GM-JZ |
1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24
Zed carefully nudges the door open, scanning every dark corner as he enters.
Hundreds of candles fill this shop's shelves, lying in pale lumps of tallow and wax beneath years of dust. Several small copper kettles hang suspended from an iron rack over a brick hearth. Above the kettles, dozens of half-completed candles hang from iron rods.
On a nearby table sit a spool of twisted cotton thread, waiting to be measured and cut into wicks, as well as a variety of wooden molds.
Zed Ulmin |
Zed moves further inside, feet soft and eyes sharp.
Zed will follow the rule of left, going further in until either something of significant interest catches his attention or until five minute elapse.
Stealth: 1d20 + 31 ⇒ (1) + 31 = 32
Perception: 1d20 + 17 ⇒ (12) + 17 = 29
Vermundr |
Standing guard alongside Hazel, Vermundr lets his wolf in just enough to use its powerful senses.
Activating rage for a round to pick up scent. Any interesting scents to pick up on?
Kazamir Rhuul |
Kazamir stands very very still outside with Vermundr and Hazel, barely breathing, taking in every sight, sound, smell - or more estoteric sensation - that he can.
Just a general perception...
Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Spirit Sense feat gives +5 to notice haunts - not included in the roll above.
GM-JZ |
I'm not sure if Constantin is in or out
Surprise Round - Enemy
Vala perception: 1d20 + 13 ⇒ (13) + 13 = 26 Success
Vala will save: 1d20 + 13 ⇒ (1) + 13 = 14 Fail
Zed will save: 1d20 + 10 ⇒ (1) + 10 = 11 Fail
Constantin will save: 1d20 + 8 ⇒ (10) + 8 = 18 Success
For Vala and Zed, the sound of boots grows ever louder until suddenly it is as if a dozen soldiers are suddenly in the building with you and yet you can see nothing!
Screams of fear ring out around you while grunts of exertion and howls of pitiless laughter accompany like some horrid orchestra.
Vala and Zed are suddenly seized by unseen hands and a woman's voice cries out NO! Please!!! But it is as if it emanates from each of their throats.
The trio are dragged helplessly across the floor and their heads driven down. To the rest of you who turn at the sudden screams, it appears they have just been thrown to the floor but to them they can see the spiritual hands of soldiers seizing them and pushing their hands down into bubbling, hot candle wax.
Fire damage for Vala and Zed: 8d6 ⇒ (6, 4, 3, 4, 2, 6, 2, 3) = 30
Surprise Round - Heroes (Vala and Kazamir only)
Zed Ulmin |
Oh god I'm so sorry, you ninja posted right before I did. I didn't see the post about hearing a bunch of boots. I don't think it matters at all but after hearing sounds Zed would have tried to return and warned the party, but I think that's irrelevant with whatever we're currently experiencing. Also I've gotten 3 nat 1's recently, ouch.
Valavastra Cross |
Vala grunts and struggles as her earlier protections burn away. Tearing free from the unseen hands, she growls darkly, "Unhand me!" There's a burst of pearlescent light around her as she focuses a small bit of restorative power on the haunt.
Healing Hex (Will Save DC20): 2d8 + 9 ⇒ (8, 4) + 9 = 21
HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets:
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]
Ongoing Effects
Greater Magic Weapon (Vermundr)
False Life (self): 9 hours
GM-JZ |
It's been so long I forgot where we were!
The flesh on the faces and hands of Vala and Zed begin to bubble and burst, horrific black blisters of seared flesh erupt as unseen hands force their heads down into an invisible vat of hot tallow.
Then, struggle as she might, Vala is able to send a wave of healing energy out burning away the spiritual soldiers and their crying victim.
Combat Over
But... outside
With the cries of pain and rage from within, you also begin to hear stirring and muttered voices some way away. You can't make out what they are saying, but a moment later you hear footsteps coming toward you.
What do you do?
Hazel Stokes |
Unsure of what's happening inside, but well aware that the noise has attracted the attention whatever lurks outside, Hazel grips her starknife tightly and ducks into the old building to see what's happening.
