| Bejis Krupt |
Pointing to the wall, Bejis asks, "Anyone have an idea about what made this tunnel?" Anyone with Knowledge Dungeoneering/Nature?
Bejis looks to the ground, but frowns as he is unable to discern what might have passed recently. Looking to the left, Bejis examines the door. Perception 1d20 + 6 ⇒ (11) + 6 = 17
By boarded up, do you mean that it appears to be sealed? Does it look dusty/unused for a long time?
| Bloodless |
Know Nature : 1d20 + 4 ⇒ (18) + 4 = 22
Tracking (Survival) 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 - just in case...
"They'd have stayed below ground to get the advantage of the dark, not gone up into the light where our friends await."
| Bloodless |
Bloodless takes a quick knee and looks at the ground for a moment.
Survival 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Bloodless indicates the path that has seen the most recent/main activity... "This way"
| TarkXT |
Bypassing the sidetunnels and continuing to go down the main tunnel it veers sharply to the right again leading you south. Suddenly Bloodless stops and signals to his ear before he signals around the corner..
Sure enoguh as you listen there is the shuffling of steps and the creakin of weapons and armor down that way waiting in the dark.
| Bejis Krupt |
Bejis quietly speaks to the group, "Bloodless and I will take the center. Calla, LeVash, take the sides to protect our flank. Asmodia, be on the lookout for the source of any Darkness spells, or any undead that might be lurking around. May Gorum guide us."
Bejis turns towards the enemy, then starts to slowly advance down the corridor. The light source makes him stand out in the dark, but he has an almost sixth sense for any incoming attacks.
Bejis uses Total Defense to get +4 to AC. Combined with Uncanny Dodge, he retains his Dex bonus, and has a decent 20 AC. He will then 30 foot move down the cooridor.
Bejis will repeat this until he sees/finds something. He will ignore incoming ranged attacks.
| TarkXT |
Traveling down the corridor with Bejis's odd studdering steps the group finally comes out to what looks like a large barracks. Suddenly a trio of dogs leaps from cover and the tieflings waiting in ambush emerge as well. As they head torwards the corridor torwards you with a battlecry a slightly different but too familiar dusty voice calls. "Dottari scum! Let the bastards of erebus take you into hell!"
1d20 + 1 ⇒ (19) + 1 = 20 Levash
1d20 + 3 ⇒ (11) + 3 = 14 Calla
1d20 + 4 ⇒ (11) + 4 = 15 Bloodless
1d20 + 3 ⇒ (16) + 3 = 19 Bejis
1d20 + 1 ⇒ (11) + 1 = 12 Asmodia
You:16
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (15) + 1 = 16
Them:15.4
You win by a baaaarrreeeee amount!
Round 1: You.
| TarkXT |
The hounds, savage things with baleful red eyes and hatefilled glares leap for your throats and Bejis and Bloodless finds it difficult to hold them back with his blade. Meanwhile people duck and weave as bolts fly from the tieflings crossbows and strike the wall and stone. Meanwhile the mummy cackles and cries "See now the error of your ways! See now the fate of those who enter our lair! WITNESS YOUR DOOM!" Mr. Mummy casts a spell on Mr. Krupt. Please make a will save or only be able to take move actions on your turn.
Your turn!
One minor error Levash is actually above Asmodia on the map.
| TarkXT |
With a sharp jab Calal wounds one of the dogs who yelps briefly adn then snarls with renewed hatred. The dogs continue to assault Bejis, their current favorite target. But he bats them away even as his eyes blink from the mental assault of the mummy.
Three of the tieflings meanwhile hidden in the darkness continue firing at the group and one scores a wildly lucky and successful shot on calla8 damage.
and here's where i regret the order of my actions...stupid rogues
As Calla takes the bolt to her shoulder her attackers are cloaked in darkness once more as the rearmost tiefling uses the legacy of his blood to unleash the shadows.
And in the darkness the mummys cackle chills your spine as pure magical force flies from the shadows and strikes bejis 6 damage. "DOOOOOMMEEED!"
Darkness emitting from one of the tieflings renders conditions darker giving concealment past 5ft and a 20% miss chance to people adjacent to the lighted characters.
Group is up!
| Calumny "Calla" Tas'vere |
"Move to your right, big man," Calla calls to Bejis.
Assuming he complies moving to I27, the half-elven warrior drops her long spear and pulls her sword, stepping up five foot move to j28, and hacking at the dog to her left. At the same time, she again dips into one of the pouches at her belt, and throwing a pinch of colored sand in front of her, speaks words of arcane power.
Casting color spray defensively, which should get the four tieflings and one of the dogs, I think. DC14.
