Session 19
DUNGEON MASTER: The
party stands beside the pool watching the slimy remnants of the ectoplasmic
creatures slip slowly back into the water.
Bits of human bone protrude from the masses of goop.
DUNGEON MASTER: http://www.cosketch.com/Rooms/nvkdrjg
JOHAN D’ALMENTA:
"If there's anything of interest in the pool we are going to have to fish
it out with a pool or something other than my hand."
SOLAR CE’NEA: I am
not sure if it is worth the effort
SOLAR CE’NEA: they
were ghosts, unless soemthing came here and they killed them they is unlikey
something there.
JOHAN D’ALMENTA:
"Yeah I'm not too keen to check it out. Especially not when we have a room
full of skeletons to clean out."
SOLAR CE’NEA: I
think they were ghosts etc of prisoners caught here from the fire
SOLAR CE’NEA: yes
maybe we should go deal with that first
JOHAN D’ALMENTA:
"Damn. They have been down here for such a long time. Well hopefully they
have some kind of closure and are now able to move on."
SOLAR CE’NEA:
Mesodius would you mind using the wand of cure light wounds on me, I got quite
some damage in that fight
SOLAR CE’NEA: Wand
of cure light wounds 1d8+1=6
SOLAR CE’NEA: Thanks
Mesodius, I should be find until we need a burst from other fighting.
SOLAR CE’NEA: Solar
recasts dancing lights
JOHAN D’ALMENTA:
"Did you want us to stand either side of the passageway while you cast
your spell that damages the undead from behind us?"
JOHAN D’ALMENTA:
"I find it strange that they would only animate when we are close to them.
Why not be animated all the time? It's not like the dead have to rest or
sleep."
SOLAR CE’NEA: I
suspect they become animated when we get close because they want to attack the
living
SOLAR CE’NEA: Yes if
you guys just stan at either side and I'll cast disrupt undead.
JOHAN D’ALMENTA:
Johan and Mesodias take positions either side of the passageway with
greatswords at the ready.
SOLAR CE’NEA: Solar
walks to the edge of the doorjust infrom of his companions but not yet in the
room and cast Disrupt undead on the closest skeleton.
SOLAR CE’NEA:
Disrupt Undead - (Ranged Touch Attack)
1d20+4 =21
Damage 1d6=2 against
undead
DUNGEON MASTER:
Solar's cold blue ray strikes the nearest skeleton to no visible effect. However, even as the light from the spell
dies away, the bones of each of the eight skeletons begin to rattle.
[Initiative please.]
SOLAR CE’NEA: SOlar
iniative 1d20+7=24
JOHAN D’ALMENTA:
Johan Initiative check: 1d20+4 = 16
JOHAN D’ALMENTA:
Mesodias Initiative check: 1d20+4 = 13
DUNGEON MASTER:
[Order is: Solar, Skeletons, Johan, Mesodias.
This is a surprise round--standard actions only.]
The skeletons are
scattered about in ragged robes throughout the chamber about 10'-30' away from
the heroes.
SOLAR CE’NEA: Solar
casts disrupt undead at the closest skeleton
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =20
Damage 1d6=2 against
undead
DUNGEON MASTER:
Solar's ray strikes the nearest skeleton, catching it directly in the skull
which shatters in a spray of bone fragments and blue light. The others slowly rattle to their feet.
[Now Johan.]
JOHAN D’ALMENTA:
Johan adopts a total defensive sword maneuver as he waits for the skeletons to
approach with melee range.
DUNGEON MASTER:
Mesodias does the same.
SOLAR CE’NEA: Solar
cast disrupt undead once again at the closest Skelleton and then moves to
behind the protective wall of his companions Disrupt Undead - (Ranged Touch
Attack)
1d20+4 =19
Damage 1d6=5 against
undead
DUNGEON MASTER:
Solar's ray sears the femur of the nearest skeleton. It staggers but remains on its feet.
DUNGEON MASTER: The
seven remaining skeletons rattle forward toward the hero's position in the
narrow passageway. With long sharp claws
they tear at Johan, but his defensive posture suffices to deflect all their blows.
