Elminster

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Organized Play Member. 2,642 posts (4,266 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 18 aliases.


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Dungeon Master

A magical, golden light shimmers from the morningstar. In his hand, Nme'an feels that it is well balanced, yet with enough weight at the spiked end to strike hard and fast.
This is a +1 morningstar, which adds 1 to attack and damage rolls, and the piercing/bludgeoning damage counts as magical.

The Dawnflower knight notices a sensation in the hand that carries the weapon. A soothing, warm energy reminiscent of a healing spell travels up his arm, until it permeates his entire form. While the effect does not seem to heal his wounds, he senses a renewed strength. The warmth builds to a restless fire in his heart, a fire eager to purge the very essence of evil from this world.
Through divine intervention, Nme'an regains 1 use of Smite Evil.

Beorae and Themp have actions to take.


Dungeon Master

The light of the faintly glowing morningstar grows, casting an amber hue in the dense fog. A strong feminine voice seems to ring out from the spiked club. "My faithful servant was slain and bound by the dark arts. His life shone out darkness in all places, but on that day, evil defeated his mortal body. I bless his weapon, so that you may carry his light a little further..."

The morningstar radiates a warm yellow light, gleaming off the symbol on the shield: a golden angelic figure. The spikes on the shield now clearly resemble a sunburst by design.


Dungeon Master

Themp’s arrow hits the chest of the cloaked skeleton, and a few ribs clatter at its feet.

The skeleton beset by the earth spirit steps back, and produces a scroll. Unrolling the parchment, the skeletal student utters an incantation. Thaleniel’s champions notice the stairs leading up to Ithalgol’s sanctum start to accumulate a thick, brown substance. In seconds, a thick layer of slippery grease congeals on every step in their path upward.

Following suit, the skeleton struck by Themp’s arrow unrolls a scroll as well, and steps back to read the arcane words. A thick fog materializes out of thin air! The billowing white cloud surrounds the heroes, obscuring their view of the enemies at the top of the stairs.

The stairs are going to be very slippery! Moving through the brown squares will need to make a Reflex save DC 14. Due to the stairs, failure will not only result in falling prone, but tumbling down to H6 or H7. You can also try moving though it at half speed by passing an Acrobatics check DC 10. The fog blocks all vision except for squares adjacent to your icon, and those adjacent squares provide concealment (20% miss chance) against attack rolls. Targets further away benefit from total concealment (50% miss chance) against attack rolls.


Dungeon Master

The undead knight uses a shield to block Nme'an's attack, but Shark's bite crunches bone and the skeleton begins to crumble to pieces. A faint, ghostly voice reaches the ears of Nme'an and those nearby, scarcely a whisper: "Thank you..." The heavy armor and shield clatter to the ground, and the morningstar continues to dimly glow, half buried by the armaments on the floor.

I won't be able to update the map til I get home, but the undead knight is defeated. Two skellys are still at the top of the stairs. Themp still has a turn to take.


Dungeon Master

As the small earth elemental rumbles up the steps, the undead knight arcs a backswing...
Attack of Opportunity: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 dmg: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Enduring the hard blow, the little earth spirit pushes onward, bolstered it's summoner's connection to the elemental planes. Reaching one of the cloaked skeletons, it lands a stony strike! Bones splinter and rattle, but the skeleton remains standing.
The extra hp from Beorae's augment summoning feat keeps this one standing! Edited its current damage total on the token in DG.

Weathering an onslaught of attacks from the other elementals, the undead knight staggers for a moment before rousing its defense. The ancient armor and the undead skeleton inside does not look like it will be able to withstand another attack like that again.

These npcs have not yet taken their turns. Nme'an, Themp, and Shark still have turns to take! The earth elementals will pop back to the Plane of Earth at the beginning of Beorae's next turn.


Dungeon Master

no looking:

1d20 + 10 ⇒ (1) + 10 = 11

The knight lieutenant places his hands against the doors, and notices they are firmly shut. With his draconic utterance, he notices a white rune flicker over the seam between the steel slabs, and the firmness relents. With his shield at the ready, he pushes forward, leading the way inside.

His immediate surroundings appear to be a landing, lit by a magical light hanging in the corner. On his right, stone stairs leading up. At the top of the steps he takes notice of three skeletal figures, one wearing spiked armor, holding a spiked shield and morningstar. This metal spiked club glows dimly with yellow light, and the metal shield bears the device of a winged creature. Altogether, this armored skeleton carries a knightly visage, twisted by the dark arts of necromancy. The two behind have a familiar look, black cloaks and runic daggers at their belts, though one of them has a cloak seemingly singed by fire. All three appear to be waiting for him.

The two in the rear unleash a pair of icy beams, one directed at Nme’an, the other at the earth elemental nearby!
ranged touch: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 1d3 ⇒ 2 cold damage
ranged touch: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 1d3 ⇒ 2 cold damage
Nme'an does not even need to duck to avoid this shot, but the earth spirit shudders from the small blast of ice.

Following the magical barrage, the skeletal knight raises its morningstar and charges Nme'an!
charging attack: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Nme'an stands firm against the charge, but the momentum turned aside his shield just enough to give the ancient knight the opening it seeks.
You can roll Knowledge history or nobility for identifying the symbol on this knight's shield.

I marked the earth elemental that took 2 cold damage with a 2 on the map. The skeleton with the singed cloak I marked with a 4. Nme'an took 11 bludgeoning/piercing damage. Look for the link in slack for the new map.


Dungeon Master

I've been giving it some thought for awhile, but I haven't made a formal announcement: the results of the encounter with Ithalgol will be the conclusion of this campaign. I'm letting you know now, because this seems like a crucial point where the group can press on and face Ithalgol, or leave the tower with the spell notes, or some other third option I haven't foreseen.

I plan to draft an epilogue of the following events after the encounter, so that we can all see what happens afterward. There's a few different endings I can imagine, interesting in different ways.

Heh, hopefully this doesn't mean we'll see a steep drop in posting frequency to delay the end of the game! :P


Dungeon Master

Minor correction, the second knowledge spoiler in my last post is supposed to be for Arcana, not Religion.

Themp deftly pulls a small stack of papers out from the drawer. At a brief glance, they are covered in an unfamiliar writing containing strange symbols. The archer grabs the spell notes just in time, as fire spreads across the entire desk. The group can hear the crackling of wood burning in the larger room.

You guys are up! Nme'an can check the DC 25 Perception spoiler above for what Beorae heard.


Dungeon Master

The last skeleton crumbles to bits of bone on the floor. The table starts to crackle as the fire burns. The drawer itself is not on fire, but the flames are too close to open it safely. One quick enough to avoid the blaze might be able to pull the drawer unscathed. Let’s get a Dexterity check DC 10 from whoever is going to try to grab the spell notes. Failure deals 1d6 ⇒ 5 fire damage while grabbing them. A critical fail (natural 1) catches the notes on fire.

With the remainder of the room now lit, Beorae can see other papers mounted on the board: PILLAR, HAND, and ITHALGOL. There is an empty space between “Pillar” and “Hand”, where another sheet of parchment might have fit, but there is none. Underneath “Pillar”, the same rhyme Nme’an recalled from a dream, and underneath “Hand”, the rhyme from Themp’s dream. “Sevenstone”, respectively, has the rhyme she dreamt, and used to solve the ward puzzle, written neatly underneath. Under the name of the wizard of this tower, a longer, but similar rhyme appears:

Shifting shadow and holy fire
The coming of the seventh stone
Freed to rise up from the black pyre
Unto the Thaleniel Throne

A proud king will fall to his knees
A forgotten war anew
Four locks, four chains, by four keys
Two be half, half be two

A body not better until worse
Shrivel to bones, blacken the trees
Lakes and rivers dry, ground will thirst
Til mountains are sand, and oceans seize

Friend to the animals and trees
Thunder to deafen and rain pound
The pillar firm in churning seas
Kneels before the one who is crowned
Silent, the hand that no one sees
So passes death without a sound
The ancient song renewed with ease
Feel the tremor beneath the ground
Four locks, four chains, by four keys
Dark Lord Ithalgol be unbound!

