Ignatius "Nat"
|
Yes, Grog, he is dead, and we will take a moment to bury him then continue down the trail. It would go a lot faster with someone of your strength helping move a few stones. Ignatius turns back to his task.
Impatient, rash, stubborn....too much like his orc kin... too much like his human kin... I hope those qualities are not the death of us.
As for this fellow.... I wonder who he was, and how he came to be here. Is he truly a lost soul, is there someone out there wondering what happened to him? Ignatius speaks softly, to himself as he works.
I know it may be a waste of time, and he certainly does not care, but he was a son, and a grandson. Perhaps a brother, husband and/or father... He deserves, we all deserve, something..... more.
"Grog" Thaak Primeswine
|
Seems Grog have to do everything... Maybe even put stones on this dwarf someday.
Grog grunts loudly and begins piling stones onto the dead body.
Hmph! Grog doesn't want to carry dead bodies back to Kassen either.
Strength check to pile rocks faster than weaklings.
Strength: 1d20 + 3 ⇒ (19) + 3 = 22
Ignatius "Nat"
|
Ignatius whispers a short prayer, nods his thanks to Grog. Ignatius makes a quick note in his journal regarding the site, just in case they ever learn whose name belongs on the cairn.
We did a good thing. Now, it is time to follow Master Kaetanta, lest he get himself eaten by a hungry wolf, or worse! Ignatius smiles at Grog, evident only from the shift in his beard as he follows the half-orc towards the trail.
Ignatius "Nat"
|
I suspect that Grog will only be interested in things he can kill, eat, or spend. Better keep an eye out for anything the rest of us would be interested in. Nat's mind wanders as he wonders if this is the campsite of the lakshore man, and what might have brought him here, so far from civilization, and so close to the safety of Kassen.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Thurim of Cryingleaf
|
Thurim keeps to himself, pondering the meaning of the dead body. "Cannibals, animals or the restless dead. Wait... What... Damnation. My apologies, I've been... Distracted for lack of a better word."
He frowns, irritated by his innatentiveness. "Do we really want to use a camp that has not been used? I'm sure it's not used for a reason, and I'm not sure I'm entirely keen on knowing what that reason is."
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
| GM-Reno |
You examine the area further, but don't find anything of interest. It is a nice clearing, with an obvious fire pit. It hasn't been used in awhile, which you can tell by the growth of grasses and weeds in the spots where you'd expect to see packed down, or empty due to tents and bedrolls.
Satisfied that you've examined the area thoroughly, you set off on your journey again. The clouds begin to close in and darken, and after an hour or so the cold rain begins to fall. You trudge through a twisting maze of trees and confusing ravines for another two hours, deeper into the Fangwood. The trail tops a small rise and you see a broad valley spread out before it, the opposite end resembles a writhing serpent. You recognize it as the Serpent Gorge on your map, where the crypt lies at its end.
Between you and the other end lies a steep hill, sloping down into the valley. The ground is slick and treacherous from the rain. Based on your map, this is the best way down into the valley. You think it'll take at least a half hour to descend at a normal pace, and over an hour if you go slow.
Make three Acrobatics checks and three Reflex saves. Do you choose to descend at a normal or slow pace?
"Grog" Thaak Primeswine
|
Grog will also move slowly (quarter speed if matching the others moving slowly). No sense in outpacing his companions.
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Thurim of Cryingleaf
|
Thurim, noticing Ignacius' slow pace, decides to mimic him.
Acrobatics #1: 1d20 + 2 ⇒ (20) + 2 = 22
Acrobatics #2: 1d20 + 2 ⇒ (19) + 2 = 21
Acrobatics #3: 1d20 + 2 ⇒ (2) + 2 = 4
Reflex #1: 1d20 + 2 ⇒ (10) + 2 = 12
Reflex #2: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex #3: 1d20 + 2 ⇒ (19) + 2 = 21
Ngonunho Adrelsandmar Kaetanta
|
Ngonunho has trouble keeping up to begin with, but since Iggy is setting the pace he will keep it slow.
