| Hassan Sabbah |
Hassan lets his eyes trade in front of the carriage crash. Instinctively making no noise, he goes to look for the body of the man who crashed.
| Iron Medusa GM |
Undeterred by the vision, Blackrock makes his way to the crumbling coffin and opens it....only to find it empty. Meanwhile, Hassan searches the area and finds the corpse lying face down on a hillside near the crash. Hassan approaches carefully within 5' and determines it was a human male. He is dressed in a carriage driver’s livery. His right index finger bears a gold ring etched with the cross-eyed medusa emblem. Clutched in the corpse’s left hand is a horsewhip.
Anything else you wish to do in this area? Or you can continue north to closest set of buildings?
| Barnabus Blackrock |
"You and me both, Red! Hate when things mess with my mind. I'm thinking this won't be the first time this happens. Looks like bad things happened to this family...Also, where is the corpse? Risen? We must be alert..."
| Hassan Sabbah |
Look like he's been dead long, GM?
Hassan drags the body back to the group, which is somewhat eerie given his invisibility. "Found the driver," he says, his disembodied voice coming from somewhat above the corpse. "I don't see how any of this is relevant, but you don't make it through as many battles as we have trusting in coincidence, am I right? What do you think?"
Terrance Welby
|
Trip looks at the body being dragged along by the invisible Hassan. "Why are you moving the body? Are you trying to attract a ghost?"
Issi Flamehair
|
"Just leave it Hassan!" Issi calls from the back with Barnabus. "No point messing with the dead. Better that we just move on!"
She turns back to examining the coffin. "Probably is risen, I wouldn't be surprised looking at this place... but risen as what? I hope it's not some sort of skeleton - I hate skeletons." She eyes the dwarf's hammer.
"Tell you what Beardy, if it's a skeleton, you can have it."
| Hassan Sabbah |
Hassan is confused. But whatever. Sometimes when you're a holy type you have useless principles. He doesn't try to defend himself, just drops the corpse on the ground. "Right," he says, "Let's move on. You have a direction in mind?"
Dwarf is using an axe.
| Iron Medusa GM |
Hassan starts to drag the corpse, when he hears Brother Trip's warning too late. He is thus not surprised when an incorporeal form rises from the corpse, appearing as the driver did in life, with horsewhip in hand. "More interlopers to disrupt my rest! Die!" From the ghost's gaze, Hassan and Issi feel the undead horror wilting away their flesh and personality!
Initiative:
Barnabus: 1d20 + 6 ⇒ (11) + 6 = 17
Brother Trip: 1d20 + 8 ⇒ (17) + 8 = 25
Hassan: 1d20 + 3 ⇒ (19) + 3 = 22
Issi: 1d20 + 16 ⇒ (13) + 16 = 29
Ghost: 1d20 + 6 ⇒ (18) + 6 = 24
Gaze attack victims within 30':
Hassan Fort save: 1d20 + 12 ⇒ (2) + 12 = 14
You take 2d10 ⇒ (7, 7) = 14 damage and 1d4 ⇒ 1 Charisma damage
Issi Fort save: 1d20 + 7 ⇒ (13) + 7 = 20
You take 2d10 ⇒ (5, 10) = 15 damage and 1d4 ⇒ 1 Charisma damage
The ghost has a 30' gaze attack, which only affected Hassan and Issi this round. No other saves are needed this round. For subsequent rounds, if you are within 30' of the ghost, you need to tell me if you are doing nothing, closing your eyes or avoiding gaze, etc., per the Gaze rules.
Issi and Brother Trip are up.
Terrance Welby
|
Trip curses the bad luck of the ghost getting a surprise attack like it did, considers what he knows of incorporeal undead and touches his holy symbol, intoning a prayer to Desna. Once completed he moves forward to join the melee. "Try not to catch its gaze. The foul creature can harm you with a look. And if you have ghost touch magic it will help. Otherwise your attacks may just pass through the body!"
Casting Spiritual Weapon, directing it to attack the ghost. I'm assuming ghost. I know there are other non-corporeal undead that it could be. ?? I'm avoiding the gaze as I approach.
Spiritual Weapon: 1d20 + 9 + 7 ⇒ (19) + 9 + 7 = 35 Magic Force attack. Uses my BAB +9 and my Wisdom modifier +7.
