Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
A question never asked will rarely be answered. I would suggest asking who he is and why his spirit is unable to pass on. Give it a shot. I may give the GM a chance to let us in on some background we may normal never get.
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
knowledge Religion:1d20 + 3 ⇒ (17) + 3 = 20 If custom and tradition is the same here as it is at the temple. This body would be the most recently past here.
Garrath moves as far away from the ritual as possible, clutching at necklace he's wearing, saying softly and wide eyed "Leave ancestors to their rest, it's bad luck to disturb the dead."
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
Sorry so long, changed service providers, and just getting back on line.
Brandark moves back to wait beside Garrath, as he looks and waits hoping that things don't spring back out.
I happen to agree Garrath, we should leave the dead to their rest. I just placed that one back, as I cannot abide by the desecration of his body just lying there.
He then stands waiting with a potion and warhammer available.
Couldn't tell ya, i spent my life dealing with people, demons, devils, living things...I skipped those classes on the undead, well that and religious studies...And it will only disturb them for a moment, only a few questions and they go back to whereever they were.
The dry bones quivers and shakes, then begins to speak, "I was murdered by other Black Arrows. I was pushed off the side of a cliff. My death was ruled an "accident." AN ACCIDENT!" The Skelton's astral scream gives a chill to all who hear it.
I understand your plight spirit, i am many things but a Black Arrow isn't one of them...I shall do what i can to ensure situations such as yours do not happen in the future. I release you, return to your slumber Flynn turns to the others as he releases the spell, You two at least seem to understand the severity of the situation, let us go back to camp now...
Vale offers again that they now go to the ridge to bury their dead, "Yet, some prefer cremation in the old ways. I didn't know these caves were even down here."
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
As always, I will take the middle watch, as I need not light for sight.
Brandark digs out some camping stuff, and sets up a small campfire for cooking over.
Once the party has settled in, Brandark looks at Elektra.
I was wondering if you know how to make a pack that is bigger on the inside than it looks on the outside?
If so can you tell me what it would take?
Elektra, asking if you can make a handy haversack.
With Kaven on first watch with Garrath, Flynn with Brandark, Vale with Stone, and Elektra meditating through the night, the next day is ushered in without event.
Garrath will fully recover from the Specters draining effect.
Garrath nods to Flynn, Spirits should not be roused. The ancestors will remove their blessings. It is an ill omen... But...I will be fine. It sets me to skin crawling.
The party carefully cross again treacherous bridge. You go back to where you battled a horde of Shocker Lizards. Carefully, Flynn leads the party around a bend to see where the cave tunnel narrows. Brandark will note that the tunnel is heading down into the earth.
Flynn continues to lead the party carefully into the depths.
New map of Fort Rannick Lower Level added. Fort Rannick Caves updated. The new map goes back to five foot squares. What does the party do next?
Flynn notes that these dank caves of dirt and stone wind and bend dizzyingly, narrowing to as small as three feet wideat points. In places, claws of exposed tree roots hang from the ceiling. Flynn reaches what looks likes a three way, but quickly determines that the path in front quickly ends into a small cave room. Flynn finds no traps along the way.
It is very dark in this area. Brandark will not see any signs of life, with the exception of the tree roots, either to the left or right.
In the complete darkness Brandark takes the lead. And as he moves into a larger cave structure he sees a bunch of little lizards, and is like, "Oh no! Not again!"
The creatures combine to attack their intruders with a power wave of damaging electricity.
Brandark, Flynn, Garrath and Vale will need to make a DC16 Reflex save. If you fail, you take 37 points of damage. If you save, you take 18 points of damage.
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
Moving to up to try and get all his friends in a blast of healing energy. He will try to deny healing to the lizards.
channel energy:4d6 ⇒ (4, 6, 3, 2) = 15
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
reflex:1d20 + 5 ⇒ (13) + 5 = 18
Some more of these little damned lizards.
Brandark growls as he steps into the middle of the group
Flips his shield around, and then goes hard slashing with his trusty axe.
Swift, equip shield, no action, 5' adjust (or a move action dependant), standard attack.
If the space is occupied by my initiative, I will move one more space above. If I cannot go above that, I will move to the space directly above lizard 3 and only taking 1 attack.