Horatio Labreque |
Horatio moves across the bridge, taking in the surroundings. As he approaches the door, he will inspect it for traps, and assuming he finds nothing, will push or pull the door open.
Perception Check: 1d20 + 6 ⇒ (7) + 6 = 13
GM Zed |
Crossing the bridge, your footsteps generate small clouds of dust...the gentle noise of your movement and your whispered talk echoes around the cathedral like chamber...from the accumulated detritus of the years, it is possible that you are the first visitors to this room for many centuries.
Reaching the other side of the bridge with nothing untoward occurring (and no sign of a safe way down to the statues becoming apparent), Horatio's check of the doors detects nothing unusual; and so, with Yggdra and Efka lagging behind, the monk pushes the heavy double doors open.
A featureless corridor stretches out before you for around thirty feet before reaching a 'Tee' junction that heads to the East and to the West.
Efka |
still here, just sorta uselss at perception so wasn't bothering with my negative to it
Efka follows in line as normal waiting for potential enemies who may be lurking around.
GM Zed |
To the West, the corridor continues for approximately fifty feet before disappearing into the gloom...at the periphery of where the corridor becomes too dim for you to see, there are two doors facing each other across the corridor...one to the North and one to the South.
To the East, the corridor continues for some forty feet before ending at a heavy wooden door. From your position at the Tee Junction, it appears that the corridor to the East also veers off to the South next to this wooden door.
As you peer into the darkness to the East, you are greeted with a bizarre sight....a disembodied head held aloft with bat-like wings is repeatedly crashing into the heavy wooden door...it continues to do this for mere seconds before it becomes aware of your presence...and turns, hissing with malevolence...
Initiative for Party and Enemy
Yggdra: 1d20 + 3 ⇒ (15) + 3 = 18
Efka: 1d20 + 3 ⇒ (15) + 3 = 18
Trexy Vextrotter: 1d20 + 3 ⇒ (14) + 3 = 17
Sir Kane Ravencourt: 1d20 + 1 ⇒ (9) + 1 = 10
Horatio: 1d20 + 2 ⇒ (19) + 2 = 21
Vargouille: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Order
Horatio, Yggdra, Efka, Trexy
then the Vargouille
then Sir Kane Ravencourt
As per the other encounters, feel free to post out of sequence leading up to the action of the Vargouille (i.e. Horatio, Efka, Yggdra and Trexy - you can all post now)
I haven't yet done a map for this encounter...let's treat it abstractly...the Vargouille is, at the moment, 40 feet from your position...take this into account when considering movement or ranged attacks.....
Sir Kane Ravencourt |
Going to Ready an attack against it that triggers when it moves into threat range. That combined with my AoO should give me two attacks against it before it closes the distance.
"Keep back, let it come to me." Sir Kane says calmly.
Readied Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
AoO: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Horatio Labreque |
Horatio draws two shuriken from his pouch and readies an attack for when the creature gets nearer (within 10').
Shuriken Flurry #1: 1d20 + 1 ⇒ (8) + 1 = 9 for 1d2 + 3 ⇒ (1) + 3 = 4
Shuriken Flurry #2: 1d20 + 1 ⇒ (18) + 1 = 19 for 1d2 + 3 ⇒ (1) + 3 = 4
Efka |
Efka gets behind Sir Kane Ravencourt and readies to heal him with her cure light wounds spell when and if he takes a good amount of damage.
GM Zed |
Standing behind the heavily armoured paladin, Trexy Vextrotter and Horatio ready themselves as the winged creature flies, at some speed, towards the group. As the creature Standing behind the heavily armoured paladin, Trexy Vextrotter and Horatio ready themselves as the winged creature flies, at some speed, towards the group. As the creature halves the distance between them, a flurry of shuriken and arrows flies towards it…several of the attacks hit spraying black ichor across the floor yet the creature maintains it's charge.
Trexy's attack and one of Horatio's attacks hits (targetting a flat footed AC of 14) for a total of 8 damage
The disembodied head is some ten feet from the party when Sir Kane Ravencourt deals it a glancing blow with his polearm. Undettered by the attack, the creature flies, in a collision course, at the Paladin.
Sir Kane Ravencourt's Attack of Opportunity hits (targetting an AC of 15) for 4 damage - readied attack doesn't occur until Vargouille has acted due to Vargouille acting earlier in the initiative count
Vargouille Charges / Vargouille Slam Attack against Sir Kane Ravencourt: 1d20 + 7 ⇒ (1) + 7 = 8
Taking Sir Kane Ravencourt's readied action and dice roll...with a 5 foot step to allow use of the reach weapon
The creature bounces clumsily against the paladin's armour causing no damage and then, in a performance of martial expertise, Sir Kane Ravencourt takes a step back from the dazed creature and skewers it on his polearm...killing it instantly.
Sir Kane Ravencourt's attack hits an AC of 15 for 11 damage
An examination of the dead creature reveals that it was undead (the absence of fresh blood, the putrefaction of the flesh and the overpowering smell of decay confirm it beyond any doubt), however what the creature was in life is a mystery.
