Traveling Drummer |
Not sure what's going on here. Have we fast-forwarded burials? Did Anton take one of the clubs I pointed out? I'm not a front-liner. Tarric's got a good flat-footed AC, so I'm thinking he should bring up the rear. Anton, Yarroth, Drummer, Tarric? Or Yarroth leading with his cool ranger/rogue abilities?
"The sooner we purge this place of evil, the better. Onward, heroes of Kassen."
Yarroth the Younger |
Yarroth will lead..he can also keep his eyes out for any tracks...there is a woman that was taken by the undead that they promised to get back. Can you put up the map again so we know where we have been?? I think the only place left is down, but I am not sure.
Yarroth looks over his companions, old and new, and silently prays to the gods that they will be enough to suceed. Having walked through these trap-laden halls, Yarroth hopes that some of the tricks he has picked up to avoid or disarm the traps will come in handy.
"We already to move out? Can one of you magic-types create light? If I am at the front, please cast it on someting behind me. My elven sight will be up to the task of sorting shadow from reality!"
Traveling Drummer |
Drummer sings something to his silver mace, and it begins to glow softly, not quite as bright as a torch, but enough to see by.
Lvl 0 light spell... it makes dim light out to 20 feet, and will last 20 minutes before having to be recharged. I can cast them forever, so that's not a super big deal. If Tarric casts one too, we'll be up to normal light. Or we could use a torch or lamp..?
Tarric Abol |
I am considering that we properly disposed of the bones and our companions corpses unless you say otherwise.
"Um, light. Oh yes, I know an orison for that. Hold on a moment."
Tarric prays softly for a moment, his lips moving but you are unable to make out the words. He fingers the long loop of braid around his neck, then touches his shield, and it suddenly takes on a soft golden glow that illuminates the area around the group.
"Ok, I think that will work for a bit. I will be the rear defense as you suggested."
Anton Viello |
Sorry, I didn't mean to skip ahead, just eager to get back to the action. If we were back outside the crypt dealing with the vetala remains, assume Anton looked for a heavy mace (not sure if he found one, your call DM) among the carnage there, or inside the crypt. I'd still like to use my mwk longsword whenever possible or practical, as I get a cumulative +2 on to hit rolls using it.
DM Deinol |
Anton finds a mace from among the supplies in the entry room of the crypt.
After giving the bones and your fallen comrades their final rest, you descend the stairs deeper into the crypt. At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center 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 spiraling out from the pillar and written in Common. 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.”
Yarroth the Younger |
Sorry...darn work getting in the way of my fun!!
"It looks like someone, or sommthing has travelled through the western passage in the last few days. I suggest we follow these tracks, perhaps it is the missing girl!"
DM Deinol |
The corridor opens up into a winding catacomb. The walls are skillfully 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.
The putrid, bloated corpse of a man in tattered clothing comes around a corner. You hear the sounds of more shuffling your way.
Anton Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Drummer Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Tarric Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Yarroth Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Zombie Initiative: 1d20 ⇒ 11
Everyone but Drummer gets to go before the zombies, who clearly have hostile intent.
Yarroth the Younger |
How many zombies can we see??
Yarroth moves forward and swings the heavy mace at the rotting corpse, wising he had kept his bow ready instead.
Attack-Melee: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Traveling Drummer |
Once Drummer collects himself, he begins pounding out some good zombie-fighting music. +1 to hit and damage next round.
DM Deinol |
Tarric's Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Tarric and Yarroth pound the zombie, which bursts from the force of their blows. They are splattered with putrid flesh. Three more zombies are shambling toward the group.
Tarric Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
Yarroth Fort Save: 1d20 + 3 ⇒ (3) + 3 = 6
Anton is up then the zombies.
DM Deinol |
To hit Anton: 1d20 + 4 ⇒ (4) + 4 = 8
To hit Tarric: 1d20 + 4 ⇒ (3) + 4 = 7
To hit Yarroth: 1d20 + 4 ⇒ (19) + 4 = 23
Yarroth Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Anton's blow smashes a zombie, knocking one of its arms clear off. It lurches forward to hit him with its remaining arm, but it is deflected harmlessly off the shield. Two more shamble around the corner. One attacks Tarric but he easily avoids the clumsy strike. The last manages to catch Yarroth off guard, slamming a rotted fist into his face.
Anton Viello |
Oops, forgot to increase my BAB by one with the level increase. Updated all my info on the profile page.
This action technically comes after Drummer's and Yarroth's actions in the initiative.
Anton focuses on finishing off the zombie he partially dismembered.
Attack 1d20 + 8 ⇒ (10) + 8 = 18
Damage 1d8 + 5 ⇒ (1) + 5 = 6
"Disgusting filth!" Anton says, finding these slower targets easy to hit, but difficult to land lethal blows against, with them being rotting flesh and all.