At the end of the table, a wooden tray with a yellowed ivory surface. Around the inner edge, one of each number and letter in the Elvish tongue, artistically drawn. A single item rests in the tray: a wooden star with three points, the center of which is a thick disc of glass that somewhat magnifies the ivory artistry underneath.

Knowledge (religion) DC 12:

This is a device used to conduct advanced divinations, calling on the aid of spirits willing to reveal information. (This is basically a Ouija board) Tales of caution follow these devices, as they can sometimes attract a harmful spirit rather than a helpful one.

With better lighting, both Nme’an and Beorae see that the wooden bowl clearly contains three oddly shaped dice. Upon closer inspection, they appear to be made of bone, and are eight-sided. The inscription on each side is a rune.
Knowledge (religion) DC 12:

This is a more precise divination tool, used by those well practiced in the magical arts of foreknowledge, insight, and prophecy. A novice diviner risks drawing untrue conclusions if not educated on the nuances of rune casting.

With a brief glance at the sheets on top, Nme’an and Beorae also find that much of the disorganized parchment contain notes on personal details of their lives, with unnerving accuracy.
Nme’an:

The knight notices a couple sheets that reveal his difficult and discriminated upbringing among his elf clan, and on one page, an instance where he was able to wield the laws of the land with poise and convince his racist elvish grandfather to relent, in that instance, with the exclusion of Nme’an from a celebration common among elf folk.

Beorae:

Beorae finds a page outlining a cherished memory: one of her kid brothers, Tylar, was missing in the forest, and despite a hiatus on her druid training, Beorae was able to track and locate her younger sibling. Apparently, he was so close to catching a deer, he leapt and wrapped around its neck, and the creature bolted, with him riding far away from home. It was this event that led to her realization that her unique abilities can be of great value to the world, and her family, and she decided to train beyond the teachings of her old master, Ferwald.

A phrase on another sheet, “the promise dire”, reminded her of the poem from her dream. This note completely covers the page, and the one underneath, and the next. A brief scan seems to pertain to her ancestry in some way, but the time it will take to read is too much for the pressing matter at hand.

A third finding among the papers, this page has a small rip at the top, as though it was pulled from a tacked up position. The heading in larger text reads: CURSE. (but Beorae will need to spend time on her next turn reading it if she wants to)

You guys are up! I already counted Nme'an's perception.


Dungeon Master

One small clarification for Beorae’s post: from where they are currently positioned, the two earth elementals are not flanking. If the one on the left moved up 5ft to H11, then they would be flanking. This does not affect the result because the dice rolls were high enough to hit without needing the flanking bonus.

The two elementals help crush the skeleton facing Nme'an. A small pile of bones scatter on the stone floor. The fire on the center table roars as it consumes books, parchment, and spell components, though it does not seem to damage the magical lamp illuminating the burning table. Likewise in the next room, the lingering flames from the skeleton’s spell seem to grow and intensify, one side of the table fully ignited. The fire has not yet spread to the drawer described to contain Ithalgol’s notes. The third elemental and the tiger clobber the last skeleton, but it remains standing. As Beorae moves past, it slashes with its dagger!
Attack of Opportunity: 1d20 + 2 ⇒ (1) + 2 = 3 damage: 1d4 + 1 ⇒ (1) + 1 = 2
The blade gets stuck in the druid's shield, and the skeleton nearly loses grip of its weapon.

Beorae:

Beorae's first impression of this room: the air is quiet, close, and dark. No danger immediately accosts her. Only about half the room is dimly lit from the torch near Themp. Centered in this small room is a table, completely covered in thick layers of disorganized parchment sheets. A shallow wooden bowl containing a few geometric white shapes rest among the papers. She sees a wooden board affixed to the stone wall opposite to her, also covered in parchment tacked up. On the mounted parchment, something pulls her attention away from all other details in the room. Larger, clearly written script above lines of smaller text reads: SEVENSTONE.

Giving no expression in its empty sockets, the last skeleton stabs at the tiger!
dagger: 1d20 + 2 ⇒ (18) + 2 = 20 damage: 1d4 + 1 ⇒ (2) + 1 = 3
I don't think that hits, due to Protection From Evil.

You guys are up!

Beorae:

Before I forget: Good job! You were able to hear the words whispered at the door, but it is not in a language you speak. Therefore, if you want to repeat the phrase, you will need to pass a Linguistics check DC 15 to properly pronounce the unfamiliar words. If you fail the check by 10, even Nme'an will not understand what you are trying to say.


Dungeon Master

Beorae's elemental allies grind three of the skeletons down between stones! Themp's magical blade glances off bone, leaving a shallow notch behind.
skelly6 Will: 1d20 + 5 ⇒ (10) + 5 = 15
skelly4 Will: 1d20 + 5 ⇒ (4) + 5 = 9
Under the wave of positive energy, parts of the skeletons disintegrate into dust! As it fades, partially destroyed skeletal figures remain and begin to move. The one furthest from the group issues a command to the other skeleton, and then snatches up a scroll from the table. The incantation on this one is much shorter, and the bones clutching the top of the scroll point one finger at Nme'an. The Knight Lieutenant feels what could be described as a resounding gong on his mind! However, no such sound can be heard, only felt from within.
Nme'an needs to pass a Will save DC 16 or become dazed, and lose his actions for one turn (does not affect AC or saves). This is an enchantment (compulsion) effect.

The other skeleton in the room moves for the stairs. When it reaches the top, it presses firmly on the doors. The observant catch a whispered word amid the chaos of battle...

Perception DC 25:

"Irthiri ui vers."
In Draconic:
"Knowledge is power."

A large rune pulses with energy on the metal doors, and they part just enough for the skeleton to pass through. The doors close again with a boom and the same rune flickers over seam of the two metal doors and disappears.

The skeleton in the room with Shark and Themp draws a dagger and lashes out at the tiger.
skelly1 dagger: 1d20 + 2 ⇒ (13) + 2 = 15 damage: 1d4 + 1 ⇒ (3) + 1 = 4
But the big striped cat is able to bat away the attack.


Dungeon Master

Beorae could see Shark's form weaken, so she can guess that Ithalgol's spell hampered her companion in some way. However she did not recognize the spell, and is unsure of the specifics.

Nme'an's hammer, and Shark's teeth and claws crunch and tear at the foremost skeletal mage. Fragments of bones fall to the ground, but the enemy still stands. Themp's arrow bounces off the skeleton, not quite hitting hard enough to leave lasting damage. Stepping back, the skeleton raises a frosting finger at the tiger and a cold ray shoots out!
ranged touch: 1d20 + 3 ⇒ (2) + 3 = 5 damage: 1d3 ⇒ 3
However, the spell casting was still within reach of the knight, who sees a lapse in the skeleton's defense. Shark ducks and avoids the harmful magic.
Nme'an can take an Attack of Opportunity on skelly5.

The other skeleton near Nme'an slashes out with the runic knife.
dagger: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d4 + 1 ⇒ (3) + 1 = 4
The blade glances off the paladin's shield, and the skeleton also steps back. Behind it, flames from Beorae's alchemist fire spread and consume one end of the desk, reducing parchment to ash and charring the wood.

The other two skeletons still in the room point at the knight. Two rays of cold energy flash towards him!
skelly4 ranged touch: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d3 ⇒ 2
skelly6 ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22 damage: 1d3 ⇒ 1
Nme'an is able to dodge one shot, and interposes his shield for the next, but he can feel the chill pass to his shield hand.

