Difference between revisions of "D&D Session 6"
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(New page: * Search the cart (again) * Find some glass vials, beakers * Cast detect magic ** Bottles are magical ** Monk insists that the box they're in is magical * Walk for the day * Make camp ** R...) |
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Line 14: | Line 14: | ||
* Don't let Krellus move or talk | * Don't let Krellus move or talk | ||
* Rest | * Rest | ||
* | * Krellus starts casting identify | ||
* 6 zombies show up | |||
* Pepper them with arrows | * Pepper them with arrows | ||
* Kill the 3 remaining | * Kill the 3 remaining | ||
* Sam realizes he isn't counting his bolts | * Sam realizes he isn't counting his bolts | ||
* Krellus identifies potions: remove curse + cure disease | |||
* Sam drinks the cure disease. Woo! | |||
* Approach the city gate | * Approach the city gate | ||
* Check for traps | * Check for traps |
Latest revision as of 14:28, 28 September 2007
- Search the cart (again)
- Find some glass vials, beakers
- Cast detect magic
- Bottles are magical
- Monk insists that the box they're in is magical
- Walk for the day
- Make camp
- Refuse to let the monk watch, since he's been bitten
- During second watch, animals stop making noise
- Wake up the dwarf
- Put the torch in the field
- Shoot some arrows at the grass, burn it all down
- Two zombies eventually show up, kill them
- Don't let Krellus move or talk
- Rest
- Krellus starts casting identify
- 6 zombies show up
- Pepper them with arrows
- Kill the 3 remaining
- Sam realizes he isn't counting his bolts
- Krellus identifies potions: remove curse + cure disease
- Sam drinks the cure disease. Woo!
- Approach the city gate
- Check for traps
- Open it up
- Zombies!
- Krellus/Paladin climb stairs
- Rest of the party goes out the gate
- Zombies start climbing
- Krellus/Paladin jump off the wall
- Run
- Dwarf trips
- Fight another zombie
- Run away
- Argue about which direction to go while the zombies are catching up
- Force march
- Sam passes out
- Find another zombie
- Kill it
- Make camp