| GM ShadowLord |
Reflex DC12: 1d20 + 5 ⇒ (11) + 5 = 16
Reflex DC12: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex BH: 1d20 + 5 ⇒ (2) + 5 = 7
The rot grubs prove more difficult to suck up into the whirlwind than Gerdish had anticipates!
Damian swings his scimitar at them, but the creatures are too small for him to effectively hit.
Feena bathes the swarm and Vlad in flames, scorching them badly. Numerous grubs blacken and die, but hundreds still remain and try to burrow into Vlad again.
Vlad Damage: 2d6 ⇒ (5, 1) = 6
Vlad has taken 7, 4 and 6 damage from the swarm and healed 5. I believe Feena is trying to burn the grubs out of him which means he takes 14 points of damage from the burning hands (which does kill his infestation). He also has 3 points of CON damage.
Vlad needs two DC19 saves, DC19 Fort or become nauseated for 1 round and DC19 Reflex save or become infested and take 1d4 CON damage per round for six rounds.
Party up!
Vlad the Heretic
|
Vlad continues to struggle against the swarm, and is once again nauseated by the grubs. Though he could stumble away, he knows the swarm would only follow his companions. He tries his best to weather the storm.
fort save: 1d20 + 11 ⇒ (4) + 11 = 15
fort save: 1d20 + 11 ⇒ (19) + 11 = 30
reflsave: 1d20 + 11 ⇒ (17) + 11 = 28
I've drawn an acid flask but can't throw it. I'll just stay here to take the damage.
| Gerdish the Gravedigger |
elemental reflex save: 1d20 + 6 ⇒ (17) + 6 = 23
The elemental takes a little bit of damage in whirlwind form but then returns to its previous amorphous shape. It moves to the side at Gerdish's direction.
It takes 7 damage and is just moving, I don't think it can refresh whirlwind yet.
Gerdish frowns and begins to summon again.
| Marya Ilyinichna Belova |
Marya throws out a burst of healing energy, carefully making sure it only hits her allies and not the swarm.
Channel Positive Energy (blessed touch): 3d6 + 1 ⇒ (4, 2, 3) + 1 = 10 Halved to 5, fey foundlings get back 11
Everyone within channel range gets +2 sacred bonus to AC, on saves vs fear, and on attack rolls as part of a charge, but I imagine those effects won’t matter much atm
| Coral of Lastwall |
Coral moves up and throws her Alchemist's Fire.
Aiming for the part of the swarm in the square just north of Vlad. If I take the 'into melee' penalty then I'd better move up.
Ranged Touch, into melee (?): 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Damage: 1d6 ⇒ 5 +50% means 7 points if that hits, and more damage next round.
1 point of splash damage to Vlad.
| Damian Catus |
Vlad heals 5 HP through Life Link.
It was ineffective, but Damian didn't feel like he had many other options - he swats with his scimitar at the roiling mass of grubs again.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d6 ⇒ 4
| Feena |
Whoops! Didn't realize I was still up.. Sorry about that.
Feena panicked as she saw more grubs crawl over Vlad's body and once more sent a wash of flames over him to try and burn the things off.
burning hands: 5d4 ⇒ (3, 4, 1, 3, 4) = 15
| GM ShadowLord |
Though several hundred grubs crawled all over his body and nearby, Vlad stands and holds his position to allow his allies to eliminate this threat. Coral's thrown and Feena's cast fires explode all over him, extinguishing the remaining grubs and ending the encounter. Vlad take damage accordingly.
Out of combat!
| Gerdish the Gravedigger |
Gerdish's elemental winks into existence, another foul-smelling creature, with the tell-tale stench of rotten eggs. He moves towards Vlad and crushes a few of the grubs underfeet while the elementals whirl quietly nearby. He waits for the others to decide what they want to do.
The elementals won't last much longer, so I expect they'll disappear before we move on.
Vlad the Heretic
|
Vlad lays down on his back, unconcerned that he's surrounded by the dead vermin.
"Uhhgg--I don't feel well," he says, not usually one to complain.
