Airon's Carrion Hill (Inactive)

Game Master Airon87

Carrion Hill module


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F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta stands there, blind.

Does Varta know what they are?

If knowledge (nature) would help: 1d20 + 4 ⇒ (7) + 4 = 11


Milovic:
proper Knowledge would have been Local, but since your modifier is the same I will take your roll for good.
Many creatures live in the vast dungeons below Carrion Hill, too many to recall: undead, abominations, weird animals… but these little guys are just Dark Creepers, the lesser of the Dark Folks, which you have heard a lot about.
Cowards unless in large numbers and protected by darkness (which they revel in) they usually serve much more powerful creatures that lurk in the underground shadows – rarely one of them is brave enough to be his own master.
They are filthy vermins with little care for rules, and while not inherently evil they usually behave like unpleasant scavengers and thieves – or worse, they are used as minions by a truly nefarious master.
They have the nasty habit of poisoning their blades; they have control over darkness, which is the habitat where their eyes work best; and they usually speak only their own convoluted dialect, simply called Dark Folk speech.

Varta:
You remember hearing something about Dark Folks, Dark Creepers and Dark Stalkers during your lessons at Shelyn’s temple, when they taught you about all manners of ugly monsters. You’re pretty sure these creatures belong to that group, but most of the information about them you forgot a while ago.

As the eyes of Varta and Xander slowly get back to normal, the two creatures keep cowering in the corners, trying to cover their wounds with their filthy rags. Now the magical darkness has dissipated, and Milo’s rapier shines a feeble but sufficient light in the room.

The small humanoids cover their face as Mavro pokes them with the quarterstaff. To his attempts of communicating, they just reply in their unintelligible tongue “Redi diu gahadi ju gadi! Ju gadi! Ju nokomi gadi…” they whimper in a pathetically whining voice.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo knuckles at his eyes now that the light has partially returned, and eyes the creatures with a grimace of contempt and revulsion.

"Ah, now I can see-- dark folk. Nasty little buggers. Sometimes they poison their weapons, if I recall-- did anybody get cut?"

He keeps his rapier drawn and leveled, striding forward to stand near one of the little blighters. Alongside the contempt and revulsion is a thin streak of pity-- they're small, they're pathetic, and while ten seconds ago he would have said differently as they struck from the darkness, it's hard to take them seriously as threats when they're cowering.

Milo frowns. "They have their own tongue, and I surely don't speak it. Unless someone knows their language and can ask them what they're doing here...."

He shrugs, leaving the rest of the sentence unspoken. Then why leave vermin like this alive?


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"Bah! What use are they to us if we cannot understand them?" Mavro replies with a scowl, glowering down at the feeble creatures. Their incessant babbling only served to further provoke his ire. "Perhaps we should just put them out of their misery. There is no use in wasting any more time here."


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

"So kill or spare?"


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo offers an easy, roguish grin to the dwarven woman.

"You lot are the ones with all the rules about helpless foes and such. Myself... wisdom bids me run them through."

He hesitates slightly, even saying it. Wisdom, yes. That sneaky little sense of grudging sympathy for weak foes bids otherwise. But then again, he hasn't lived as long as he has by letting those who'd kill him walk free.


"Makes no difference to me if we kill them or not, but perhaps we should see what information they can share with us first. They may speak their own tongue, but at least one of them might know common; we should make sure."

Tempest approaches the cowering creatures, and gives them a withering glare. "Did you hear that you wretched beasts? If you cannot speak our tongue, then you are worse than useless to us and we might as well kill you and be done with it. However, if you could talk to us, perhaps we could be convinced to let you live, as long as you were able to tell us something useful..."

Intimidate: 1d20 + 10 ⇒ (18) + 10 = 28


The Creepers cover their face with their arms, trying to scamper away from Tempest’s intimidating glare “Jaha gundu! Gahadi ju gadi! Pero fad reddiju dui.
It is clear that they do not speak Common – you can see the terror in their eyes, they are most definitely not bluffing. Without a magical mean of understanding them, this conversation seems impossible to establish.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

"We're clearly wasting our time," Milo says, brows drawn together. His lips also press into a thin line.

Killing cowering creatures doesn't sit well on his stomach, but-- they had tried to kill him, and the others. Gods know what deviltry they will get up to if let free to run.

He steps forward, and raises his sword for the grim work-- perhaps secretly hoping someone else in the group will suggest otherwise, but prepared to run the first of them through.