If it hits damage is Damage: 1d8 + 4 ⇒ (8) + 4 = 12
| Iron Medusa GM |
Brother Trip: It is indeed a ghost and you are familiar with the incorporeal quality and it has a corrupting gaze with 30' range. You also know ghosts have a corrupting touch, where it passes its hand through a mortal creature's body, corrupting its essence!
A starknife appears next to the ghost and strikes its essence, causing it damage, as it growls in anger, "How dare you strike me with your cursed divine magic?! You will suffer for that, priest! I will dance on your bones...." The ghost pauses then starts rambling again, "Where is Lucretia....what have you done to my sister?!" It is clear to the cleric with his high sense motive that the ghost is not mentally cogent.
Ghost AC: 24/21(FF)
On a side note, thank you so much for link to spell - makes my job so much easier!
| Iron Medusa GM |
GM roll: 1d100 ⇒ 24
Total damage to Ghost so far: 12
Round 1:
Issi rushes in and strikes with her rapier, but at that precise moment, the ghost fades from reality and the strike passes right through him! Seeing the priest and the two rogues coming toward it, the ghost smiles and releases a wave of brimstone-reeking hellfire in a 30-foot-radius burst! The three party members are caught unaware by the ghost's abilities and fail to dodge out of the way! As their skin burns from the intensity of the fire, Brother Trip, Hassan, and Issi also feel the unholy nature of the fire as well!
Reflex saves vs. DC 24:
Brother Trip: 1d20 + 6 ⇒ (17) + 6 = 23..fail
Hassan: 1d20 + 14 ⇒ (6) + 14 = 20...fail
Issi: 1d20 + 16 ⇒ (7) + 16 = 23...fail
As 3/4 of the party burns, the ghost smiles and disappears into the ground, only to rise again 20' away, his whip in hand ready to strike!
Everyone except Barnabus suffers 14d6 ⇒ (6, 3, 5, 2, 5, 4, 4, 2, 3, 4, 5, 5, 2, 6) = 56 damage, half fire, half unholy. Do not forget you each have 13 temporary hit points from Heroes' Feast. Hassan and Issi get AoO against the ghost, who has 24 AC and 50% miss chance. After the attack, the whole party may act!
Gaze rolls:
Brother Trip: Averting eyes 1d100 ⇒ 5...no save needed in Round 2 for Gaze
Issi: Averting eyes 1d100 ⇒ 57 needs to make save
Fort: 1d20 + 7 ⇒ (20) + 7 = 27 vs. DC 22 - success!
Only takes 2d10 ⇒ (7, 1) = 8 damage from Gaze but no Charisma damage.
| Hassan Sabbah |
Unless it has some spell, the ghost's incorporeality should be 50% damage, not 50% miss chance iirc. Also, Issi's weapon is ghost touch and should deal full damage.
Hassan is not holding a weapon, so does not get an AoO.
Cursing that the first foe they fought was one which his best tactics were useless against, Hassan falls back a few steps, doing an acrobatic spring away from the creature. Once he gets a little bit of distance, he focuses on the magic that he had once been taught... first, he is surrounded by a shroud of red mist which makes him difficult to see. The mist begins to heal his wounds as it comes into contact with wounded areas. Then, he casts a spell, whispered arcane words and tightly-performed gestures preceding a wave of speed. Each member of the group feels their reactions and attacks speed up dramatically.
Then like lightning, Hassan's blades are in his hand. Cruelly serrated, it's clear that they were made for one purpose and one purpose only - death.
Acrobatics: 1d20 + 24 ⇒ (9) + 24 = 33
MA 15' back, avoiding AoOs. Then start red shroud. Fast healing 3 gives me 3 hp back. Then cast haste on the group. Then Quick Draw my sawtooth sabres.
| Iron Medusa GM |
Unless it has some spell, the ghost's incorporeality should be 50% damage, not 50% miss chance iirc. Also, Issi's weapon is ghost touch and should deal full damage.
Agreed under normal circumstances. As you can tell by his hellfire blast, not a normal ghost - so he has 50% miss chance from special ability. Also with regard to Haste spell, Issi is more than 30' away from Barnabus. So you can either haste Trip, yourself, and Barnabus or Trip, yourself, and Issi. Let me know which three you select. Or you can delay on casting spell until Barnabus moves closer - will assume you go with this option.
| Barnabus Blackrock |
Whoa...not good when my allies are burning..what the heck else can this ghost do? Seems most of his abilities have a range of 30'. Tread carefully, BB.
