| Judah Locke |
In contrast with his companions, Judah's eyes narrowed a bit when he saw the child. Using someone in need of help to bait an ambush was a classic con.
"Might be abnother trap." he said quetly.
Taking 10 for 19 on Perception to scan the surrounding area for places people could hide if they were waiting in ambush.
WhtKnt
|
Nothing registers as magical and the child darts into the seemingly abandoned building. As it happens, Judah's caution is well-founded. Getting any closer would have caused the heroes to venture into quicksand! I should also note that clouds have covered the sun, making it darker than it otherwise would be in this area. The road passes right by the building.
| Dylan ap Dryffed |
I killed my first sentient being when I was 11. Deskari Cultist. Dont take children lightly because they are children, they may just grow claws and fangs like I spontaneously figured out I can.
Dylan cautions nodding to Judah for his appropriate caution.
| Mathus Kohlheim |
Little bastard... keep your eyes peeled my friends, some rabid little shits have claimed this village.
| Lorant Endronil |
Lorant nods grimly as they see the apparently malicious child.
"Wasn't the crime the Beast is accused of here the murder of children?" he wonders aloud. "These may not exactly be children we're dealing with here...not anymore, at least."
| Dylan ap Dryffed |
Do we know they are children? Or just predators pretending to be children? Or Children that went totally wild and could be redeemed? The merc seems unusually soft.
| Judah Locke |
Judah scanned for paths around the quicksand. "If I were planning out traps here, I'd put something well hidden and nasty on the ways around this muck. Nothing like a false sense of security to make people slip up."
Moving carefully around the quicksand, taking 10 for 20 on Perception (Trapfinding} as I go.
| Dylan ap Dryffed |
Covering your back while you search Dylan closes his eyes, as he opens them they are cat like, his teeth also turned into incisors as he draws his bardiche.
perception assist: 1d20 + 6 ⇒ (5) + 6 = 11
| Lorant Endronil |
Do we know they are children? Or just predators pretending to be children? Or Children that went totally wild and could be redeemed? The merc seems unusually soft.
Lorant shakes his head.
"That's right, you weren't at Harrowstone. No, I was thinking more along the lines of ghosts."
| Dylan ap Dryffed |
The merc touches his amulet
I shouldnt be completely useless against Ghost, the amulet endows my attacks with a degree of magical power, but ghosts are quite threatening to me.
| Mathus Kohlheim |
Shit... again?, he says with real feeling and genuine loathing.
I REALLY have to buy off that negative trait lol :)
| Dylan ap Dryffed |
Dylan could theoretically summon his phantom, to ad another ectoplasmic person to add to Mathus anxiety, its just not very good at fighting unless he burns a bunch of feats on Phantom ally.
| Lorant Endronil |
S!*&... again?, he says with real feeling and genuine loathing.
I REALLY have to buy off that negative trait lol :)
"Afraid so, Mathus," Lorant says. "If this may be too much for you, we can set up a camp a safe distance from the village for you. I feel we may have pushed you too hard in Harrowstone, and I apologize for that."
WhtKnt
|
So, are you pressing forward or taking an alternate route? I'm back, by the way, and thank you for your understanding. I will be sporadic until after the funeral (Feb 10), but I should at least be able to check in every few days.
The road runs right by the building into which the child disappeared. You see no signs of a boneyard of any sort, but there is another road into the village proper. It also passes close to another abandoned building. In the distance, further down the road, you can spot the remains of what appears to be a chapel.
| Mathus Kohlheim |
Any path that is a clear path into the village is unlikely to be trapped path, the Doktor reasons.
| Dylan ap Dryffed |
Providing overwatch Dylan says, Bardiche out, as he shifts into his were form, his eyes switching to cat irisis and his fangs growing.
Bite attack and see in darkness
perception for threats assist: 1d20 + 6 ⇒ (4) + 6 = 10
He spots where people are searching, and moves to cover their backs.
| Lorant Endronil |
Lorant casts his eyes about.
"We should tie up the horses someplace safe...we could have lost one if they'd walked into one of those traps and been lamed by it."
He looks around their surroundings to see if there is such a place in this increasingly literal ghost town.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
| Judah Locke |
A palpable chill ran down Judah's spine as he thought of his still-nameless horse being caught in one of the nasty bear traps. His fingers tightned on the lead.
"Should we double back and leave them on the road into town, before the traps started?"