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"No need to drag this out any longer," the old man says abruptly, seemingly without remorse.

Mavro steps past Milovic to another creeper. Not one to relish in terrorizing his foes or making them suffer, he whips his walking stick hard across its neck with both hands, hopefully killing it in an instant.

Coup de grace?: 2d6 + 18 ⇒ (4, 1) + 18 = 23

If none of the others interfere, he would then go about finishing the others off as well.


Oh the liberating sensation of a paladin-free party.

When Mavro’s staff breaks the first Creeper’s neck, the other one tries to get on his feet to flee, only to end up run through on Milo’s thin blade. The two small creatures fall to the ground in a pool of blackish blood, then explode in a familiar flash of bright light. This time you are ready and close your eyes in time to avoid being blinded.

The only things left of your enemies are a few dirty rags, and the small blades, one of which is still covered in a violet, smelly and thick paste.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo takes a deep breath, then flashes his bright smile around again.

"That does look like poison on the blade. I'm not touching it."

He wipes off his rapier on the creeper rags.


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

"Back to the matter at hand," Mavro says with some finality, feeling neither pride nor regret for what he had done. Nonetheless, he leans on his quarterstaff heavily, as though the deed had strained his back. He gestures toward the creatures' remains, shaking his head. "These were clearly not responsible for that nonsense up above."


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

"No, these seem but inconveniences. Hardly capable of that sort of destruction. They may be the catspaw of some larger foe."

Milo nudges one of the dead creepers with his toe.

"This room seems a dead end, though. If some greater horror lurks, my spine tells me it will be down that stairwell we passed."

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Milo turns over the bodies and looks through the room quickly for anything of value or interest.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta looks around then heads for the atairs. She does not proceed down them, but looks as far down as she can.

Perception 1d20 + 9 ⇒ (18) + 9 = 27 Darkvision


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander sighs and shakes his head at the brutal necessity of it. These creatures were known to prey on humans, and lived beneath a human town. They could not be communicated with. There seemed to be no other options but violence.

Xander takes up his previous position with Milo and prepares to continue into the dark.


There is nothing left in the room where you got ambushed, except for the meager reamins of the Creepers. It is clear that the campsite in the previous room didn't belong to them - it is human-sized, and there's a leftover torch that clearly these things did not need.

As you make back to the crypt, Varta looks down the long stairwell that seems now like the only way to move forward.
The stairs are covered in swaths of black slime, fortunately dried enough so that its stench is not so nauseating.
Water seems to be dripping down the walls here and there, leaving tricklets down the stairs.
Her darkvision, however, is not strong enough to see the end of the stairwell. Judging from the faint echo of your steps and of the dripping water, the descent seems very, very long.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

When the rest of the party is with her, Varta begins descending, slowly and carefully.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo will take second after her with his glowing rapier unless someone else wishes that position.

"And here I thought little could smell fouler than those vats up on the surface," he mutters as he steps carefully down the stairs.

Perception, if needed during the descent: 1d20 + 9 ⇒ (19) + 9 = 28

Going to be AFK or very limited net for the next 24 hrs. If it's needed in that time, feel free to roll any checks required from Milo.


The descent down the stairs is long, neverending: after five hundreds even the more determined among you loses count of the steps.

In the feeble magical light the walls of the stairwell keep changing in architectural style: brick-lined walls and stone arches leave way to sturdy blocks of gray basalt engraved with geometrical motifs; after a few hundreds steps it changes again, and again, dating to increasingly more ancient times and increasingly more ancient inhabitants of Carrion Hill.

Finally, after hundreds and hundreds of steps, the stariwell comes to an end: now the room is just a cave carved in the bare stone, with a few ancient stone pillars holding the ceiling. The room is large and uneven, some of the walls polished but most are just natural rock. Thick sheets
of pale fungus and mold cake most surfaces.
To the south, the hall has collapsed in rubble, but to the north it opens into a vast cavern in which eerie glowing light flickers. A thick, dry smear of black slime and strange circular prints in the mold runs from a flight of stairs in the west wall north into this cavern.

Map updated; there is dim light in the northern part of the room, but the angle prevents you to fully see what's there.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

While Milo's gone I'll take over with the rogue-y duties.

Moving in behind Varta and scanning over her head slowly and carefully, Xander guided the rest forward with simple hand motions.

