Act II, Ill Fortunes (the third day)
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I will come with you, brother. This way, if it's injured, I can treat its wounds.
As you step outside, you see a rather surreal spectacle taking place in front of your eyes. It is rather humorous to see actually. The mule is obviously panicked, trying to flee, struggling to turn itself and the cart it is tied to to flee in one direction, only to suddenly stop, try and turn itself and the cart around once more, and then trying to flee in the opposite direction... This cycle repeats itself several time.
Roland and Weiryn can try to Perception check at that point.
Rolls
Secret Roll
Secret Roll
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Rolls
Perception - (1d20+8)
(11) + 8 = 19
Roland and Weiryn can place themselves on the combat map, on the outside of the tower, near the doors or the mule.
Time to roll some initiatives!
Rolls
Secret Roll
Secret Roll
Rolls
initiative - (1d20+1)
(13) + 1 = 14
Rolled that wrong. Should be +6
Rolls
Initiative - (1d20+13)
(19) + 13 = 32
Initiatives
22 Roland
14 Weiryn
13 ?
14 ??
(others will be added as they are warned/woken up...)
Combat Map
Conditions
It is about an hour before dawn, so there is minimal illumination outside.
Roland is up.
Definitely gonna have to lock the computer every time from now on...
Roland moves to on top of his cart to gain high ground and fires two shots from his revolver at G10.
Rolls
Shot 1, Damage 1 - (1d20+11, 1d8+9)
1d20+11 : (6) + 11 = 17
1d8+9 : (3) + 9 = 12
Shot 2, Damage @ - (1d20+6, 1d8+9)
1d20+6 : (3) + 6 = 9
1d8+9 : (2) + 9 = 11
Weiryn is up next.
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)
Rolls
Galvanic Gauntlets (Touch Attack, 2d6 Electric) - (1d20+3, 2d6)
1d20+3 : (17) + 3 = 20
2d6 : (52) = 7
Speaking of which, it is those corpse's turn. A glint or malevolent intelligent gleam in their eyes as they unleash their attacks.
Two creatures will hop on the cart and attack Roland while the one already next to Weiryn will attack him.
Both corpses on the cart miss Roland but the lone one attacking Weiryn hits for 3 points of damage and 1 negative level.
The ethereal creature will rise up from the ground the ground will attack and choose to go towards the unmolested Roland, flying towards him to achieve flanking position with the creatures on the cart...
The creature's insubstantial claws reach deep within roland, tearing at his vital energy. He takes 5 points of negative energy damage, and also 3 points of Constitution Drain.
Ireena, having heard Roland's gun shot will shout an alarm, everyone else can roll initiative.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Ireena's initiative - (1d20+1)
(15) + 1 = 16
Ryjo's initiative - (1d20+5)
(8) + 5 = 13
Rolls
Perception - (1d20+11)
(15) + 11 = 26
Initiative - (1d20+8)
(19) + 8 = 27
Rolls
Initiative - (1d20+6)
(11) + 6 = 17
Perception - (1d20+8)
(2) + 8 = 10