| Malcolm Cavendish |
We would likely find a defensible position, Felicitas. Seeing as there is nothing behind us, going back a bit to rest is always an option. It will no doubt need to happen soon. The Dwarves have already informed us that it is past the dinner bell above-ground.
| baldwin the merciful |
With diligence the rubble is moved enough to permit the party to get through. Desmond peeks into the room...
This cavern is huge. Running water can be heard nearby. The air seems cleaner, less stagnant. You see a cut symmetrical pool of water, with a river running in one side and out the other. The cavern walls reflect a myriad of iridescent colors, dancing off of the walls in their torchlight. Across the pool to the south, where the river enters the pool, are two large blue stone platforms, fully 8 ft. tall and 12 ft. long. Corpses rest on them.
Karnog: 1d20 + 9 ⇒ (18) + 9 = 27
Kalim: 1d20 + 7 ⇒ (11) + 7 = 18
Grung: 1d20 + 8 ⇒ (9) + 8 = 17
Feli: 1d20 + 9 ⇒ (6) + 9 = 15
Aurora: 1d20 + 5 ⇒ (11) + 5 = 16
Desmond: 1d20 + 3 ⇒ (20) + 3 = 23
Malcolm is immune and anyone within 10 feet of him gets a +4 on save
The group's nerves seem to have settled some from the constant adrenaline and fear that permeates this dungeon.
| Karnog Kegmeister |
"Perhaps a quick recconnoiter of this area, then we settled in for the night? I will have to prepare more restoration magic in the morning, and some fear-reducing spells as well. If need be, I can construct some basic defenses around this exit, both of wood and stone, which should allow for cover if we are attacked. By corporeal things anyways."
| Grungsdi |
Aye defenses! Grung will help Karnog set those up.
| Grungsdi |
Wherever karnog leads us lol
I thought the big room
| Karnog Kegmeister |
I was thinking a stealthy recon of the near areas of the big watery room, then create defenses at the entrance. Thu way we have a choke point if anything approaches from the front and area to fall back and fighting if they come from the rear.
| baldwin the merciful |
The party begins to recon the pool room. Inside the room, it is composed of dark stone interwoven with psychedelically colored pegmatite mineral deposits the deposits are quite interesting. dungeoneering or appraise check. They reflected light glimmers with rainbow hues. The swimming pool looks a bit shallower from what you can tell at the base of the “T” and deeper in the top of the “T.” There is a river that cuts through the chamber and the water current appears strong. The river looks navigable.
Across the river, near the pool entrance, are the two stone platforms made of blue streaked black stone upon which rest two perfectly preserved bodies of old men with long white hair and beards.
What are you going to do?
| Grungsdi |
1d20 + 6 ⇒ (16) + 6 = 22 dungeoneering
Anyone else have a feeling those are going to get up and attack us?
| baldwin the merciful |
As the party looks at the two corpses a white mist emerges form their mouths. Karnog and Malcolm recognize them immediately as wraiths.
RA:
Karnog: 1d20 + 1 ⇒ (14) + 1 = 15
Kalim: 1d20 + 2 ⇒ (18) + 2 = 20
Malcolm: 1d20 + 2 ⇒ (4) + 2 = 6
Grung: 1d20 + 2 ⇒ (2) + 2 = 4
Feli: 1d20 + 2 ⇒ (4) + 2 = 6
Desmond: 1d20 + 5 ⇒ (1) + 5 = 6
wraith: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative:
Wraith - acted emerged
Kalim
Karnog
Desmond
Feli
malcolm
Grung.
RD 1: Wraiths
They emerge from the mouths and corpse. That is their entire action.
Use the last map for this round, they are located where the bodies are located.
| Karnog Kegmeister |
"Gah! Those wraiths are bad news. They'll drain the life outta ya with a touch. And our weapons are all but useless against them. Time to call up some backup!"
Standard action: summon 1d3 ⇒ 3 lantern archons via summon monster IV.
If they can attack this round:
1d20 + 3 ⇒ (1) + 3 = 4 to hit; 1d6 ⇒ 1 damage
B:1d20 + 3 ⇒ (15) + 3 = 18 to hit; 1d6 ⇒ 3 damage 1d20 + 3 ⇒ (3) + 3 = 6 to hit; 1d6 ⇒ 1 damage
C:1d20 + 3 ⇒ (8) + 3 = 11 to hit; 1d6 ⇒ 5 damage1d20 + 3 ⇒ (1) + 3 = 4 to hit; 1d6 ⇒ 3 damage
"Holy beings of light and good, help us slay these undead creatures!"
Karnog draws his hammer and stands ready to attack.
| Felicitas Sweetfingers |
knowReli: 1d20 + 9 ⇒ (6) + 9 = 15
Holding her back in a way so that Aurora can grab a wand Feli uses another to cast Shield on herself. Aurora casts Mage armor and prepares to us the bless wand.
Next round, as the Archons are summoned she will start bardic performance.