Concerned about light revealing their presence, he motioned the others to halt as soon as he saw the staircase end.

Carefully he made his way forward in the dark with Varta to look at the source of the distant light. He couldn't see in the dark like a dwarf, but his eyes were sharp and his steps were quiet.

Taking 20 on Perception for 31 on the way down. Once at the bottom, Stealth for: 1d20 + 9 ⇒ (9) + 9 = 18


As Xander puts foot on the last steps, he carefully peeps around the corner. The faint blue luminescence enlightens an immense cavern that sprawls a few yards away, its floor an uneven jumble of loose stone and fungus, its ceiling rising like a church cathedral to a height of nearly a hundred feet above.
The glowing fungus grows thick on the walls, bathing the cavern in ugly hues of purple and pale blue.

Toppled pillars and mounds of rubble dot the western half of the cave, while to the east a mound of fungus, bones, and rubble rises. At the mound’s apex squats a flat-topped altar stone, with towering barren trees rising on three sides, their leafless branches twisted and groping toward the ceiling above as if in search for a sun’s warmth they shall never feel; bones and trinkets hang form the lower branches.
A trickle of what appears to be sludge runs thickly and slowly from a hollow under the altar stone to gather to the northwest of the hill in a swampy pool – where something resembling a body floats ominously.

Knowledge (nature) DC 15:
The trees had been grown via necromantic powers: no plant that size can naturally grow here. They look almost fossilized now

Four cave passages branch off from the cavern, but only the one to the southeast has not been blocked by a series of relatively new-looking iron bars. A swath of black slime and round footprints winds from the wide passageway to the southwest up to the southern bank of the pool of sludge.

Xander tries to be as silent as possible, but clearly something notices him: before he can locate the source, he hears a sound of rapid feet scampering away near the altar.

map updated

GM rolls:
1d20 + 14 ⇒ (7) + 14 = 21
1d20 + 15 ⇒ (6) + 15 = 21


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

"Bloody cheerful place, isn't it," Milo whispers. He strains his ears for sounds.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

assuming that means he also hears the scampering; ignore if not

He tenses when he just picks up the skittering feet. "Something in here, I think."


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta detects evil.

"There are footprints from the southwest to the pool. There may be a body in there!!" she whispers urgently.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"Go. We're right behind you." Xander says letting Varta lead.

What are our light sources right now? Who has darkvision?


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

If we're going for stealth, Milo will drape his cloak over the rapier, but other than that, I think it's the primary light source.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

I have darkvision

Varta moves cautiously towards the pool, looking around constantly.

Perception 1d20 + 9 ⇒ (1) + 9 = 10


Varta:
As you cast your gaze through the room, trying to perceive evil, you get a vague sensation of unease – something very, very evil has been going on here for a very long time.

The only true detections of evil, however, come from somewhere in the zone with the Altar and the necromantic trees – where you perceive two moderately evil auras. They are hidden from your sight though, so you cannot pinpoint them exactly.

The whole area is in dim light because of the fluorescent blue fungus. Also since light lasts 50 minutes at your level, both Milo’s rapier and Tempest’s stone are still well lit.

As you move cautiously towards the center of the room, the faint light emanating from the fungi reveals more details.

Survival DC 10:
The round prints are clearly inhuman and enormous in size – they are imprinted in the small patches of unpaved floor as well as in the dried slime.

Survival DC 15:
There are other sets of prints – human ones, this time. Several pairs of boots have left their mark in the dirt and sludge.

In the pool of sludge you now see clearly a humanoid body, floating face down. What is visible of the skin is pale and white, almost bloodless; the limbs have been broken and twisted in a grotesque manner, and they carry marks of bites or cuts.

The tunnels around the cave look closed, by solid iron bars that look new: there’s no rust on them, and the soil where they have been planted looks recently moved. One of the bars has been pried open, however.

knowledge (local or dungeoneering) DC 15:
It is known that many and many are the tunnels that create the maze underneath Carrion Hill. Without a clear map, one could wander for days without ever finding a way out – that is, if nothing eats him first.
A very perseverant or well-equipped adventurer could in theory find that many tunnels lead to various exits in the Hill or in the swamps nearby, but is much more likely to end up lost or devoured.

