New Campaign: Athelos Darkening
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
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- BMR
- Metal King Slime
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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.
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.
Being from the third world, I reserve the right to speak in the third person.
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- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
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)
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.

Holy Saint Akbar al-Akbar's Turn!
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
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.

Holy Saint Akbar al-Akbar's Turn!
Being from the third world, I reserve the right to speak in the third person.
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- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
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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.

Tim-Tim's Turn!
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.

Tim-Tim's Turn!
Being from the third world, I reserve the right to speak in the third person.
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- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
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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.
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.
- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
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.

Holy Saint Akbar al-Akbar's Turn!
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.

Holy Saint Akbar al-Akbar's Turn!
Being from the third world, I reserve the right to speak in the third person.
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- BMR
- Metal King Slime
- Posts: 3310
- Joined: Mon Feb 27, 2012 2:46 pm
- Location: The Philippines
- Contact:
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.

Spittle's Turn!
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.

Spittle's Turn!
Being from the third world, I reserve the right to speak in the third person.
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