Calia Pevanazee |
Surrounded on both sides, Calia knew her job - to keep everyone else fighting. Too slow! she taunts as the zombie's claws sweep past her, and she lashes out with her sword to aid Woodruff in fighting the creature between them.
Aid another attack for +3 to Woodruff's attack: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Standard action, aid another attack, free action, use second round of performance.
Artemis Lihanuga |
Sorry for the delays. I ran into a caribou and yadda-yadda...
Eager to make a quick end of his opponent, Artemis flies into a rage, slamming his club down with furious anger! South zombie
Club: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 what?
Confirm: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 w00t!
Damage: 2d10 + 5 + 1 ⇒ (7, 6) + 5 + 1 = 19
Budd the C.H.U.D. |
I do believe that gets everybody in! And ending the round with an epic crit, no less.
Woodruff has passed his Fortitude save.
Zombie #2, vs Calia: 1d20 + 4 ⇒ (1) + 4 = 5
Zombie #4, vs Forest: 1d20 + 4 ⇒ (11) + 4 = 15
Misfortune re-roll: 1d20 + 4 ⇒ (15) + 4 = 19
Forest shouts his warning to the others and strikes a sound blow with his sword against the nearest zombie, hacking one of its arms clean from its shoulder. Woodruff, however, cares little for his warning and, with Calia's help, strikes another blow against the wounded zombie caught between them, smashing it with one swing of its heavy fist. As it dies (again), the tumorous growths burst, spraying the disgusting ichor in every direction. Woodruff and Calia are both soaked in the stuff. One zombie down, but Calia and Woodruff are going to have to make a Fort save, DC 11.
As Doreen hexes one of the remaining zombies, Artemis strikes a truly spectacular blow against the southernmost creature- sending it careening backwards and crashing straight through the wooden door behind it. Its tumours burst as well, but with the momentum of Artemis's blow sending it flying so far, he is safe from the spraying liquids. It was a crit, after all!
- - - -
Both of the remaining zombies attack- one targeting Calia, the other Forest- but neither of them, damaged as they are, are successful. Both miss. FYI, both remaining zombies have taken 7 damage (and both from Forest, amusingly enough). Party is up!
Artemis Lihanuga |
Artemis spins away from the ruined zombie and bellows wildly as he attacks the one nearest him.
Disco Clubbin': 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 6 ⇒ (1) + 6 = 7
But his swing sails over its head!
Calia Pevanazee |
Calia cheers in triumph...but the shouts of victory quickly morph into almost-comical moans of abject disgust as the zombie's ichor washes over her. Eeeurrgh! But she keeps her head enough to realize she's in a bit of a pickle - a zombie bearing down on her, a tiny, not-terribly-threatening sword in her hand, and no one arriving quickly to aid in bringing down the monster. So once again, she tucks her head down and ducks past the zombie blocking her path, cheering again when she arrives at the other side brandishing her sword. Woodruff, over here! Give me a hand!
Move action to move through zombie's square with Acrobatics, using Versatile Performance to substitute Perform (dance). Ready a standard action to aid another when Woodruff gets in range of the zombie. Letting Inspire Courage drop - its effects will linger for two more rounds (including this one) thanks to Lingering Performance.
Perform (dance) in place of Acrobatics to move through zombie's square: 1d20 + 10 ⇒ (17) + 10 = 27
Aid another attack v. AC10: 1d20 + 2 ⇒ (11) + 2 = 13 Success. +3 to Woodruff's attack if he gets in range of this guy.
Forest_Hunter |
Forest is in an unfortunate situation, sandwiched between Doreen and a zombie, surrounded by general unpleasantness. Nothing to do for it now... He holds his breath and stabs at the zombie in front of him. He skewers the zombie and jumps back in to Doreen, trying to escape the wave of ick he was sure was coming. At least Doreen was pleasantly soft. Artemis probably would have hurt.
Longsword: 1d20 + 5 ⇒ (16) + 5 = 21
Piercing Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Woodruff |
Fort!: 1d20 + 5 ⇒ (2) + 5 = 7 Uh oh...
Woodruff, moves after Calia...
Attack?: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 1d10 + 3 ⇒ (8) + 3 = 11
Laird Welk |
LAird winces at the ichor as it sprays amongst the others. Still not feeling particularly effectual other than guiding Woodruff, LArid stays where he is...
Budd the C.H.U.D. |
We'll forgo Doreen's action for this turn since the others have done enough damage to finish off our remaining zombies.
