Aldun pulls his sparkling diamond tracing intricate arcane symbols while chanting but when all three skulls turn to glare in his direction a glob of sizzling flaming crackling energy flies over there heads…
Dain rushes in with his maul but skeleton one skitters and jitters and avoids the demolition!
Round one (auto initiative). turn order Aldun Dain Skeletons
An arc of sustained purple electricity snaps into place between Aldun and Skeleton 3. The animating negative energy is displaced releasing the bones to which fly apart…
Seeing his first attack fail to make an impact on the skeleton, he fixes his grip and swings the maul widely but this attack was no more successful than the last.
Once again Dain swings, but this time the skeleton swings back 24 to hit for 8 piercing damage a nasty gash.
Skeleton two steps forward with a chop, 24 to hit for 6 piercing. Both crusty blades open flesh. Dain is in a bloody rage now! (7 due to damage reduction)
Dain turns to the uninjured one and attacks with abandon, not allowing this one to go unpunished.
Crit 25 to hit, 21 dmg
Due to the extreme violence this scene will not be depicted, suffice to say 'bone dust'.
The sole remaining skeleton jabs at the bloody raging dwarf without a second of hesitation... 25 (crit) to hit for 18 piercing damage (9 due to reduction).
This time Aldun's spell takes hold the skeleton, hunches over grasping its skull knocking on it as if in pain. failed save 9/13 hit points almost done...
Seeing Dain almost going down Aldun rushes forward: "you ok buddy? Hang in there. We're getting out of here. Can you walk on your own. Then I'll try and carry the dwarf."
Before I try and carry or tug the dwarf I look around for other skeletons. If everything is clear I search it's pockets for some info.
(Investigation roll 21)
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to
Seeing Dain almost going down Aldun rushes forward: "you ok buddy? Hang in there. We're getting out of here. Can you walk on your own. Then I'll try and carry the dwarf."
Before I try and carry or tug the dwarf I look around for other skeletons. If everything is clear I search it's pockets for some info.
(Investigation roll 21)
The corpse is wearing a set of fine clothes cut and soiled a signet ring a pouch of coins (5gp 7cp) a nice looking set of boots and a glass vial in an inside pocket.
I quietly tell Dain what I found and take the belongings of the dwarf. All the while checking if Dain is ok. "Can you stand Dain. We gotta go. Maybe you can pull a bit too. This guy seems heavy."
I particularly glance at the glass vial and the signet ring. Do I see a family sign?
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to
“I can stand. And I can help. A few mere skeletons won’t put me down, but it was a near thing.”
Standing Dain fireman carries the other dwarf waving off Aldun’s help knowing that the “help” from a wizard trying to carry things would most likely be a hindrance.
I quietly tell Dain what I found and take the belongings of the dwarf. All the while checking if Dain is ok. "Can you stand Dain. We gotta go. Maybe you can pull a bit too. This guy seems heavy."
I particularly glance at the glass vial and the signet ring. Do I see a family sign?
Are you taste testing the potion or using arcana? If taste testing.
potion of healing
if Arcana DC 15 see above
IdentifyIng the signet ring History DC 13
The Whiteline family crest descendants of Fjörn himself.
Rollback Post to RevisionRollBack
Wise as a serpent and sly as a fox.
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Dain follows the orb until he closes with the first skeleton. Swinging his maul down to end the bones’ magical existence.
(12 to hit 11 dmg — did not go reckless, I am raging)
Aldun pulls his sparkling diamond tracing intricate arcane symbols while chanting but when all three skulls turn to glare in his direction a glob of sizzling flaming crackling energy flies over there heads…
Dain rushes in with his maul but skeleton one skitters and jitters and avoids the demolition!
Round one (auto initiative).
turn order Aldun Dain Skeletons
Aldun’s turn
Wise as a serpent and sly as a fox.
