Zed Ulmin |
"I still have two vials of holy water, and I'm not out of my own power to harm any undead. I say we press on."
Valavastra Cross |
Vala doesn't want to discourage Raj after the axe works its dark price in his flesh, but she does shake her head at the suggestion of taking him to Grimburrow. She seems slightly relieved as the others work their way around to pressing on. As the group rallies and leaves the row of cells behind, Vala casts a parting glance over her shoulder at the flute laying by a fallen brick. Shaking her head, she leaves it in the dust and debris as she and the others move onward.
Hazel Stokes |
"I've still got my haunt siphon and I think Zed still has one," Hazel speaks up. "We should still have a good supply of holy water too, plus those scrolls Vala has."
She places a hand on Raj's shoulder. "Zed's right. I think our best chance at getting you fixed up is to find the Lopper's spirit and end him, for good this time. Hang in there Raj, we'll put things right."
Not unconscious of the extent of her own injuries, the young woman fishes into her pack and pulls out two of the healing potions from earlier as well as the restoration wand. "But it definitely won't do to charge ahead in this state," she adds wryly as she drinks the two potions down one after the other.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Although still beaten and banged up, the worst of Hazel's wounds do close thanks to the potions. "And now to undo the work of those damned stirges," she mutters as she taps herself with the wand.
Lesser Restoration: 1d4 ⇒ 3 Con damage should be repaired; 11 charges remaining.
Holding up the wand she asks, "Was anyone else weakened by those things?"
GM-JZ |
In fact, there is only one area of this upper floor you have not explored
Moving around the rest of the upper floor, the continuous rattling of skeletons in the locked cells echo loudly but the party remains stoic and ignores them.
Toward the north of the floor is what appears to have been a kitchen and mess hall.
Wooden benches once lined this large hall, but several are now stacked in a jumble and others are overturned in disarray. Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond. The view of the lake beyond would be beautiful if the silence were not so eerie.
Rats scurry here and there but there is nothing else of interest or value.
Zed Ulmin |
Didn't we find a staircase down?
Hazel Stokes |
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"It would be crude, but maybe we can rig up a pulley system of sorts?" Hazel suggests. "I mean, I've not actually rigged one up before but I've seen plenty of diagrams...it probably wouldn't be too hard to do. Provided that haunt doesn't show itself again, that is."
It's cool, Hazel stayed in a Holiday Inn Express last night.
Zed Ulmin |
Yes, heading down. We will drop down a rock with a light cantrip to see what we're dealing with first, and then firmly affix a rope (not sure what kind of check that is) and begin the climb.
GM-JZ |
Use Rope is no longer a skill but I'm happy to handwave that by you guys taking your time to tie a good, strong knot.
The brightly lit stone turns end over end as it drops through the hole in the ground floor.
It lands with a splash and the light dims dramatically as it falls into two feet of murky water.
This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room.
That's all you can see for now.
Zed Ulmin |
Auto-pass that perception check.
Zed frowns. "Something is down there." Zed picks up another rock and whips it down, creating noise to draw the attention of whatever is moving around down there.
GM-JZ |
Whatever it is shuffles toward the sound, splashing loudly in the water before coming to a stop. There is a sniffing and a low growl that turns into a moan before the thing splashes off again, it's heavy steps leading away west.
You caught only the briefest of glimpses and what you saw was very unfamiliar - the top of a shoulder and a single massive arm covered in ragged flesh that reveals plates of bleached bone beneath.
Knowledge religion. The DC will be increased because you only got a glimpse
Zed Ulmin |
Going to be unavailable for most of the evening.
Hazel Stokes |
Hazel sucks in her breath with a sharp hss! as they catch a brief glimpse of...something...as it shuffles away from the group.
Kn. Religion: 1d20 + 6 ⇒ (13) + 6 = 19
"That's weird though...if it were a mindless abomination, wouldn't it have turned to attack instead of wandering off?" she whispers.
GM-JZ |
Yep this game can go swiftly sometimes, but I'd like to keep that going. Besides you wouldn't want Pyth to get crunched by...
'Entombers' are filthy, streaked with dirt, and sometimes even
bits of desiccated flesh, jewelry, and other small bits taken from the bodies they exhume or entomb. Indeed, they get their name from the supernatural ability to physically plant victims in the ground (soft earth at least) with a single blow.
It occurs to you that the Gravedigger's modus operandi involved burying victims alive. And so it is not surprising that in undeath he might rise as this most rare and foul creature that delights in same practice.
