Chapter 2: Fell Tunnels
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Jun 10, 2024 8:19 pm
The strike was good, but these bones are hard to hit cleanly. the strike lands, but slides off for less impact.
OOC:
@SavageBob,@Jomsviking you are up, escalation die is now +2 Jun 11, 2024 8:28 am
Makasi pivots around to thrust her halberd down through the second skeletal archer's skull.
Rolls
Melee + Escalation 2 - (1d20+5+2)
(10) + 7 = 17
Damage - (2d10+3)
(36) + 3 = 12
Jun 11, 2024 9:50 am
Hrafe combined arms with Makasi, these guardians were too dangerous to spread their efforts and needed to be crushed through expediently. He lunged and drew Glaezentorg down with expert fury.
Last edited June 11, 2024 9:52 am
Rolls
Melee Attack - Total - (1d20+8)
(18) + 8 = 26
Melee Damage - Total - (2d10+4)
(59) + 4 = 18
Skeleton Archer
Jun 11, 2024 8:00 pm
Skeleton Archer
The skeleton archer falls to Hrafe's follow up strike. One remains. It fires at Hrafe, the one who has killed the most skeletons.
OOC:
@Furmyr You are up. Everyone else can go too if they want, but Edgar's actions happen first. Rolls
Skeletal Archer Shortbow vs. Hrafe AC 17 - 6 damage - (1d20+7)
(9) + 7 = 16
Jun 11, 2024 8:35 pm
Edgar spins around and tries to stab the last remaining skeleton.
Rolls
Melee Attack - Total - (1d20+9)
(18) + 9 = 27
Abandon Dagger - Total - (2d8+5)
(84) + 5 = 17
Jun 11, 2024 11:45 pm
The skeleton survives the blow but is is heavily staggered as the blow hit as clearly as possible without being a critical blow.
Jun 12, 2024 3:43 pm
Makasi steps back from the collapsing skeleton and swirls around toward the last one remaining. She strikes at it with the butt of her halberd, trying to sever its skull from its spine.
Rolls
Melee + Escalation 3 - (1d20+5+3)
(14) + 8 = 22
Damage - (2d10+3)
(94) + 3 = 16
Jun 12, 2024 3:51 pm
The blow bounces off, but not after the skeleton falls apart beyond any ability to fight. With the last skeleton unmoving, you finally have the time to take a look around. The room smells of rotting meat, but you expected that having fought skeletons. the light in the room is very dim beyond the torch on the ground. There seem to be sickly green flames scattered around the room that seem to provide no heat and minimal light.
To the north and east are a set of double doors flanked by pillars. The door to the east seems to have some damage in the floor, and no amount of jumping or shimmying can avoid it. The northern door seems to be free of obstacles. If you look up, you see the pair of holes you used to get down here. The ceiling is probably 30 feet above you before the shafts start. You aren't sure how you'll get back up. For now, though, you don't seem to need to.
What do you do?
OOC:
Combat endedTo the north and east are a set of double doors flanked by pillars. The door to the east seems to have some damage in the floor, and no amount of jumping or shimmying can avoid it. The northern door seems to be free of obstacles. If you look up, you see the pair of holes you used to get down here. The ceiling is probably 30 feet above you before the shafts start. You aren't sure how you'll get back up. For now, though, you don't seem to need to.
What do you do?
OOC:
I will update the map if a fight starts or you reach an important chamber. Until then, i'll just describe what you see.Jun 12, 2024 4:15 pm
OOC:
I think this would be a good time to use the 6 on my relationship die to introduce a servant of The Priestess.A prisoner perhaps?
Jun 12, 2024 5:13 pm
OOC:
if you want to use a relationship die to say a priestess in training or such he also a prisoner here and knows some stuff, sure. She wouldn't be in this room but she would be nearby.Reminder that there is a gnome who works for the Crusader who, if still alive, should be somewhere here as a prisoner and you need to find them
Jun 14, 2024 3:59 pm
"We'd better keep moving," Ylliane says after taking a brief look around. "This area is far to open to be defensible. Will we go with guile or speed?"
Jun 16, 2024 11:52 am
As you head north, you make your way through some stone double doors. There isn't as much light here, but with the very dim light from the earlier room and a torch one of you holds, you see a hallway that is long and branches off 4 times, 2 left and 2 right, plus the end of the hallway you don't see yet.
Where do you wish to go? L1/2, R1/2, or straight? (1 = closest)
Where do you wish to go? L1/2, R1/2, or straight? (1 = closest)
Jun 16, 2024 8:53 pm
"As a young dwarven boy," the tall lanky elf starts saying softly. "We where told to always keep our shield arm towards a wall, and you'd never get lost. I never much cared for shields, but the sentiment stands."
With nothing more to say on the subject he starts sneaking down the closest leftmost tunnel.
With nothing more to say on the subject he starts sneaking down the closest leftmost tunnel.
OOC:
My vote is L1Jun 16, 2024 9:59 pm
OOC:
Unless the other 2 players would have both voted for the same option that was not L1, L1 (the first left turn) will be the way I'll have you guys go for brevity sakeJun 17, 2024 8:30 am
"I served the high-born for many years," Makasi says, pressing an ear to the closer door. "A lot of what I did was listening for signs they needed a new bowl, or a refill on their wine, you get what I'm saying..."
Rolls
Wisdom + Servant to Aristocratic Family - (1d20+3)
(8) + 3 = 11
Jun 17, 2024 12:40 pm
You listen through the door closest to you and realize these doors are surprisingly thick. Nothing really gets through. Either the room is empty or it is too hard to hear through.
OOC:
I am assuming you only listened to the one closest to youJun 17, 2024 1:17 pm
OOC:
I forgot to include +2 for my Wisdom modifier, but I'm guessing that won't help much.Jun 17, 2024 1:59 pm
OOC:
Yeah, minimum DC for non-attack checks is typically 15, with 20 if it is harder than default and 25 if crazy hard for an adventurer (but only hard for a champion or normal for an epic character)load next