I will have your attack go off first when I recap the round.


Gregori Shadowbane wrote:
Gregori forces the door open with his shield, sword at the ready.

With a heavy push, the paladin pushes the door out of the way. Beyond is a small closet which stinks of decay and putrid animal odors. Six giant white rats the size of large dogs are crouched around a carcass of some kind, squeaking and fighting with each other. As one they turn and face the intruders, prepared to defend their lair to the death!

Initiative!
Dire Rats 23
Ignacious 20
Zo 15
Rhade 15
Cordelia Crichton 10
Father Meghdad 9
Gregori Shadowbane 9

In the other room, Rhade examins the statue, but does not notice anything unusual about it. It just seems to be a statue. Through the unopened door, Rhade, Ignacious, and Father Meghdad hear the loud thud of wood being forced followed by loud, bass-rodent shrieks.

Even though folks are split up, and the latter party is not really in combat as of right now, it's easiest just do keep everyone together and do it this way.

COMBAT ROUND 1

The rats launch themselves with terrifying speed and agility out of the room. Unable to react in time, Zo, Cordelia, and Gregori momentarily are taken flat-footed and can't strike at them in time. The dire rats bite at the surprised adventurers, foul, yellow teeth snapping at their arms and legs.

The rats attacking Gregori snap at his legs, but thankfully his armor is stout enough to ward off the blow. Cordelia and Zo are not as lucky. Two of the rats, one of which is just under the table, snap at their exposed legs and find soft flesh. (Dire rat 2 attacks Gregori and hits AC 18, miss; Dire rat 3 attacks Cordelia and hits AC 12, hit! Damage 2 hp, Cordelia has to make a Fort save 9+3=12, success!; Dire rat 6 attacks Gregori and hits AC 19, miss; Dire rat 4 attacks Zo and hits AC 20, hit! Damage 1 hp, Zo has to make a Fort save 8 + 1 = 9, failure, Zo now has filth fever, and will start taking ability damage if she isn't healed in 2 days; dire rat 5 attacks Zo and hits AC 6, miss.)

COMBAT MAP


Rhade wrote:
Rhade motions with one hand for the others to stay put as he sneaks forward so he can get a closer look through the archway without being observed.

Rhade carefully peeks into the room. It is rather nondescript, with trash littering the corners like most of the rooms in this ruin. The only thing of note is a small statue of a kobold, which stands in its center. The kobold stands on two feet and holds out a crude stone sword.

There is only one door which leads to the west, presumably to the harpy-dining room.


Zo wrote:

"Don't suppose Bargle likes puppies?" Zo mumurs without much hope. "Gregori, there's some kind of animals in here. Let me check the door for traps; then you can open it."

Perception (1d20+7=25)

Zo checks the door but fails to find any traps.


With Rhade in the lead, followed by Ignacious and Father Meghdad, half the group leaves the harpy-infested dining room and heads back through the hallway to the south. They turn to the east and make their way through the bedroom and into the closet which adjoins it.

Rhade scouts ahead, wary of the kobolds in the north-eastern corner room. When he pokes his head around the corner, however, he is greeted by an empty chamber. It contains rubbish and refuse, but no kobolds.

The only other exit to the room seems to be an archway leaving to another room to the west. Unless it is just a closet, it should lead to a room directly next to the dining room.

Back with the other group, Zo hears some skittering coming from the southern-most door to the west. It sounds as if multiple animals are scurrying about inside. Animals with four legs and padded paws.


Rhade wrote:
Rhade glances down at the floor for tracks.

There are no kobold tracks in this room, although around the edges of the melee combat area, you do see a few footprints which must be the harpies'. They go to and from the chimney but don't seem to leave the room.


There are five doors leading from this room, all of which seem to be quiet. There are two doors to the east and two to the west and one to the south. The last is the door that you came in through.


Cordelia Crichton wrote:

Cordelia takes the Potions from Zo and examines them thoroughly.

