DM Stalwart |
As predicted, the malevolent spirit doesn't follow the living outside of the kennels. One of Aerel's arrows passes through it and takes away some of its ghostly essence. The magic of William's wand hits it with full effect, but the spectre remains potent, floating back and forth and hungering for life.
You're up again!
Aerel Truthseeker |
Aerel keeps shooting. Teasingly, "That wand is hardly sporting, William." Then he adds, "Does it have enough charges to kill this thing?"
+1 longbow +11/+11/+6 with PBS, RS, DA (1d8+9/x3/30' range)
Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Benedict the Clever |
Benedict shakes his head and tries to clear the horrific sensation.
As if part of his soul was just sucked away.
"Don't let it touch you!"
No actions from Benedict, other than holding the Flag up.
Aerel Truthseeker |
Well, rats, all of those attacks should be at +1 to attack and damage. Assuming the others keep their distance, here's another round of attacks from Aerel.
Attack: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Damage: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Attack: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Attack: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Aerel Truthseeker |
”Sure. The hobgoblins aren’t using them any more, so I hauled several quivers into the forge where our allies have set up camp. We should have plenty.”
Benedict the Clever |
"Grum, Amkarang, can you get in there and finish it off?"
I would suggest Grum using Barroom Brawler --> AWT (Warrior Spirit) to add Ghost Touch to your sword, then both move+ready. To make sure you hit it before it hits you.
William Grove |
William adds "I can keep using the wand of magic missile or I could use the wand of fireball. I could also switch over to my bow. I don't know who is doing more damage the wand or Aerel. What do you think?"
Benedict the Clever |
"I think your bow, if it appears in your line of fire again."
Aerel Truthseeker |
Aerel stands with another shot readied.
Readied Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Grum Bakison |
”Can we not just burn the place down. Or knock down the walls so we can shoot in?” Grum said. He didn’t say it, but he didn’t like the idea of brawling with a ghost. It didn’t seem like the kind of bloody combat that he had grown to love. Rather it just sounded like an all around bad idea.
Benedict the Clever |
"I don't think knocking down the walls and shooting it is going to work. It rose up from the floor before. If it went back inside the floor, then being prepared to strike as soon as it appears seems the only way to defeat it.
Maybe if we all had flasks of holy water... I guess we could ask Aubrin to make some."
Benedict the Clever |
Does holy water do half damage to incorporeals?
With 1d4 damage per vial (effectively), and William and Aerel only able to get a single shot with a readied action, I think maybe we leave this alone and come back truly prepared for it. Maybe get a scroll of Force Sword for William to scribe.
Grum Bakison |
”Right. So let’s get as much holy water as we can and then I’ll go in.” Grum said, really hoping that he wouldn’t end up possessed.
Aerel Truthseeker |
”See what the priestess can bring to bear vs. such a foe. I will wait to see if it will show itself once more. I could see it’s essence torn by my arrows - perhaps one or two more will be enough.”
Readied action to fire, not entering the building.
Benedict the Clever |
Nobody else does the damage that a Ghost Touch Grum can do with a readied action. We are looking at about 5 for Benedict (with a vial of Holy Water) and about 7 for Aerel and 9 for Amkarang (single regular attacks, halved). Grum does his full damage of 20 or so. Only William's Magic Missile spell is close. (William, did you update for level 7 with the new feat, new spells known, and new spell slots?)
Benedict will go in with an open vial of Holy Water and a readied action if it will make Grum feel better, but only if Grum goes as well.
Aerel Truthseeker |
Aerel holds out a hand. "Wait. What is so pressing that we must deal with this creature right now with what we have on-hand? It seems to be limited to this building and we have other concerns, do we not?"
Benedict the Clever |
"We have injured it. Can such things recover and regain their strength?
I would hate for our efforts to be in vain."
I don't know. Somebody else can take lead on this. Everybody seems to have different opinions here. Incorporeals are frustrating foes.
William Grove |
William says "I believe this is the last threat we have to deal with here. As Benedict said it is wounded. If we wait and can memorize two magic missiles. We can take some time and talk to any of our experts we brought with us and see if there are anymore holy water or other resources we haven't identified."
I h aven't picked my spell or feat yet. I didn't decide before we fished up so I was waiting till everything was gone and secure."
