Fifth Expedition
Re: Fifth Expedition
You can add luck to initiative? ..Awesome. Though at first thought, since his luck score is currently only '8' I didn't think burning luck would matter since that would only give him a 9, but then I remembered that halflings get 2 for 1 when they burn luck.
Willem will burn 5 points of luck to to add to initiative: final initiative score = 11. If this keeps him ahead of the skeleies we continue witht he original plan.
RK, I'd would really like (assuming he survives this encounter) to quest or something to get a higher luck score. Can non-wizards/clerics get a patrons? He'd pledge his services to one for a boost in luck...
Willem [AC: 11, HP: 9/9, Deity Dis.: 1, Saves: R+0, F+1, W+2] Current Luck: 3 (after 5 point burn)
Jonas [AC: 13, 8/8, Saves:R+2, F+2, W+2] Current Luck 10
Willem will burn 5 points of luck to to add to initiative: final initiative score = 11. If this keeps him ahead of the skeleies we continue witht he original plan.
RK, I'd would really like (assuming he survives this encounter) to quest or something to get a higher luck score. Can non-wizards/clerics get a patrons? He'd pledge his services to one for a boost in luck...
Willem [AC: 11, HP: 9/9, Deity Dis.: 1, Saves: R+0, F+1, W+2] Current Luck: 3 (after 5 point burn)
Jonas [AC: 13, 8/8, Saves:R+2, F+2, W+2] Current Luck 10
Last edited by Dogma on Tue Jan 29, 2013 8:58 pm, edited 1 time in total.
Re: Fifth Expedition
I'm a bit confused as to what this is referring. If this is regarding the mace Jed loaned Murq, that is indeed a common weapon purchased back in town, Jed retains his skull-topped mace, and I apologize for the lack of clarity.Raven Crowking wrote:perhaps for loaning out a sacred relic like a common weapon
"Stand up, brother, and welcome to the service of Nergal", Jed says, extending his hand.Dogma wrote:"Wait!", says Jonas. Setting down the flask of oil he kneels before Jed. "Brother Jed, I...I...before we go any further I want to join you in the brotherhood of Nergal. I'm tired of being afraid of these ...creatures. I see how calm you are in the face of their corruption. Please help me!"
After spiking the third door, Murq hustles down the hall to the knocked-in section just past the first door, listening and watching for anything approaching, ready to hustle back to the second door if he's called.
Jed maneuvers around the second-door crowd. If there's comfortable room between those blocking the second door and the opposite wall, he'll take up a spot there so he can see inside the room. If not, he'll stand to one side within reach of Gunnar.
Am I able to roll initiative at this time?
Jed [AC: 14, HP: 9/10, Deity Disapproval: 1-2], Murq [AC: 13, 8/8]
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Re: Fifth Expedition
That was unclear.Dumnbunny wrote:I'm a bit confused as to what this is referring. If this is regarding the mace Jed loaned Murq, that is indeed a common weapon purchased back in town, Jed retains his skull-topped mace, and I apologize for the lack of clarity.Raven Crowking wrote:perhaps for loaning out a sacred relic like a common weapon
Yes, you may roll Init.
Re: Fifth Expedition
Initiative: 7 (d20) + 0 = 7
Jed reaches out to touch Gunnar: "Let Nergal be your ally in destroying these abominations, let Him lend strength to your arm."
Murq takes up station at the knocked-down wall section, watching for an opportunity, something coming through the hole, through the second door, a fallen comrade.
Jed's Blessing of Gunnar: 13 (d20) + 1 (CL) - 1 (Per) = 13
This is +1 to attack rolls for 1 round.
Jed reaches out to touch Gunnar: "Let Nergal be your ally in destroying these abominations, let Him lend strength to your arm."
Murq takes up station at the knocked-down wall section, watching for an opportunity, something coming through the hole, through the second door, a fallen comrade.
Jed's Blessing of Gunnar: 13 (d20) + 1 (CL) - 1 (Per) = 13
This is +1 to attack rolls for 1 round.
Jed [AC: 14, HP: 9/10, Deity Disapproval: 1-2], Murq [AC: 13, 8/8]
- Raven Crowking
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Re: Fifth Expedition
To answer your question, anyone can be bonded to a patron, and even without a patron bond or a similar relationship, anyone can attempt to interact with supernatural forces.Dogma wrote:RK, I'd would really like (assuming he survives this encounter) to quest or something to get a higher luck score. Can non-wizards/clerics get a patrons? He'd pledge his services to one for a boost in luck...