As you get closer, you see another body, crushed against the altar, his body in the same condition of the one in the pool if not worse: large chunks of his twisted and bloodless body are missing as if chewed off.

guys, please position your avatars on the map


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Survival: 1d20 + 7 ⇒ (19) + 7 = 26
K(Dungeoneering): 1d20 + 8 ⇒ (3) + 8 = 11

Mavro pushes past his allies and into the open chamber, looking about with an expression of dismay and disgust as he takes in the grotesque scenery. And yet, he could not help but to feel a little elated. Certainly this was something that could make it into the Chronicle! As he observes his surroundings, Mavro's eyes come to rest upon something on the ground. The old warrior kneels down to get a better look at them.

"Footprints," he grunts to the others, pointing to them with an end of his staff, "Some human, some not so much; there is something damned big in here. We must be getting close."

I hope I didn't move too far in; I assume this is what is meant by the room's center.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

K(Local): 1d20 + 9 ⇒ (17) + 9 = 26

"Damned easy to get lost down in the warren of these tunnels," Milo mutters as they pick their way through the room. "We should mark the walls if we take one of the passages out of here..."

He nods soberly at Mavro's words, the humor temporarily faded. "Aye.

He edges to the far wall and uses it to move forward, keeping his back to it and the hand that is not holding the rapier in contact with it, since he has no darkvision.

Peering around the corner shows the gruesome sight of the mangled body. He grimaces to himself.

"Unless that poor bastard there is about to rise from the dead, he's no threat to us."

Given it's Ustalav... never rule out that option.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Varta nods, then moves to check out the corpse.

Perception 1d20 + 9 ⇒ (6) + 9 = 15

"We may want to check for traps. And something or someone is strong enough to bend that metal, she points to the bent bar. That's interesting in itself."


Tempest moves forward, out into the large open space, looking about for any signs that attackers might be waiting for them, hidden, in some attempt to ambush perhaps.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Stormcloud walked out just a step in front of her, casting his eyes about as well, and sniffing at the air.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Did Varta move to the pool of sludge to check on the corpse? If so, please move your avatar on the map or tell me the approximate location.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

She did, I have and she's right next to the rubble by the pool.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Can't move my dude on the map from my phone. Xander moves straight forward to where it widens out to keep an eye on the left flank.

Xander moves up and takes a look around, shushing the spirits around him. This wasn't a place for distractions.


Rolls:

Varta Perc = 15
Tempest Perc = 10 (15 wolf)
Xander Perc: 1d20 + 11 ⇒ (13) + 11 = 24
Milo Perc: 1d20 + 9 ⇒ (10) + 9 = 19
Mavro Perc: 1d20 + 6 ⇒ (18) + 6 = 24

enemy Init: 1d20 + 8 ⇒ (13) + 8 = 21
Varta Init: 1d20 + 5 ⇒ (18) + 5 = 23
Tempest Init: 1d20 + 7 ⇒ (2) + 7 = 9 (Stormcloud will act with you)
Xander Init: 1d20 + 2 ⇒ (15) + 2 = 17
Milo Init: 1d20 + 4 ⇒ (8) + 4 = 12
Mavro Init: 1d20 + 4 ⇒ (14) + 4 = 18

The air in the cave is still and damp, giving an eerie sensation of decay that well suits the macabre scene.

It is but a second: when Varta moves to the pool of sludge, Xander and Mavro perceive a movement among the dimly lit branches of the lifeless trees. They see with impotent eyes a darker shadow lurk over Varta, and try to help her, but unfrotunately they are too slow. An inhuman scream pierces the air.
"Leeeeave! Aaaahh!" a rasping, throaty voice from above, and a dark figure, gaunt and hunched, nimbly lands on the floor near Varta. The figure pounces at her savagely: it grabs her forearm, where it is unarmored, and bites off a huge chunk of flesh and muscle.
Gore dripping from his mouth, the figure squats and hisses again "Thisss is MINE! Leeeave!"

Knowledge (religion) DC 14:
You are pretty sure this is a ghoul: a type of sentient undead very common in the underground. His bite carries paralysis and a nasty disease, and usually uses hit-and-run tactics. This particular specimen seems nimbler, stronger then the usual, and moves with a dexterity and skill quite impressive.

