This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Grimm tries to make the most of his chance to kill this thing. He attacks again, hoping to fell the creature before his blessings run out, 5ft stepping to flank with John. He stops using EXPERTISE and swings for accuracy.
Faelyn yes. Truk it is the mist of the vampire dropped. Unfortunately, all the religion checks from early exhausted your vampire knowledge and the group did not have much information on the subject. I probably I stretched what should have been revealed actually.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Truk growls as more foul energy engulfs him.
As per Andrea's instructions, he grips his shaft with both hands and brings his hammer to bear again.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
I don't think I actually got a knowledge religion due to LOS at the time.
If applicable:
[dice=Know Rel]1d20+12
You know that vampires to gaseous mist when reduced to no more vitality (zero HP) and seek their coffins, where they heal. To kill vampires you need a stake through the heart, cut the head off and douse with holy water.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Truk, I belive we need to get you a silver hammer or the like. This city is full of undead and even dvils so such a weapon will be invaluable. Plus a silver sagger or such for Orsin.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
"I dunno, I think I was hitting them hard enough", Truk says at the suggestion.
"Let's find your trinket and be done with this place."
"Uhm, should that spell stick around after the caster is killed?"
Lucrezia will keep heading back towards where they thought the moorofal was.
"So is there any kinda precautions we should be taking when we grab this item? Just touching it isn't going to turn us into a vampire or fry us or anything is it?"
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Truk channels a couple bursts of healing light before the group tries anything.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Faelyn responds to Lucrezia. I think it may be a trap. I have an idea for retrieving it. We need to be as sneaky as possible. Maybe you and I could scout ahead a little distance?
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
That doesn't seem to be such a bad idea. We did hear noises down the hall where that light is and the mists of the vampire slaves went that way as well.
Plus we need to deal with those two vampires we beat into mist.
Grimm feels his aches relieve as the healing knits his cuts and bruises.
He has a cursory look around the room for any decent weapons or items of value before stomping off after his friends.
Perception 1d20 + 8 ⇒ (11) + 8 = 19
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
"Careful Beautiful", Truk warns.
The big orc anxiously stays back while Lucrezia does her thing.
Three separate layers of huge vault doors of stone once barred the way down this massive dark hall. Each has been forced apart by what looks to be the pounding of a thousand blows— the doors now hang askew on their hinges. Just north of the door are large piles of rubble on which numerous mirrors have been affixed, their reflective surfaces aiming to the north end of the hall.
You can, also, make out a relatively freshly dug tunnel off to one side of the dark hall.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Don't forget, Truk channeled for 15 a few posts back.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
So Orsin, plan on doing any plays about our adventures in the future? Perhaps an exciting adventure about some people who don't really resemble us as they fight to free a city from terror?
Broad stairs lead up to a circular chamber in which several treasures rest on sculpted podiums and stone shelves. None of the various treasures impress as much as the brilliant golden relic on the central dais—appearing similar to an eagle’s head, the relic illuminates the room with a powerful glow of daylight.
Tell me where everyone is located. use the previously posted map.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10