fine_young_misanthrope
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Rallas Init:26 Withdraw with w AoO
Maldrek Init:23 Delay
Skeletons Init:21 attack with claws
Sarephta Init:20 Swing and a miss!
Gorwyn Init:12 Swing and a miss!
Zhoron Init:10 Cackle
Back to the top of the round! Maldrek would you like to magic missile the one you hit before and end it? Or still delay?
Rallas Init:26
Maldrek Init:23
Skeletons Init:21
Sarephta Init:20
Gorwyn Init:12
Zhoron Init:10
Zhoron Moonmist
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Zhoron glares at skeleton E. The color of his eyes glow for a moment as he begins to chant softly. He then follows with a noticeable chuckle.
Zhoron hexes skeleton E with evil eye, -2 AC. and cackles.
DC:15 Will fail = 8 rounds, success = 2 rounds.
Maldrek "el liberto"
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Maldrek cast magic missile to the one he already hits hoping to finish him.
more maggic missile: 1d4 + 1 ⇒ (2) + 1 = 3
There were no place to move, so I´ll stay back firing. And, when my turn comes again Maldrek will do the same, unless they kill every skelleton
even more maggic missile: 1d4 + 1 ⇒ (2) + 1 = 3
Sarephta Nigh
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Sarephta coordinates an attack with her companions and slams her greatclub into one of the skeleton's torsos.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17 for damage: 1d10 + 4 ⇒ (3) + 4 = 7
fine_young_misanthrope
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Maldrek's magic missiles plow in to one skeleton and destroy it and another flies into another at the back wounding it.
Rallas Init:26 stable
Maldrek Init:23 MAGIC MISSILES!
Skeletons Init:21 claws
Sarephta Init:20 smash!
Gorwyn Init:12
Zhoron Init:10 Cackle
Rallas is stable.
The remaining two skeletons advance to the front, and begin the assault.
skeleton claw on Sarephta: 1d20 + 2 ⇒ (3) + 2 = 5
skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
skeleton claw on Gorwyn: 1d20 + 2 ⇒ (9) + 2 = 11
skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Sarephta slams a club into a front line skeleton, and it is smashed to pieces.
The skeleton feebly tries to avoid Zhoron's mental onslaught
skeleton will save: 1d20 + 2 ⇒ (12) + 2 = 14
Gorwyn
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Gorwyn's armor protects him from the skeleton's latest attack.
"Conflaviel! Step around it!" Gorwyn says. Conflaviel takes a diagonal step past the skeleton closest to him, before swinging his morningstar (at Skeleton E).
Conflaviel attack: 1d20 + 4 ⇒ (1) + 4 = 5
B+P Damage: 1d8 + 3 ⇒ (5) + 3 = 8
If Conflaviel doesn't finish off Skeleton E, Gorwyn, will also attack it. If Skeleton E has been finished off, Gorwyn will step forward and attack Skeleton D.
Gorwyn Attack: 1d20 + 2 ⇒ (10) + 2 = 12
B+P Damage: 1d20 + 2 ⇒ (3) + 2 = 5
fine_young_misanthrope
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Both Conflaviel and Gorwyn swing at the skeleton, but neither can quite hit them hard enough.
Rallas Init:26 stable
Maldrek Init:23 MAGIC MISSILES!
Skeletons Init:21 claws
Sarephta Init:20 smash!
Gorwyn Init:12 swing
Zhoron Init:10 Cackle
with that, we're back at the top of the round
Rallas Init:26 stable
Maldrek Init:23
Skeletons Init:21
Sarephta Init:20
Gorwyn Init:12
Zhoron Init:10
fine_young_misanthrope
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And with that, the last two undead fall as the missile hits squarely in the ribs of one skeleton and explodes it.
The last skeleton advances and attacks Sarephta.
skeleton claw: 1d20 + 2 ⇒ (9) + 2 = 11
skeleton damage: 1d20 + 1 ⇒ (8) + 1 = 9
Despite whatever the skeleton did, Sarephta launches forward and destroys the fiend.
Aside from Rallas, you all stand at the dark threshold of the crypt. What would you like to do next?
Zhoron Moonmist
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"Unopposed, now we can get a look around. Do you think these things were what caused the carnage outside?"
Zhoron turns to the fallen comrade.
"Let's get everyone healed."
everyone roll d8+1's until they are healed to max. I'll use my wand of CLW for everyone.
Rallas Linnderil
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thanks for the heals....I got walloped hard.
heal: 1d8 + 1 ⇒ (7) + 1 = 8
that puts me at 3hp..I can continue on for now...save the heals for later
Rallas gets up, shaking his head.
My thanks for the healing.....those skeletons were vicious. I should take more care in the future.