The door behind Themp and Beorae gets thrown open! A cloaked skeleton emerges from the dark, and the two can see more movement behind it. Stepping forward with an upraised hand, a spray of fire covers the table and the two adventurers.
Beorae and Themp need to make Relfex saving throws DC 14 to halve  fire: 1d4 ⇒ 1 damage (min 1). The waist high table between you and the origin of the fire spray grants a +2 circumstance bonus to your save. If Ithalgol's letter was left on the table, it burns up. The blaze threatens to disrupt Beorae's concentration on her summoning spell. As the fire passes, small flames linger on the surface of the blackened desk.

From the darkness in the next room, a line of cold energy shoots at Themp!
skelly? ranged touch: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d3 ⇒ 1

Lastly, a skeleton steps out of the dark with a dagger in hand, sharp steel etched in runes. It advances on Themp!

At least the damage rolls were consistent! Nme'an takes 1 cold damage. Beorae needs to make a concentration check (caster level + casting stat mod) to complete her spell after taking damage. DC is 14 (10 + spell level + damage taken) in order to complete the spell. Otherwise the spell fizzles and is wasted. Themp takes 1 cold damage, and maybe 1 fire damage pending his saving throw. Ithalgol is not in the room so I do not need to post his actions. You guys are up!


Dungeon Master

The last strike of the paladin bashes the temple of the undead giant, and the brute collapses into a motionless heap on the floor. Shark's claws find purchase on the skeleton, which still manages to stab at Nme'an as he makes a retreat.

AoO melee: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d4 + 1 ⇒ (2) + 1 = 3
Nme'an feels a harmless scrape of steel on steel against his armored back.

concentration DC 14: 1d20 + 4 ⇒ (2) + 4 = 6
A momentary beam of positive energy lances out from Themp's hand, touching the skeleton chanting from a scroll. Part of the skull puffs into ash, and the incantation on the parchment fades to nothing.

The skeletal mage entangled with the tiger steps back, and conjures a spinning transparent sphere in its hand that fires at Shark!
damage: 1d4 + 1 ⇒ (2) + 1 = 3
He tries to bat it away but the ball swerves around and hits the tiger.

The skeleton whose spell was distrupted by Themp turns and issues a phrase in a strange, harsh language, and two other skeletons begin moving to a corner out of sight to Beorae, Nme'an, and Themp. They hear the sound of a door opening. Another skeleton (4) raises a finger at Beorae, the fingertip whitening with frost before a beam of pure cold shoots out toward her!
ranged touch: 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d3 ⇒ 1
The druid raises her shield to block just in time, but then feels the chill pass through the wood and sting her hand.

Another skeleton steps forward, striding across the room with an outstretched hand (5). After an incantation and gesture, electricity arcs and crackles between bone fingers as it swipes to make contact with Shark!
melee touch: 1d20 + 2 + 20 ⇒ (12) + 2 + 20 = 34damage: 1d6 ⇒ 3
The electric energy zaps the big grey cat, though his hunter instinct sees an opening as the skeleton completes the harmful spell. Shark can make an Attack of Opportunity on skelly 5.

Shark takes 7 damage total. Beorae takes 1 cold damage. If you start your turn in the grease pool or enter the grease pool during your turn, please roll Reflex DC 14 to avoid slipping and falling prone. It might be awhile before I can post Ithalgol's turn.


Dungeon Master

Beorae:

The druidess did not see any arcane movements or hear magical words right before the spectral hand attack, which inclines her to suspect that Ithalgol's attack was probably an effect his touch has on the living, rather than a spell. Given that, and Ithalgol's focus on deathly power, she has reason to believe that this type of harm is the antithesis of healing power: negative energy, the root of death and unlife. The spell she has in mind does not protect against negative energy, but the natural elements such as cold or fire.

There is one spell she can think of to counter this danger, but it is beyond the reach of her abilities: Death Ward. But this knowledge is NOT helpful to the situation.

Themp roll a ranged touch attack. Dex + BAB vs. your target's Touch AC. Disrupt Undead doesn't allow for a saving throw :)


Dungeon Master

Nme’an, I posted specifics about ability score damage in Discussion in case you need it.

Beorae:

It was right at the edge of her knowledge, but the druid is able to piece together the spell cast by Ithalgol. The necromancy magic is shaped to form a Spectral Hand, at a small cost of health from the caster. This spectral hand can float away from the spellcaster and act as an extension of themselves, allowing them to touch opponents from a safe distance. The hand itself is harmless, but can be used as a conduit to deliver harmful spells that would normally require physical contact with an enemy. The hand also appears ghostly and insubstantial, making it impossible for nonmagical weapons to destroy, and its tiny size and impressive speed make it even more difficult to strike.

The Knight Lieutenant clobbers the tower of muscle with the warhammer, as flames lick at the ogre’s shoulders and back. Wobbling from the blow, the big undead zombie groans and keeps its footing. An arrow sticks into one of its forearms, but it does not seem to even notice. Nme’an’s outstretched swing hits the retreating skeleton, and a couple dry ribs clatter onto the floor from under the black robe as the skeleton moves away. Beorae launches another flask of liquid fire, and it bursts over one of the skeletal mages crowded together. Cloaks and bones sizzle, and some of the liquid burns the ogre as well. Notes and books on the center table catch fire and start to blaze.

Reflex DC 15: 1d20 + 1 ⇒ (16) + 1 = 17
The skeleton on fire manages to smother the flames!

The cloaked skeleton nearest Nme’an extends a hand to touch, but the half-elf is able to dodge out of reach.
melee touch: 1d20 + 2 ⇒ (7) + 2 = 9

The one struck by Nme’an in retreat raises a finger at the knight, and a thin coating of frost gathers around the fingertip before a thin blue-white ray shoots at him.
range touch attack: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d3 ⇒ 3 cold damage

One of the skeletons (5) weaves another spell, creating a brief silvery shimmer over the hands and skull. The skeleton at the rear (6), closest to Ithalgol, picks up a scroll from the table and begins to chant. The other skeleton (1) turns to look at the fires spreading on the table, and moves away to a different table, casting another spell over parchment covered in arcane notes. Some of the ink evaporates away.

Lastly, the ogre reaches out to grab the paladin!
grapple: 1d20 + 9 ⇒ (4) + 9 = 13
It is a clumsy attempt. Nme’an is able to stay out of the giant’s grip.
This grapple attempt provokes an AoO from Nme’an on the ogre.

Nme’an takes 3 cold damage and can take an AoO. Beorae and Themp need to start their turns with another Reflex save DC 14 to resist falling prone in the oil.


Dungeon Master

Not sure if it was already done, Nme’an: the 1 strength score damage could decrease your attack roll, damage roll, and Str based skills depending on the original score. If it was an odd number, then there is no change to your modifier for subtracting 1. If it was an even number, reduced to an odd, that would unfortunately lower your Str modifier by 1. I hope that makes sense?

Example:
If Nme'an's Str score was 15 (+2 mod), reduced to 14 (+2 mod) doesn't change his attack rolls, damage, or skills.

But if Nme'an's Str score was 16 (+3 mod), reduced to 15 (+2 mod), his attack rolls, damage, and Str skills are also reduced by 1.


Dungeon Master

Ogre secondary fire damage 1d6 ⇒ 6


Dungeon Master

The massive brute slowly raises a runic arm in defense of the incoming warhammer, but the stroke is fast and empowered with divine energy. The hammerhead drives hard into the ogre’s torso, and a groan escapes puffy dead lips. A splash of liquid fire washes over the giant and those around him, but the hulk does not flinch.
concentration DC 12: 1d20 + 4 ⇒ (7) + 4 = 11 Hah!
Themp’s arrow flies through the chaos! The arrowhead glances harmlessly off bone, but with a fletching-sized hole now torn through the scroll, the half-finished incantation dissipates in the hands of the cloaked skeleton. The ruined scroll drops to the floor.