IC is down yet again, so Honour System: Spellcraft Check. 1d20+6 (14+6)=20
She thinks she knows what they are thanks to her connection to Sarenrae, but can't be 100%.

The potions are Cure Moderate Wounds.


Zo takes everything out of the box and checks it for a false bottom or other hidden compartment, but does not find anything.


Zo wrote:
Zo takes the chest from Rhade, glances at the table, then thinks better of it and sits down on the floor to examine it, unrolling a collection of shiny prods and picks from her haversack beside her.

Zo quickly glances over the box, looking for the tell-tale sign of traps or hidden catches. Not finding any, she goes to work on the lock itself, which is quite formidable. After a bit of fiddling, however, there is a satisfying click and the lock opens.

Inside the box you find a number of moldy outfits of the same style the "dinner guests" are wearing. Underneath is a sack with 300 gp, four pairs of turquoise earrings worth 500 gp each (pair), and four unmarked potions which radiate faint conjuration (healing) magic.


Rhade wrote:
"What's this?" Rhade says as he removes a brick from the fireplace...

The bricks easily are removed from the back of the fireplace, revealing a small, hollowed-out space containing a small chest. It seems to have a decent lock on it.


Zo wrote:
This recap has been brought to you by GenCon and Labor Day weekend. I hope I've remembered the map right. :)

You did indeed :)


Zo wrote:
Zo takes a cursory glance at the skeletons out of curiosity, being careful not to disturb the plates, to see if there are any indications of how they died.

Zo also needs to make a Heal check to ascertain this. Heal roll 19+0=19. The bones here are from human bodies that have been dead quite some time. You guess these were excavated from a grave, how long ago you can't tell.

Zo wrote:

Then she moves quietly toward the eastern doors. Stealth (1d20+12=18) The battle against the harpies created a lot of ruckus; the kobolds might well have taken the opportunity to escape.

If there are actual doors here, she'll put her ear to the door; if not, she'll just sidle up to the edge of the doorway to listen. Perception (listen) (1d20+6=25)

There are actually two doors to the east. Zo listens to both of them, but does not hear anything at all.


DM BrOp - Kill Bargle! wrote:
Rhade notices that a few of the bricks in the back of the fireplace look like they've been removed lately.


Rhade wrote:

After hearing Zo's warning Rhade steers clear of the table but makes quick sweep of the area to see if there's anything else of interest.

Perception check: 16+9 for a total of 25, sorry for the delay!

Rhade notices that a few of the bricks in the back of the fireplace look like they've been removed lately. Looking up he sees the chimney climb up for about 20 feet before hitting the open air. It is choked with debris and protruding stonework from the collapsed upper floor. The harpy must have really squeezed itself through to get past.


Ignacious scans the room for a few moments, concentrating while he weaves his spell.

Ignacious:
Nothing in the room detects as magic.

Zo takes a look at the table and its settings, paying particular attention to the skeletons. Strangely, it is the plates that catch her attention.

Zo:
The plates are not made of gold at all, they are covered in yellow mold! Your knowledge of the Darklands pays off as you correctly identify this subterranean hazard. No one should get near them, as the mold releases spores that can choke the life out of you! (Knowledge (dungeoneering) check 20!+8=28)


Pulling out his wand, the halfling points it at the harpy. With a few words it discharges it gold and silver missiles which streak at the creature in the large fireplace. It shrieks momentarily as the spell slams into it, but the disruption is not enough to stifle its song. (Cast magic missile from wand; Damage 2d4+2=9hp; Harpy makes Concentration check to maintain her song)

"Shhh!" Zo reprimands Rhade and Iggie crossly, before returning her attention to the lovely sound.

Father Meghdad moves past the disabled harpy and comes around the table just in front of Ignacious, holding his shield and scimitar up, "Stay behind me sir, you don't want to get too close to those sharp claws!" (Move action; ready attack if harpy moves into range)

Hurt by the spell and seeing her sister drop lifeless to the ground on the far side of the room, the sole remaining harpy seizes her chance and climbs up the chimney, her claws scraping the brick. Showers of mortar and brick rain down into the now empty fireplace, ricocheting off the walls.