Also, letting me know what you'd like to quest for is the first part of the battle. I am amenable to players suggesting ideas as to what such a quest might look like, as well. For example, if a player wanted to increase his attack bonus, and asked if he could seek out a famous weapon-master, I would file that idea and, at some future point, possibly introduce that adventure.
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Re: Fifth Expedition
With the burned Luck, Willem makes it out of the door just ahead of the animated skeletons. You may alter your plans on this basis if you like. Although Fang is focused on what is before him, those nearest the wall you destroyed also hear something moving out there.
Re: Fifth Expedition
As Willem clears the doorway, Jonas springs into action. Having already opened the tops, he tosses the two flask of oil in front of the door way.
"Light it! Toss the torch!" he squeals.
Willem makes sure to move out of the way, taking a position partway betweent he knocked down wall and the second door. He takes a second to gather his wits. "That was just by the skin o' me teeth. Twas lady luck watchin' out fer me it were."
"Light it! Toss the torch!" he squeals.
Willem makes sure to move out of the way, taking a position partway betweent he knocked down wall and the second door. He takes a second to gather his wits. "That was just by the skin o' me teeth. Twas lady luck watchin' out fer me it were."
Re: Fifth Expedition
my actions stand as before... Daryll and Cisneros are near Murq.
Jed or Jonas may want to consider invoking divine aid and spellburning the hell out of it.... it may be the only way to stop a big mass of undead nasties, and seems like we're about to get hit from 2 sides...
Jed or Jonas may want to consider invoking divine aid and spellburning the hell out of it.... it may be the only way to stop a big mass of undead nasties, and seems like we're about to get hit from 2 sides...
Barrowmaze Map (by Grim Oddson and Gunnar Ottarson): Updated 03/14/13
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
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Re: Fifth Expedition
"spellburning" divine aid?!?!beermotor wrote:Jed or Jonas may want to consider invoking divine aid and spellburning the hell out of it.... it may be the only way to stop a big mass of undead nasties, and seems like we're about to get hit from 2 sides...
Re: Fifth Expedition
what... You can't? why not? In terms of what it is, i'd think a deity would expect a serious sacrifice. And of course we've seen how ... problematic ... spellburn regen can be, heh.
I checked the book just to be sure, and it says clerics can only spellburn in very rare circumstances. I think I'd allow a player to do it on a divine aid check. Because watching them spellburn stats to 3 or 4 and then roll a natural 1 would just be hilarious.
I checked the book just to be sure, and it says clerics can only spellburn in very rare circumstances. I think I'd allow a player to do it on a divine aid check. Because watching them spellburn stats to 3 or 4 and then roll a natural 1 would just be hilarious.
Barrowmaze Map (by Grim Oddson and Gunnar Ottarson): Updated 03/14/13
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
- Raven Crowking
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- Joined: Tue Apr 10, 2012 4:05 pm
Re: Fifth Expedition
Well, I would never be one to tell a player that he couldn't take a knife to his PCs just to see what happens.....but, even so, I will point out that your interpretation of the rules is, shall we say, quite liberal.beermotor wrote:what... You can't? why not? In terms of what it is, i'd think a deity would expect a serious sacrifice. And of course we've seen how ... problematic ... spellburn regen can be, heh.
I checked the book just to be sure, and it says clerics can only spellburn in very rare circumstances. I think I'd allow a player to do it on a divine aid check. Because watching them spellburn stats to 3 or 4 and then roll a natural 1 would just be hilarious.
"Spellburn is a form of magic generallu reserved for wizards. However, under highly unusual circumstances (normally associated with great magic rituals or rare formulae), clerics can also utilize spellburn. Clerics can never utilize spellburn for normal spells; only under specialized circumstances the judge will specify."
Jed would be well advised to ponder these words.
Re: Fifth Expedition
I think we're ready... everybody's chimed in? Except the Noah guy but he hasn't said anything in a good long while, may be awol.
Barrowmaze Map (by Grim Oddson and Gunnar Ottarson): Updated 03/14/13
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
- Raven Crowking
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Re: Fifth Expedition
Willem clears the room, with the animated bones hot behind his heels. Jonas throws the flask, and HP the torch, but by this time three of the un-dead are at the door, and out of the immediate burn area. Sorry, guys, but Willem has bad luck right now!
All three scrabble at the neophyte cleric with bony claws: 8, 2, and....1 Perhaps the cleric is luckier than I thought, or perhaps Nergal watches over him! In fact, as that skeleton slashes out at Willem, its claw hits the stony lintel by the door, and the hand shatters, rendering it useless! (Unfortunately, it has another hand, but I am going to rule that the off-claw is down the dice chain by one step.)
