| GM Mort |
You finally chop it into two. You're now alone in the stairwell, with a couple of corpses, one particularly foul smelling, at your feet.
What do you choose to do?
| Valda Aslougsdottir |
Will poke around long enough to loose the sickened, the spike is done.
'Well, I shouldn't be surprised there are undead.' Valda returns to Beris' body and make sure he is still breathing. Once she confident that he is still alive, she checks the bodies of the undead, looking for any clues.
after the sickened condition is done
May as well continue exploring before I decide what to do about the children.' Going back down the hall, recovering her mothers spear, she ties it to her backpanc. Sword and shield in hand she turns south in to the small chamber the undead were in and inspects it carefully.
she will take 10(17) on perception inspecting the four undead, and then take 20(27) inspecting the southern room.
| GM Mort |
You find a silver ring with a emerald embedded on the foul smelling corpse. In the southern room, the walls are painted with murals of great battles. You find a couple of sarcophagi that have their lids opened. Most of the contents are just burial goods, vases, tools and idols, but a set of bronze armor, untarnished despite the exposure to moist salty air, catches your eye.
Your search in the north passage yields a sarcophagus that has been opened and has mundane goods. Your thoughts idly flash to those creatures you slew. The size of the sarcophagi would fit them...
In the hall with the ghostly children you notice a closed door to the west, and hear the sound of the sea splashing against stone.
| GM Mort |
Armor (full plate) and Ring both detect as magic, unfortunately, you have no spellcraft and can't identify
| Valda Aslougsdottir |
You find a silver ring with a emerald embedded on the foul smelling corpse. In the southern room, the walls are painted with murals of great battles. You find a couple of sarcophagi that have their lids opened. Most of the contents are just burial goods, vases, tools and idols, but a set of bronze armor, untarnished despite the exposure to moist salty air, catches your eye.
Your search in the north passage yields a sarcophagus that has been opened and has mundane goods. Your thoughts idly flash to those creatures you slew. The size of the sarcophagi would fit them...
In the hall with the ghostly children you notice a closed door to the west, and hear the sound of the sea splashing against stone.
so she explored all three area's room #2 and the hall and room to the north and the room to the south that she is in, is that correct?
I will take the ring and leave the armor here for now. Placing the ring in her pouch she inspects the murals on the wall, 'I wonder where or when that was' She studies the Mural for a while trying to decide the location of the battle.
hoping a history check may tell us something about the mural.
knowledge: history: 1d20 + 7 ⇒ (14) + 7 = 21
History (wars, colonies, migrations, founding of cities)
After looking the mural for a while Valda decides to return to Deris. 'If I bring Deris around he may be able to help me communicate with the children.' Going back to the area where Deris is, she sets down her sword and saying a quick prayer for lesserrestoration. Once Deris wakes she asks, "Why would your daughter even be down here?"
Lessor restoration: 1d4 ⇒ 4
| GM Mort |
Yeah. I gave you a massive fast forward. Heh forgot you had that knowledge check.
The mural depicts Taldor’s first victory over the Chelish rebels.
When you awaken Deris, he looks around blankly as if not registering your presence. "Cassiel, I'm coming!"He yells, as he pushes himself to his feet and runs helter-skelter through the abandoned corridors. When he reaches the children, his face lights up with joy and relief as he sees them. "Cassiel, I've found you at last! Don't worry, Daddy's here. Everything will be all right now."He says, as he reaches out to embrace the spectre with the familial resemblance. He passes right through, and his expression turns into one of anguish and despair. "Cassiel, what's happened to you? Why are you so cold?No...please god, no..."He moans as tears openly roll down his face. "I'm so sorry. I was too late." He sobs, kneeling down and weeping uncontrollably at her feet, while reaching out to her, yearningly.
Cassiel's ghost gives a sorrowful sigh, and bends down, as if to comfort him, but her spectral fingers pass right through, She looks at you, then shakes her head sadly. The rest of the ghost children continue whispering between themselves and pointing at Deris.
| Valda Aslougsdottir |
ok, I have no idea to respond to that.
'What to do, they see us, but can they speak to us? It can't hurt to try.'Leaving her sword in it's scabbard, Valda breaths a quick prayer for guidance and the grace to be diplomatic. Speaking in general to the children, but keeping he eyes on Cassiel, Valda starts. "It is a sad thing that has happened here, especially so, that you all seemed trapped in this place instead of moving on. Is there anyway we can help you or allow you to move on? Is here something keeping you here? Is there anyway you can communicate with us?"
cast guidance and enhanced diplomacy, first step just to influence attitude
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (10) + 11 + 2 + 1 = 24
| GM Mort |
Cassiel points to the weeping Deris and then points at herself, then at him again, and shakes her head.