Combat is over. The room has not been searched. It seems to contain the large table set for a dinner with human skeletons dressed in fancy, if old-fashioned clothing. In front of each of the twelve chairs sits a golden dinner plate, accompanied by a dusty glass goblet and dull silverware. The large fireplace in the north of the room now seems empty.


ROUND 2

Iggie takes a step backwards (five foot step away from the Harpy) and attempts to blast the offensive harlot with Abadar's dissolving spirits! The blast impacts on the wall above the harpy's head, dissolving the stone and sending showers of pebbles onto its bird-like head. (Attack (acid dart): 1d20+5=9-4(cover)=5, miss.)

"Not her ... but like her," Zo sighs, as she settles into her place at the feet of the heavenly creature, a look of serenity not untouched by sadness on her face. (Zo attempts another Will save, but a roll of 17 does not make it.)

Father Meghdad shoulders his way past the paladin and enters the harpy's lair. "You shall not keep us from our holy duty, beast!" he hollers in his loudest voice. He misjudges his opponent's position, and his scimitar swings wild, a blow easily avoided by the harpy. (5' step, scimitar attack with power attack 5 + 5 = 10, miss.)

The harpy still crouched in the large fireplace continues its siren song, not perturbed that one of the humanoids has escaped its compulsion.

The creature near Father Meghdad and Gregori winces from the pain of its wounds. It backs up slightly so as to be out of reach of the cleric's scimitar and instead focuses its attention on the paladin. The intervening doorway combined with the paladin's skill and armor turn away all blows, and Gregori escapes injury for another moment. (5' step; Gregori and the harpy now have cover versus each other; full attack club hits AC 14, miss; 2nd club attack hits AC -2, miss; 1st claw attack hits AC 5, miss; 2nd claw attack hits AC 7, miss.)

Cordelia once again draws up the power of her celestial lineage and targets the more distant harpy captivating her companions. Her shot is blocked again and she curses loudly. (Heavenly fire ranged touch attack 2 + 3 - 4 (cover) = 1, miss.)

"Then we just have to make this quick!" Gregori yells as he moves into the gap left by the harpy and strikes again, this time harder than the last. The creature is taken aback by his violent advance and tries in vain to block it. The paladin's longsword buries itself deep in the creature's sternum, its life's blood bursting forth and covering the human in carnelian ichor. (Longsword attack 1d20+7=19, hit! Damage 1d8+3=11; harpy is dying.)

"Really is that what this place is called? Funny I was wondering why my dad would be anywhere near any place without a major population..." Rhade mutters back confused as he tries to listen to the singing.

Initiative for Round 3:
Ignacious: 15+3=18
Zo: 7+8=15
Father Meghdad: 12+1=13
Creatures: 11
Cordelia: 5+2=7
Gregori: 7+0=7
Rhade: 1+4=5

COMBAT MAP


ROUND 1

The Paladin curses loudly. "Damn! She's ensorcelled! Cordelia, is there anything you can do?"

"Sweet sounds of silver! That music is heavenly!" Ignacious moves through, past his companions and even walks directly past the harpy who ignores him completely, making his way most of the way to the fireplace where the heavenly sound is emanating from. (Double move)

Zo suddenly stops thinking about tactics, and her face takes on a distant, puzzled expression. "That sounds like.... But she died so long ago.... It can't be," she murmurs as she approaches the fireplace to look up the chimney. (Double move)

Shield and Sarenrae's holy scimitar in hand, Father Meghdad steps out in front of the creature. "Go back to the Abyss, spawns of darkness!" The blade cuts a deep gouce in the harpy's leg and it screeches in pain. (5' step; 1 pt. Power Attack 16+5-1=20, hit! Damage 4+3+1=8 hp)

