Tarlane
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Sorry for the days lapse, guys, the weekend turned hectically buys for me and I haven't had a chance to hop on the forums at all.
Taking a look at the door, it is thick enough that even standing perhaps an inch out from the frame, it still blocks sight into the room beyond. It appears that whatever latch it may have had has been broken, likely by a crowbar or chisel from the scrapes around it. Still, the door is amazingly heavy and not easy to open, even unlocked.
Technically its a DC 15 strength check to pull open the door. I'm not worried about the roll, since you aren't in any danger and can just tug on it a bit until it comes open. But it means that the door is heavy enough you won't just be able to crack it open to peek inside, pulling it open means a hard tug that will swing it wide and likely make some noise.
Tarlane
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As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
This room is somewhat illuminated from the outside light, but beyond this the crypt looks to be dark except for Beilin's glowing orbs. From the light, you can see there are two backpacks laying near the bodies.
Knowledge Local DC 15
Tarlane
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As you start to walk into the room, there is a momentary rattling from one of the piles of bones nearby. Then another one of the stacks shudders slightly as if a tremor had run through the ground that no one feels.
Even as things seem to quiet down again the noise suddenly springs up from the various piles around you, the bones rattling and bouncing together, forming into little piles as they stack atop each other. Before your eyes the bones connect to each other rapidly, forming into complete humanoid skeletons which suddenly sit up, pushing to their feet.
Go ahead and give me initiative rolls. I'll have a map up tomorrow morning. I am going to try and keep a running map of the entire dungeon that goes from one room to the next so you can have the layout of everywhere you have explored viewable to you at once.
Tarlane
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| Drosk Ironhame |
Initiative: 1d20 ⇒ 1
"By Torag's Forge!" Drosk bellows as he rushes forward, slamming his warhammer into the nearest skeleton.
Drosk moves forward (max. 20 ft.) to attack the nearest skeleton possible, and attacks a skeleton with his warhammer.
Attack Roll: 1d20 + 1 ⇒ (16) + 1 = 17
Damage Roll: 1d8 + 1 ⇒ (7) + 1 = 8
Tarlane
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Initiative Order
21 - Naria
12 - Bandar
12 - Velios
11 - Beilin
9 - Manduzi
7 - Skeletons
1 - Drosk
Naria rushes forward, striking out at one of the skeletons, but the creature is surprisingly nimble and sidesteps the blow, evading her punch.
Bandar is right on her heels, moving up the first few steps to throw a punch at the same skeleton, but amazingly the undead ducks out of range of the dwarves' fist.
Velios hurries to defend the bard but in his rush he trips over the first step on the staircase, the guirsame having to be used to keep his balance rather then coming anywhere near the foe.
Beilin steps forward between the skeleton and his off-balanced friend, swinging out wildly with his quarterstaff and connecting a solid blow, knocking away several of its rib-bones.
Manduzi will advance on the same skeleton that Beilin struck, but looks down at his rapier and then and the walking bones. He strikes with the pointed blade, but tries to do so on his guard(using combat expertise).
1d20 + 2 ⇒ (18) + 2 = 20 Attack
1d6 + 1 ⇒ (2) + 1 = 3 Damage
1d20 + 2 ⇒ (3) + 2 = 5 Confirm Crit
Manduzi thrusts his rapier forward, but the slender blade slides between the creatures ribs and doesn't seem to have done any damage.
The skeletons strike out with rusty scimitars, two of them advancing while the two farthest away simply try and press past their allies but are unable to find an opening in the line to get to the parties living flesh. The creatures are clearly unskilled with their blades, their speed of movement not translating to capabilities with their weapons. Each blow is easily dodged, only one skeleton even scratching across Beilin's armor but the material protects him from harm.
Drosk was slow to respond, but when he does it is with all the heat of his gods forge. He mounts the stairs to get above the skeleton, swinging down with his warhammer and smashing into it, leaving it a crushed pile of bones.
Alright, that puts us back up to the top of the initiative. Go ahead and let me know what everyone plans on doing, if you may alter your actions depending on what others do, try and give me an idea of it, otherwise if something major changes and I suspect you may be going to change your mind, then I'll hold things for you to make adjustments.
| Beilin Elzra |
Beilin will continue to attack the same Skeleton he struck previously, he will also begin to inspire courage in his companions by ridiculing and taunting bonsey, all the while talking up his companions abilities and skill. [b](+1 to attack/damage)
Round 2
Attack 1d20 + 2 ⇒ (13) + 2 = 15
Damage 1d6 + 1 ⇒ (5) + 1 = 6
Can't remember if you round up or down the 1.5 damage for attacking with 2 hands if it is up then I do an additional point of damage.
