| Ferox Kerr |
Everything seems well in hand. I'll just hold until my normal initiative in the next round.
| Gaius Lirsiiv |
What the f!~@ happened? The Map makes no sense. It's way different from when I last looked and I don't see the moves to account for it all.
Hell with it.
Channel Positive Energy to heal The Living. 1d6 ⇒ 4
| Odric the Stout |
What the f++~ happened? The Map makes no sense. It's way different from when I last looked and I don't see the moves to account for it all.
The drastic change came when Grym grappled the vampire. When he did so he was able to move half his move (15' towards the door) and also reposition the baddie into any adjacent square. That put the baddie north of Grym rather than south of him where it was when the turn started. Bucho and Sandor followed, and Odric met the group halfway.
| Ferox Kerr |
Ferox moves to the southern door and takes a look into the room, to make sure nothing is hiding out or whatnot.
| Dungeon Master S |
The spawn makes an attempt at breaking free of the ranger's grip: CMB: 1d20 + 4 ⇒ (18) + 4 = 22 and tears himself free. Backed into the doorway, he simply drops to a fetal position. Kill me not! I will be good. Only pigs and steer for meals!
| Thorgrym the Tracker |
Die fiend!
Power Attack (Furious Focus) with Falchion: 1d20+6+2 for 2d4+4+2 damage.
Confirm: 1d20+6+2 for an additional 2d4+4+2 damage.
Hey wait your turn!
Round 6?
With the spawn just broken free from Grym's hold, the ranger starts to try to tie him up again. Then seeing Odric wind up for a massive swing, the ranger pauses and lets the Stout land the powerful blow first. As soon as the blade clears Grym shoots in to tie up the spawn again and press him out into the sunlight.
grapple 1d20 + 5 ⇒ (1) + 5 = 6
The ranger obviously slips in the copious amounts of blood spilled by Odric's blade...
Grym's dog follows a second after trying to bite the spawns leg off.
bite 1d20 + 3 ⇒ (6) + 3 = 9 for 1d4 + 1 ⇒ (3) + 1 = 4 damage
| Odric the Stout |
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Unfortunately, Odric has heard tales of undead promising to be helpful, then attacking as soon as a party tried to explore a ruin. He heard a Bard's tale about it 2 weeks ago.
His butchery continues unabated...
Seriously? You want to question this thing? If it lives, I'll hold off and perhaps grapple it under threat of running outside if it resists or attacks or fails to cooperate. Good enough?
| Sandor Stouthammer |
Waiting for gm resolution to see if the vampy fell. But I will say lads kill him or question him I am fine with either. Vamps are what we found, but they are not our problem Blood Veil is
| Dungeon Master S |
Odric's swing lands with tremendous force. The spawn drops to the ground. The burning flesh not only doesn't stitch itself back together, the flame accelrates. And after nearly a full mimute of terror, combat is finally over
| Sandor Stouthammer |
Sandor watches the burning corpse then as he retrieves and cleanes both his weapons says in a low voice almost a whisper I know the pain of fire, and I hope that we never use it on the living Then proceeds search both rooms for treasures and information.
Search: 1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (6) + 6 = 12
| Dungeon Master S |
Searching the bodies is dirty work, and your Inquisitor knows that you increase your risk of getting the Blood Veil by doing so... Do you still want to?
In the back room dozens of crooked glass eyes—hollow and crazed—glare from
the heads of malformed and half-carved dolls lining skewed workroom shelves. Rat-gnawed stuffed aurochs, disembodied doll limbs, miniature rolling elephants, unseaworthy wooden ships, and crooked blocks illustrated with deformed or poorly painted animals fill bins and racks about the room. A cracked wooden door leads to the north, while a rickety trap door breaks the sawdust-covered floor to the east. In one corner lies the drying corpse of an old bald man amid the wood chips, rusty tools, and oily rags of a scored workbench. Sandor doesn't notice anything out of the ordinary, but Grym thinks to look closely at the corpse. He's got 4 pairs of bite marks on him. On his belt is a ring of keys.
| Odric the Stout |
Odric confines his search to a superficial examination. The toe of his boot may get some gore upon it as he nudges the odd limb for a better look, but the warrior exercises prudence as he searches.
Once complete, he urges the group to explore further.
Does anyone know where is the nearest supplier of holy water?
| Sandor Stouthammer |
I will check out the cracked wooden door. I am sure anything that might be in there has heard the sounds of battle and death. I sling my regular axe, and keep the silver one out.
| Odric the Stout |
Odric stands ready with his falchion in hand. As he waits for more action, he begins groaning softly. THe groaning begins to bear some resemblance to a pattern, which soon transforms into a chant. The words are obscured and unintelligible, but the chant provides an accompaniment to a rather physical warm up routine. Odric's gyrations and chanting increase in intensity until he is leaping into the air, arms, legs and weapons flailing while issuing a curious roaring mumble-chant at top volume.