Forest easily cuts down the remaining zombie, avoiding the ensuing spray of liquids by hopping back into Doreen, nearly knocking her off her feet. Meanwhile, Woodruff bashes the other creature against the wall with one mighty fist, crushing it utterly; though caught in the eruption, he seems no more affected than before.
We'll just have to remember that failed save, Woody! COMBAT OVER.
On the southern end of the chamber, the door knocked open when Artemis spiked his undead opponent through it beckons. On the way to the door, however, the party finds a backpack shoved roughly into one of the crypt recesses, long-dried blood staining its exterior.
- - - -
The room beyond the shattered door is mercifully devoid of the undead. It appears there is a shallow reflecting pool that runs the length of the chamber's center, and it seems as if the far end of the room would have been blocked by a heavy iron portcullis, but that barrier has been lifted up by heavy chains that resemble those found in the room with the wheel; it looks as if this was the path opened by using that device. It is too dark to make out any other details without going inside or providing more light.
Players are up.
Calia Pevanazee |
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge (local): 1d20 + 7 ⇒ (12) + 7 = 19
...Ranger's Lament? Calia wonders aloud, digging through the contents of the pack (and attempting to avoid getting too much of the stinking black mold covering the fruit in the backpack on her hands). Well, if they're looking to meet up there, they sure weren't locals - and I'd bet crowns to cakes that guy Jenna found out by the lake was one of them, too. Same style of clothes, and the coins look to be minted the same place, too.
Adventurers or something, maybe, headed to wherever this "Ranger's Lament" place is, and thought the Crypt looked like a likely place to find some treasure. The idea of random explorers breaking into the Crypt of the Everflame clearly annoys Calia, but she moves on. But it looks like they got more than they bargained for out of it - poor sods.
Standing up from the recess, she peers into the next room - and sees only vague hints at a pool, a porticullis, an open chamber containing them. Well, those chains look familiar - it looks like this is what we fought our way through swimming skeletons to open up. Seems a shame to let it sit after all that work - anyone want a better look? She conjures her small motes of light and waits for a nod before sending them to flit about the room ahead.
If no one objects, dancing lights into the chamber for a better look.
Artemis Lihanuga |
Kessen Riverwilds: 1d20 + 3 ⇒ (15) + 3 = 18
"Ranger's Lament. Ain't ever heard of it. Mebbe a glade somewhere's. Place of a big battle?" He sorts thru what he knows of the local forests near the river. Then even thinksn on the old tales of fighting his grandfather had shared. But he comes up with nothing.
Artie rubs at his chin. "Guess we know their eyes quality, eh? Willin' ta leave a fella dead n' bloated by the lake. No buryin'." He shakes his head. "Good riddance ta that sort."
He peers thru the doorway ahead and slings his club in favor of spear and shield. Artie peers over his shoulder. "Mind givin' me a spot o' light, Aunt Cal?"
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 chamber
(I see plaid!)
Figure Uncanny Dodge might come in handy for scouting, right?
Forest_Hunter |
"I don't think they're simple grave robbers just passing through, Calia. Beyond not caring enough to bury each other, they don't care about leaving a trail of bodies to tell us they're here, not even enough to take each others valuables. They have one reason to be here, and it is their sole focus. To the point someone turned his or her own men into zombies to slow persuit. Unless something here is creating the zombies. I doubt Erastil would abide such a thing. Hmm." Forest wraps a clean section of the found backpack around the base of his blade and pulls it through, cleaning off the ichor from the zombies. "Rotten food, tattered clothes, they've been here for a while. Waiting for something. I find it hard to believe they did all this to kidnap one girl. Something is afoot." He stands and inspects the blade in Calia's light, looking down the flat of the blade, angling and and turning the sword to look for dull spots that indicate spots he might have missed. He would have to properly wash it later. Who knows what's in those growths. He sheathes the sword and takes up a position to see, as best he can around Artemis, into the next chamber.
Know:Fangwood if it applies: 1d20 + 5 ⇒ (13) + 5 = 18
Budd the C.H.U.D. |
With the aid of Calia's dancing lights, Artemis and Forest peer into the room, and are able to ascertain for certain that there is no creature waiting to ambush them there. They notice that the walls of this hallway were covered in what once must have been beautiful and elaborate murals depicting the life and works of Ekat Kassen, all the way up to his final battle and death. Now they are scorched and blackened, and what appear to be long gouges cut into the wall- perhaps from a sword- cut through every image depicting Kassen himself.
Moving inside the chamber...