The harpy makes a mighty swing with its club, aiming at the Father. To its surprise, it misjudges the angle and the club bounces off the door frame and smacks it full in the face. Its nose is bloody and looks broken and the harpy looks very unhappy. Immensely frustrated it continues swinging wildly at the cleric and manages to scratch him its back talons. (Attack roll fumbles, fumble result hit self for 5 hp of damage); iterative club attack hits AC 10, miss; claw attack hits AC 12, miss; claw attack hits AC 19, hit! Damage = 3 hp)

On the far side of the dining room, the second harpy continues its captivating song as it drops down out of the chimney and sidles towards its entranced victims. (Standard action to continue singing; move action)

Cordelia spys the Harpy and calls back to Gregori, "not unless I can maybe disrupt it's concentration." She conjures a tiny ball of flame into her palm and hurls it towards the Harpy, but flies over its shoulder impacting with a dull flumpf on the back of the fireplace. (Lesser Orb of Fire (Ranged Touch Attack) on Harpy. (1d20+3-4(cover)=5, miss)

Gregori Rushes forth to attack the creature, sword flashing. "Snap out of it!! We're under attack!!" His skill guides the blade true and it connects with the vile creature's chest, making a bright red mark. (Longsword attack d20+7=21, hit! Damage 1d8+3=9)

"Dad...?" Rhade mutters as he sheathes his dagger and holding his longsword loosely he walks after Ignacious trying to look into the room and see if he can spy his father. For a moment he wonders if stepping between the Father, Gregori and the strange creature they are interacting with is a safe idea, but then he decides that the music is simply too wonderful to miss. (Dangerous situation forces another Will save 10+4=14, failure; double move)

COMBAT MAP

Initiative for Round 2:
Ignacious: 15+3=18
Zo: 7+8=15
Father Meghdad: 12+1=13
Creatures: 11
Cordelia: 5+2=7
Gregori: 7+0=7
Rhade: 1+4=5


Joana wrote:
Confused ... Zo is with Gregori and Cordelia, yes? (That's who she's been talking to.)

Since nobody posted any differently, I have everyone together. I have updated the above post with a combat map that should make things clear ... I hope.


Zo, Rhade, Ignacious:
You hear the most beautiful music coming from the room in front of you. Never in your wildest dreams could you imagine that singing could be so beautiful. You don't see what is making this amazing song, but it seems to be coming from within the fireplace on the north side of this room. All of you are under a charm effect. On your turn you will move toward the fireplace and search for the source of this sound. None of you would dare harm the creature that would make such a beautiful sound. Below is the full description of this ability: A captivated victim walks toward the creature, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the creature stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Father Meghdad, Cordelia, Gregori:
The most god-awful screeching erupts from the far side of the dining room, specifically from inside the large fireplace. A second later a winged humanoid shape comes swooping out towards you. It looks like an ugly human woman from the waist up. Below the waist it looks distinctly more avian, with three-toed feet bearing razor sharp claws. She bears a wicked looking club which is aiming right Gregori's head.

The above actions happened during the surprise round. Below you will find your initiative order for Round 1.

Initiative:
Ignacious: 15+3=18
Zo: 7+8=15
Father Meghdad: 12+1=13
Creatures: 11
Cordelia: 5+2=7
Gregori: 7+0=7
Rhade: 1+4=5

COMBAT MAP

(Will saves during Surprise Round: Zo 11+1=12, failure; Rhade 10+4=14, failure; Gregori 12+7=19, success! Ignacious 1+5=6, failure; Cordelia 14+4=18, success! Father Meghdad 16+6=22, success!)


Gregori Shadowbane wrote:

Gregori looks at the skeletons with the vision granted him by his God.

Detect Evil

Whether the skeletons are animated or not, they are certainly not evil as far as Gregori can tell.


Zo wrote:

Do Rhade or I see the kobolds' tracks through here?

Perception (1d20+6=23)

There are no kobold tracks in here. The room seems undisturbed.


Zo wrote:
Unless the map in my head is way off

If you are referring to the kobolds you just heard talking in the other room, then yes, you are correct, they should be to the east.