His need is tying them to this plane. If he can come to terms with Cassiel's death, then they can go to their rest.
| Valda Aslougsdottir |
sense motive: 1d20 - 1 ⇒ (8) - 1 = 7
Watching Cassiel's movement 'she's pointing to herself and her father shaking her head, is she saying she isn't his daughter?' Valda shakes her head. "I'm sorry little one, I don't understand." Keeping her distance from the ghostly children and Deris, she approaches the door heading west and listens intently at the door for several moments while she inspects it. looking for locks or traps.
'It's time to move on.' After several minutes of inspecting the door and giving Deris his space Valda finally walks over to Deris laying her hand on his shoulder she tells him. "It's time to go Deris, I need to rest a little, I think I will need to be at one hundred percent to go beyond that door. Come with me."
assuming he comes with her
Naomi heads to the sarcophagus and removes the armor "I will take this to the pathfinders to have them take a look at it." as they were going Naomi ask Deris "Are you ready to talk about what happened? I mean the earthquake and the death of your daughter"
If Deris is not ready to leave she will ask him the question there in the crypt.
| GM Mort |
Deris stubbornly refuses to leave the ghost of his daughter. "I failed her...I wasn't there when she needed me....I dug and dug, but couldn't find her. I wish I was the one that died that day."He intones, his voice bleak with despair."Why, God, why didn't you take me instead!"He rails at the uncaring heavens.
| Valda Aslougsdottir |
'Truly a sad situation' Setting her shield on her shoulder and holding her scabbard back so she doesn't trip on it Valda sits down beside the nobleman, Resting a hand on his shoulder shaking her head she says a quick prayer for guidance and grace for diplomacy. "There are no answers Deris. Bad things happen, terrible horrendous gut wrenching things do happen. All we can do his help each other through it and honor the memory of those we have lost."
guidance and enhanced diplomacy, rolling to influence attitude
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19 yuck, that may be my worst dipl. roll yet
do you want to respond or do you want me to keep talking and rolling?
| GM Mort |
"You're right. Bad things happen, and there's nothing we can do about it."He wipes off his tears and rises. "Cassiel, just wait here. Daddy will be back soon."He addresses Cassiel, supernaturally calm. "You were saying we needed to get moving, right? I have some matters to attend to." He moves to exit the chamber. You notice a wild, eager light in those eyes. You've seen that look before, in bezerkers who give themselves over to the rage, caring only about how many they take with them.
Cassiel's expression is one of horror, her face screaming a silent 'no!'
| Valda Aslougsdottir |
which way Is he going?
'That's not the response I want!' Standing Valda, saying a quick prayer for grace to say the right thing, calls out, "You didn't let me finish, I've gotten you in here, the least you can do is let me finish!" Trying to get in front of him, "You loved your daughter very much! And she loved you! What would she want you to do? To give up? or to keep living your life? What would she want? That's a part of honoring her memory, don't think of what you want, think of what she would want!" Valda looks from Deris to Cassiel, hoping he stops.
it doesn't seem she would have time to cast two orisons, so it just enhanced diplomacy; for make a request, she wants him to think about what his daughter would want for him.
diplomacy: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
| GM Mort |
The way you came in.
"She'd want me to be with her, of course."He answers matter-of-factly, which makes his pronouncement even more chilling. "Why do YOU even care? I'm leaving. Didn't you say I shouldnt be here in the first place?"He angrily throws your own words back at you.
He sees you blocking the exit, sizes your muscular build up swiftly and decides pushing his way past would be futile. He sidesteps into the southern passage and exits back into the main passage.
Deris did a full withdraw action, went around, is 4 squares east of your current location now. Unfortunately I'm on phone and can't manipulate tokens properly.
| Valda Aslougsdottir |
Valda, breathing a prayer for guidance and grace for diplomacy, follows the man trying to get him to listen. "I care because that's what people do, they care for each other, and because I saw the pain in your daughters eyes, your hurting her, yes she wants you with her, in time, not like this. Stop what your doing, release her spirit so she can go on. All this is doing is causing her pain,"
guidance and enhanced diplomacy: Suggest Course of Action
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (17) + 11 + 2 + 1 = 31
| GM Mort |
"Me? Hurt Cassiel?"He turns to face you, irate, as he grabs your shoulders and tries to shake them. It doesn't work at all."I loved her like no other. She was the only reason I found the strength to go on after my wife died. You take back your words or I'll punch your nose in."He snaps at you, furious, while raising his fist.