Aldun tries a witch bolt on the 3rd skeleton (18 to hit with 14 lightning dmg) and maintaining concentration on the spell
A wizard is never late, nor is he early, he arrives precisely when he means to
An arc of sustained purple electricity snaps into place between Aldun and Skeleton 3. The animating negative energy is displaced releasing the bones to which fly apart…
Dain’s turn.
map
Wise as a serpent and sly as a fox.
Seeing his first attack fail to make an impact on the skeleton, he fixes his grip and swings the maul widely but this attack was no more successful than the last.
( 11 to hit - reckless)
Once again Dain swings, but this time the skeleton swings back 24 to hit for 8 piercing damage a nasty gash.
Skeleton two steps forward with a chop, 24 to hit for 6 piercing. Both crusty blades open flesh. Dain is in a bloody rage now! (7 due to damage reduction)
Aldun’s turn.
Wise as a serpent and sly as a fox.
Aldun attacks the first skeleton with a mind sliver (int save DC 13 for 4 psychic dmg) yelling: "hold on Dain. Two more."
A wizard is never late, nor is he early, he arrives precisely when he means to
Skeleton ones jaw rattles irritably but appears unphased by Aldun's attempt at rattling its directives, (made its save.).
Dain's turn.
Wise as a serpent and sly as a fox.
Dain turns to the uninjured one and attacks with abandon, not allowing this one to go unpunished.
Crit 25 to hit, 21 dmg
Due to the extreme violence this scene will not be depicted, suffice to say 'bone dust'.
The sole remaining skeleton jabs at the bloody raging dwarf without a second of hesitation... 25 (crit) to hit for 18 piercing damage (9 due to reduction).
Aldun's turn.
Wise as a serpent and sly as a fox.
Aldun casts another mind sliver (4 psychic dmg if it fails int dc 13) at the last skeleton hoping to end it and bring the dead dwarf back.
A wizard is never late, nor is he early, he arrives precisely when he means to
Dain your turn.
Image of the young dwarven corpse.
Wise as a serpent and sly as a fox.
Dain, collapses to a knee from the vicious stab wound. Then as he stands, he brings his maul upward, slamming it into the skeletons chin.
(22 to hit, 14 dmg)
Seeing Dain almost going down Aldun rushes forward: "you ok buddy? Hang in there. We're getting out of here. Can you walk on your own. Then I'll try and carry the dwarf."
Before I try and carry or tug the dwarf I look around for other skeletons. If everything is clear I search it's pockets for some info.
(Investigation roll 21)
A wizard is never late, nor is he early, he arrives precisely when he means to
The skeleton’s skull flies free. 376 xp 188 each.
Once again good job. There are three short swords, and the corpse. Andre comes sauntering back to Aldun.
Wise as a serpent and sly as a fox.
The corpse is wearing a set of fine clothes cut and soiled a signet ring a pouch of coins (5gp 7cp) a nice looking set of boots and a glass vial in an inside pocket.
Wise as a serpent and sly as a fox.
I quietly tell Dain what I found and take the belongings of the dwarf. All the while checking if Dain is ok. "Can you stand Dain. We gotta go. Maybe you can pull a bit too. This guy seems heavy."
I particularly glance at the glass vial and the signet ring. Do I see a family sign?
A wizard is never late, nor is he early, he arrives precisely when he means to
“I can stand. And I can help. A few mere skeletons won’t put me down, but it was a near thing.”
Standing Dain fireman carries the other dwarf waving off Aldun’s help knowing that the “help” from a wizard trying to carry things would most likely be a hindrance.
"ok then I'll do the scouting to get us out of here safe" sending Andre with a mental command ahead.
"Any idea who the corps is?"
(I'll take a short sword)
A wizard is never late, nor is he early, he arrives precisely when he means to
Are you taste testing the potion or using arcana? If taste testing.
potion of healing
if Arcana DC 15 see above
IdentifyIng the signet ring History DC 13
The Whiteline family crest descendants of Fjörn himself.
Wise as a serpent and sly as a fox.