Villainous Undead |
As well as Marcus can see the beast, it can see him. A ghastly form sails from the shadows...
Ezekiel sees it fully as it streaks into the torchlight. Startled by its appearance, his crossbow bolt flies wide of the mark. After all, who expects to see a rotting, tentacle-laden and fanged fiend's head flying in courtesy of ragged bat wings?
The foul creature descends on Marcus with a vengeance, trying to slither past Beula so it can strike at his unguarded face. But the ranger's quick defense keeps the creature at bay... barely.
Aerik thinks I wonder if he wants his helmet back?
Round: 1
ORDER: Ezekiel, Marcus, Flapper, Lyrica, Jak, Aerik
MAP: Fly by Night
A's HPs: 10|14
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
none
Bad Guys
none
HIT: 1d20 + 5 ⇒ (15) + 5 = 20
DAM: 1d4 + 1 ⇒ (4) + 1 = 5
Sheesh! A perfectly great face-eating monster attack wasted! Oh, the humanity.
Lyrica Strom |
Round 1
Lyrica takes out her scimitar and swings it at the flying creature.
Scimitar: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
"You will not harm my friends if I have anything to say about it!"
Lyrica then takes a 5 foot step (to I46) in an attempt to maneuver around it.
Jak Howell |
"KILL IT!" Jak shouts as he pulls his morningstar.
:: Round 1 ::
STANDARD: Inspire Courage +1 (3/7 rounds remaining for the day)
MOVE: Draw morningstar
AC 17 T13 FF14
CMD 16 FF 13
Fort +2 Reflex +5 Will +3
---> +3 vs. Fear (Courageous + Inspire Courage)
Horror Points: 1
Conditions/Effects: Inspire Courage +1
stormraven |
Jak exorts his allies to fight while Aerik tries to hammer the flapping horror with his shield. The creature jinks to the side avoiding the blow.
Round: 2
ORDER: Marcus, Ezekiel, Flapper, Lyrica, Jak, Aerik
MAP: Fly by Night
A's HPs: 10|14
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
Inspire Courage - +1 ATT/DAM
Bad Guys
none
stormraven |
Marcus watches the creature dodge and jink. He finds the pattern in the movement and strikes - hilting the entire axe-head right between the creature's blank eyes. The blow bisects what passes for the creature's brain. It hits the floor in a gore-streaked lump.
Combat OVER... definitively.
Ezekiel Druiminn |
I believe that's one way to perform a lobotomy, Marucs.
"Excellent work, Marucs." Ezekiel reloads his crossbow, keeping it pointed towards the ceiling, looking for any other creatures before coming up. "Let me take a look at the...at the corpse for a moment."
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Heal Check: 1d20 + 6 ⇒ (12) + 6 = 18
Ezekiel Druiminn |
The perception was a general looking for danger at the ceilings, like maybe another hiding in the shadows above. The heal was an examination of the body if safe. Is it, or was, human? If not if I can identify at least a base creature. If it's still alive and healing to pounce upon us later. That kind of thing.
stormraven |
Cool. Thanks.
The creature is quite dead. What its race was is very hard to determine. It is clearly decayed, corrupted, and definitely doesn't bear the typical qualities of any of the mortal races you know. At a guess, it was an outer-planar beastie of some sort, possibly from one of the lower planes.
Ezekiel Druiminn |
No signs of danger, Ezekiel quietly lays down his crossbow and healer's satchel. Opening it he carefully removes a leather wrapped package in which he kept his scalpels. Selecting one, he carefully begins to cut a slit down the front of the creature. With gloved hands, he prods inside for a moment, grimacing. "I can say whatever this is, it wasn't human. At least not in the physical sense. The, corruption, inside it. If I were to guess, this was once a creature from outside our realm." Ezekiel sets about cleaning his tools off as he stands, picking up his crossbow, ready to continue on.
Lyrica Strom |
"I can say whatever this is, it wasn't human. At least not in the physical sense. The, corruption, inside it. If I were to guess, this was once a creature from outside our realm."
"Sarenrae be praised that we put an end to it! The Everlight is guiding us safely along this way and giving us the strength to face these outsider fiends. They are certainly the most evil of creatures that I have ever known. Little by little and one step at a time, she will guide us to persevere and take down all the evil in this land. Shall we push onward while we are still strong enough?"
Jak Howell |
"Holy sh!t, Marcus. I suddenly feel sympathy for a whole bunch of trees."
"I can say whatever this is, it wasn't human. At least not in the physical sense. The, corruption, inside it. If I were to guess, this was once a creature from outside our realm."
"So... what's it doing in a barrow? Would something or someone have to bring it here? Or can it move from realm to realm on its own?"