Con dmg: 1d4 ⇒ 1
Con dmg: 1d4 ⇒ 2
Con dmg: 1d4 ⇒ 1
Con dmg: 1d4 ⇒ 2
Con dmg: 1d4 ⇒ 1
Con dmg: 1d4 ⇒ 2 6 rounds of Con dmg, at least I rolled well. But I'm down 9 Con. Or am I supposed to get a Con roll each round to avoid the damage the next?
| Damian Catus |
"That must have been very unpleasant, Vlad," comments Damian as he kneels by the other man's side to try and tend to him.
Heal: 1d20 + 5 ⇒ (6) + 5 = 11
| Coral of Lastwall |
@Vlad, from a prior GM post, we know that the Burning Hands kills the infestation, so no additional Con damage. I think the GM meant for you to save against the Burning Hands and take that damage accordingly.
She looks with some dismay as Vlad is charred by Feena's spells.
It was the only way. If he likes scars, he now has quite a new assortment of them.
"I can try climbing up if we want... Hopefully Vlad drew the attention of everything that was up there."
| GM ShadowLord |
Assuming it was clear, Coral takes to retracing Vlad's steps to the upper level. She finds an unusual circular sigils are carved into the walls of this chamber. A four-foot-high pillar lies toppled in the center of the room, cracked into several pieces. Near the fallen pillar is a human skeleton. A small stone door exits to the north.
With no further signs of trouble are imminent, she signals the group to join her on the upper level. Once everyone is up and ready to go, you push forward through the northern door.
The ceiling of this chamber is cracked and crumbling, explaining the massive amount of rubble that blocks the western portion of the room. A single stone door exits to the south. A marble altar, marked with the symbol of a fiery winged sword, is set a few feet from the eastern wall. The floor to the immediate west of the altar is divided into a three-by-three grid of tiles, though many of these tiles are broken and a few appear to be missing.
For those of you who came through here the first time, please revisit this area to help jog your memory, you've been here before.
You've picked up three loose tiles along your trek through the destroyed crypt, a thin, rapier-like blade, a stylized heart and feathery wings.[/ooc]
| Damian Catus |
Damian calls upon his goddess's power to heal Vlad and himself.
Channel: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Following Coral, the paladin stops to gaze at the tiles. "This looks familiar. We encountered a similar puzzle in the Boneyard, did we not? The rapier and wings I remember, the third symbol... what was it?"
| Gerdish the Gravedigger |
Gerdish grunts, and surveys the area, "any of this make sense to you guys?" He squints, his small, keen eyes, nearly disappearing as he tries to make sense of what's happening.
This was considerably before I joined on my last dude!
"Haven't we found some tiles in this cursed place?" He gestures at Damian at least with his gloved hand.
Couldn't find the rapier-like blade.
Gerdish's remaining skeleton seems to be standing by patiently, watching the proceedings dispassionately.
Is Vlad okay in terms of HP? I have a few more special heals I can do today, if necessary.
Vlad the Heretic
|
Going back and doing the math, I think I'm at 55/63 hp after the heals already given, and I'm also down 3 Con dmg.
Vlad looks a little better after the healing from his companions, and stares into the puzzle room.
"Roslar loved a woman, loved his horse, and he had some skill with a blade," he muses, remembering something he had said before.
| Feena |
Feena saw the last of the swarm burn and then looked down at Vlad. Her flames had burned him badly but it was a choice between that or something far worse. Feena dropped to her knees and gently lifted Vlad's head to rest in her lap as she cried. "I-i-i'm s-s-so sorry Vlad. I couldn't think of what else to do." She was distraught by the harm she had wrought and was ready to use up the last of her magic for healing flames but knew she should hold off unless no one else could help him. As the magic was cast to restore Vlad, Feena watched his burns heal over and hopes he could forgive her for what she had done to him.
Moving along:
Once they moved along and reached the top Feena looked around at what there was to see. She considered the question of the tiles and then said, "I believe the third symbol was a stylized heart that must represent his love. I bet the feathery wings are for the horse while the rapier like blade is his sword."
| Coral of Lastwall |
The Boneyard's version of Roslar's Tomb is a faint, blurry memory to Coral.
She follows her companions and trusts that they know what they are doing.
@Gerdish, the rapier tile was found here.
"A rapier like Arazni's... right..."
"There was a puzzle like this before, I think? Should you just try putting the tiles in the same positions they were in the other Tomb?"