Before long, his warm up begins to look more subdued. Unfortunately, the reduction in leaping leads to the introduction of a series of tumbles. Odric's vigorous rolls describe a rough circle of about 10 feet diameter while he limbers up.
Suddenly he stops. He appears steady on his feet, but his eyes are slightly crossed as he tries hard to appear balanced and ready. While the room slows its orbit, Odric smiles, nods to both Sandors before him and signals he is ready to proceed.
In a stage whisper, he wonders why no one else is warming up...
| Dungeon Master S |
Also while searching, you come across a small rusty lockbox, it's contents jingle rather pathetically. Sandor looks through the door only to find a quartet of coffins and a child's toy chest.
| Dungeon Master S |
The coffins and chest are what Sandor sees IN the trap door.
| Thorgrym the Tracker |
The coffins and chest are what Sandor sees IN the trap door.
Grym hops down through the trap door. (He leaves Bucho upstairs.)
The ranger searches around...Perception 1d20 + 8 ⇒ (11) + 8 = 19
| Odric the Stout |
Am I to understand we have explored everything in this building? If that is the case, I think we ought to canvas the neighborhood for clues regarding this alley and the Blood Veil.
[b]At the very least we might get some information, but more importantly we could uncover more vampire spawn and maybe even the daddy vampire.
We should be on the lookout for any other undead, which I think is a greater danger than the plague by far.
| Dungeon Master S |
Grym finds several items amid the soil filling the four vampire spawns’ coffins and the toy chest. Three leather pouches hold a combined 300 gp and 15 pp, all of Ustalavic minting, a ring sculpted to look like intertwined brass spider legs, and a set of bone pan pipes.
| Dungeon Master S |
XP: 800 Each
| Gaius Lirsiiv |
Ustalav coins. I've heard bedtime stories of creatures from Ustalav. They say the dead walk there, and feed upon the living. Are we being invaded?
Let's get our new toys identified and distributed, canvas the immediate area to see if anyone's seen anything, and report back to The Field Marshall.
| Morkeleb the Mighty |
Morkeleb looks up from the ring, and directly at the bone pan pipes. He brings the ring over to them, and pulls out Zaralla's Harow Deck. A quick shuffle, passing the deck itself over each of the items, reveals . . .
Spellcraft: 1d20 + 21 ⇒ (20) + 21 = 41 <-- subtract 5 from this result for identifying the pipes
| Morkeleb the Mighty |
Morkeleb puts the deck away. He holds up the spider-motif ring.
This will give the wearer greater jumping ability.
He then holds up the flute.
And this will frighten weak-minded creatures who hear its tune--if it's played skillfully enough.
Ring of Jumping, and Pipes of Haunting
| Odric the Stout |
I took the last magic ring we found, and I already frighten weak-minded creatures. Whether it is my fearsome odor or my fearsome pectoral muscles that frightens them, you be the judge.
Odric steps forward into a low stance with one foot far forward of the other. He flexes his chest and arms to the point where a few links of his chain mail whizz off into the corners of the room. While doing so, a horribly loud and juicy fart rumbles out from beneath his war kilt. The palpable intimidation wafts through the room slowly, lingering for far too long.
All weak-minded creatures within 15' must save vs. Odric or be frightened for 1d4 rounds.
| Sandor Stouthammer |
Grym do the keys your holding look like they open just the doors and stuff around here, or are their any that are for somewhere that isn't here?
This 'evy armor don't lend itself well ta jumpin, 'n I don't need ta be hauntin anymore than I already does. So we can be sellin 'em if nobody wants em
Sandor sniffs the air give a little nod yup lad I think those yum yum beans musta been pretty damn good, would have been fabulous with a good dwarven stout
| Odric the Stout |
Sandor sniffs the air give a little nod yup lad I think those yum yum beans musta been pretty damn good, would have been fabulous with a good dwarven stout
Yeah my wife found it impossible to resist posting when I left the computer. Apparently she thinks Odric has a pirate accent.
| Dungeon Master S |
If these mods are wrong, please let me know. I'm just doing a copy paste:
Ferox: 1d20 + 7 ⇒ (5) + 7 = 12
Odric: 1d20 ⇒ 8
Grym: 1d20 + 7 ⇒ (18) + 7 = 25
Gaius: 1d20 + 9 ⇒ (15) + 9 = 24
Morkeleb: 1d20 ⇒ 13
Sandor: 1d20 + 1 ⇒ (10) + 1 = 11
Even with sharp eyes and a nose for detail, you don't find anything else of note, be it vampire sign, additional plague anomalies, or anything conspicuous.
The keys look like normal padlock keys.