DUNGEON MASTER: [Now
Johan. Johan is threatened by 3
skeletons. For more stand within 10'.]
JOHAN D’ALMENTA:
Johan swings his greatsword at the nearest skeleton in a defensive posture.
(Fight Defensively)
To Hit (greatsword):
1d20+7 = 26
Confirm Critical
(greatsword): 1d20+7 = 25 (Confirmed)
Damage (greatsword):
4d6+12 = 29
DUNGEON MASTER: With
an almighty overhead chop, Johan shatters his skeleton into a pile of white
fragments that are only slightly recognizable as bone. The red lights in the
other skeleton's eyes flicker.
JOHAN D’ALMENTA:
Seeing one skeleton drop so quickly, Mesodias growls as he moves into the cloud
of bone fragments that are now settling on the prison floor. As he lumbers into
position he swings down hard against a skeleton within reach. (Fight Defensively)
To Hit (greatsword):
1d20+5 = 20
Damage (greatsword):
2d6+4 = 13
DUNGEON MASTER:
Mesodias crushes yet another skeleton.
As it crumbles to
the ground, the smell of scorched flesh fills the chamber. Tendrils of smoke trail out of the skeletons'
eye sockets.
SOLAR CE’NEA: Solar
attacks with Disrupt undead once more but was clearly impressed with Johan's
hit and doesnt concentrate enough to cast his spell
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =1
Damage 1d6= 0
against undead
DUNGEON MASTER:
Solar's ray arcs out to strike Mesodias in the buttocks. "Ouuuaaaa!" he says.
SOLAR CE’NEA:
Soooorry!!!!
DUNGEON MASTER: The
smoke in the skeletons' eye sockets suddenly billows forth. Their jaws flap with inaudible cries, as if
they were being burnt alive, as they each rend Mesodias with their claws. Fortunately, only two off the attacks land
for 3hp and 2hp.
[5 skeletons
surround Mesodias. Johan has partial
cover to 2 skeletons. Two more are
unthreatened within 10' of Mesodias.]
JOHAN D’ALMENTA:
Johan's eyes begin to water as the stench assaults his nostrils. He swings
greatsword against one of the skeletons. (Fight Defensively)
To Hit (greatsword):
1d20+3 = 4
Damage (greatsword):
2d6+6 =
DUNGEON MASTER:
Johan's strike fails to hit the skeleton
DUNGEON MASTER: .
JOHAN D’ALMENTA:
Mesodias slashes at the skeleton to the south of him to clear room for Johan to
move into. (Fight Defensively)
To Hit (greatsword):
1d20+1 = 16
Damage (greatsword):
2d6+4 = 9
DUNGEON MASTER:
Mesodias crushes the smoking skeleton to his south.
SOLAR CE’NEA: Solar
realising he needs to make some wide damage instead of using his narrow ray,
moves to take out a vial of holy water and then lobs it at the Skeleton to the
North east of Mesodious
Holy Damage is
1d20+4-4=16
damage is 2d4=4 to
the individual skeleton and each skeleton 5 feet away takes 1 point of damage
DUNGEON MASTER:
Solar's flask of holy water strikes the skeleton head on, damaging it and all
those around it. One of the skeletons to
the south falls to the floor as the holy water reacts violently with the smoke
pouring out of its eye sockets.
At this, the remaing
four skeletons suddenly burst into flames that quickly devour their old
robes. The light vividly outlines their
flapping jaws. With renewed vigor they
gather around Mesodias and strike at him.
One attack lands, doing 4 hp of damage.
JOHAN D’ALMENTA:
Johan moves five foot into the position where the skeleton was before Mesodias
reduced it to smoldering bones on the floor. He recovers from the initial
stench of burnt flesh from the skeletons and focuses a mighty blow against his
nearest foe. (Fight Defensively)
To Hit (greatsword):
1d20+3 = 23
Confirm Critical
(greatsword): 1d20+3 = 8 (Fail)
Damage (greatsword):
2d6+6 = 10
DUNGEON MASTER: A
fifth skeleton crumples to the floor. As
this skeleton falls, the flames that bathed it explode in a wave of fire,
inflicting 4hp of damage to both Johan and Mesodias. (Ref 11 for half.)
