[002] A Temple and a Tomb

Eris
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Rex
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Re: [002] A Temple and a Tomb

#321 Post by Rex »

Ulfgar

"Looks like fire got them most likely, but some time ago."

Initiative [1d20]=8
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shaidar
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Re: [002] A Temple and a Tomb

#322 Post by shaidar »

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Marullus
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Re: [002] A Temple and a Tomb

#323 Post by Marullus »

Initiative [1d20+1]=7+1=8

Initiative [1d20]=16

(Naugrim cast Shield of Faith at the top of the stairs. It lasts 5 rounds. How long will it remain?)
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Re: [002] A Temple and a Tomb

#324 Post by Edeldhur »

Eris
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Re: [002] A Temple and a Tomb

#325 Post by Eris »

Marullus wrote: Tue Jun 11, 2024 7:02 pm Initiative [1d20+1]=7+1=8

Initiative [1d20]=16

(Naugrim cast Shield of Faith at the top of the stairs. It lasts 5 rounds. How long will it remain?)
OOC: Let me calculate in my had...only 2 more rounds, then you'd have to cast it again.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
Eris
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Re: [002] A Temple and a Tomb

#326 Post by Eris »

Round 0

Init Order
16 Naugrim
11 Monsters
11 Erlthal
09 Wendel
09 Black Wolf
08 Ulfgar
08 Willow
05 Fergus
Naugrim sees what looks like a kitchen through the open northern doors. There is another door leading further north in the kitchen. This door is open and hanging from it's hinges. He can see a set of stone stairs leading up from behind that door....and something more! There is what looks like a dead body on the floor of the kitchen and it looks like more on the stairs through the open door. No, something about them...

Naugrim sees the pile of bones begins to stir and rise. The ones on the stairs begin to klick and clank they rise as well. Bits of flesh and rotting clothing falls off these undead as they start to rise!


The lone skeleton in the middle of the next room is wearing tattered robes and from its shape appears to have been a hobgoblin in life. The monstrous creature waves its bony fingers as it begins to weave a spell of some kind!

Erlthal, standing guard near the door to the circular stairs spies the movement across the room and sees bones begin to turn into standing skeletons!

Wendel feels, rather than sees, there is magic here! Just now! A sound behind him draws his attention and he glances over his shoulder and sees the skeletal remains of a hobgoblin in tattered robes weaving a magical pattern in the air! Behind this monster he sees movement, more bones coming to life.

The others have been examining the pile of dead near the exit to the room and only begin to hear sounds now coming from behind them.

You begin with Everyone in the party FAR from the one Skeleton in the a-joining room. There are more behind it, but not how many, and until they move forward you won't be able to directly target them!

Naugrim, post your Round 1 intentions, please! I'll follow that with the Monsters, then we will follow the Init order in actions and determining outcomes.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Marullus
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Re: [002] A Temple and a Tomb

#327 Post by Marullus »

"Oh no you don't!" exclaims Naugrim, rushing forward.
"Fear, for the Law comes before you!"

He moves forward from Far to Near.
Turn Undead [1d20+2]=10+2=12
The hobgoblin needs a DC 12 CHA check or he stops casting and flees. On a roll of 1 or 2, he is destroyed.
Eris
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Re: [002] A Temple and a Tomb

#328 Post by Eris »

Round 1 Naugrim!
Marullus wrote: Thu Jun 13, 2024 11:48 pm "Oh no you don't!" exclaims Naugrim, rushing forward.
"Fear, for the Law comes before you!"

He moves forward from Far to Near.
Turn Undead [1d20+2]=10+2=12
The hobgoblin needs a DC 12 CHA check or he stops casting and flees. On a roll of 1 or 2, he is destroyed.
The skeletal figure throws its hands up and turns to run clattering as it goes! One of the skeletons on the stairs leading up also turns to flee, but only one!

Round 1 Monsters

Four skeletons step down from the stairs and fall upon Naugrim pounding at him with their bony hands! Two bounce off Naugrim's armor, but two others strike his flesh sending streaks of searing pain through him (total 7hp damage)!

Naugrim sees three more skeletons run past him toward the others in the eating hall and he also sees a figure off to the side of this room...it looks like a kitchen. This lone figure isn't skeletal, but its form is hard to make out as it shimmers and seems to burn with blue and red flames. Naugrim hears a loud gong and the word Tenebris!