Blackrock drops his shield to the ground as a free action. "You won't be doing much for me in this battle against its ghostly touches." He then takes a 5' step west, so he and Issi are 30' away from each other and he feels Hassan's welcoming magic. He then draws a javelin and chucks it at the ghost, with Grendel in his off hand, only to see it harmlessly pass through the ghost.
1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Miss chance: 1d100 ⇒ 1 - nope.
I am 35' from ghost so no saves needed for Gaze.
Terrance Welby
|
Trip feels the hellfire and remembers the details of the vision. Obviously the ghost had powers enhanced from Hell itself. He directs the magical blade to continue attacking the ghost, steps away from the ghost and calls on Desna for some healing.
56 points -2 for DR2/-, then the 13 temporary points are stripped away. 41 applied. Channel energy to heal everyone within 30'.
Healing Channel: 7d6 ⇒ (4, 1, 4, 5, 5, 6, 1) = 26
Spiritual Weapon: 1d20 + 9 + 7 ⇒ (16) + 9 + 7 = 32 Magic Force attack.
50% Miss Chance: 1d100 ⇒ 82
If it hits damage is damage: 1d8 + 4 ⇒ (7) + 4 = 11
Issi Flamehair
|
AOO: 1d20 + 22 ⇒ (5) + 22 = 27 Damage: 1d6 + 2 + 6 - 1 ⇒ (3) + 2 + 6 - 1 = 10 Miss, 1 bad: 1d2 ⇒ 2
If Hassan and I were flanking then extra SA: 2d6 ⇒ (2, 3) = 5
Issi stabs at the ghost again purely on reflex and then screams as she is engulfed in fire. "If you burn my hair you bast*rd!"
Seeing the creature rise as Hassan's magic invigorates her she circles sideways, trying to to present the ghost with multiple targets.
"Hey! You owe me my hair back!"
Move around the other side of the ghost so he has to choose me or them. That's about all I can do...
| Iron Medusa GM |
Okay, several comments:
1. DR does not counter energy damage, which the spell is, so Trip took 43 damage after factoring in temporary hit points and he heals 26, so he is down 17 hps. Temporary hit points gone.
2. After healing, Hassan is down 38 hps and 1 point of Charisma. Temporary hit points gone.
3. After healing, Issi is down 40 damage and 1 point of Charisma. Temporary hit points gone.
4. Trip's spiritual weapon follows the ghost around, so it gets multiple attacks this round.
2nd attack: 1d20 + 4 + 7 ⇒ (15) + 4 + 7 = 26
Miss chance: 1d100 ⇒ 28...miss
5. Issi, you were not flanking, so no sneak attack damage on the AoO.
Round 2:
Ghost has taken 33 damage so far.
Realizing the priest's weapon is the main thing hurting him, the ghost moves within 20' of Trip and flicks his horsewhip at him, "Die follower of false god! Asmodeus is the only true god!" The incorporeal whip grazes the cleric, but instantly feels pure evil course through his body, as wounds erupt all over his flesh, leaving him severely wounded!
Touch Attack with Lunge feat: 1d20 + 12 ⇒ (4) + 12 = 16...should hit, even with Haste, as Trip's touch AC is 16 now.
Trip's Fort save: 1d20 + 10 ⇒ (10) + 10 = 20...fails
damage: 14d6 ⇒ (4, 5, 3, 3, 2, 6, 2, 5, 5, 2, 5, 5, 1, 5) = 53
Trip's HPs: 28/98
Ghost's AC for the upcoming round: 22
Hassan and Issi are 35' away no gaze saves are not an issue this Round.
Trip is still averting gaze: 1d100 ⇒ 47...no save needed
Barnabus' Fort save: 1d20 + 16 ⇒ (9) + 16 = 25...success
Only takes 2d10 ⇒ (2, 2) = 4 damage so still has 9 temporary hit points.
Party is up and you are all hasted.
Terrance Welby
|
DR has always been hard for me to understand.... Thanks!
Trip feels the whip burn into him. It obviously is more than a physical weapon. Knowing that he can't take another hit like that and survive he focuses on his divine power to heal himself. He calls out to the monster, "Fool yourself! Asmodeus is nothing but an infernal power that sucks the life out of his followers. Don't you understand what he has made of you! You are nothing but an undead creature now." He tries to back away from the ghost while talking.