Coral fidgets with her short sword and keeps an eye out for any other dangers.
Vlad the Heretic
|
Vlad shrugs off Feena's apology.
"Do not worry about hurting me," he says. "I am cleansed by fire, not harmed."
He nods at Coral's suggestion. "Go ahead and try it"
| GM ShadowLord |
Coral places the tiles as she recalls them being placed previously. As soon as the third tile is set, a soft click can be heard from the east. Recalling the secret door that lead to a chamber of treasure previously, you are now surprised to learn that the treasure room has become a long dark and narrow passage made of reinforced stone that extends as far as you can see.
It's clear this passageway isn't new and hasn't been used for decades, with cobwebs hanging from the ceiling and dust laying undisturbed on the floor. The passage turns several times and has a few steps here and there, but it never branches.
You travel for what feels like forever, but probably is close to a half-mile or so before the tunnel ends at the back of an obvious secret stone door which opens with a slight push, revealing a stone cellar.
The cellar is clearly part of an entirely new structure as evidenced by its construction. You get the distinct feeling you have left the tomb far behind and you are now somewhere else in town entirely.
Examining the cellar, you note it is 20x20 and largely empty except for a winding, wide staircase that leads up to a level above. You take note that the secret door to the tunnel you followed is exceptionally hidden and unlikely to be discovered from this side of the building. You step back into the tunnel and close the door behind you to regroup.
Pausing here to give you a chance to chat and figure out if you're pushing forward today or not.
| Coral of Lastwall |
One more reason why I have the Trap Spotter rogue talent. I can't even imagine what Coral's mental state would be after pausing every 10' for half a mile to make active Perception checks.
Relatively confident in her powers of observation, Coral leads the group through the passageway at a decent clip.
"This must the passage between the Tomb and the Bastion of Light."
The halfling thinks back to what the spirit of Roslar's Coffer said.
It may be that a way ahead for your companion lay in the Bastion of Light.
Is there something we can do there to bring Lola back? Or at least help her soul move on to a good place? But it will do her no good if we go in exhausted and get killed.
"It has been a long day. I think we should rest here, and try to restore Vlad's health."
If we were to try to press on, Coral is pretty good to go - of her very limited number of daily resources, she is out of Warrior Spirit for the day but has not used Barroom Brawler.
Vlad the Heretic
|
Vlad nods reluctantly at the suggestion of rest.
"It's been a long day already, and it may not be best to press forward into the night. Plus, a little rest would do wonders for me."
I think resting would be great. I will use my lay on hands for the day to get me up to full hp. Any restorations to pass around or memorize for morning?
lay on hands: 3d6 + 6 ⇒ (4, 1, 1) + 6 = 12
| Coral of Lastwall |
Coral is also at 3 Con damage.
That LoH, by the way, is as a paladin of half your level; a 3rd-level paladin heals 1d6.
Vlad the Heretic
|
That LoH, by the way, is as a paladin of half your level; a 3rd-level paladin heals 1d6.
Boo. Okay, thanks. I just get back 4+2 then.
| Marya Ilyinichna Belova |
”Sounds like we have a good handle on this little puzzle we have found for ourselves. Definitely interesting how much Roslar was into Arazni. Reminds me a bit of someone.”
Marya charges up a powerful healing spell, finally touching Coral, releasing it into her. Her body’s damaged organs begin reconnecting themselves.
Lesser Restoration: 1d4 ⇒ 3
”There you go, Coral. Vlad, I’ll get you in the morning. I’ll prepare a couple for tomorrow.”
| Feena |
As they seemed to have a handle on how to complete the puzzle and founda safe place to rest Feena said, "While I don't have much magic left I do have some. I can heal us as much as I am able with it before we rest."
I can drop a fireball and a burning hands to heal us with. That woudl finish my spells for the day but may top everyone off completely. In case we want the spells.
fireball (heal): 6d6 ⇒ (6, 6, 3, 4, 6, 4) = 29 14 back
burning hands (heal): 5d4 ⇒ (4, 3, 3, 3, 1) = 14 7 back
| Damian Catus |
"I'll use up what's left of Sarenrae's blessings for today, as well," adds Damian.
