
Paddy |

Blast it! I want his head o a pike. He makes my skin crawl....damn it! Paddy seems visibly upset at the necromancer's escape. He takes a few deep breaths and looks around.
A virtual treasure trove for a musician or a bard. Anyone know if these are valuable or magical?
Paddy then searches the room carefully.
taking 20 for a 28.
Sweet!! Lvl 4...will get that done soon. taking either another lvl of rogue...might dip to slayer.

Alphonse Veritas |

Alphonse's eyes briefly flare with a white flame.
"We need to find that defiler and make him pay for his crimes. Have you found anything in here, Iommi, or should we search another room for clues?"

Hoenheim Dobberkau *Nacht* |

I will note.. Nacht did not get a 2nd round.. or Third round.. and he went .. before the necromancer... would possibly killing him affect anything in particular?

Hoenheim Dobberkau *Nacht* |

(I am Cornholeio)
Round 2
=======
Nacht seems to get increasingly more and more fierce and his blades slash and stab furiously into the Necromancer.
Multi Flanking Ant Greatsword Slash: 1d20 + 6 ⇒ (5) + 6 = 112d6 + 5 ⇒ (2, 5) + 5 = 12
Multi Flanking Ant Gladius Slash: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (2) + 3 = 5
Multi Flanking Ant Gladius Slash: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 3 ⇒ (5) + 3 = 8
Round 3
=======
Multi Flanking Ant Greatsword Slash: 1d20 + 6 ⇒ (19) + 6 = 252d6 + 5 ⇒ (2, 1) + 5 = 8
Multi Flanking Ant Gladius Slash: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 3 ⇒ (1) + 3 = 4
Multi Flanking Ant Gladius Slash: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 3 ⇒ (3) + 3 = 6
Confirm Multi Flanking Ant Gladius Slash: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 ⇒ (2) + 3 = 5
Confirm Multi Flanking Ant Greatsword Slash: 1d20 + 6 ⇒ (4) + 6 = 102d6 + 5 ⇒ (4, 6) + 5 = 15

Pierre the Necromancer |

(I am Cornholeio)
Round 2
=======Nacht seems to get increasingly more and more fierce and his blades slash and stab furiously into the Necromancer.
[dice=Multi Flanking Ant Greatsword Slash]1d20+6; 2d6+5
[dice=Multi Flanking Ant Gladius Slash]1d20+5; 1d6+3
[dice=Multi Flanking Ant Gladius Slash]1d20+5; 1d6+3Round 3
=======[dice=Multi Flanking Ant Greatsword Slash]1d20+6; 2d6+5
[dice=Multi Flanking Ant Gladius Slash]1d20+5; 1d6+3
[dice=Multi Flanking Ant Gladius Slash]1d20+5; 1d6+3[dice=Confirm Multi Flanking Ant Gladius Slash]1d20+5; 1d6+3
[dice=Confirm Multi Flanking Ant Greatsword Slash]1d20+6; 2d6+5
Okay, that ought to do it! LOL! Retroactive change....
Nacht butchers the Necromancer with insect-like precision and ferocity! His slashed and punctured body drops to the floor and twitches momentarily in an expanding pool of dark blood!

Iommi-Tyr Magnusson |

after we all search the place....
Let us bring his body back up to Father Renaud to let him tell us who this traitor was -- and see if we can determine the Necromancer's background.
Hopefully the Gargoyles' curse is broken!
Where shall we go next?
I am somewhat interested in getting to England to see what influence Conflagratious has had there.
Also, there is a known Witch who has been hired by Duchess Eleanor to melt away the life of young King Henry VI -- obviously under Humphrey's command. I would very much like to see the son of my old best friend grow to be strong like his father, not destroyed by either of his two uncles and the Witch of Eye with her dark-magic, fetish dolls of wax and blood.
But in any case -- I think I will stick with this group, whatever we decide.
I feel that, together, we could be a great force for Good in Europe.
Odin is watching!

Hisao of the Yellow Reeds |

Hisao pokes the body with his knife as he addresses it.
Perhaps you can now tell us what you know of this great dragon? No? Oh. This silent treatement is no way to treat honoured guests.
If there's no answer from Pierre Hisao will go ahead and take 20 on the body and in the room and in whatever else might be left unsearched.
Uhm.. How do we get out of this place first?

