| GM Fuzzfoot |
@Sophie - That was my expectation too...
Sophie crushes both bloody skeletons as they try to squeeze out the door, and Niculaie hears a solid "crack" as his blunted arrow hits a skull. It does not eliminate that threat, however.
The bone white skeletal champion tries to swing at Vivian around the door, but just splinters the doorjamb instead.
Attack: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Pink steps forward to attack Doro, but it is easily turned away.
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Round 2: (Bold may act)
White Armored Skeleton
Pink Armored Skeleton (6 dmg)
Vivian (heroism)
Doro
Sophie (heroism and divine favor)
Pontia
Red Bloody Skeletons
Green Bloody Skeletons
Cyan Bloody Skeletons
Blue Bloody Skeletons
Gregor
Niculaie (cat’s grace)
Active: inspire courage, +2 attack/+2 damage), communal protection against evil and weapons against evil
| Vivian Deberth |
Attack on Red: 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25
Dmg, Bane, trait, IC: 1d8 + 2 + 2 + 1 + 2d6 ⇒ (7) + 2 + 2 + 1 + (6, 4) = 22
Vivian smashes the undead, giving them the final, everlasting peace of Pharasma they longed for
| Sophie Kundegard |
Sophie steps beside Vivian to get an angle to swing her hammer through the door at the white skeleton, then strikes it. She directs the ancestral spirit nodachi of force to attack the green skeleton.
lucerne hammer, heroism, divine favor, inspired: 1d20 + 12 + 2 + 2 + 2 ⇒ (11) + 12 + 2 + 2 + 2 = 29 for bludgeoning, magic: 1d12 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14
spiritual weapon, inspired, heroism, divine favor: 1d20 + 9 + 2 + 2 + 2 ⇒ (11) + 9 + 2 + 2 + 2 = 26 for force: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
| GM Fuzzfoot |
Four more skeletons are destroyed. The last two come for Doro. If they were alive, they would have known better.
Attack: 1d20 + 0 ⇒ (12) + 0 = 12
Attack: 1d20 + 0 ⇒ (17) + 0 = 17
Round 2: (Bold may act)
Vivian (heroism)
Doro
Sophie (heroism and divine favor)
Pontia
Cyan Bloody Skeletons
Blue Bloody Skeletons
Gregor
Niculaie (cat’s grace)
Active: inspire courage, +2 attack/+2 damage), communal protection against evil and weapons against evil
| Niculaie Pavlencas |
Niculaie stops singing, but the effects of his inspiring lament linger with the echoes of the final notes. He steps over for a better angle, but holds off firing another arrow as it seems to be unnecessary.
Lingering Performance, round 1/2
| Sophie Kundegard |
with those other skeletons down, doesn't that mean we're up in the next round? Here's my turn, just in case...
Sophie moves into the house and directs her spiritual weapon to attack the skeleton that is not by the open door.
spiritual weapon, inspired, heroism, divine favor: 1d20 + 9 + 2 + 2 + 2 ⇒ (14) + 9 + 2 + 2 + 2 = 29
force: 1d8 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
| Gregor Giles |
Gregor continues attacking the remaining skeletons.
Trip + IC: 1d20 + 23 + 2 ⇒ (13) + 23 + 2 = 38 Assuming success, it also provokes from Doro
AoO: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Damage: 1d10 + 22 + 2 ⇒ (3) + 22 + 2 = 27
Once again, he changes targets fluidly, before it's clear whether his initial target is dead.
Trip + IC: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33 Assuming success, it also provokes from Doro
AoO: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Damage: 1d10 + 22 + 2 ⇒ (10) + 22 + 2 = 34
| GM Fuzzfoot |
@Sophie - yes, I was just letting Niculaie and Gregor get some licks in before moving to round 3.
Even without Doro's option to help, Gregor makes quick work of the 2 remaining skeletons.
Combat over.
Sophie looks around the interior. The town’s gravedigger used this building as a workroom.
Inside, several barrels hold salt, powdered limestone, and ash. Three open crates contain moldering burlap sacks, each large enough to cover a body. A handful of picks and shovels lean in the far corner, next to a decrepit wheelbarrow. All of the items in this building are in poor condition and of no value.
| Pontia Canario |
"Well done. None of them escaped, and we didn't make much noise." After a search of the building comes up empty, the wizard recalls the village layout from her arcane scouting. "Another wide circle, then (F14) and (G)?"
| Sophie Kundegard |
Sophie nods, grabbing the large sacks if they seem still stout enough to hold anything.
"First we should hide these bones and equipment, so the next patrol doesn't see that there are hostile forces about." she sets to work, leading by example,
Then she follows the examples of the others regarding her mount, preferring not to ride it, but mounting up if necessary.
| GM Fuzzfoot |
As Sophie starts to clean up, she notices that the bloody skeletons appear to be repairing themselves as the bones slowly realize and refuse together.
They have fast healing 1, but took a lot of damage, so it will be a bit before they stand back up.
| Pontia Canario |
I'm going to presume that with the party's ranks in Knowledge (Religion) someone will know about the Deathless special quality.
