Vhailor Falk |
Vhailor catches up with the lead members of their group just as they drop the foes. Initially excited at the chance of loot, his face drops when the search does not yield further scrolls or sources of arcane power. He remains silent, ogling the holes in his fellows and thinking they've got alot of blood in them... well less now at any rate.
Gregory Leichardt |
Gregory nods to Damrang.
"It was touch and go for a few moments there, but I am feeling much better after that potion kindly donated by those half-orcs; still, I feel that the wind has been knocked out of my sails! By Brigh, that hurt."
Gregory Leichardt |
"I still have plenty of potions; I took the rest of the stockpile that the City gave to us, after everyone else had taken their fill."
I still have the six potions of CLW that I had to start with, if anyone needs more healing.
EngineHouse |
The stairs are 10' wide. Once each of you are ready to move down, post your place in the marching order: left or right and front, middle or rear
That, or someone could try and sneak down and scout the next floor out. The torches are sparse and leave plenty of shadows to hide in.
EngineHouse |
Forming up, you descend the stairs. They curve round into the gloom, lit sporadically by flickering torches. Your boots thunder on ancient paving as you enter the lowest sub-basement.
It's every bit as bad as you expect.
The chamber must once have been a library for towering bookcases run the length of it. They do not hold books, though. The corpses of humanoid soldiers of every kind are wedged onto the sturdy shelves. The place is packed to the brim with the dead, but this is no crypt. There is no sign of reverence in the way arms and legs hang loose and eyes stare blindly from faces frozen in shock.
At the far end of the chamber - which is some 100' long - you can see the lift. Next to it, eight staggering figures work a crank that is slowly forcing the platform upwards.
You catch sight of a black robed man on the lift who has to be the necromancer. He's Helix order, though, and as much a soldier as a mage. He does not gloat or threaten - he throws himself prone and out of your line of fire.
The lift is 7' off the ground when you storm in. As soon as you set eyes on it you hear a deep, wheezing growl to your left.
Map and initiative rolls to come ASAP
EngineHouse |
Necromancer: 1d20 + 2 ⇒ (11) + 2 = 13
Zombie Dire Hyena: 1d20 + 2 ⇒ (5) + 2 = 7
Lift Zombies: 1d20 ⇒ 20
Salvin: 1d20 + 2 ⇒ (9) + 2 = 11
Damrang: 1d20 ⇒ 19
Odol: 1d20 ⇒ 8
Gregory: 1d20 + 5 ⇒ (10) + 5 = 15
Vhailor: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Order
Lift Zombies (Elevate the lift by 5')
Damrang
Gregory
Necromancer
Salvin
Odol
Zombie Dire Hyena
Vhailor
The zombies are the far end of the chamber haul the Necromancer ever closer to safety. To head him off at the top of the lift you will have to run 300' back through the chambers and climb a 50' ladder.
Lift progress toward ceiling: 10'/25'
To your right, a decaying cire hyena decked out in metal plating stands ready to pounce. It moves with the same unnatural vigor as the sprinter zombies that attacked Iadenveige. The zombies pushing the elevator, on the other hand, move more slowly and clumsily.
Damrang and Gregory - you're up.
Gregory Leichardt |
Gregory glances at the hyena, glances at his earthbreaker, shrugs, and then charges down the corridor.
"We need to stop the necromancer from escaping!"
Run action to reach F8.
EngineHouse |
Damrang, you entered the room via a staircase. The last 15' of it are marked on the map, but it extends further. It's the necromancer on the lift. Sorry for the lack of description for the map. To ensure there are no other misunderstandings:
- the circle the zombies surround is a large wheel that they are pushing around
- The blue square the Necromancer is in is the lift platform
- the black rectangles are old bookshelves, 15' high and stacked with corpses. They could be climbed, though with difficulty.
As Greogry charges towards the distant lift, Damrang fearlessly steps towards the large zombie. His weapon swings in a wide arc, keeping him out of reach of zombie's bloody jaws. Unfortunately, it clangs harmlessly from the armour hammered into it's rotting flesh.
Salvin, the undead monster is larger than anything you've ever faced. You realize with utter certainy that you're going to die in this dark hole. Your body will be strung up like a puppet as a lurching insult to your goddess, and it will make no difference if you die fighting or die weeping.
Take a willpower save to avoid becoming shaken, DC14
Salvin and Odol - you're up.
