| Faunra Chorval |
"Don't worry wizard. We're with the town guard so everything is going to be aaaalright. Now everyone is unharmed thanks to the efforts of Mr. Venedictos and his extraordinary power to heal. I didn't have much trouble getting through because I was trained to handle undead. Which is why I'm here to help in any way I can."
| Samuel Soulkeeper |
"Oh my! Thanks to Erastil they thought about sending a rescue team here. Do you think there are others still alive? Have you found any?" Drawing his longspear Samuel continues a bit calmed now "What do you thing we shall do now? Where shall we go?"
And looking at the man that healed him "Thanks Venedictos, I am in debt with you. Count on my for whatever you require."
| Brayken |
"Samuel is that you? Didn't recognize you with the blood and cuts... Well it's nice to know the town wizard is safe. You didn't find Mr. Baker, did you? It'd be a shame to lose his breads..." Brayken exclaims, looking excited for a moment or two, before settling back into his apathy. "There's someone hiding in the supply closet but I don't think we have found anyone else. But seeing you gives me hope there maybe more."
"Bloody captain's 'special training', doesn't think the underlings might benefit from it as well..." he grumbles in response to Faunra's calming words.
| Samuel Soulkeeper |
"Yes, it's me!" his expression changes to a pally one "So you only found someone in a closet? What happened with the rest? Who gave notice to you? I haven't seen Mr. Baker, sorry." As he prepares his longspear he glances at them "Oh! But you came here just for the test! I mean-to take the torch to Kasen!"
Looking at his spells components pouch, Samuel nods as everything seems in place "I don't know if you want to finish up that mision, but we need to find out what happened with the others, and time runs against us. Thus, we better start moving and try to save as many as possible. What do you think about taking this stairs here?"
| GM Kip |
Exploration Map, Crypt of the Everflame, Lower Level.
In amongst the Skeleton's remains Quinn finds a slightly tarnished silver necklace. There are also several unbroken femurs that might be solid enough to do for clubs...
Samuel is revived and as he points out the stairs to the south beckon. Roldare's sister, Dimera, must be further in...
At the bottom of the stairs is a circular chamber with three passageways leading from it. In the centre is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription that spirals out from the pillar. It reads: "To the south you might take your ease, to rest and reflect on Kassen's deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood."
| Samuel Soulkeeper |
appraise: 1d20 + 9 ⇒ (7) + 9 = 16
"Mmm... it seems this silver necklace is from two centuries ago. Maybe Kassen times? What was the skeleton doing here? In any case you can probably get around 200 gold pieces for it, so keep it."
Once the party goes down the stairs, Samuel looks around the room trying to remember where did he came from.
"I've been in the eastern passage. That area is partially submerged and some giant frogs have made it their lair. They trapped me there."
Samuel walks to the center of the room, close to the pedestal and examines it, reading the inscription.
"It seems as if we will have to explore it anyway if we want to open the gate. But I am not very inclined to face those frogs again. Thus, I will vote for west corridor, maybe Dimera is there and we don't have to walk with the frogs again."
| Samuel Soulkeeper |
"That seems a good plan Lord Quinn" Samuel smiles as he starts following Quinn and Faunra to the next room. He tries to stay in that position so he is in a much protected place than before.
| Brayken |
"The frogs sound like fun, but we should probably check the safer route first." Brayken says as he checks out the femurs of the skeletons and decides he would rather not take the blood soaked, slightly rotting femur. He gets up and follows the group, bringing up the rear.
| Quinn Garside |
I forgot this in my last post...
Quinn grabs a couple of femurs, testing their balance by swing them like a sword.
"A few of these feel good. Anyone want one? I'll be taking one, it might be more effective against any more skeletons."
| GM Kip |
The group moves down the west corridor which opens up into a winding catacomb. The walls are skilfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
Quinn checks the catacomb entrance for traps and is confident that it is safe to pass through.
you all here a low moan as the party enters the catacombs, perhaps wind through the tunnels, you may think till Faunra rounds the first corner...
| GM Kip |
Faunra spots what are obviously undead of some sort and their moans rise higher as they lurch forward to attack.
Brayken 1d20 + 2 ⇒ (15) + 2 = 17
Faunra 1d20 + 2 ⇒ (17) + 2 = 19
Quinn 1d20 + 2 ⇒ (4) + 2 = 6
Samuel 1d20 + 2 ⇒ (18) + 2 = 20
Venedictos 1d20 + 1 ⇒ (17) + 1 = 18
Zombies 1d20 ⇒ 9
Initiative:
Samuel, Faunra, Venedictos, and Brayken are up!
| Samuel Soulkeeper |
K. religion: 1d20 + 9 ⇒ (19) + 9 = 28
"For Erastil's sake! Those are Plague Zombies. Their slam attacks carry the Zombie Rot disease. When they die they explode in a burst of rotting, infected flesh. All creature next to them could contract the Zombie Rot disease."
