OOC:
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Sorry it's been so long. I'll try to get back into a regular routine, but for now, I'm just pugging the posts out as I have time. Plenty of story, just not enough free time to tell it.
BTW: This Friday, we're coming up on 2 years since the beginning of "Wayne's Basement"! Woohoo!
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Sheng rounds the corner and appears to have found an alternative way into the lighthouse. The constructs, however, take immediate note of the mage's entry, glowing eyes scan the crumbled building corner and focus in recognition.
The magic user is so focused upon the clockwork canines, that he is quite surprised to feel the whiff of an arrow nearly taking off his right ear. Fortunately, the shot misses and passes harmlessly out over the ocean. The assalant, a solitary skeleton archer positioned behind the stairway, drops its jaw (quite literally) in embarassment. Hurredly, the decayed ward retrieves its mandible and reconnects it with a few sickening pops.
He reaches for another arrow.
Sheng sees no sign of the Marrowshriek.
There is a well in the corner of the building, just inside the riven wall. It's walls are about 3 feet high and it still has what looks like a functional winch complete with a bucket for drawing water.
The floor of the lighthouse is litttered with bones.
A small chamber lies to the northeast where a large hole is gouged out of the floor as if from some horrific, arcane explosion.
TikChik, finding himself in a nasty position, tactically speaking, leaves his iron assailants with something by which they can remember him as he deftly shifts away to a safer position. The thri-kreen's blades come down leaving hideous gashes.
Fenwick drags Hankel out of the fray, but the dwarf's life is still draining.[sblock=Hankel's and TikChik's Actions]
Hankel:
Free: Death Save
1d20=3 Fail #1
TikChik:
Standard: Twin Strike
Target 1: Iron Defender 3
Attack:
1d20+15=31 vs. AC for 1d10+6=12 damage
Target 2: Iron Defender 4
Attack:
1d20+15=Crit! for 16 damage + 2d6(Crit damage)= 22 damage
Move: Invigorating Stride to G16
Save minor for after Sheng's trun
Sheng's Stealth Roll: 1d20+8=14
Skeleton Archer 6: Readied Action
Target: Sheng
Attack:
1d20+13=14 vs. AC Miss
[/sblock][sblock=Status]Riardon:
G19 53/64HP 1AP
8HS
Gensai:
B16(Second Floor) 43/81HP 1AP
12HS
TikChik:
G16 49/70HP 0AP
8HS
Sheng:
D26 56/66HP 1AP
7HS
Fenwick:
K19 33/73HP 1AP
9HS Bloodied
Hankel:
J19 0/32 Unconscious, 1 failed save
Skeleton Archer 1:
C19 On battlement above 76/76 Cover
Skeleton Archer 2:
C20 On battlement above76/76 Cover
Skeleton Archer 3:
C21 On battlement above76/76 Cover
Skeleton Archer 4:
C22 On battlement above76/76 Cover
Skeleton Archer 5:
C24 On battlement above76/76 Cover
Skeleton Archer 6:
-C16 76/76
Skeleton Soldier: I17Dead
Skeleton Soldier: I19Dead
Skeleton Soldier: H19 Dead
Skeleton Soldier: K18 Dead
Marrowshriek Skeleton:
??? 148/242HP
Iron Defender 1:
B16 115/115HP
Iron Defender 2:
F19 115/115HP -2 to attacks until end of TikChik's next turn
Iron Defender 3:
D17 83/115HP
Iron Defender 4:
D19 93/115HP[/sblock][sblock=Map]
[/sblock][sblock=Terrain]The well is of an unknown depth (until someone looks in). It can be climbed with an extra square of movement, but moving out of its square requires a DC 20 Acrobatics check or the creature must save vs. falling into the well.
The bone piles and rubble areas are difficult terrain.[/sblock][sblock=Hankel's Stats]
[/sblock][sblock=Enemy Stats]X5
4X
4X
[/sblock][sblock=The Second Floor] Gensai reaches down to pry the blade from the dead dwarf, and two quite unexpected things happen.
First, blue lightning arcs from the weapon to Gensai's hand surprising him with a painful shock.
Second, the skeleton begins to move, groaning out ominous words,
"Only he who is worthy can hold Stang!" The skeleton fixes empty eye-sockets on the ronin,
"Are you worthy, blademaster!?" GM: | Lightning damage: 1d8=5
You've spent a minor action to touch the weapon, but you still have a Move and standard action before he can attack. | |
[sblock=The Axe]
[/sblock]Around the pommel is a dwarven script[sblock=Script]
[/sblock][sblock=Maps][sblock=Close Up]
[/sblock][sblock=Wide View]
[/sblock][/sblock][sblock=Other points of interest on this floor]
In the southwest corner of the corridor, the decayed body of a dwarven sentry lies above a stack of barrels, the contents of which are either dried up or well aged. One can only tell by trying.[sblock=Dead Dwarf on Barrels]
[/sblock][sblock=Insight DC 15]The bodies look to have been dead and undisturbed for over one hundred years.[/sblock]Further down the wall to the east, another sentry lies rotting on the floor, though his armor seems to be none the worse for wear.[sblock=Dead Dwarf in Full Armor]
[/sblock]At the far end of the corridor, the southeast corner of the wall has been blown out as if by some horrid magic.
To the north, a small hallway proceeds into another area of the lighthouse, perhaps to the stairs.[/sblock]
GM: | Choices:
- Examine the greataxe further (i.e.: pick it up and try to use it)
- Examine some of the other points of interest on this floor
- Try to find your way upstairs and clear out the archers on the roof.
Remember your overall objectives (see above)
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[/sblock]
GM: | TikChik still has a minor action (anyone can have him use it if they can find a use for it.
Gensai still has a Move action and a Standard action.
Sheng still has a Minor action and Standard action. | |