There is a real conflagration in the room behind as the oil catches wood and bone. You hear coins slide to the floor as the bags that hold them burst. You also hear the popping of glass vials, heated until they explode.
At this moment, at the entrance to the bricked-off area, you can see a shadowy humanoid silhouette - a figure armed with a blade! A torch is held in its off-hand, making the features behind it weirdly illuminated, although it seems to be human enough......
All three scrabble at the neophyte cleric with bony claws: 8, 2, and....1 Perhaps the cleric is luckier than I thought, or perhaps Nergal watches over him! In fact, as that skeleton slashes out at Willem, its claw hits the stony lintel by the door, and the hand shatters, rendering it useless! (Unfortunately, it has another hand, but I am going to rule that the off-claw is down the dice chain by one step.)
There is a real conflagration in the room behind as the oil catches wood and bone. You hear coins slide to the floor as the bags that hold them burst. You also hear the popping of glass vials, heated until they explode.
At this moment, at the entrance to the bricked-off area, you can see a shadowy humanoid silhouette - a figure armed with a blade! A torch is held in its off-hand, making the features behind it weirdly illuminated, although it seems to be human enough......
Re: Fifth Expedition
Not that it matters since no one took a smack down, but Willem is a halfling. Jonas is the Cleric.
With a small shriek, Jonas tries to call upon his new found god to help. "Make them go away! Make them go away!"
Turn Unholy:[1d20+3] = 13+3 = 16
Caught between burning skeletons and an approaching unknown swordsman, Willem shakes his head in disbelief. "'Tween the knife and frying pan, I be." Placing the sack of coins in his backpack, he readies his spear and moves up to the hole in the wall and prepares to defend himself.
Willem won't attack first but will strike to defend himself and the others.
Willem the Halfing (Sailor) [AC: 11, HP: 9/9, Deity Dis.: 1, Saves: R+0, F+1, W+2] Current Luck: 3 (after 5 point burn)
Jonas the Cleric (Indentured Servant)[AC: 13, 8/8, Saves:R+2, F+2, W+2] Current Luck 10
With a small shriek, Jonas tries to call upon his new found god to help. "Make them go away! Make them go away!"
Turn Unholy:[1d20+3] = 13+3 = 16
Caught between burning skeletons and an approaching unknown swordsman, Willem shakes his head in disbelief. "'Tween the knife and frying pan, I be." Placing the sack of coins in his backpack, he readies his spear and moves up to the hole in the wall and prepares to defend himself.
Willem won't attack first but will strike to defend himself and the others.
Willem the Halfing (Sailor) [AC: 11, HP: 9/9, Deity Dis.: 1, Saves: R+0, F+1, W+2] Current Luck: 3 (after 5 point burn)
Jonas the Cleric (Indentured Servant)[AC: 13, 8/8, Saves:R+2, F+2, W+2] Current Luck 10
Last edited by Dogma on Fri Feb 01, 2013 12:00 am, edited 2 times in total.
Re: Fifth Expedition
Are we surprised? If not, what's this guy look like? Cisneros and Daryll were standing close by, and will attack if he looks threatening... if not they may talk.
Gunnar will attack the nearest one defensively. To hit: 16 + 3 (deed) + 2 + 1 (bless) = 22. Damage: 7 + 3 + 2 (+1 bless?) = 12 or 13?
HP will try to keep away from the skeletons, but if he cant, he will attack with his torch. 12, damage 2, plus fire if it catches.
Gunnar will attack the nearest one defensively. To hit: 16 + 3 (deed) + 2 + 1 (bless) = 22. Damage: 7 + 3 + 2 (+1 bless?) = 12 or 13?
HP will try to keep away from the skeletons, but if he cant, he will attack with his torch. 12, damage 2, plus fire if it catches.
Barrowmaze Map (by Grim Oddson and Gunnar Ottarson): Updated 03/14/13
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
Re: Fifth Expedition
"Och! What ho! grave robbers! Fellows! Set the restless dead alight alright!"
The swordsman is stoutly armed and luxuriantly mustachioed. You may have seen him around the taverns. He Keeps an eye on the ruffians as he steps forward to lay about with his longsword.
Attack a skeleton, Defensive Deed 3. Hit AC14 dmg8
The swordsman is stoutly armed and luxuriantly mustachioed. You may have seen him around the taverns. He Keeps an eye on the ruffians as he steps forward to lay about with his longsword.
