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Since Eliva is full of knowledge skills, she'd tap her others when the first one failed...
Eliva's Knowledge (religion): 1d20 + 13 ⇒ (5) + 13 = 18
"He's a vampire," the inquisitor says grimly. "I can see it in his complexion."
Eliva is now using undead bane on her arrows. That's also a good enough check for her to grab one of her silver arrows.
She lets loose the arrow and it strikes Monerre in the thigh. He thrashes in agony. Eliva taunts as she readies her next arrow, "That looks like it burns."
Res, Andrzej, and Leandro are up.
To be clear, the rotting humanoid parts stitched together in this laboratory do not look much like an elf lady.
Trina init: 1d20 + 5 ⇒ (16) + 5 = 21
Trina save: 1d20 + 6 ⇒ (12) + 6 = 18
"Ach, that stench is fouler than last summer's haggis!" Smitty moans as he retches ungracefully. As if to punish whatever so offended his nostrils, he aims his weapon and shoots the thing.
1d20 + 7 ⇒ (15) + 7 = 22
The creature is not even slowed by the bullet wound. It is clear that bullets are not likely to be of much use here. (DR 5/bludgeoning or slashing)
Trina approaches and hacks at it with her glaive to no avail.
1d20 + 7 ⇒ (3) + 7 = 10
Monerre grins at Tybalt - a toothy, almost too wide grin. "I knew where it was, yes. Sadly for you, you are not the first to come for it, and I am glad I accepted their offer rather than yours. It suits me well." Just then, Angalia's dagger hurtles at the necromancer and her aim is true, but it is cast aside harmlessly by his magical armor of force which surrounds him.
He turns to Angalia. "This is beyond you, girl..." and with an arcane word and a gesture, strikes fear into her heart.
Cause fear - Angalia must make a DC 16 will save vs fear or be frightened. On a successful save, she is still shaken for 1 round. It looks like she gets +4 on the save due to Leandro's aura.
Anuqa hastily dons his defenses. Casting mage armor.
The two zombies shamble to Leandro and Andrzej and rake at them with their rotting hands.
To hit Leandro: 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge (arcana) DC 17:
This thing is a carrion golem. It is a construct made of dead body parts, animated by chemical and alchemical means. Unlike the more familiar flesh golem, the process used to create this abomination was more rudimentary, leaving the parts less protected from ordinary decay.
You understand basic construct traits. This creature is slowed by cold and fire, while electricity will heal it. Contact with it could spread filth fever.
As the foul construct begins to move about, it eminates a horrific stench, which is all but insufferable.
All must make a DC 14 Fort save or be sickened.
The creature finally lumbers to its feet.
Sorry for the delay. It always takes more time than I think it will to be ready for a new combat.
You make your way around the bend in the corridor and see before you a well-lit chamber. It seems to function as both a living chamber and a study for its occupant. An old, rumpled bed sits in the corner. Strangely, an old coffin lies beside it. On another wall, an ancient stone desk is littered with yellowed bits of parchment and a number of crumbling old scrolls. A brazier illuminates the room warmly, but several small candles also occupy the desk to facilitate reading.
Clad in old robes the color of charcoal, a balding, middle-aged man busies himself frantically, apparently finishing the casting of a spell. He glares at you all with fiery, almost neurotic intensity. "I knew you would come," he rasps, "but you are all too late. And never have I been better prepared to dispatch of such easy prey."
Beside him, two rotting corpses stand awkwardly and gaze mindlessly in your general direction.
Spellcraft DC 16:
The spell he was completing as you entered was protection from good.
Roll initiative, please.
Sylvia hears some movement beyond the next door - someone is moving about, but not necessarily speaking. The more distant cacophony of voices continues to drift from the room further through the suite.
As Jerry and Sylvia meander through the laboratory, the unbreathing figure on the table slowly begins to sit upright. Its dull eyes seem to look with purpose at all of you intruders.
Faenor can see that these creations were designed as clockwork assistants, but they were hastily refitted with defensive capabilities, probably recently.
Faenor and Caladrel observe nothing else in this room, although Caladrel can still hear the babbling voices drifting indistinctly through the east wall.
Sylvia tries the next door and finds it unlocked. Beyond is a large laboratory. Alchemical apparati of every description abound on desks and tables around he perimeter. Bubbling solutions and preserved specimens that twitch spasmodically occupy shelves along with tools, reagents, and chemical components.
Another door occupies the same wall as the one you opened: the door to the adjoining office suite that you know to be Professor Hinzackle's.
In the center of the laboratory on a metal table is a specimen that the Professor almost certainly did not have University approval to create: a foul assemblage of human body parts, crudely sewn together and till evincing various signs of decay. The figure lies still upon the table.
