Brother Grergof Varsk |
Be ready for when it comes out!
Grergof smacks his ally again with his silver flail, trying not to kill him.
Heavy Flail - Power Attack + Furious Focus - Non lethal: 1d20 + 13 - 2 + 2 - 4 ⇒ (18) + 13 - 2 + 2 - 4 = 27
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Heavy Flail - Power Attack - Non Lethal: 1d20 + 8 - 2 - 4 ⇒ (2) + 8 - 2 - 4 = 4
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14
Spugnoir2 |
Nipple salad! Spugnoir swipes at Darius
Claw: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 3 ⇒ (4) + 3 = 7
Will save: 1d20 + 4 ⇒ (15) + 4 = 19
I'm director of the poop train..er..uh...wuh? Supugnoir suddenly looks confused as Darius's holy symbol frees him from the ghost's control.
Darius Redgrave |
Will Save: 1d20 + 9 ⇒ (16) + 9 = 25
"Oh hell's no." Darius says and as the vilkacis heads towards him he unleashes holy energy.
Channel Harm 2/6 DC17: 3d6 + 5 ⇒ (6, 5, 6) + 5 = 22
Brother Grergof Varsk |
Creature face the light of the Dawnbringer!
Smite Evil 3/3 for the day on Ghost
Then Grergof reaches out his hand and tries to touch the ghost
Lay on Hands (touch) + Smite: 1d20 + 11 + 3 ⇒ (3) + 11 + 3 = 17
Damage + Smite: 3d6 + 14 ⇒ (1, 5, 1) + 14 = 21
Grergof is obviously worked up into a rage.
Die! unholy terror and bother no one else!
Brother Grergof Varsk |
Grergof runs back to his room stowing his flail and grabbing his bow and quiver of silver arrows and magical dagger.
As he moves he releases the holy power he was building up to refresh himself.
Lay on Hands: 4d6 ⇒ (4, 5, 6, 5) = 20
Then he runs out the door Stam opened to see if he can give chase.
Foxy Quickpaw |
No problem:
Ultimate Mercy
By using lay on hands, you can bring the dead back to life.
Prerequisites: Cha 19, Greater Mercy, lay on hands, mercy class feature.
Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Now we only have to find 3 CHA and two level ups for Grergof and you can raise him. The 10 LoH he would have then.
One CHA he could get at level 8. A headband.
GM Foxy |
To avoid misunderstandings: Who exactly wants to chase an incorporeal vilkacis in the middle of the night through the undergrowth of the woods with an unknown destination - starting with jumping down from the balcony? Only to be stopped again by the outer wall and the gate of the lodge? And who goes back to bed ;)
Recognizing that a chase is moot all turn back to the immediate problem at had: A dead Corvin lying on the floor.
Brother Grergof Varsk |
Grergof reaches out and lays a hand on Cilas.
Lady Sarenrae save this nan
When he draws away Cilas looks not as critical.
Lay on hands: 4d6 ⇒ (3, 1, 3, 5) = 12
His shoulders slump as he looks down.
I don't know how much more I can help others today.
And yes, we should raise this man. If I had known..
He examines Corbin in the off chance he is still alive.
Darius Redgrave |
"Here, this should help everyone." Darius says as light flows from him healing those close to him.
Channel Healing 3/6: 3d6 + 2 ⇒ (1, 6, 6) + 2 = 15
"However I do not have the power of resurrection, alas"
GM Foxy |
As the commotion is finally over a lot of people from the same floor and even from beyond that come together to see what happened. Most are horrified by the events but thanks to Graydon it can be explained what happened.
Finally everyone goes back to their own room for a night of not so well rest. Graydon packs his stuff and moves to Corvin's room as he is not interested in sleeping in his own blood next to a corpse.
Nothing else happens this night and at breakfast most have deep dark rings under their eyes. And the people sit all together for a change. The events of the night are the topic of the conversations. And departing from the lodge.
Spugnoir2 |
Spugnoir stands over Darius as he wakes up. Darius, I am sure you agree that the decent thing to do is to find out if Corvin wishes to come back to this world and for us to pay. Please don't make me have to sing again.
Darius Redgrave |
Sorry guys, time zone difference had me asleep when this went down, otherwise I would have cast Speak with Dead and talked to him before the nights rest. But anyway...
Darius awakens. "Spugs my friend. It is very disturbing to have you be the first thing I see upon opening my eyes in the morn."
He groans as he sits up and swings his legs off the bed. Old warrior bones creaking as he moves.
"Indeed, let me get ready and we shall chat with him."