Samuel starts making gestures and chanting, preparing a summoned monster that will appear next round to flank the zombies.
| Faunra Chorval |
Faunra stays in her position and draws her bow.
"I guess I'll try to keep my distance--if I can."
the elf fires two arrows rapidly at the zombie northwest of her.
Change this to a readied action if they aren't within range yet.
attack 1: 1d20 + 4 ⇒ (8) + 4 = 12
attack 2: 1d20 + 4 ⇒ (11) + 4 = 15
damage 1: 1d6 + 2 ⇒ (1) + 2 = 3
damage 2: 1d6 + 2 ⇒ (6) + 2 = 8
| Brayken |
Brayken hears the slightly muffled moans and then the much clearer words of Samuel and Faunra and decides to move in. He heads to the side opposite of Faunra and then continues up the passage way until he can see one of the moaning monstrosities. (I2) Having drawn his glaive while moving, he tries hacking at it.
"Disease? Great... Well at least these things are more interesting the the frogs were liable to be. I'll try to stay away from them as well..." Brayken grumbles back to Samuel.
Power attack w/bardic performance: 1d20 + 8 ⇒ (4) + 8 = 12
Power damage w/bardic performance: 1d10 + 10 ⇒ (8) + 10 = 18
Expecting the zombie to come in closer, Brayken is ready to stab the thing again.
Power AoO w/bardic performance: 1d20 + 8 ⇒ (19) + 8 = 27
Power damage w/bardic performance: 1d10 + 10 ⇒ (10) + 10 = 20
Unintentional acting in turn order! Odd...
| GM Kip |
Samuel shouts a warning about the Zombie's disease and begins casting a spell.
Faunra draws her bow and fires two arrows both find the target thunking home into the Zombie's rotten chest.
Venedictos begins his chant. His voice filling the halls of the catacomb.
Brayken races down a hall and around a corner coming face to face with one of the festering men. He slices at it with his readied glaive, slicing straight through it's torso. Its guts spill out bursting as they come filling the area with an unbelievable stench.
The Zombie with two arrows in it's chest is drawn to the filth near Brayken it lurches awkwardly towards him arm raised for an attack but before it can reach him Brayken dispatches it with another swing of his glaive. More filth pours from its wounds splashing the walls and floor.
The last two Zombies stagger up the hall to Faunra the one in the lead flops forward attacking her with a floundering shoulder charge.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Faunra deftly side steps avoiding its blow.
The last zombie groans impatiently behind the the other. its arms outstretched toward Fauna and Quinn.
Initiative: Quinn is up to finish off round 1 and then its back to the top with Samuel, Faunra, Venedictos and Brayken.
| Quinn Garside |
trying to find a way so that only one of us get's sprayed by exploding zombie all over more than one character...
"Faunra, if you fall back 10' or more we can both attack the zombie without us both being covered with their exploding rot thing."
Shortsword Attack +1 Bard song: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Slashing Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Crit Confirm +1 Bard song: 1d20 + 4 ⇒ (13) + 4 = 17
Crit Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Shortsword Attack +1 Bard song: 1d20 + 4 ⇒ (12) + 4 = 16
Slashing Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
| Samuel Soulkeeper |
An augmented celestial eagle appears behind the zombis!
The eagle flies over the one on the back and swiftly smites the target attacking him from the back.
Talon+inspire courage+smite evil: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Slashing damage: 1d4 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Talon+inspire courage+smite evil: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Slashing damage: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
If the zombi drops the eagle steps towards the next one, otherwise it gives another bite to the same one.
Bite+inspire courage: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Slashing/Bludgeoing/Piercing damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4 +1 from smite evil if same zombi
Protected by Faunra's cover Samuel moves behind her and readies an action to attack the zombi with his spear once Faunra has moved.
Spear: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Piercing: 1d8 ⇒ 1
The eagle has +4 Str and +4 Con because of the Augment Summoning feat, and lasts for 3 rounds (2 levels + 1 summoner's charm)
Samuel moves to F3.
If the ready action does not end triggering, you can use it as an AoO instead if needed
| GM Kip |
Samuel Your proposed move to F3 will provoke an AoO as you move passed the zombie.