All the lights held by the party go out! Everything is now in darkness! Anyone trying to light a torch or cast a spell of light is at Disadvantage!

In the Eating Hall all the PC's see 5 pairs of red glowing eyes bouncing toward them and hear clattering of bones and a strange hissing sound! A faint light glows from the smaller room where Naugrim's silhouette can be seen squaring off with two skeletal figures.

Next up:
11 Erlthal
09 Wendel
09 Black Wolf
08 Ulfgar
08 Willow
05 Fergus
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: [002] A Temple and a Tomb

#329 Post by Edeldhur »

Erlthal

The elf immediately gets to work in lighting a torch!

(Not 100% certain what to roll)

Lighting a Torch with disadvantage: [1d20]=16 [1d20]=19
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shaidar
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Re: [002] A Temple and a Tomb

#330 Post by shaidar »

Wendel

Wendel tries not to panic as he sees the eyes of the skeletons approaching in the dark.

He flip-flops between defense and illumination, before deciding on defence:

"Armatura Epidermis"

Spellcasting lvl 1 (vs 11): [1d20+4]=11+4=15

He breathes a sigh of relief as his Mage Armour spell completes.
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Re: [002] A Temple and a Tomb

#331 Post by Eris »

Edeldhur wrote: Fri Jun 14, 2024 11:06 am Erlthal

The elf immediately gets to work in lighting a torch!

(Not 100% certain what to roll)

Lighting a Torch with disadvantage: [1d20]=16 [1d20]=19
OOC: I used Erlthal's Dex mod + 1d20 >= 10 for success.
Erlthal, fumbles with his flint and steel as he tries lighting a torch, but does get it going! It gives off less light than he expected, illuminating the eating hall with a dim flickering glow that doesn't extend past Naugrim standing in the doorway to the room to the north, nor past the pile of bodies on the eastern side where most of the party had been when this all started.

Wendel tries not to panic as he sees the eyes of the skeletons approaching in the dark.

He flip-flops between defense and illumination, before deciding on defence:

"Armatura Epidermis"
Spellcasting lvl 1 (vs 11): [1d20+4]=11+4=15
He breathes a sigh of relief as his Mage Armour spell completes. Then shudders as Erlthal's torch shows 7 shadowy figures approaching him...boney hands outstretched and teeth chattering as they come! Three of these monsters are heading right at HIM!

Black Wolf growls and charges toward the seven skeletal figures clanking into the room, confronting one with a shout as he chops at it with his sword! Everyone sees him hit the skeleton, but it seems to have no effect on it, none at all! This skeleton's eyes are a bright red and the fingers on its hands are sharp like daggers as it swipes at Black Wolf.

Three of the skeletons move past Black Wolf toward Ulfgar and Fergus who were standing close together. These 3 close with them! Ulfgar and Fergus hear a high pitched sound coming from these skeletons as their eyes pulse red in a heartbeat rhythm. Willow, standing somewhat back from Ulfgar and Fergus doesn't seem to be a target right now.

Next Up:
08 Ulfgar
08 Willow
05 Fergus
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: [002] A Temple and a Tomb

#332 Post by Rex »

Ulfgar

Ulfgar lets the glowing eyes come to him and then he lets them have it with his great axe.

Using Amulet of Skill

Great Axe [1d20+6]=12+6=18 to hit [1d10+3]=2+3=5 damage Amulet of Skill [1d20]=4

Amulet of Skill is still usable.
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Re: [002] A Temple and a Tomb

#333 Post by shaidar »

Fergus

The warrior sticks by his companion, waiting for the undead horrors to close before striking at the closest:

Long Sword: [1d20+5]=1+5=6; dmg [1d8+2]=7+2=9
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Re: [002] A Temple and a Tomb

#334 Post by Eris »

ooc: I dropped the ball here! I thought I was waiting you and you were waiting on me...sorry.

Round 1 Ulfgar!

Ulfgar lets the glowing eyes come to him and then he lets them have it with his great axe.
Using Amulet of Skill

Great Axe [1d20+6]=12+6=18 to hit [1d10+3]=2+3=5 damage Amulet of Skill [1d20]=4
Amulet of Skill is still usable.
Swinging the great axe down, Ulfgar hears a resounding crunch that sounds like dinner plates crashing to the floor!

Round 1 Fergus!