So you gain +1 bless and +2 bardic performance starting her turn next round.
| baldwin the merciful |
Kalim quickly blasts the area where the wraiths are
reflex
wraith 1: 1d20 + 4 ⇒ (2) + 4 = 6
wraith 2: 1d20 + 4 ⇒ (16) + 4 = 20
The wraith on the left takes the damage but his incorporeal form lessens the hit . (13 HP of damage)
The wraith on the right quickly avoids most the damage incorporeal (50% less) then its quick reflexes kick in. (6 HP of damage)
| Malcolm Cavendish |
According to the map, the wraiths appear to be on the other side of the water, correct? I foregot how deep and difficult the water is to pass across. Can I get an update on that?
Round 1, Channel Positive Energy
Abadar save us from these undead!
Malcolm channels positive energy. DC 15 Will save for 1/2 damage.
Positive Energy: 4d6 ⇒ (1, 6, 6, 2) = 15
| Karnog Kegmeister |
GM: I took sacred summons at level 7. Sacred Summons . LG critters come in as standard action.
| Grungsdi |
Grung does his QuickDraw sling then throwing ax
Sling 1d20 + 9 ⇒ (14) + 9 = 23 for 1d4 + 4 ⇒ (4) + 4 = 8
+2 Returning Throwing Ax: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9 for 1d6 + 6 ⇒ (4) + 6 = 10
| Grungsdi |
And Grung learns that the sling goes right through
| baldwin the merciful |
I forgot the wraiths bonus on channel with Karnog but it didn't make a difference.
W1, save: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
W2, save: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
The holy energy flows from the paladin. Both undead creatures cringe but they withstand the majority of the damage.
The bullet from grung's sling hit doesn't seem to do anything. Magical weapons needed.
| baldwin the merciful |
RD 2: Wraiths
One moves (K,24) and attacks Karnog while the other moves to attacks Malcolm (M,26). the are flanking Malcolm.
Karnog:
Wraith 1, touch: 1d20 + 6 ⇒ (1) + 6 = 7;dam: 1d6 ⇒ 2;con: 1d6 ⇒ 6
Malcolm:
Wraith 2, touch: 1d20 + 6 ⇒ (8) + 6 = 14;dam: 1d6 ⇒ 4;con: 1d6 ⇒ 2
Grung has an AOO on the wraith in k,24
It's a DC 17 fort save for the con drain.
you remember there is something about daylight, but don't recall the details.
| Grungsdi |
Grung quickdraws Croaker as his throwing ax is in the air
Croaker: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13 for 1d10 + 7 + 4 ⇒ (2) + 7 + 4 = 13
| Karnog Kegmeister |
"A little bit of luck and I'm all right for now. Take them down fast, everyone!"
Lantern A:
1:1d20 + 5 ⇒ (11) + 5 = 16 Touch; 1d6 + 2 ⇒ (6) + 2 = 8 damage
2:1d20 + 5 ⇒ (19) + 5 = 24 Touch; 1d6 + 2 ⇒ (2) + 2 = 4 damage
Lantern B:
1:1d20 + 5 ⇒ (13) + 5 = 18 Touch; 1d6 + 2 ⇒ (3) + 2 = 5 damage
2:1d20 + 5 ⇒ (15) + 5 = 20 Touch; 1d6 + 2 ⇒ (6) + 2 = 8 damage
Lantern C:
1:1d20 + 5 ⇒ (18) + 5 = 23 Touch; 1d6 + 2 ⇒ (1) + 2 = 3 damage
2:1d20 + 5 ⇒ (14) + 5 = 19 Touch; 1d6 + 2 ⇒ (5) + 2 = 7 damage
(6 rounds remaining for Lantern Archons)
Karnog calls forth the floating, glowing shields which have protected the party in the past.
Everyone within 20' gets +2 Deflection to AC & CMD
| Malcolm Cavendish |
Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Round 2, Smite Evil, AC: 26, Scabbard of Vigor (+3/3Rounds)
Malcolm slides to M-25, and attacks the Wraith in M-26.
May Abadar smite you!
BS Att1: 1d20 + 13 + 3 + 2 ⇒ (1) + 13 + 3 + 2 = 19
BS Dam1: 1d10 + 5 + 5 + 3 ⇒ (8) + 5 + 5 + 3 = 21
BS Att2: 1d20 + 8 + 3 + 2 ⇒ (12) + 8 + 3 + 2 = 25
BS Dam2: 1d10 + 5 + 5 + 3 ⇒ (2) + 5 + 5 + 3 = 15
Smite Evil adds an additional 14 damage to the first successful hit on my target if undead. If either of the above hit, please add an additional 14 points of damage.
| baldwin the merciful |
| Grungsdi |
Grung swings Croaker wildly, then takes a 5 ft step away
Croaker: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12 for 1d10 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Croaker: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 for 1d10 + 7 + 4 ⇒ (1) + 7 + 4 = 12
| Karnog Kegmeister |
"They are an abomination and blight upon this world!"
| Karnog Kegmeister |
1d20 + 9 ⇒ (6) + 9 = 15 fort (+2 if spell, SLA, poisons)