Seeing Lyrica prepare to move on, Jak once again puts away his morningstar.
Marcus Braun |
"Holy sh!t, Marcus. I suddenly feel sympathy for a whole bunch of trees."
Marcus shrugs, then crouches, wiping the gore off Guthwite's axe.
Guess I've just had enough of floating heads.
"So... what's it doing in a barrow? Would something or someone have to bring it here? Or can it move from realm to realm on its own?"
Can't say I know for certain how any of this evil magic stuff works, but seems that something strong enough to wake the dead could bring some things from other worlds to this one. Hell, look at the Blood Moon--one of the signs is undead and one is demons and such. Seems like Angarak doesn't discriminate when he's picking friends.
stormraven |
Our heroes stray into the opening of a large vaulted chamber. At the frayed edge of their lights, they make out the stone rectangles of more sarcophagi. One of them appears to be open. Echoing distinctively from beyond the sarcophagi is the consistent babbling sound of running and splashing water. Unfortunately, their meager torches don't reach that far. So the source of the water is a mystery.
MAP: Crypt
Actions?
A's Perception: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23 range
E's Perception: 1d20 + 6 - 3 ⇒ (7) + 6 - 3 = 10
J's Perception: 1d20 + 5 - 3 ⇒ (16) + 5 - 3 = 18
L's Perception: 1d20 + 3 - 3 ⇒ (5) + 3 - 3 = 5
M's Perception: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
stormraven |
Marcus, what square are you advancing to?
Based your current position, the walls block much of your ability to see.
ALL - Please toss in initiative rolls when you post. They'll be needed soon.
stormraven |
Just to be clear, Lyrica, you are detecting some evil only within your visual range to the south. 1' of stone blocks your ability to detect evil, so you can't attempt to detect evil in any square blocked by the walls. Because of that you aren't able to detect evil below the J row just around the corner or the K row on the far side. To get a full view of the room and potentially more evil than you detect currently, you'll need to move further into the room.
Aerik Wynn |
Init: 1d20 + 3 ⇒ (4) + 3 = 7
Aerik warns his companions, pointing north as he whispers.
"Careful, I think something's approaching from that way."
Then he moves up to support Marcus. (One square behind him)
Stealth: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
stormraven |
Who am I to say 'no'? Consider it 'brought'.
Marcus, stealth is pretty hard to come by since you've set off the Mindstab Fungus, Lyrica dropped an exclamation or two, and you are walking into a lightless crypt carrying a big-ass glowing axe. :)
Marcus and Aerik advance into the lightless crypt. The glowing Beula reveals a line of sarcophagi. Crawling across one, its claws, scraping stones, is some sort of nude, rotting monstrosity that looks vaguely human.
Round: 1
ORDER: Jak, ????, Lyrica, Aerik, Ezekiel, ????, Marcus
MAP: Crypt
A's HPs: 10|14
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
none
Bad Guys
none
#2 Init 1d20 + 0 ⇒ (4) + 0 = 4
Jak Howell |
Jak, unable to see what made the noise, hustles forward, then suddenly stops, "What the hells is that?!"
I'm sure Religion is still the way to go, but on the off-chance…
Knowledge (Planes or Local) 1d20 + 6 ⇒ (16) + 6 = 22
Wracking his brain for any useful information, Jak's voice carries through the team, low but driving. "Eyes open, hands ready and feet light, people! Be ready for whatever that thing can send at us."
:: Round 1 ::
MOVE: to G.53
STANDARD: Inspire Courage +1 (2 of 7 rounds left)
AC 17 T13 FF14
CMD 16 FF 13
Fort +2 Reflex +5 Will +3
---> +3 vs. Fear (Courageous + Inspire Courage)
Horror Points: 1
Conditions/Effects: Inspire Courage +1
Villainous Undead |
Jak rushes forward to see what our valiant heroes are facing...
The creature crouching on the tomb looks pretty similar to the zombies you encountered when you first entered the barrow. But this guy is leaner, moves with more agility, and seems a mite quicker.
As Jak assesses the threat, a very different creature squeezes out from the open sarcophagus and crawls onto the stone floor, flexing gore-crusted claws. Its tight skin looks like a sickly bruise over its whipcord thin body. The mouth is full of sharp teeth that are blackened with filth and decay. It quickly swipes its face 'clean' with a 3' long serrated tongue and tenses, ready to pounce. This is clearly the monster whose evil the Paladin sensed.
Unfortunately, it isn't alone. Just as Aerik warns of a possible danger from the north, from that direction, another of the long-tongued beasts appears on the heels of a strange organic scraping sound. Its vile tongue is seductively wrapped around the skull and spine of a well-chewed skeleton that it drags across the floor. At the sight of fresh meat, the skeleton is forgotten. The serrated tongue snaps loose from the skeleton and lashes towards the Ranger's face, narrowly missing as Marcus' instinctively leans away from it. The monster's breath reeks of rotting flesh.
