Grax, Son of Dray |
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Unconcerned with Javon's forgetfulness, Grax snarls and tries to split the leading undead in half. "Get ready! I'm cutting them loose to surround them!"
Attack the first one, then 5 foot step back
Attack (PA, IC): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage (PA, IC): 2d6 + 9 + 1 ⇒ (1, 2) + 9 + 1 = 13
Crit!: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Extra Damage: 2d6 + 9 + 1 ⇒ (5, 6) + 9 + 1 = 21
Caebricalius Melandrus |
Hot dog!! :O
Arin Qualnoh |
Arin watches in slight surprise as Grax quickly obliterates one of the undead.
He draws and loads his crossbow. Two move actions.
GM Eclipse |
The ghouls only have mere moments to screech back at Alessio before the flames engulf the tunnel. As the the ghoul in the tattered navy uniform is reduced to scattered limbs covered in a thick layer of char.
Reflex 14 (Black): 1d20 + 2 ⇒ (19) + 2 = 21
The back ghoul was able to hide within the shadow of the blast created by the less fortunate ghouls.
Alina marks the ghoul in the remains of a yellow uniform as Caeb attempts to strike simultaneously but the explosion rocked the tunnels enough to lead his hit astray.
Even if the front ghoul felt the heat of the explosion or the hex taking hold it was only for a moment as Grax heaves a devastating upswing while creating the opening. Just as the ringing from the explosion subsides it is replaced with the sound of flesh and bone being rended in two. The ghoul's left and right slide slump to their respective walls as entrails spill out leaving a gruesome scene of the first two ghouls to fall.
The third however is incensed by the destruction and comes charging down the stairs shrieking at Grax.
"YEAACGH. DIE!"
This ghoul doesn't hesitate to throw its full force into the bite...
Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
...and the jagged teeth dig deeply into Grax's arm.
The fetid smell of decay wafts up and fills your nostrils as the burning from the bite spreads across your body. You attempt to move but struggle. You cannot move, speak, or take any actions for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
Grax also needs to make one more additional Fortitude save.
COMBAT TRACKER - Round 2 - Bold may act
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Alessio
Alina
Arin
Caebricalius
Grax(-3)(Pending Fort x2)
Andy
---
Ghoul (Black)(-3)
ONGOING EFFECTS / ENVIRONMENT
Caeb: Shield of Faith: +2 Deflection AC.
Andy: Inspire Courage: +1 Morale Saving Throws vs. Charm/Fear. +1 Competence Bonus Attack/Weapon Damage.
PENDING
Andy can gather another item of information about the Ghouls...if they even last another turn.
Grax: 2 Fortitude Saves from the bite.
Arin Qualnoh |
Arin crosses in front of the entryway of this chamber to switch corners and get a clear shot at the remaining ghoul.
light crossbow, into melee: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Alessio Imeroni |
Alessio raises his light crossbow and fires a bolt.
crossbow, pbs, IC: 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26
damage, IC, pbs: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Grax, Son of Dray |
Fort Save: 1d20 + 8 ⇒ (18) + 8 = 26
Fort Save: 1d20 + 8 ⇒ (19) + 8 = 27
I really hope that passes both...
You suddenly see just how fearsome Javon's mild-mannered porter can be. After cleaving the first creature in two, he shakes off the bite only to try and behead the last one.
Attack (PA, IC, flank): 1d20 + 6 + 1 + 2 ⇒ (7) + 6 + 1 + 2 = 16
Damage (PA, IC): 2d6 + 9 + 1 ⇒ (2, 2) + 9 + 1 = 14
Caebricalius Melandrus |
Cabe tries to keep focused as Alessio's bombs rock the hallway, and Grax showers the hall in rotten gore.
Flanking Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
GM Eclipse |
Grax is able to shake off the worst of the ghoul's bite and will not be turning into a ghoul any time soon.
Arin fires a bolt directly hitting the arm of the dispatched ghoul but Alessio is able to hit the more threatening one in the arm providing the proper distraction for Grax and Caeb to cut down the remaining threat in a less messy manner.
Combat handily completed!
Grax took 3 damage but passed both Fortitude checks pretty easily.
