Yvell Endymion |
" Just cut them down next time we see them. Valtyra's area is quite wide... though the mists make them annoying "
I assume they are sneaky as we dont hear them moving around. But even moving around us they are well within get channeled range.
Valtyra Brightsong |
Val sends a prayer to Seranrea Then, cluching her holy symbol, she sends a wave of holy strength out at the undead.
Channel to harm: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (4) + (2) + (6) = 13
Yvell Endymion |
Yvell cheers, " That's it Valtyra! They cant escape your warming light! Do it again. " Though he seems slightly annoyed that he had no ability to contribute and used his ear to try and draw them closer to the area as clearly these creatures were trying to prevent them.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
GM Demonmoose |
Yvell sees nothing in the mists or the space between the mists.
You move deeper into the canyon. Rocks fly at Yvell, Valtyra and Uriah from beyond your sight. The hand sized rocks strike at your armor or shoot past your heads without hitting you.
Rock at Yvell: 1d20 + 3 ⇒ (3) + 3 = 63 = 3
Rock at Valtyra: 1d20 + 3 ⇒ (5) + 3 = 83 = 3
Rock at Uriah: 1d20 + 3 ⇒ (1) + 3 = 43 = 3
What do you do?
Yvell Endymion |
Unless Valtyra channels these away this is going to be an encounter No one else can contribute so Yvell is going to keep moving if it seems like he is actually getting anywhere because there is not much more he can do
GM Demonmoose |
You continue to push forward and see a building half buried in the ground. It seems to be angled slightly, with a pair of glaucite doors standing open.
The air is unnaturally cold in this empty atrium. Metal doorways yawn to the north and south, and the slanted floor is strewn with strange bits of rubble and twisted lengths of metal. The ceiling is badly damaged here, its gray metal shells shattered in numerous places, exposing coils of rusty, mold-covered cables and wires.
Difficult terrain because of the slanted ship. Also, no light inside the ship. You can use the haunted wreck map.
Uriah Lewis |
Uriah glances around.
This place...I have much less power here. These things..have no mind.
My usefulness is diminished. I do have disrupt undead though...
Yvell Endymion |
That is what magic missile is for
Yvell moves in alongside Valtyra and attempts to make his blade glow for the moment.
Light Spell 35% ASF: 1d100 ⇒ 68
" Stay close.. I expect the welcoming committee was a how of things to come " He tries to push through the door. Looking around for anything of import.. they were there to find some explosives.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Yvell Endymion |
Yvell goes about this systematically; he starts with the northern door. " I'm about to open this door, brace yourselves. " Once people had gotten into position he tries to open it.
GM Demonmoose |
Doors are sliding doors that are all open. There is no power inside the building to open and close them.
To the North: The northeastern wall of this blasted chamber was obviously super-heated at some point, for here and there, the walls ran wax-like, forming slag that cooled into puddles of steel all along the floor. Debris litters the floor-it might once have been tech of great value but now is mere scraps of unsalvageable, half melted junk.
To the East: The eastern half of this room is a tangle of gray metal, strange engine parts, and rubble, all of which was subjected to great heat long ago, judging by the metal’s melted and scorched surfaces. Here and there, softly glowing residues are caked onto bits and pieces of the metal.
To the South: The air in this compartment is choking and stale. The dust here is inches thick-nothing has disturbed this area in years. To the west, the wall is partially crushed and melted, leaving a five foot-wide, two-foot-tall gap that opens into another chamber beyond. Four large coffin-shaped objects made of glass and metal sit against the walls-one to the north and three to the south.
The northern pod and the central southern pod are partially broken. Each contains a skeleton clad in fragments of strange, bulky armor. The other two southern pods appear to be only slightly damaged. The air is thick with a rancid scent, like old meat gone bad.
Yvell Endymion |
Yvell is feel wary about this entire place and thought on the situation. There were no barriers and even if he they had something along the means of a ghost would walk through. The skeletons were not a good sign and on the basis this place was as haunted as they said it was better to be safe than sorry. He turned to Valtyra, " All of these rooms are open, and there are skeletons south. I'm sure i remember you hating that particular type of undead the most and this place was deemed haunted. I would ask you bask all these areas in your holy light just to be sure as they would have no area to hide. If there is no response fro evil then we explore the hole that seems to be made in the south room. Regardless stick close."
Yvell gripped his blade again and breathed deeply, haunts and undead were the worse to deal with.
So Basically Im asking to fire off a channel because its 30ft range would hit just about everything from where we are
Uriah Lewis |
I've read in several places that you cannot channel through walls...
Yvell Endymion |
Yes you cannot channel through walls but all the doors are open. Meaning it still goes into the room. There s a place on the map that pretty much has no obstruction anyway.
Yvell Endymion |
It based on them having total cover or not. If Val stood where Yvell s right now that would be all the areas minus what isnt being shown and the far corners of room P3
Yvell Endymion |
If nothing is gunna happen I guess we will see if Yvell was right
If nothing else, Yvell goes into the Southern room as the creatures in suits disturb him.
