New Campaign: Athelos Darkening

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Bob the Hamster
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Post by Bob the Hamster »

Beardthar nods agreeably, and then goes to listen quietly at the door.

When the zombies have passed again, he intends to go out and peek around the corner they have disappeared around, and try an get a good look at another segment of this apparently circular hallway.
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Post by BMR »

Beardthar
You wait for the zombies to pass, and then sneak out.

Move Silently (1d20 + Ranks + DEX)
Beardthar: 13 + 0 + 1 = 14

You go down the corridor and take a look around the corner of the hallway.

What you see confirms your assumption that the the hallway loops around in a square, a circular hallway of sorts. This end though does not open up to a balcony. Rather, around halfway down the hall, there is a staircase leading up. It's made of stone, and unlike the downward staircase at the other end, seems to be used more often. There is no doorway on this side, but there are windows which are boarded up.

The zombies keep walking down the hall, and take a turn to the left when they reach the end. They're probably patrolling, but aren't smart enough to take the initiative and search rooms.
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Bob the Hamster
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Post by Bob the Hamster »

Beardthar wrote:Hey, guys! There is a staircase upwards over here, lets climb it before those zombies come around again!
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Post by Gizmog »

Spittle nods in approval and follows along, wondering how the heck zombies can hear or see things anyway.
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Post by Mogri »

Holy Saint Akbar al-Akbar is disappointed that the others don't want to face down the zombies. He also doesn't want to face the zombies alone, so he follows Beardthar.
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Post by BMR »

You all quickly dash out the door, trying to avoid the zombies. It's relatively dark, but there's just enough ambient light to navigate by for the darkvision-impaired.

You round the corridor and get to the staircase before the zombies manage to spot you. A quick look around shows that the zombies have just turned the corner. They make no sign of having seen or heard you.

Spot (1d20 + Ranks + WIS)
  • Akbar: 17 + 0 + 1 + 1 = 19 Success
    Beardthar: 17 + 5 + 3 + 2 = 27 Success
    Peanut: 5 + 5 + 1 = 11 Fail
    Spittle: 16 + 0 + 0 = 16 Fail
    Tim-Tim: 10 + 0 + 3 = 13 Fail
You spot two skeletal figures up the stairs just as one of them hurls a throwing axe in your direction. They don't seem to be normal skeletons, even from here you can feel there's something different, and unholy, about them.

Combat Start!
Surprise Round!

Defiling Skeleton 2: 22
Tim-Tim: 21 Unaware, cannot act this round
Defiling Skeleton 1: 19
Zombie 2: 13 Unaware, cannot act this round
Zombie 5: 13 Unaware, cannot act this round
Holy Saint Akbar al-Akbar: 10
Beardthar: 7
Peanut: 7 Unaware, cannot act this round
Zombie 1: 7 Unaware, cannot act this round
Zombie 6: 6 Unaware, cannot act this round
Spittle: 3 Unaware, cannot act this round
Zombie 3: 3 Unaware, cannot act this round
Zombie 4: -1 Unaware, cannot act this round


Defiling Skeleton 2
The skeleton at the top of the stairs hurls a throwing axe down the stairs towards your group.

Defiling Skeleton 2: 8 + 2 + 3 = 13 Miss!

Luckily, it goes wide and clatters uselessly against the wall behind you. It does, however, make a rather loud noise, one that the zombies are sure to hear...


Tim-Tim
Cannot act this round, unaware of enemy combatants.


Defiling Skeleton 1
The skeleton hefts a throwing axe and hurls it at the paladin, perhaps sensing Akbar's holiness as a threat.

Defiling Skeleton 1: 16 + 2 + 3 = 21 Hit! Defiling Skeleton hits for (1d6[6] + 0) 6 damage

The axe cuts into Akbar, doing a fair bit of damage.


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Holy Saint Akbar al-Akbar's Turn!
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Post by Mogri »

"Ouch! ...Jerks!" Spurred by righteous indignation (note: may or may not actually be righteous), Holy Saint Akbar al-Akbar dashes up the stairs and smites the evil right out of the skeleton-thing.
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Post by Bob the Hamster »

Beardthar wrote:Oh... my...
Beardthar starts casting Shillelagh on himself
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Post by Spoonweaver »

Tim-Tim wrote:Wha? What's going on here?
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Post by BMR »

Holy Saint Akbar al-Akbar

Akbar dashes forward and smites the closest skeleton.