As it appears to be safe to pass, the party begins to walk through the hallway, passing alongside the murky pool as they go.
Mikhael reaches for your throat, groaning hungrily...
Everyone make a DC 11 Will Save, please.
Artemis Lihanuga |
Will-de-Beast: 1d20 ⇒ 11
Artie lurches back a step, dropping his spear with a clatter, hand going to the wooden totem at his throat. "Erastil save me..."
Doreen Crowley |
I have no words.
So I must scream.
Will Save: 1d20 + 5 ⇒ (3) + 5 = 8
Doreen shrieks, her voice rising to an earsplitting pitch, as she experiences the moment in all its bloody glory.
Calia Pevanazee |
Will save: 1d20 + 2 ⇒ (16) + 2 = 18
Calia examines the ruined etchings...and in the corner of her eye sees the party's reflection in the water. Doreen's sneer catches her gaze first - typical. But then she realizes...it's not just Doreen this time. Forest's easygoing smile is twisted into a glare. Laird leans over to talk to Woodruff, and the disgust in the eyes of man and angel both threatens to bowl her over. And Artemis...Artie...stares with open hostility, even anger...
Troublemaker...good-for-nothing...Kassen was better off without you...
No...no...no! Calia screeches, looking up to confront her "friends" and their sudden revulsion. But she looks up to see, not disgust or loathing, but fear on every face, and all of them look not at her, but at the pool's still surface...
Artemis Lihanuga |
Just realized I passed narrowly...
Doreen's shriek tears into his mind. Even after the vision had faded Artie had been staring into the still waters and drifting thru the horrific memory. He looks down at his fist where blood is seeping thru his fingers. He opens his hand to see the ruined wooden totem of Erastil.
He snarls and turns away from it to rush to Doreen, shield coming up, only he finds...
Forest_Hunter |
Forest didn't really see the orc at first, his gaze drawn to what it carried. His father's cold, accusing eyes filled his vision. His father that he failed to save. Icy guilt and shame fill his stomach. If I had just been stronger I could have... No! This cannot be happening. His training as a soldier takes over. "Behind!" he shouts, spinning to his right to face the orc, drawing his sword out in a wide horizontal slash as he does so. But fear freezes his fingers and he loses his sword, sending it sliding across the chamber floor. The rasp of metal on stone echoes loudly throught the chamber. The memory of the monster dismantaling the group of rangers fills his head. He wishes he could tell the others to run. This foe is beyond any of us...
Budd the C.H.U.D. |
Calia Pevanazee |
Doreen's scream wrenches Calia back to reality. Whatever that was, it certainly wasn't the disgust her reflection had shown. Looking back up, she realizes that only Artemis and Woodruff look back - the rest of the eyes in the room are locked on the pool's surface. An illusion...it's some kind of illusion! Forest! Laird! Doreen! Whatever you're seeing, it's not real! Artie, Woodruff, help them - I don't know, shake them or something!
New saving throw with +4 bonus? :)
Forest_Hunter |
Will: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21
Forest hears a familiar voice coming as if from far away. But why aren't the others running? They should be running...
Laird Welk |
Again!: 1d20 + 7 ⇒ (10) + 7 = 17
Laird feels the panic begin to dissipate. It wasn't real. It was just magic...the young summoner shudders as he tears his eyes away and looks at the others, Thank you...I don't think I would have...it seemed so real...
Artemis Lihanuga |
Artie hears Calia as she too fights off whatever evil had tried to take hold in her mind. The big man hears her call out to shake Doreen, to do something to break the vile spell upon her senses that would draw down so much fear.
What horror's got hold of ya? What would be like me facin' Mikhael?
He slings his shield over his shoulder, the comforting weight on his back, then he moves forward with his massive frame, arms outstretched, until he is able to engulf Dorren in an embrace. "It ain't real, Doreen. None of it is real. Ain't nothin' gonna get through me ta hurt ya..." Artie whispers softly.
Doreen Crowley |
I.
Will.
DESTROY!
Will save part deux: 1d20 + 9 ⇒ (17) + 9 = 26
Doreen snaps out of the nightmare, her eyes readjusting to the horrible light of this cave. She struggles free from Artemis's grasp.
"Let me go LET ME GO!" She screams before running up to the edge of the pool. The witch drops to her knees and begins punching and slapping the water, splashing it everywhere.
"HOW DARE YOU HOW DARE YOU HOW DARE YOU!!!"