Now that the battle has passed the group can search the room more thoroughly. However it seems the reason Marlinchen did not reply earlier is he is in a nearly catatonic state as he sits in front of his daughter's spirit. The other spirits sit in a circle around the room oblivious of the battle that just occurred and tell silent stories.
The chamber you are currently in boasts an ornate double-vaulted ceiling and a mural carved into the walls above the doorways depicts a massive battle. The rest of the walls are covered in recesses housing the remains of countless people with some skulls and bones littering the floor instead.
The mural depicts the Taldans first victory over the Chelish rebels!
In one of the cubbies is the corpse of a Gebbite General in +1 Full Plate and an ornate shield that would interest historians back at the lodge who would pay a decent sum of money.
No further noise comes from the room to the north where the ghouls resided. If the group braves the darkness they find only bones and filth where the ghouls had nested. A deeper search finds nothing salvageable.
The door to the east is open and from what light sources reveal you see a wide room with countless steps down further into the necropolis.
Caebricalius Melandrus |
Cabe gives a thorough scan of the room before turning his attention on the catatonic groundskeeper. His brow furrows as he inspects him. "Should we... leave him? I don't like the idea of leaving him alone with these spirits. Regardless of whether or not they are malicious, it can't be doing him any good."
Perception: 1d20 ⇒ 14
Arin Qualnoh |
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Hey, I found something interesting over here. Its not relevant to the current mission, but this Gebbite corpse seems to be of a high-ranking military official in magical armor and ornate shield. I think there are some society historians who would be interested in this.
Andy Applebottom |
Knowledge(History): 1d20 + 7 ⇒ (13) + 7 = 20
perception: 1d20 + 8 ⇒ (5) + 8 = 13
Andy stops singing as he looks around the area and shares the History he remembers with the group.
"I think he should be alright for now. He might become agitated if we try to make him leave. Shall we move on?"
Javon |
Javon lands on Grax's arm. "Well done, Gerald! It's been a while since I've seen a rotten skull fly that far. And points for the way it exploded when it hit the wall!"
He leans down and appears to inspect or even sniff the half-orc's bite wound. "Hmm, I don't like the way this smells. Try not to be bitten by things in the future, Gerald."
Grax, Son of Dray |
Grax grunts. "Sure, Javon. I'll ask them not to bite me in the future." He holds a wand out to Arin. "Would you please help heal this?"
He looks at Marlinchen. "He's probably safe here for the time being. Come on, there's more this way."
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Caebricalius Melandrus |
Cabe gives Marlinchen one more furrowed glance, then reluctantly nods. "True. I would rather not agitate him further. It would only serve to waste time dealing with the inevitable resulting episode." He finds a piece of moldering cloth on one of the corpses and hastily wipes the rotten gore off his dimly-glowing dueling sword. After the ichor has been removed, his light spell on it returns to its previous shine.
"Besides, I think he's been through plenty already." For a moment, Cabe stares at the groundskeeper and the ghost of his daughter. Something crosses his face for a moment - empathy, perhaps? A sense of comraderie? - and then it's gone. He turns to Grax, his usual thin-set mouth and scowl returned. "Grax - or, Gerald? The bird keeps calling you something else, it's a bit confusing. Anyway, if everyone is prepared, would you lead the way? I'll be right behind you."
GM Eclipse |
The group leaves Marlinchen to his grief with Grax leading the way.
Into the large chamber of stairs the group spots one stairway that looks as if it leads back to the surface as a glimmer of daylight can be seen peaking around the corner and another that leads downward towards another cave in.
In front of Grax lies the first closed chamber the group has encountered. A solid stone door is only barely masks the sound of the ocean waves beating beyond.
[spoiler=If you push the door open...]
You see a hexagonal room with heaving cracks dispersed around the stone work and at a steady interval foamy gushes of seawater surge through them threatening to blind any who enter. The waves leave behind enough water to reach your calves before draining just in time for the next surge refill it and add more strands of black seaweed across the chamber like wet hair.
The chamber itself rises 50-feet up held in place by six fluted pillars that sit beside an open archway leading to an alcove or room. To the northwest and southwest are recessed areas holding three levels of a sarcophagi.