Hate casting it right now but if I channel again or cast a lesser spell and he hits me with the whip again I'm dead! Unless something changes quick I think we need to run!
Casting Heal on himself.
Spiritual Weapon attack: 1d20 + 9 + 7 ⇒ (17) + 9 + 7 = 33 Force attack. Miss Chance: 1d100 ⇒ 23 Damage if it hits: 1d8 + 4 ⇒ (7) + 4 = 11
Spiritual Weapon second attack: 1d20 + 4 + 7 ⇒ (13) + 4 + 7 = 24 Force attack. Miss Chance: 1d100 ⇒ 52 Damage if it hits: 1d8 + 4 ⇒ (7) + 4 = 11
| Hassan Sabbah |
Hassan charges into battle beside Issi. "Come on, Blackrock!" he shouts, "No sense waiting for death - meet it face-to-face."
His blades flash and whir as they seek the ghost's heart. It is instinctive, aiming for weak points, even if he knows that such a creature has none, has no body at all. As he charges, the shroud which surrounds his body continues to heal him.
Attack (Charge, Haste, Feast): 1d20 + 16 + 2 + 1 + 1 ⇒ (4) + 16 + 2 + 1 + 1 = 24 Concealment (high good): 1d2 ⇒ 1
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
We have to go all-in on offense. There's no sense holding back with suboptimal tactics and 2nd-level spells.
| Barnabus Blackrock |
"I know Hassan, we've got to save Brother Trip's bacon! Don't fail me now, Grendel!" Blackrock moves in, attacking from the ghost's eastern flank, bracing himself for the stroke of the death-whip! Afterwards, he two-hands the waraxe and tries to harm the ghost!
Fort save if needed for whip: 1d20 + 16 ⇒ (14) + 16 = 30
Power Attack: 1d20 + 24 ⇒ (8) + 24 = 32
Miss chance: 1d100 ⇒ 100...hit
Damage=+9Str+4weapon+12power attack+4 feats+5weapon training
Damage: 1d10 + 34 ⇒ (9) + 34 = 43
So 22 damage
AC: 29/14/27
| Iron Medusa GM |
A couple of points.
1. Issi: You took 15 damage/1 charisma from Gaze at start of Round 1 then 56 damage from Hellfire and then you were healed by the cleric for 26 on his turn and then at the start of your round in Round 2, you took 8 damage from Gaze. 79 total damage - 13 temp - 26 healing = 40 damage taken and 1 charisma point at the start of Round 3 (no gaze damage).
2. Hassan and Issi: I prefer with miss chances from here on that players stick to the d100 roll (1-50 is a miss) - it's pretty simple. Choosing 1d2 and picking high just complicates things because you choose high, Issi picks low and everyone else is rolling d100. I'd rather have everyone just use the same d100 roll and low is bad for everyone. Thanks.
The ghost smiles as the cleric burns in his Hellfire. He sees the dwarf moving in and strikes out with the whip with his 15' reach!
AoO: 1d20 + 12 ⇒ (14) + 12 = 26...hit!
Blackrock takes half of 14d6 ⇒ (5, 6, 5, 6, 5, 4, 2, 1, 5, 3, 6, 4, 5, 2) = 59 which is 29 damage and after subtracting rest of temp hps, he takes a total of 20 damage.
The damage is worth it, however, as he lands the most powerful blow yet on the ghost.
Hassan charges in next and the ghost's reflexes are second to none, so he strikes out at him too with his whip. The attack is awkward but due to his charge, Hassan is unable to evade the incorporeal whip from passing through his skin and burning his essence!
AoO: 1d20 + 12 ⇒ (4) + 12 = 16 vs. Touch AC of 16...hit!
Hassan Fort save: 1d20 + 12 ⇒ (8) + 12 = 20...fails
Damage: 14d6 ⇒ (2, 5, 4, 5, 5, 6, 6, 2, 4, 6, 2, 3, 2, 5) = 57
The ghost gets hit again (total damage: 77), but he gleefully cackles, as Issi has yet to act. He almost seems to be urging Issi to rush in as well.
Issi is up.
Trip, you are fine where you are at to cast the Heal spell since his 20' reach with the Lunge feat ended at the end of his turn in Round 2.
| Hassan Sabbah |
My touch AC is 17 - that misses. (10 base, 2 deflection, 3 Dex, 1 haste, 1 red shroud). My header reflects that.