The warrior sticks by his companion, waiting for the undead horrors to close before striking at the closest:
Long Sword: [1d20+5]=1+5=6; dmg [1d8+2]=7+2=9
As Erlthal gets a torch lighted Fergus sees the horror he swung at. It is a skeleton taller than he with sharp teeth chattering in its mandibles and with bony fingers that look like long daggers raised to strike down at him. His sword struck, but doesn't to have hurt the creatures at all!

OOC: I'm going to give Willow a chance to act at the top of Round 2, but for now we're moving on...

--end of Round 1--

Monsters:
Skeleton 1: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 2: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 3: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 4: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 5: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 6: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)

Skeleton 7: AC14, HP 13/9, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 8: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 9: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 10: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 11: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Skeleton 12: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash)
Burner 1: AC16, HP 19/19, 1d20+6/1d8 (Bludgeon, Slash) INT+2+6 [Darkness-3, Sound Blast1, Fear-2, Summon-2]
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
Eris
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Re: [002] A Temple and a Tomb

#335 Post by Eris »

Round 2

Init Order
16 Naugrim <-- your turn
11 Monsters
11 Erlthal
09 Wendel
09 Black Wolf
08 Ulfgar
08 Willow <-- your turn
05 Fergus

Willow is caught flat footed shocked by what is happening. She pulls herself together as the lights come back up and she sees the four fast moving skeletons descending upon Ulfgar and Fergus in front of her and three of them surrounding Naugrim.

Naugrim standing at the doorway to the kitchen is beset by three quick moving skeletons (S1,S2,S3) who duck and weave as they slash at him with their bony fingers! He knows there is some evil creature just out of his sight to the left inside the kitchen because he can hear a droning buzz and sharp clicks coming from that direction, but he must deal with the monsters that are upon him before he can do anything about whatever that is! Straight ahead he can barely make out skeletons on the stairs leading up at the back of the kitchen they seem to be trying to get away from him...his Turn appeared to work on some of them, at least!

OOC: To speed things up, if anyone wants to post their turn in advance you can, and you can add if/else clauses to it. I'll integrate your actions into the narrative as your turn comes up.

Monsters:
red=turned
strike=destroyed
Skeleton 1: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 2: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 3: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 4: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 5: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 6: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)

Skeleton 7: AC14, HP 13/9, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 8: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 9: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 10: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 11: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Skeleton 12: AC14, HP 13/13, 1d20+3/1d6 (Bludgeon, Slash, Turn)
Burner 1: AC16, HP 19/19, 1d20+6/1d8 (Bludgeon, Slash, Turn) INT+2+6 [Darkness-3, Sound Blast1, Fear-2, Summon-2]
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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shaidar
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Re: [002] A Temple and a Tomb

#336 Post by shaidar »

Wendel

Concerned at the number of skeletons in his vicinity, he decides to double-up on his protections:

"Pellis repellit malum"

He casts Protection From Evil.
Last edited by shaidar on Wed Jun 19, 2024 8:31 pm, edited 1 time in total.
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Re: [002] A Temple and a Tomb

#337 Post by shaidar »

Fergus tries again and attacks a nearby skeleton. (his preference would be an injured one if possible.)
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Re: [002] A Temple and a Tomb

#338 Post by Marullus »

My apologies! I thought I was still waiting on turn order. Thanks for the chance...

As lights come back on, the grim Halfling focus on the not-dead-enough hobgoblin wizard. Willow knocks and looses, then does so again as soon as she can line up another shot.
Beset by three skeletons of his own, Naugrim trusts the shield of his faith to hold a little longer and strikes out with his new mace...

We still don't know the powers of his new magical mace, so perhaps this is how we find out!
Blessed Mace [1d20+4]=13+4=17 [1d6+4]=1+4=5
Blessed Mace [1d20+4]=13+4=17 [1d6+4]=6+4=10

With his Shield of Faith cast, his AC is 16.
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Re: [002] A Temple and a Tomb

#339 Post by Rex »

Ulfgar

Ulfgar attacks again.

Using the Amulet of Skill again.


Great Axe [1d20+6]=6+6=12 to hit [1d10+3]=4+3=7 damage Amulet of Skill [1d20]=4

Amulet is still good.
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Re: [002] A Temple and a Tomb

#340 Post by Edeldhur »

Erlthal

Anyone who can hold the torch? Otherwise Erlthal cannot fire his bow :P
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