Attack a skeleton, Defensive Deed 3. Hit AC14 dmg8
Knave: Cedric the Defrauded Outlaw
Level 1 HP 8 Armor Defense 12
Str 11 Dex 11 Con 13 Int 13 Wis 14 Cha 12
(sinewy broken-faced but rosy cheeked, oily pompador, frayed tunic, courteous manner, but irascible tendencies, and squeaky voiced)
https://docs.google.com/document/d/13hM ... sp=sharing
Level 1 HP 8 Armor Defense 12
Str 11 Dex 11 Con 13 Int 13 Wis 14 Cha 12
(sinewy broken-faced but rosy cheeked, oily pompador, frayed tunic, courteous manner, but irascible tendencies, and squeaky voiced)
https://docs.google.com/document/d/13hM ... sp=sharing
Re: Fifth Expedition
Murq, satisfied that the newcomer seems to be on their side, returns to watching for any threats coming towards the knocked-down wall.
Jed thrusts his skull-topped mace holy symbol at the oncoming undead, commanding them back in the name of Nergal.
Turn Unholy: 8 (d20) + 1 (CL) - 1 (Per) - 1 (Luck) = 7
Jed thrusts his skull-topped mace holy symbol at the oncoming undead, commanding them back in the name of Nergal.
Turn Unholy: 8 (d20) + 1 (CL) - 1 (Per) - 1 (Luck) = 7
Jed [AC: 14, HP: 9/10, Deity Disapproval: 1-2], Murq [AC: 13, 8/8]
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Re: Fifth Expedition
The three remaining skeletons turn and flee Jed's brandished holy symbol, cowering at the far end of the hall (by the third door). The others seem to quickly perish in the inferno in the crypt. The corridor begins to grow somewhat smoky.
Re: Fifth Expedition
Interesting. Can Gunnar and Milner finish off the turned skeletons?
Daryll and Cisneros recognize Milner. Cisneros alerts the rest of the party. "Fear not; he's a comrade, of sorts. Glad to have you back, friend."
Daryll grunts, and inspects the first door a bit closer. You said it was locked or jammed shut?
HP coughs a bit. "All this smoke... ugh. Maybe we should rely on the strength of the dwarf and the warrior, now that we've got one, instead of fire. At least until this smoke dissipates somewhat."
Daryll and Cisneros recognize Milner. Cisneros alerts the rest of the party. "Fear not; he's a comrade, of sorts. Glad to have you back, friend."
Daryll grunts, and inspects the first door a bit closer. You said it was locked or jammed shut?
HP coughs a bit. "All this smoke... ugh. Maybe we should rely on the strength of the dwarf and the warrior, now that we've got one, instead of fire. At least until this smoke dissipates somewhat."
Barrowmaze Map (by Grim Oddson and Gunnar Ottarson): Updated 03/14/13
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
Barrowmaze Characters (Active in Expedition 5):
Gunnar Ottarson (Dwarf 1): AC 16 HP 7/7
Daryll One-ear (Thief 1): AC 13 HP 4/4
Cisneros (Elf 1): AC 11 HP 6/6
Howard Phillipson (Wizard 1): AC 13 HP 5/9
- Raven Crowking
- Ranger Knight
- Posts: 1209
- Joined: Tue Apr 10, 2012 4:05 pm
Re: Fifth Expedition
The first door was closed, and appeared to be locked. The lock is inset into the door, which opens outward into the corridor you are in.
As far as finishing the un-dead off, they are currently cowering from Jed at the end of the 60' corridor, near the third door. Whether or not you can just go and finish them off remains to be seen. You can certainly try.
(Note that the newcomer did not have an actual chance to attack a skeleton, as they were approximately 40 feet distant, with a number of characters in the corridor between the un-dead and himself.)
The smoke is definitely noticeable...is smells oily and stings the eyes somewhat in this close area, which has little air movement save that caused by the fire itself. But it doesn't seem likely to kill you if you remain here.
As far as finishing the un-dead off, they are currently cowering from Jed at the end of the 60' corridor, near the third door. Whether or not you can just go and finish them off remains to be seen. You can certainly try.
(Note that the newcomer did not have an actual chance to attack a skeleton, as they were approximately 40 feet distant, with a number of characters in the corridor between the un-dead and himself.)
The smoke is definitely noticeable...is smells oily and stings the eyes somewhat in this close area, which has little air movement save that caused by the fire itself. But it doesn't seem likely to kill you if you remain here.