Discerning footprints in this chamber is difficult, as the wandering of the wights (not to mention your own recent scuffle) have left little dust on the worn stone floor, apart from the corners and under some of the ruined pews. Tybalt, however, has particularly keen eyes and detects that the eastern door is used far more frequently than the western one, but both are used occasionally. Both doors appear to be locked.
The symbology is heavy with images relating to death, interment, and undeath. There are no symbols of any known religions or deities. This is, in effect, a chapel to Death itself. As is so often the case in Ravenloft, this chapel seems to have sprung into being as an ancient site - old at birth, and built by no one but the Powers themselves to suit whatever occupants they wanted to lure here. A twisted necromancer could readily make himself at home in such a place.
Faenor - I see what you are trying to do. Why not? But it is an area attack and not at all precise. I think you can do it, but will take damage. You can automatically make the save, though - so it would be halved. I will let you roll that. It will destroy the net completely.
Jerry leaps into the room, but the nearby clockwork creature gets a good swipe at him. (That acrobatics roll is not going to cut it.)
1d20 + 6 ⇒ (20) + 6 = 26
The bruise from the slam of the clockwork servant does not stop Jerry from smashing at the other one. He strikes it solidly, and the creation collapses into a pile of gears and struts.
Smitty, Caladrel, and Faenor are up.
Angalia retreats up the corridor, as does Anuqa, but not without unleashing magic missiles at the wights.
1: 2d4 + 2 ⇒ (1, 3) + 2 = 6
The first wight crumples to the ground when struck, but the second launches another attack at Leandro.
Leandro can make an AoO. Assuming it does not fell the wight, it attacks:
1d20 + 6 ⇒ (13) + 6 = 19
Will save 1: 1d20 + 6 ⇒ (15) + 6 = 21
Attack of Opportunity: 1d20 + 5 ⇒ (7) + 5 = 12
The wights cry out at Res's holy invocation. One swings at him as he retreats but fails to strike him.
Andrzej's blade slashes one solidly in the face, the vistani's blade drips with rotting ichor.
Anuqa's magic missile sears one of the wights, while Angalia pulls back into the corridor.
The first wight flails its putrid fist at Andrzej.
1d20 + 5 ⇒ (14) + 5 = 19
The second lunges again at Leandro.
1d20 + 5 ⇒ (14) + 5 = 19
Smitty's shot rings out and strikes the clockwork creation, knocking off some pieces of unknown function, but the creature manages to dodge the writhing ball of flame conjured by Caladrel.
reflex save: 1d20 + 4 ⇒ (14) + 4 = 18
Faenor sends a gout of flame at the nearby clockwork.
4d4 ⇒ (3, 1, 2, 2) = 8
The third clockwork strikes back at Faenor. 1d20 + 4 ⇒ (17) + 4 = 21
The other clockwork begins picking up some of the pieces Smitty shot off and quickly reattaching them. Heal: 1d10 ⇒ 3
The effects of being caught in a net: the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
Anuqa initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Acorn - I will check with taig to see if he is still around to run Anuqa. For now, hold off and I can run him until I know for sure. Thank you again for your help!
The dotted line marks a raised dais upon which the altar stands.
Moving into the room, you can see that there are two doors - one in each of the far corners. There are no other doors apart from the one through which you entered.
Using passive Perception for everybody else. No one is anywhere near this Stealth roll.
You make your way into the chapel, your light sources splashing across profane symbols and ominous stains. Your companions cast long shadows into the surrounding darkness.
Without warning, two foul corpses jump from the shadows, one on each side of the room. They pounce upon Leandro and Res, their hollow eye sockets glowing red with malign intelligence.
1d20 + 7 ⇒ (13) + 7 = 20 vs Leandro
1d20 + 7 ⇒ (1) + 7 = 8 vs Res
Knowledge Religion DC 14:
These are wights. The dark energy of the chapel is making them stronger, as per a desecrate spell.
Roll initiative please. Map is coming soon.
As the door was unlocked, Tybalt is more than equal to the task of opening it.
The door opens with a heavy creek, from age rather than disuse. Beyond it, some antique candelabras dimly illuminate an ancient subterranean chapel dominated by a stained and scarred stone altar near the far wall. Shattered wooden benches crumble to dust on the stone floor. The sides and corners are veiled in shadow, making it difficult to discern any exits.
Compared to the rest of this crypt, this chapel seems eerily cold.
Faenor's shot is wide, but Smitty takes aim as well.
1d20 + 9 ⇒ (10) + 9 = 19
The second clockwork creation fires a net at Faenor.
1d20 + 4 ⇒ (17) + 4 = 21 vs touch.
The entangled creation swings again at Faenor.
