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Post by DM Bob on Jun 26, 2021 9:43:20 GMT -12
(Woo! Finally a round with some combat variation!) The acid wounded skeleton's ribcage dissolves entirely. The skull hits the floor and rolls away from the remaining bits of body. You needn't fear that one anymore. Mak then attacks quickly; savagely, his silvery blade of light clearly bisecting his foe. It falls in two neat pieces. Kem hits her quarry solidly, her weapon seemingly damaging the tattered skeleton. She-Hurk stomps one... but it still moves. Damn. Yiska lashes out a flurry of swipes and lands one definite hit. Kri-kcht? His gythka slips from his grip! He looks at something to bite. (Gythka is currently on the floor. If needed a full round will be required to pick it up.) Kleys gets swiped lightly by the skelly Kri-kcht is glaring at. The elven rogue takes 4 damage as the finger bones tear open his arm. A trio of attacks from three different deadites land on She-Hurk. (1, 6, & 6 damage. 13 in total. This may be mitigated by the power you have active.) Kri-kcht then savages the one finally that swiped at Kleys, dropping it as he tears the neckbones from the spinal column. It topples. Six enemies remain standing (well, one is on the ground and still attacking Ms. Hurk). Updated map to follow shortly. darksunsouthtablelands.obsidianportal.com/maps/127871
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Post by ascieszl on Jun 26, 2021 11:06:53 GMT -12
Kleys will put away his Longsword, draw his bow, and fire at the Skeleton on the ground near HurK.
(Init: roll 6 + speed 8 = 14, attack: roll 15, hits AC 0 & nat 1; 7 dmg)
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Deleted
Deleted Member
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Post by Deleted on Jun 26, 2021 11:10:31 GMT -12
Mak pivots to the left and engages the nearest skeleton (#5) with the moonblade while jovially singing, "Ohhhh-OH we're half-way theeere, Ohhhh-OH! We forgot to cast Pray-ER!!!"
Init: 7 (roll of 5 + speed of 2) Attack Roll: 11 (Hit AC5, probably a miss) Damage: 8 (rolled a 1 and a 3 on 2d12+4)
((Mak 42/42hp, AC 0, Barkskin 4/12 rnds, Moonblade 3/8 rnds, Spells: 1st 6/6, 2nd 5/6, 3rd 4/5, 4th 3/3))
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Post by Attilius on Jun 26, 2021 11:47:41 GMT -12
HurK raises her foot and crushes #8 [Initiative: 4+6=10 Rolled 19 to hit Damage: 22 magical bludgeoning -36 PsP's]
Please show me how ya gots ta 22 damage. Base dam and pluses, yo. Can't quite see where it was rolled, might be an issue on my part between Discord and Rolz. -Bob
Rolled a 1 for damage +8 for strength +13 from stored kinetic energy from previous round 3 attacks. =22
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Post by Skrye [AC3; 48/48HP] on Jun 26, 2021 19:04:56 GMT -12
- Kem insists in softening the monk's remains with her batons, trying to tenderise the non-existent flesh on #6, the one still standing up in front of her
[OOC: Initiative 8, 13 to hit 0 AC, 9 damage. I'll leave the other attack to parry (0 AC)]
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Post by remie on Jun 27, 2021 7:19:11 GMT -12
Kri-kcht attacks the next nearest skeleton, bare handed. He leaves the Gythka on floor, knowing that he does way more damage with his combined claws.
(Ooc: initiative 3
Claw attack 20 " " 4 " " 2 " " 19 Bite " 14)
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Post by DM Bob on Jun 27, 2021 8:09:39 GMT -12
You make short work of the remaining foes.
Kri-kcht tears into two of them in a flurry of blows.
At the mention of prayer, they turned to Mak, hissing as their eyes glow brighter. Turning from Hurkella, they expose their backs to the goliath, Kri-kcht and Yiska.
This was good for you. (OOC: When a foe turns from melee, I award a free back attack to the aggressor.)
One manages to hit Mak savagely. (16 damage, crit)
Then he lashes back. It simply drops.
Kem, Kleys, Hurk, and Kem and the rest of the attacks mop up the remainder of the threats.
[Ending combat.]
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Post by Attilius on Jun 27, 2021 8:54:56 GMT -12
After making sure everyones wounds are taken care of, HurK inspects the skeletons medallions and anything else they may be wearing.
Where possible he will cut away the medallions from their skin if necessary and remove them with rope intact.
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Post by ascieszl on Jun 27, 2021 9:04:34 GMT -12
Kleys casts Detect Magic and gives the whole room (and contents) a good once-over - seacrhing in both a mundane/Rogue-ish way and searching for magicks; he especially studies the amulets.
(If something suspicious is found, Traps: 89/55% [65% if trap is magical]).
If nothing super noteworthy is found, he'll go back to opening that chest from before...
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Post by Skrye [AC3; 48/48HP] on Jun 27, 2021 9:42:17 GMT -12
- Kem gets by the remaining rests of the monks - Now you can finally rest from whatever bound you here - And then looks in the room for any sign of weaponry or depictions in the walls, highly interested in what this people were in life
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Post by DM Bob on Jun 27, 2021 10:57:14 GMT -12
No traps are found.
But in the chests there's an assortment of interesting things among rotted linen.
In total 23 silver coins, heavily tarnished & of an unknown minting.
40 copper coins, similarly marked... equally interesting as copper coins are generally not minted anywhere currently in the Tablelands.
Sticks of long unused incense. Also some small resinous balls that appear to have the same use.
A simple necklace that appears plain, but does, in fact radiate magical energies.
A blackened wooden carved figurine, the size of a human hand of a bizarre, four-legged creature with a long face or weird nose.
The necklaces about the corpses do not radiate magic and are generally salvageable. You may take all twelve if you so wish.
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Post by ascieszl on Jun 27, 2021 11:06:35 GMT -12
We pack it all away. Unless someone has a strong feeling, Kyles will hang onto the sticks and balls of incense and the strange wooden figurine (for later sale, and division of the proceeds amongst the group - I assume).
He'll also hang on to the magical necklace for later identification (when spells are regained, so he can then pass it to Mak) and put on a corpse's necklace, just in case.
"Right, next room?" he says to the group.
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Post by Attilius on Jun 27, 2021 11:21:48 GMT -12
HurK hands everyone a medallion to wear and puts the unworn remainders in his belt pouch.
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Post by ascieszl on Jun 27, 2021 11:37:42 GMT -12
After consulting with the others, Kleys will wait for Mak to cast a few Cure spells, then move to examine the magically locked/held door.
(Casts Detect Magic, if necessary; Traps: fail - Rolz seems hellbent on me rolling high for this...)
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Post by DM Bob on Jun 27, 2021 11:42:54 GMT -12
The rest of the room just seems like a run down dormitory. The scraps of wall coverings are rotted and faded beyond the ability to discern any true pattern.
Before moving to the other room, I believe Mak wishes to heal any wounded. We'll wait for that before advancing.
If you investigate the door of the southern room before the detect magic spell wears off, you will, indeed find it radiates magic.
So does the stairway.
And the odd visage on the wall that is missing the eye jewels in the stairwell room.
Hell, the whole place has a bit of magic to it, if you stare at the walls hard enough.
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