Sazzat Tamm |
Tamm examines the stone slab at the end of the passage, looking to see if it somehow functions as a door.
Maybe a keyhole like the medusa mouth?
perception: 1d20 + 18 ⇒ (19) + 18 = 37
knowledge Engineering: 1d20 + 20 ⇒ (20) + 20 = 40
drbuzzard |
They do fit into the holes.
With that knowledge engineering roll, you figure out that the face can probably rotate in the floor using the batons as handles.
You will need concurrent strength checks from all of you. Since there's nothing stopping from trying all you like, you will make it eventually. You hear a loud bang from the area which was blocked by the slab. It is not unblocked.
Raphael Anaviel |
I will let them figure that one for themselves ;)
drbuzzard |
Outside the room seems to be exactly like the outside of the necropolis you saw before. However there are a few things different. Your compatriots not sucked into the medusa face are not present and there's a crashed wagon straight north of your doorway (which faces north).
It's about 100 feet away.
Several tombstones on the western side of the path here have been crushed and shattered in a wide swath. The back of an ancient carriage is visible through the overgrown weeds and shrubs at the far end of the array of destruction.
Raphael Anaviel |
Got it!
After seeing his companions don't appear, Raphael asks Lucian and Mu'aqquibat The Protector to approach him in front of a Medusa head, and tries to "activate" it even without the baton, using one of his wands.
Use Magic Device: 1d20 + 25 ⇒ (9) + 25 = 34
Sazzat Tamm |
spellcraft to understand if we're in the same place: 1d20 + 22 ⇒ (13) + 22 = 35
knowledge(arcana) to understand if we're in the same place: 1d20 + 22 ⇒ (8) + 22 = 30
To Laurel "I don't know if they can catch up with us here."
Raphael Anaviel |
Does Mu'aqquibat The Protector gets transported too? She is Large.
Mu'aqquibat The Protector |
Mu'aqquibat The Protector tries to get out lifting the lid. After getting out she will try to get the others out.
Strength Check: 1d20 + 8 ⇒ (10) + 8 = 18
Strength Check: 1d20 + 8 ⇒ (5) + 8 = 13
Strength Check: 1d20 + 8 ⇒ (15) + 8 = 23
Strength Check: 1d20 + 8 ⇒ (18) + 8 = 26
Strength Check: 1d20 + 8 ⇒ (11) + 8 = 19
Strength Check: 1d20 + 8 ⇒ (12) + 8 = 20
Raphael Anaviel |
Raphael looks at his companions.
"Is everyone accounted for? Is everyone unhurt?"
He casts message on everyone.
Mu'aqquibat The Protector |
As Mu'aqquibat The Protector emerges from the sarcophagus, she exclaims:
"No darkness can prevent the dawn!"
Sazzat Tamm |
"Let's check out that wrecked carriage." Tamm suggests.
perception: 1d20 + 18 ⇒ (10) + 18 = 28
"I wonder how long it has been here."
knowledge(history): 1d20 + 24 ⇒ (3) + 24 = 27
drbuzzard |
Even a cursory examination of this crashed carriage makes it obvious that this open carriage hearse was once a very fine conveyance. However, time and the elements have taken their toll, and the once-rich wood is soft with decay. A crumbling coffin lies in the bed of the carriage, with the rotted leather straps that once held it fast lying beside it. The driver’s bench has two arrows embedded in its seatback.
The carriage appears to be of a style which was popular about 200 years ago.
As you approach the carriage, everyone has a vision:
The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight.
“Aroden save us!” shouts a beardless old man sitting beside you as he desperately clings to the wooden seat.
“We no longer serve fools, Parsimus,” you growl with irritation. “Best get that through your thick skull.”
You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place.
“Forgive me, sister,” you think. “It was I who was the true fool.”
You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky.
“Asmodeus! Have you abandoned me?”
With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers
and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path. Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies.
