Ok makes this round easier
Valeros, Tay and Myr move to the door, with Valeros just inside the mist.
Garen and spark move across the floor and over or under pews... Vermin comes face to face with the woman, who is armed with a wicked looking dagger... and may make an attack.
Will be away for 24-30 hours but will post for the womans attacks assuming she survives Vermin. V, post your attack as normal and Slyph post your action for the next round.
Its obscuring mist. You can send a flaming sphere through it as far as you can see the sphere - its a big orange glow below 5 ft. I'll let you push it as far as 15' into the mist before its glow becomes too ambiguous for fine control... also remember you saw wooden pews in there. Rolling a flaming sphere across them may get fires started. That may or may not be in your plan
Ref Save 1d20 + 5 ⇒ (16) + 5 = 21
She dodges the worst of the damage as the bomb explodes against the shine.
Fort Save 1d20 + 6 ⇒ (8) + 6 = 14
She shakes her head, evidently her ears still ringing from the sound and force of the blast.
GM Edit as you guys haven't posted yet - changing the action from directly offensive to defensive
Spell Failure Roll - low is bad
She casts a spell, a dark mist pouring from her body and obscuring everything around her and filling much of the room. You can hear some muted movement after.
You may now beat the snot outta her
Area within the gray box on the map is mist and blocks sight - The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Whatever purpose this vaulted, brick-lined chamber may have once served, today it is obviously the inner sanctum of some depraved cult. Unnerving, spiky runes have been painted on the brick walls with blood, between which dozens of mutilated birds—gulls, falcons, ravens, and a particularly large number of doves — have been impaled. The foul stink of rotting meat emanates from these grisly trophies.
Opposite the only visible entrance, a jagged boulder with a bloodstained cloth draped over it serves as an altar, several fly-covered, foul-smelling lumps of meat siting atop it. The wall just beyond the altar has been painted to depict a single curved white feather sitting in a pool of blood. To either side of this symbol yawn archways set with barred doors, turning the alcoves beyond into prison cells. The eastern cell’s door hangs ajar, but deep shadows obscure what might be found in either cell.
Knowledge Religion DC20
You can confirm that this is a shrine to the demon lord Shax.
The Runes on the Walls?
They are prayers used to defile a holy site and transform it into an evil temple — there is more here... perhaps a story of sorts but it would take time to study it further
A woman of some mixed descent and dressed in black stands waiting for you a snarl twisting her lips as she glares at you in unrighteous anger.
... and its on.
Woman 1d20 + 2 1d20 + 2 ⇒ (16) + 2 = 18
Slyph then the woman then everyone else.
Garen walks over some faintly chalked lines and... BOOM, a wall of sound emanates from the sigils, stopping short of the others.
2d8 ⇒ (7, 3) = 10
Ref Save (DC15)
The worst of it is avoided as he recognises at the last minute the surge of mystical energies and throws himself to the floor.
On rising he sees a pair of wooden doors, closed, at the end of the corridor.
I'll skip the save vs positive energy... because...
The creature shrieks and begins to shrivel in the holy light emanating from the cleric. It runs madly at Myrielle, intent on killing her... and is destroyed by a swing of opportunity from the dwarf.
Work crap is hitting hard atm... will need another 12 - 15 hrs
Taydan and Vermin takes the wight #2 down.
For NOW... wight #3 is around the corner.
On fire? (for last round) 1d20 + 4 ⇒ (18) + 4 = 22
Its copped 16pts of damage from Splash damage unless I miss my mark.
A good Channel or spell MAY take it down. Will give Myrielle a chance to post - she may wrap up the combat here.
Ok... Myr, without posting, is unable to act in surprise round
Garens takes a step back and swings, using his long hammer to push the wight #1 back after Valeros hits it... then nails it again with another punishing blow. Its looking wonky... then is blown to bits by Slyphs bomb... as Sylph turns visible.
Wight #2 attacks its only target... Valeros. It attempts to slam him.
#2 1d20 + 4 ⇒ (11) + 4 = 15 and 1d4 + 1 ⇒ (1) + 1 = 2 and level drain.
You can all act. Will bot anyone who doesn't post this round. Any surviving wights will then act.
Garen Boulderstep wrote:
Garen Boulderstep wrote:
Does that attack apply with a reach weapon?
Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
The tracks are humanoid... booted in places, barefoot in others. Rot is smelt but this could be the fact that you are in a crypt. There are larger clawed footsteps... likely from the beast you dispatched upstairs and the smell of recent blood from the odd drop of blood on the floor
No doubt alerted by the light, three shadowy figures, charge silently out of the darkness to attack Garen.
The flesh of these walking corpses is rotting and putrid, their body skeletal in places and their eye sockets glowing with red light. Their aspect is one of terror and hunger. They begin to howl as they attack.
The corner will give you safety from the third.
Stealth 1d20 + 16 ⇒ (4) + 16 = 20
You'll need to beat that on perception rolls to ignore surprise. Know: Religion rolls of better than DC 15.
If Garen beats surprise he can have an AoO on #1.
