Barnabus Black |
"Most welcome good sir Sigur." Barnabus replies.
"I don't have any intention of getting ma' feet wet if I don't have to, so this magic ring needs to go to one of you athletic types."
"I will hang onto the boot unless any of you have any objections..."
Scarlet Blood |
"More magical items is always nice. Thinks for them."
He looks to the others, "Lets take a rest. Some of you look like you need it."
Loot spreadsheet updated. Marked Barnabus as having the Boat. Ring will go into the bag of holding unless someone wants it.
GM RelicBlackOUT |
Dalron looks towards the door on the opposite side of the waterfall and does not see anything from this angle.
The party heads into the room where they faced the tomb spider and sets up camp. The party is able to fully rest, regaining all spells and abilities. Bozvrig also gains his lost Con back. There is no hint of trouble during the time rested. The party gathers all of their supplies and gets ready to continue on.
If there is anything you would specifically like to do during this time of rest, just let me know and we can make it happen.
Room 20 is the balcony, the squared room next to it is where the painted image came alive.
From the room that the walls became magically painted you see a set of stairs that lead down into a lower chamber. There are two lower doors opposite from each other and a staircase that leads up to another room.
Lanliss Endarro |
Ring will go into the bag of holding unless someone wants it.
The ring should go on Scarlet or Del's finger assuming they have ring slots available. It might never be used, but it definitely will never be used if it's in the bag of holding. Just someone wear it until they get something better to replace it (which may never happen in this campaign).
"Usually, Scarlet inspects each door to look for traps and to see what we can glean about what's on the other side."
Del Boozer |
Del's strength is slightly better than Scarletts, so that's where the ring should probably go... though Del's last experience with swimming makes him desire it...
"I'm all for that. Far less painful than the way I check for traps".
Dalron Northfield |
I think the ring should go to Del, heavy armor. And Scarlet looks like he can swim.
"Does any know how to make anti-toxin? I know the venom I collected is a main part of it.
I think craft can be do untrained, just not near my books right now to look it up. I will later tonight.
"So with the waterfall keeper spoke of the Betrayer, could it be some undead creature? Should we try and talk to it first or just go in with weapons swinging? I don't think I have anything useful against a ghost or one of those blood drinker, what are they called...oh Dracula's"
Lanliss Endarro |
"I think we should wait to see what story is 'revealed.' As appreciative as I am of the fossergrim's help, I'm not ready to commit to killing someone just on his say so. Remember, we're here to eliminate the varags and their lackeys. We don't know that this Betrayer is actually a threat to anybody.
"However, if it's undead, that's a different matter."
Bozvrig Wur |
After snoozing a bit, Bozvrig stretches and yawns. He's feeling much better thank you very much.
As the others talk, the druid simply stands by scratching his head. Then he scratches Truffels' head too.
can Boz prepare new spells? I'll need to check my spell lists later.
Lanliss Endarro |
can Boz prepare new spells? I'll need to check my spell lists later.
Yes.
The party is able to fully rest, regaining all spells and abilities. Bozvrig also gains his lost Con back.
GM RelicBlackOUT |
@Dalron you can make the Craft check untrained if you like. I will warn you that if you fail by more than 5 you will loose the ingredients needed to make the antitoxin... and not to be meta about it, but if you were to look it up the DC is 25 to make an Antitoxin. Your call
@Bozvrig as a Druid, you can pick completely different spells each morning after you rest. Just make note of them on your character sheet.
Once you all begin leaving the illuminated room...
To the northeast and southwest are gleaming stone doors, each engraved with a grinning, fiery skull. In the southeast corner of the room, another winding stair descends. Sorry my bad about previously saying it went up
The room with the door quickly fills with the image of the hill you saw before, now covered in brown grass, flames leaping into the sky off in the distance. The dark-haired man in shining armor wields two curved swords, battling howling goblinoids and baying wolves. Beside him fights the blond king wielding a black longsword. Light sparkles on the blade and the King’s crowned helmet. The red-haired woman holds her ground behind and between the two, her staff held aloft as lightning strikes her foes.
Your hair stands on end and your skin tingles, as if electricity were really in the air. As the image fades, you take note again of the doors and the stairs in the magic half-light of the room.
Scarlet Blood |
"Let met check for a trap. This tingling might just be leftover from whatever caused that or it could be an actual trap."