Budd the C.H.U.D. |
:)
The party seems to have finally all escaped the grip of whatever foul magic created these dreadful illusions; in the water, the images remain, but they have become blurry and distant, as the young Heroes of Kassen no longer believe them to be real. Still... the effects have been harrowing, as evidenced by Doreen's continued outburst.
There's an actual in-game effect from this, but the shaken status will have worn off by the time you get to the next encounter anyway, so just consider it flavor.
Map updated with the next chamber as well, in case you're ready to move on.
Artemis Lihanuga |
He watches as Doreen fights her way thru the terrors and wonders what it is she sees. "We find Dimira. Then we find the source of this devil's work. We find it and smash it."
Artie leans down and grabs his spear and slips it into the harness alongside his javelins. Then he eyes the door to the south as he gives Doreen a reassuring grip on the shoulder. "Get up, Doreen. The pool ain't nothin'. Let's go find someone ta make pay for the hurt."
Artie his over and tests the door.
Calia Pevanazee |
It...it looked real to me too, Laird. Trying to shake off the jitters, Calia reaches her hand into the water, swirling it around and murmuring. The water surrounding her hand begins to roil with an oily sheen; within moments, the stain begins to spread over the water's surface, blurring and concealing the scowls and sneers even further. Maybe it wasn't this time...but who [i]knows what they're saying when I'm not looking?[/i]
Prestidigitation in its capacity to dirty things - I figure a few square feet (a few rounds' worth) of water stained with oil would spread pretty quickly. And, you know, story. ;)
Moving over to the other pool, she kneels next to Doreen and repeats the process of dirtying the water and concealing the scene playing on its surface, then rises, looking at the still-kneeling Doreen. What did she see, I wonder.... It can't have been everyone talking about her behind her back...that's her everyday reality, and it's my fault...my fault.... Maybe that illusion was right...maybe they were better off without me...
Shaking her head, her hand hovers over Doreen's shoulder for a moment, ready to try and share some comfort...but then Calia pulls her hand away, checking the blade at her hip and turning to the huntsman. You ok, Forest? Following Artemis to the door, she takes a look as well, examining it for any signs of anything amiss.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Disable Device if needed: 1d20 + 8 ⇒ (17) + 8 = 25
Forest_Hunter |
"I'm fine, Calia." Forest replies in a quiet monotone. He stares, mesmerized at the rainbow sheen cast by the oil on the water and slowly wakes from the living nightmare. His hand goes to his hip and finds his sword. He had not moved or shouted after all. "I only saw that which all men fear. Giant frogs. I hope the rest of you did not have to face them." He finally manages to tear his gaze away from the pool, vaguely aware that Doreen had shouted some things. How could I believe it was real? This place really is doing nasty things to our minds. Still, he warily watches the way they had came while the others gathered themselves.
Budd the C.H.U.D. |
Calia and Artemis find nothing amiss with the opened portcullis; it seems as if the device operates entirely as intended and will not fall or set off any traps if passed through. Beyond, however, they see that the next chamber appears to be a crypt almost identical to the one the party just passed through... with the exception that chunks of debris and earth are splayed about wantonly across the floor.
Calia Pevanazee |
"I only saw that which all men fear. Giant frogs. I hope the rest of you did not have to face them."
All men perhaps - but it seems we smaller folk are made of sterner stuff when it comes to facing down the terror of the giant frog. Calia's words are weighty with obviously feigned haughtiness as she joins in Forest's jest; she knows everyone else had to see something much worse than a giant frog to shake them so, but she's got no intention of prying so deep. Be wary - next it'll be a killer bunny out for revenge! She gathers her hair in both hands to create imitation ears as she widens her eyes and bares her teeth, doing her best deranged bunny impression.
Joining Artemis, she peers ahead, sending a light just into the room - and instantly she can tell something's amiss. I'm not sure what it is...but something's moving up there, she whispers under her breath, trying to keep her voice calm. Up on the roof - I don't know if you'll even be able to see it, and I'm afraid sending the light up further will call whatever it could be down on us. Everyone get something to hand that'll let you hit it from far off, then I'll send the light up. She punctuates her instructions by retrieving her own sling from her sash, pulling out a bullet and seating it in the leather pouch.
Doreen Crowley |
Forget it.
Just forget it.
It isn't worth it.
Like everything else.
Doreen shrugs off the helpful hand and forces herself to her feet.
"Whatever." the witch mumbles, her voice even more monotone than usual. "Let's go find the missing girl or something."
