Leeoli Maleye |
Leeoli dashes forward and thrust his blessed rapier into the child's ephemeral form. He whirls and prepares to parry any attack as the shimmer of a force shield floats before him.
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Leeoli Maleye |
Leeoli steps forward to give Dura room, then sends his blade at the apparition. He whirls ready to parry.
Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Parry: 1d20 + 10 ⇒ (17) + 10 = 27
Riposte: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Rufus van Hildegoath |
Rufus swings his corporeal blade uselessly.
longsword, power attack: 1d20 + 7 ⇒ (4) + 7 = 11
dmg: 2d6 + 9 ⇒ (6, 6) + 9 = 21
Zazaria Rooke |
Gur is exhausted. I can't do much for him, but... Zazaria hastens to Gur's side, giving him a genial smile utterly odds with the situation before murmuring gently: Lady of Graves, grant this bold one a touch of your mercy.
Casting cat's grace on Gur, granting 4 minutes of +4 to DEX
GM Nayr |
The creature, cornered and obviously becoming less substantial with each hit, keens out with a terrible, sorrow-filled cry. It hisses as it once again tries to break through Leeoli's shield and feel human flesh.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d4 ⇒ 4
Con damage: 1d2 ⇒ 2
DC15 fort save to resist con damage
Leeoli doesn't flinch as his shield catches the attack. He responds with a plunging blade that sinks into the creature. Thanks to Zazaria's devotions, the blade sucks away at the un-life of the creature, sapping its strength. The child bursts into a shapeless mass of black, then dissipates.
Back to death for them! 600 XP added
GM Nayr |
The home itself here is in fairly good condition. One thing that you do note is that there is a small bedroom up a ladder in the back room. This seems like it was a bedroom, and even has a small bed that would have fit one of the children.
As you remember, the witnesses claimed that the children vanished from their homes...they seemed to think it was through the windows.
Rufus van Hildegoath |
"Fifteen feet up, difficult to climb, internal locks with no damage. Any number of Ustalavan horrors could be responsible. Something that can pass through walls with the children. Something exercising mental control over them, compelling them to leave. Far too much room for doubt for any rational mind to reach a damning conclusion!"
Rufus van Hildegoath |
"Where magic, nefarious or benign, is involved, the mind must accept near infinite possibilities."
"The same can be said of alchemy, can it not Leeoli?"
Leeoli Maleye |
It is amazing to me how people frequently discount the existence of ghosts, yet use spells to clean their chimney. A rational mind must accept that our world is one whose natural laws are broken with such regularity that one should not even permit them the status of a law...and yes, the finer arts of alchemy reach into the realm of magic.
It would be a brave boy indeed who'd jump from this window into the arms of the beast below. It does not follow...unless magic was involved.
It would help our case if we can demonstrate that Charlie is incapable of using such magic, and has no natural powers imbued in his stitched flesh.
GM Nayr |
The light of day is waning quickly, and the gloom outside seems to creep into the home. There are a few more buildings outside the home left in the town to explore, you can see. One to the north looks like it was a chapel in the village's better days.
300 XP for the deduction about the window
Leeoli Maleye |
No sign of forced entry. No broken windows, or busted hinges. OK, I think we have seen all we need here. Let's check out those last buildings.Perception: 1d20 + 12 ⇒ (4) + 12 = 16
GM Nayr |
You leave the home and head to the north. Next in line for you is a building atop a small hill, which the path leads up to. You can tell as you walk up to the building that there is a small graveyard to one side of it, and it doesn't look much like an actual home.
As you come the building, you can see that it's a chapel. The doors at the front are closed but not locked. A look into the dark interior shows that it is falling victim to rot. Its pews are already overgrown and some of the windows are smashed. Mice scurry away at the opening doors, and a small pedestal filled with what must be holy water is starting to turn green. The once-beautiful frescoes depicting Desna and the heavens have begun to flake.
Dura Fletcher |
perception: 1d20 + 6 ⇒ (18) + 6 = 24
"Hey, did you guys see... someone standing over there?" she asks pointing.
The chapel is pretty depressing. "How long has this place been abandoned? The houses weren't this bad."
Leeoli Maleye |
In this place, if you think you saw a ghostly figure...you did. On our guard. Come out ye old wisp, we living have less patience for your follies.
At conference all week. Will try to post but...also I am in MOntreal. ANy one been here and has recommendations for things to do?
Rufus van Hildegoath |
Rufus taps his sword on the pedestal. "Is anyone here? Or have we wasted our time?"
Dura Fletcher |
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few things to do in Montreal: St Josephs Oratory(lot's of stairs), Botanical Garden(not sure what's blooming), Olympic Park, Biodome, Insectarium is ok, there's Montreal Park (I think that's what it's called) at the top of the hill with a nice view. There's actually some neat archaeological/historical stuff there
Dura Fletcher |
Dura pokes about the graveyard, checking to see the names of the recently deceased.
you don't actually have to give me the names if they arent provided. Do we have the names of the kids who died? Do they all have a grave? Do the graves look disturbed?
perception: 1d20 + 6 ⇒ (20) + 6 = 26
GM Nayr |
The kids' names, Maarten, Karin, Rachel, Gaard, Allen, and Elsa are all present, each with tombstones. You know that Elsa was the girl whose body was reportedly carried back by the Beast before he was driven off. As you understand it, the bodies of the others were never recovered, though they have graves. You assume that there are no bodies within, but would have to do some digging to verify.