Rolls:

enemy attack: 1d20 + 10 ⇒ (11) + 10 = 21
enemy dmg: 1d6 + 3 + 3d6 ⇒ (4) + 3 + (3, 3, 6) = 19

Varta takes 19 damage; she also has to make:
Fort DC 13 or be paralyzed for 1d4 + 1 ⇒ (4) + 1 = 5 rounds
Fort DC 12 or contract a disease

SURPRISE ROUND (only 1 move or 1 standard action)
21 enemy (sneak attacks Varta)
18 Mavro
17 Xander

then FIRST ROUND
23 Varta
21 enemy
18 Mavro
17 Xander
12 Milo
9 Tempest & Stormcloud


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Watching helplessly as the creature tears at Varta's flesh, Mavro curses under his breath. Tightening his grip on his quarterstaff, he abruptly abandons his blatantly false limp, quickly moving to the dwarf's side.

"Foul creature! Back to the shadows with you!"

I counted just enough spaces to get there, with only one diagonal.


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Fortitude: paralysis 1d20 + 6 ⇒ (15) + 6 = 21
Fortitude: disease 1d20 + 6 ⇒ (17) + 6 = 23

"Saved by the grace of Shelyn!"


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Know Religion: 1d20 + 6 ⇒ (2) + 6 = 8

Past all the rubble and behind all the commotion, Xander couldn't tell what kind of creature was attacking Varta, but the magic of his round red-tinted spectacles showed him clearly that the creature was undead.

Eldritch aberrations and cults were not really his specialty.

This was.

He moved forward and a vial slid from his sleeve into his hand. He hurled it into the battle. Then a ghostly polearm appeared in his hand forming from nowhere.

5' Adjust forward. Pull Holy Water from Wrist Sheath as Swift action.
Holy Water, Touch Attack, 30 feet away = -4 to attack: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damage: 2d4 ⇒ (4, 3) = 7
Draw weapon as part of Standard Action

"I noticed." He muttered to his family. "Thanks."


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

First round

Varta realized there was really only one thing to do. Smiling grimly she raised 'Parting of the Ways' and struck at the foul creature. She declares her judgment of sacred justice.

Dwarven:
"Time for arithmetic. Today's lesson is division."

1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 for 1d10 + 7 ⇒ (3) + 7 = 10 damage


The glass vial leaves Xabder’s hand, arches up, and lands smack in the middle of the monster’s face. Tiny fragments of glass cut its livid skin, but is the contact with the water that hurts it the most. “Yaaaaahh!” the monster screams in pain, covering its face with clawed hands, while Mavro and Varta just gets a refreshing splash of cold water.
Where the monster's skin gets wet, it immediately starts burning and fizzling with an awful stench: large white pustules appear where the water touched it. “Sssserf of the Lady! You will pay!” he hisses at Xander.

end of SURPRISE ROUND

FIRST ROUND
23 Varta <---
21 enemy
18 Mavro
17 Xander
12 Milo
9 Tempest & Stormcloud


Didn’t realize Varta posted before me…

rolls:
enemy Acrobatics to avoid Mavro's AoO: 1d20 + 15 ⇒ (1) + 15 = 16
enemy Acrobatics to avoid Varta's AoO: 1d20 + 15 ⇒ (14) + 15 = 29

Mavro's AoO: 1d20 + 10 ⇒ (15) + 10 = 25
Mavro's AoO dmg: 1d6 + 9 ⇒ (6) + 9 = 15

enemy's attack vs Mavro: 1d20 + 10 ⇒ (8) + 10 = 18
enemy dmg: 1d6 + 3 ⇒ (4) + 3 = 7

Varta’s attack is far less pungent than her puns: the blade of her glaive is easily dodged by the monster. It hisses again, then seeing as he’s facing two formidable opponents, changes tactics.

It fakes an assault on Varta, trying to unbalance her, then quickly steps back, dodging again Varta’s blade as the dwarf tries to stop it.
But just when it already has a claw on the lifeless branch and it is about to disappear in the penumbra, Mavro’s staff falls on its head, stopping the monster from his withdrawal.

Aaaaahhh! Old flessssh! Tasssty!” it says, and springs towards the old fighter trying to bite a chunk on his face off. Mavro puts his arm forward, and the yellow, filed teeth of the undead scrap off his sleeve and cut deeply into the forearm.