1d20 + 4 ⇒ (1) + 4 = 5
Tybalt actually made that check before, but it was before the hiatus. Here it is again:
"...multiple sets of footprints coming through this chamber. All are human-sized, and some were shod in shoes while others walked barefoot. Within the last few days, a set of shoe prints came in this way and left the way the came. The prints stand out because they appear to have been made by a pair of fine shoes worn by a lady."
The footprints in this corridor are consistent with that same pattern.
I see no way for Caladrel to get out without provoking an attack of opportunity.
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Caladrel's tanglefoot bag ensnares the clockwork creature and immobilizes it. Still, it swings at Caladrel as he makes for the door.
1d20 + 4 ⇒ (12) + 4 = 16
The distant clockwork creation launches another net, this time at Faenor.
1d20 + 4 ⇒ (1) + 4 = 5
The other clockwork swings at him, stuck as it is in the tanglefoot bag goo.
Attack on Faenor: 1d20 + 4 ⇒ (11) + 4 = 15 I don't know if that hits. If it does: 1d4 + 6 ⇒ (2) + 6 = 8
The heavy door heaves open with a tired groan. Your lights illuminate a small chamber of hewn stone. An ancient wooden shelf runs the length of the far wall, and is littered with macabre tools, rusted and cobwebbed with years of disuse: picks, saws, calipers - objects of particular and obscure use. A high, sturdy table occupies the center of the room, caked in layers of dust from a bygone age.
The room has no other doors and is unoccupied.
Knowledge (religion) DC 13 or Heal DC16:
these are the tools of burial preparation. They could be used in embalming or mummifying a corpse.
Trina's bullet lodges itself in the clockwork mechanism, which struggles to maneuver due to the effects of the tanglefoot bag.
The door does not budge as Jerry throws himself against it.
The door would pull open into the corridor.
Tybalt examines the heavy door, still sturdy although of considerable age. The thick wood has been reinforced by an iron frame. Tybalt finds no traps, but does observe that it is locked. With his fine tools, he fishes into the keyhole and carefully engages the tumblers. A faint click indicates the door has been unlocked successfully.
Smitty's shot goes wide of its mark, striking a sturdy shelf with a noisy report that echos through the small office. Caladrel succeeds in partially ensnaring one of the clockwork creatures with the tanglefoot bag.
Reflex vs tanglefoot bag: 1d20 + 4 ⇒ (13) + 4 = 17
I'm going to declare that Faenor's lightning bolt was aimed at the same one Caladrel threw the tanglefoot bag at, since who wouldn't want to inflict a Reflex save on something that is already entangled?
Reflex vs lightning bolt: 1d20 + 2 ⇒ (14) + 2 = 16
Faenor's lightning bolt strikes one of the constructs, sending sparks of electricity through its inner workings.
The first construct approaches Caladrel, slowed as it is by the tanglefoot bag. It swings one of its heavy metal arms at him.
1d20 + 4 ⇒ (3) + 4 = 7
The second one launches a net from within its trunk in Sylvia's direction.
1d20 + 4 ⇒ (15) + 4 = 19 vs touch
The third approaches and swings one of its arms at Sylvia.
1d20 + 6 ⇒ (15) + 6 = 21
Summary: #1 misses Caladrel, #2 entangles Sylvia in a net, #3 hits Sylvia for 7 damage.
The dark corridor bends to the left and continues some 20 feet before it meets a T-shape intersection. To the right, the corridor quickly ends at a heavy wooden door. To the left, it continues into darkness, beyond the range of your light sources. The silence remains unbroken, and there is no relief from the fetid, stagnant air.
Tybalt, with your Perception roll, you can read he below spoiler, as can anyone else who makes the roll.
Perception or Survival DC 16:
The footprints continue through the dust on the floor. They continue down the darkened corridor. The footprints do not approach the door off to your right.
These clockwork creatures appear to have been designed as laboratory assistants, not soldiers. They have been hastily reinforced and fitted with nets that they can throw at opponents. The work seems to be relatively recent.
You are aware of general construct traits that would apply here. They may be vulnerable to electrical attacks.
Clockworks initiative: 1d20 + 6 ⇒ (8) + 6 = 14
You make your way slowly through the oppressive darkness of the crypt. The added light of Andrzej's spell and Tybalt's lantern extends the range of illumination, but the shadows remain just beyond. As your light falls upon the deceased resting in the burial niches, you observe that they are in varied conditions: some niches contain undamaged sarcophagi while others contain mere shards of casket under desiccated skeletons. In the utter silence of the long chamber, your footfalls reverberate and echo in an unsettling manner.
The chamber extends over one hundred feet in length before you encounter the far wall with a stone archway leading into a corridor beyond. The corridor bends away to the left, leading into darkness.