Aerel Truthseeker |
Not meta here. Benedict looks like whatever that thing did was serious. Grum clearly would rather not go in. Aerel has hit it twice and thinks he can stay relatively safe and still hit it. You guys go find better-percentage ways of dealing with it and Aerel will wait in case even ghosts can get impatient. He’s a hunter, thinking like a hunter - be patient, wait out your prey. That said, he’s just making suggestions, do what you feel is best.
Grum Bakison |
Readied Action with ghost touch: 1d20 ⇒ 101d20+13[/dice]
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 17 ⇒ (5) + (5) + (1) + 17 = 28
With a deep breath to summon his courage, Grum strode in to face the specter.
Benedict the Clever |
Benedict moves in alongside Grum, holy water at the ready.
Readied Ranged Touch, flag, 2 negative levels: 1d20 + 10 + 1 - 2 ⇒ (12) + 10 + 1 - 2 = 21
Damage: 2d4 ⇒ (1, 2) = 3
DM Stalwart |
Sensing its prey returning, the spectre darts out from its hiding place deep within the kennel. This time, though, the heroes of Phaendar are ready for the danger. Benedict splashes it with holy water, and Grum's blade slices the ghostly apparition like it was made of real flesh.
In a keening wail that chills your bones, the undead spirit is destroyed!
Good job! 3,200 xp
Searching through the kennel, you find a loose stone in the floor concealing 512 gp 14 Molthuni medals (worth 25 gp each), a magical bead and two pairs of gloves (also magical).
Benedict the Clever |
"Thank you for trusting in my plan, Grum. I know it was a risk."
Perception, Negative Levels: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Benedict finds the loose stone in the floor.
"Hmm.... fourteen Molthuni medals? Trophies, perhaps? Maybe our Rangers can tell us who this spectre was."
He will bring the items for William and the adepts to identify.
"I suppose the next step is to search the place thoroughly," Take 20 "deal with any returning patrols, and then start bringing our refugees here from the caves. Maybe we can do a little more business with the Darklands trader in the course of that move."
William Grove |
William takes the items and sits in the shade with them. He casts detect magic and attempts to identify them.
Spellcraft Bead: 1d20 + 13 ⇒ (16) + 13 = 29
Spellcraft Glove 1: 1d20 + 13 ⇒ (17) + 13 = 30
Spellcraft Glove 2: 1d20 + 13 ⇒ (20) + 13 = 33
Are there any unidentified items from the fort left?
Grum Bakison |
”Praise Gorum, we did it!” Grum said with jubilation. He was visibly relieved at the end of the ghostly presence.
Benedict the Clever |
Is the Rangers' gear to be found anywhere in the fort? Or should we equip them out of the hobgoblins' gear?
DM Stalwart |
The Rangers' gear had clearly been doled out amongst the hobgoblins, so outfitting them involves reclaiming them from the hobgoblins.
One of the prisoners of the Legion, Cobb Greenleaf, was a subcommander of Fort Trevelay. He and Ceirio take provisional command of the fort, though they both view the Heroes of Phaendar as honorary Chernasardo Rangers and the defacto leaders of the fort so long as they remain.
When it becomes evident that the Heroes plan to head back to the caves to collect the rest of the refugees and then continue to Fort Ristin, Ceirio decides to remain at Trevelay. "Best of luck to you. Hopefully those fey won't give you much trouble. You're dragon-killers now. Don't let some drunken korreds give you a hard time."
The rest of the militia who traveled with the Heroes decide to accompany them back to the caves and plan to escort the refugees back to Trevelay, assuming that the Heroes will want to make for Fort Ristin immediately.
Though Fort Trevelay will be short-staffed, the Rangers who remain are confident that they will be able to hold off any straggling Ironfang remnants. "Be swift, if you are able," Cobb says as they are about to leave. "I don't like the looks of those battle maps left by the Legion. We're safe for the time being, but I'm not sure about the rest of Nirmathas."
Handwaving the journey back to the trog caves. You can do some trading with Navvi the Darklands trader if you like.
Benedict the Clever |
Okay, if a day has passed, time to save for those negative levels.
Benedict wears the Aegis of Recovery and Amkarang's Belt of Mighty Constitution in an attempt to recover from the specter's touch.