Pontia shakes her head. "They are persistent, aren't they? Fortunately, I know how to deal with this." She casts a cantrip repeatedly, sending rays of positive energy into the slowly healing bloody skeletons until they stop regenerating.
Casting disrupt undead, as many times as it takes.
| Vivian Deberth |
I do have some holy water left, maybe using one will stop these undead to come back? Or should I keep my vials for later? I can't channel positive energy, unfortunatly.
5 vials of holy water
| GM Fuzzfoot |
Pontia is pretty confident she has solved the problem, and none of you see anything that leads you to believe she is wrong.
Continuing on to F14 and G.
F14. Just northeast of the town square, a squat stone building stands adjacent to a ruined tower, its windows shuttered and its doors hanging open. Dimly lit by torches, the building’s interior has been gutted. All that remains within are several stacks of wooden crates and a large stone vase.
G. Overlooking the town square stand the battered remnants of what must have once been an impressive tower. Now only the tower’s ground floor and half of its second floor still stand, and catapult balls lie scattered about the piles of broken stone and masonry at the tower’s base. Of the top of the tower, only a jagged crest of stone remains; the tower’s roof has been ripped off, and much of the rear portion lies buried in rubble.
Let me know who goes where.
| GM Fuzzfoot |
Pontia can detect faint traces of magic in the building, but not in the tower.
Just to clarify, detect magic is not a very good danger detector. It will only pick up on magical items and active spell effects. It will not pick up on magical beasts, spellcasters, etc. It would not pick up an army of skeletons, for instance.
| Vivian Deberth |
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Would that help more? (even if walls might block)
| Niculaie Pavlencas |
@GM - Do you think cat's grace is still up (duration 8 minutes)? Maybe halfway though, based on the distance from F12, and the time spent in combat with the skeletons and looking over the building they were in?
Niculaie follows with the group, silver blunt arrow on the string of his bow.
| Dorotian 'Doro' Andalar |
Doro moves to the doorway of the squat building with the vase and pauses narrowing his eyes and scanning the area for the hint of evil before entering.
detect evil in building particularly on vase
| GM Fuzzfoot |
Since you are trying to be somewhat stealthy, I image you are not running. Let's say you have 1 minute remaining.
The feeling of evil is strong, but not specific to the vase. In fact, the vase radiates no aura what-so-ever.
| Sophie Kundegard |
I said "watch the crates" but I meant "open the crates"
Sophie looks away from the crates anxiously at the idea of Vivian checking out the tower alone. "Do you want me close by, girl?" she asks the young rogue
| Vivian Deberth |
We'll soon know my Fate. Don't get too close, anyway, no need to endanger many of us, if Pharasma calls me. We need to stop the baddies, remember.
Stealthy redhead: 1d20 + 12 ⇒ (8) + 12 = 20
Vivian tries to scout the place without being seen
| GM Fuzzfoot |
Sorry - been swamped this week. Look at the map and rearrange as appropriate.
| Sophie Kundegard |
Sophie, anxious at the thought of Vivian alone so far away, moves up to stand along the wall of the tower, close enough to come to the redhead's aid.
Then she motions for Vivian to go ahead
| Dorotian 'Doro' Andalar |
Doro stands in the other doorway, reluctant to leave since he detected evil in the room. and glances at the others forming up on the tower. He proclaims firmly to the air in the room and any who may hear. In the name of Iomedae I command you to reveal yourself villain. If you continue to hide I cannot guarantee safety. If you are a spirit or fiend, or the living dead I will send you to your grave
| Niculaie Pavlencas |
If we're going to split the party, I guess we may as well split it evenly. I'm assuming Vivian's Perception check hasn't revealed anything dangerous or otherwise of interest on the side of the tower.
Bow at the ready, Niculaie moves up to join Sophie and Vivian alongside the tower. He whispers, "Should we move around to the doors?"
| Dorotian 'Doro' Andalar |
Not intending to 'split' the party, He will follow up into the tower, just rping his reluctance to leave evil.
| GM Fuzzfoot |
Well, it seems to me that we have sort of split up the party! This was why it has taken so long to post. We will be having 2 battles simultaneously here... I am going to run it as 1, though, in case anyone wants to move to and fro.
Doro: 1d20 + 1 ⇒ (9) + 1 = 10
Gregor: 1d20 + 5 ⇒ (3) + 5 = 8
Niculaie: 1d20 + 4 ⇒ (1) + 4 = 5
Pontia: 1d20 + 7 ⇒ (4) + 7 = 11
Sophie: 1d20 + 5 ⇒ (14) + 5 = 19
Vivian: 1d20 + 5 ⇒ (5) + 5 = 10
Skeletal Archers: 1d20 + 5 ⇒ (10) + 5 = 15
Voice in the Dark: 1d20 + 9 ⇒ (19) + 9 = 28
Doro: 1d20 + 2 ⇒ (4) + 2 = 6
Gregor: 1d20 + 12 ⇒ (3) + 12 = 15
Niculaie: 1d20 + 4 ⇒ (18) + 4 = 22
Pontia: 1d20 + 1 ⇒ (7) + 1 = 8
Sophie: 1d20 + 5 ⇒ (19) + 5 = 24
Vivian: 1d20 + 11 ⇒ (10) + 11 = 21
Stealth, Dark: 1d20 + 20 ⇒ (1) + 20 = 21
Stealth, Archers: 1d20 - 1 ⇒ (16) - 1 = 15
Most of you see the archers lean over the side and ready to launch arrows, so no surprise there. Doro, however, seems to be temporarily distracted by something, and misses seeing an attacker from the darkness.