The two nearest skeletal mages reach out with glowing blue hands to touch the paladin!
melee touch attack: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d6 ⇒ 2 negative energy damage. Fort save DC 14
melee touch attack: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d6 ⇒ 5 negative energy damage. Fort save DC 14
The Dawnflower Knight feels the coldness of death seep into his body from the bony hands. The magical glow in their fingers fade, and one of them steps back. Nme’an notices a lapse in defense!
Nme'an needs to make two Fortitude saves DC 14. Each failure deals 1 damage to his Strength score. The skeleton now in J14 provoked an Attack of Opportunity from Nme’an.

One of the skeletons behind the table walks around it, weaving a spell and directing it beyond the doorway. A thick layer of grease seems to materialize underfoot, forming a slick pool around Beorae, Themp, and Shark!
Reflex saves DC 14 from you three or fall prone! If you pass, movement is at half-speed while standing in the grease.
The other remains at the table, turning its attention to the open books and notes that cover the surface. Bone fingers form a spell and cause the ink to disappear from some of the pages. The skeleton whose scroll was ruined by Themp makes a gesture and an utterance, and a small sphere of semi-transparent energy slings out at the archer! Weaving around the other combatants, the missile collides squarely into his chest!
Themp takes 1d4 + 1 ⇒ (3) + 1 = 4 damage.

The last skeletal student to act points at the intricately etched metal doors at the top of the stair, and a moment later they fly open without being touched. The undead ogre lunges at Nme’an with two fists!
slam 1: 1d20 + 8 ⇒ (20) + 8 = 28 for 1d6 + 7 ⇒ (3) + 7 = 10
slam 1 confirm: 1d20 + 8 ⇒ (13) + 8 = 21 (nerp)
slam 2: 1d20 + 8 ⇒ (11) + 8 = 19 for 1d6 + 7 ⇒ (5) + 7 = 12
The stalwart knight is able to block one swing, but not the other.

Yikes. Minion turn dealt 17 damage to Nme'an, 4 damage to Themp. Nme'an gets to take one AoO on a skeleton. I will post Ithalgol's turn in a few moments. Shark is shaken for 8 more rounds.


Dungeon Master

Looking at the animal companions, Handle Animal skill, and the frightened condition, an answer isn’t super clear, and I prefer to err in favor of the players. I will prompt Beorae to make Handle Animal check DC 17 (same DC as the fear effect, represents her ability to control Shark in spite of his fear) as a swift action. Shark will still have the Shaken condition for 9 rounds, and will need to be commanded to attack unnatural targets.

For being dead, the cloaked skeletons move very quickly. Two draw daggers and step forward, uttering harsh words in a strange language. Their empty bone hands make similar gestures, and then their hands glow an unearthly blue.

The two skeletons nearest to the undead ogre turn to the giant and with an arcane word and weave of the hand, the restraining shackles pop open without being touched. They move around a table, stepping closer to their master. One skeleton begins reading from the scroll in its hands, a continuous drone of arcane syllables as the runes start to glow off the page. (J13) Another skeleton quickly spins a spell, a small swirling sphere of energy coelences in a hand until it fires directly at Nme’an! The magical missile swerves around the knight’s shield and strikes him squarely in the jaw. Nme’an takes 1d4 + 1 ⇒ (3) + 1 = 4 force damage.

The last cloaked skeleton also begins casting a spell, but seems to hold the energy suspended, as though waiting for something. It turns to look at Ithalgol. (I12)

The hulk of muscle lurches forward, a string of drool trailing from its slack jaw. It raises both hands hungrily at the knight who stands in the doorway, but once he is within reach, one of the strong arms coils for a backhand towards the armored figure!
slam: 1d20 + 8 ⇒ (1) + 8 = 9 for 1d6 + 7 ⇒ (4) + 7 = 11

The clumsy swing whiffs in front of the paladin, sounding a meaty smack against the stone wall. In fact, it comes close to striking a nearby skeletal mage.

Nme'an takes 4 damage. Remember, if you wish to know what spell was cast, roll Spellcraft check. Doing so is like a knowledge check; it does not take an action to identify.


Dungeon Master

Initiative rolls!:

Ulgar: 1d20 + 1 ⇒ (9) + 1 = 10
skeletal wizard: 1d20 + 5 ⇒ (16) + 5 = 21
skeletal wizard: 1d20 + 5 ⇒ (15) + 5 = 20
skeletal wizard: 1d20 + 5 ⇒ (13) + 5 = 18
skeletal wizard: 1d20 + 5 ⇒ (9) + 5 = 14
skeletal wizard: 1d20 + 5 ⇒ (11) + 5 = 16
skeletal wizard: 1d20 + 5 ⇒ (17) + 5 = 22
Dark Lord Ithalgol: 1d20 + 3 ⇒ (6) + 3 = 9
Avg: 16.25

Beorae: 1d20 + 1 ⇒ (7) + 1 = 8
Nme’an: 1d20 + 1 ⇒ (19) + 1 = 20
Shark: 1d20 + 4 ⇒ (7) + 4 = 11
Themp: 1d20 + 5 ⇒ (11) + 5 = 16
Avg: 13.75

NPCs go first!

NPCs go first. Please post your Will saves at the top of your post to determine your actions. Beorae and Themp: remember that Nme'an's spell allows for an immediate second roll against mental control if you fail your first roll.


Dungeon Master

The four champions of Thaleniel open the door to an eerie visage: a laboratory furnished with work benches littered with opened texts, glass vials and tubes bubbling and fuming with alchemical fluids, and grotesque raw materials. A staircase opposite to the door recently opened leads to a pair of ornate, closed metal doors.

The room is populated by seven skeletal forms, whose flesh has long ago rotted and dried, but these former men, cloaked in black, still move as though living. One of them, the furthest from the opened door and the most prominent looking, bearing a black crown of horns and teeth, turns his pale blue-green glowing eyes to the intruders. In the corner to the left, a towering hulk of dead muscle looms above the others, with wrists bound to chains affixed to the wall. The lumpy pale face, stooped posture, and dull expression indicates this could be one of the giant folk, perhaps an ogre. Strange red shapes and designs on the undead giant’s muscled arms resemble a sinister calligraphic tattoo, in tiny runes written so close together, there is scarcely any pale skin to show. Clothed only in ragged trousers, a round silver medallion hangs on a small chain around the ogre's neck. The cloaked skeletons hold scrolls open in their bone fingers, and each of them seem to keep daggers adorned with runes at their belts. All turn to notice the Dawnflower Knight standing in the door way, and those behind him.


Dungeon Master

Before the group can discuss the wizard’s offer any further, their ears catch a muffled groan, a thud, and clinking of chains from the door on the right. The chanting from the room beyond finally stops. After a brief pause, a single voice speaks out, though it is not immediately clear what is being said. The three are able to discern the words by paying close attention:

“-to join us, Ulgar. And now, a final lesson, for our liberty from this tower is at hand. It is true that vampires were among the first undead creatures to retain their mind and personality from beyond the grave, yet as immortal creatures their existence is innately flawed by their need for fresh blood. Hence my search, centuries ago, for another path…”

The voice sounds like it could go on, but I wanted to break in case any of you wanted to act during that time.


Dungeon Master

The chanting of voices continue behind the door to the right. No noise comes from the door nearly behind the desk. Nme'an's inspection of the desk indicates that whoever sits to use this desk would be facing the double doors he just entered, for there are two drawers on one side, and two chairs to face the one who would sit at the desk. The bookcases against one wall bear titles that imply advanced magical theory.

The format of the writing appears to be a letter. The words are in a precise, flowing handwriting that is easy to read:

Greetings to The Hand, The Pillar, and the Sevenstone:

Firstly, I must thank you for releasing the ward that has bound me to this site for over one thousand years. One of very few things I could not do for myself, so for this, you have my gratitude.

I regret your loss at the entry to my keep. You have obviously endured many struggles and overcome many challenges to reach this point in your journey, so far from your homes. The object you seek, as I have divined, is a restorative spell in my spellbook for your ailing king. Truly, such knowledge should have never been locked away from mortalkind, yet such it was until now.

