Part 5: Necromancer where for art thou?

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Cwreando
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Re: Part 5: Necromancer where for art thou?

#421 Post by Cwreando »

Arthur Dent F2/M1 Dual Class - Bracer of Defense AC 8 : HP 34/32

Arthur in his fury after being hit by the wraith swings at the necromancer

Arthur says, "Ughhhhhh, I feel weak. That mage will pay for that."

Longsword (19) [1d20] = 8 To Hit [1d8] = 2 s/m dmg [1d12] = 5 lrg dmg

Bandir Spellbringer - F1/M2 - Spell Armour AC 6 : AC 6 (8 hp) - HP: 11 /11:

Bandir says, "Time to end this evil that has terrorized this area."

THAC0 17, Longsword [1d20+3] = 12+3 = 15, Dmg vs sml [1d8+4] = 5+4 = 9, Dmg vs Lg [1d12+4] = 9+4 = 13
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Re: Part 5: Necromancer where for art thou?

#422 Post by Dram »

Krakus quickly moves to gag and subdue the necromancer before he gains his wits. He will remove any weapons he has on him.
Last edited by Dram on Fri Jun 09, 2017 2:35 am, edited 1 time in total.
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Re: Part 5: Necromancer where for art thou?

#423 Post by Rukellian »

Ryukben

The deep gnome keeps his distance and does nothing to help the Dark One. The necromancer was clearly an evil sort and besides... Ryukben was brought here against his own will. He has no reason to help this twisted surface dweller.

'The others are determined to leave this place. Even if the Dark One knew of another way out, none of them could take his words and believe them to be true. No, they would find their own way, surface dwellers are stubborn like that.' The deep gnome stands with a bemused smile as he thinks this to himself. 'And I shall just follow them out.'
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Part 5: Necromancer where for art thou?

#424 Post by GreyWolfVT »

Round 6: Take No Prisoners & Skeleton Battle
Battle Upstairs (Giant Skeletons)
Initiative PCs [1d10] = 7 NPCs [1d10] = 4
The Giant Skeleton goes first!

Giant Skeleton #1 THAC0 15 AC 4 attacks Rician Giant Skeleton Attack [1d20] = 19 to hit [1d12] = 12 dmg hitting for 12 dmg!


Rician swings his sword at the Giant Skeleton #1 missing!

Arastor swings his sword again at the Giant Skeleton #1 Missing!

Actions for round 7?

-----------------------------------------------------------------------------------------------------------------------------
Battle Downstairs (Necromancer, The Dark One aka The Wraith)
PC's get a free round due to the Necromancer being stunned from his sudden change back to normal form from wraith form.

Mathias holds up his hands and tells everyone to stay their hands and let the villain live thinking the man was possessed.

Krakus gags the Necromancer and binds his arms and hands while stripping all weapons off the man.

Pheras stands back thinking the fight finally over.

Bandir walks over and pulls his sword back to finish off the Necromancer though stays his hand letting Arthur issue the killing blow.

Arthur walks over to the Necromancer and brings his sword up for a killing swing, but at the last minute he stops his blade at the mans chest.

Ryukben stays back out of the way and makes no act to stop the group from whatever they plan for the "Dark One"

Crow slinks up behind the Necromancer and makes to stab him in the back but stops and allows Arthur to have the pleasure of killing the Necromancer.


Necromancer bound, gagged and defenseless just looks questioningly at Arthur not sure what caused him to stop.
Cwreando wrote:Arthur seriously wanted to kill this foul thing. If given pause by his comrades he holds his blade and says, "Strip him and search him take all his stuff. He can either die or tell us how to get out of here and if there's any treasure he wrongfully took from the villages."
Though Krakus has already done this.

Downstairs the action has ended but the group downstairs can still hear steel ringing off steel and stone from upstairs realizing Arastor and Rician need some aid in taking care of the last Giant Skeleton.

Actions?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
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Re: Part 5: Necromancer where for art thou?

