| Daniel Penfold 357 |
No worries Jeremiah
Jeremiah misses Duristan.
Duristan initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Jeremiah initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Eleric initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Creeden initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Lysander initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Ortensia initiative: 1d20 + 4 ⇒ (16) + 4 = 20
| Ortensia Obsidia Deepheavy |
1d20 + 8 ⇒ (16) + 8 = 24Attk
1d20 + 8 ⇒ (15) + 8 = 23Confirm
1d10 + 3 + 10 ⇒ (3) + 3 + 10 = 16Dmg
Ortensia, seething, gripped her flail. She imparted the effect of silver onto her weapon.[ooc]Use Transmutation to change to silver.[ooc]
She wound up and smashed its flanged weights into Duristan's head.
| Daniel Penfold 357 |
Ortensia's blow smashes into Duristan and he screams in pain as the silver burns his skin.
Duristan manages to dodge the effect of Eleric's touch spell.
He retaliates by attacking Ortensia.
silver longsword: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d8 + 4 ⇒ (7) + 4 = 11
silver longsword: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 4 ⇒ (4) + 4 = 8
[dice-bite]1d20+5[/dice]
damage: 1d6 + 1 ⇒ (4) + 1 = 5
On to block 3
| Creeden Nash |
Seeing the hunter transform, Creeden pulls out his silver waveblade and attacks.
waveblade 1 (defensive): 1d20 + 11 ⇒ (11) + 11 = 22 for silver/slashing: 1d4 + 3 ⇒ (4) + 3 = 7
AC 31 v melee, 27 v ranged. (If an attack misses me by 4 or less, AC goes down to 27.) (Crane Wing)
| Lysandar |
Lysandar's voice begins to resonate in a harmonic melody filling his companions with hope. Inspired the bard empowers his spear with arcane energy and strikes at the wolf-man the he knew as Duristan.
Attack, (Longspear, Power attack, Inspire Courage): 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19
Damage, (Longspear, Power attack, Arcane strike, Inspire courage): 1d8 + 6 + 6 + 2 + 2 ⇒ (1) + 6 + 6 + 2 + 2 = 17
Actions
Standard= attack
Move=Bardic Performance
Swift= arcane strike
| Jeremiah "Mad Prophet" Racek |
Jeremiah draws power from the divine, and blesses his companion with determination to fight. He then walks near the werewolf to shield his companions from attacks.
Jeremiah casts Blessing of Fervor, this round I choose +2 AC/Hit/Reflex
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
AC 29
Reflex +2
| Daniel Penfold 357 |
The bolts of pure energy strike Duristan and he falls backwards dead. As he dies his body reverts back into the muscular human you first met.
Loot: Potion of cure moderate wounds
20 silver arrows
+1 studded leather armour
+1 light steel shield
+1 composite longbow (+2 Str) with 20 arrows
+1 silver longsword
158gp
| Daniel Penfold 357 |
Moving on to F3 - it doesn't look like it on the map but it's essentially a separate building
Hundreds of candles fill this shop's shelves, lying in pale lumps of tallow and wax beneath years of dust. Several small copper kettles hang suspended from an iron rack over a brick hearth. Above the kettles, dozens of half-completed candles hang from iron rods. On a nearby table sits a spool of twisted cotton thread, waiting to be measured and cut into wicks, as well as a variety of wooden moulds. Eleric you can hear the sound of marching feet approaching
| Lysandar |
Heeding Eleric’s warning Lysandar begins to whisper an incantation and slowly fades from sight.
Stealth: 1d20 + 7 + 20 ⇒ (3) + 7 + 20 = 30
Cast vanish, duration 5rounds
| Daniel Penfold 357 |
You continue to hear the sound of marching feet but you cannot see anything
Lysandar initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Eleric initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Jeremiah initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Creeden initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Ortensia initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Unknown initiative : 10
| Eleric Wrenn |
Eleric gets a little curious that he has not seen anything yet. He looks at Ortensia and says, "This maybe a location infected with spiritual energy manifesting in a haunt."
Can eleric do a religion check or a perception check to help confirm or dissuade his suspicion.
| Lysandar |
The invisible bard changes position to try to get a look at the what is behind the marching feet.
Stealth: 1d20 + 7 + 20 ⇒ (1) + 7 + 20 = 28
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
| Jeremiah "Mad Prophet" Racek |
Jeremiah tries to look around to see if he finds out something
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Kn. Religion: 1d20 ⇒ 18
| Creeden Nash |
Knowledge (religion): 1d20 + 7 ⇒ (2) + 7 = 9
Creeden waits, quietly, to see what happens.
| Daniel Penfold 357 |
Jeremiah and Lysander you think that this is a haunt. You know that such occurrences can only be destroyed by specific actions.
At this point the haunt manifests. You all see yourselves as a chandler at work, suddenly besieged by troops who break into the shop. The soldiers drag you by the throat and slam your head into a pot of boiling tallow.
Will 14 save from everyone please
Jeremiah, your action
| Lysandar |
Lysandar feels himself being pulled into the vision and tries to fight it, focusing on the present.
Will DC 14: 1d20 + 6 ⇒ (11) + 6 = 17
| Jeremiah "Mad Prophet" Racek |
Can Jeremiah know channeling positive energy could work? If so he does that
Will: 1d20 + 13 ⇒ (20) + 13 = 33
Channel Positive Energy: 4d6 ⇒ (1, 4, 4, 6) = 15 Only if Jeremiah knows it can work
| Creeden Nash |
| 1 person marked this as a favorite. |
Will Save: 1d20 + 6 ⇒ (6) + 6 = 12
"Ah! My face!"
| Daniel Penfold 357 |
Jeremiah you know that positive energy can damage haunts enough to suppress them temporarily but not destroy them
With Jeremiah's burst of positive energy the haunt dissipates.
Creeden, as the haunt dissipates third degree burns erupt across your face
damage: 8d6 ⇒ (2, 1, 3, 2, 3, 3, 2, 1) = 17
What next?
| Jeremiah "Mad Prophet" Racek |
"Let's be quick! I don't know how long that will last, but it should suppress it for a while! In case you ask, that was the only one I had for today."
Jeremiah then asks, "Are you hurt Creeden?"
| Lysandar |
Not having to be told twice Lysandar hustles to the next building. Along the way he asks Jeremiah, ”How did you suppress that haunt?”
building 4?
| Jeremiah "Mad Prophet" Racek |
Jeremiah moves along to the next building as well. Building 4 is ok.
"An opportune amount of positive energy might keep spirits from manifesting for a while. I just channeled some of it. Sadly I'm no expert in this skill, and I can do it only once per day. Let us hope we won't encounter any other spirit manifestation."
| Creeden Nash |
"Ouch, yes!"
| Ortensia Obsidia Deepheavy |
Looks like the cultists and the werewolves clashed here. Clearly the latter emerged victorious...
Ortensia pondered at the situation.
I think our best course of action would be to play them against each other. Maybe have them destroy each other wholly. Then we can deal with Vrood and whoever heads the werewolves.
| Jeremiah "Mad Prophet" Racek |
"Here, Creeden, let me treat your wounds."
Jeremiah uses his Wand of Cure Light Wounds to heal Creeden
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
"The Wand of Command Undead could prove useful. Anyone interested?
"The fight here was brutal indeed, but seems to be already over. We need to find out who won, or if it is still going on."
Building 7?
| Creeden Nash |
"Much thanks." Creeden says as he touches the tender spots on his face.
"Let's press on into the village. We should know the lay of the land before we try to fool our enemies."
Building 7?