Certainly, rumor of my power, doubtlessly described as foul and wicked by the jealous, might create some moral imperative for you to intervene on my plans henceforth. My time in captivity was not idle, and my divinations reveal that victory is assured for myself and those who follow me. I formally relieve you of any such obligation to violence.

Allow me to return the boon you granted me, in kind: I removed the pages from my spellbook for the arcane knowledge you seek, and placed the pages in the drawer of this desk. As to preserve the nuance of my findings, they remain in the original research script of my making. You, or someone you know, must decipher them for practical application. If you take these pages and depart, you may leave my tower in peace. But if you take these pages, you also agree never to hinder my designs or endeavors, present or future.

If you should wish to achieve great power at my instruction, I invite you to join my students in the next room. A word of caution: the price of my tutelage may be too high for mortals.

Regards,

Ithalgol the Wise


Dungeon Master

Nme'an is able to silence the groaning of the doors, but his heavy plate armor clangs and scrapes with every movement. As soon as the heavy wood doors part, Themp, Beorae, and Shark hear faint chanting voices from the darkness. The language is not recognizable, but the sound of it is harsh on their ears. The chants do not stop, or even falter at the sound of the paladin's entrance, whatever glimmer of hope for subterfuge that might provide.

Ever vigilant, Nme'an's first glance of the room finds no dangers. Light pours in from Themp's torch, revealing details to the entire group. The room, in fact, is rather small, and features a wooden desk, three chairs, full bookshelves to his left, and two wooden doors. One single door is directly across this small office, and the other single door is to Nme'an's right. A dim light streams from under the door on the right, and the ominous chanting emanates from there as well. No light can be seen under the door directly across from where the adventurers stand. A feather quill rests near an inkwell on the desk, and centered on the wood surface is a single sheet of yellow parchment with small writing on it.

To punctuate the moment it takes to absorb the details of this small office, another low groan can be heard through the door on the right.

I moved Nme'an into the door squares. Please update your icon positions if you move to inspect anything in particular in this room.


Dungeon Master

Nme'an:

Nme'an does not sense any evil through the keyhole. Even with a cone-shaped sweep of whatever lies beyond the wooden door in front of him, he detects no wickedness nearby. The faint chanting continues somewhere inside.


Dungeon Master

Finding a keyhole on one of the latches on the double doors, Nme'an is able to stoop down and try to get a look inside the room within.

Nme'an:

Peering into the narrow space, there is very little to see from side to side, or up and down. His sight pierces the dim lighting, noticing one side of a wooden door on the left edge of his vision. On the right side, the corners of a desk. The space from the opposite wall could only be about twenty feet, and his hearing only marginally improved by the keyhole, he supposes that the chanting voices he hears come from the right. He does not see any movement, much less any chanting people, from the keyhole. The source of the dim lighting seems to come from the ground, also to the right -perhaps light from the bottom of another door beyond his sight.

After her spell, Beorae is able to decipher all three of the scrolls.


Dungeon Master

Reading up on the Use Magic Device skill, there are rules for spell activation. You can read them here if you wish:
https://prd.dungeongrid.com/coreRulebook/skills/useMagicDevice.html#use-mag ic-device

They seem needlessly difficult to me. So I'd like to create a homebrew scroll activation as outlined below. One with fewer rolls and lower DCs.

Regardless if a scroll's magical aura is identified, the following step is to decipher the magical writing. This can be done by casting Read Magic, or by rolling a Spellcraft or Use Magic Device check, DC 13 plus the caster level of the scroll. Once you have deciphered a scroll, you can try to activate the scroll at anytime. Deciphering a scroll takes a standard action to complete.

Second step, scroll activation. Now that you have deciphered the gibberish, read it! Roll a Spellcraft or Use Magic Device DC 13 plus caster level of the scroll to cast the written spell. Activating a scroll is a standard action, unless the casting time for the spell is longer (such as most summoning spells).

What changed with the homebrew:
1. The option to use Spellcraft does not increase skill check DCs by 5.
2. Doing away with the "Emulate the ability score/class/alignment" checks. Skip that garbage.
3. The decipher/activate DCs decreased by 7.


Dungeon Master

With a soft pop the scroll case opens, revealing three scrolls inside. There are many lines of magical script on each page, illegible at a glance -the arcane shorthand of a wizard's inscription. Illegible, except for the three headings that are writ in a different language, one no less magical in its origin.

Draconic:

Dispel Magic
Magic Missile
Invisibility

As the Champions of Thaleniel gather near the doors, all of them hear through the solid wood: a loud, low groan of agony and momentary clinking of chains.

Nme'an:

With his keen elvish hearing, the knight lieutenant catches the muffled chanting of many voices on the other side of the door. It is difficult to hear details, but the language is not readily recognisable. If he were to estimate, there seems to be between four to eight voices in the next room, and the loud groan sounds like it was some distance from the door.


Dungeon Master

Nme'an approaches the stairs, and find that they lead up to a raised platform of stone, five feet higher than the floor he stands on. A sturdy table or workbench follows the corner of one side. On the opposite side, to Nme'an's right, another short staircase descends down from the platform. This appears to be a stage from which an instructor might deliver lectures, complete with a working surface likely used for demonstrations of spells or other magical academia. The floor of the stage is well worn, except for the foremost corner across from the table. This part of the masoned floor has a ten-foot wide circle that is noticeably cleaner than the rest of the stage. Nothing else of interest is on the platform.

Further to Nme'an's right, the wall leads to a double door. He does not need to ascend the stairs to reach the door; the steps serve as two paths to the platform but are easy to pass on the floor of the lecture hall. Presently, the heavy wooden doors are closed.


Dungeon Master

Moments after Nme’an’s concentration of the peculiar magic, the active spell fades to nothing. Silence spreads over the lecture hall.

After his wounds are healed, Shark nuzzles the druid for a moment, and then turns to pace. When the druid examines the magical auras, he sits nearby in a somewhat relaxed pose, though his eyes watch Themp with a casual caution.


Dungeon Master

Beorae:

The druid is able to identify two of the three magical scrolls on the scroll case. She is unfamiliar with the spell written the third.
One scroll of Magic Missile, caster level 5.
One scroll of Dispel Magic, caster level 5.

Beorae recognizes the magic of her magical pearl, woven strongly into the blue pearl she inspects.
One Pearl of Power, level 2.

As for the amber-feather ring, the druid determines a weightlessness effect activated when falling a great distance.
One Ring of Featherfalling, the wearer benefits from the spell Feather Fall whenever they fall further than 5 feet.

Unfortunately, she is not able to discern the exact nature of the active spell at the top of the stairs.

Nme’an, Knowledge (arcana) DC 18:

This magical energy belongs to the Divination school of magic.

Nme’an, Spellcraft DC 18:

This is a Clairaudience/Clairvoyance spell, used to watch or listen to an area from a long distance away. It is impossible to say when the spell has begun, but most iterations of the spell only last a few minutes for the average spellcaster, rarely ever ten minutes.

Nme’an or Beorae, Perception DC 25:

The spellcaster is able to spot a tiny, grape-sized orb floating above the steps. Completely colorless, it is only noticeable for the slight bending of light to the objects behind it. This could be the rarely detectable magical sensor that functions in a divination spell.


Dungeon Master

Standing over the remains of the vampire spawn, Beorae also notices the scroll case, a hard cylinder that is scuffed and blackened from the flames, relatively intact. These containers are common among individuals who carry scrolls, and other valuable papers, as these are designed to protect parchment from not just humidity, but also harsher elements like fire and freezing rain. The cap on this container maintains a firm seal, one that nudging with a sword or stick does not persuade open. If you wish to try to open it with another tool, try something dagger sized and make a Dexterity check.
Eyeing the ring, it appears to be a band of amber with a brown feather trapped inside. A belt around the remains has a few leather pouches that are still smoking faintly. Teasing open with a blade, these pouches appear to be full of half-burnt spell components, some of which are still salvageable.