Zhoron Moonmist
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there are plenty charges in the wand, I can always get another also. go ahead and get full, unless there is some RP reason you want to go on with few HP.
Rallas Linnderil
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I'll take the healing....just didn't want to burn through yours early....thanks!
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (7) + 1 = 8
sorry..had to burn 2 charges....my lame rol
Maldrek "el liberto"
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Next time I can provide healing. Infernal healing cures 10hp in a minute
Maldrek checks the surrondings looking for clues of how the skeletons came to the crypt.
They said a group come every year, so something should had happened in the last year
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Sarephta Nigh
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Obviously, I'm happy to provide healing, as well. I have 3 channels, plus 4 prepared spells I can convert to healing (though it might also be wise if I keep those for in-combat healing rather than between combats when we can use our wands. At any rate, if anyone would like a heal, please let me know...
Sarephta stops to ensure all her companions are okay and assists in caring for their wounds.
Her keen eyes pierce through the darkness. "Let us keep going...obviously a mystery contained herein," she says as she observes the recent battlefield.
fine_young_misanthrope
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Rallas and Conflaviel hear some faint whimpering coming from somewhere to the east. (Up is north) The room is full of the skeleton's bones, but two piles are near the bodies.
As you get closer you see the bodies are two people from town Gerol and Vark, friends of the mayor. They have a pack with them containing: a large pillow, 20 blunt arrows, 2 days worth of rations, a full waterskin, and two smokesticks.
The room has four exits: to the north (where you came from), east, west, and south.
fine_young_misanthrope
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ok, seems like its time to move to the east! I'll assume your searching as you move. If you move into an area with a trap or something that could kill you/monster, I'll roll some perception for you as we go. Sound good?
You all gather close to the door. After looking over the door, Rallas decides it's safe, and someone who? opens it. The door opens to a large chamber containing a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.
room link
Maldrek "el liberto"
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I´m also ok
Maldrek follows Rallas checking for problems. It´s not his first time in a tomb, and Maldrek knows there´s allways danger.
fine_young_misanthrope
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Rallas as you carefully listen to the whimpering, you can tell it comes from the south of this room. You can tell there is a door to the south you catch glimpses of among the pillers.
I've moved you two closer to the room. How about the rest? Where would everybody like to go?
Sarephta Nigh
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Sarephta steps into the room with the others, her ever-vigilant eyes seeking any sign of danger.
"A curious room," she says. "Let us be careful."
perception: 1d20 + 12 ⇒ (7) + 12 = 19
Sarephta will carefully move forward, taking 10 (for a 22 total) at each 5' square to make sure she doesn't run into any traps.
Rallas Linnderil
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Rallas moves cautiously towards the sound of the whimpering, checking for any signs of alarms or traps along the way.
sorry...was out of town today....cant move token atm...on tablet. Will move when on my comp.
Maldrek "el liberto"
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Maldrek also goes into the room, trying to be between one of the more fighty comanions and the last door.
Well, at least we are many of us. When I go in tombs and crypts with my master we ussually were only two or three
fine_young_misanthrope
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Room Link again updated
As Rallas enters the room and carefully walks around, he and Sarephta both see the a pit trap. Several tiles around the room look suspicious. It's an easy to see and disarm pit trap, but it does look like its got enough of a drop to hurt you a bit. Not enough to kill you by any means, but enough to make you notice!
Sarephta Nigh
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Noting the traps, Sarephta proceeds cautiously, pausing each five feet or so to ensure she doesn't step on a trapped area.
I will take 10 (22 total) perception each square and move toward the door on the south wall.
Rallas Linnderil
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Rallas skirts around the trap and heads towards the door
be wary of that trap...it is not deadly but can still hurt you nonetheless....
Maldrek "el liberto"
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Rallas, are you going to disarm the trap, o we better find another route.
I´ll prefer to not risk any harm with a trap, if there´s another way to bypass it.
Rallas Linnderil
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I think bypassing it might be more prudent. I can likely disarm it with no great consequence, but not definitely.
Rallas gets out a piece of chalk to outline the trap.
fine_young_misanthrope
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Rallas carefully outlines the trap on the floor. You can tell its a simple pit trap. You can't see inside the pit, but you know the crypt is supposed to test you, not kill you. However, those two in the other room are very much dead, so there might not be a guarantee of what's going on.
You make you way to the south door. Getting there you try the handle and see it's locked.
Maldrek "el liberto"
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If Rallas don´t open the door:
If it´s being hard to open it, I can lend you my thief-in-a-pocket. Says Maldrek lending him his skeleton key.
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.
fine_young_misanthrope
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Try as Rallas may, the door does not open.
Current Standings of the crypt
You can see more traps and other odd floor panels around the room.
Maldrek-as you walk up to Rallas you notice an odd panel on the floor marked S on the map.