Odol Nightshard |
Odol runs towards the lift as fast as his short legs can carry him. I9
Knowledge (Engineering) to see if there is a rope to cut to cause the lift to stop or drop without stopping the zombies 1d20 + 6 ⇒ (18) + 6 = 24
May as well ask if he can get a straight enough line for a charge at the rope or one of the zombies next round too.
EngineHouse |
Odol, the lift is supported by four chains (one per corner) which all run down the wall of the shaft and onto the wheel. Cutting one would destablize the lift but it wouldn't make it fall. Two would tip the Necromancer off. You'd need a strong blow to sever one, but it's doable.
The chains run through E1 and F2 (I'll mark them on the map for next turn)
EngineHouse |
Salvin strides towards the Hyena, but before he can bring his sword to bear it snaps at him with it's massive jaws
Attack of Opportunity: 1d20 + 8 ⇒ (5) + 8 = 13
There is a flash of golden light and the monster recoils before it can grasp the Paladin. His armour shimmers with his patrons blessings. He cannot shake the fear lodged in his heart, though, and his sword clangs from the zombie's armour just as Damrang's weapon did.
The Hyena mindlessly presses on with it's attack against the paladin
Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12
This time it's jaws slam shut and tear through armour and flesh alike.
Over to you Vhailor
Vhailor Falk |
Round 1:
Vhailor looks into the chamber eyes agog at the hyena zombie and the piles of dead. One eyebrow rising as he wonders Surely these should smell worse? he grips his metal staff tightly and chants softly. Twin tiny dragons of flame dance around his hand before he sends one on it's way with a gesture. It races through the room before bursting in the necromancer's face...
Cast snapdragon fireworks from my bonded item. Then release one at the necromancer.
1d4 ⇒ 3 fire damage and dazzled, DC 14 Reflex save for no dazzle and half damage
EngineHouse |
Necromancer Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
The necromancer - who look like an elf now that you look at him more closely - turns his face aside just before Vhailor's spell strikes it. The dragon-like attack leaves only minor burns.
The zombies toiling on the wheel lift their master ever higher.
Lift Progress towards ceiling: 15'/25'
Damrang and Gregory are up
Gregory Leichardt |
Sorry about the delay in posting; I have had some issues with my internet connection :-/ Hopefully, they should all be sorted out now :-) I will cobble together a post shortly...
Gregory Leichardt |
Two options: If the blue line running off the crank is a rope, Gregory will undertake option 1. If it is chain, he will undertake option 2.
"We must stop him from escaping..."
Option 1:
Ignoring the zombies, Gregory hustles towards the rope (Moving to F2) that they are cranking, and slashes it with a dagger fired from one of his wrist sheathes, into his hand...
Dagger: 1d20 + 5 ⇒ (11) + 5 = 16, for 1d4 + 4 ⇒ (4) + 4 = 8 Slashing damage.
Option 2:
Noting the sturdy construction of the crank, Gregory moves up between the zombies (E4), and attempts to prevent them from turning the crank.
Strength check: 1d20 + 4 ⇒ (20) + 4 = 24.
"I could use a little help over here!"
EngineHouse |
Chains wrap around the heavy wooden wheel of the crank. No part of the mechanism is easy to damage - apart from the zombies
Gregory shoves into the nearest zombie, sending the wretched thing staggering backwards. As one, the walking corpses let go of the lift crank and lurch towards the Inquisitor.
Odol, ahead of you the necromancer - still prone on the now-stationary elevator - swings into view and levels a musket at you.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d12 ⇒ 10
The bullet slams into your gut, punching deep. Blood starts to seep through your punctured armour. Meanwhile, at the other end of the corridor, Damrang's attack is once again deflected by the zombie hyena's gruesome armour.
Odol and Salvin are up
Salvin |
Salvin, shaken, AC 15, AC 17 vs undead hyena
Salvin swings as hard as he can at the unnatural beast, trying to buy his companions time to stop the necromancer.
Power attack smite while shaken 1d20 + 6 - 2 + 2 ⇒ (9) + 6 - 2 + 2 = 15
Damage 2d6 + 9 + 4 ⇒ (5, 1) + 9 + 4 = 19
Smite ignores DR
EngineHouse |
Salvin and the looming zombie brutally clash.
attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Salvin is on -5 HP
Damrang, you watch on as the jaws find Salvin a second time and force him to the ground. The Paladin's red blood spurts over the floor but still he grasps his weapon. Though on his knees he holds back the great weight of the zombie starting to devour him and swings his greatsword one last time. This time, it finds a plate already buckled by your dorn derger and carves through it and into the monster's rotten flesh.