The room in which this battle took place appears to be a lecture hall, with tables on either side of a wide aisle. At the other end of the room is a raised platform that has a table on one side, perhaps used for magical demonstrations by the lecturer. The room leads to another pair of doorways on the end, after a right turn.

detect magic:

After focusing long enough, there are three faint magical auras inside the scroll case, none of which appear to enchant the cylinder itself.

On the amber ring, there is also a faint magical aura.

There is another faint magical aura, glimmering through the spellcaster’s magical senses like a tiny bead of light under the ragged remains of Duridel’s clothing. After some prodding, a tiny pale blue pearl rolls out of what used to be a pocket.

During the search of Duridel’s remains, another unexpected flicker of energy catches on the periphery of the one detecting magic: at the top of the stairs to the raised platform is a faint aura that indicates an active spell, rather than a magical item.

Roll a Knowledge arcana and a Spellcraft for each of the magical auras (there are 6 total) to identify type of magic and function.


Dungeon Master

Nme'an searches for any remnants of the scroll, but where he hopes to find them, there is only soft white ash scattered like dust. He doubts even a Mending spell would bring back the parchment and the inscription on it. He may never know what was written on that scroll.

However, when he looks at the charred bone remains of Duridel, he finds that the scroll case, blackened with fire, appears to have survived the battle and flames. Remaining on one of the finger bones is a small, deep yellow ring. Looking closer without picking it up, the ring appears to be made of hardened resin, with something dark trapped inside the semitransparent band.


Dungeon Master

The paladin’s steel blade, white hot with holy energy, runs the vampire through. Red eyes wide with shock, another shriek comes from Duridel’s fanged mouth. Black ichor seeps from the wound and sputters out of his throat, and he turns hateful eyes to the Knight Lieutenant. Gravely wounded, it seems that savage spite alone is keeping him in the fight.

But before he is able to throw himself again at Nme’an, a ball of fire engulfs him. The flames rage and crackle over his undead flesh, and he lets out another scream, but this time it falters and diminishes to a whimper as he collapses between Shark and Nme’an. The fire burns hot as his corpse lays still.

Seemingly oblivious, the last skeleton steps up to Shark, rearing back its claws!
claw 1: 1d20 + 2 ⇒ (12) + 2 = 14 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
claw 2: 1d20 + 2 ⇒ (9) + 2 = 11 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
The big grey cat is able to fend off both attacks.

Talk about perfect timing for that crit! Great roleplay this round too! No one took any damage (other than Duridel, who took all the damage). You guys are up!


Dungeon Master

Beorae’s fiery spell flashes over Duridel’s back, burning bright over his undead flesh. Strangely, some of his wounds are slowly healing before the eyes of his foes. Shark leaps forward with claw and tooth, latching on and holding tight onto the vampire! And thus, the conga line was born.

The skeleton flings one claw out at Nme’an, one at Shark!
flanking claw 1, Nme’an: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 dmg: 1d4 + 2 ⇒ (4) + 2 = 6
claw 2, Shark: 1d20 + 2 ⇒ (5) + 2 = 7 dmg: 1d4 + 2 ⇒ (3) + 2 = 5

Still grappling Nme’an, and now restrained* by the big grey cat, Duridel lifts his disfigured face from gorging, his mouth covered in blood, and his eyes, now deep crimson, stare at Themp.

Themp only:

The harsh voice fills the thief’s mind:

Flank the tiger. Kill the tiger.

Since this new order is something Themp would not normally do, he gets to reroll his saving throw (Will save DC 17) with a +2 bonus. Remember that level 5 rogues deal 3d6 in sneak attack damage.

“The tiger wants a turn!” he laughs maniacally through bloody teeth. The vampire releases Nme'an and turns on the tiger to reverse the hold!
reverse grapple: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
With a bestial snarl he grabs a tiger’s leg and brutally twists until Shark yelps, taking the reflexive hesitation to wrap onto the beast’s back. He bares his fangs over the scruff of Shark’s neck!

*Due to already having the Grappled condition, I ruled that Duridel started his turn Pinned. By releasing Nme’an, his status moved up to Grappled, where he was able to reverse the hold on Shark. Presently, no one has taken damage. Shark is now Grappled, and Nme’an is no longer grappled. You guys are up!


Dungeon Master

Beorae:

In the moment, with the chaos of battle and betrayal, there is one spell effect that associates with Themp’s behavior: Dominate Person. Unlike charm spells that rely on persuasion and suggestion to affect the target’s motives, this spell is more like a brute-force entry and hostile takeover to the mind. There are a handful of high-powered spells that would be able to free Themp’s will, but the few capable of that kind of magic are few and far between. There is a spell of protection that is lower in power, and might be more realistically available, a Protection spell, specified to oppose an axis of inherent belief: Chaos, Evil, Good, or Law. However, this is not a spell that Beorae knows -for such spell knowledge is reserved for the worshippers of the newer gods and scholars of the arcane. Protection From Evil is your best bet right now.

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
“Damn!” cries Duridel as the druid’s handful of fire crashes into him, his arm scarcely fast enough to hold the scroll away from the blaze on his opposite shoulder.
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
Lightning fast, he twists away from gout of flame spraying out of Nme’an’s hand. When the roar of fire fades, an ear-piercing shriek rings out over it. A half-melted, screaming face turns back toward the knight, trembling hands empty and ash floating down to the floor, and the spellbook at his side falling in cinders and burning pages. His cloak is scorched away in parts, revealing charred, pale flesh. In spite of these simple spells, the fire seems to have a powerful effect on Duridel. His bemused exterior vanished, the faintest whisper can be heard on his half-melted lips.

“I tried, I tried to do it his way..." he mutters, and then raises a smoldering gaze to the paladin and whispers, "Is this what you want?”

The last remaining skeleton ambles after Nme’an and tries to claw him.
claw 1: 1d20 + 2 ⇒ (14) + 2 = 16 dmg: 1d4 + 2 ⇒ (4) + 2 = 6
claw 2: 1d20 + 2 ⇒ (7) + 2 = 9 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
The claws do not find purchase, but do serve as a moment of distraction.

In the blink of an eye, Nme’an feels a collision with the vampire, deceptively strong for his frame and with unnatural speed. His garments and gear still smoking and sizzling from fiery assault. Face contorted with rage, Duridel growls, louder. “Is this what you want?!”
Flanking Grapple: 1d20 + 8 + 2 + 2 ⇒ (10) + 8 + 2 + 2 = 22
With a well-practiced holding maneuver, the heavily armored paladin finds himself stuck in place. Duridel’s raw, mutilated face inches from the knight, feral orange eyes drilling right into Nme’an’s. “IS IT?!" he booms, slurring, "IS IT?!”

Nme’an feels his head jerked to one side, exposing part of his neck! Sharp fangs pierce deep and horrible, desperate gulping sounds follow.
Bite: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 damage: 1d3 + 3 + 2d3 ⇒ (3) + 3 + (2, 3) = 11 5 points of Blood Drain.

Nme’an took 11 damage and has the Grappled condition. He can attempt to break or reverse the grapple by rolling CMB against Duridel's CMD. You guys are up!


Dungeon Master

Shark snaps and slashes at the skeletons, but does not harm them more than faint scratches. Nme’an on the other hand, knocks a jaw clean off, then a few ribs. His warhammer is caught for a moment in the ribcage as the skeleton struggles, but the act of tearing it free seems to put down that pile of bones for good.

At Themp’s unexpected attack, Duridel’s scraping laugh fills the room.

Nme’an:

Even though the street rat leans towards the other side of the law, Nme’an senses that even this behavior is out of character for Themp. He must be under some kind of enchantment that allows someone else controls his actions. Given Duridel's attack on Nme'an's mind earlier, he has a pretty good guess at the culprit.