JOHAN D’ALMENTA:
Johan Reflex Save: 1d20+5 = 8
JOHAN D’ALMENTA:
Mesodias pivots on the spot, using the momentum to swing his greatsword towards
one of the skeletons. (Fight Defensively)
To Hit (greatsword):
1d20+1 = 8
Damage (greatsword):
2d6+4 =
JOHAN D’ALMENTA:
Mesodias Reflex Save: 1d20+3 = 22
DUNGEON MASTER: https://lh5.googleusercontent.com/-kRI51L8utLw/TqgGxIfIagI/AAAAAAAAAGQ/AsGZwRuBnTg/s800/JumpingDownToLevel0.jpg
DUNGEON MASTER:
Mesodias' strike fails to hit his target.
As he strikes, Mesodias takes a total of 8hp of fire damage from the
three skeletons surrounding him at the start of his turn.
SOLAR CE’NEA: SOlar
Attacks the skeleton on the north side of mesodius with disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+4-4 =20
Damage 1d6=6 against
undead
Critical (20x2)
1d20+4-4=13
Extra Damage
1d6=2x2=4
DUNGEON MASTER:
Solar's target explodes in a flash of blue light and bone--and fire. A second wave of fire explodes, inflicting 4
hp of fire damage to Mesodias (ref 11 for half).
The remaining two
skeletons strike out at Mesodias. One
rakes him across the throat for 8hp of damage.
[Is he still up?]
JOHAN D’ALMENTA:
Mesodias Reflex Save: 1d20+3 = 15
JOHAN D’ALMENTA:
Mesodias drops on -3 HP.
JOHAN D’ALMENTA:
Johan five foot steps to confront the two remaining skeletons while attempting
to cleave them with a flurry of strikes with his greatsword.
To Hit (greatsword):
1d20+7 = 24
Damage (greatsword):
2d6+6 = 14
To Hit (greatsword):
1d20+7 = 16
Damage (greatsword):
2d6+6 = 11
DUNGEON MASTER:
Johan's attack drops both skeletons, each of which explode in a ball of fire
that inflicts a total of 11hp of fire damage on both Johan and Mesodias. (Ref 11 to halve.)
DUNGEON MASTER: [End
rounds.]
JOHAN D’ALMENTA:
Johan Reflex Save: 1d20+5 = 20
JOHAN D’ALMENTA:
Johan reacts immediately, drawing his Potion of Cure Moderate Wounds, kneeling
and pouring the contents into Mesodias' mouth to hopefully stablise him.
JOHAN D’ALMENTA:
Cure Moderate Wound: 2d8+3 = 17
DUNGEON MASTER:
Mesodias's eyes flutter and presently they open to look up at Johan. "Oooooon?" he asks.
JOHAN D’ALMENTA:
"Come on take my hand." Johan helps Mesodias find his footing as they
stand there collecting themselves smoldering with burnt and torn flesh.
JOHAN D’ALMENTA:
Mesodias grasps his holy symbol and channels a healing burst of positive
energy.
DUNGEON MASTER:
Mesodias takes Johan's proffered hand and, with his help, heaves himself up.
JOHAN D’ALMENTA:
Healing Burst: 2d6 = 11
SOLAR CE’NEA: Gorum
would be very proud of your actions today mesodius. you fought valiently and was very useful in
battle
SOLAR CE’NEA: would
you like me to use the cure light wounds wand on you?
JOHAN D’ALMENTA:
Mesodias uses one charge from the Cure Light Wound Wand. CLW: 1d6+1 = 5
JOHAN D’ALMENTA:
Mesodias cures himself.
JOHAN D’ALMENTA:
CLW: 1d8+1 = 8
JOHAN D’ALMENTA:
Mesodias channels the wand for one more Cure Light Wounds to heal his injures:
1d8+1 = 8
DUNGEON MASTER: Four
dark hallways exit from this large empty chamber, each striking out in one of
the four directions of the compass, and each decorated with a soot-caked brass
nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway
leads up in the middle of the room, while eight skeletons dressed in
scorched prisoners’
robes lie on the ground. Each of the
skeletons have been shattered into a pile of white bone fragments.