The graves do not seem to have been disturbed.
Rufus van Hildegoath |
Rufus takes a deep breath, wringing his hands around his sword hilt and trying to calm his nerves as he follows Gur.
Rufus van Hildegoath |
Deep-grave dirt and coffin nails are known to be effective chymic catalysts, but Rufus realizes now is not the time nor the place. "Better to let the little ones rest...." he whispers.
GM Nayr |
You head to the south, and towards the figure that Dura had seen in the distance. It is dark now, but a bright clear moon illuminates the area.
The ground rises here onto a small hill, and you enter a clearing with the figure in its center, lit by the light of the moon. You see that the figure is a scarecrow leaning on a scythe - its pumpkin face carved with a leer and with a sheep's jaw hanging flaccidly blow.
As you survey the clearing, you hear the giggling sounds of children. As if out of nowhere, two more of the little creatures appear. They grin devilishly, but do not attack as a much larger form drifts out from behind the scarecrow. This form is a tempest of shadows roughly shaped like a man. It looks like a cloud of glowing red eyes with ghostly hornets buzzing among the dark shadows of its spectral form. The sickly sweet stench of decay hits you hard, and the drone of a thousand hornets rings in your ears. With a look to their apparent master, the wraith children attack!
Rufus: 1d20 + 1 ⇒ (17) + 1 = 18
Zazaria: 1d20 + 4 ⇒ (14) + 4 = 18
Dura: 1d20 + 4 ⇒ (16) + 4 = 20
Daniel: 1d20 + 6 ⇒ (14) + 6 = 20
gur: 1d20 + 1 ⇒ (3) + 1 = 4
Children: 1d20 + 5 ⇒ (12) + 5 = 17
Brother Spawn: 1d20 + 7 ⇒ (7) + 7 = 14
Daniel, Dura, Rufus, and Zazaria are up!
Rufus van Hildegoath |
Knowledge check to identify? Religion?
Rufus pales. He couldn't say he was "hoping" for much, except that they might face a threat corporeal in nature...
Rufus van Hildegoath |
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Rufus reaches a dark-gloved hand into one of the pockets of his trench coat, rummaging for a moment until he produces a small square of white paper. He unfolds the paper and places it on his tongue, depositing a dose of fine, white powder. After a moment, an incandescent bubble pops into existence around him.
Using shield extract. +4 AC, including a +4 against incorporeal touch attacks. 5min
Zazaria Rooke |
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Knowledge (religion): 1d20 + 9 ⇒ (20) + 9 = 29
I could tire of the dead...sometimes I believe I have chosen the wrong road - Pharasma, forgive me
We have found our villain! You shall not hide from the light of Pharasma's gaze, murderous wraith!
Zazaria's voice is full of outrage as she raises her hand, flinging what appears to be a small ball of Pharasma's light towards the malevolent wraith, whereupon it explodes into a ball of blazing light, casting blue shadows across the clearing.
Casting burst of radiance. DC 16 reflex save or blinded 1d4 rounds (not likely). If making the save, dazzled 1d4 rounds (probably not relevant). Regardless: 5d4 damage
damage: 5d4 ⇒ (2, 3, 3, 3, 2) = 13 average :-)
Dura Fletcher |
wth?! Sorry guys, I haven't been getting gameplay updates for 2 weeks apparently?!
Dura growls and weaves a spell with her hands. casting spiritual weapon. I drew a little lightning bolt to represent it on the map
He sullenly obeys, slinking back...for now.
As she continues, a shimmering sword appears before her and rockets toward the nearest spectre. the south one
It swipes at the undead's torso.
spiritual weapon: 1d20 + 7 ⇒ (8) + 7 = 15 force dam: 1d8 + 1 ⇒ (6) + 1 = 7
GM Nayr |
reflex save: 1d20 + 4 ⇒ (10) + 4 = 14
A sizzling, hissing sound comes out of the cloaked figure as it attempts to retreat from the flaring light in front of it. It fails to move aside fast enough, and the Lady of Graves' power sweeps over it, seeming to blast strange ashen fragments off of the thing's form.
The wraith locks its strange multi-orbed gaze upon Zazaria, and rushes towards her, flying through the night air with terrible speed.
Dura gets an AOO if you have anything to hit it with
Reaching the hated voice of the goddess, it reaches out towards Zazaria with barely substantial claws. The claws find flesh, and sudden weariness and cold assails Zazaria.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 ⇒ 4
The wraith has lifesense, so blindness doesn't matter. It also has 60 foot move. 4 damage to Z, plus a DC17 fort save is needed, or suffer CON drain per below
Con drain: 1d6 ⇒ 6