- 1d20 + 1 ⇒ (12) + 1 = 13
- 1d20 + 1 ⇒ (11) + 1 = 12
- 1d20 + 1 ⇒ (20) + 1 = 21
- 1d20 + 1 ⇒ (9) + 1 = 10
- 1d20 + 1 ⇒ (1) + 1 = 2
- 1d20 + 1 ⇒ (9) + 1 = 10
| GM-Reno |
You manage to find a less treacherous path down the steep hillside. You make it about two-thirds the way down when Thurim steps on a loose rock, losing his footing. Grog attempts to catch him, but gets pulled along as well.
They both slide down the side of the hill, desperately trying to grab onto anything to stop their rapid descent. Grog heads straight for a tree, slamming into it. Thurim slides the rest of the way down, into a pair of thickets, landing hard on some rocks.
Nat and Ngonunho are able to make their way to Grog, and the three continue their descent down to Thurim.
Pause for any assessing or healing you may want to do.
Nonlethal: 1d4 ⇒ 4
Damage: 1d6 ⇒ 1
Once ready, you continue down the small valley. An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The eyestone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.
A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
The animals were killed 2 days ago, with crude blades or perhaps claws.
One of the saddlebags is still full. Inside are 2 days' worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (deal nonlethal arrow damage), and 2 pints of lamp oil.
Beneath one of the animals you see scattered human bones. They appear very old. Strength DC 15 to move the animal off the bones.
"Grog" Thaak Primeswine
|
Mudslide location. If anyone wants to heal Grog that's up to you. He'll probably be fine without it.
Ouch! Stupid tree... You heavier than you look, elf.
Grog stands up and brushes himself off like nothing happened while he waits for the others to gather before continuing on.
Flame Arch location.
Grog sniffs around and grunts a bit.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Looks like something don't like horse. Doors inside. We not the only ones here neither. Careful.
Grog draws his large broadsword and points at the open wooden door inside the archway.
Ignatius "Nat"
|
If anyone wants healing at the slide site, Ignatius will cast a CLW, otherwise he will save the spells.
Heal: 1d20 + 1 ⇒ (8) + 1 = 9
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Ignatius will check on the slain mounts. He pulls a few items from a saddlebag, 2 days' worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (deal nonlethal arrow damage), and 2 pints of lamp oil.
Ignatius will remove any tack, and set it someplace nearby where it will be out of the elements (and potentially for return to town to sell).
Whoever brought these mounts, they intended to stay for awhile. Not sure what happened to them, but someone waits for us beyond. We have your back Grog, when we are all ready, we will follow you in.
Thurim of Cryingleaf
|
Thurim slowly rises from the ground, wincing as he rubs a nasty bruise.
"It's all that trail food we've been eating. It sticks to your sides."
***Sometime later***
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Heal (Untrained): 1d20 + 2 ⇒ (7) + 2 = 9
Thurim shrugs at the scene of the carnage, but remarks: "Perhaps we should bury those beasts. Unless we want to attract more wolves."
Ngonunho Adrelsandmar Kaetanta
|
Huh, that wasn't the easiest way down but it sure was fast guys. You look fine guys. Now what's going on with this arch thing?
Ngonunho starts heading over toward the arch.
Whoa, something brutalized these horses, and recently. Some crude blades maybe. Keep an eye out for goblins.
Odd though, the bones of the rider seems much older. Hey Grog, help me roll this horse over and take a look.
Ngonunho Adrelsandmar Kaetanta
|
Ngonunho stands and scratches at his ear.
Well, I think this horse tried to eat some magically diseased flesh.
With a pause he shacks his head.
That can't be right. Disease doesn't claw into it's victims.
Hmm... Wait, I know these bones may have been animated by necromancy and they attacked this horse.
Though a disease that clawed would be more scary.