Perception (Traps): 1d20 + 8 ⇒ (5) + 8 = 13
Scarlet has a Swim of +8, so Del would benefit from them Ring of Swimming more. I say, he should have it.
GM RelicBlackOUT |
Scarlet checks the door for traps and he does not find any traps, he also discovers that the door is unlocked and easy to push open.
Moving in?
As you enter you see four sarcophagi stand within this room, two along the south wall and two to the east. Their lids show the graven images of trapped people on them, one different person for each lid. It’s as if each lid is a prison. The imprisoned people are depicted as if they are crying out, their desperate eyes set with rubies. To the north is a huge mirror.
Scarlet Blood |
Scarlet carefully enters into the room. "Lets not open the sarcophagi, they might decide to come out."
Del Boozer |
Del steps in eyeing the tombs suspiciously. He steps towards the mirror hoping to get a glance of how he looks with the shiny new ring on his finger.
1d20 + 7 ⇒ (14) + 7 = 21 Perception
GM RelicBlackOUT |
Looking around the room, there really isn’t much in it. Just these unique sarcophagi and the large mirror.
Del moves and stands in front of the mirror and checks out the new bling. As he looks into it he things the ring looks good. His eyes makes his way over the battle torn armor and clothing he is wearing and sees for the first time the effects of constant battle. Maybe something new to Del? Then he makes it to his face, he looks into those deep Dwarven eyes.
Then something flashes before his eyes... a memory. A memory you suppressed for many years. It is a memory of the first time you made it to the city to make something of yourself. You were going there with high hopes and expectations. Little did you know that you would be ostracized for your dress, cleanliness, and gruff nature. They didn’t see through that and see your kindhearted nature.
You were ashamed of the possible failure that you have chosen for yourself by leaving your family behind.
You are Shaken for 24 hours. -2 on all attack rolls, saving throws, skill checks, and ability checks.
Also, try to remember your characters fears. I just was reminded about his fear of spiders because he was bitten while he was younger. That could have been cool to play up. Just something to remember in the future.
Del seems to snap out of it with a shake of his dead, he has taken a somber mood as he looks away from the mirror.
Del’s will save +2 for being Good
Del Will: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Scarlet Blood |
"There doesn't seem to be anything unusual about this room besides the sarcophagi and the large mirror. Lets move on."
GM RelicBlackOUT |
Checking the door, it is unlocked. Just like the door opposite it, the door swings open easily.
As you make your way down the stairs
A musty putrescence pervades the air here. Two warrior statues in this room look stern, even angry, as they brandish their spears southward. You see four standing sarcophagi along the southern wall, two sealed ones flanking two others that are open, their lids lying smashed on the ground before them. Each remaining lid has the graven image of a person on it, each one looking like the lid is a prison and each face screaming in pain, wide eyes set with rubies.
The sound of steel clearing its sheath is the first sign you have of danger as a skeletal figure in ornate full plate leaps from the eastern open coffin with a hiss, its eyes burning under its helm. “Blood and vengeance,” it whispers.
With great deliberation, a bloated, rotting figure raises its arms and shambles forward from the other open coffin. A gurgling moan escapes its flabby lips.
This happens as four of you are on the stairs, the remaining two are up top in the door way.
Initiative
Bozvrig
Barnabus
Lanliss
Dalron
X
Scarlet
Del
@Bozvirg, Barnabus, Lanliss, Dalron You’re Up!
Bozvrig: 1d20 + 1 ⇒ (15) + 1 = 16
Scarlet: 1d20 + 2 ⇒ (4) + 2 = 6
Barnabus: 1d20 + 1 ⇒ (11) + 1 = 12
Del: 1d20 + 0 ⇒ (2) + 0 = 2
Dalron: 1d20 + 3 ⇒ (6) + 3 = 9
Lanliss: 1d20 + 3 ⇒ (7) + 3 = 10
X: 1d20 - 1 ⇒ (9) - 1 = 8
Barnabus Black |
knowledge(religion): 1d20 + 7 ⇒ (9) + 7 = 16
Barnabus incants a flaming sphere into existence on top of the rotting figure.
