Kinn |
Kinn harumphs. "Tula has yet to give her blessing, nor the gods indicated theirs. I shall not wear a dead man's trappings until our task is done."
Obligatory detect evil.
GM thunderspirit |
Kinn does not (yet) detect the presence of any evil.
GM thunderspirit |
With items claimed (and unclaimed, in the case of Kinn), the party ventures into the cold, still water. The vast stone slab is similar to the one found below, and likewise has a keyhole in it.
Endar the Entertainer |
Endar does his trap-checking duties.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
GM thunderspirit |
With Endar's assurances, Kinn slips Bassy's key into the keyhole, and the door grinds noisily until it sinks below the nearly freezing water. The entire room beyond is flooded as well; a long oval chamber with a single stone sarcophagus can be seen, along with four alcoves off to the side.
Valgrim |
"This does not look inviting whatsoever..." Valgrim casually remarks and then begins using his detect magic and detect evil from the doorway if possible.
Kinn |
"This is the Crypt of Tula, and we are here at her request. That is invitation enough." Once the scouts have done their work to scan for dangers in the room beyond, Kinn steps through the door and sloshes noisily into the waters.
GM thunderspirit |
Both Kinn and Valgrim detect the presence of evil, which is quickly revealed as a sarcophagus in the near right alcove slowly grinds open and what can only be described as a walking corpse, rotting and putrid, with a body skeletal in places and eye sockets glowing with red light, shambles forth into the water with an angry moan. The ages-old Taldan finery once draped across its form drops into the murky liquid in fetid chunks as it moves.
Achmed: 1d20 + 1 ⇒ (17) + 1 = 18
Endar: 1d20 + 8 ⇒ (1) + 8 = 9
Kinn: 1d20 + 0 ⇒ (10) + 0 = 10
Mordenaar: 1d20 + 7 ⇒ (4) + 7 = 11
Valgrim: 1d20 + 7 ⇒ (14) + 7 = 21
Round 1
Valgrim
Achmed
baddies
Mordenaar
Kinn
Endar
Valgrim and Achmed are up! Remember that the water here makes the floor difficult terrain.
Valgrim |
Valgrim struggles to move in the water quickly to a better vantage point and sends an arrow at the creature...
CLB+PBS: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13...DMG: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
He takes a half second to look at his foe after letting loose his arrow and...
Knowledge Religion: 1d20 + 7 ⇒ (4) + 7 = 11
knows nothing about the creature...
Kinn |
Knowledge (Religion): 1d20 + 4 ⇒ (19) + 4 = 23
Kinn instantly recognizes the undead form that approaches, and he issues a warning to his comrades even as he lifts the point of his sword. "Do not let him touch you! A wight will sap your life force with every blow. Strike from afar -- I will face the abomination myself!"
GM thunderspirit |
Valgrim's arrow splashes harmlessly into the water below the fell creature!
Achmed! (Or someone willing to bot for him.)
GM thunderspirit |
No worries, man. Real Life Comes First [tm]. Hope you feel better soon.
The wight moves forward with surprising speed; none of you have ever seen an undead creature move with such alacrity. It attacks Valgrim with hate burning in its red eyes!
slam: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d4 + 1 ⇒ (1) + 1 = 2 plus one negative level if hit
As it strikes Valgrim, a horrid shriek emerges from its fetid mouth, and you hear the sound of another sarcophagus grinding open...
You guys are up!
Kinn |
"Stay back! I will engage him!" Kinn calls to the others, wincing as Valgrim shudders. Holding his blade high, Kinn wades toward the wight. "Return to Pharasma's embrace!!!"
Swift action to Smite Evil, then charge.
Smite Evil Charge @ Wight: 1d20 + 8 + 3 + 2 ⇒ (5) + 8 + 3 + 2 = 18
Damage: 1d6 + 4 + 8 ⇒ (1) + 4 + 8 = 13
AC vs wight is 20.