"What's going on!?" she hisses, upon seeing her companions but nothing and no one else. "Whatever's outside, it heard the noise - they're coming this way!"
Zed Ulmin |
IMW: 2d8 + 9 ⇒ (4, 7) + 9 = 20
Zed heals off the worst of the burns and moves to investigate the other sounds, still invisible.
Vermundr |
Ugh. This site has been a mess lately.
Vermundr levels his blade, prepared for who or what is approaching.
GM-JZ |
Along the walls and ceiling of this building are dozens of strange symbols and glyphs, written in a careful hand using thick black ink
These symbols are very similar to the ones you saw weeks ago on the foundations of Harrowstone Prison. They are possibly for some kind of binding spell.
Zed Ulmin |
Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23
Zed's disembodied voice floats across the party. "Symbols on the wall, similar to the binding spells of the Harrowstone Prison."
At the sound of footsteps Zed hides inside the corner of the room, invisible and ready to strike.
Zed will strike the first mage-looking enemy that comes in, or else he will wait.
Hazel Stokes |
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Although she's not able to immediately pick out the symbols and such that Zed describes, Hazel isn't inclined to question her sharp-eyed companion. But right now, there were bigger fish to fry. Starknife tightly in her hand she moves towards corner next to the rear door. As she waits, her weapon begins to glow with a soft green light...
Hazel moves to her current map position and activates her Holy Strike blessing as a standard action.
Vermundr |
Vermundr cautiously moves around the building to catch the source of the footsteps.
Stealth: 1d20 - 3 ⇒ (8) - 3 = 5
Valavastra Cross |
Perception (DC 20): 1d20 + 13 ⇒ (8) + 13 = 21
Vala struggles back to her feet, her skin still scorched in a few spots where her magics hadn't protected her. She grits her teeth and hisses through them as the voices approach. She looks around the room and, unable to see either Zed or Vermundr, she brings a ward up around Hazel. There's a brief scent of decay in the air as the magics settle over the younger Desnan as the former history professor bends the lingering spirits of Feldgrau to Hazel's defense.
Hazel is now the beneficiary of bone ward! +3 deflection bonus to AC for 1 minute!
HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets: Hazel
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]
Ongoing Effects
Greater Magic Weapon (Vermundr)
GM-JZ |
Round 2 - Enemy
The footsteps move around the back of the building, they make no attempt at stealth. You hear the back door creak on its hinges, a mournful cry of resentment.
Standing in the doorway is a skeleton wreathed in flame, it's eyes are pits of black with just a pin-prick of necromantic light behind them. Behind it you can see two more lighting up the darkness and somewhere beyond in the mist, the soft sound of chanting.
Round 2 - Heroes
Zed Ulmin |
Zed bides his time.
Delay, if three of the flaming skeletons pass the doorway Zed will move past and go for the chanting.
Hazel Stokes |
Though unaware of just where Zed might be lurking, Hazel knows that the skeletons are sure to see herself, Vala, or Vermundr standing just inside the doorway. She readies her starknife to strike as soon as the first one steps inside...
What *are* these things?
Kn. Religion: 1d20 + 11 ⇒ (5) + 11 = 16
Attack (+1 Starknife; Holy Strike Blessing, PA): 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Holy Strike: 1d6 ⇒ 4
Attack (+1 Starknife; Holy Strike Blessing, PA): 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Holy Strike: 1d6 ⇒ 6
GM-JZ |
As soon as the door opens Zed and Hazel feel a blast of searing heat from the lead skeleton.
Any adjacent creatures at the start of their turn take 1d6 points of fire damage from a burning skeleton
Fire damage to Zed and Hazel: 1d6 ⇒ 4
Hazel, these are advanced burning skeletons. There isn't much to know beyond normal skelly stuff and the adjacent damage. When they die they also explode, dealing damage to anyone within 5 feet
Zed Ulmin |
I am here.
Vermundr |
Vermundr grits his teeth against the oppressive heat and steps forward to smash the visible skeleton.