It is a DC11 Knowledge (planes) to identify the creature that attacked you - the only person in the party who can make the check is Trexy with her Bardic Knowledge ability
Sir Kane Ravencourt |
A sound like a cross between a couger's growl and a snake's hiss comes from beneath Sir Kane's cowl. It is distinctly inhuman and aimed at the fallen undead.
"This... thing, it should not be here."
Out of his pack he pulls a large jug. He twists and yanks the sturdy stopper free and pours a splash of oil onto the desecrated head.
Is anyone carrying an actual torch, or are we only using magical light?
Sir Kane Ravencourt |
I was just hoping for a easy source of open flame to light this pyre. Oh well. I'll do it the long way.
Borrowing a torch from Trexy, Kane took a minute to light it and then applied it to the corpse of the undead creature. He spoke an old prayer of cleansing as it burned.
"Many creatures find refuge and even sustenance in burial places. Those creatures in the stairwell are forgivable, and even sometimes helpful in protecting the places where the dead rest. This, though. This is a sickness that cannot be tolerated. If there are more they must be found and destroyed."
His odd, inhuman voice was cold with anger and resolve. Letting the undead burn behind them, he led the way in the direction it had come from.
GM Zed |
Leaving the smouldering remains of the undead beast behind you, you walk the forty feet or so to the heavy wooden door to the East. As you move to the eastern end of the corridor you see that the corridor does indeed turn to the right at the door (heading in a southerly direction). This southern spur of the corridor widens (from ten feet to fifteen feet) and proceeds for around forty feet where it terminates. The chamber is decorated with large carvings of religious ceremonies and priests handing down judgements to the common people. Stone benches are lined up before a single podium at the southern end of the room.
Sir Kane Ravencourt Perception, General Observation: 1d20 ⇒ 11
Trexy Vextrotter Perception, General Observation: 1d20 + 5 ⇒ (19) + 5 = 24
Yggdra Perception, General Observation: 1d20 + 5 ⇒ (18) + 5 = 23
Horatio Labreque Perception, General Observation: 1d20 + 6 ⇒ (10) + 6 = 16
Efka Perception, General Observation: 1d20 - 1 ⇒ (7) - 1 = 6
Yggdra adopts his normal position at the door, scratching at it, smelling and listening intently for any signs of danger.
Yggdra Perception, General Observation: 1d20 + 5 ⇒ (12) + 5 = 17
Grimacing as he shuffles off to one side, "Nothing...I can hear NOTHING, the scratching claws of the void...hmmmm?"; pausing to take another of the spider legs from within his robes, he snaps it in two with his beak and sucks the inner contents out like a straw. His mood then lightens, "I have no idea why that creature was so intent to smash through this door...it seems that there is nothing on the other side"
DMPC'ing Yggdra...
GM Zed |
The door shakes as Sir Kane shoves against it, with a little more effort, it appears that you would be able to force it open.
To break through the door will be DC15 Strength Check and a roll of greater than 5 on the damage dice. If you intend to force entry through this door, give me enough rolls to see how long it takes / and how noisy you are.
GM Zed |
Moving this forward a little bit
With a fearsome roar, Sir Kane Ravencourt runs at the blocked door with his Polearm braced in a charging position…the blade of the weapon strikes the door at a weak point and, with wooden splinters and door fragments exploding inwards, the weapon drives completely through the door…fractions of a second later, the Paladin's shoulder heaves into the door with his full force. This time, the door opens inwardly by a foot or so…you can also quite clearly hear objects falling and crashing to the floor behind the door, almost as if a barricade had been knocked over…
If you wish to fully open the door and proceed, there will be no need for any further Strength checks…the barricade has well and truly been destroyed
Could everyone please post what they are doing next so that I can get a picture of how many of us are still playing…
GM Zed |
Sir Kane Ravencourt Perception: 1d20 ⇒ 7
Pushing the smashed door fully open with a crash, Sir Kane Ravencourt strides purposefully into the room beyond. The light from his holy symbol seems somehow less potent as it struggles to sparkle in the pressing gloom.
The room is treated as Dim Light for those without Darkvision
GM Zed |
The gloom persists, undeterred by the light from Sir Kane's wayfinder, yet Trexy still identifies a number of items of note dotted around the room.
An unusually marked cloak hangs within a cabinet of mundane priestly vestments. Maybe it is worth further examination?
A pair of scrolls are curiously stored in a box of religious texts. Maybe they are worth something? Or possibly arcane?
The rest of the religious accoutrements in this room are unexceptional...you do note that they are certainly Pharasmin in nature...and old....but otherwise of no apparent interest.
Trexy Vextrotter |
Back from vacation, sry for the absence
Let's have a look shall we!, Trexy says as she casts detect magic.
She also has a closer look at the religious texts, examining if they are worth something.
Appraise: 1d20 + 1 ⇒ (14) + 1 = 15
Spellcraft sadly isn't her thing either (untrained)