#426 Post by PyroArrow »

Rician Lockwindberg - Paladin - Banded Mail AC 4 + Stone Warden Shield (+2): AC 2 (Now AC 4 until repairs are made) - HP: 2 /14:


Rician, wincing from the pain of the Skeleton's attack, attempts another bashing swing of his silver blade:

Silver Bladed Long Sword +1: [1d20+1] = 5+1 = 6 Damage: [1d8+1] = 2+1 = 3 S/M [1d12+1] = 2+1 = 3 L

But the pain causes him to miss!
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Re: Part 5: Necromancer where for art thou?

#427 Post by Nuke66 »

Satisfied that the current situation is under control, Mathias charges upstairs waving his holy symbol at the foul beast,

[1d20] = 16 turn skelly

"Be Gone!" he asserts.

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Re: Part 5: Necromancer where for art thou?

#428 Post by GreyWolfVT »

The turn undead is successful though it won't effect anything until the end of round 7, so the skeleton cannot attack in round 8 but it does flee down the hall to the metal grate which will take a couple turns to reach the thing to finish attacking it.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
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Re: Part 5: Necromancer where for art thou?

#429 Post by PyroArrow »

Rician Lockwindberg - Paladin - Banded Mail AC 4 + Stone Warden Shield (+2): AC 2 (Now AC 4 until repairs are made) - HP: 2 /14:

When the Giant Skeleton runs away, Rician will not persue. Instead, he will pause to catch his breath and then start tending to his wounds.
Dungeon Master : Guido's Keep on the Borderlands & the Hills of Horror & Chaos (1st Ed D&D) :
1A: The Inheritance (1st Ed D&D)

Player:
Erico Caravellino - Thief : Elphand Adventures (ACKS Wilderlands - On Hold)
Stanilus Peri -Fighter (Bard) : Wardens in the North (D&D 1st Ed - On Hold)

Maximillian Arikas [Aether] & Steve Sanderson [Flicker] : Rebirth of Power: 4C System
Rician Lockwindberg - Paladin Knight : A Village With No Name (1st Ed D&D)
Theodore Mumfordian - Half-Elf Ranger : Terrible Trouble at Tragidore (1st Ed AD&D) [Completed]
Vicentio Senereno : Human Wizard : Veranar (5th Ed. D&D)
Tonkioso 'Gizzy' Gizmoebius : Clockwork Child : At the Forest Edge (Beyond the Wall & Other Adv)
Rician Lockwindberg : Human Paladin : A Village With No Name (2nd Edition AD&D)
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Re: Part 5: Necromancer where for art thou?

#430 Post by thesniperknight1 »

Pheras just sits down trying his best to catch his breath
Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye

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Re: Part 5: Necromancer where for art thou?

#431 Post by ravenn4544 »

Crow will head back up the stairs to see what's keeping the rest of the group...

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Re: Part 5: Necromancer where for art thou?

#432 Post by GreyWolfVT »

pm sent for Crow response below
ravenn4544 wrote:Crow will follow the skeleton to finish the devilish thing to ensure his exit is secure:

Crow Broad Sword, To Hit: [1d20] = 20, Damage: S/M[2d4] = 3, L[1d6+1] = 1+1 = 2


Oh yeah :)
Crit Hit Roll [1d100] = 31 Powerful hit 2x damage, chance shield breaks (skeleton has no shield)
Last edited by GreyWolfVT on Mon Jun 19, 2017 2:47 pm, edited 2 times in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Cwreando
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Re: Part 5: Necromancer where for art thou?

#433 Post by Cwreando »

Arthur Dent F2/M1 Dual Class - Bracer of Defense AC 8 : HP 34/32


Arthur will offer to cast detect magic and identify the magical items as time allows.
Last edited by Cwreando on Tue Jun 13, 2017 7:59 pm, edited 1 time in total.
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Re: Part 5: Necromancer where for art thou?

#434 Post by Cwreando »

Bandir Spellbringer - F1/M2 - Spell Armour AC 6 : AC 6 (8 hp) - HP: 11 /11:


Bandir will swap spells with Arthur too.
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Re: Part 5: Necromancer where for art thou?

