| GM Bold Strider |
In a brilliant flash of ice and water, the furnace is quenched. The flames have subsided.
@Naxx: You are unconscious and bleeding out?
Stabilize: 1d20 + 1 - 1 ⇒ (4) + 1 - 1 = 4
Status:
Nizvit; Phyton; Sir Thomas @ 29/29 HP; Naxx-Bleeding Out @ -2/16 HP; Ramas @ 0/6 HP; Gaarm @ 15/21 HP
Active buffs:
Nizvit: Mage Armor - 3 Hours; Protection from Fire - 30 min./12 dmg; Expeditious Retreat - 3 Min. | Phyton: Resist Energy 10 - 30 Min.
| Sir Thomas the Benevolent |
Sir Thomas walks over to Naxx and closes his wounds with a spell. clw: 1d8 + 4 ⇒ (5) + 4 = 9
| Nizvit the Kobold |
Nizvit jumps up
"We finally did itz! Furnaze no more!" he had a smug look on his pointed face
He abruptly sits down
"No more zpellz... all done....okay, ztill have a few left... juzt feelz like all done."
-Posted with Wayfinder
| Gaarm |
Seeing Sir Thomas take care of Naxx's wounds Gaarm begins to scour all throughout the room to see what he can find.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
The room seems empty save for this demonic furnace.....
| Naxx |
Naxx picks himself up from the floor and thanks Sir Thomas for the healing
"Smells like BBQ in here, what happened? I seem to have passed out somewhere along the way....what did I miss?"
| Gaarm |
The furnace seems quelled for now. It seems it was haunting dust.
Gaarm grabs his longsword. Should we continue on or do you require more rest?
| Sir Thomas the Benevolent |
I think we should dismantle it. Gaarm would you do the honors. After that I am still good for oneore fight.
| Gaarm |
Gaarm uses his shield and longsword to pry apart and carefully dismantle the furnace. He twitches each time an ember lights in fear of the possessed object reigniting.
Once it is in pieces throughout the room Gaarm bathers his gear, wiping the sweat from his brow.
Should we head towards the room that was writing our names?
| Sir Thomas the Benevolent |
Gather near friends I should heal us up.
channel: 2d6 ⇒ (2, 1) = 3
Yup that worked well
Tom then reaches out and casts some healing spells.
CLW Naxx: 1d8 + 4 ⇒ (7) + 4 = 11
CLW Gaarm: 1d8 + 4 ⇒ (5) + 4 = 9
CLW Ramas: 1d8 + 4 ⇒ (3) + 4 = 7
| GM Bold Strider |
The lapping of water echoes through Sir Thomas' mind as he thinks that just dismantling the furnace is not enough.
Status:
Nizvit @ 11/11 HP; Phyton; Sir Thomas @ 29/29 HP; Naxx @ 11/16 HP; Ramas @ 6/6 HP; Gaarm @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:40 Hours; Protection from Fire - 10 min./12 dmg; | Phyton: Resist Energy 10 - 10 Min.
| Sir Thomas the Benevolent |
Sir Thomas creates water and stirs the coals ensuring that the fire is out.
| Gaarm |
Gaarm nods his head as he begins to lead the way down the shaft towards the room that writes names.
| GM Bold Strider |
The fire sizzles as Sir Thomas sees the remains of a human mixed into the ash. The bleached bones remain stark white in contrast to the dark ash as he dumps water in and stirs it around to put out any embers.
Gaarm tells him to hurry up as they move down into the basement and head towards the room from where they fled once before.
Any actions before you enter?
| Sir Thomas the Benevolent |
Tom touches Naxx, Gaarm and Nizvit on the shoulder linking his life to theirs. life link
| Gaarm |
Gaarm draws a vial of holy water so as to assist this time during the spelling of the words.
Focusing he tries to steel his mind so as not to flee from the room as he had to before.
| Nizvit the Kobold |
Cantrip ready to attack the symbols with range attacks without going into the room
-Posted with Wayfinder
| GM Bold Strider |
The group advances on the room as the blood begins to seep from the walls once more. The overwhelming aura of the room begins to coalesce into a thick, hot cloud of mist, obscuring the room from all but those within.
The fog fills the hallway and the 'crossroads' and obscures all vision into the room until you step into it as Gaarm would inform you. It seems the room has grown stronger from its palpable aura.