SOLAR CE’NEA:
Mesodius, I have used my holy water, you have several of them can I take one of
yours before we move on, it was useful in this battle.
JOHAN D’ALMENTA:
Johan kicks at the pile of bones with his steel capped boot as he looks around.
"These skeletons werent anything like the ones from the ground floor. Damn
it they were tough!"
SOLAR CE’NEA: Solar
does a religion knowledge check to see what type of skeleton they were
1d20+7=19
JOHAN D’ALMENTA:
Mesodias opens his backpack and retrieves out two vials of holy water as he
probably won't be needing them.
DUNGEON MASTER:
Solar decides that these were most likely burning skeletons.
SOLAR CE’NEA: Solar
thanks mesodius for the holy water, and says that he suspects these skeletons
were burning skeletons. "Not a
normal undead, I think the further we go in the more unussual the undead will
be and away from the norm".
SOLAR CE’NEA: Solar
puts one vial of holy water in his belt the other in his bag
SOLAR CE’NEA: Solar
suggests to his companions that following the lue ladies instructions if we
keep going towards the centre we will find that the "The Marauder still
sits in her husband's office," then she pointed to the center of the
complex.
SOLAR CE’NEA: She
also told us that: the hammer was the
Mosswater Marauder's. "The axe will
aid you in your battle against the Lopper and his creations--but be warned, it
is very difficult to put down his instrument once you take it up.
JOHAN D’ALMENTA:
With that reminder, Mesodias realises the hammer is still in his backpack. He
retrieves the item and secures into his belt for the upcoming battle with the
master of the hammer.
JOHAN D’ALMENTA:
"I think this direction is to the centre of the prision." Johan
points to the west. "I recon we kick that door down to the south if
nothing prevents us from doing so."
SOLAR CE’NEA: Sounds
good to me. However I would suggest
caution more than bluster!
DUNGEON MASTER: The
party heads out down the western coridoor, under the soot stained plaque, and
toward the rusted metal door on the southern wall. The ceilings are about 6' tall, and the walls
are made of blackened brick.
The heroes reach the
door without incident. It appears that
the hallway ends ahead in a block of cells, the bars of which are rust-eaten.
SOLAR CE’NEA: SOlar
recasts dancing lights.
JOHAN D’ALMENTA:
Johan looks into the cells.
SOLAR CE’NEA: Solar
says to Johan, I am getting nervious about all the undead in this area, I think
we are just going to encounter more I think I should cast protection from evil
on you.
SOLAR CE’NEA: Solar
cast Protection from evil on Johan:
Protection from Evil
gains a +2
deflection bonus to AC and a +2 resistance bonus on saves.
subject immediately
receives another saving throw (if one was allowed to begin with) against any
spells or effects that possess or exercise mental control over the creature
(including enchantment [charm] effects and enchantment [compulsion] effects).
This saving throw is made with a +2 morale bonus, using the same DC as the
original effect.
Third, the spell
prevents bodily contact by evil summoned creatures. This causes the natural
weapon attacks of such creatures to fail and the creatures to recoil if such
attacks require touching the warded creature. Summoned creatures that are not
evil are immune to this effect
JOHAN D’ALMENTA:
"Thanks for that."
DUNGEON MASTER:
Solar elbows his way back into the middle of the party.
JOHAN D’ALMENTA:
Johan tests the cell door to the south if it is locked before retrieving his
toolkit.
DUNGEON MASTER: The
door to the south does not seem to be locked.
It is however well rusted on its hinges.
JOHAN D’ALMENTA:
Johan puts some weight into the door to force it open despite being rusted.
DUNGEON MASTER: [Str
please]
JOHAN D’ALMENTA:
Johan Perception check: 1d20+10 = 23
JOHAN D’ALMENTA:
Mesodias Perception check: 1d20+5 = 10
SOLAR CE’NEA: Solar
Percpetion 1d20+3=15
JOHAN D’ALMENTA:
Johan Strength check: 1d20+4 = 21
DUNGEON MASTER:
Johan bursts the door off its hinges.