No immediate threats are visible in the central chamber aside from the waves of water.
[spoiler]
Alessio Imeroni |
let's assume we push the door open ;)
Alessio surveys the room. Quite the space from here to there. This may be where we apply our swimming magics. Alessio fishes out his potion.
GM Eclipse |
Oh jeez. That is what I get for being in a hurry posting! Well there was nothing else in your current chamber so...surprise! Sorry about that.
And the A was just to show which door you entered from since it switched slides to keep the grid from getting impossibly small. So the spoiler was for the room to the west.
Arin Qualnoh |
Arin follows and files in behind Cabe.
Grax, Son of Dray |
Grax enters the room with Javon close behind him. He grunts. "Burial place. They called it the Necropolis, right?" He sloshes through the water. "Amazing it's not all underwater."
Caebricalius Melandrus |
Cabe grunts in Grax's direction. "Indeed." He holds his glowing blade before him like a torch and peers down the northeast corridor, alert for more of the undead. This water is going to play hells with my leather armor, he thinks with a frown. I'll have to air it out when we're done, make sure the studs don't rust on the greaves. He shakes off the stray thought and focuses on his surroundings once more.
Checking up the NE alcove. From the map, it looks like my light spell should reach into at least part of the room.
Perception: 1d20 ⇒ 19
Alina Vladinescu |
Alina moves into the room and near the alcove to the SE, looking as far as the light spell on her sash allows and listening carefully.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
With that roll I'm hoping there's nothing in there waiting to surprise us lol
Arin Qualnoh |
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Arin wanders into the room and renews the light cast on himself.
Any moment now, I suppose?
GM Eclipse |
Correct it never gets above the knees. The flow comes and goes so quickly that the spray is the only real threat to it.
GM Eclipse |
The group spreads around looking at the chamber using the various light sources but nothing seems to stir in the north and southeast chambers. Caeb sees more bones and burial instruments within the room but the corners are still cloaked in darkness. Alina sees a similar grouping of items but the darkness is harder to parse for her and she can;t hear anything specific over the sound of the waves ebbing.
Arin notices most of the sarcophagi look tightly closed but the one closest to him is slightly ajar. It still looks quite heavy and difficult to move aside.
It will surge up a bit higher for Andy and Arin but only for a moment. If you remain cognizant of it you should be able to maintain your balance. Distractions may cause greater difficulty.
Alina Vladinescu |
Alina moves towards the alcove to the southwest while eyeing the still unexplored western passageway
There doesn't seem to be anything of interest here other than these sarcophagi. Should we check them out or investigate to the West first?
I'd hate to have something sneak up on us while we're searching.
Caebricalius Melandrus |
"Mm. Fair point." He turns to Grax. "Shall we?"
Aid Another (Str check): 1d20 + 1 ⇒ (16) + 1 = 17
Alina Vladinescu |
I'll keep watch while you're working
Alina moves to within 15 feet of the western archway, keeping alert, and prepares herself to react if anything comes down the hallway due to the noise.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Readies herself to cast Adhesive Spittle (DC 15) and spit at any threat coming down the hallway to the west.
Adhesive Spittle: Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it.
Grax, Son of Dray |
Grax shrugs and wades over to the sarcophogus. He speaks to Cabe. "My name is Grax. Javon thinks that's unsuitable for his porter and bodyguard. He likes Gerald and has taken to calling me that." The half-orc rolls his eyes. "At this point, I just tun it out."
He grabs the lid, but looks down into the sarcophogus before he moves it.
Javon |
The bird has landed on the lid of one of the sarcophagi and appears to be trying to examine any images carved on it. "Interesting...interesting..." He hops about, looking at the various images.
"Gerald! You should see this. Quite interesting. But I have no idea what it is."
GM Eclipse |
As Caeb gets in position to help heave the sarcophagus closed the rest of the way Grax takes a moment to look inside. What he sees is a bit startling. Inside is not a skeleton but rather the well-preserved body of a young girl with stringy black hair obscuring her face.
Javon motioned towards the carvings which are likely mere decorative flourishes but you also notice claw marks dug into the stone that look ghoulish in nature but being on the outside it isn't likely they were from escaping but trying to get in.