Initiative:
Sir Thomas: 1d20 + 2 ⇒ (10) + 2 = 12
Nizvit: 1d20 + 3 ⇒ (14) + 3 = 17
Naxx: 1d20 + 1 ⇒ (12) + 1 = 13
Gaarm: 1d20 + 4 ⇒ (4) + 4 = 8
Phyton: 1d20 + 1 ⇒ (8) + 1 = 9
Surprise Round:
1st: Sir Thomas; Nizvit; Naxx
2nd: Haunt
3rd: Phyton; Gaarm
First Round:
1st: Sir Thomas; Nizvit; Naxx
2nd: Haunt
3rd: Phyton; Gaarm
Status:
Nizvit @ 11/11 HP; Phyton; Sir Thomas @ 29/29 HP; Naxx @ 16/16 HP; Ramas @ 6/6 HP; Gaarm @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Sir Thomas the Benevolent |
Tom casts cure light wounds and touches the charge to the haunt.
clw: 1d8 + 4 ⇒ (8) + 4 = 12
| Naxx |
Naxx starts another round of inspirational none sense, which some how does seem to lift everyone's spirit
Should work since everyone can still hear even if they can't see me
"Please tell me I don't need to enter that..I've got a bad feeeeeeling about this"
| GM Bold Strider |
@Sir Thomas: You are in the doorway and you know from the last time that you would need to reach the wall to harm the haunt with a touch spell. This is more than a double move for you. Check the map for reference.
Surprise Round:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
First Round:
1st: Sir Thomas; Nizvit; Naxx ; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
Status:
Nizvit @ 11/11 HP; Phyton; Sir Thomas @ 29/29 HP; Naxx @ 16/16 HP; Ramas @ 6/6 HP; Gaarm @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Sir Thomas the Benevolent |
Ok, cast and then single move. I'll be able to move the icon in the morning.
| Sir Thomas the Benevolent |
Man I am on struggle street. I will simply cast.
| GM Bold Strider |
Ugh... sorry about this. My bad on letting this sit for so long.
1d100 ⇒ 47
Sir Thomas enshrouds his hand with positive energy as Nizvit stays hidden in the mist, though it is unlikely that the mist will hinder whatever has summoned it.
It turns out that haunts are quite predictable once you know their pattern. The blood begins to coalesce on the walls, spelling out the first letter of each person's name or nickname.
DC 16 Will Save from everyone or take 2 points of Wisdom Damage.
You hear a bit of cackling in the background.
Surprise Round:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
First Round:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
Status:
Nizvit @ 11/11 HP; Phyton; Sir Thomas @ 29/29 HP; Naxx @ 16/16 HP; Ramas @ 6/6 HP; Gaarm @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Gaarm |
Will save: 1d20 + 2 ⇒ (19) + 2 = 21
Gaarm steels his mind and prepares himself as he rushes into the room.
| Nizvit the Kobold |
WS: 1d20 + 2 ⇒ (12) + 2 = 14
A headach as the haunt damages his mind, yet he forges on, zapping the writing with magic missiles
1 missile each on 2 of the letters
| Sir Thomas the Benevolent |
Tom double moves up
will: 1d20 + 7 ⇒ (6) + 7 = 13
As his head begins to hurt. The charge of the clw remains on his hands.
| Naxx |
Will save: 1d20 + 3 ⇒ (5) + 3 = 8
Naxx cluthes his head as he lets out a scream..somehow everyone finds themselves more motivated to fight as sound keeps coming from Naxx his mouth
| GM Bold Strider |
Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
Nizvit grabs his spellbook and holds it up, trying to cast Magic Missile, but he thinks better of it and decides to save his spell slot.
DC 16 Will Save from everyone or take 2 points of Wisdom Damage.
Hmm... it appears that you have something of mine... whispers the wind as it courses through the room.
Initiative:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
Status:
Nizvit (2 Wis Damage) @ 11/11 HP; Phyton; Sir Thomas (2 Wis Damage) @ 29/29 HP; Naxx (2 Wis Damage) @ 16/16 HP; Ramas @ 6/6 HP; Gaarm @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Phyton Empyraster |
Will: 1d20 + 4 ⇒ (9) + 4 = 13
Phyton grips the sides of his head in pain as the a letter begins to scrawl on the wall. Reaching out to touch the wall, he casts a spell.
Disrupt Undead?: 1d6 ⇒ 5
| Nizvit the Kobold |
WS: 1d20 + 2 ⇒ (17) + 2 = 19
He tries once again to blast the the letters with his spells
WS: 1d20 + 2 ⇒ (10) + 2 = 12
| GM Bold Strider |
Nizvit seems content to keep his magic to himself, not wanting to share it with everyone else as he waves his spellbook around.
Disrupt Undead RTA: 1d20 + 3 ⇒ (5) + 3 = 8
Phyton lashes out with a ray of positive energy, but the pain in his head causes it to fizzle before it can reach the wall.
Initiative:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
Status:
Nizvit (2 Wis Damage) @ 11/11 HP; Phyton (2 Wis Damage); Sir Thomas (2 Wis Damage) @ 29/29 HP; Naxx (2 Wis Damage) @ 16/16 HP; Ramas @ 6/6 HP; Gaarm @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Gaarm |
Will save: 1d20 + 2 ⇒ (6) + 2 = 8
Gaarm's head begins to hurt as he hurls the vial of holy water at the wall.