Within lies a small containing a single large table with two chairs
astride it and a
single sagging cot pushed up against the eastern wall. Several battered
cabinets line the northern wall, with a few arrows and bits of chainmail lying
scattered on the floor nearby, yet the most eerie sight are the three fractured
skulls sitting on the table next to a heavy hammer. It looks as if someone has
arranged the fragments of the skulls in some sort of pattern, as if an attempt
had been made to construct a fourth skull from the broken fragments of the trio
on the table. The leathery body of a long-dead dwarf, his wiry red hair and
beard still strangely vibrant in death, lies slumped on the ground behind the
table.
JOHAN D’ALMENTA:
Johan sunders the dwarves skeletal body with his greatsword.
SOLAR CE’NEA: Solar
tells Mesodius to use the hammer instead of his normal weapon - it will hurt
the undead more.
DUNGEON MASTER: The
moment Johan steps into the room, he feels a sudden splitting headache while at
the same time he notices the fragments of skull on the table begin rattling and
shaking. From outside the room, Solar
notices the same thing.
[Initiative please.]
SOLAR CE’NEA: Solar
Iniative 1d20+7=18
JOHAN D’ALMENTA:
Johan Initiative check: 1d20+6 = 15
JOHAN D’ALMENTA:
Mesodias Initiative check: 1d20+4 = 13
DUNGEON MASTER:
[Initiative order is: Solar, Johan, Mesodias (not in the surprise round), and
NPC. We begin with a surprise round.]
SOLAR CE’NEA: Solar
grabs his holy water vial from his belt and lobs the vial at the skulls on the
table
Holy water
1d20+4-4=14
damage 2d4=6
DUNGEON MASTER:
Solar's vial shatters on the table. A
sobbing scream sounds somwhere in the distance.
JOHAN D’ALMENTA:
Johan grimaces as a wave of pain washes over him from attacking the dwarven
skeleton. He pivots and lashes out at one of the skull fragments with his
greatsword.
To Hit (greatsword):
1d20+7 = 15
Damage (greatsword):
2d6+6 = 9
DUNGEON MASTER: The
broken skull on the table--as well as the table--breaks under the strength of
Johan's blow. The remaining skulls and
bits of bone slide on to the floor in a loud clatter.
DUNGEON MASTER: A
spirit appearing as a
sobbing dwarf wielding a ghostly hammer materializes from the corpse.
A ghostly skull floats in the air nearby, its cranium laced with cracks and
missing a knife-shaped shard of bone along the side.
From the three
skulls on the floor, three humanoid head rise up, floating silently and
ominously, bits of flesh still hanging from their faces and graying teeth
clattering slightly as they bob in the air.
The ghostly figure
moves forward silently, striking Solar on the head with his hammer for 4
hp. A ghostly fragment of Solar's skull
seems to fly out toward the skull beside the ghost. (Solar is staggered.)
One of the ghosts
opens its mouth and emits a horrible scream.
(Will DC 10 or be shaken.)
JOHAN D’ALMENTA:
Johan Will Save: 1d20+5 = 14
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 20
SOLAR CE’NEA:
Stephen Will save1d20+3=19
DUNGEON MASTER: [One
of the skulls opens its mouth and emits a horrible scream.]
SOLAR CE’NEA: SOlar
immediatly starts casting disrupt undead at one of the skulls
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =21
Damage 1d6=6 against
undead
DUNGEON MASTER:
Solar's spell strikes the skull, illuminating it in blue light. It cracks and falls to the floor. At the same time the sobbing from the ghost
seems a bit louder, and its image fades somewhat.
SOLAR CE’NEA: Solar
will save failed
DUNGEON MASTER:
Solar drools a little bit out the right side of his mouth.
JOHAN D’ALMENTA:
Johan attacks one of the floating skulls with his greatsword however it bobs
and weaves in the air quickly underneath his blade.
To Hit (greatsword):
1d20+7 = 11
JOHAN D’ALMENTA:
Mesodias drops his greatsword and draws the hammer as he moves as close as
possible to the skulls and ghostly image.