Caebricalius Melandrus |
Cabe stops trying to lift the sarcophagus lid and peers in shock at the girl inside. "What in the Hells...?" He immediately weaves strands of arcana and pulls them to his eyes with a muttered phrase, gazing into the magical spectrum to see if there are eldritch powers afoot.
Casting detect magic. After detecting on the girl's body, he'll cast his gaze about the room, too, just for good measure.
Alina Vladinescu |
Alina heard Cabe's exclamation and calls over her shoulder. "What's going on back there??" She continues to watch for any movement from the last remaining unexplored doorway.
Still prepared to cast Adhesive Spittle at any enemy that approaches
GM Eclipse |
The stone works to dampen the effect of the Detect Magic but it is clear something within is glowing with a fairly powerful conjuration aura. His quick survey of the room didn't reveal any other auras.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Javon |
"Oh, Gerald! These marks here. They could be claw marks. Do you think some animal was here?"
The bird hops over to see the un-rotten body. "Oh my, that's a girl! She appears quite well-preserved. I wonder what her secret is? Gerald, I...Gerald! Heavens, what are you doing?!" He watches as Grax reaches into the tomb.
Grax, Son of Dray |
Despite Javon's protests, Grax reaches into the coffin and lifts the young girl's body out. "I don't know what's going on, but I can't leave her lying in there."
He places the body gently on the tomb's lid.
GM Eclipse |
It would need a little bit more of an opening to be able to pull her out but Cabe was able to push it open with his surprise.
The Aid roll was enough to beat the DC.
The lid comes off with some group effort and the sound of a grinding millstone. Grax sets her body down gently and Cabe can now clearly see the source of the aura is a ring she is wearing. Upon closer inspection the group realizes this matches the description of the Ring of The Salamander that the Society is seeking.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 ⇒ 12
Perception (Enemy): 1d20 + 9 ⇒ (10) + 9 = 19
Grax also notices while he is holding her that the girl is somehow still alive but barely breathing as her withered frame is still in his arms. Alessio can quickly confirm she is stable but in a coma-like slumber.
Alina's precaution was well placed as the sound of the lid being moved was echoed by something in the western chamber...
Reflex 15: 1d20 + 4 ⇒ (4) + 4 = 8
Duration: 2d4 ⇒ (2, 3) = 5
...through the chamber door bursts something not far from the ghoul's you fought earlier but this is dressed in the rotted strands of finery and wearing a golden crown adorned with a dozen glittering gems. It rushes forward with jeweled claws aimed at Andy but Alina quickly...spits up a spray of viscous liquid that traps the monster in place.
"YEAAACH, I will eat the witch first!" it shrieks.
COMBAT TRACKER - Round 1 - Bold may act
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Enemy (Pink)(Entangled)
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Alessio
Alina
Arin
Caebricalius
Grax
Andy
---
ONGOING EFFECTS / ENVIRONMENT
Enemy (Pink): Entangled: –2 Attack/-4 Dexterity.
PENDING
Andy Applebottom |
Knowledge(Religion; Bardic Knowledge): 1d20 + 3 ⇒ (6) + 3 = 9
Andy yelps, then steps back 5' and starts to sing..."My friends and I have come to fight, evil creatures we will smite. Your reign of terror soon will pass, once we have finished kicking your....butts."
Inspire Courage(Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Caebricalius Melandrus |
Cabe glances down at the girl, somehow alive after all this time down here. "You're getting out of here, kid," he whispers. "I promise."
Eyes set hard, Cabe's free hand twists and bends into the complex forms of illusion magice, and he vanishes from sight as he strides toward the creature.
Casting vanish, then attempting to tumble past the creature to get behind it. Fingers crossed.
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Nope. Guess I'm staying put in front of her. Sorry guys. XD
GM Eclipse |
As you move in close to the creature the smell of decay burns in your nostrils as if you have stepped into a mass of graves. Your stomach turns and sickness threatens to overwhelm you.
DC 15 Fortitude or be sickened for 1d6 + 4 ⇒ (2) + 4 = 6 minutes.
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.