Primary (haste, arcane strike): 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Damage: 2d8 + 7 + 2 ⇒ (8, 6) + 7 + 2 = 23
Iterative: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage: 2d8 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14
Extra Attack: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Damage: 2d8 + 7 + 2 ⇒ (5, 6) + 7 + 2 = 20
Valavastra Cross |
Vala gestures and, behind the lead skeleton, appears Petros' shimmering sword cane. It offers a brief nod to Hazel before it lashes out at the undead foe.
Spiritual Weapon (1st): 1d20 + 14 ⇒ (20) + 14 = 34for: 1d8 + 5 ⇒ (2) + 5 = 7
Spiritual Weapon (crit?): 1d20 + 14 ⇒ (18) + 14 = 32for an additional: 1d8 + 5 ⇒ (8) + 5 = 13
Spiritual Weapon (iterative): 1d20 + 9 ⇒ (2) + 9 = 11for: 1d8 + 5 ⇒ (1) + 5 = 6
HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets: Hazel
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [X] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]
Ongoing Effects
Greater Magic Weapon (Vermundr)
Kazamir Rhuul |
Sorry, all, I lost notifications as well.
Kaz comes around the corner and sends a chunk of debris at the visible skeleton.
TK projectile into melee: 1d20 + 3 ⇒ (9) + 3 = 12
1d6 ⇒ 6
GM-JZ |
Zed reflex: 1d20 + 7 ⇒ (18) + 7 = 25 Success
Hazel reflex: 1d20 + 4 ⇒ (20) + 4 = 24 Success
Vermundr reflex: 1d20 + 4 ⇒ (1) + 4 = 5 Fail
Fire damage: 1d6 ⇒ 1
1 point of fire damage to you all
Vermundr's blade smashes one of the skeletons like a hammer. A single blow is enough to decemate the thing and send flaming bones scattering. Vala then sends the shimmering sword cane through the doorway to wrap another on the skull. The head comes clean off and the skeleton wanders about aimlessly for a moment before suddenly exploding!
Kaz flings a stone through the doorway bt it ails harmlessly wide.
Zed, there is nothing blocking the doorway. What do you want to do?
Round 3 - Enemy
Claw, Verm: 1d20 + 2 ⇒ (6) + 2 = 8 Miss
Ranged touch: 1d20 + 7 ⇒ (4) + 7 = 11 Hit
Damage: 2d4 ⇒ (1, 2) = 3
From out of the mist steps a woman dressed all in black. She continues her whispered chanting and then flings a small gobbit of acid at Vermundr where it sizzles painfully.
Then the double doors at the front of the building fly open and yet more flaming skeletons appear!
Fire damage, Constantin: 1d6 ⇒ 3
Constantin you take damage as you will start your turn adjacent to one of them
Round 4 - Heroes
Zed Ulmin |
Seeing their vulnerable backline being closed in on, Zed changes tactics. He leaves Verm to handle the caster and moves back, arriving out of the ether to club the first skeleton in front of him. As he does so he cloaks himself in defensive and healing magic, knowing he may be holding them solo for a while.
Attack (plus invis vs flat footed): 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d10 + 15 ⇒ (3) + 15 = 18
Activating judgement, putting on healing (fast healing 4) as well as resistance (fire resistance 8).
Hazel Stokes |
With Vermundr blocking the back door Hazel turns her attention to the newest arrivals back at the front. She hurries to Constantin's aid, switching her grip on her starknife to strike with the flat instead of the blade...
Attack vs. Skeleton (+1 Starknife; Holy Strike, Power Attack, Haste, Weapon Versatility): 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Holy Strike: 1d6 ⇒ 6
____________
Mobile posting, please move Hazel to the door!
GM-JZ |
Hazel bats the skeleton with the flat of her stafknife. Normally it would be largely ineffective to be used this way but instilled with holy power, it explodes against the thing's skull and it falls into a pile of bones.
Fire damage, Hazel, Zed: 1d6 ⇒ 3
Another DC 11 Reflex save for Zed and Hazel
EDIT: Just saw Zed was ineffectively immune