Beorae:

Themp might tease and joke, but he would never hurt a friend like this on his own volition. Beorae looks him in the eye and is vaguely reminded of a puppet on strings. This is no illusion; this is definitely Themp, and Themp’s blade, and her blood on it, but the scoundrel’s heart is not behind this act of villainy. Duridel’s gloating laughter confirms it. What is more, Beorae’s awareness of Shark’s moods tells her that the protective feline friend might move against Themp if she doesn’t act quickly. On her turn, and if she wants to, please make a Handle Animal check DC 14 as a free action to order Shark to not attack Themp.

Roll Spellcraft to determine, based of the effect you have observed, the specific spell that might be affecting Themp.

The skeleton facing Nme’an lashes out with their claws at the knight!
claw 1: 1d20 + 2 ⇒ (12) + 2 = 14 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
claw 2: 1d20 + 2 ⇒ (7) + 2 = 9 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
The last skeleton joins the fray beside the others, and takes one swipe for each foe!
claw 1, Nme’an: 1d20 + 2 ⇒ (12) + 2 = 14 dmg: 1d4 + 2 ⇒ (4) + 2 = 6
claw 2, Shark: 1d20 + 2 ⇒ (4) + 2 = 6 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
However, the clawing leaves nary a scratch on Nme’an’s shield, and Shark is able to bat away the swing. The third skeleton exchanges blows with the grey tiger!
claw 1: 1d20 + 2 ⇒ (3) + 2 = 5 dmg: 1d4 + 2 ⇒ (4) + 2 = 6
claw 2: 1d20 + 2 ⇒ (4) + 2 = 6 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Or, at least, tries to. Shark seems to be able to avoid the attacks with ease.

Duridel utters a magic word, “Deminutum!” as dark energy swirls around one hand. With a gesture, it spirals off his pointed finger, forming a thin, straight beam of darkness with a sickly shimmer. Carefully aimed, it appears to avoid a skeleton and strike Shark in the side!
ranged touch attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15 1d6 + 2 ⇒ (3) + 2 = 5
Shark needs to make a Fortitude save DC 15 or take 5 Strength damage (-2 to attack and damage). If he passes the save, he takes 2 Strength damage (-1 to attack and damage).

Spellcraft DC 16:

The spell recently cast by Duridel is categorized into the school of Necromancy, referred by scholars and mages as a Ray of Enfeeblement. This spell is designed to sap the bodily strength of the target. This weakness is only temporary, however, rarely ever longer than a full minute.

At the end of the spell, the vampire pulls some rolled paper from the cylindrical container at his side. He unrolls the scroll and smiles maliciously at Nme'an.


Dungeon Master

Addendum: Shark destroyed the skeleton in S9 and advanced to attack the skeleton in S10.

Themp only:

A cold sensation zaps down Themp’s spine, and suddenly, the rogue feels that his body is not his own. His thoughts and feelings are his, but every muscle appears to be under the control of another, an intruder to his psyche. A harsh voice rings clear in his mind with an undeniable command:

Drop your bow and backstab the beastmaster, Red, with your sword.

Themp is compelled to continuously follow this command until given a new command. The +4 bonus to the Will save was to resist a command that Themp would not normally do. Unfortunately, he did not pass that saving throw.


Dungeon Master

Duridel grimaces at the glowing purple lights covering his form. The tiger’s claws find purchase on the skeletons, but seem to have little effect other than faint scratches on the hard yellow bone. Nme’an’s warhammer hums low through the air after a missed swing. Now that his form is outline is covered in violet lights in the shadows, the archer has a much easier aim. Themp’s arrow sings through the air, striking the vampire in the torso! No blood seeps from the wound, and Duridel looks up from the fletching to scowl at Themp.

The skeletons press their attack! Two skeletons attack with both clawed hands at Nme’an.
claw 1: 1d20 + 2 ⇒ (17) + 2 = 19 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
claw 2: 1d20 + 2 ⇒ (7) + 2 = 9 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
claw 1: 1d20 + 2 ⇒ (12) + 2 = 14 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
claw 2: 1d20 + 2 ⇒ (4) + 2 = 6 dmg: 1d4 + 2 ⇒ (2) + 2 = 4

Shark’s foe also lashes out, intent to draw blood.
claw 1: 1d20 + 2 ⇒ (20) + 2 = 22 claw 1 confirm: 1d20 + 2 ⇒ (6) + 2 = 8 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
claw 2: 1d20 + 2 ⇒ (1) + 2 = 3 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Tiger blood is drawn as the skeletal claws rip through tiger flesh!

Duridel holds his stare at the archer, and steps forward to the edge of the light. Themp feels the yellow eyes burning into his mind!
Themp needs to make a Will save, and include a +4 bonus for reasons. Do not include the bonus from Bless to this save. Please post the roll separately before posting any other actions.

Shark took 5 piercing damage. You guys are up!


Dungeon Master

Nme’an’s mind feels a jarring, intrusive sensation, akin to a battering ram against a braced door. The feeling passes, and the paladin’s hammer reduces the nearby skeleton to dust and bone splinters.

A wicked grin exposes Duridel’s sharp teeth. “So be it. Servants, you know what to do.”

Initiatives!:

Beorae: 1d20 + 1 ⇒ (9) + 1 = 10
Nme’an: 1d20 + 1 ⇒ (9) + 1 = 10
Shark: 1d20 + 4 ⇒ (17) + 4 = 21
Themp: 1d20 + 5 ⇒ (11) + 5 = 16
Avg: 14.25

Skelly: 1d20 + 6 ⇒ (16) + 6 = 22
Skelly: 1d20 + 6 ⇒ (14) + 6 = 20
Skelly: 1d20 + 6 ⇒ (17) + 6 = 23
Skelly: 1d20 + 6 ⇒ (3) + 6 = 9
Skelly: 1d20 + 6 ⇒ (10) + 6 = 16
Duridel: 1d20 + 2 ⇒ (1) + 2 = 3
Avg: 15.5

Undead go first! Beorae and Shark are flat-footed until their turn.

With surprising speed, the skeletons spring towards the adventurers! They can see three closing in, but can hear more creaking and groaning of bones in the dark, moving closer with each step.

Two skeletons advance on Nme’an, lashing out with bone hands hard and sharp.
claw: 1d20 + 2 ⇒ (7) + 2 = 9 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 2 ⇒ (7) + 2 = 9 dmg: 1d4 + 2 ⇒ (4) + 2 = 6

The third reaches Beorae at his side, and flails a bony hand at her!
claw: 1d20 + 2 ⇒ (16) + 2 = 18 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Raking like a claw, the skeleton tears at the flesh in the druid’s unshielded arm!

Out of the darkness, Themp sees two more skeletons emerge!

In the low-light, Nme’an, Beorae, and Shark can see Duridel pace slowly, from the end of one table to another. His glare seems focused on the warhammer wielded by the knight. He raises his hand and gestures, uttering a magic word, “Disrupit.” Small dark pieces of something fall from his fingers onto the floor.

The Knight Lieutenant feels a strange vibration travel down the haft of his weapon and into his steel gauntlet!
Nme’an needs to make a Fortitude save DC 14.

pass:

Holding tight, Nme’an absorbs the vibrations of the magic spell, allowing the energy to travel from the warhammer to his body. The quaking fades, with no apparent ill effect.

fail:

The vibration of the weapon increases, until he feels the handle warp and hears cracks split along the haft of the hammer. The head of the weapon rattles as though loose.
Nme’an’s warhammer has the broken condition: -2 to attack rolls, damage rolls, and crit multiplier reduced to x2.

Spellcraft DC 16:

Duridel clearly cast a spell, but this is not a spell known to either arcane or divine spellcasters of the current age. This unknown magic, with its components, gestures, and utterances, was lost to time centuries ago.