Tarlane
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Beilin
I believe you always round down unless its specifically noted otherwise.
| Drosk Ironhame |
Option 1: If 3 or more skeletons remain standing after the other party members take their actions:
Standing at the top of the stairs above the fray, Drosk raises his hammer and intones, "By Torag's holy will, be ye at peace!"
With this command, the hammer-shaped birthmark on Drosk's cheek glows with a holy radiance that spreads out to engulf the standing skeletons.
Channel Energy: 30 ft. radius burst centered on Drosk to harm undead.
Channel Energy Damage: 1d6 ⇒ 6, Will DC 15 for half damage.
Option 2: If only 1 or 2 skeletons remain standing after the other party members take their actions:
Drosk takes out his sling, fits a bullet into the pouch, and lets fly.
Attack Roll: 1d20 ⇒ 8 (Please apply the -4 for firing into combat if the only skeletal targets available are engaged in melee).
Damage Roll: 1d4 + 1 ⇒ (1) + 1 = 2
| Naria |
Naria continues attacking her Skeleton five foot stepping if it allows her to flank with someone else
Attack flurry (add +2 to total if she can flank)
First attack 1d20 + 4 ⇒ (1) + 4 = 5
Second attack 1d20 + 4 ⇒ (20) + 4 = 24 Confirm 1d20 + 4 ⇒ (14) + 4 = 18
Damage
First attack 1d4 + 1 ⇒ (1) + 1 = 2
Second attack 1d4 + 1 ⇒ (1) + 1 = 2 + 1d4 + 1 ⇒ (4) + 1 = 5 Bludgeoning damage
| Beilin Elzra |
doh, first time I have played a bard, you are right starting a bardic performance is a standard action so replace my above actions with this.
Beilin will make a five foot step back away from the skeletons and behind the cover provided by his companions while he begins to taunt (for the benefit of his friends) the skeletons.
Inspire Courage +1 to attack and damage
Tarlane
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No worries at all, Beilin. I just wanted to clear it up before we got any farther in.
Naria strikes out quickly towards the skeleton in front of her. It once again dodges out of the way of her first blow, but moves directly into the second and with a loud crack its skull goes sailing through the air to clatter on the ground, the rest of its body collapsing in a heap.
Whenever the next person on the initiative list puts up their actions I'll run down actions until I hit the next person I'm not sure what they are doing. I'll also post up the initiative order with the top person being the next up whenever I post.
Bandar
Velios
Beilin
Manduzi
Skeletons
Drosk(end of round)
Naria
| Bandar Stonegut |
When Bandars blow also miss he looks confused at his fellow monk. ”What kin' o' freakin' nimble skeleton is this?!”
He raises his hands for another hit at the skeleton when Naria punch its head right off. His eyes follow the course of the head, and he turn back to the halfling with a big smile on his face, before he rushes off to find more fighting.
Don't really know how many are left, but he will move to the nearest. Charging or flanking if possible. If he can get there with a 5-step he will take a full action to use flurry of blows
Attack 1d20 + 3 ⇒ (4) + 3 = 7
Damage 1d6 + 3 ⇒ (5) + 3 = 8
Flurry 1d20 + 2 ⇒ (12) + 2 = 14 and 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d6 + 3 ⇒ (3) + 3 = 6 and 1d6 + 3 ⇒ (4) + 3 = 7
Tarlane
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The 4 remaining skeletons are close enough that Bandar is able to continue to follow through with a rapid succession of punches as he was taught by his Master, using the same tactic as Naria so that when the skeleton ducks away from the first blow it walks straight into the second and its ribs are shattered, leaving it collapsing in a heap.
Velios seems redetermined after his last attack fell so short and he cleaves cleanly through the skeleton set before his friend, the bones resist the blade but his strength carries him through anyway.
Beilin falls back a few steps from the creatures before him, calling out their weaknesses and it seems to make it clear that the fight is going your way.(Bonuses as noted by Beilin above).
Alright, so now we are to Manduzi in the initiative order. I haven't heard from him since the start of combat, so I suspect the holidays got to him. I'll give him til I'm heading to bed for tonight, and then I'll NPC him this round.
Initiative Order:
Manduzi
Skeletons
Drosk(end of round)
Naria
Bandar
Velios
Beilin
Also, Bandar, you said you weren't sure how many skeletons there were left. I am trying to keep an updated map HERE. If you are having any trouble seeing it, let me know and I can try and come up with an updated solution. That map should give you a tactical view of the layout of the crypt as well as show encounters.
Tarlane
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Manduzi jabs out at the nearest skeleton with his rapier, though the creature nimbly evades the blow.
The two skeletons that remain press forward, launching their own attacks. One swipes at Bandar with its scimitar, but misses widely however when the other takes a swing at Velios it gets lucky and the blade slides along his ribs.Velios, you take 4 points of damage.