Michael Johnson 66 |

Hisao pokes the body with his knife as he addresses it.
Perhaps you can now tell us what you know of this great dragon? No? Oh. This silent treatement is no way to treat honoured guests.
If there's no answer from Pierre Hisao will go ahead and take 20 on the body and in the room and in whatever else might be left unsearched.
Uhm.. How do we get out of this place first?
Hisao loots the following from the Necromancer's corpse:
2 potions of cure moderate wounds (labeled in Latin)Potion of displacement (labeled in Latin)
Potion of invisibility (labeled in Latin)
A robe that radiates necromantic magic and has stylized skeleton motifs stitched in white thread on a black background
A masterwork dagger
An amulet shaped like a small turtle shell on a leather neck cord that radiates abjuration magic
A broad leather belt with bronze studs that radiates transmutation magic
A sky-blue cloak with cloth-of-gold fringe that radiates abjuration magic
Dark leather goggles with dark crystal lenses that radiate transmutation magic
A silver headband inlaid with diamonds and sapphires that radiates transmutation magic
A spellbook
A crystal that might be a spell component
Onyx gems (3, each worth 100 gp) that might be used in necromancy
623 gp in a belt purse

Alphonse Veritas |

"We did it!" Alphonse says happily.
"Hopefully any dark magics he's wrought died with him."
To Iommi:
"I wouldn't mind going back to England, though when I left not much was going on."
"This Witch you speak of sounds like a serious problem, however."

Paddy |

Good riddance to that piece of filth. Let's get back to the church soon. the quicker we get that gargoyle problem dealt with the better.
is there any more rooms we missed? I can't remember...

Hisao of the Yellow Reeds |

Much treasure on corpse of corpse maker. Let us search the other rooms.
Hisao is going to pretty much take 20s all over the place in searching everywhere. Starting with the current room and then the other ground floor room

Iommi-Tyr Magnusson |

Iommi-Tyr Magnusson follows, less concerned with loot and extremely concerned with clues and other information.
....Searching for Secret Doors throughout....

![]() |

(Regarding Treasure)
I'd like one of the Cure Moderate Potions to replace the two Cure Lights I used earlier.
The Potion of Displacement is feebly calling to me, but I understand if someone else wants it.
I'd love to have the Sky Blue Cloak that I assume is a Cloak of Resistance. My Saves are only average.
And I REALLY want the silver Headband with diamonds & sapphires assuming it's INT (or even WIS or CHA).
. . . .
Whomever has the greatest need for the Turtle-Shell Amulet (likely of Nat AC) ought to get it, yes?
Let's see if the Belt is STR or CON or DEX, yes?
The Necromancy Robe (maybe a Robe of Bones!!!)?
Then there's the Goggles, MWK Dagger, Invisibility Potion & another Potion of Cure Moderate Wounds....
Did everyone get what they called from the last go-round of treasure?

Paddy |

I think we should finish looking around before heading up. there might be something useful laying about. Maybe information of more baby killers. If there is one, there is likely more.
With that, Paddy heads to the unchecked room on this level. When he approaches the door, he inspects it for traps.
perception: 1d20 + 9 ⇒ (19) + 9 = 28 havent updated Paddy yet...will do that tonight

Hoenheim Dobberkau *Nacht* |

Nacht sits still looking at the body of the Necromancer as it inspecting his very being or shocked. Every so often.. you see him jab a dagger into the body... and pull it back out.. look the the dagger.. then do so again in a different area.

Michael Johnson 66 |

Paddy opens the other upstairs door, revealing a 30-ft-square chamber with a 30-ft-high ceiling from which depends another wrought iron and crystal chandelier that illuminates the room with garish red light from arcane fires glowing from the multiple red wax candles set in the chandelier....
An unholy shrine stands against the back wall of the chamber.... An inverted cross of silver, inlaid with bloodstones and rubies, is fixed to the wall above a small altar covered with a black drape, on which a pair of human skulls lit from within by red arcane fires rest.... A pentagram with a stylized goat skull within is etched on the wooden floor before the shrine, with five human skulls, one at each of the points of the pentagram, upon which half-melted red wax candles blaze with arcane red flames....
A pair of skeletal figures armored in black-and-crimson half plate armor and armed with wicked-looking greatswords with serrated blades stand guard just inside the door!

Hisao of the Yellow Reeds |

Hisao is close behind Paddy
Init: 1d20 + 6 ⇒ (10) + 6 = 16
Good news Hisao says to the skeletons as he hastily replaces his blade with the mace. Your boss is dead. You are free!

Paddy |

initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Ah, b%@+!*%s!
Paddy lashes at one of the guards, aiming for a weak spot in their armor.
attack: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 1 ⇒ (2) + 1 = 32d6 ⇒ (4, 5) = 9
and then he steps back 5 ft to allow someone wirh heavier armor in...