Mavro takes 7 damage; he also has to make:
Fort DC 13 or be paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3 rounds
Fort DC 12 or contract a disease

FIRST ROUND
23 Varta
21 enemy
18 Mavro <---
17 Xander
12 Milo
9 Tempest & Stormcloud

You can of course post out of order if you wish... even Varta her action for the next turn.
Milo's rapier sheds enough light to take almost all of the dim light of the place up to normal light, so no need to roll for miss chance.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo thinks Xander had the right idea. He dashes forward, rapier held up like a torch, other hand fumbling at his belt for the vials and potions he keeps there. One of them has a raised spiral on the cork-- the symbol of the goddess whose temple he'd bought it at.

Standing right next to the hideous creature, shoulder to shoulder with Varta, he attempts to toss the vial of holy water into the thing's face.

Mavro and Xander get actions first, of course, so if Xander wanted to be in the square Milo now is on the map, I'll change my tactic.
Throwing a ranged weapon from adjacent to an enemy, so it'll have a free shot at me more than likely.

Ranged vs Touch AC, -4 for in combat: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Holy water damage: 2d4 ⇒ (1, 1) = 2 siiiiigh


Tempest rides in closer, atop Stormcloud, and lifting a hand towards the undead creature, sends a dazzling bolt of lightning racing from her hand in its direction.

Vs. Touch AC: 1d20 + 5 ⇒ (7) + 5 = 12
Damage, if a hit: 1d6 + 2 ⇒ (2) + 2 = 4


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

Fortitude (paralysis): 1d20 + 7 ⇒ (15) + 7 = 22
Fortitude (disease): 1d20 + 7 ⇒ (9) + 7 = 16

38/45 hp

"Gah!" Mavro shouts out, reeling from the monster's attack. Cursing angrily under his breath, he attempts to sweep his staff at its legs, knocking it to the ground.

Improved Trip: 1d20 + 14 ⇒ (4) + 14 = 18


F Dwarf 5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Dwarven:
"More division. Learn, you foul thing!"

1d20 + 8 ⇒ (6) + 8 = 14 for 1d10 + 7 ⇒ (5) + 7 = 12


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander rolled his eyes at the ghoul's threats. "If I had a silver for every time I heard that..." he muttered to himself, moving purposefully up behind Varta, unfurling a hooked net out of a large pouch on his belt and whipping it over Varta's head to entangle the creature.

Touch Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Hit=Entangled. Don't want it escaping back into the water.


The onslaught against the monster keeps going: Milo’s flask of holy water just grazes its undead skin, causing little damage but a lot of pain. Hissing and screaming, the ghoul manages to avoid both Varta’s blade and Mavro’s attempt to trip. But when Tempest’s sizzling ray of electricity passes just a few inches to its left, it gets distracted. This is how Xander manages to entrap it in a thick net: the monster, now with visible wounds, struggles to get out of the ropes and hooks that constrict its movements.

You the ghoul try in vain to free itself, then, frustrated and enraged beyond belief, throws itself on Milo “Lightbringer! Another ssssslave of the Lady! Die! Die!” as it squats, its teeth serrate on the rogue’s leg, wounding the flesh; then the ghoul’s hands claw at Milo through holes in the net, but manage to just scratch the metal rings of his armor.

rolls:
bite attack: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 251d6 + 3 ⇒ (1) + 3 = 4
claw attack: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 131d4 + 3 ⇒ (2) + 3 = 5
claw attack: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 121d4 + 3 ⇒ (3) + 3 = 6

Milo takes 4 damage; he also has to make:
Fort DC 13 or be paralyzed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds
Fort DC 12 or contract a disease

SECOND ROUND
23 Varta
21 Ghoul (entangled)
18 Mavro <---
17 Xander
12 Milo
9 Tempest & Stormcloud


[HP 29/45 | AC 17, Tch 12, FF 15 | Fort +7, Ref +3, Will +5 | CMD 22 | Init +4, Perc +6 | Effects: N/A]

With the ghoul more or less immobilized by Xander's net despite Mavro's own failed attempt, the old man raises his magical staff over his head with both hands and brings it down over the struggling fiend.

Power Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirmation: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 15 ⇒ (4) + 15 = 19
If Critical: 1d6 + 15 ⇒ (1) + 15 = 16


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

"Damnation--"

Words get cut off as the blight of undeath spreads from the ghoul's bite.

Fort vs Paralysis: 1d20 + 3 ⇒ (12) + 3 = 15
Fort vs Disease: 1d20 + 3 ⇒ (7) + 3 = 10

He can freely move! That's all he cares about.

He should be worried about more than that, but he doesn't know it.

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