Sliding right by the ghost's infernal whip by a hair's breadth, Hassan feels the ship's searing heat as he manages to dodge.
Issi Flamehair
|
Issi seems all too keen to accept the invitation, leaping into the combat as well with impressive speed, thanks to Hassan.
Don't need to charge, thanks to Haste, so AC against the touch attack will be 33 (28+ 4 mobility+ 1 haste) :D
Attack: 1d20 + 24 + 1 ⇒ (18) + 24 + 1 = 43 Damage: 1d6 + 7 ⇒ (4) + 7 = 11 Miss: 1d100 ⇒ 78
Confirm?: 1d20 + 24 + 1 ⇒ (11) + 24 + 1 = 36 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Her rapier lances out and this time scores a blow!
| Iron Medusa GM |
Ghost has Combat Reflexes
AoO: 1d20 + 12 ⇒ (8) + 12 = 20...miss!
As you and Hassan are now flanking, Issi, you get sneak attack as well.
Extra 2d6 ⇒ (5, 2) = 7
Round 3: Ghost
Sneering at Issi, who just hit him with a critical, the aristocratic spirit moans, "Burn in hell!", before unleashing more hellfire on the party, catching all of you in the blast! However, aware of the ghost's abilities, Hassan and Issi time their leaps/rolls correctly and avoid the fires completely! The dwarf and the priest are not as lucky, as the fires burn them, but both still stand. The ghost decides not to move to keep you all within range of his corrupting gaze, which causes the cleric and the dwarf more harm, as it is just painful to look at the evil spirit!
Reflex saves vs. DC 24:
BB: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17...fails
Hassan: 1d20 + 16 ⇒ (10) + 16 = 26...success, no damage due to evasion
Issi: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26...success, no damage due to evasion
Trip: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10...fails
Damage: 14d6 ⇒ (2, 1, 4, 4, 1, 2, 3, 3, 1, 3, 5, 5, 4, 4) = 42
Corrupting Gaze rolls:
DC 22 Fort save
BB: Fort save: 1d20 + 16 ⇒ (8) + 16 = 24...success
Damage: 2d10 ⇒ (5, 4) = 9
Hassan: Will assume avoiding gaze - 1d100 ⇒ 69, no save required
Issi: 1d100 ⇒ 69, no save required
Trip: 1d100 ⇒ 1
Fort save: 1d20 + 10 ⇒ (20) + 10 = 30...success
Damage: 2d10 ⇒ (6, 6) = 12
Status update:
Blackrock: 54/127
Hassan: 19/111 (-1 Charisma)
Issi: 54/94 (-1 Charisma)
Trip: 44/98
Ghost: -108 damage
Party is up!
| Barnabus Blackrock |
Feeling the fires burn his flesh only angers Barnabus, who full-attacks the ghost!
Attack: 1d20 + 24 ⇒ (2) + 24 = 26
Miss chance: 1d100 ⇒ 83
Damage: 1d10 + 34 ⇒ (2) + 34 = 36
Attack: 1d20 + 24 ⇒ (11) + 24 = 35
Miss chance: 1d100 ⇒ 14 - miss
Attack: 1d20 + 19 ⇒ (1) + 19 = 20 - miss
Attack: 1d20 + 14 ⇒ (5) + 14 = 19 - miss
Not a good round
Ghost takes 18 damage.
| Hassan Sabbah |
Though he knows that a single more blow will likely kill him outright, Hassan continues to heal from the shroud of red mist that surrounds him. With his reflexes amped up and his ally waiting for him on the other side of the foe, Hassan unleashes a flurry of swipes from his serrated blades.
#1 vs. Ghost (Flank, Haste, Subtlety): 1d20 + 16 + 2 + 1 + 4 ⇒ (15) + 16 + 2 + 1 + 4 = 38
Haste vs. Ghost (Flank, Haste, Subtlety): 1d20 + 16 + 2 + 1 + 4 ⇒ (17) + 16 + 2 + 1 + 4 = 40
Off-Hand vs. Ghost (Flank, Haste, Subtlety): 1d20 + 16 + 2 + 1 + 4 ⇒ (17) + 16 + 2 + 1 + 4 = 40
#2 vs. Ghost (Flank, Haste, Subtlety): 1d20 + 11 + 2 + 1 + 4 ⇒ (18) + 11 + 2 + 1 + 4 = 36
#1 Concealment: 1d100 ⇒ 16
#2 Concealment: 1d100 ⇒ 12
#3 Concealment: 1d100 ⇒ 48
#4 Concealment: 1d100 ⇒ 37
Despite the brutality and speed of his assault, Hassan is unable to land even a single blow upon the foul creature. He begins to make peace with himself, even in the knowledge that only the foulest of gods will accept his soul after this pointless death...