Fort save #1, Belt, Aegis, Negative Levels: 1d20 + 7 + 1 + 1 - 2 ⇒ (6) + 7 + 1 + 1 - 2 = 13
Assume that fails.
Fort save #2, Belt, Aegis, Negative Levels: 1d20 + 7 + 1 + 1 - 2 ⇒ (18) + 7 + 1 + 1 - 2 = 25
Assume that succeeds. One negative level gone, one becomes permanent.
So his first priority is to get from the trader a scroll of Restoration than can remove the level drain (1,700 GP). Aubrin can use it on him after we clear Fort Ristin.
He will also seek to buy the material components to craft a Manual of War and a Circlet of Persuasion.
I will update the loot spreadsheet later today but I think Benedict has enough for these things.
DM Stalwart |
Aubrin's CL check: 1d20 + 4 ⇒ (7) + 4 = 11
Aubrin activates the spell, and the unnatural weakness lingering in Benedict is finally lifted.
After selling off the treasures they have no need of, and buying/upgrading their gear, the Heroes of Phaendar head out to the ruins of Fort Ristin again to see what the fey have done to the place.
I'm moving us along; make the rest of your purchases and upgrades
It takes a day and a half to reach the fort. Ristin remains hidden as ever, but the signs remain that they used before to find the secluded redoubt.
When they arrive, the fort still partially stands, though with walls shattered and towers broken.
It is much quieter this time. The Red Rock Revel seems to have ended.
Benedict the Clever |
Benedict worked on his book during the night, when he would be the second person on a watch shift. "Aerel, I'll be right here, and I'm awake, but this will benefit all of us. You'll see."
----
On reaching Fort Ristin, Benedict listens for any sound.
"Is it too much to hope they have left?"
Benedict looks on the ground for tracks, trying to see if a large number of individuals have walked away from the Fort.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
He has the flag and buckler in one hand, the MW Cold Iron Scimitar in the other.
Grum Bakison |
Grum walked along looking happier than ever. Not only had they killed a dragon, but his life had become *much* more comfortable. With his share of the loot he had his armor enchanted. Not to be stronger...no. Now it was always clean and felt as comfortable as a suit of regular clothes. And not only that, but he had a ring which allowed him to forgo food, water, and (for the most part) sleep. It made living in the wilderness no longer a hardship. He couldn’t think of any purchase as sound.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Benedict the Clever |
"Aerel, can you sneak up on the gap in the wall and see if you spot any guards?"
DM Stalwart |
When he looks into the courtyard, he sees a grim, but quiet scene. Apparently empty of anything living, there are brown-stained rocks and the remains of several hobgoblins whose blood was used to provide the color. Broken casks litter the grounds along with the tumbled stones of the fortress.
He sees nothing moving but a few carrion birds still picking at the mostly-clean bones.
Aerel Truthseeker |
Stealth: 1d20 + 16 ⇒ (15) + 16 = 31
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
If he sees nothing after ten minutes, he will prepare to enter the courtyard, searching for traps as he goes. (Another +3 to his Perception check for those checks.)
DM Stalwart |
Aerel disappears into the rocks. Several minutes pass with no noise but the ambient sounds of nature.
Aerel sees no sign of activity for the ten minutes he watches.
When he finally slips into the courtyard, he sees no sign of physical or magical traps about.
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
When he reaches the interior courtyard, suddenly the Red Rock Revel erupts all around him! Korreds and other fey are guzzling booze, tormenting captive hobgoblins to death, and engaging in violent drinking games and he is in the center of it. Aerel looks down and sees a large mug in his hands!
Make a Will save, DC 20 Aerel. Failure means you are a variant of confused for 1d6 ⇒ 3 rounds. Each round, roll 1d100: 01-25, act normally. 26-50, drink heavily, becoming sickened. 51-75, you think you can jump into one stone and come out another like a korred: take 1d8 damage as you brain yourself on a rock. 76-00: you pour your own fresh blood on the rocks: take 1d2 Con damage
Aerel Truthseeker |
OK, wow, that's harsh!
Confusion round 1: 1d100 ⇒ 74 Failed stone stride: 1d8 ⇒ 2
Confusion round 2: 1d100 ⇒ 9 Aerel tries to leave the courtyard.
Confusion round 3: 1d100 ⇒ 84 CON damage: 1d2 ⇒ 1