GM thunderspirit |
Kinn declares the wight to be the enemy of Sarenrae, then sends his blade deep into its undead flesh!
Mordenaar studies and moves!
Valgrim, Achmed, Endar!
Valgrim |
CLB+PBS: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20...DMG: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Valgrim takes a step back and sends an arrow at the foe...
Endar the Entertainer |
Heeding the words of his friend, Endar stays back, and pulls out his sling.
Move to pull out, move to load.
GM thunderspirit |
Checking, Valgrim: It doesn't affect this attack, but are you factoring in the negative level?
Valgrim's arrow sinks into the animated flesh, and Achmed's force missiles finish the job, as the wight falls into the water with a murky splash.
The danger is not over, however, as the flickering torchlight reveals a trio more of the dread creatures rising from their graves, each adorned with rotting Taldan finery and the same baleful red eyes!
You guys are up!
Kinn |
Kinn growls in disgust. He meets the next wight with steel. "Dawnfire take you, unholy shade!"
Scimitar @ Red: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Ugh.
"Bring down the two in the back! I will handle this one!"
Mordenaar |
"Blast!" Mordenaar's swear gives him an idea. He levels the flametongue at a wight (black) and studies it for a moment before shouting a ray of fire at it: Ranged Touch: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 for DMG: 4d6 + 1 ⇒ (1, 1, 1, 6) + 1 = 10
Valgrim |
@GM- I am tracking it through Hero Labs for this character. So many 'other adjustment' tabs opened up on him for it.
Valgrim catches his breath and then targets the middle of the new foes with his archery...
CLB+PBS: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14...DMG: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
GM thunderspirit |
Mordenaar releases a jet of flame which strikes Black right in its unholy chest, and Achmed's force missiles follow suit! Kinn's blade and Valgrim's arrow are less successful, however!
Endar!
Endar the Entertainer |
Endar moves up a bit and slings a rock at <black>.
sling: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 + 2 ⇒ (3) + 2 = 5
GM thunderspirit |
Endar's stone falls short of its mark!
Red attacks Kinn, who is conveniently nearby!
slam: 1d20 + 4 ⇒ (11) + 4 = 15
dmg: 1d4 + 1 ⇒ (3) + 1 = 4 plus one negative level if hit
Green moves over to join the assault on the half-elf!
slam: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d4 + 1 ⇒ (1) + 1 = 2 plus one negative level if hit
And Black comes forth to repay Mordenaar's scorching ray!
slam: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d4 + 1 ⇒ (4) + 1 = 5 plus one negative level if hit
Mordenaar feels as though his very soul has been wounded by the wight's slam!
You guys are up!
Mordenaar |
AC is currently 20, that's a hit. Unless, of course, there's a buff I missed out on.
The slayer's grunt of pain is as muted as he can make it, but he lashes out with all the rage he can muster.
Two-Weapon Sinister: 1d20 + 6 + 1 - 1 ⇒ (10) + 6 + 1 - 1 = 16 for DMG: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 and Fire: 1d6 ⇒ 6, and Dexter: 1d20 + 6 + 1 - 1 ⇒ (10) + 6 + 1 - 1 = 16 for DMG: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Valgrim |
Valgrim activates his justice judgement to help hitting the foes and shoots another arrow at the middle foe once more...
CLB+PBS: 1d20 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14...DMG: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
he then takes a 5ft step back and shouts out "WE SHOULD FALL BACK AND MAKE THEM COME THROUGH A CHOKE POINT TO FACE ONE AT A TIME!"
GM thunderspirit |
Mordenaar slashes Black twice, and it collapses into a festering pile of rotten flesh!
DC 18 Refl: 1d20 + 2 ⇒ (6) + 2 = 8
Valgrim's arrow goes wide of Green, but Achmed catches it with the full force of his spell!
Kinn, Endar!
Kinn |
Kinn ducks as the flames go shooting over his head. He turns, lashing out with a vicious upward swing at a green wight's jaw before taking cover against the door jamb beside the ifrit.
