[Gameplay] 5. Best Left Buried
In the center, a horror show turns to face you. Snarling in rage, it attacks. A lurching mash-up of rotting flesh, jagged bone, and coarse hair, this humanoid monstrosity reeks of death and decay.
Iseret is first, then the undead horror. It's 30' away in the center of the room.
Handout updated
Rolls
Initiative: Iseret +4, Jaware +6, Khadi +0, Tabat +1, Foes +1 - (1d20+4, 1d20+6, 1d20, 1d20+1, 1d20+1)
1d20+4 : (16) + 4 = 20
1d20+6 : (7) + 6 = 13
1d20 : (15) = 15
1d20+1 : (14) + 1 = 15
1d20+1 : (18) + 1 = 19
Rolls
Iseret vs. undead (flanking, sneak attack) - (1d20+7+2, 1d4+5+3d6)
1d20+7+2 : (11) + 9 = 20
1d4+5+3d6 : (2) + (213) + 5 = 13
It focuses on the slender rogue, bashing at her with its fists. Iseret must also save against disease. (9 damage and save or be diseased.)
AC 17, hp: 29/42
Filth Fever: slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Everyone may act, including Iseret's next action.
Rolls
2 slams - (1d20+7, 1d8+3, 1d20+7, 1d8+3)
1d20+7 : (17) + 7 = 24
1d8+3 : (6) + 3 = 9
1d20+7 : (7) + 7 = 14
1d8+3 : (3) + 3 = 6
Rolls
Fort save (nausea) - (1d20+3)
(6) + 3 = 9
Fort save (disease) - (1d20+3)
(11) + 3 = 14
Rolls
Knowledge Religion - (d20+10)
(3) + 10 = 13
Khadi: Channel DC17 - Atk/Dam - (3d6+8)
(165) + 8 = 20
EDIT: Tabat will use the spear's 1/day ability to add +1 competence bonus to the attack, to hit AC 17.
Adding a Fort Roll vs Nauseated in case its needed here.
Rolls
Kn: Religion vs Enemy - (1d20+5)
(3) + 5 = 8
Charge - Reckless Strike - (1d20+11, 1d8+14)
1d20+11 : (5) + 11 = 16
1d8+14 : (1) + 14 = 15
Fort Save (if needed) - (1d20+9)
(2) + 9 = 11
Tabat's followup attack with the spear doesn't do full damage against the undead horror, but it is sufficient to end it's existence.
Combat is over.
There is nothing else of interest in the courtyard.
Rolls
Heal - (D20+20)
(15) + 20 = 35
There's just one place left to check, the doors on the northside of the courtyard.
Once everyone is ready, Tabat leads the group north.
When you enter, you interrupt a grisly scene. A man stands over a restrained and unconscious form of a dark folk, an obsidian scalpel in hand. Three dark folk zombies stand nearby, chanting.
He turns to face you and says joyfully in Osiriani, "Welcome to my temple." To his "followers" he adds, "Restrain them for enlightenment."
They lumber over to grab you. They try to grapple Tabat but miss, but fail to get Iseret held.
You're all up.
Rolls
Initiative: Iseret +4, Jaware +6, Khadi +0, Tabat +1, Foes +? - (1d20+4, 1d20+6, 1d20, 1d20+1, 1d20+6)
1d20+4 : (18) + 4 = 22
1d20+6 : (10) + 6 = 16
1d20 : (12) = 12
1d20+1 : (2) + 1 = 3
1d20+6 : (17) + 6 = 23
Grapple Tabat with assistance - (1d20+5)
(20) + 5 = 25
Grapple Iseret - (1d20+3)
(12) + 3 = 15
Needs to hit first - (1d20+7, 1d4+3)
1d20+7 : (3) + 7 = 10
1d4+3 : (2) + 3 = 5
With mighty effort she thrusts the spear forward and up, trying to skewer his attacker.
Andromeda moves forward next to her companion and takes a bite at the filthy creature.
Rolls
Secret Roll
Risky Strike vs Enemy - (1d20+9, 1d8+14)
1d20+9 : (10) + 9 = 19
1d8+14 : (5) + 14 = 19
Andromeda Bites - (1d20+7, 1d4+7)
1d20+7 : (16) + 7 = 23
1d4+7 : (2) + 7 = 9
Andromeda gets a mouthful of zombie rags and some skin. (4 damage to zombie #2).
Rolls
Iseret vs. undead - (1d20+7, 1d4+5)
1d20+7 : (2) + 7 = 9
1d4+5 : (2) + 5 = 7
Rolls
Khadi: Channel DC17 - Atk/Dam - (3d6+8)
(311) + 8 = 13
Andromeda spits the chunk of flesh out in disgust, her work finished.
The zombies explode! (Iseret, Tabat, and Andromeda can make 3 separate DV"C 10 Will saves for half damage.)
Jaware shoots the necromancer! For 15 damage
You're all up.
Note: Creatures with darkvision can see in an area of dim light or darkness without penalty.
Rolls
Save #2, #3 - (1d20+5, 1d20+5)
1d20+5 : (2) + 5 = 7
1d20+5 : (11) + 5 = 16
Zombie explosions - (1d8, 1d8, 1d8)
1d8 : (2) = 2
1d8 : (5) = 5
1d8 : (1) = 1
Bow, damage, Bow spell attack, acid splash - (1d20+7, 1d8+1, 1d20+7, 1d8+1, 1d3)
1d20+7 : (20) + 7 = 27
1d8+1 : (4) + 1 = 5
1d20+7 : (8) + 7 = 15
1d8+1 : (5) + 1 = 6
1d3 : (2) = 2
Confirm crit - (1d20+7)
(13) + 7 = 20
Rolls
Dispel Magic - (d20+5)
(7) + 5 = 12