Concentration checl: 1d20 + 9 ⇒ (9) + 9 = 18
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Status: 9/14 hp; arcane pool: 3 left
| Calumny "Calla" Tas'vere |
Well, I'm hoping he'll step forward and to his right, since we're at a serious chokepoint right here. Also, is there anything in the mummy's casting that makes it clear why Bejis isn't attacking? Do we know he's been affected by a spell?
| TarkXT |
Well, I'm hoping he'll step forward and to his right, since we're at a serious chokepoint right here. Also, is there anything in the mummy's casting that makes it clear why Bejis isn't attacking? Do we know he's been affected by a spell?
You'd have to make a spellcraft check.
Edit: Screw it. Nothing stops you guys from makin these rolls in your own posts.
1d20 + 8 ⇒ (4) + 8 = 12 Calla's spell craft
1d20 + 5 ⇒ (16) + 5 = 21 Asmodia's spellcraft
1d20 + 5 ⇒ (1) + 5 = 6 LeVash's Spellcraft
| TarkXT |
One last thing.
Here's a zoom in of BEjis's point so you know what him going through the way he suggested entails.
He won't be able to five foot shift through that huge hunk of stone there. He'll have to do it the painful way. If there is a bright side to that action it means the rest of the group can wade through the hole without fear of attacks of oppurtunity...if I dont have combat reflexes.
| Calumny "Calla" Tas'vere |
I guess that's a no then for Calla...
And, yes, I was hoping Bejis would make a move action, possibly drawing an AoO. If he can't attack right now, he's just in our way in terms of us killing these things. We need to get him out of there one way or another. If he'd rather fall back, I'm fine with that, but standing in front of us is just getting him killed and us stuck...I figured he could step up five feet and then move to his right, hopefully going full defensive and thus not getting hit.
| Bejis Krupt |
We need to get him out of there one way or another. If he'd rather fall back, I'm fine with that, but standing in front of us is just getting him killed and us stuck...I figured he could step up five feet and then move to his right, hopefully going full defensive and thus not getting hit.
Bejis has decent AC, and doesn't lose his Dex. He also has a good hit point pool. I saw him acting as a meat-shield last round. But if we are ready to press the attack... Also, I believe it was only one round that I couldn't act.
Bejis slashes his greatsword at the hound -J29
Greatsword, PA: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 (+2 insight from Inspiring Command from last round, I think it's still applicable...) for 2d6 + 7 ⇒ (5, 1) + 7 = 13.
Bejis then moves through the opening, following Calla's directions. -I27, I think. If Inspiring command is still going, Bejis will have +2 insight bonus to AC still. Bejis's medium armor prevents him from using tumble/acrobatics to avoid AoO. By my count, the top two Teiflings, and the remaining Hellhound get an AoO.
| LeVash |
Inpiring Command is still running. It will stop as of LeVash's action.
Seeing Bejis surge forward, LeVash takes the opportunity to move as well, passing moving forward and then to the side (ending up in I26 when done, and drawing AoOs from anyone who decided not to hit Bejis).
When he arrives, he holds forth his now drawn club, "City's might, lend me power to smite these bastards and their little b$@&!es" (Casting Shillelagh on the club)
hmmm....bastards makes it past the censors, but b$$es doesn't? Foul, I say!...particularly since in this case it's a technical truth (or may be, if any of the hounds are female
| Bloodless |
Assuming they dont all start sprining off a million attacks with Combat Reflexes like a pack of angry ninjas...
Bloodless follows Bejis through the breach and swings to the side of the enemy mob.
Bloodless to -H27, attacks Favoure Enemy -G28
Attack 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage 2d6 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14
| TarkXT |
As the group surges forward in a skull splitting spellcasting and foe cutting frenzy the mummy starts to register a bit of fear. As he rushes torwards the door on the far end he calls for aid. "Palaveen! Ostengo! Get out here! We need help!" HE throws a spell behind him to delay the group. Daze on bejis once again DC14
The dog attempts to retaliate against Calla's vicious wounding but fails to get through her armor. Her spell catchs the tieflings in a rainbow spray and renders nearly all of them unconscious.
Group is up!
| LeVash |
LeVash moves west (to I24) and casts Produce Flame. By the light of the flames in his hands he sees the mummified creature moving to the door.
"At last. Now I've got you."
I am assuming I can hurl the flames in the same round they were cast, in the same manner that I can use them as a touch attack...If not, LeVash is willing to continue moving and enter melee with the creature.
Produce Flame: 1d20 + 2 ⇒ (13) + 2 = 15 vs. Touch AC - Dmg: 1d6 + 2 ⇒ (6) + 2 = 8 Fire.
| Bejis Krupt |
Will Save: 1d20 + 2 ⇒ (19) + 2 = 21
Bejis return's the mummy's cry back to him, "Gorum, bring him his DOOM!"
Bejis flies into a rage, and charges the Mummy. Move to -H24. Note that while raging, Bejis gets +1 AC vs. outsiders and abberations, (though still has -2 from raging).
Greatsword, PA: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 (+2 Charge) for 2d6 + 10 ⇒ (5, 5) + 10 = 20