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 20
DUNGEON MASTER: The
ghostly dwarf moves up to Mesodias and strikes him with his hammer for 4 hp,
delivering a splitting headache as yet another fragment flies away to the
ghostly skull. The dwarf's figure
regains a little of its strength.
[Mesodias is now
staggered.]
SOLAR CE’NEA: Solar
targets the skull that attacked Mesodius
Disrupt Undead -
(Ranged Touch Attack)
1d20+4=22
Damage 1d6=3 against
undead
DUNGEON MASTER:
Solar's attack destroys the second skull, which shatters in a blue nimbus. The ghost sobs as its figure fades even more.
SOLAR CE’NEA: SOlar
will save 1d20+3=14
SOLAR CE’NEA: Guys
you concentrate on the dwark, I'll target the skulls!!!
JOHAN D’ALMENTA:
Johan lashes out with his greatsword against the floating skull.
To Hit (greatsword):
1d20+7 = 17
Damage (greatsword):
2d6+6 = 16
DUNGEON MASTER:
Johan shatters the remaining skull. The
dwarf's sobbing grows louder.
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 15
JOHAN D’ALMENTA:
Mesodias swings the hammer against the dwarven ghost.
To Hit (hammer):
1d20+5 = 16
Damage (hammer):
1d6+3 = 9
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 11
DUNGEON MASTER:
Mesodias moves up to Johan and strikes with the hammer, dealing 9 damage to the
stout ranger.
DUNGEON MASTER: The
dwarf slides up to Solar and strikes again with his hammer, but misses
widely. Meanwhile, the fragments on the
floor reassemble and rise up again to form three floating skulls. One of the skulls screams out [everyone will
DC 10 or be shaken.]
JOHAN D’ALMENTA:
Johan Will Save: 1d20+5 = 25
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 11
SOLAR CE’NEA: SOlar
will save 1d20+3=20
SOLAR CE’NEA: SOlar
attacks the dwarf with disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =18
Damage 1d6=3 against
undead
DUNGEON MASTER:
Solar's ray strikes the dwarf. It sobs
in shame as its figure dims even further.
JOHAN D’ALMENTA:
Johan attacks one of the animated skulls defensively, unsure if his blade will
damage the dwarf. "Mesodias hit the bloody dwarf not me. Fight it,
whatever it takes!"
To Hit (greatsword):
1d20+3 = 13
Damage (greatsword):
2d6+6 = 16
DUNGEON MASTER:
"Uuuuun?" says Mesodias.
Johan's strike
misses the skull.
JOHAN D’ALMENTA:
Mesodias attempts to wrestle control over his mind enough to strike out at the
dwarf.
To Hit (hammer):
1d20+5 = 17
Damage (hammer):
1d6+3 = 7
Will Save: 1d20+5 =
19
DUNGEON MASTER:
Mesodias seems to understand Johan's words; at any rate, his next attack
strikes the dwarf rather than his companions.
The ghostly dwarf
slides up to Johan and strikes with his hammer, missing narrowly. A skull opens its jaw and screams, chilling
the heroes to the bone. [Will DC 10 or
be shaken.]
JOHAN D’ALMENTA:
Johan Will Save: 1d20+5 = 12
SOLAR CE’NEA: Solar
Will save 1d20+3=23
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 9
SOLAR CE’NEA: SOlar
attacks the dwarf once more with Disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =18
Damage 1d6=2 against
undead
DUNGEON MASTER:
Solar's ray strikes the sobbing dwarf yet again. Its figure fades further.
JOHAN D’ALMENTA:
Johan attacks the floating skull on the defense hoever he misses badly.
JOHAN D’ALMENTA:
Mesodias strikes at the dwrf with the hammer.
To Hit (hammer):
1d20+5 = 15
Damage (hammer):
1d6+3 = 8
Will Save: 1d20+5 =
21
DUNGEON MASTER:
Mesodias' attack shears through the dwarf, leaving it a worn husk of the figure
it once was.
