Camlo Zenovia |
Aubrey the Demented/Malformed |
Will save: 1d20 + 9 ⇒ (4) + 9 = 13
Hudak flails wildly and Camlo uses a more subtle approach, and while they strike.... something, the undead still remains. Alwyn then smites it with the power of Gorum, eliciting a furious shriek, but the creature is still sustained by its hate for the living. It turns a wispy claw on Alwyn, reaching through his armour to chill his vitals.
Touch attack on Alwyn: 1d20 + 9 ⇒ (18) + 9 = 27, damage 1d8 ⇒ 5 plus level drain (2 levels, Fort save DC 16 per level). Remember the house rules - you get a save now and if you fail that another at the end of the day.
Illes Elandru |
Illes draws his rapier and holds it in a guard position as he begins to sing a rather macabre hymn of Pharasma's faithful-
"Why should you tary when Pharasma is pleading,
pleading for you and for me?
Why should you linger and heed not her mercies,
mercies for you and for me?"
Normally the song would be low and mournful, but Illes version is amused and sarcastic.
Inspire Courage +3 att/dam (competence), +3 charm/fear (morale)
Round 1 of 24 spent
Elisile Starbrow |
Elisile moves next to Alwyn to B1 and dumps the bottle of holy water over the incorporeal spirit.
Ranged touch attack that does not produce aoo, full effect on incorporeal undead but must be adjacent to target to use.
Holy water damage: 2d4 ⇒ (1, 2) = 3
Vattnisse |
Again, as Heathy's not around today:
Emboldened by his spirit-chopping success, Hudak keeps hewing at the shade.
No move, full attack using Power Attack. Attack 1: 10+12+2(flank w/Alwyn)-2(PA)+3(bard)=AC 25, damage 8+11+6(PA)+3(bard)=28/2=14. Attack 2: 8+7+2(flank w/Alwyn)-2(PA)+3(bard)=AC 18, damage 7+11+6(PA)+3(bard)=27/2=13.
Camlo.
Vethran Tallomane |
Vethran seems about to loose another bolt of shimmering energy when the creature dissipates, leaving a rather surprised look on the mage's face.
"That was... rather easier than I thought. Hm."
With that, he tucks the unused wand back into his belt.
"A spirit like that is apt to be guarding something likely more significant than just its remains. I suggest a cursory investigation of the room."
Casting detect magic and surveying the burial niches, as well as the remains themselves, careful not to actually touch anything.
Elisile Starbrow |
“I am glad that our brave warriors are practised at dispatching such evil spirits,” comments Elisile. “I for one felt somewhat useless.” She looks a little sourly (an ugly expression on her boggard's face) at her remaining bottles of holy water.
She'll also make a visual examination of the chamber. Percpetion: 1d20 + 10 ⇒ (17) + 10 = 27
Alwyn Agnarrson |
Awyn's face splits into a satisfied grin. "Turns out the Shoanti way - hacking away with your sword - will dispatch ghosts as well as living foes. That's good to know."
"Looks like this is a dead end, which means we'll need to exit through the door we saw earlier. Are everybody ready for some serious ogre-slaying?"
Camlo Zenovia |
To Camlo; "Oh, thanks friend, but no you keep it. I have a couple of those myself. I'd rather save them in for a jam, because they won't refill tomorrow."
"Ah, as you ah, wish." Camlos turns again, and buries the flask back where it was at the bottom of his pack.
"Indeed, I always, ah, prefer to know what is at my back. Well, my errm, flight down here excepted."
Aubrey the Demented/Malformed |
The party backtrack to the room where they killed the shocker lizards, and head east. After about twenty feet it ends at another stone door, while another passage just before it heads north east, slanting down.
Sorry for the delay - too much socialising gives me little time to arrange my gaming thoughts.
Elisile Starbrow |
“I would suppose that this door also leads into the fort,” comments Elisile, looking about with her dark vision, and listening too. Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Aubrey the Demented/Malformed |
The passage seems to run into a warren of dank, winding passages, bending and narrowing to a gap as small as three feet in places. The floor is muddy, carpeted with mushrooms, and crawls with insects and millipedes.
Perception, DC 24, or Survival, DC 19 (this is a Tracking roll):
The passage bears off west, with another branch heading north east but itself splitting south east and north west.
For clarity, you can go west, southeast or northwest.
Elisile Starbrow |
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Survival (track): 1d20 + 11 ⇒ (18) + 11 = 29
“Look – lizard tracks by the look of things,” says Elisile, pointing into the mud. Can she tell which direction they come from / head towards, or they just generally all about?
Illes Elandru |
While the elf-toad scouts ahead Illes whispers, "Vethran, how do you know if that spirit has been put to rest? I've heard lots of stories where shades rise again on the day of their death, or at midnight, or on the full moon. It doesn't seem right that a tormented soul would give up his unhallowed bones so easily..."
Elisile Starbrow |
“Not with certainty,” answers Elisile. “However, Shocker lizards are territorial but, generally speaking, if you make no sudden moves, attack them or approach their egg mounds, they will generally leave large creatures alone. We probably startled the two we have so far encountered, but by moving slowly and looking out for and avoiding their nests.”
Elisile Starbrow |
Elisile will lead the way west, moving slowly and carefully, trying to be quiet and keeping an eye out for signs of lizards. Stealth: 1d20 + 13 ⇒ (16) + 13 = 29, Perception: 1d20 + 10 ⇒ (15) + 10 = 25, Survival (track): 1d20 + 11 ⇒ (18) + 11 = 29
Elisile Starbrow |
Know, nature: 1d20 + 9 ⇒ (13) + 9 = 22
Elisile backs slowly away, then whispers to the others when she reaches them, “There does not appear to be any way forward, and several of the lizards lurk here. I suggest we not disturb them, and try a different way.”
If all agree, same deal, north: Stealth: 1d20 + 13 ⇒ (2) + 13 = 15, Perception: 1d20 + 10 ⇒ (11) + 10 = 21, Survival (track): 1d20 + 11 ⇒ (7) + 11 = 18