You notice at the corner of your eye that Cassiel is writhing in pain, as if distressed by the sudden turn of events.
| Valda Aslougsdottir |
Calm him down, I just need to calm him down.’ Breathing a quick prayer for guidance and diplomacy, Resting her hands gently on Deris’ shoulders Valda speak softly, ”If hitting me will help you deal with all this emotional pain you have in you then hit me. Your daughter wants you to go on with your life, learn to live again, learn to love again. She is in pain because she loves you and wants you to be happy. The best thing you can do for her is to go on with your life and let her go on to eternity.”
guidance , enhanced diplomacy, I have no idea what to list this diplomacy check as:
diplomacy: 1d20 + 11 + 2 + 1 ⇒ (7) + 11 + 2 + 1 = 21 crap, crap, crap
| GM Mort |
punch: 1d20 ⇒ 14
Deris provokes for not having improved unarmed strike, should you wish to take an AOO
He does indeed try to punch your nose in, but in his rage, his hasty punch clips your armored shoulder instead. One of the rings of your mail scrape a bloody furrow on his knuckles, but he does not appear to register the pain.
As he does so, he notices Cassiel writhing with pain on the floor.
"Cassiel! Get out of the way! I need to get to her!"He yells frantically, as he attempts to push his way past you to Cassiel.
Do you allow him to pass?
| GM Mort |
Cassiel pulls herself up and she flashes you a grateful smile.
"I'm sorry I hurt you." Deris utters. "I won't punch Valda anymore, if that's causing you pain."He promises, looking into Cassiel's eyes.
Cassiel looks at him with an exasperated expression in her eyes.Like 'how could be he so dense'. She beckons you over.
| GM Mort |
The children still remain whispering themselves. Cassiel points to you, then Deris, then taps her head.
Cassiel speak -Talk aome sense into him.
| Valda Aslougsdottir |
I don't understand, I still don't understand'First seeing Cassiel's exasperated look at her father, then seeing her point and then tap her head. approaching Deris, Valda asks"What does she mean Deris? She pointed at me then you and then tapped her head? What is she trying to tell us? Was it just my imagination? Why is she still here? Are you somehow not letting her go?"
sense motive: 1d20 - 1 ⇒ (9) - 1 = 8
| GM Mort |
"Maybe you're right. But it's really not that easy to let go."Deris says to you, resigned. "Cassiel, I'll try my best and perhaps someday, I'll be able to comes to terms with your death."He promises her earnestly. "I owe you that, as a father."
Cassiel gives him an encouraging smile. Already you can see her becoming more insubstantial, and glowing with a warm light. The other children vanish in a burst of radiance.
Deris turns to you. "You were right that this was not a place for me. Where would you want me to be waiting?"
| Valda Aslougsdottir |
Thank goodness' Nodding her head in agreement Valda responds, "I will gather up the armor I found and escort you back to the entrance. I have worn myself out, so I will take the armor and ring I have found to the pathfinders for inspection and rest a little. If you are here tomorrow morning I may see you then."
if things go as planned
Valda gathers the plate armor she found in the sarcophagus taking it with them as they leave the necropolis. Gathering her pack at the edge of the pond she tells Deris good day at the gates leading to the yard.
When she ends up at the pathfinders lodge she tells a few listeners about the mural of the Cheliaxian rebellion and shows them the ring and armor.
| GM Mort |
"Till we meet again, then." He bids you farewell and heads back to his estate.
The pathfinders listen eagerly on the mural on the cheliax rebellion. A bespectacled elf identifies the ring as a ring of feather falling and the armour as a +2 full plate.
The next day dawns cloudy, and you make your way to the Drownyard. Deris is nowhere to be seen, and the grounds are empty.
| Valda Aslougsdottir |
Going to the door to the west from the room that the 'children' were in. Unless something has returned to the front of the crypt.
Well were back, don't think there will be anything to fall into but a ring of feather-fall never hurts, too bad that armor is too unfamiliar. Valda moves through the empty grounds going straight to the entrance of the necropolis. Moving carefully through the crypt she goes to the unopened door headed to the west.