Artemis Lihanuga |
Artemis dips his chin once and draws a javelin from its holster across his back. Instinctively he moves closer to Calia so he can raise his shield to protect her. As he does so he eyes the high ceilings suspiciously...
Perception: 1d20 + 5 ⇒ (10) + 5 = 15 nope
...but sees nothing but shadow. But he trusts her instincts and prepares to throw his weapon once she moves her lights...
Laird Welk |
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Laird, still shaken looks about with a renewed vigilance...
Forest_Hunter |
"Ranged weapons, you say? I wouldn't know anything about that." Forest mutters loudly while he nocks a blunt arrow. His bow had been all but useless the last couple days. At least he hasn't embarrassed himself with the sword yet. "I'll throw my sword. That always works." He nudges up beside Doreen, trying to see what Calia sees, and whispers to her. "Wanna use my bow, Doreen? Not sure why I have it at this point."
Doreen Crowley |
Card are for more than telling time.
Cards are for killing time.
Doreen draws a harrow deck, a second one and not the one she uses for telling fortunes, and selects a card. Her wrist flicks and her fingers move and the card is suddenly embedded in the wall across the room.
"I'm good."
Budd the C.H.U.D. |
As the party gathers their wits and prepares to move forward, it becomes evident what the creatures massing on the ceiling are: bats. Plump black bats have gathered by the hundreds, seemingly having come into the Crypt from the massive cracks in the ceiling. Most of them seem to be sleeping, but a few random squeals suggest that a few of the bats have begun to stir.
Stealth may be an option here, hint hint- swarms can be very, very dangerous at this level.
Artemis Lihanuga |
Stealth: 1d20 ⇒ 20 hell yeah
Artie gestures to the others, motioning for silence and creeps forward. His giant frame moves with surprising guile as he heads for the other doorway. Once there, he posts up (full defensive), just inside the entry and waves the others thru.
Forest_Hunter |
Bats. Bats have rabies. Forest doesn't like bats. "You know what we need to deal with these bats? Giant frogs." He pulls his cloak around him to quiet his chain armor. He waits for the others to cross while he covers them with his bow.
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Can we aid another for stealth? Forest has a decent modifier.
Laird Welk |
Stealth?: 1d20 ⇒ 8
Laird clumsily attempts to cross quietly...
Calia Pevanazee |
Wait - hold up! Calia hisses softly, holding up her hand. Cross in just a sec...just let me do something real quick, see if I can give us a better shot. Withdrawing to just outside the corridor, she murmurs an incantation; soon the sling bullets in her hand begin to glow faintly. With another couple of incantations, a warmly lit human-like figure stands before her, and the sound of conversation, just too far away to be heard clearly, hovers somewhere in the air.
One...two...three! Carefully, she lobs the warm bullets into the room; the glowing figure follows their path, and the disembodied sounds of speech and footprints move with it. Now go around the other way - quick!
The idea is to create a more obvious figure for the swarm to go after, with warmth and sound to accompany it. Prestidigitation to warm up a handful of bullets, dancing lights to create the humanoid figure, ghost sound to create the noise of someone talking and walking. Not perfect ([I]silent image would be better), but is it enough to give everyone a bonus for the distraction?
Her distraction complete, Calia follows her own advice and scoots across the room, trying to keep her footfalls light.
Stealth: 1d20 + 2 ⇒ (11) + 2 = 13
Doreen Crowley |
Move without being noticed?
When has that ever worked for me?
Even in darkness I stand out.
Like a lonely and twisted tree.
Doreen moves along, trying to keep quiet as she treads.
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Budd the C.H.U.D. |
I'm okay with that, Calia. We'll call that a +2 to everyone's results.
As Calia's rudimentary illusion moves through the crypt, the bats begin to shriek and swarm- but thankfully, not in the direction of the party. These creatures are hardly carnivorous, but it is apparent that anyone caught up in the swarm would be unlikely to come out in one piece. Trying their best not to draw the swarm's attention to themselves, the party begins to sneak past the cloud of fluttering black wings. Laird catches a toe on a loose bit of debris and nearly takes a tumble, but thanks to the distraction the swarm does not turn back. A few stray bats flit past the party, in their panic getting snared in hair or on clothing or armor, but once they get free they are on about their way.
After a painful few seconds of navigating through the ruined crypt, the party finds another corridor along the north wall and take it, finally coming to another door as it turns eastward at the end. As the sound of the swarm grows suddenly louder, as if they have lost interest in Calia's illusion, the party quickly passes through the door.
Map updated.
The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict what seem to be villagers holding shields and spears.