The dire hyena's mangled guts spill onto the ground and it recoils, the dark magic holding it together stretched to breaking point. Salvin falls, but you can see that his blow has nearly destroyed the undead beast. It falls to you and Vhailor to finish it off.
Vhailor is up
Vhailor Falk |
Round 2
Hearing the result of the fray between Salvin and the hyena, Vhailor moves forward to where he can see it. With a flick of the wrist he sends the second dragon flying towards the beast to burst in it's face.
Move to W,9; 1d4 ⇒ 1 fire damage and dazzled, DC 14 Reflex save for no dazzle and half damage.
Vhailor really needs to invest in some ranged spell capability...
EngineHouse |
Three of the four zombies batter wildly at Gregory, clawing at him with broken nails. They move more slowly and lethargically that the ones besieging Iadenveigh, but with the same strength.
F3 Zombie attack (flanking): 1d20 + 6 ⇒ (15) + 6 = 21
E3 Zombie attack: 1d20 + 4 ⇒ (6) + 4 = 10
D4 Zombie attack: 1d20 + 4 ⇒ (17) + 4 = 21
One of the creatures, unable to push past the rest, blindly swings at Odol instead:
D5 Zombie attack: 1d20 + 4 ⇒ (15) + 4 = 19
Their sudden assault takes Gregory by surprise and the flesh of his limbs is torn and battered. He is in danger of being overwhelmed:
F3 damage: 1d6 + 4 ⇒ (2) + 4 = 6
D4 damage: 1d6 + 4 ⇒ (1) + 4 = 5
Odol too is badly bruised by the corpse's clumsy blows:
D5 damage: 1d6 + 4 ⇒ (4) + 4 = 8
Odol, you curse Gregory's foolishness in attacking the zombies. He should have known they would attack! Why did he not aid Salvin against the hyena? Why did he race blindly for the glory of taking down the Necromancer!? Now Salvin is dead, Damrang soon to follow and you are in danger of being dragged down yourself! You've had enough. You'll kill Gregory here and now. The others need never know...it could be chalked up to the Necromancers gun, or the blows of the zombies...
Odol, make a DC14 will save or attack Gregory in your next turn, moving or charging to engage him if necessary
Gregory Leichardt |
Knowledge(Engineering): 1d20 + 7 ⇒ (12) + 7 = 19.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11.
"If someone were to deliver a solid kick to the wratchet over there (C2), it would bring the lift down!"
Gregory then swings at the zombie in D5!
Earthbreaker: 1d20 + 5 ⇒ (12) + 5 = 17, for 2d6 + 6 ⇒ (6, 3) + 6 = 15 Bludgeoning damage.
Odol Nightshard |
Round 3
Spellcraft 1d20 + 6 ⇒ (4) + 6 = 10
"Hey Gregory, what the devil is he blabbing on about now."
Will (Spells and Spell-Like Effects) 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
The spell hits Odol and for a moment, he raises his axe and considers advancing on Gregory. But, then it hits him what the necromancer must be doing and he throws off the spell. "Careful Gregory, he attacks with his mind as well as that damned gun."
Knowledge (Engineering) 1d20 + 6 ⇒ (10) + 6 = 16
"I see it Gregory, but you're going to have to hold them off a little longer without me."
I just realized I haven't been remembering Dance of the Blades which makes my move 25 feet.
This is going to hurt. Odol races around the outside of the circle of zombies assaulting Gregory, recklessly ignoring the possibility of attacks as he moves past. He stops right next to the crank and ratchet.Move action to C2. He kicks out at the ratchet, attempting to bring the lift crashing down.
That all assumes Odol just survived 1-2 AoOs. Otherwise, he's bleeding out on the floor.
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 8/18
Weapon Equipped Dwarven Waraxe +4 (1d10+3/20/x3)
EngineHouse |
Zombie Hyena Reflex Save: 1d20 + 3 ⇒ (18) + 3 = 21
Necromancer falling damage: 3d6 ⇒ (1, 3, 1) = 5
Zombie D4 AoO vs Odol: 1d20 + 4 ⇒ (17) + 4 = 21
Zombie D4 damage: 1d6 + 4 ⇒ (4) + 4 = 8
Gregory, your earthbreaker slams into the zombie's skull, caving it in and snapping it's kneck clean in half. Despite this, it lulls sideways but does not quite fall. The blow is enough to distract it as Odol ducks past, however.
Odol, the next zombie you pass DOES strike at you. It half falls, half lunges at you and it's exposed skull slams into you head with the force of a hammer. You stagger, your ears ringing and blood running into your eyes. Blackness hovers at the edge of your vision but you make it to the ratchet and kick it out.