Edited above post


Gregori opens the northern door, confident that Zo made sure that it wasn't trapped. It opens into the middle of a rectangular, 30' by 15' room. A long wooden table occupies the center of this room, surrounded by a dozen plain wooden chairs. Human skeletons, wearing the rags of fine dinner attire, occupy four of the chairs. On the table in front of each chair sits a golden dinner plate, accompanied by a dusty glass goblet and dull silverware. A large stone fireplace looms in the north wall opposite you.

The room has four other exits: two to the east and two to the west. Your guessing that the northern wall of the room is built right up against the mountain.


Gregori Shadowbane wrote:

"Deeper into the keep"

Gregori begins to stride forward, sword in hand.

Do you mean through the northern door that Zo was just checking for traps?


Zo wrote:
Zo goes ahead and examines the closed door, looking for traps. It's always good to have options about which way to go, especially when you might be in a hurry later.

Zo takes a careful look at the door, but does not find any traps on it. It also seems to just be closed and not locked.


Rhade wrote:
Anyone care for a sense motive check or does Rhade have to make a bluff check if certain ears can hear him?

If you are trying to bluff them, then you would normally just make it. To save time I have made it now in addition to their Sense Motive check.


Zo wrote:

Zo peers out into the central hall; she has been through it twice but was in a hurry both times and didn't take the time to examine it.

Is there a doorway to the north besides the two entries into the bedrooms?

Reexamining the central hallway (to the west of the room you are currently in) reveals what you had spotted before: kobold tracks going between the entrance to the south and the other bedroom to the west. Zo also notices a closed door leading to the north from here. No tracks lead that way.


Rhade wrote:
Stealth: 1d20+7: 16+7 for a total of 23 and Perception to see if he can figure out how many kobolds and in case they know we're coming: 1d20+11: 10+11 for a total of 21

You can be pretty sure that the kobolds know your party is there. You have not been particularly quiet (what with the combat and all) and have been speaking to each other as well. In addition, you are carrying lights, which the kobolds can see, even if they can't directly see you now, being in a different room. You guess there are at least five of them in that room, judging from the voices.


COMBAT ROUND 2 CONTINUED

Seeing the one-eyed woman getting away with the money, Sevegny casts a spell of command. "Approach!" the priestess intones. Sadly, Sevegny has forgotten that the One-Eyed Woman has been deafened by the dwarf's thunderstone and does not hear her. (I cast command on her)

Seeing the lady heading for the door, and knowing he'll never cut her off in time, Thumparr moves towards her, pulling his weapon from his belt, and hurls his throwing axe, hoping to at least make her drop the chest. The axe hits her directly in the sternum, the force of the blow knocking her on her back, the minuscule chest still held in her left hand. (Draw and move 20' as move action; throw axe 16+2+2(morale bonus)=20, hit! Damage 5+3+2(morale bonus)=10 hp, she is dying)

COMBAT MAP

INITIATIVE FOR ROUND 3:
Ngozi 19
Mel 17
Bearded Man 17
Thugs 16
Beriaden 15
Gornak 8
Kappasc 7
Ebendar 6
Bouncers 6
One-eyed woman 5
Sevegny 4
Thumparr 3


Judging from their conversation, although it's hard to make out every word they are saying, they seem to be trapped in that room and trying to make their way back to the others. There is talk of dangerous undead and crazy men with swords and magic.


The corridor to the east Zo peers down is a very short one. Once one gets out of the room there is an immediate portal opens on a set of stairs going down. Just five feet or so beyond that doorway is another open doorway on the left (or north) side which opens into another room. The corridor ends shortly thereafter at the eastern outer wall of the castle.

There is the slight sound of muted conversation and whimpering coming from the northern room. It's definitely not in Common, and sounds a lot like the kobold's pidgin Draconic, but it's so quiet that's its hard to make sure.


Ignacious does not feel anything overtly strange while lying in the moldy bed. It seems to have been left here quite some time ago and is in very bad condition. Numerous small vermin crawl around on the faded red sheets. When the dwarf sits up, he does feel extremely refreshed, however.