The dwarf tries to drop one of the two with his sling from his perch at the top of the stairs, but the undead are moving around too wildly for his aim to be very true and the sling stone instead bounces off the ground.
Naria, we are back around to you.
Naria
Bandar
Velios
Beilin
Manduzi
Skeletons
Drosk(end of round)
Tarlane
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Naria and Bandar press in against the same skeleton, striking at it repeatedly though it looks like only one of Naria's blows connect well enough to shatter off a bit of bone. Still, the creature is on its feet and lurching towards the pair.
Naria, you aren't able to charge the skeleton hitting Velios because it is both too close(you need 10ft to charge) and there are people in the way. I assumed that meant you would prefer to flurry, so I used the same roll you had for the first attack and made a second roll for you which unfortunately missed. If you are trying to focus on the skeleton by Velios for some reason, then either you will be provoking or will need to make an acrobatics check to move.
Velios, looks like you are up!
Velios
Beilin
Manduzi
Skeletons
Drosk(end of round)
Naria
Bandar
Edit: Also note, Naria, you actually did 3 damage rather then 2 because Beilin's song was adding +1 to your attack and damage.
Tarlane
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Velios takes a step back and brings down his weapon hard on the skeleton that struck him, slicing cleanly through it from the top down, severing the resisting bone easily and leaving it in a crumpled heap.
Beilin, Velios took out the one you were looking to hit. If you want to 5ft step where the skeleton was, you can hit the last remaining skeleton. Would you like to switch your action to that?
Beilin
Manduzi
Skeletons
Drosk(end of round)
Naria
Bandar
Velios
Tarlane
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No worries Beilin, I just wanted to give you a chance to update since conditions changed.
Still posting for Manduzi since I haven't heard from him yet.
Seeing the undead before him collapse, Beilin takes a better view of the remaining battle, calling out ways for the others to strike at the last remaining skeleton.
Manduzi does seem to take heart from the encouragement, his rapiers' blade sliding through the ribs of the creature in what would be a near perfect strike on a living being but the fleshless monster shrugs it off without obvious injury.
Its response is one of unconscious anger however, its jaw hanging open in a soundless shout as it lashes out with its scimitar at Naria, cutting across her chest, only a last instant dodge keeping the wound from being much worse.Naria, take 2 damage. Nearly confirmed a crit.
Drosk, you are up next next!
Drosk(end of round)
Naria
Bandar
Velios
Beilin
Manduzi
Skeletons
| Manduzi Steelsong |
Sorry for the silence guys, Thankgiving got pretty busy for me.
Manduzi frowns in frustration at the the ineffective blows from his blade. He grits his teeth and brings the pommel of the rapier to bear.
improvised melee weapon attack
1d20 - 1 ⇒ (9) - 1 = 8
I'm not sure what the damage would be?
Tarlane
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No worries, I assumed it was the holidays that got you, it slowed everything down in general. For an improvised attack, I would probably treat it as being one step down on the damage, so probably 1d4. However, you would have missed with that attack roll, so we can keep the general idea of my post above but instead of not getting through the DR you missed with the swing. Also, remember you would have been +1 on attack and damage because of the bardsong happening.
| Drosk Ironhame |
Drosk lets fly with another sling stone at the last skeleton standing, then moves down the steps (to location M7) in anticipation of healing Velios and Naria.
Attack Roll: 1d20 - 4 ⇒ (15) - 4 = 11 (factored in the -4 to hit for firing into melee)
Damage Roll: 1d4 + 1 ⇒ (3) + 1 = 4
Tarlane
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Ugh, sorry I haven't piped in earlier today, have had some car issues that slowed me down. Looks like we will be back to the top of the round with Naria after this.
The cleric advances slightly down the stairs and fires his sling again at the last skeleton. The shot shows skill, but the chaos of melee is too disruptive and the stone bounces off the wall behind the undead.
Naria
Bandar
Velios
Beilin
Manduzi
Skeletons
Drosk(end of round)
| Velios |
If the skeleton still stands after Bandar's turn, Velios will 5 foot step up to K7 and hit it.
As Velios sees Naria stumble a little, he takes advantage of the skeletons attention being drawn elsewhere and brings an overhead swing down towards it's skull.]
Attack 1d20 + 6 ⇒ (17) + 6 = 23 Damage 2d4 + 5 ⇒ (1, 2) + 5 = 8
Tarlane
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Rolling for Bandar since I haven't heard from him in a few days.
Bandar strikes out at the skeleton before him, lashing out twice with both fists.
1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (18) + 3 = 21
1d6 + 3 ⇒ (4) + 3 = 71d6 + 3 ⇒ (3) + 3 = 6
The skeleton appears to be amazingly nimble and once again dodges the first of the blows from the dwarf but the second is enough to bring it down, leaving it a heap of bone and scraps of metal, finally finishing off all of the creatures in the room.