Aeron Woke |
As if in answer to Yvell's statement a loud clatter issues hrom the rubble on the east side as a cascade oh small engine parts clatter down after Aeron had prodded some of the glowing residue with a metal pole pulled from the same area. She spins on the group and freezes in place as if she would be invisible if she just stood very still. She offers an apologetic smile pulling the pole behind her as she snaps to attention, then not so subtly drops it creating another clatter drawing another wince from her accompanied by a moment of awkward silence. Without a word, she moves back to the group head bowed in what seemed like shame as they moved on.
Yvell Endymion |
Yvell sighs as Valtrya seems unresponsive and walks through the west passageway. He scans with Detect evil as he does so.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Uriah Lewis |
Uriah follows behind Yvell, most disturbed by this place.
Yvell can't you Channel?
Yvell Endymion |
" A closed door.. and this one isnt open.. with the power down it is going to be difficult to break to say the least.. unless we can disable it. My Harness doesnt have many charges either. "
Any evil in here? Or I guess the malignancy is everywhere.
Aeron Woke |
out of curiosity, would you allow the use of pages from a spell book as a scroll?
Aeron notes the skull from the eastern room but dismisses it as merely a curious spirit. She had no real dealings with such creatures in the past and figured "since it didn't attack her or the others, it must be harmless". She re considered that thought when she felt the atmosphere shift. she moves over to inspect the door of some sort of release as she mentioned what she saw in a very nonchalant fashion. She didn't even look back from her work,though she hoped someone had some sort of useful information on the things.
Aeron Woke |
i was thinking of tearing out a page from the necromancer's spellbook (shatter) and UMDing it. I think it cost half or a quarter. Not sure. I will have to check it out tonight.
Muga |
"You know, there are legends about swordsmen skilled enough to cut down a wall such as this with three strokes that appear as one to the untrained eye." Muga glances over Yvell's shoulder at the wall.
"Pity I'm not one of them." Muga shrugs.
Yvell Endymion |
Yvell sighs, " You actually could.. it just requires some work. About 10 strikes with you and I working in tandem it would take about a minute. I see no other way at this time to get past this and there is likely no way around. "
Aeron Woke |
After some inspection, Aeron pulls out the necromancer's book, then takes a look the door hoping for sort of weakness.She squats down pulling the necromancer's tomb out and gently opens it flipping to it's center. she then pulls out a hand full of components (spellcraft 17 will show the amount of components held are nearly 4 times the amount needed for most any spell). She drapes the tomb across her knees and gently caresses the pages. Then, in a startling movement, she stands bolt upright, tearing the pages free and clapping the parchments and components together hard toward the door as she completes the casting, arms straight out toward the door.
perception to find a weak spot: 1d20 + 7 ⇒ (7) + 7 = 14
umd to cast shatter: 1d20 + 11 ⇒ (12) + 11 = 23
GM Demonmoose |
Tome... :P
Glaucite is significantly heavy, but this is a sliding door. So maybe... This will lessen the Strength DC to pull it open.
Aeron casts the spell from the impromptu scroll, and breaks apart the rusted bits keeping one side of the doors from opening and closing. The "scroll" burns apart in the android's fingers.
GM Demonmoose |
Yvell takes some time and wrenches the door open. It screeches against the wall, ceiling and floor.
A massive black window, spider webbed with hundreds of cracks, graces the western wall of this chamber, half-buried under rubble and twisted metal. Curved consoles of strange controls line the walls, with three chairs made of an unidentifiable off-white material facing them. A figure dressed in red fabric of an unusually fine weave sits slumped over the console in the western most chair.
Before you can enter the room, a dark shaped ghostly creature appears in front of the chair. You feel the malignancy in the building increase. The glass cracks from the pods in the other room and the strange skeletal figures stir.
Aeron’s Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Muga’s Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Uriah’s Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Valtyra's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Yvell's Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Phylla's Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Enemy Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
1. Valtyra
2. Enemies
3. Everyone
Valtyra's Turn.
After Valtyra's turn...
The skeletal creatures break free from their pods. The dark ghost creature reaches for Yvell with an ethereal hand. The half elf feels a force of air painfully groping the inside of his gut draining his life force.
Touch: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d6 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (4) + 2 = 6
4 negative energy damage to Yvell, 6 damage to Constitution
After Valtyra's turn, it is everyone's turn.
Yvell Endymion |
Wow, non-savable constitution damage.. with a modifier attached to it. Is there a knowledge check for this thing?
Yvell grunts not harmed much by the being but clearly upset by its touch.
Yvell Endymion |
Often need to check because just because something looks like a ghost doesn't mean it isnt a planar being.. or an aberration.. or elemental.. like a Belkar. Does Yvell hear all the commotion behind?
Fort Save: 1d20 + 13 ⇒ (19) + 13 = 32
Yvell Endymion |
Also forgot to ask if Valtyra would really even be able to act because the init made it look like nothing happened until Yvell opened the door and got touched. I assume they made noise or started to move inside?
Yvell Endymion |
Ah okay well then since he will only be able to tell this info on his turn might a well make the knowledge check now so its out of the way because I am not sure what Val my do which could change his actions. He cant see the skeleton things.
Know Religion (Ghost?): 1d20 + 5 ⇒ (14) + 5 = 19