Issi Flamehair
|
With the ghost finally succumbing to pride and leaving itself vulnerable Issi has no compunction about striking - hard! Her rapier flickers from side to side, almost hypnotically drawing the ghost's attention before she flicks what remains of her long hair one way and thrusts the other! Just as her blade strikes she averts her eyes - not keen to face the ghost's retribution.
Greater Feint: 1d20 + 23 ⇒ (1) + 23 = 24
Greater Vital Strike: 1d20 + 22 + 1 + 2 ⇒ (9) + 22 + 1 + 2 = 34 Damage: 3d6 + 7 + 2d6 ⇒ (5, 4, 3) + 7 + (5, 2) = 26 Miss?: 1d100 ⇒ 82
Terrance Welby
|
Trip is mixed between stepping forward to try and heal some of the party or try to help and finish the ghost. He decides on the latter but steps back further to hopefully be out of range of the foul undead thing before calling on his deity again.
Casting Searing Light at the Ghost
Ranged Touch attack: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19 BAB + DEX + Haste
If that is enough, Miss Chance: 1d100 ⇒ 59
If that hits....Searing Light: 10d8 ⇒ (6, 1, 4, 3, 3, 8, 5, 3, 5, 4) = 42
And the Spiritual Weapon:
Spiritual Weapon attack 1: 1d20 + 9 + 7 ⇒ (7) + 9 + 7 = 23 Miss chance: 1d100 ⇒ 84 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Spiritual Weapon attack 2: 1d20 + 4 + 7 ⇒ (2) + 4 + 7 = 13 Miss chance: 1d100 ⇒ 62 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
[ooc]Just noticed I rolled d8's instead of d6's for the Searing Light. That only applies for undead particularly vulnerable to light.... If it hits the damage would be: Searing Light: 10d6 ⇒ (1, 6, 3, 5, 3, 5, 6, 5, 3, 1) = 38. Sorry.
| Iron Medusa GM |
Trip, actually, the ghost's touch AC is 20, so a 19 misses...but looking over your feats, you have point-blank shot and precise shot. If you move 20-25' over west, you nullify the cover bonuses and the +1 from point blank applies and precise shot nullifies the fact that the ghost in engaged in melee combat. Since you are hasted and you know you are safe at 20' reach, you easily move around the battlefield and blast the ghost! The searing light strikes the ghost, doing half damage of 39, which equals 19 damage.
Total damage:
108+18+26+19+24=195 hps.
The dwarf's axe did some damage to the ghost. Hassan's attacks all pass harmlessly though the ghost. Issi feints the ghost and strikes a decisive blow with Vital Strike and her ghost touch weapon. Trip moves to the ghost's western flank and blasts it with a searing light, causing the ghost pain. The spiritual weapon's force damage hits once and then again, before the ghost dissipates in an anguished moan! The carriage driver's corpse remains on the ground.
With the ghost destroyed, now what?
Status update:
Blackrock: 54/127
Hassan: 22/111 (-1 Charisma)
Issi: 54/94 (-1 Charisma)
Trip: 44/98
Enjoyable first fight...
| Hassan Sabbah |
Hassan heals another 15 health from red shroud unless something interrupts us in the next 5 rounds.
Hassan sighs, finding himself not dead. "Stupid," he mutters.
Issi Flamehair
|
Issi watches the ghost dissipate with ill-concealed satisfaction, before turning to much more important matters - the ruin of her hair. Thankfully the damage doesn't appear too severe, more a case of singed ends than any real damage, although she pulls some scissors from her pack and begins trimming the ends into neatness - leaving it slightly ragged and of varying lengths, but not burnt at least.
Only once this is done does she join in the discussion of what has gone on.
"Well he clearly didn't have a good death - Made a pact with Asmodeus maybe? He seemed to recognise that God at least... Could he be an Adella?"
Terrance Welby
|
Thank you! Typed that post too fast....[ooc]
Glad to see the ghost dissipate Trip glances around at his companions then starts praying to Desna for healing.
