
GM Sarpadian |

There are no penalties for sleeping in light armor, so I was assuming everybody did. Griff, standing up is a move action, and grabbing a weapon is a move action, so you can't move towards the wight this round. Odirin, feel free to redo your action if you don't want to be way out in front of the rest of the party.

Odirin Mithrilrasp |

I am assuming I am unarmored because I just woke from sleep and I don't sleep with armor on.
Haha, you know, that didn't even occur to me for some reason. My bad.
Odirin, feel free to redo your action if you don't want to be way out in front of the rest of the party.
Yeah, I'll just move forward 5 feet and ready the action in case the undead is in the mood to charge or some such.

GM Sarpadian |

The wight charges forward. Odirin's prepared bolt of positive energy sizzles through the air, striking it in the chest. It finishes its charge, bellowing "Your soul will serve me eternally, spellcaster!" As he reaches Odirin, the creature slams into him, and Odirin feels his life force leeching from his body.
4 damage and a negative level. The effects of the negative level are in the spoiler below. The rest of the party is up.

Gunnar Hammersmith |

Gunnar stands up and prays to Torag, "Great forge-master guide the hands of these stalwart dwarves to smite this evil walking the land!"
Move action: Stand. Standard action: Cast bless

GM Sarpadian |

The wight's battle cry is loud enough to wake the dead (or at least Arvanon). Gunnar prays for Torag to strengthen his companions. Thondain grabs his paired swords and stands.
Arvanon, Griff, Odirin, and Ihro are up. Ihro, I know you've posted an action, but there are two squares from which you threaten the wight within one move action of you. Look at the map in Roll20 and decide whether you want to be N or W of the wight.

Odirin Mithrilrasp |

Odirin grunts deep as the wight drives its hand into him. Clutching the point of impact, the sorcerer feels himself weaken. Not wanting to feel another such blow, Odirin steps backwards, behind Ihro. "Griff was right, don't let it touch you!" he says through clenched teeth. "I'd increase your size and strength, but no sense in making you an easier target..." Instead, he makes the same gesture he did seconds before, attempting to aim a ray around Ihro and into the monster.
Disrupt Undead: 1d20 + 2 - 1 + 1 - 4 ⇒ (17) + 2 - 1 + 1 - 4 = 15 (attack bonus - neg level + bless - firing into melee; ranged touch)
Damage: 1d6 ⇒ 1
HP: 9 / 13 (14 / 18)
1 negative level (-1 attacks, saves, checks, etc.)

Griff Earthminer |

Griff's grip on his earthbreaker tightens. Whispering a torag battle prayer he charges the Abomination, His eyes glow Hot red like a forge.
Swift: Stonestrike
Move and standard: charge
Power attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14

GM Sarpadian |

Reeling from the paladin's mighty blow, the wight turns to face him and tries to shove him, his palms crackling with eletric blue energy. "You will pay eternally for that, small one!" His shove misses, rendering him momentarily off balance, but he takes a step around Ihro and recovers before anyone can take advantage.
Gunnar and Thondain have round 2 actions to post, and the rest of the party is up for round 3.

Thondain Bokreran |

Thondain took a moment to ascertain that they weren't being flanked by any other undead before cautiously moving into assault range.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8 D'oh! I guess that wight is pretty distracting...

Ihro |

Ihro stabs and punches the wight, trying to bring the evil creature down. He focuses on his kukri to make sure it lands.
Using perfect strike.
Kukri: 1d20 + 3 ⇒ (6) + 3 = 9
Perfect Strike: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Unarmed Strike: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Crit Damage: 1d6 + 6 ⇒ (2) + 6 = 8

GM Sarpadian |

I think you mean kama, Ihro, since you can't use Perfect Strike with a kukri and I don't see one on your character sheet in any event, but either way it's irrelevant. The punch is enough by itself.
Ihro's fist plunges into the wight's rotting chest, and he pulls out a black gemstone that was sitting where the wight's heart should have been. It collapses at his feet like a marionette with cut strings.
133 XP apiece and somebody record the gem on their character sheet.

Odirin Mithrilrasp |

As the wight falls, Odirin blinks and laughs softly. "And here I was fretting over bestowing you with magical strength. Obviously, such was not needed!" When his gaze falls upon the strange gem, the sorcerer's eyes twinkle. [b]"In its chest...? Strange. I wonder..." He waves his hand in the air, conjuring up a divination, focusing an arcane eye on the object to check it for magical auras.
Cast detect magic

Thondain Bokreran |

Thondain snorted at the smell the inside of the rotting body gave off when exposed to the air. "Well done indeed, brother. Surely it must be valuable, though I think its value lies chiefly among the wrong sort of people to have it. But let's move our camp away from this thing. The stink will bring scavengers." He scanned the surroundings again, more carefully this time, not trusting the thing to have been alone.
Ihro dealt with the heart of the problem. *badum tsss*

GM Sarpadian |


GM Sarpadian |

The party awakens in the morning (a little later than usual due to the night's interruption), sets the campsite in order, and sets off southeast. After a little over an hour of travel, the party reaches the ruined village they saw ahead of them yesterday. It consists of a few small, dilapidated huts and a larger building in the middle. The larger building, being made of stone instead of wood, is in much better shape than the huts. It looks like it may have been a general store or maybe a govermental building of some kind.

Thondain Bokreran |

Is there any sign of how long it might have been abandoned?
"Let's have a look." Thondain approached the stone house carefully, doing a circuit around it before trying the door. He pushed it open quickly, squinting as he looked in.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 +2 for stonework

GM Sarpadian |

Thondain pushes open the door. It creaks somewhat loudly as it swings open to reveal a large rectangular room. Carved into the back wall, barely legible given all the dust encrusted over it, is a greeting: "Thank you for visiting Kingdom depot #119. How may we serve you?" Along the right wall are a series of pegs that seem to have once held clothes of some sort (in fact, you can still see shreds of tattered cloth hanging from some of them. Along the left wall are shelves, but they're empty now. In the back right corner is the remains of a counter, torn free of the brackets that held it up on the wall. There is a door in the back left corner, which Thondain would know from his circuit of the building leads outside, and an open stairwell behind the remains of the counter.

GM Sarpadian |

My bad for not specifying, but the stairwell actually goes down to a cellar.
Odirin outstretches his right hand, and his eyes turn a milky white, as if the pupils have vanished. He begins turning in place. Once he has turned so that he is facing the back corner where the counter was, he stops turning and begins staring at a spot underneath one of the brackets that once held up the counter.

Thondain Bokreran |

Distracted from the stairwell, Thondain went over to the counter to help Odirin find whatever he was looking for. He examined the stones as well, looking for some hidden compartment that might contain what Odirin wanted.
Assuming he can't just see what Odirin points out:
Perception + stonework: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
LOL. At least you can't critically fail skill checks.
Finding nothing, he moved back and shrugged. "I found nothing unusual, but perhaps if you were to guide us, Odirin, we could locate this magic you speak of."
If he doesn't need to roll, he'll take out whatever magic things there are after checking again for booby traps.

GM Sarpadian |

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Thondain observes no traps, so he pulls out the stone that isn't quite flush with the rest of the wall. Doing this reveals a small compartment in which are a vial and two rolled-up pieces of parchment. Pulling them out, he hands them to Odirin. Odirin fixes his still pupil-less eyes on the items.

GM Sarpadian |

We seem to have stalled. I'm going to try to get us going again.
Odirin speaks up: "This potion will create some kind of illusion, and this scroll," he points at one of the two, "will create a protective layer of force for those of us who don't wear armor, but I don't have a clue what this other scroll does."
The stairwell appears to be untrapped. What do you do?