Traveling Drummer |
"Fall back and attack from range. These things are contagious."
Drummer switches from drumming with his maces to stomping out a beat and readies his sling.
Tarric Abol |
"My thoughts exactly...but how do we do it?" Tarric says as he swings at another zombie.
Tarric smash 1d20 + 3 ⇒ (10) + 3 = 13
unlikely damage 1d8 + 3 ⇒ (8) + 3 = 11
Tarric's foot slips in a patch of the gooey zombie slime now coating the floor, causing him to loose balance as he swings at the zombie.
DM Deinol |
Don't forget the +1 to hit and damage from Drummer
Despite his uneven footing, Tarric's mace manages to connect with the zombie. Anton slices opens his opponent's abdomen, splashing himself with bile. The zombie collapses before him.
Anton Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7
Yarroth is up and then the zombies.
Yarroth the Younger |
Yarroth cannot see a safe way to extract himself from the combat, so he swings his mace again.
Attack-Melee: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Traveling Drummer |
Whenever my turn comes up... assuming there's a zombie I can get a clear shot at.
Sling to hit 1d20 + 4 ⇒ (18) + 4 = 22
Sling damage 1d4 + 1 ⇒ (4) + 1 = 5
Drummer spins and slings a stone against one of the zombies. "I don't know. Crush their legs and step back?"
DM Deinol |
You just take -4 to shoot into melee Drummer.
He still hits though, these things are slow.
Yarroth and Drummer finish off the last zombie, which collapses motionless to the ground. Looking around you find a pack in the recess of the southeast corner. There is a door in the south wall.
Map Updated. Who has Knowledge local or Knowledge History?
Yarroth the Younger |
Knowledge-Local: 1d20 + 5 ⇒ (20) + 5 = 25 Whoot...nailed that one!!
Yarroth attempts to clean the filth off his armour as best he can. "You said these things carry disease? I think we better make a point to go to the church after we return and have ourselves checked out...unless Tarric here has the power to heal possible diseases??"
Tarric Abol |
"Not that I am aware of. I might be able to tell if we are diseased though. But does it really matter at this moment?"
He thinks for a moment, his eyes scrunched up.
"I guess it won't hurt. Give me a moment."
Heal: check for disease Yarroth1d20 + 7 ⇒ (8) + 7 = 15
Heal: check for disease Tarric1d20 + 7 ⇒ (14) + 7 = 21
Heal: check for disease Anton1d20 + 7 ⇒ (19) + 7 = 26
Heal: check for disease Drummer1d20 + 7 ⇒ (4) + 7 = 11
Yarroth the Younger |
"It looks like the crypts have been visited by someone besides the villagers. The cloths on these zombies is new, but not of the same make as the village. Who else could be here and why?
Anton Viello |
Anton groans when he hears Tarric's proclamation. "Well then, I suppose we keep going for now, and find a priest or an experienced healer when we get back - we are going to make it back, I'm sure of that.
Anton puts his hand to his forehead, as if checking for a fever. "I'm not feeling too bad...yet.
"Yarroth, any idea who else would possibly want to venture into this forsaken place? If I find out they're responsible for raising these undead, I swear to Desna I'll know the reason why." he says, raising his sword menacingly.
"Let's investigate that pack over there, and continue onward through the door to the south"
Anton ruffles through the pack, looking for clues as to the identity of the zombies prior to their transformation.
Assume I show the contents to everyone, since I'm probably not going to make any useful knowledge checks.
Traveling Drummer |
Let's try a knowledge check to see if I've heard of the Ranger's Lament... I've played my share of inns.
1d20 + 2 ⇒ (12) + 2 = 14
Traveling Drummer |
Drummer ponders the items from the pack.
"Well, it's unlikely these gentlemen knowingly hired on to be turned into pestilent undead monsters, but perhaps we can find the fiend who killed them, and so many of the good people of Kassen town."
Then he looks over the band of heroes as he contemplates their next move.
"Yarroth, are you as badly hurt as you appear? If so, Tarric or I should look into helping you out."
"Anton, you're the one we'll be looking to for the heaviest fighting; I'd recommend you hang onto that potion."
Traveling Drummer |
Drummer sings a calming song and rests his hand on Yarroth's shoulder. After a moment, a soft golden glow spreads from his hand.
CLW 1d8 + 1 ⇒ (4) + 1 = 5
"I should save some for the next fight. Tarric, can you help?"
DM Deinol |
I'm assuming you are ready to go through the door to the south then.
A shallow reflecting pool 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. The floor runs along the pool on both sides to another door. A lowered portcullis blocks the way just before the other door.