"Burn in the flame ya' dead 'uns."
flaming sphere: 3d6 + 1 ⇒ (2, 1, 3) + 1 = 7 (reflex 16)
GM RelicBlackOUT |
Barnabus knows what the rotting figure is. This is a Plague Walker. These diseased creature can inflict whomever it attacks with a sickness that can linger. In its bloated state, they are known to explode sending chunks of its flesh and sickness to all of those around.
The other creature is a bit trickier. You are unsure if it is a skeleton in a nice set of armor, or something else...
Reflex: 1d2 + 0 ⇒ (2) + 0 = 2
Del Boozer |
Del hears the others talking around him, and acknowledges insult with a smile instead of his usual return insult. He seems deep in thought, and his normally high and alert posture is replaced with a slouching disinterest.
He hangs back as the others approach the next room seemingly preoccupied with something.
Lanliss Endarro |
Lanliss' eyes widen in alarm when he hears Barnabus' description of the plague walker and he considers his daily spell selection. He whips out a magical arrow and looses it at the rotting figure.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Fire Damage: 1d6 ⇒ 6
In his panic, he misses wildly and the arrow burst into flame on the wall behind the opponents.
Retrieve on 1: 1d2 ⇒ 2
Bozvrig Wur |
“It ain’t right,” mumbles Bozvrig as the dead come shambling out of their graves. Heeding Barnabus’ warning, he retrieves a tar-filled sack and hurls it at the plague zombie.
Tanglefoot Bag vs Touch: 1d20 + 3 ⇒ (9) + 3 = 12
GM RelicBlackOUT |
Lanliss takes aim from above the stairs and lets loose an arrow that goes wide. Unsure if the height of the stairs or the statue being in the way caused such an issue, but it shatters against the wall.
Bozvrig tosses a tanglefoot bag at the Plague Zombie, hitting it square on. The zombie struggles against the tar and other sticky substances from within. The goo spreads to the floor and entangles it as it becomes glued to the floor.
@Dalron You’re Up!
Dalron Northfield |
Hearing that the blob is the bigger threat. Dalron fires two arrows at the blob. As tries to keep his distance from it.
Arrow attack #1: 1d20 + 7 + 1 - 2 - 1 ⇒ (3) + 7 + 1 - 2 - 1 = 8
dice+base+PB-RS-DA
Damage: 1d8 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8
dice+base+PB+DA[/dice]
Arrow attack #2: 1d20 + 7 + 1 - 2 - 1 ⇒ (1) + 7 + 1 - 2 - 1 = 6
[dice=Damage]1d8+1+1+2
Next time he will open his eyes to aim
GM RelicBlackOUT |
Going off of the marching order it looks like Dalron and Scarlet are at the bottom of the stairs because Del said he was lagging behind. If you ever want to change that order, please feel free to let me know and we can update it for the future.
The Plague Walker is struggling against the goo sticking him to the ground, it lets out a groan and you begin to see the flesh on its legs beginning to stretch and break as it is trying to pull itself free. It is unable to break free and lets out a guttural yell.
The armored skeleton walks around the statue and positions itself in front of Dalron. As its moving it draws a longsword, but when it reaches him it swings out with a slam. Dalron’s attention was on the sword and never saw the fist coming as it slams into the side of his head. The hit strikes Dalron so hard that it knocks him from the stairs and he falls south onto the ground prone next to the stairs and the statue. Dalron takes 7 damage
Initiative
Bozvrig
Barnabus
Lanliss
Dalron
X
Scarlet
Del
@Scarlet & Del You’re Up!
Plague Walker STR: 1d20 + 4 ⇒ (12) + 4 = 16
1 Scarlet & 2 Dalron
Random: 1d2 ⇒ 2
Slam: 1d20 + 6 ⇒ (18) + 6 = 24
DMG: 1d6 + 3 ⇒ (4) + 3 = 7
FS: 1d20 ⇒ 13
CMB: 1d20 + 6 ⇒ (19) + 6 = 25
Del Boozer |
$hite! What is wrong with me? Got to shake this off.
Del charges forward to engage the armored skeleton, pulling his warhammer as he goes.
1d20 + 6 ⇒ (3) + 6 = 9 Raging (+2), otherwise distracted (-2)
1d8 + 5 ⇒ (3) + 5 = 8 Bone crushing bludgeoning
But he is almost out of breath from the short dash and for some reason the weight of the hammer almost pulls him off his feet.
Scarlet Blood |
Viewing the walking plague as more of a threat and hoping it actually is an undead thing, Scarlet points his finger at the thing and shoots out a ray of positive energy toward it.