#435 Post by Cwreando »

Arthur Dent F2/M1 Dual Class - Bracer of Defense AC 8 : HP 34/32

"Oh we must help Crow with the Giant Skeleton. All except who turned the undead. They should not get too close to it", Arthur notes.

Arthur charges after Crow to help kill the foul undead giant skeleton using his Quarterstaff.

Quarterstaff (19) [1d20] = 2 To Hit [1d6] = 5 dmg
His Swing nearly clobbering Crow. :oops:

Bandir Spellbringer - F1/M2 - Spell Armour AC 6 : AC 6 (8 hp) - HP: 11 /11:

"Aye, but I will stay here with the Necromancer and make sure he is secure I'll check his gear for magic items as well."adds Bandir.

Bandir gathers up the items and cast detect magic on them and scans the necromancer as well in case his clothing is or they missed something on him. Bandir must fight from a distance a bit more realizing his fortitude is not as great as a true fighter. Best to remain here and secure things he thinks.
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Re: Part 5: Necromancer where for art thou?

#436 Post by Dram »

Krakus- Barbarian- AC4, Lvl 5, HP47/56


I got 2 questions is the darkness gone? And is Krakus still feeling weak?

Krakus will stay with the necro keep him gagged and bound. Krakus will search the room for any other valubles.
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Re: Part 5: Necromancer where for art thou?

#438 Post by GreyWolfVT »

Round 7 Skeleton Battle (Upstairs)
Initiative Initiative PCs [1d10] = 6 NPCs [1d10] = 3
Giant Skeleton go first!

Giant Skeleton #2 THACO 15 AC 4 Giant Skeleton Attack [1d20] = 8 to hit [1d12] = 9 dmg attacks Rician missing!

Arastor swings at the Giant Skeleton #2 but misses!
Rician swings at the Giant Skeleton #2 but misses!
Thus ends Round 7!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Downstairs w/Necromancer

Mathias returns upstairs sees the second giant skeleton fighting Rician and Arastor still and turns the giant skeleton!
Pheras finds a spot sits down and takes a breather.
Crow returns upstairs in time to see the battle with the second giant skeleton still going on nobody clearly winning on either side, the rogue witnesses the turning by Mathias and pursues the giant skeleton.
Arthur extends an offer to detect magic and identify items taken from the Necromancer after he has time to rest and study. He then swaps spells with Bandir and after all that decides to go upstairs to assist those upstairs fighting the giant skeleton. (Won't take place until at least round 9 based on prior actions.)
Bandir sits down with Arthur and exchanges spells with him. Afterwards he offers to remain with the Necromancer and Arthur to help detect magic on the items and identify items as well as secure the prisoner.
Krakus feeling his strength returned stays with the Necromancer ensuring the devilish man wont be able to escape.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Round 8 Skeleton Battle (Upstairs)
Initiative Initiative PCs [1d10] = 10 NPCs [1d10] = 7
Giant Skeleton go first!

Giant Skeleton #2 THACO 15 AC 4 Giant Skeleton Attack [1d20] = 20 to hit [1d12] = 10 dmg
attacks Rician hitting for 10 dmg!

Crow pursues the Giant Skeleton #2 and attacks it hitting Critically 4 dmg!
Mathias turns the Giant Skeleton #2 sending it fleeing down the hallway up to the gate.
Arastor chases the Giant Skeleton #2 and attacks it hitting for 5 dmg!
Rician watches the skeleton flee from the fight. unless some healing was done just in the last 3 rounds Rician took 22 dmg and only has 27 HP, current HP should be 5 for Rician.

Thus Ends Round 8

Actions?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Part 5: Necromancer where for art thou?

#439 Post by ravenn4544 »

Crow tries to follow-up his successful blow with a second one... but seems to fail...

Crow Broad Sword, To Hit: [1d20] = 5, Damage: S/M[2d4] = 4, L[1d6+1] = 5+1 = 6


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