The Keep IC

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Tamerlaine
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Re: The Keep IC

#181 Post by Tamerlaine »

Holding a torch, Alfric notices nothing amiss in the short corridor running south (I'm assuming tis is what you meant). However, from where the cleric stands the light of the torch extends further west. At the location 'g' is the corpse of a goblin, hacked from behind. Any fighter will know it was the work of swords. The torchlight also reveals the great hallway seems to be turning northwest and an opening in the west wall.

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Jack
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Re: The Keep IC

#182 Post by Jack »

Alfri snubs out the torch, takes his mace, and waits a few seconds to recover from holding the torch's blinding light ahead of him. He picks up his lamp, carrying it behind his shield to direct its light, and walks west to look the goblin corpse over.

Sammy stays just outside the lit space of the lamp and the lantern.

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Re: The Keep IC

#183 Post by SterlingBlake »

Unable to see any trap, but still suspicious of the cause for these creatures to have been crushed so, Alastair wonders if there is a large club-wielding sort of creature about. He examines the skeletons each with the objectives of 1) developing better theories of how they came to be crushed here, 2) guessing how long ago this may have happened and 3), perhaps most importantly, finding what loot was left behind with the bodies.

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Re: The Keep IC

#184 Post by Tamerlaine »

Alfri finds nothing of value on the goblin's corpse. But he does notice a sculpture of a face set into the north wall; a large demonic face with an open mouth, made ben more terrifying by the play of light and shadow of the lamp.

SW of the goblin's corpse is a door set into a niche.

Alistair likewise finds nothing of value among the shattered bones. Duin tools a look and snorts "They're goblins, looks like." Pondering the bodies, the halfling can only determine that the bodies were crushed, the bones hit over and over by blunt objects or weapons.

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Re: The Keep IC

#185 Post by Jack »

Alfri nods to Alastair and points to the sculpture, then looks at the roof.

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Re: The Keep IC

#186 Post by SterlingBlake »

Alastair follows Alfri's gaze to the ceiling trying to understand his meaning. Then he listens at the door in the niche.

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Re: The Keep IC

#187 Post by Tamerlaine »

Alistair presses his ear against the ancient wooden door and hears nothing.

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Re: The Keep IC

#188 Post by SterlingBlake »

Alastair points to his ear and shakes his head looking round at the party. Then he backs up to put that broad corner opposite the door between his shoulder blades and readies an arrow for whatever is behind the door.

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Re: The Keep IC

#189 Post by Jack »

Sammy positions himself next to Alastair, darts ready.

Alfri puts his shield down outside short corridor running south west, puts down his lamp inside the corridor, and tries the door's handle; ready to fall back to make room for Alastair, Sammy, Leaf, and Daro to send their airborne weapons at anything coming out of the room.

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Re: The Keep IC

#190 Post by Tamerlaine »

OOC: the niche is 5' wide, so only one person can be in the doorway. Btw, the door is unlocked.

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Re: The Keep IC

#191 Post by SterlingBlake »

I knew that. It's so funny you should think I didn't know that.

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Re: The Keep IC

#192 Post by Jack »

Width clarification was probably because of my post in the OOC thread: I knew the southern corridor was 10 feet wide, but wasn't sure if the SW one was 5, 7.07 (diagonal), or 10.

I also don't know feet, inches, yards, etc., but Google says 5 feet is about 1.5 metres, so characters can probably only pass others in that if neither's fighting?

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Re: The Keep IC

#193 Post by Jack »

Alfri tries to open the door quietly, and peers in.

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Re: The Keep IC

#194 Post by Tamerlaine »

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This chamber is lit throughout with an eerie blue-green light from two magical flames which hover above empty torch sconces on the NW and SE walls. Standing at attention, two in front of each set of curtains, are a total of 8 skeletal figures. The skeletons quickly come to life and start moving toward Alfri.

There is no surprise. The party has the initiative!


Actions?

Alfri 6/6
Alistair 5/5
Daro 4/4
Duin 9/9
Leaf 8/8
Sammy 8/8

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Re: The Keep IC

#195 Post by Jack »

Alfri holds his holy symbol, "Pelor, grant me your light to vanquish these undead abominations!"

Turn the undead, level 1 for skeletons need 10+ [2d10] = 4 to make [2d6] = 7 skeletons flee for [3d6] = 14 turns.

The skeletons keep moving towards Alfri. "Or not..." he says as he turns, kicks his lamp back towards the nearest skeleton, and runs for his shield outside the corridor corner.

"Lots of skeletons." Alfri says as he readies his mace ready to strike the first exiting undead.

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Re: The Keep IC

#196 Post by Tamerlaine »

The skeletons surge through the open doorway, their sheer momentum carrying them into the large hallway where the party awaits them. The next round starts.

Leaf draws her shortswords. Duin growls and rushes the skeletons, hammer raised for a blow.

Duin -- Skeletons A&B
Sammy -- C&D
Alfri -- E&F
Leaf -- G
Alistair --H

Leaf To hit: [1d20] = 4, damage with shortsword: [1d6] = 6
Forgot to add the +1 to hit mod for dual wielding, but the point is moot.

Leaf misses

Duin To hit: [1d20+2] = 20+2 = 22, damage with Hammer: [1d6+2] = 5+2 = 7

Duin's hammer blow shatters the skeleton into pieces!

REMINDER: Hits to skeletons with blunt weapons do full damage, all others do half.


Alfri 6/6
Alistair 5/5
Daro 4/4
Duin 9/9
Leaf 8/8
Sammy 8/8

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Re: The Keep IC

#197 Post by Jack »

Sammy drops the dart in his hand and rushes towards the nearest skeleton C, swinging with his halberd
if he may purposefully hit with just it's blunt neck, then beyond the body, hitting it with the neck of his halberd Polearm (halberd) attack with just the blunt neck (+1 strength) [1d20+1] = 20+1 = 21 and staff damage [1d6] = 5.
if he can only slash normally, then Polearm (halberd) attack (+1 strength) [1d20+1] = 10+1 = 11 and damage [1d8+1] = 1+1 = 2. (damage halved: 1).

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