Akbar: 20 + 2 + 4 + 2 = 28 Critical hit! Akbar hits for (2d4[6] + 6 + 4 - 5) 11 damage

The falchion cuts into the skeleton, and a flash of bright light bursts forth from the weapon as the divine energies pour into the undead creature. It manages, however, to shrug off some of the damage.


Beardthar

Beardthar holds his quarterstaff before him and starts chanting. Divine energies flow through him and into his staff.


Peanut
Unaware and cannot act this round

Zombie 1
Unaware and cannot act this round

Zombie 6
Unaware and cannot act this round

Spittle
Unaware and cannot act this round

Zombie 3
Unaware and cannot act this round

Zombie 4
Unaware and cannot act this round


Round 2! Normal Combat Begins!

Defiling Skeleton 2

The skeleton fixes its gaze on Holy Saint Akbar, screeching in defiance of the paladin. It hefts its battle axe and takes a powerful swing at the half-elf.

Defiling Skeleton: 11 + 2 + 2 = 15 Hit! Defiling Skeleton hits for (1d6[4] + 2) 6 damage

The attack connects, biting into the paladin's flesh.

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Tim-Tim's Turn!
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Post by Spoonweaver »

With his hand still in pain from the terrible glove he found, Tim-Tim decides to give melee a try rather than try to form precise hand symbols with a mangled hand.

With his dagger in one and and the glove on the other, Tim-Tim heads up the stairs, but stops 5ft behind Holy Saint Akbar al-Akbar. Tim-Tim plans to enter melee, but doesn't want to be crazy about it.
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Post by Bob the Hamster »

When his spell finishes, Beardthar will go up the stairs and try to help Saint Akbar attack the skeletons
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Post by BMR »

Tim-Tim
Tim-Tim rushes up towards the skeletons, but pauses a few paces behind Holy Saint Akbar.


Defiling Skeleton 1
The skeleton moves shuffles over and takes a swing at the Paladin, completely ignoring the tiny gnome whom it seems to see as being a non-threat.

Defiling Skeleton 1: 17 + 2 + 2 = 21 Hit! Defiling Skeleton hits for (1d6[1] + 2) 3 damage

The axe cuts into Holy Saint Akbar al-Akbar, but it doesn't do quite as much damage as the previous attack the other skeleton made.


Zombie 2
Apparently alerted to the commotion, or perhaps some other magical means, the zombie turns around and shambles towards your group. Being the slow, mindless zombie that it is, it isn't able to attack you just yet.


Zombie 5
Like the other zombie, this one seems to have been alerted to your presence. It too shambles forward, cataract-y eyes staring at Spittle.


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Holy Saint Akbar al-Akbar's Turn!
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Post by Mogri »

Holy Saint Akbar al-Akbar hacks at the skele-thing that he smote only six seconds ago, thinking to himself that it feels like much more time has passed.
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Post by BMR »

Holy Saint Akbar al-Akbar

Akbar takes a powerful swing at the defiling skeleton.

Akbar: 14 + 2 + 2 = 18 Hit! Akbar hits for (2d4[3] + 3 + 4 - 5) 5 damage

The sword bites into the skeleton, but the skeleton manages to shrug off some of the damage.


Beardthar

The spell finishes and Beardthar's staff has turned into a Shillelagh. He rushes up to stand beside the paladin and takes a powerful swing at the closest skeleton.

Beardthar: 15 + 2 + 1 + 2 = 20 Hit! Beardthar hits for (2d6[10] + 3) 13 damage

The empowered quarterstaff smashes into the skeleton, doing a significant amount of damage. The skeleton shatters and drops to the ground in a pile of bones.


Peanut

(I hope no one minds that I'll control Peanut during combat)

Peanut rushes up to the corner of the hallway and quickly looses two arrows at the approaching zombie.

Arrow 1: 17 + 3 + 1 - 2 + 1 = 20 Hit! Peanut hits for (1d6[1] + 1 - 5) 0 damage

Arrow 2: 14 + 3 + 1 - 2 + 1 = 17 Hit! Peanut hits for (1d6[4] + 1 - 5) 0 damage


The zombie doesn't even flinch as the two arrows enter its body, it completely ignores them.


Zombie 1
The zombie shambles up the stairs, moving for the three fighting the skeletons.

Zombie 6
You can't spot the zombie, and are unsure of what it's doing now.


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Spittle's Turn!
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