Every time I have opened the door the welcoming party has been an issues, no need to take any chances. Saying a quick prayer for more size, she arms her shield on her left arm then,waiting the round to enlarge Valda opens the door and looks inside.
casting enlarge, then opening the door and drawing her sword, waiting in the doorway she watches and listens for any threats.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
| GM Mort |
The necropolis remains the way you left it. The only difference is now where there used to be Cassiel and her circle of friends telling stories, there's only Cassiel. She gives you a wave and friendly smile when she sees you.
Cassiel appears the same as she did yesterday.
You open the door, and see yet another door, as well as passages north and south.
| Valda Aslougsdottir |
is there enough room for her to move 'enlarged' in the southern room? If not she will shrink back down.
'no attacks yet, well that's a little anticlimactic.' Waiting a moment longer Valda moves into the western room, first looking up the stairs to the north and then going to the hall on the south. Squeezing herself into the hallway to the south she moves slowly to the southern room, carefully inspecting it.
perception: southern room: 1d20 + 7 ⇒ (16) + 7 = 23
| GM Mort |
You can see from where you are the Northern and Southern rooms are just collapsed passages. You search them but find nothing of interest. The sound of the sea is becoming louder from the west door.
| Valda Aslougsdottir |
'definitely anticlimactic' Valda waits until the prayer runs its course, being normal size she walks down the hallway to the western door, keeping a keen eye out for traps, once she's at the door she listens carefully and checks the door for traps or locks.
perception: hallway: 1d20 + 7 ⇒ (16) + 7 = 23
perception: door: 1d20 + 7 ⇒ (11) + 7 = 18
assuming everything is all right
'The sound of the sea, well, lets see where this leads. Valda cautiously opens the door, looking inside,
perception: 1d20 + 7 ⇒ (16) + 7 = 23
| GM Mort |
The doors are closed but not trapped.
With the frequency of storm waves approaching the shore, salt water erupts from cracks in the floor of this large hexagonal room. Foamy, blinding spray jumps in every direction, then drains from calf-height to ankle-deep before the next wave hits. Occasionally a length of black-brown seaweed shoots in and adds one more strand to a room that already appears draped in long wet hair. In each of the chamber’s six corners, a fluted pillar rises to the fifty-foot ceiling. Between each pair of pillars, an open arch connects the chamber to an attached space. Beyond the northwest and southwest arches, three tiers of recessed spaces form three massive steps. A stone sarcophagus rests on each step.
You suspect should you pick a fight in the room, the salt spray might prove troublesome
In the western-most chamber there are 3 of those foul smelling humanoids that you fought earlier. You see them stare hungrily at you.
Smellies init: 1d20 + 3 ⇒ (13) + 3 = 16
Valda init: 1d20 + 4 ⇒ (18) + 4 = 22
| GM Mort |
Yes.
They leap and bound up the steps, chasing you with predatory grace. The leader growls something to the other two of which you don't understand.
Behind you, Cassiel looks at the incoming creatures with horror and revulsion.
| Valda Aslougsdottir |
'well, these fellows are truly ugly' using her warsight, Valda prepares to dodge, Waiting until the nearest undead approaches she slashes at it with her sword.
are there any saves I should roll before I calculate the attack?
move action: (warsight) dodge 1 rd. AC 24, Attack: +1 ULFBERHT, one handed, power attack, elevation
attack: 1d20 + 10 - 2 + 1 ⇒ (2) + 10 - 2 + 1 = 11 for damage: 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13 crap, not this again...
| GM Mort |
yeah, give me 3 dc 15 fort saves, on failure of any of them you're sickened....for sickened: 1d6 + 4 ⇒ (1) + 4 = 5 minutes
The leader leaps for your throat.
bite: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d6 + 3 ⇒ (1) + 3 = 4
Another DC 15 fort save or you're paralyzed for rounds: 1d4 + 1 ⇒ (2) + 1 = 3 -remember to apply sickened penalty to saving throws if you failed any of the earlier fort saves
The other two pace restlessly at the bottom of the stairs, unable to get at you.
I'm on phone, need your help to move tokens
| Valda Aslougsdottir |
ok, token moved
fort: 1d20 + 7 ⇒ (12) + 7 = 19
fort: 1d20 + 7 ⇒ (9) + 7 = 16
fort: 1d20 + 7 ⇒ (8) + 7 = 15
fort: 1d20 + 7 ⇒ (19) + 7 = 26
Aaarrrggghhh Valda flinches as the wretched beast sinks it's fangs into her arm, pulling back she slashes at the creature.
dodge, 2nd. Rd. AC 24, Attack: +1 ULFBERHT, one handed, power attack, elevation
attack: 1d20 + 10 - 2 + 1 ⇒ (13) + 10 - 2 + 1 = 22 for damage: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
| GM Mort |
You deal it a wretched blow, slicing a long gnash from shoulder to leg but it still continues its assault.
bite: 1d20 + 5 ⇒ (16) + 5 = 21
claw: 1d20 + 3 ⇒ (17) + 3 = 20
claw: 1d20 + 3 ⇒ (1) + 3 = 4
You manage to sidestep, dodge and duck all the attacks.