The dwarf slides
forward to strike at Johan for 6 hp. A
fragment from Johan's skull flies up to join the skull beside the ghostly
dwarf.
One of the skulls
emits an unearthly scream. [DC 10 will
or be shaken all.]
SOLAR CE’NEA: Solar
will save 1d20+3=18
JOHAN D’ALMENTA:
Johan Will Save: 1d20+5 = 16
JOHAN D’ALMENTA:
Mesodias Will Save: 1d20+5 = 13
SOLAR CE’NEA: SOlar
attacks the dwarf once more with Disrupt undead
Disrupt Undead -
(Ranged Touch Attack)
1d20+4 =20
Damage 1d6=6 against
undead
DUNGEON MASTER:
Solar's ray strikes the dwarf dead on.
It sobs hystarically as its form illuminates in blue light and fades
significantly. It is a mere husk of the form it held only a few seconds ago.
JOHAN D’ALMENTA:
Johan critically fails to strike the floating skull with his greatsword.
DUNGEON MASTER:
Johan's strike manages to slash the table yet again. It now lies in quarters.
JOHAN D’ALMENTA:
Mesodias attempts to destructive smite the dwarf with the hammer. (Destructive
smite: +1 to dmg for 1 rnd)
To Hit (hammer):
1d20+5 = 18
Damage (hammer):
1d6+4 = 8
Will Save: 1d20+5 =
23
DUNGEON MASTER:
Mesodias' attack tears the ghostly dwarf to shreds. It cries out in a loud heaving sob--and then
it is gone. Beside it, the remaing skull
falls to pieces that clatter to the floor.
[Off rounds.]
DUNGEON MASTER: [The
group gains 800xp each for the previous 2 encounters.]
JOHAN D’ALMENTA:
"Hey let's get that bloody hammer into the backpack. Man I'm glad you
finished that dwarf when you did otherwise I wouldn't have taken much
more."
DUNGEON MASTER: The
sobbing dies away and the room stands silent.
SOLAR CE’NEA: SOlar
looks around the room trying to find secret staches/doors etc. Perception check 1d20+3=22
JOHAN D’ALMENTA:
Mesodias stores the hammer into his backpack and collects his greatsword.
DUNGEON MASTER:
Solar discovers that one of the cabinets slides to the side, revealing a faint
outline of a door in the southern wall.
SOLAR CE’NEA: SOlar
lets his companions know what he has found
JOHAN D’ALMENTA:
"Sweet. Let me first check it for traps."
JOHAN D’ALMENTA:
Perception (traps): 1d20+11 = 27
DUNGEON MASTER:
Solar discovers no traps.
DUNGEON MASTER:
Johan discovers no traps either.
JOHAN D’ALMENTA:
Johan regards Mesodias, "Could you heal me up before we explore this
secret passage?"
JOHAN D’ALMENTA:
Mesodias converts Protection from Evil into Cure Light Wounds: 1d8+3 = 9 HP
JOHAN D’ALMENTA:
Mesodias Converts Shield of Faith into Cure Light Wounds for 1d8+3 = 7 HP
JOHAN D’ALMENTA:
Johan will search for a release mechanism to open the door.
DUNGEON MASTER: A
small, fake stone in the wall flips aside to reveal a small key-shaped hole.
JOHAN D’ALMENTA:
Johan will attempt to pick the lock with his toolkit.
JOHAN D’ALMENTA:
Disable Device: 1d20+11 = 27
DUNGEON MASTER:
Johan's skills are not up to the task of opening this secret door.
JOHAN D’ALMENTA:
"Fucking stubborn piece of shit!"
JOHAN D’ALMENTA:
"Before I bust this shit apart let's have one more look for the key. It's
should be in here."
JOHAN D’ALMENTA:
Perception check: 1d20+10 = 20
SOLAR CE’NEA: SOlar
looks around for a key percpetion 1d20+3=15
DUNGEON MASTER: No
one discovers any keys in this room.
SOLAR CE’NEA: do you
think it is work breaking down?
JOHAN D’ALMENTA:
"Uhh, maybe not at this stage. We still have a heap of places to explore
and there might be something fragile on the other side."
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