Disrupt Undead (RTA) vs Plague Walker: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 ⇒ 2
GM RelicBlackOUT |
Scarlet standing face to face with the heavily armored skeleton and begins to cast his spell but the skeleton strikes out at him with its sword. The attack hits Scarlet critically, but Scarlet is able to concentrate and the spell doesn’t fizzle. Scarlet takes 8 damage
Initiative
Bozvrig
Barnabus
Lanliss
Dalron
X
Scarlet
Del
@Bozvrig, Barnabus, Lanliss, Dalron You’re Up!
The armored skeleton is at the bottom of the stairs. The first level of the stairs is Scarlet and Del. Dalron is on the floor south of the stairs and next to the statue.
Skeleton AoO: 1d20 + 6 ⇒ (20) + 6 = 26
DMG: 1d8 + 2 ⇒ (2) + 2 = 4
Skeleton Crit Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Extra Crit DMG: 1d8 + 2 ⇒ (2) + 2 = 4
Concentration Check: 1d20 + 2 ⇒ (20) + 2 = 22
Barnabus Black |
Barnabus directs the Flaming Sphere into the Plague monster. ((Move action)
Flaming Sphere: 3d6 + 1 ⇒ (1, 6, 6) + 1 = 14 (reflex 16)
He then directs a Force Missile into it to hopefully finish it off.
Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Bozvrig Wur |
Bozvrig whistles and he and Truffles move into flanking position around the skeletal warrior.
PA Greataxe+Flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
dmg: 1d12 + 5 ⇒ (4) + 5 = 9
PA Gore+Flank: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
dmg: 1d6 + 5 ⇒ (5) + 5 = 10
Dalron Northfield |
Dalron will target the blob if he can see him, if not the armored skeleton
Dalron quickly fire two arrows at his target, the hum of the bow string is the only noise he makes.
Arrow attack #1: 1d20 + 7 + 1 - 2 - 1 ⇒ (8) + 7 + 1 - 2 - 1 = 13
dice+base+PB-RS-DA
Damage: 1d8 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10
dice+base+PB+DA
Arrow attack #2: 1d20 + 7 + 1 - 2 - 1 ⇒ (13) + 7 + 1 - 2 - 1 = 18
Damage: 1d8 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5
GM RelicBlackOUT |
Barnabus’s Flaming Sphere doesn’t seem as fully effective as it previously did, but his Force Missile is a direct hit. Dalron lets loose two arrows that sink deep within the Plague Walker. This causes the creature to begin to swell and burst. It ruptures open flinging bile, bone, and rotting flesh to all within the room
Dalron, Bozvrig, Truffels, Scarlet, and Del take 11 damage and are nauseated for 1 round
Lanliss and Barnabus take 5 damage
With Bozvrig and Truffels rushing past him, the armored skeleton turns its attention onto them. It takes its free arm and slams into Bozvrig. Bozvrig takes an additional 5 damage.
Initiative
Bozvrig & Truffels Nauseated
Barnabus
Lanliss
Dalron Nauseated
X
Scarlet Nauseated
Del Nauseated
@Everyone is up! If you are nauseated you can only take a single move action on your turn.
@Scarlet & Del are on the stair side of the skeleton flanking with @Bozvrig & Truffels on the floor.
Plague Walker Reflex: 1d20 + 0 ⇒ (18) + 0 = 18
Putrid Burst: 3d6 ⇒ (3, 2, 6) = 11
Dalron Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Lanliss Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Bozvrig Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Barnabus Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Scarlet Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Del Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Truffels Reflex: 1d20 ⇒ 5
H Slam: 1d20 + 6 ⇒ (13) + 6 = 19
Slam DMG: 1d6 + 3 ⇒ (2) + 3 = 5
Bozvrig Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Bozvrig Wur |
Boz is at 6hp, Truffels is at 8hp
Bozvrig roars in pain and anger, then almost vomits onto the skeleton. Feeling woozy, he focuses what he can into bringing the skeleton down.
PA Greataxe+Flank: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
dmg: 1d12 + 5 ⇒ (9) + 5 = 14
Truffels squeals and thrusts her tusks into the skeleton’s backside.
PA Gore+Flank: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
dmg: 1d6 + 5 ⇒ (3) + 5 = 8