Ignatius "Nat"
|
Ignatius looks to Thurim, I believe your musings of restless dead may have more merit than you knew. Although, like the orc illusions, animating the dead requires a magic and someone or something to wield it. We must be on our guard.
That settles it though, certainly aren't eating the horses, not if they were killed by undead.
Grog, I believe the only answers we will find lie within. Let us be on our way.
| GM-Reno |
As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. Two backpacks are lying near the bodies. Two skeletons appear smashed, while the other six appear to be intact. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
The room is dark, the only light spills in about 10ft from the doorway. The map is up as well.
You recognize the bodies as Gerol and Vark, friends of the mayor.
The intact skeletons appear to be moving slightly.
The wailing sound appears to be coming from the West.
One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.
Perception: 1d20 ⇒ 5
Ngonunho Adrelsandmar Kaetanta
|
Ngonunho draws his cold iron dagger and holds his holy symbol in his other hand.
Well, Grog seems stable enough... nothing to fear, only small bugs and bats, yep that all there will be.
Ngonunho's ears perk up at the wailing but then his eyes focus on the skeleton. He heads toward the skeleton and bends down to look.
Well, I think we have a little guest hiding in our malnourished friend here. Probably a mouse.
Not sure which skeleton "moved" so I kind of moved in but not sure where to go exactly. Ngon does have darkvision.
Ignatius "Nat"
|
Ignatius moves up behind Ngonunho
Knowledge Local: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
The wail, is it human, animal? Can we tell is it hurt, fear, sadness? That may impact the urgency with which it is investigated.
The wail is coming from that way, Nat gestures to their left, The dead are Gerol and Vark. We should put them to rest before we leave, they are citizens of Kassen and friends of the Mayor.
Ignatius draws out his shield and readies it in addition to his axe.
"Grog" Thaak Primeswine
|
So much for goin in quiet...
Grog rushes forward past Ngonunho and shouts as he swings his large broadsword down upon the bones at his feet.
Get out of way! Bones are moving!
Attack Defensively Red Dot: 1d20 - 2 ⇒ (18) - 2 = 16
Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Move Action - move 30ft north. Standard Action - Attack Defensively Red Dot. AC 17 until next round.
| GM-Reno |
Grog smashes the bones and they fly away, scattering from the impact. The others rise up and approach, stretching their claw-like finger bones towards you.
Grog can get an AoO on the blue one, if it isn't killed, it will attack.
It is difficult to tell what the wails are at first, but as you listen, you believe it sounds like a humanoid sobbing. You can try a Sense Motive if you want something more specific.
Ignatius "Nat"
|
Knowledge-Religion: 1d20 + 3 ⇒ (7) + 3 = 10
If that roll is sufficient to identify the skeletons as such; everyone (within 30') will gain +1 insight bonus to AC, +1 insight bonus to attack rolls and +1 insight bonus to saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster. (Naturalist ability)
Ignatious begins a tale enumerating skeleton abilities weaknesses...
Ngonunho Adrelsandmar Kaetanta
|
Wow! Grog seems to really dislike these things... Not that I blame him, they are... Oh, I should help.
Ngonunho steps up in front of the blue skeleton and begins a short prayer and draws his dagger. As he finished his prayer he throws a small vial drawn from a pouch.
Spirits of Flame, lay these bones to rest.
- Cast Defnesively DC 17 1d20 + 6 ⇒ (14) + 6 = 20
- If successful, Reflex save DC 15 from Blue, Green, Purple, and Pink
- Fire Damage 2d4 + 1 ⇒ (2, 4) + 1 = 7
Move Action-Draw cold iron dagger, Free Action-5 ft. step, Standard Action-Defensively cast burning hands.
The vial was 3 doses of quicksilver alchemical reagent, it adds +1 damage to fire spells.
| GM-Reno |
A wave of flames rolls away from Ngonhunho and engulfs four of the skeletons. Two of them fall down as the flames lick their dry, cracking bones. The other two seem to ignore the fire flickering on their bones and turn their eye-less skulls to stare at the gnome.