Round: 1
ORDER: Jak, Sawtongue, Lyrica, Aerik, Ezekiel, ????, Marcus
MAP: Crypt
A's HPs: 10|14
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
Inspire Courage - +1
Disease Saves (later):
Bad Guys
none
HIT: 1d20 + 3 ⇒ (11) + 3 = 14
DAM: 1d6 + 1 ⇒ (4) + 1 = 5 + Fort Save v Paralysis
RND: 1d4 + 1 ⇒ (1) + 1 = 2 If save failed
Lyrica Strom |
Round 1
With her scimitar already drawn, Lyrica moves up (to H55) and stabs at the sawtongued fiend with a graceful flick of her blade.
Scimitar: 1d20 + 6 ⇒ (10) + 6 = 16 (+3 Strength, +1 BAB, +1 Weapon Focus, +1 Inspire Courage)
Damage: 1d6 + 4 ⇒ (4) + 4 = 8 (+3 Strength, +1 Inspire Courage)
stormraven |
Lyrica slashes a rent into the hollow belly of the creature. It hisses in response, a sibilant whisper.
From the far southern end of the crypt, lost in the darkness beyond the torchlight, a deep sepulchral chuckling is heard.
Next UP... Aerik & Ez
Aerik Wynn |
I'm getting a feeling similar to the first time I played Resident Evil. Eesh.
Aerik moves forward to clear a path for Zeke, (I-54) and fires at the creature in J-58. If I could see the guy farther south, I'd fire at him cause I assume dmg reduction on these sawtongues, but it looks like he is still out of light range even if I move up.
Sling with Courage: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Woot!
Confirm: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Shucks. :(
Dmg: 4 + 2 + 1 = 7
Extra Dmg if Crit: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
stormraven |
Aerik, bravely or foolishly, slides further into the room, setting up a perimeter. His glowing bracelet chases the darkness into the furthest corners of the room. The feeble light reveals six sarcophagi and a doorway blocked by a large slab of black stone. The sound of bubbling water is overwhelmed briefly by the whirring of his sling and the stone cracking the southern Sawtongue's skull. Rotted brain matter drips from the broken skull of the beast. Horrifically, it doesn't fell the monster.
Next UP... Ez
Villainous Undead |
Great observation, Ez. :D
Ezekiel steps into the gap to anchor the line of defenders and opens fire. His bolt brushes past the dodging sawtongued abomination and ricochets off the coffin lid.
From the broken sarcophagus at the far end of the vaulted chapel, another whipcord thin corpse pushes free and begins to stalk forward. Its brother, standing on a coffin, races forward across the intervening sarcophagi. It's liquifying flesh gives it a sticky traction on the uneven stone. It barrels towards the Druid. Standing on the final coffin, it menaces Aerik from an impressive height before using its checked motion and gravity to drive a full body, necromantically fueled, punch. The fist is a battering ram against Aerik's head. It is a miracle or a testament to his strength that his neck doesn't snap under the felling blow. The Druid is driven back into the Alchemist who manages to keep him on his feet.
Aerik, you are at 0 HP and staggered.
Round: 1
ORDER: Jak, Sawtongue, Lyrica, Aerik, Ezekiel, Sprinting Dead, Marcus
MAP: Crypt
A's HPs: 0|14 staggered
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
Inspire Courage - +1
Disease Saves (later):
Bad Guys
none
HIT: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 high ground
DAM: 1d6 + 4 ⇒ (6) + 4 = 10
Marcus Braun |
Marcus, fueled by Jak's words at the desperation of the situation, swings Beula at the undead monstrosity.
Standard: Attack the sawtongue, IC 1d20 + 4 + 1 + 1 + 1 ⇒ (19) + 4 + 1 + 1 + 1 = 26
Damage, IC 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Is it ok if I pause my turn here to see if that kills this dude? I just want to know before I decide, and don't want to have to retcon anything. SR, just out of curiosity, can I use a Hero Point to partial charge with the additional standard action? I can always move and attack too, but I'm just wondering. Thanks
stormraven |
Marcus takes the wounded Sawtongue's head cleanly off. It bounces away into the crypt - tongue trailing like the tail of a kite.
Yep, you can pause for results or (in future) throw in an IF/THEN statement that I'll be happy to try to adjudicate.
A Charge is a FULL round action. A hero point grants you a STAND or MOVE and can't be tag-teamed onto a remaining MOVE to equal a FULL action. The only time that would work is if you charged as your FULL action and then used a Hero Point to take a STAND to gain an additional attack or whatnot.