Blackheath |
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Faria Quorothe |
Faria's nose wrinkles at the particularly foul stench. She knows the evil spirits that haunt this place are trying their best to keep the companions out, so she perseveres, looking about for any sources of danger before awaiting the rest of her companions.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Blackheath |
Blackheath readies his bow and advances toward the other room.
Ready an action to fire at the first undead/bad thing he sees.
Sharien Oakfoot |
GM, since Sharien's elemental she started casting in the last combat didn't appear before combat ended, can she still have that summon monster spell available?
Sharien concentrates on a spell, summoning a Celestial wolf which will appear at the beginning of her next turn.
Sharien casts scorching ray at the nearest undead monstrosity.
ranged touch: 1d20 + 4 ⇒ (17) + 4 = 21
fire: 4d6 ⇒ (4, 1, 1, 5) = 11
GM Engleaktig |
GM, since Sharien's elemental she started casting in the last combat didn't appear before combat ended, can she still have that summon monster spell available?
Sure! No problem. Sharien starts summoning an ally to fight alongside the party.
I think that just leaves Faria and Gravleon to go before the undead do.
PFS CORE-G Sangre |
Last channel for the day ^_^
"Burn before the light of the dawnflower!!
Channel: 2d6 + 1 + 4 ⇒ (4, 6) + 1 + 4 = 15
Faria Quorothe |
Faria steps within range of the dangerous beasts, remembering the way they had incapacitated some of the party at Lorrimor Manor. Right after Gravleon's blast of divine power from Sarenrae travels through the undead creatures, she calls upon Pharasma to send the hated undead beasts back to the cold of the grave.
Channel: 2d6 ⇒ (2, 6) = 8
Sharien Oakfoot |
Sharien once again cancels out her summon monster spell, huffing a little bit at not being able to contribute, but glad that her allies were able to take care of the undead monstrosities so easily.
PFS CORE-G Sangre |
Small beads of sweat for on gravleons head "we will need to be more Cautious From now on I can't call to the light for the rest of the day"
Blackheath |
Blackheath follows Grog.
GM Engleaktig |
The party heads west, with Grog in the lead. Here's a brief description of what you see in each room.
Room U5: This guard room is decorated similarly to the others, with a table, a few chairs, and a pair of cots, yet unlike the others, no undead or haunts lurk within. A winch affixed to the western wall raises and lowers the portcullis that allows access into area U7. The portcullis is currently lowered and locked in place. The winch here can be used to release that lock (a move action) and to raise the portcullis (a full-round action).
Room U6: This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.
Room U7: A brass nameplate, its face caked with soot, hangs above a portcullis leading into a large cellblock. Many of the iron doors along the walls within the cellblock hang open, revealing empty cells within.
Grog half-orc |
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Grog turns to the party and in low voice says.
"If our priests can't call to the holy light, perhaps we should rest? I don't like the idea of facing more undead without you guys?
Blackheath |
"It is up to the priests. We do have some haunt siphons left, I think, but I don't think they will work on everything."
Blackheath tries to rub the soot off the nameplate above the portcullis to U7.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Faria Quorothe |
Faria, as usual, scoffs at the idea of turning away so soon. "I can still channel my goddess's might, plus have a nearly complete use of my divine gifts, as well. I say we proceed."
The priestess eyes the remains of the dwarf in room U6 warily, thinking the scene fits one of their evil spirits perfectly. She pulls out the hammer she had been carrying, thinking. "I believe we shall need this..." She hands the item to Grog, then calls upon Pharasma's blessings to protect Grog's mind from infiltration.
Cast Protection from Evil
Blackheath |
Blackheath follows them.
GM Engleaktig |
You guys checked these out before. The brass nameplates that hang above each of the four hallways leading out of this room identify the cellblocks that lie beyond, although the soot must be wiped away to reveal these names. To the north lies “The Oubliette.” To the west lies “Reaper’s Hold.” To the south lies “The Nevermore.” And to the east once stretched “Hell’s Basement.”
I've described the rooms in Reaper's Hold. Which one do you wish to enter? Or do you want to go to a different area?
Blackheath |
Dwarf room?
GM Engleaktig |
The party enters this room. Seems like this might have been the captain's office. Everyone in the party feels a sudden splitting headache
while at the same time noticing the fragments of skull on the table begin rattling and shaking.
In the corners of the room, three screaming severed heads arise.
In the middle of the room, the Mosswater Marauder’s spirit seems to rise up from his bones, appearing as a sobbing dwarf wielding a ghostly hammer.
A ghostly skull (identifiable as the skull of a female dwarf with a DC 20 Heal check) floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.
The party is up! Then the Marauder will act.
Blackheath |
Grog has the cursed hammer we found? I guess I will try and take out some of the heads, if he will be going for the marauder.
Blackheath rapidly fires two arrows at one of the screaming heads...
1st arcane arrow fav. point blank fav. enemy rapid shot: 1d20 + 6 + 2 + 1 - 2 ⇒ (16) + 6 + 2 + 1 - 2 = 23
Damage arrow 1: 1d8 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12
2nd arcane arrow fav. point blank fav. enemy rapid shot: 1d20 + 6 + 2 + 1 - 2 ⇒ (7) + 6 + 2 + 1 - 2 = 14
Damage arrow 2: 1d8 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9
Sharien Oakfoot |
"I AM SO TIRED OF THESE UNDEAD MONSTROSITIES!!!"
Sharien fires off a disrupt undead at one of the severed heads.
ranged touch: 1d20 + 4 ⇒ (10) + 4 = 14
positive: 1d6 ⇒ 3
Faria Quorothe |
Faria looks at the image of the sobbing dwarf, nodding.
"Be at peace." She lets out a burst of Pharasma's divine grace, the Lady of Graves willing and able to grant a final rest to those spirits who were in need.
Channel: 2d6 ⇒ (4, 2) = 6
PFS CORE-G Sangre |
Sorry i was not getting updates that the game was proceeding...
Gravleon moves forward and attacks the undead with his divine weapon
attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Conform?: 1d20 + 6 ⇒ (11) + 6 = 17
If it did damage: 1d6 + 3 ⇒ (1) + 3 = 4
GM Engleaktig |
Sorry for my delays, too.
Blackheath takes out one of the heads!
Between Sharien damages a 2nd head.
Grog smacks the Marauder!
Faria channels dropping the other two heads.
1d20 ⇒ 6
1d20 ⇒ 20
1d20 ⇒ 3
Gravleon attacks the Marauder. But his weapon is not magical and it passes harmlessly through him.
The Marauder reaches out to touch Gravleon and misses.
1d20 ⇒ 4
The party is up, again.
Blackheath |
Blackheath channels his arcane energy and fires at the Marauder...
Will try an arcane strike arrow before moving to ghost touch
Arcane arrow, point blank, fav enemy: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17
Damage: 1d8 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10
Faria Quorothe |
"Return to the grave and your eternal reward or damnation!" Faria continues to act as a conduit to her Lady, waves of holy energy coursing through her holy symbol, attempting to beat the undead in the room into submission to the afterlife.
Channel: 2d6 ⇒ (3, 4) = 7
Sharien Oakfoot |
WIth two channeling clerics, normal undead don't stand much of a chance against us. I have no problem with that... the encounters have been terrifying up until now! :-D
PFS CORE-G Sangre |
Gravleon walks in behind the
"you know it helps of you open you eyes when you look for things"
perception: 1d20 + 8 ⇒ (8) + 8 = 16.. lol and I roll low too^_^