Darius goes over his morning routine and obedience to Iomedae before putting on his attire, armor and sword at his side and silver dagger at his belt.
"Lets be off."
Then heads to where the body will be with the rest of the party.
Stam Truthfinder |
Stam follows behind Darius a cup of coffee in his hands, his robes wrapped tightly around him.
"This not sleeping enough is going to be the end of me, I need a few more hours but I could survive If I had too, I might be a bit cranky about it though." Stam leans against the wall as Darius works his magic.
Darius Redgrave |
Darius sits down beside the body and folds it's arms over it's chest. Darius then pulls out his symbol to Iomedae, closes his eyes and recites the rite to speak to the recently deceased.
School necromancy [language-dependent]; Level cleric/oracle 3, inquisitor 3, shaman 3, witch 3; Domain knowledge 3, repose 3
CASTING
Casting Time 10 minutes
Components V, S, DF
EFFECT
Range 10 ft.
Target one dead creature
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance no
DESCRIPTION
You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.
If the dead creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.
"It is done.
Stam Truthfinder |
"So Corvin, we drove off the monster that was attacking you. Now we have a few questions. Do you wish to be raised?
Where and when did you meet the Wolf ghost?
Do you know why the ghost chose to attack here? Or Do you know what the ghost was after?" Stam takes a deep breath. [b]"I know this seems like a lot and time is of the essence here so please speak clearly and quickly.
Diplomacy?: 1d20 + 13 ⇒ (1) + 13 = 14
Darius Redgrave |
Darius stands. {b]"I cannot raise him yet. So we must at least secure the body somewhere safe and away from any more harm that may befall it till we can raise him."[/b]
Brother Grergof Varsk |
Isn't there a spell that preserves bodies? Gentle Rest, or sleep or something?
Hes thinking of: Gentle Repose
Darius Redgrave |
Darius perks up. "Hold on. I have it."
Once they have secured and moved the body somewhere safe he then reaches into his pouches and pulls out two copper pieces and places them over the corpses eyes and pulls out his holy symbol tracing lines over the body.
"There' that should do it till we can raise him again."
School necromancy; Level cleric 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (salt and a copper piece for each of the corpse's eyes)
Range touch
Target corpse touched
Duration 1 day/level
Saving Throw Will negates (object); Spell Resistance yes (object)
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.
The spell also works on severed body parts and the like.
Brother Grergof Varsk |
I for one would like to finish the night's rest. Going against werewolves in the middle of the night does not seem wise.
Foxy Quickpaw |
It has been a bit slow lately so this might have slipped you mind:+
As the commotion is finally over a lot of people from the same floor and even from beyond that come together to see what happened. Most are horrified by the events but thanks to Graydon it can be explained what happened.
Finally everyone goes back to their own room for a night of not so well rest. Graydon packs his stuff and moves to Corvin's room as he is not interested in sleeping in his own blood next to a corpse.
Nothing else happens this night and at breakfast most have deep dark rings under their eyes. And the people sit all together for a change. The events of the night are the topic of the conversations. And departing from the lodge.
All of the discussion about preserving and raising the guy was new day then.
Brother Grergof Varsk |
Yep Slipped my mind
Looking around Grergof realizes it's light already and says:
Sorry, I'm obviously tired from the events last night, I'll go get my gear...
He grabs a cup of coffee and gets suited up for the trek to the stairs.
Im ready when you are
Foxy Quickpaw |
You pack up and together with Duristan you venture deeper into the Shudderwood. The long, spidery branches of the towering pines seem to weave more tightly together. Beneath this thick canopy, daylight fades, and the entire forest seems to blur into shadowy hues.
As you come closer to your destination you find the path blocked by two Vollensags who don't seem happy about your presence.
Initiative Grergof: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Darius: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Stam: 1d20 + 6 ⇒ (17) + 6 = 23
Initiative Spugnoir: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Duristan: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative Wolfs: 1d20 + 6 ⇒ (1) + 6 = 7
Stam, Duristan, Spugnoir, Darius <--
Vollensags
Grergof
Duristan draws his silver longsword and readies an attack.
Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Foxy Quickpaw |
The Vollensags are no friends of many words and you have already be warned so they immediately attack.
Assuming you have some reasonable marching order they attack grergof and Darius.
Greatsword Grergof: 1d20 + 10 ⇒ (4) + 10 = 14
Greatsword Darius: 1d20 + 10 ⇒ (9) + 10 = 192d6 + 10 ⇒ (1, 4) + 10 = 15
Grergof's armor twarts the wolf's attempt but Darius is not so lucky and gets a bad cut.