Skeletal champion guard |

The skeletal champions advance, blocking entry through the doorway!
One slashes at Paddy as he shifts backward.... 1d20 + 7 ⇒ (15) + 7 = 22 dealing 2d6 + 4 ⇒ (4, 3) + 4 = 11 slashing damage to the Irishman!
The other presses on through the doorway and past Paddy, provoking an AoO from the Irishman, and swings at Alphonse....1d20 + 7 ⇒ (1) + 7 = 8 but the young squire parries the attack with the haft of his magic earth breaker!

Rynjin |

Well, yes we leveled, but that only gives you 5 hp from hit dice, and one from your 12 Con, plus maybe another for favored class. Which would put you at 6 HP right now, right? 10+7-11. Or did we use more healing and I forgot?

Paddy |

you're right..i messed up when i leveled...i accidentally went max hp...me=stupid....so I am currently down to 5 hp....doh!. see that's what i get for doing more than 3 things at once....

Iommi-Tyr Magnusson |

Rd. 1
Draw and throw Holy Water; Ranged Touch attack into melee:
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 2d4 + 1 ⇒ (3, 1) + 1 = 5
+1 HP damage to the adjacent Undead
.
Rd. 2
Draw and throw Holy Water; Ranged Touch attack into melee:
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 2d4 + 1 ⇒ (2, 2) + 1 = 5
+1 HP damage to the adjacent Undead

Hisao of the Yellow Reeds |

As a free action Hisao drops his light mace.
Back up paddy and take the bone breaker
He then steps up to the front line and swings his heavy mace at the skeleton that attacked the rouge. His blow comes down in a vicious arc aiming at a gap in the skeleton's helm that leaves and armor that leaves the neck exposed.
Heavy mace: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 2 ⇒ (3) + 2 = 5
Confirm: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 2 ⇒ (6) + 2 = 8

Skeletal champion guard |

As a free action Hisao drops his light mace.
Back up paddy and take the bone breaker
He then steps up to the front line and swings his heavy mace at the skeleton that attacked the rouge. His blow comes down in a vicious arc aiming at a gap in the skeleton's helm that leaves and armor that leaves the neck exposed.
[dice=Heavy mace]1d20+5;1d8+2
[dice=Confirm]1d20+5;1d8+2
CRUNCH!!!
The ninja's blow breaks off a few transverse processes from the skeleton's cervical vertebrae! The skeleton's head hangs at a strange angle, but it keeps standing and raises its blade for another strike....

Hoenheim Dobberkau *Nacht* |

As Nacht stabs the body of the Necromancer, memories or perhaps visions fade in and out in rapid succession.
A being in a dark robe, standing over another who screamed in agony. A blade lanced into the figure from his own direction. The arm and hand much different from his own.. then another back and forth in frenzied manner. Unlike his current form there were only two hands and they were of a pale skin with dextrous fingers
Something boiled in his blood, was it 'happiness' or something more. The him of that position shifted back around.. there were sounds coming from other sides.. and then the same Necromancer stood there.. smiling. But He was not alone.. there were others.
Nacht snapped back to reality and noticed.. the others were gone. There were sounds of struggle. Getting up... and pulling the dagger out, Nacht went to see what the issue was.
Double Move. Free Action Reflect on weird flashes of thought

Paddy |

sorry im late...
Paddy grabs Hisao's mace and tries to cave in a skeleton's skull.
Die again ya nasty bugger....
attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 191d6 ⇒ 32d6 ⇒ (1, 4) = 5added flank and sneak if I can...if not just disregard

Skeletal champion guard |

sorry im late...
Paddy grabs Hisao's mace and tries to cave in a skeleton's skull.
Die again ya nasty bugger....
[dice=attack]1d20+7+2; 1d6; 2d6added flank and sneak if I can...if not just disregard
Paddy strikes the helmed skull of one of the skeletal champions, damaging it, but not yet felling it!

Skeletal champion guard |

The skeletal knight struck by Paddy attempts to saw the Irish rogue in half with its serrated greatsword 1d20 + 7 ⇒ (16) + 7 = 23, dealing 2d6 + 4 ⇒ (2, 6) + 4 = 12 slashing!
The other strikes at Alphonse 1d20 + 7 ⇒ (18) + 7 = 25, rending a gash in the young squire's armor and flesh on his right pectoral muscle that deals 2d6 + 4 ⇒ (5, 4) + 4 = 13 slashing!