The creature lashes out at Doro, and then moves back into the dark.
Attack 1: 1d20 + 10 ⇒ (12) + 10 = 22
Attack 2: 1d20 + 10 ⇒ (17) + 10 = 27
Attack 3: 1d20 + 5 ⇒ (1) + 5 = 6
Only one of the blows manages to get past Doro's passive defenses.
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Doro also suffers energy drain, 1 negative level! Basically, -1 to most of your rolls, and -5 hp.
Then he hears a rasping voice. "You will not take this heart. You cannot stop my master from completing his ritual."
Round 1: (Bold may act)
Voice in the dark
Sophie (heroism)
Archers
Pontia
Vivian (heroism)
Doro (5 dmg, 1 neg level with 5 more dmg)
Gregor
Niculaie (cat’s grace)
| Sophie Kundegard |
Pontia can detect faint traces of magic in the building, but not in the tower.
Just to clarify, detect magic is not a very good danger detector. It will only pick up on magical items and active spell effects. It will not pick up on magical beasts, spellcasters, etc. It would not pick up an army of skeletons, for instance.
the GM tried to give us a hint, ha ha ha
-----
Sophie casts spiritual weapon and manifests the ethereal nodachi of force from her ancestors atop the tower next to the skeleton nearest to her. It strikes the skeleton
spiritual weapon, heroism: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
force: 1d8 + 2 ⇒ (3) + 2 = 5
I would like to move Sophie towards the other fight, but without knowing how tall the tower is, I'm not sure how far she can move without accidentally bringing the spiritual weapon from the skeletons. If she can keep it attacking the skeletons next turn while also moving full speed towards the other fight, please move her GM. Otherwise she will stay put.
| GM Fuzzfoot |
The tower is not tall - it looks like it was once 3 stories, but the top story is basically gone. Sophie moves towards the others, but keeps an eye on her weapon attacking up above.
The archers take aim. They all appear to be terrible shots.
Archer vs Sophie: 1d20 + 5 ⇒ (4) + 5 = 9
Archer vs Sophie: 1d20 + 5 ⇒ (13) + 5 = 18
Archer vs Sophie: 1d20 + 5 ⇒ (5) + 5 = 10
Archer vs Vivian: 1d20 + 5 ⇒ (3) + 5 = 8
Archer vs Vivian: 1d20 + 5 ⇒ (10) + 5 = 15
Archer vs Vivian: 1d20 + 5 ⇒ (6) + 5 = 11
Archer vs Niculaie: 1d20 + 5 ⇒ (12) + 5 = 17
Archer vs Niculaie: 1d20 + 5 ⇒ (9) + 5 = 14
Round 1: (Bold may act)
Voice in the dark
Sophie (heroism)
Archers:
Red (5 dmg)
Blue
Yellow
Green
Pink
Purple
Dk Green
Gold
Pontia
Vivian (heroism)
Doro (5 dmg, 1 neg level with 5 more dmg)
Gregor
Niculaie (cat’s grace)
| Niculaie Pavlencas |
Niculaie scowls at the squad of skeletal archers. "Again?" He begins to sing a battle hymn favored by the Iomedan crusaders at the Worldwound.
"Mine eyes have seen the evil
Of invading demon hordes..."
Inspire courage, +2 attack/weapon damage, round 3/20.
| Vivian Deberth |
Vivian looks for a way in the small tower-either a door or a partially damaged wall.
If she finds one, she gets inside the tower, hoping to find some stairs
If not, she will use her rope of climbing on the wall, hoping the archers will still aim badly.
| Dorotian 'Doro' Andalar |
Doro felt the freezing claws imbued with the unholy force of negative energy rake into him. He gasped involuntarily and through clenched teeth he said to his allies Foul Undead here. It shall not deny death any longer by Iomedae. Then to the creature. Oh We will, we have the strength of the Sword Maiden behind us. Our cause is righteous. Your master is nothing before that. Then he paused and held his mace up calling upon the celstial spirit to aid him. A swirling of glowing mist occurred and entered the mace which began to emit light and radiated Holiness. and took a 5' step towards the creature.
Mace = Holy Mace -Good Aligned +2d6 vs Evil
+1 Heavy Mace +15/+10 1d8+6 20/x2 B Current-+14+2/+9+2 1d8+5+2+2d6
| GM Fuzzfoot |
@Vivian - The only way into the tower is via the front door. Do you take it?