WhtKnt
|
With the horses safely hitched to a tree outside of town, the group re-enters the ghost village once more. It is starting to get dark and nothing moves under the grey and forbidding skies.
| Mathus Kohlheim |
Move with purpose... move with purpose, he says to himself, while sticking to the path, darting too and fro.
| Dylan ap Dryffed |
Dylans cat eyes lit up with more magic, as he pierces the dark.
perception detect magic see in darkness: 1d20 + 6 ⇒ (18) + 6 = 24
Be on he watch for threats. He snarls grinning.
| Judah Locke |
Judah put way too much food and water out for his horse. Then he put some slack in the saddle straps to make it more comfortable and made sure to tie the reins loosely. There was a chance they woudn't come back from this investigtion, and the idea of their horses being left to die outside a ghost town knotted his stomach.
While they walked back towards the desolate town, he drank one of the healing potions he'd bought in town, wincing at the amount of money he was
sending down his throat, and reached otu with his mind to call his otherworldly protector.
You there?
Cure Moderate Potion: 2d8 + 3 ⇒ (1, 3) + 3 = 7
| The Open Gate |
E͕̪̟͇̟t̮͈e̯͙̼̠̣͜r̰͎͖̟n͎̟̺͚͙̙͔͘a̘l͝l̶y̛̘̲̤̯̲̱ the thing whispered in his mind.
By the time they reached thier previous position, the ground had begun to bulge and crack with the telltail signs of Judah's guardian moving below the ground.
WhtKnt
|
As the sun sinks below the horizon, darkness fully engulfs the deserted village. Shadows seem to move in the corners of your vision and the buildings stand out as black monoliths in the eerie setting. You follow the path to the first house. Here the path splits, proceeding south and west. But as you near the structure, a small shadowy figure moves towards you with apparent curiosity.
Everyone please make a Perception check.
WhtKnt
|
| Mathus Kohlheim |
Its a g..g..g....ghost!
Save vs trait fear. 1d20 + 3 ⇒ (20) + 3 = 23
But despite his stutter he holds his nerve! Maybe recent events have helped his fears and he readies an anti undead bomb to throw.
| Dylan ap Dryffed |
Dylan moves in front of Mathus, positioning himself between the Ghost and the Alchemist, touching his amulet of mighty fangs as he does so. He does not yet Bloodrage
| Judah Locke |
Judah whips his head around frantically, far too quick to actually see anything clearly, and instictively throws himself to the ground behind the nearest large object, which in this case, is Dylan.
| Lorant Endronil |
"Let's see if we can approach it first...it may just be seeking help in passing to the Boneyard...but be ready in case we've got another Father Charlatan or Splatter Man on our hands."
Lorant cautiously begins moving towards the spirit.
WhtKnt
|
The "child" stands, almost expectantly, as you approach. As you draw closer, you can see that it is wispy and insubstantial. You are debating what to do next when it lunges at you!
Everyone may go!
INITIATIVE
Dylan
Mathus
Judah
Lorant
"Child"
Dylan Init: 1d20 + 2 ⇒ (16) + 2 = 18
Lorant Init: 1d20 + 5 ⇒ (6) + 5 = 11
Mathus Init: 1d20 + 3 ⇒ (13) + 3 = 16
Judah Init: 1d20 + 2 ⇒ (12) + 2 = 14
Child Init: 1d20 + 5 ⇒ (3) + 5 = 8
| Dylan ap Dryffed |
How far away is it? If further then 5 feet
A shade of some type? If so only my claws and bite can hurt it.
Dylan Bloodrages, his muscles bulging, moves into the path of the child and readies an attack.
readied attack: 1d20 + 3 + 5 + 1 ⇒ (11) + 3 + 5 + 1 = 20
damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
If actually close and in full attack range
Mistake ghost
Dylan bloodrages and unleashes a full attack, dropping his bardiche and striking with fangs and claws, made magic by his amulet. He strikes with his full force.
bite Power attack: 1d20 + 7 ⇒ (19) + 7 = 26
bite damage: 1d6 + 8 ⇒ (5) + 8 = 13
claw: 1d20 + 7 ⇒ (9) + 7 = 16
claw damage: 1d6 + 8 ⇒ (1) + 8 = 9
claw: 1d20 + 7 ⇒ (15) + 7 = 22
claw damage: 1d6 + 8 ⇒ (3) + 8 = 11
| Mathus Kohlheim |
The Doktor steps back, glances behind him to make sure it's not an ambush, then anxious to dispatch it as quickly as possible throws his Alkest vial at the spirit.
1d20 + 7 ⇒ (1) + 7 = 8 for 2d8 + 5 ⇒ (5, 6) + 5 = 16, splash damage =6...
Scatter: 1d8 ⇒ 3 ... if I hit a party member then it's 2d4 damage... apologies. Dice are gonna dice. On the OFF chance something is behind us? I throw at that instead
Alkahest Bomb 2d8/2d4 (7/day, DC 15) (Su) 2d8 acid damage to constructs and undead, 2d4 force damage to all other creatures.
Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
| Dylan ap Dryffed |
Dylan woul be standing back and reading his action, he he cant full attack the foe and running to to trade on attack for the enemies full attack is clearly a sub par idea. He isnt smart but he is a professional.
| Lorant Endronil |
Thank you SO much for waiting for me! I was stranded at the hotel for three whole nights because of the snowstorm! I actually went up there ON MY DAYS OFF so I could come in to work safely!
"Hold a moment!" Lorant says before muttering a few words as his hand is enveloped in flickering golden light. He touches Dylan on the shoulder, and the glow spreads to suffuse the warrior's form.
"It will protect you. May Iomedae guide your hand."
Lorant casts protection from evil on Dylan.
| Judah Locke |
Since Judah missed the earlier perception check, I think he's a little behind on current events.
"Wait, what? Ghost? Where!?"
Fumbling a bit to figure out what was going on, Judah raised his arms to protect himself. Faint glowing symbols crawled across his skin, then faded.
Casting Mage Armor. I'm out of spells now.
WhtKnt
|
The doktor hurls his concoction at the specter (Reflex save for half (DC 15): 1d20 + 2 ⇒ (12) + 2 = 14), which hisses angrily in a decidedly unchildlike way. This is despite the splash from the bomb passing harmlessly through its form!
INITIATIVES
Dylan
Lorant
Child
Judah
Mathus
Dylan Init: 1d20 + 2 ⇒ (18) + 2 = 20
Lorant Init: 1d20 + 5 ⇒ (10) + 5 = 15
Mathus Init: 1d20 + 3 ⇒ (1) + 3 = 4
Judah Init: 1d20 + 2 ⇒ (13) + 2 = 15
Child Init: 1d20 + 5 ⇒ (10) + 5 = 15
| Dylan ap Dryffed |
Lets Dance apparition!
Dylan 5 foot steps towards the ghost and lets loose! His magically empowered bite (amulet of mighty fists +1) finding purchase on it, although his claws most likely miss.
bite PA: 1d20 + 5 + 3 + 1 - 1 ⇒ (20) + 5 + 3 + 1 - 1 = 28
bite crit confirm PA: 1d20 + 5 + 3 + 1 - 1 ⇒ (15) + 5 + 3 + 1 - 1 = 23
damage: 1d6 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9
crit: 1d6 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
claw PA: 1d20 + 5 + 3 + 1 - 1 ⇒ (4) + 5 + 3 + 1 - 1 = 12
damage: 1d6 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10
claw PA: 1d20 + 5 + 3 + 1 - 1 ⇒ (1) + 5 + 3 + 1 - 1 = 9
damage: 1d6 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14
| Judah Locke |
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Judah had been jerkily reaching for one of the full haunt siphons he carried on his bandoleer, but when the doctor's bomb passed right through the spectre he second guessed himself.
Instead of wasting ammo, he busied himself throwing rocks at the spectre, trying to distract it so his allies had a better shot at taking it down.
Can you kill a ghost? he asked his subteranian companion.
Aid Another: 1d20 + 5 ⇒ (16) + 5 = 21 Trying to give Lorant a +2 hit bonus
I'm kinda useless against incorpoeal creatures right now
| The Open Gate |
| 1 person marked this as a favorite. |
Ev̮͍͍̫̺̗͚e̫͓ͅn͉͔̜̻͈͘ ͇̪d̠̳͓̦̝͚͞ͅe͇̻a̞̞̖͜t̛̤̯̘̺̻h̫̦̗̱ ̙̮̝̥͍̗͎m͔̩̫͎a͇y ̳̳d͇̤i̻e̠̙̗̼̼ͅ the creature whispered in Judah's mind. I̹̘͜f͞ ̬͕̭y̭͈̩̖̳o̙̻̘̹̭̮̻͜u̙̯̫̰͙͓ ͇̹̬̙͙̣͉s̻̥̣̼̦ha̺̭̮͈̼̠̜p͏̹̮͎̯͔̻e̢ m̺̙͙̗̞̯̟ę̫̫̖͖̝͖ ̻̠͈͍̼t̻͈̟̠o͙̰̱͈̱̥͟ ̩̺̬̝ͅt̞̠̗͝h͈͖a̢̼̠͇̝͙t̯͚ ͈̦̹̻̭p̘̕u̻̗̜͉͍̱r͙̺͢p͕͎͎̝ǫ͔͓͔̣̱̰̰s̴͖̻̝e̗̬̳̥.͍̭