Entombers are physically very strong and often very durable.
Valavastra Cross |
Pyth is a tiny raven who can stay well out of most nastys' reach! That's my hope for future recon missions, at least =)
Vala shudders and shrinks back from the lip of the sinkhole. "I've seen such things before, the most notable was from ancient Osirion." Vala continues, referencing her studies of ancient cultures and history, "They aren't common, thank the stars, but what they lack in numbers they make up for in dreadfulness. The Osirioni called them Hum Alladhin Yadfanun; 'They Who Bury'. In modern times, I believe they're called 'Entombers' now: horrid undead compelled and driven to bury the living alive."
Zed Ulmin |
Zed sighs. "I would bet the ground down there is soft from the water as well. I say we see if we can draw it up, fight it on our terms." If there are no objections, Zed throws another rock and then starts waving to get its attention.
Do we know if it's intelligent or not?
Zed Ulmin |
Again, assuming nobody objects...
"Hey, big and ugly, come get me!" Zed bangs his tetsubo loudly on the wall.
Hazel Stokes |
Having grown used to Zed's more subtle methods of approaching most obstacles, Hazel simply gapes as the inquisitor begins yelling and making a lot of noise in an attempt to lure the creature up the rope.
"Well, that's one way to do it," she comments with a shrug as she readies her starknife. "And I'm sure if he doesn't accept your invitation, anything else with any intelligence down there will!"
GM-JZ |
For a few moments there is nothing but silence above and Zed’s clear voice echoing down in the halls below. Then, there is a sudden rush of movement, stomping feet giving way to splashing through the water as the Entomber rushes to the source of the noise and, standing beneath the hole glares up at you with small, black eyes.
The Entomber is 30 feet down. There is no way for it to climb up since the shaft is only about 5 feet deep before it opens into a wider chamber. Unless anyone wanted to ready an action, I will call for initiative if you are aggressive toward it
Zed Ulmin |
"Good to see you made it." Zed raises a hand and blasts a ray of energy at the creature.
Ranged Touch: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
GM-JZ |
Kazamir init: 1d20 + 0 ⇒ (19) + 0 = 19
Vala init: 1d20 + 0 ⇒ (8) + 0 = 8
Hazel init: 1d20 + 3 ⇒ (18) + 3 = 21
Raj init: 1d20 + 6 ⇒ (6) + 6 = 12
Galus init: 1d20 + 1 ⇒ (20) + 1 = 21
Constantin init: 1d20 + 1 ⇒ (18) + 1 = 19
Zed init: 1d20 + 2 ⇒ (19) + 2 = 21
Gravedigger: 1d20 + 3 ⇒ (2) + 3 = 5
Round 1 - Heroes
Zed's beam of light slams into the Gravedigger and he howls in rage and pain.
Constantin Ionescu |
Not to be left behind, Constantin pulls a sling bullet from a pouch and holds it out in the palm of his hand. It floats up into the air for a moment, then launches itself down into the darkness with significant speed and force.
Telekinetic projectile: 1d20 + 2 ⇒ (14) + 2 = 16
Damage (on hit): 1d6 ⇒ 1
Kazamir Rhuul |
Kazamir joins Constantin in sending a projectile hurtling down toward the creature with his mind.
Telekinetic Projectile: 1d20 + 2 ⇒ (15) + 2 = 17
Bludgeoning: 1d6 ⇒ 3
Valavastra Cross |
Vala adds her own magics to those of the others', a needle-thin beam of white lancing from her hand down toward the horrid undead beast.
Disrupt Undead: 1d20 + 4 ⇒ (19) + 4 = 23for: 1d6 ⇒ 3
HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets:
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [X] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [X] [ ], tongues [ ]
Ongoing Effects
monstrous insight (3/10): +2 attack, +2 AC vs entomber
Zed Ulmin |
Zed nods. To be expected. "Well it definitely knows we're here now, but we have the upper hand. I don't care to climb down because it could be waiting in ambush, and it could pick off the first one that goes down." He sets his jaw. "How about this. Those of us with ranged capabilities stay up here. Our strongest fighters go down in order. That means you lead, Raj. I'll be right behind you." He frowns. "Of course that may be difficult right now."
Zed Ulmin |
"I don't have any magic that could do that, even if I had any magic left for the day. I can blast more positive energy out, and I can still declare a judgement. None of which helps with stealth or gravity. However I can try to slip down there myself. I'm in good shape, I can sneak around, and you know how I'm like in the front lines."