There are indeed three exits to the room, just as you described.


The non-dwarves seem to have gotten the price for the bracelet about right. It's beautifully made of gold and rubies and looks like it would fetch about 750 gp.

The sorceress studies the bed in some detail but can't seem to figure out the properties of the bed. Perhaps if someone were to lie in it, they might find out for themselves?


Cordelia Crichton wrote:

Cordelia comes over at Zo's call and examines the bracelet for the telltale golden glow that tells her of any sign of magic. She attempts to determine it's value as she does so.

Cast detect magic
Appraise Check. (1d20+6=16)

The lovely bracelet seems to be worth about 750. It looks to be made of solid gold with real rubies inlaid. It does not detect as being magical, but something strange catches Cordelia's attention out of the corner of her eye. Turning towards the center of the bedroom she realizes that the bed itself is radiating magic; transmutation magic to be exact!


Zo wrote:

Zo rolls her eyes slightly as she bends to look under the bed. "Didn't know you had a fear of beds, Rhade. Jealous husband hiding under one once?"

Perception (1d20+6=12)

There does not seem to be anything untoward under the bed.


Rhade:
Among the trash you find a beautiful bracelet set with rubies. You guess that it's worth about 750 gp.


Rhade wrote:

Rhade takes a look round being careful not to touch the bed as he draws forth a shortsword.

Perception check/Vision: 1d20+9: 12+9 for a total of 21 for the search, leaving the bed for Zo in case its trapped

Sorry, Rhade, what exactly are you searching? I just described two different rooms (the closet and the bedroom). Also remember that one search check is only good for searching one object or one 5' by 5' area.


The party moves north from the stench-filled storage room and immediately encounters the narrow closet that Zo has already been through. It is approximately 10 feet in length and 5 feet in width and is strewn with small heaps of trash. On the wall there are empty hooks for hanging things and above your heads various strings are strung to also hang things from. The closet opens up on the other side into a decrepit bedroom with a large, mouldering four-poster bed in it. That room has two other exits: one to the west which opens into a hallway, and one to the north-east, which leads into another hallway. (Just a reminder that even though Zo has been through here, no one has actually searched these room yet.)


Rhade wrote:
Perception check: 1d20+7 normally, +9 if sight or sound based and +11 if involves reptilian critters! Rolled a 14 for a total of 21 if scent based, 23 if sight or sound and 25 if well you know...

Rhade can only smell the sparkling overtones of the putrid scent (part swamp/part decaying body/part stuffy box) coming off the dead bodies he is currently sharing a room with. That, and a bit of damp, musty ruined castle, of course.


Cordelia Crichton wrote:
] As she says this, she proceeds to utter a short Arcane phrase, scanning the room for the telltale golden glow that would signify that her spell had discovered something magical.

Nothing in the room seems to radiate magic.


COMBAT ROUND 5

Not wanting to look a gift horse in the mouth, Ignacious fires off another Disrupt Undead cantrip. This time his luck is not with him, and the spell fizzles uselessly against the castle wall. (Ranged touch attack 2+1=3, miss)

Smarting at the loss of his second silver dagger Rhade shifts his now weaponless hand behind his back and kneeling slightly slices into the zombie with his longsword. The stroke takes the monster's head clean off and it tumbles lazily to the floor. The body keels over and starts twitching spazmodically. (Longsword attack 15+6=21, hit! Damage 8+2=10 hp; creature is dead)

COMBAT OVER


COMBAT ROUND 5

Iggie goes with what works and fires a Disrupt Undead cantrip at the foul mistake of nature! Once again his aim is true and the positive energy cantrip blasts off one of the zombie's fingers, sending it flying. (Attack and damage: 1d20+1=15, hit! 1d6=5 (-4 for melee firing factored in!)