[ooc]Channel energy twice
Channel energy: 9d6 ⇒ (1, 6, 4, 3, 1, 3, 2, 3, 6) = 29
Channel energy: 9d6 ⇒ (1, 2, 4, 1, 6, 5, 4, 6, 5) = 34
"That pact may be why the family fell from the graces of society. A devil always honors a contract, but always holds the better end of any deal. How are we all feeling now?"
| Barnabus Blackrock |
"Thanks for the healing Brother, and good job finishing that ghost off. Seems Grendel wasn't that effective against the ghost. The poor fellow did mention he was looking for his sister, Lucretia. Given his signet ring with a cross-eyed medusa, most likely he and Lucretia were Adellas. We should be more careful disturbing dead remains in the future." Blackrock sends Hassan a wink. "But since we already disturbed this fella's, do you think we should examine him? His gold signet ring may turn out to be useful, no?"
HP situation:
Blackrock: 117/127
Hassan: Full(-1 Charisma)
Issi: Full (-1 Charisma)
Trip: Full
Also want to point out this from what Clarissa told us:
The three branches of the family each developed their own variation of this emblem: the howling medusa (Sardisi), the mocking medusa (Voxus), and the cross-eyed medusa (Daellum).
Terrance Welby
|
I also forgot to add the +1 Morale bonus from the Hero's Feast....
"Since the body has been disturbed, maybe we should figure out where his family crypt is and move it there. That might put the ghost fully to rest. Otherwise the ghost might come back to attack again."
He reaches a hand out to Blackrock and says another prayer to Desna to finish the healing on him.
Sacrifice 1st level spell Endure Elements to cast Cure Light Wounds on Blackrock CLW: 1d8 + 5 ⇒ (2) + 5 = 7
"Can anyone detect magic? I don't regularly prepare that orison as I figure we'll have a mage with a group. Should check the body for magic that might be linking it to the ghost."
"Then lets search this area for his family's crypt. Maybe they are marked with the cross-eyed medusa signet like his ring? If anyone finds the sister's body don't touch it!"
Terrance Welby
|
Terrance watches patiently as Issi searches the body. "Maybe we should put it aboard the carriage until we find the family crypt and inter it properly? Normally I'd recommend against even touching it, but since we have already summoned the ghost and driven it away...."
| Barnabus Blackrock |
"Yeah, that sounds like a good idea. Don't feel like lugging a body around this necropolis." After Issi has taken or not taken the body's possessions, Blackrock hefts the corpse back on the carriage. "Shall we move ahead further north as a group? We almost got our asses handed to us just now. Best to stick together and hope no more ghosts show up."
| Hassan Sabbah |
Hassan is not here to loot, and I'm not sure if Issi cares about wealth.
Hassan leaves the corpse where it is. He's ready to move on.
| Iron Medusa GM |
Apologies for delay....Issi's absence killed my mojo! :)
16th day of Sarenith of current year
8:40 am
Leaving the corpse and its possessions on the carriage, the party heads further north into the necropolis until you reach the next significant structure. It is a dull gray granite building that looms in the center of the necropolis. Four mausoleums flank the structure, two each on its western and eastern sides. Assuming you enter.. The entrance has a domed ceiling that rises to a height of twenty feet, and is decorated with intricate geometric designs. In the center of the chamber’s floor, a carved medusa crest stares endlessly upward. To the north, a pair of stained-glass windows depicting a handsome man and a beautiful woman look on.
The hallway stretches for 60' before opening up to the east and west. You are currently all at the entrance. What now?
Terrance Welby
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Although the damage is healed Trip still feels concerned about the last battle. He had used more magic than he liked for a single battle and was worried that they'd have to back out of this place before they'd made much progress. And 'killing' a ghost didn't always end its menace if the body wasn't properly interred.
Entering the building he pauses to let the more stealthy of the group move in. He looks around the area for any details that might be important.
Do we recognize either of the people depicted in the stained glass? Not sure what knowledge would be appropriate. ??
Knowledge: 1d20 ⇒ 13 Arcana+4,Planes+4,Religion+8
| Barnabus Blackrock |
Barnabas looks around, "Guess this medusa thing is gonna be part of the architecture of all the buildings. Well, let's have a look around the corners to the east first. Everybody sharp!" The dwarf grips Grendel and his shield (which he picked up at the end of the ghost battle) and leads the way.