Holy Water: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 ⇒ (2, 4) = 6
| Sir Thomas the Benevolent |
will save: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Tom finishes his movement to the wall. And touches it with his held charge. CLW: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 61d8 + 4 ⇒ (2) + 4 = 6 As he reaches out to touch the wall he trips on some rubble. Charge still held.
| Naxx |
Will save: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Naxx screams some more as the headache inside his head seems to be pounding it's way out through his eye sockets
The scream still inspires his companions to do better
Still sustaining inspire courage
"Make it stop, please make it stop"
| GM Bold Strider |
Gaarm's holy water splashes the wall as some of the blood seems to dry on contact with the water, but the individual letters seem to remain.
DC 16 Will Save from everyone or take 2 points of Wisdom Damage.
The haunt continues to assail the minds of the men as more thoughts seem to be borne to the protectors on the wind that whips through the room.
I guess I should get it back...
Initiative:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt
3rd: Phyton; Gaarm
Status:
Nizvit (2 Wis Damage) @ 11/11 HP; Phyton (2 Wis Damage); Sir Thomas (2 Wis Damage) @ 29/29 HP; Naxx (4 Wis Damage) @ 16/16 HP; Gaarm (2 Wis Damage) @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Nizvit the Kobold |
been a hectic few days. But promise to to more active again soon. But coming week out of town cause of work. So my replies will be slow
WS 1: 1d20 + 2 ⇒ (13) + 2 = 15
WS 2: 1d20 + 2 ⇒ (12) + 2 = 14
-Posted with Wayfinder
| Nizvit the Kobold |
Nizvit is slowly succombing to the haunt as his mind begins to fail him
-Posted with Wayfinder
| Gaarm |
Will save: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Gaarms mind continues to falter as his thoughts become muddled. Grabbing into his belt pouch he grasps the final holy water and hurls it against the wall once again.
Holy water: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4
| Sir Thomas the Benevolent |
will save: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Tom casts more positive energy into the haunt.
CLW: 1d8 + 4 ⇒ (6) + 4 = 10
| GM Bold Strider |
Sir Thomas @ AC 10: 1d20 + 5 ⇒ (3) + 5 = 8
Sir Thomas' headache worsens as he approaches the wall and it seems to severely impair his ability to take down the haunt that is ravaging their systems. Nizvit keeps feeling the pounding growing stronger at well, but stubbornly refuses to use his spells to assist as Gaarm is left to fend for himself as he throws his last Holy Water, damaging the haunt.
Initiative:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt @ 10
3rd: Phyton; Gaarm
Status:
Nizvit (4 Wis Damage) @ 11/11 HP; Phyton (2 Wis Damage); Sir Thomas (4 Wis Damage) @ 29/29 HP; Naxx (4 Wis Damage) @ 16/16 HP; Gaarm (4 Wis Damage) @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Phyton Empyraster |
Will: 1d20 + 4 ⇒ (17) + 4 = 21
Phyton grits his teeth against the insistent throbbing, then follows suit casting a spell into the wall, calling on the destructive side of Nethys..
Touch Attack?: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
CLW, Destructive Smite: 1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
| GM Bold Strider |
The walls continue to bleed as the adventurers continue to throw holy energy at the haunt as Naxx keeps inspiring the party, though his headache grows.
Naxx Will Save: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
A ghostly figure apparates into a closed cell nearest to the east wall and begins weaving his fingers in a magical pattern. I guess you have become attached to it as well, tiny kobold.
DC 16 Will Save from everyone or take 2 points of Wisdom Damage.
Initiative:
1st: Sir Thomas; Nizvit; Naxx; Ramas
2nd: Haunt @ 18; Ghost-Casting
3rd: Phyton; Gaarm
Status:
Nizvit (4 Wis Damage) @ 11/11 HP; Phyton (2 Wis Damage); Sir Thomas (4 Wis Damage) @ 29/29 HP; Naxx (6 Wis Damage) @ 16/16 HP; Gaarm (4 Wis Damage) @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Naxx |
Will save: 1d20 + 3 - 3 ⇒ (12) + 3 - 3 = 12
Naxx continues his inspiring screams before deciding to move a loooooong way from this bloody headache inducing room
(double) move until I think I'm outside of brain damage inducing range
| GM Bold Strider |
@Naxx: If you move away, the party won't be inspired this round.
Initiative:
1st: Sir Thomas; Nizvit; Naxx
2nd: Haunt @ 18; Ghost-Casting
3rd: Phyton; Gaarm
Status:
Nizvit (4 Wis Damage) @ 11/11 HP; Phyton (2 Wis Damage); Sir Thomas (4 Wis Damage) @ 29/29 HP; Naxx (8 Wis Damage) @ 16/16 HP; Gaarm (4 Wis Damage) @ 21/21 HP
Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Gaarm, Nizvit
| Gaarm |
Will save: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
Gaarm begins to feel lightheaded and attempts to flee the room.
I can only take 1 more failed attempt in the room before I go unconscious
| Phyton Empyraster |
Will: 1d20 + 4 ⇒ (1) + 4 = 5
Phyton cries out, grabbing his head, as he casts another healing spell and touches the wall.
Touch: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
CLW: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7