Creatures 1d20 + 1 ⇒ (1) + 1 = 2
So far I see no light sources for the humans... and one has a bow. A review of Valeros shows no light source equipment. A review of Taydan also shows similar - though he has an impressive range of arrows. My friend, invest in an ioun stone of Cont' Flame. Very handy for a human archer. Slyph doesn't appear to have a character at all in his profile - I think its because its your 'Hulk' version. Do me a fav and copy the relevant info accross. Checking your orginal Slyph? I don't see an equipment list - not sure where your stuff is - incl. the darkvision potion you just drank. Can you get that updated? Vermin has a couple of tinder twigs and thats it. Garen has bugger all in the way of light sources. Myr has light... so 10 mins after all pawing through characters and character sheets, I'll bot Myr to cast light on Valeros sword
So is Garen in first alone, then right behind him, vermin and valeros as the light source, invalidating the darkvision... I'll assume Myr and Slyph together 20 feet behind that and then Taydan at the rear with his bow. Will update in a bit.
vermin and garen in front or garen and sylph or what? No mention on light sources - Valeros at the minimum will need light. How far ahead of the party will the scouts, if any, be - not trying to be a jerk, but if something goes down, I'd prefer if there were no argument on who was where doing what... Particularly for those at the front.
Filaments of pale fungus grow along the brick-lined walls of this catacomb. A thick layer of mud lies on the floor, numerous human-sized footprints running along the center while tangles of pale yellow mushrooms grow near the edges.
Light sources? Party and people at the front. Sylph has what sort of vision? Garen? I am assuming standard dwarvish darkvision unless you are a different breed of dwarf?
The door swings open revealing landing and then a darkened stone stairway that goes down, from what darkvision can see from the top, 20 feet or so, before a corridor swings off it.
Will update map soon...
Edit - updated. The corridor seems 10ft wide at the bottom of the stairs... marching order? Buffs etc?
lol - nice on Myr. Map updated. Just post whatever healing takes place
The creature doesn't vanish like most conjurations - it seems to be native to this plane.
The shrine, after careful exploration seems empty. The yard has 3 graves in it, the markers show the graves as being for Father Vosten and his two acolytes. Curiously the graves show signs of recent excavation and refilling.
Near the back of the shrine, not far from the graves, lies an overgrown door in the side of the ruined building. This stout door is in excellent condition, and is also locked.
Garens blow just seems to not hit with its full effect as the creature moves itself just enough to avoid the majority of the blow, instead moving in and taking the blow from the haft. Close but not close enough... but unfortunately for it, moving it into a monster hit from Valeros... which drops its guts to the floor, and it a second after.
Nice one all.
The shot richochets off its stony hide.
You guys are up
Sparky's claws scrapes through the thick hide of the creature and draws black blood.
Result of 12. Its a big a*$# monster. Result of 27. This is a Gargolye. Magic weapons are needed to get past the stony hide of the creature for best effect. This creature appears to be a hybrid of gargolye and something demonic. It moves faster than you'd expect and so far has been able to avoid some near hits
The dwarf seems to be moving even before the creature can land its blow and arrives in a charge of his own just after it strikes the Alchemist.
His blow, however, glances off the creatures hide.
Its a Monsterous Humanoid - I believe Humanoids are Know: Local but in this case? Know: Planes may apply
His attack, swung hard hits the creature but slides off without biting, the warrior not turning the edge in time.
Valeros couldn't position his warrior so I gave him the benefit of the doubt and moved him within 6 sq's to allow the attack
Myrielle, you can go if you wish.
Finally the transformed alchemist hits the creature more or less in the face with a bomb. Fort Save 1d20 + 6 ⇒ (8) + 6 = 14... leaving it shaking its head as it roars.
1d20 + 11 ⇒ (12) + 11 = 23
I'll leave the other two where they are for now. Sparky can be added in a min
Vermin hears sometime... a sound of leather being slapped? Or slapping the air...
Then Sylph is attacked with an unearthly screech.
A demonic looking gargoyle almost appears out of no where (but having glided down from a nearby ornate building) in a charging swoop with its one of its claws.
1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Creature 1d20 + 7 ⇒ (18) + 7 = 25
The target number is 23 for perception to avoid surprise - if you do, you get a surprise round standard or move action
Map is up - look at the top of the page. Good call Vermin - you all should be able to move your icons
I've put Garen well up in scout mode, Vermin backing him up
Garen moves silently as the wind up to the building, then slides along the cover of the wall to the door way, who's door has fallen awayl, peering inside.
The rubble inside would make it hard going to move around with surety.
Ok... we are freezing the action, so to speak here - look at the maps, see if you are happy with your position... change what you want and we'll accelerate the pace moving forward
Part of the stone walls have broken away through the long passage of time or shoddy workmanship... or likely both. You can take a few paces to the side and see through the gap in the wall and it looks like there is an empty albeit overgrown yard at the rear. You think you can see a grave marker of some sort, likely making that space a graveyard.
You'd need to close in to see more.