Rhade tries to coordinate his attacks. His longsword hits true and cuts a shallow gouge into unresponsive dead flesh. Whilst trying to remain a difficult target to hit, his zombie foe manages to keep him off balance enough to seriously miss with his new silver dagger. It bounces off the creature's armor and due to a bad grip, jumps from the ranger's hand, flying over the heads of his companions and landing in the room to the west with a loud clatter. Luckily Rhade still has his longsword. (Longsword attack 16+4=20, hit! Damage 1+2=3 hp; dagger attack natural one, fumble confirmation=1! Fumble)

The boggard zombie continues its relentless attack, swinging at Rhade and catching him in the side of the chest. Luckily he is reaching out to try and catch his flying dagger and unwittingly sidesteps the worst of the blow. (Boggard morningstar attack hits AC 24, hit! Damage=5 hp)

Unsure what to do since he his companions are blocking his view, the Father bides his time. (Delay)

Despite her previous miss, Cordelia strikes again at the creature with her scimitar. Cursing her luck again, it fails to even get close to the creature. (Scimitar attack 7+2=9, miss)

Gregori twists around trying to bring his blade to bear on the monster's tough hide, but fails to get a bite. (Longsword attack 1d20+7=14, miss)

COMBAT ROUND 6
Ignacious Throckmorton III 19
Rhade 18
Zo 16
Boggard Zombies 15
Father Meghdad 12
Cordelia Cricton 9
Gregori Shadowbane 4


Zo wrote:

Remembering the trail of kobold footprints leading through the other bedroom, Zo glances at the floor to see if they come this way as well -- or if any other creatures have been making tracks in the dust.

Perception (looking for footprints) (1d20+6=15)

Examining the floor, Zo tries to see if there are similar footprints in this room as well. Despite a quick look around she does not find any at all. It seems the kobolds all go the other way. She wonders why this might be.

Behind her the battle with the remaining zombie continues.


COMBAT ROUND 4

Once again, the halfling wizard lobs another cantrip at the sole remaining zombie. This times it hits the creature straight in the head, momentarily disorienting it. (Cast Disrupt Undead cantrip, ranged touch attack 14+1=15, hit! Damage 1d6=6 hp)

Turning to face the last foe grimacing in pain at the blow Rhade concentrates his attacks. His longsword seems to penetrate the zombie's defenses but the blow has thrown off his aim as his dagger comes nowhere near close enough. (Longsword attack: 12+4=16, hit! Damage 6+2=8 hp; ornate dagger attack: 3+3=6, miss)

Hoping her allies have the second zombie well in hand, Zo turns her attention to the bedroom through which she just cut, watchful in case the noise of battle attracts the attention of kobolds ... or anything else that might be waiting further inside the structure. However, she can't help but be distracted by her friends' melee nearby. Making his way back through the walk-through closet he finds the room to be another old bedroom. A large four-poster bed stands in the middle of the north wall, still with mattress and down cover. It seems to be very old and moldy, but otherwise unremarkable. The room has two other exits, one to the west which leads back to the northern hallway, and another to the north-east leading to another narrow hallway. (Perception 1d20+6=8)

Not realizing it is completely outnumbered, the boggard zombie continues to fight. It swings its crude morningstar at Rhade, but the ranger deftly deflects the blow with his longsword. (Morningstar attack hits AC 12, miss)

Father Meghdad waits for an opportunity to strike a foe or aid an companion. (Delay action)

Wondering about the loss of her Heavenly Fire, Cordelia turns and takes a swing at the remaining Zombie with her scimitar, but unfortunately her preoccupation means that the swing misses it's target. (Attack Boggard Zombie with Masterwork Scimitar 1d20+2=7, miss)

Gregori rounds on the monster with his longsword, but the over extension of his last strike puts him at an awkward angle. (Longsword attack 1d20+7=12, miss)

COMBAT ROUND 5

Ignacious Throckmorton III 19
Rhade 18
Zo 16
Boggard Zombies 15
Father Meghdad 12
Cordelia Cricton 9
Gregori Shadowbane 4

Combat map is practically the same as before, except that Zo is in the room to the NW.

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