“No, my puppet. I never forget a bargain.”
drbuzzard |
Northwest of the hearse, scattered along with rotted harnesses and tack, are the shattered bones of four long- dead horses. Opening the coffin reveals an empty, richly pillowed interior smelling vaguely of roses and decay; the cushions bear the impression of a slight, frail body.
Lying face down on the hillside near the tree is a strangely mummified body.
Sazzat Tamm |
Tamm says to the spirit "We mean to bring no undeserved dishonor upon your family, and we come at the behest of the last of your line. Do you know of the sword Infensus Mucro? Is this tomb its resting place?"
Tamm examines the spirit to see if he can discern its nature.
knowledge(religion): 1d20 + 35 ⇒ (6) + 35 = 41
drbuzzard |
"You are unwilling to return what is not your, not are you willing to leave at my request. It is evident you are not listening to me, so I must force the issue!" and he attacks Sazzat with his whip.
to hit: 1d20 ⇒ 7 damage: 10d6 ⇒ (5, 2, 4, 5, 5, 1, 3, 2, 1, 5) = 33 hit
If anyone gets to automatically act in the surprise round, go ahead, then roll init.
drbuzzard |
Tis a ghost.
Now comes a tricky bit, since it has class levels, I don't really see that recognizing that it is a ghost will reveal those abilities. You certainly get everything ghostly it can do. Think I'll give you all the abilities it has in the book, but not the stuff I've added since those are from mything and class and wouldn't be something that can be studied.
So it is incorporeal, has
Defensive Abilities channel resistance +4, fade,
incorporeal, rejuvenation; Immune undead traits
Special Attacks corrupting gaze , hellfire burst ,
teleporting touch
Oh, and I did the attack from memory, and the damage was wrong, it's an extra 5d6 ⇒ (5, 2, 3, 5, 1) = 16.
Initiative : 1d20 + 12 ⇒ (14) + 12 = 26
Mind you, before mythic, this guy is one of the nastier fights in the adventure. Assume he's at 11 now.
drbuzzard |
Ok, enough waiting. Raphael init: 1d20 + 8 ⇒ (12) + 8 = 20 He will be botted for the moment.
Ghost lashes out at Sazzat again (literally).
to hit: 1d20 ⇒ 3 hits your touch AC (unless there is something I'm missing) damage: 15d6 ⇒ (1, 2, 4, 1, 1, 6, 1, 4, 5, 6, 1, 2, 4, 4, 4) = 46
Darryl is up,
On his turn Raphael tries to cast defensively. concentration: 1d20 + 22 ⇒ (9) + 22 = 31 sufficient, he casts heal on Sazzat.
Skipping a map since we're outside.
Laurel Treekeeper |
Gasping at the ease which Sazzat is hit and his damage he tries using a spell to wrap up the creature.
Casting Grasping Hand and having it grapple the monster. If grapple Laurel moves back out of whip range.
Cast defensive: 1d20 + 22 ⇒ (9) + 22 = 31
Grasping Hand Grapple: 1d20 + 25 ⇒ (17) + 25 = 42
Sazzat Tamm |
"Ouch...."
"Thanks Ralph"
Tamm takes a 5' step away from the ghostie. (I don't know how far away I am now, but I'm assuming I was adjacent and he has plenty of reach with that whip).
Free Action - snaps his fingers and his crossbow appears from his glove of storing.
Swift Action - Enter Kirin Style
1 shot from crossbow - spend 1 grit for touch attack (doesn't provoke for reloading or shooting because he spent grit)
Seeking to avoid miss chance, using Conductive to deliver a force bomb (costs 2 bombs) and a undead bane bolt.
heavy crossbow - deadly aim/point blank: 1d20 + 20 + 2 + 1 - 4 ⇒ (1) + 20 + 2 + 1 - 4 = 20
damage: 1d10 + 1 + 3 + 6 + 8 + 2d6 + 7d4 + 16 ⇒ (6) + 1 + 3 + 6 + 8 + (4, 1) + (3, 1, 4, 2, 3, 3, 4) + 16 = 65
I think that 1 means it misses no matter what.
Edit: Conductive is decided after you hit or miss, so I didn't waste those 2 bombs.