Beorae took 4 piercing damage. Remember your +1 attack bonus from Bless -lets say that the dialogue spent 1 minute before initiative was rolled. 4 minutes left on Bless bonuses. You guys are up!


Dungeon Master

A dry, scraping laugh echoes out from where the three can see the glowing yellow eyes. Nme’an can see Duridel, his dark lips stretched back to form the approximation of a smile. A smile with too many teeth, and two of them very sharp incisors. He holds his side as the rough laughter continues a bit too long.

“Oh how I missed the bluster of mortals!” he cries, recovering his composure. He takes a step towards Nme’an.

“Indeed you are the pillar firm in churning seas. I appreciate your direct approach, but I follow orders from one, and you are not him.” A corner of his lip twitches, his yellows eyes glimmering with a playful, malicious look. “I entreat you one last time. Drop your weapon and follow me.

I need Nme’an to make a Will save. He needs to include his +2 half-elf bonus against (compulsion) spells, as well as another +2 bonus for reasons.


Dungeon Master

Duridel’s eyes seem to lose their glow in the light of Nme’an’s gauntlet. Dark hair long and unkempt, his face gaunt with paper-dry skin stretched over his skull. Despite this, these sharp features cut a rather dashing visage in clothing that seems ageless in style. Rather than loose, flowing robes like those of his skeletal servants, Duridel wears a long, dark, close-fitting tunic with narrow sleeves and gold buttons lining one side of his chest. The hem of the black garment sweeps a few inches above the stone floor. Strange, gold embroidered symbols trace along the length of his sleeves. A leather clasp on his belt keeps a thick book at his side, along with an ornate cylinder that is most likely a scroll case. The master of the skeletons makes a single blink of displeasure at the paladin’s comment.

Duridel breaks his annoyed stare at Nme’an, and his eyes roll at Beorae’s words. “There are always doubters! Is it not enough to overcome death without the help of heaven or hell, but by the depth of his own cunning?”

Only the heads of the skeletons turn to follow the three as they advance, the rest of their bodies eerily still. Duridel’s expression betrays momentary confusion at Themp. “Howdy? Hmm...”

The well-dressed greeter glances to each of his skeletons, and closes his eyes in concentration. A moment later, he departs to the right, further into the dark without another word. With dry groans and creaking, the skeletons stir and follow after him, seeming to ignore the Champions of Thaleniel. One even crosses right in front of Nme’an!
This skeleton provokes an Attack of Opportunity from Nme’an if he wants to take it.


Dungeon Master

Nme'an:

The strength and resiliency of an animated skeleton depends on the skill of the necromancer, and the corpse's strength in life. In general, animated skeletons do not retain any abilities or memories from their time as a living creature. These mindless creatures have scarce enough cunning to use weapons, and react quickly to danger. The magic that animates them also fortifies their willpower against external threats. Sharp weapons that can pierce or slice have less effect on their bony forms, and they seem to suffer no damage from colder elements.


Dungeon Master

Nme’an’s light pours into the room, allowing Themp to see a little further in, and the half-elves, twice as far. Unflinching in the light to one side of the door, a skeleton stands at a corner in the room. Wearing a tattered robe, which covers a frame of pale yellow bone with some residual sinew has long ago rotted and dried away. The empty eye sockets face Nme’an. No weapons appear to be strapped or carried by the skeletal figure.

low light visioneers:

The dim lighting touches on more than one skeleton, in fact there are four in total. Two stand to the right, one stands to the left near a wall, and the fourth stands directly ahead. All wearing similar garb: robes that are ragged and rotting, the bones underneath dry and yellow. The faintly glowing yellow eyes are just beyond the reach of the light. The room appears to open further to the right.

The rasping voice speaks again, from deeper in the dark. “I am Duridel, and these are my servants. Please, come with me, we must hurry.”

The yellow eyes move to the right with soft footsteps, and then turn to the adventurers, waiting.

Roll Knowledge (religion) for info on skeletons.


Dungeon Master

The wooden doors groan as they part, opening to utter darkness inside. What scant light from the stairway reveals is the stone floor and the wooden legs of upturned chairs to the left and right. The way directly ahead is clear, although the faint light stretches just a few paces beyond the doorway.

Right away, a shuffle of movement all around the shadowed room alerts the adventurers. One pair of yellow eyes glow dimly deep within the dark, just to the right and further back from where the furniture is cleared. There is further movement, the sound of scraping stone or wood, on the right and left.

A weak, wheezing voice from directly ahead reaches their ears.

"The Dark Lord Ithalgol foretold of this day. At last, we are free!" a pause, and then, "I am to escort you to his Magnificence, if you would allow me..."


Dungeon Master

Nme'an's senses beyond the wooden doors alert him to a the presence of evil. Concentrating, the aura seems to be one infused with the essence of Evil, as opposed to a mere mortal corrupted by a lifetime of wickedness. Though he cannot pinpoint the location of the evil presence with this spell, with another moment of focus he able to determine fainter presences of evil (four, to be exact) scattered around beyond the door, and the strongest aura forward and to the right of the doors.

Nme'an detects 4 Faint evil auras and 1 Moderate evil aura. Exact locations are unclear, though nothing seems to be just inside the doors.


Dungeon Master

no looking:

1d20 ⇒ 15
1d20 ⇒ 1

No magical auras stand out to Beorae as a sign of a trap or trigger. Moments later, the cautious thief picks his footing, his senses sharp for any hidden triggers to traps. Every following wide step leads him up, the path turns to the right, forming a semicircle staircase. He continues until he can only see the bottom of the stairs when he looks back, the library below no longer visible, and ahead: a wooden double door. In construction they are strongly built but not banded with iron, quite similar to the doors that separated the half of the Master Library. A cursory glance at the outer frame, Themp sees no hinges on this side of the door. The doors will need to be pushed forward to open. By inspection only, the archer is not able to tell if the door is locked, barred, or otherwise blocked without touching it. No light comes from underneath or from any gap in-between; either this door is made to completely close off the following room, or it is very dark on the other side.

If the two half-elves and Shark follow, neither of the two spellcasters are able to detect any magic on or around the wooden doors. Shark remains close to Beorae's side.


Dungeon Master

With a puff of dust and the sound of snapped dry twigs, the head of the body rolls a short distance until it bumps gently into a table leg. By lack of any fluid from headless corpse, this body seems to be dried out a long time ago.


Dungeon Master

Beorae:

This volume does indeed have an entry on vampires, although in the first paragraph the author is forthcoming in the fact that there is much to vampire lore not addressed in this entry, given the objective of this series to provide clarity on untrue notions of magical monsters.

The first characteristic they address is the weakness to silver weapons. Apparently there are some circles who confuse the weakness of cold iron in fey with vampires. This is due largely in part the shared ability to call on wild animals to their aid, and the ability to change shape into animals as well. However, the vampire kind seem to be restricted to bats and wolves, in both respective abilities.

They also address the difference between vampires and vampire spawn. Vampire spawn are weaker creatures created by true vampires, but with the same appetite for blood. They are often held in thrall to serve their sires, for they are unable spread the vampiric curse to others. They do not share the ability to turn into bats or wolves, nor do they possess the unnatural speed and strength of a true vampire. However they are still very dangerous, capable of contolling their victims through powers of the mind.

Reading the encyclopedia volume takes 3d6 ⇒ (1, 6, 1) = 8 minutes.


Dungeon Master

In her general understanding of magic, Beorae first looks for a section of Necromancy, only to find that most of the books on that section are missing. However, judging by the spines of the thousands of books on the walls, her sharp eye is able to pick out a few promising titles: Tales From The Crypt, Joggen's Study in Cannibalism, and an encyclopedia volume of a series committed to debunking common misconceptions of fantastical creatures, letter V.
Which one do you start with? I will roll 3d6 for each book to determine how many minutes you spend collecting the info.