Scimitar @ Green: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Minimum damage for the third time in a row. Ugh.
Endar the Entertainer |
Endar sends off another rock:
sling: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d4 + 2 ⇒ (2) + 2 = 4
GM thunderspirit |
Minimum damage for the third time in a row. Ugh.
Hitting > not hitting.
Endar's sling misses again, but Kinn slashes successfully! The undead remains standing and retaliates!
Red attacks Kinn!
slam: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 1d4 + 1 ⇒ (4) + 1 = 5 plus one negative level if hit
Even Sarenrae's light is not enough to prevent Kinn from feeling his life force ebb from the blow!
Green moves in to attack Achmed!
slam: 1d20 + 4 ⇒ (9) + 4 = 13
dmg: 1d4 + 1 ⇒ (1) + 1 = 2 plus one negative level if hit
You guys are up!
Mordenaar |
Perception: 1d20 + 9 ⇒ (19) + 9 = 28 "Why is it it getting so bloody cold in here?!" The slayer's breath freezes as he speaks.
He moves around to flank with his fiery shieldmate and stabs at the abomination:
ATK: 1d20 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17 for DMG: 1d6 + 4 + 1 + 1d6 + 1d6 ⇒ (4) + 4 + 1 + (5) + (6) = 20
Kinn |
"Grrrrr! Sunfire take you!" Kinn howls, slashing furiously. "Must be the damned wights."
@GM: Kinn either steps to flank with Mordenaar if Green is still on its feet, or stays put and attacks Red otherwise.
Scimitar @ Green?Red: 1d20 + 8 - 1 + 2 ⇒ (20) + 8 - 1 + 2 = 29 THREAT Confirm: 1d20 + 8 - 1 + 2 ⇒ (1) + 8 - 1 + 2 = 10 lol
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
There we go.
GM thunderspirit |
Mordenaar's vicious attack fells Green, while Achmed draws first blood (well, ichor, I suppose) on Red! Kinn follows up with a solid blow of his own!
Valgrim, Endar!
Valgrim |
CLB+PBS: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19...DMG: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Valgrim takes a shot at the last foe...
Endar the Entertainer |
Endar shrugs and sends another rock.
sling: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d4 + 2 ⇒ (4) + 2 = 6
GM thunderspirit |
Valgrim and Endar both work to jointly bring the final wight down!
As it slumps into the murky drink with a wet, sickening noise, the whispers that were present on the periphery rise to a crescendo, as a ghostly creature, little more than a dark shape with two flickering pinpoints of light where its eyes should be, arises through the sarcophagus in the center of the chamber! The form appears to wear a diadem of Taldan make on its head — this must surely be the shade of Arturic!
The wraith acts at the end of the round, so you guys are up!
Endar the Entertainer |
"Does anyone have a way to enchant my pike so that I may hurt that thing?"
Mordenaar |
Mordenaar freaks out a bit, lashing out with the Flametongue ATK: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15. Then he tries to tumble away Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
That sucked. Please don't have CR...
Mordenaar |
JUST in case that hits, DMG: 1d6 + 3 + 1d6 + 1 ⇒ (3) + 3 + (6) + 1 = 13
Base damage with swift studied target is d6+3+1, and a d6 for flame (Incorp = no precision, yes?)
GM thunderspirit |
Mordenaar slashes with the flametongue and hits! No precision damage, correct.
But alas, Combat Reflexes is on its feat list...
A ghostly hand reaches out for him as he tries to use Acrobatics to escape!
incorporeal touch: 1d20 + 6 ⇒ (7) + 6 = 13
negative energy: 1d6 ⇒ 5 plus CON drain: 1d6 ⇒ 2 if hit
The slayer feels as though his muscles are being sucked out through the hand!
Valgrim's spell gives Mordenaar some additional protection as he tries to recover!
Achmed, Kinn, Endar!