Blue: 1d20 + 2 ⇒ (13) + 2 = 15
Green: 1d20 + 2 ⇒ (20) + 2 = 22
Purple: 1d20 + 2 ⇒ (12) + 2 = 14
Pink: 1d20 + 2 ⇒ (5) + 2 = 7
Ignatius "Nat"
|
Ignatius continues his oratory on skeletons, using blunt weapons and other helpful tidbits.
Maintain bardic performance 2/6rds/day -free action
Party has+1 insight bonus to AC, +1 insight bonus to attack rolls and +1 insight bonus to saving throws
Ignatius moves up behind Grog and Ngonunho and prepares to heal however gets hit first. Ready action CLW on whoever gets hit first.
Thurim of Cryingleaf
|
Sorry for the delay, lost my roll 20 login and didn't have the opportunity to reset it until now.
Knowledge (Religion): 1d20 + 9 ⇒ (13) + 9 = 22
Thurim steps up from behind. "The restless dead should stay dead."
Magic missile vs blue: 1d4 + 1 ⇒ (2) + 1 = 3
| GM-Reno |
Thurim sends a blast of magic toward a skeleton and it crumbles down into a pile of bones.
Grog's action, then skeletons go.
Sorry, should have put in description, save for half.
No worries, I factored that in, hence the bones on fire, but they're ignoring the fire (not the damage) because they are skeletons.
Also, welcome back, Thurim.| GM-Reno |
Grog's wild swings are unable to connect with the skeleton. Both skeletons step off the stairs. One focuses on Grog (orange) and its bony claws rake against his flesh. The other focuses on Ngonunho (green), but is unable to connect.
Grog takes 10 damage
Party's actions
Orange Skeleton Attack 1: 1d20 + 4 ⇒ (15) + 4 = 19
Orange Skeleton Damage 1: 1d4 + 2 ⇒ (3) + 2 = 5
Orange Skeleton Attack 2: 1d20 + 4 ⇒ (18) + 4 = 22
Orange Skeleton Damage 2: 1d4 + 2 ⇒ (3) + 2 = 5
Green Skeleton Attack 1: 1d20 + 4 ⇒ (3) + 4 = 7
Green Skeleton Damage 1: 1d4 + 2 ⇒ (2) + 2 = 4
Green Skeleton Attack 2: 1d20 + 4 ⇒ (1) + 4 = 5
Green Skeleton Damage 2: 1d4 + 2 ⇒ (1) + 2 = 3
Ignatius "Nat"
|
Ignatius will use his readied action (and hopefully avoid an AoO from the skeleton)to cast cure light wounds on Grog as the first one hit.
CLW-Grog: 1d8 + 1 ⇒ (2) + 1 = 3
Ignatius will continue his bardic performance Free Action and Ready an Action to heal whoever gets hit next.[/ooc]
Thurim of Cryingleaf
|
"Hit it in the spine Grog! In the ... Let me show you."
Ranged Touch vs Orange: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
The bolt of energy goes wild. "Not there" comments the elf.
Ngonunho Adrelsandmar Kaetanta
|
They are a bit aggressive, aren't they?
Ngonunho says a quick prayer while trying to avoid the skeleton's claws.
- Casting Cure Light Wounds defensively DC 17 1d20 + 5 ⇒ (15) + 5 = 20
- Touch Attack against orange skeleton 1d20 + 3 ⇒ (19) + 3 = 22
- Damage 1d8 + 1 ⇒ (1) + 1 = 2
Edited to add the +1 bonus to attack from Nat.
Yes, that seems to be working! Odd though, I would have expected more oomph from it.
Ngonunho scrambles back behind Nat, again trying to avoid the deadly claws of his enemies.
Standard Action - Cast Cure Light Wounds and touch attack, Free Action - 5 ft. step