Odol is on 0HP. Another standard action will reduce him to -1HP and leave him dying.
The lift plummets downwards. The Necromancer is unprepared for the fall and bounces like a thrown doll before slamming to the floor. You can hear the villianous elf moaning in pain - he's prone, but not out the fight.
Vhailor, the looming zombie sways aside from your spell and it merely hits it's rotten flank. It leave a scorch mark but does not bring down the creature. You do, however, manage to enrage it. It steps forwards and tries to snap at you. It's jaws look like they could bite you in half. As it does so, though, it leaves itself open to another blow from Damrang:
Hyena moves to V-W 6-7, provoking AoO from Damrang
Damrang AoO: 1d20 + 5 ⇒ (18) + 5 = 23
Damrang damage: 1d10 + 9 ⇒ (3) + 9 = 12
Moments before it strikes there is a sickening crunch and the red fires in it's eyes are snuffed out. The great beast is finally freed from undeath as it's back is snapped by the dorn-derger.
Vhailor is up
Vhailor Falk |
Round 3:
Vhailor sees the zombie hyena lunge at him and regards it with a slightly raised eyebrow and a quizzical cocked-headed expression. Shrugging his shoulders as the hyena is put down by Damrang, Vhailor sets his sights on the necromancer thinking He's not very nice...
Retrieving a scroll that should summon lightning from the air to shock the necromancer into submission, Vhailor chants "Suce sur un boulon de droite" and.... nothing happens. In the few moments that he ponders he realizes his folly.
Pull out a scroll of Lightning Bolt, use said scroll, aimed at E,8 (where Mr Necro is)
Caster Level Check: 1d20 + 2 ⇒ (2) + 2 = 4 - failed
EngineHouse |
Map (Turn 4 after Zombies move)
Some of the zombies interpret the necromancer's pained curses as orders to kill Odol. Two of them move away from Gregory, who takes punishes one for turning it's back:
Gregory AoO vs. Zombie moving out of F3: 1d20 + 5 ⇒ (5) + 5 = 10
Note that the near-destroyed Zombie missing most of it's head ended up in B3
He doesn't land a solid blow, hamped by the other two undead still clawing at him. The two zombies going for Odol are too cumbersome to attack immediately but the two fighting Gregory strike again:
Zombie E3 vs Gregory: 1d20 + 4 ⇒ (16) + 4 = 20
Zombie D4 vs Gregory: 1d20 + 4 ⇒ (13) + 4 = 17
E3 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
D4 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
With mindless ferocity, they batter him unconsious!
Damrang, you're up
Damrang Flintforge |
Round 4
HP = 13/21
AC = 15
Weapon Equipped = Dwarven Dorn-dergar
Status Effects = None
With a steady hand that fails to betray his fear, Damrang moves over Salvin while uncorking a potion. Pouring it down the paladin's throat, he waits for signs of life.
Potion of CMW: 2d8 + 3 ⇒ (7, 1) + 3 = 11
EngineHouse |
Salvin, you are knocked back to consiousness by the gouges in your flesh forcing themselves shut. You're far from whole but you're ready to get back in the fight.
At the other end of the chamber, Gregory is in a much worse way.
The Necromancer raises his musket one again, aiming it at Vhailor. You see that it's the double barrelled weapon of a Delve grenadier, and one barrel has yet to be fired. There's the crack and puff of powder smoke...
Attack vs Vhailor, 2 range increments: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
...and as the wizard ducks aside the shot slashes past, inches from his ear. Rock splinters fly from the wall behind him.
Salvin and Odol are up. Odol, remember a standard action will put you to -1 after it resolves. Movement can be done as normal. Salvin, you're currently prone after just being revived.
Odol Nightshard |
Round 4
Damn, was thinking I had one more spell left, but I used the last one when we entered the basement. I've got very limited options.
Odol takes a short, halting step toward the back of the room feeling his blood spill out of the sucking wound in his chest. Brigh, get me out of this bloody mess! He stumbles toward the back wall of the room, hoping to somehow dodge the zombie waiting there for him. Provokes Attack of Opportunity from zombie in B3. If he survives, he'll put a hand against the back wall and stumble all the way to A6.
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 6/18
Weapon Equipped Dwarven Waraxe +4 (1d10+3/20/x3)
Reminder to myself about Spells Expended: Before adept fight at surface: Lead Blades, Shield of Faith and Magic Weapon. Cure Light Wounds on Gregory during fight with the half-orcs. Lead Blades before entering the cellar.