The other two, impatient already, attempt to knock you down to get past you so they can attack you from behind.They're doing it without improved overrun so you get an AOO on one of them.
overrun: 1d20 + 5 ⇒ (11) + 5 = 16
overrun: 1d20 + 5 ⇒ (8) + 5 = 13
| Valda Aslougsdottir |
AOO: 1d20 + 10 - 2 + 1 ⇒ (1) + 10 - 2 + 1 = 10 for damage: 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9
'Need to keep up my defense and be patient...what now?' Blocking, ducking and dodging the attacks from the larger of the three, Valda is almost surprised when the other two charge at her trying to pass. Slashing at the first runner, she carries her attack on through aimed at the pack leader.
dodge, 3nd. Rd. AC 24, Attack: +1 ULFBERHT, one handed, power attack, elevation
attack: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25 for damage: 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13
| GM Mort |
In your surprise, you are unable to get enough impact to cut through its hide.
The foul smelling humanoid, even after you chop at its leg, leaving it dangling by a strand, attempts to rip you into shreds.
bite: 1d20 + 5 ⇒ (9) + 5 = 14
claw: 1d20 + 3 ⇒ (2) + 3 = 5
claw: 1d20 + 3 ⇒ (12) + 3 = 15
You easily block its attempts. The other continue to try to bowl past you.
OVERRUN: 1d20 + 5 ⇒ (15) + 5 = 20
overrun: 1d20 + 5 ⇒ (1) + 5 = 6
same, aoo v 1 of them
Behind you Cassiel looks as if she's concentrating intensely, her brows furrowed, while clasping her face with her spectral hands.
| Valda Aslougsdottir |
AOO: 1d20 + 10 - 2 + 1 ⇒ (12) + 10 - 2 + 1 = 21 for damage: 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16
'Blasted persistent aren't they' Continuing the defensive dance, Valda jabs at the first charger, then turning her blade quickly gives a quick slash at the primary threat, the pack leader.
dodge, 4th. Rd. AC 24, Attack: +1 ULFBERHT, one handed, power attack, elevation
attack: 1d20 + 10 - 2 + 1 ⇒ (14) + 10 - 2 + 1 = 23 for damage: 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9
| GM Mort |
You deal one of the chargers a vicious cut, and chop down the pack leader. The unmarked charger moves in to face you.
bite: 1d20 + 5 ⇒ (16) + 5 = 21
CLAW: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (8) + 3 = 11
The injured charger stares at you balefully at the bottom of the steps.
| Valda Aslougsdottir |
'one down two to go' Standing firm, Valda keeps her shield up, looking for an opening, she trusts for the groin of the newcomer.
dodge, 5th. Rd. AC 24, Attack: +1 ULFBERHT, one handed, power attack, elevation
attack: 1d20 + 10 - 2 + 1 ⇒ (11) + 10 - 2 + 1 = 20 for damage: 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16
| GM Mort |
You wound the charger facing you and it gives a howl of pain and continues to bite and claw at you.
bite: 1d20 + 5 ⇒ (2) + 5 = 7
claw: 1d20 + 3 ⇒ (20) + 3 = 23
confirm claw: 1d20 + 3 ⇒ (3) + 3 = 6
Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 3 ⇒ (20) + 3 = 23
confirm claw: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
You block its attempt to bite you with your shield, but it unexpectedly rakes your calf with its claws.
2 DC 15 Fort saves, on failure paralyze: 1d4 + 1 ⇒ (1) + 1 = 2 rounds
The other one makes no move to get you.
| Valda Aslougsdottir |
'That claw was close, need to keep my guard up!' Readjusting her shield, Valda feints to the groin again and then slashes at the creatures shoulder.
dodge, 6th. Rd. AC 24, Attack: +1 ULFBERHT, one handed, power attack, elevation
attack: 1d20 + 10 - 2 + 1 ⇒ (1) + 10 - 2 + 1 = 10 for damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
| GM Mort |
Sorry. Nat 20 auto hits -fort saves please
A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit (see the attack action).
You may roll your fort saves after that nat 1. I'll give you that