Faunra If Samuel decides not to move past you your move will provoke an AoO. Unless you're using the full round action Withdraw.
| Samuel Soulkeeper |
Kip, I thought Faunra was providing me cover on going out of F4, and thus no affected by the AoO. If I am wrong, then I will round up all the libraries from the other side and end up on F1
| Samuel Soulkeeper |
Is DM move now or are we waiting for someone to specify movement changes?
| GM Kip |
I believe it's waiting on me. Sorry everyone just a few more days. We are moved in to the new place. Just have to unpack and clean the old place.
| GM Kip |
An eagle bursts from a small portal behind the zombies already in mid dive, it's talons extended... It rips into the closest zombie tearing chunks from the rotting chest. Then the eagle tears at the zombies face with its beak till the zombie stops moving and topples to the ground.
Faunra carefully backs away wary of the danger of a bursting zombie but as soon as she is clear Quinn attacks recklessly. Stabbing and slashing at the walking corpse till it bursts all over him...
@Quinn: roll me a Fort save please.
I spent 20 minutes trying to work out where everyone was moving tonight before I realised that Samuel and Quinn had killed the last two zombies.
| Samuel Soulkeeper |
Samuel examines the corpses so briefly he gets no hint at all.
Heal: 1d20 - 2 ⇒ (8) - 2 = 6
Then he pushes the summoned eagle to go explore the next room and fight whatever enemy if necessary. 2 turns of summon remaining
Handle Animal (trained): 1d20 + 0 ⇒ (20) + 0 = 20
If necessary Samuel opens the door for the eagle.
Samuel registers the room for secret doors, traps, and any interesting clue or book in the library.
Perception: 1d20 + 0 ⇒ (4) + 0 = 4
| Brayken |
Heal untrained: 1d20 - 1 ⇒ (5) - 1 = 4
Brayken has seen so little of corpses he doesn't know what to recognize with these... Glad he didn't get much of the rot on himself, he scours the room, minus the rotting piles of what had been zombies. When the group is ready to move on, he takes a rear guard again.
Perception: 1d20 ⇒ 9
| Quinn Garside |
"Oh that's disgusting," moans Quinn as he wipes the filth from his eyes and spits repeatedly.
"How am I ever going to get," he is retching now, once then twice, "this out of my hair!"
Fort Save: 1d20 + 2 ⇒ (11) + 2 = 13
I wish that was higher...
| GM Kip |
Brayken finds a backpack in a recess in the southeast corner. Inside are rotten rations, a map of the surrounding area with the Crypt entrance marked on it, a potion, a small money pouch (13Gp), and a small handbill (of a type typically posted in taverns.) Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament.” The note doesn't mention a time, date, or who the employer might be.
Samuel immediately moves to the door at the south. He opens it and sees a shallow reflecting pool that divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction. He directs the celestial eagle through and the eagle swoops through looking for foes.
@Samuel could you make a will save for the eagle please?
Quinn feels fine.... Mhahahahahahahaaa, ahem.
| GM Kip |
Quinn enters the next room? Roll me a will save please
| Samuel Soulkeeper |
Samuel's eagle feels something affecting its mind, but still tries to push into the room.
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Samuel gets a better look inside.
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
| GM Kip |
| GM Kip |
The summoned eagle circles the room but there are no obvious enemies.
you see a horrid, rotting version of yourself turning to attack Samuel. Something in your brain snaps and all you can think about is putting as much distance between the vision in the pool and yourself.
Quinn is frightened: creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.You've got four rounds of fleeing. You'll end up somewhere in the arrow pillar room on the first level, unless you want to run into an unexplored area... up to you.
Quinn looks into the reflection of the pool raising a hand to remove some zombie goo from his hair. Instead he suddenly spins around and bolts back though the door and past every one in the catacombs.
| Samuel Soulkeeper |
Samuel casts a spell and the door closes impeding Quinn run away open/close spell
He then takes a look at what is afflicting the human.
Sense Motives: 1d20 - 2 ⇒ (9) - 2 = 7
K. arcana or Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
Samuel's eagle disappears with a 'puff' sound.
| Quinn Garside |
"Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh..."
His eyes widen as he looks at Samuel for a brief moment before leaping to his feet. The young man then runs screaming from the pool. His face is pale, and twisted with fear.
As the door closes in front of him he turns to run further...
EDIT: Quinn does whatever he can to get away from the pool.
| Samuel Soulkeeper |
Is Quinn in the Library or the pool room?
| GM Kip |
Quinn 1d20 + 2 ⇒ (19) + 2 = 21
Samuel 1d20 + 2 ⇒ (20) + 2 = 22
Quinn turns to bolt through the door but before he can reach it Samuel closes it with a quickly cast spell. Quinn moves to the door and opens it.
Is anyone else trying to stop Quinn from running?
| Samuel Soulkeeper |
Samuel gets into the room (I guess Quinn does not resist to it).
Will: 1d20 + 1 ⇒ (17) + 1 = 18
Once there he casts detect magic and looks for the source of the problem.
K arcana: 1d20 + 9 ⇒ (17) + 9 = 26