Still have a couple of LoH for 2d6 ⇒ (5, 3) = 8, +2 for Fey Foundlings.
| Gerdish the Gravedigger |
Gerdish frowns when everyone recommends resting, but as he sees how Vlad is hurt, he puts down his shovel, and with a snap of his fingers - the bone automaton disappears. He moves to the side of their makeshift camp, and leaning against the wall, drops to a seated postion - resting his arms on his knees. "Well, as good a time for shut-eye as we can get for a while - I agree." He then sits quietly, lost in thought, until he's ready to sleep.
| GM ShadowLord |
You all head back through the secret passage and secure the door behind you. Spreading out in the cramped space of the tunnel the best you can, you pull out your blankets and rolls and pass out to sleep.
The following morning once everyone is awoken and prepared, you head back through the secret door into the cellar once more. You head up the wide spiral staircase for about fifteen feet before the room opens up before you into a massive chamber.
The ceiling in this wide chamber is supported by two rows of sturdy stone pillars and slopes downward from the south to the north. A sun depicted over the large stone double door to the south emits rays along the ceiling to a raised wooden dais at the north end of the chamber. Many of the walls have been painted with murals made to resemble stained-glass windows, each depicting a different armored knight aiding the downtrodden and slaying foul undead in the service of Sarenrae. A few of these depictions have been grotesquely defaced, with skulls painted over the figure’s heads and terrifying creatures swooping down from above. Rows of broken wooden pews occupy the center of the chamber, with many heaped into a jumble in the middle of the chamber, creating a large empty space. Simple wooden doors exit this room in every direction.
An enormous monster stalks the cathedral. This hulking humanoid towers at a height of ten feet. Its body is thick and hairless, its gray hide flushing with crimson along the arms and legs. Strangely tiny bat-like wings jut from its shoulder blades while its gangly claws swing down to its ankles. Three separate pairs of dead eyes stare from its head, and its flesh is withered and rotting in places--it's clear that the beast is no longer among the living.
Behind it, you spot two Whispering Way cultists, alongside a scholarly-looking undead woman.
The monstrous zombie quickly notices your presence. With a rumbling groan, it begins to rush towards you!
Acting quickly, the two cultists drink potions and disappear from sight. The undead woman moves to take cover among the broken pews, casting a defensive spell and surrounding herself with a shimmering aura of black energy.
R1: Monster, Cultists, Woman, Feena, Damian, Gerdish, Marya, Coral, Vlad
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 3 ⇒ (18) + 3 = 21
Damian: 1d20 - 1 ⇒ (18) - 1 = 17
Feena: 1d20 + 2 ⇒ (16) + 2 = 18
Marya: 1d20 + 0 ⇒ (11) + 0 = 11
Coral: 1d20 + 4 ⇒ (6) + 4 = 10
Vlad: 1d20 + 2 ⇒ (1) + 2 = 3
Marya reroll: 1d20 + 0 ⇒ (2) + 0 = 2
Gerdish: 1d20 + 2 ⇒ (13) + 2 = 15
| Feena |
When they awoke from their rest and prepared to continue their exploration Feena cast her only defensive spell and indicated she was ready to go. She followed along, staying towards the back of the group, and was horrified by the monstrosity they saw. Even worse her attention was attracted when two people in the back vanished after drinking a potion and the third, obviously undead, ducked down behind a pew and cast a spell.
Mage armor up. I can't see the map right now so what I intend is, if there is one path the two invisibles can easily use to get to us I will cast glitterdust 30ft closer to us on that path. If there is not I will drop it so that an edge hits the caster and the rest covers an area the invis guy would most likely use if he went that way.
Vlad the Heretic
|
Is there a map up? It seems like the map is the old one, and this may require some additional tactics.
Vlad scowls at the massive zombie. "You wanna fight? Fight me!" he bellows.
Rage, then I'll figure out what else I'm doing if there's a map.
| Damian Catus |
Prep: Life Link on Gerdish, Vlad, Feena; Protection from Evil on Feena (+2 to AC and saves); Bless on everyone.
Damian says his prayers when they awake, beseeching the Dawnflower for protection in this terrible place. The sigh of the desecrated chapel is like a physical blow for the paladin, and he stares around in dismay before he notices the huge lumbering creature.
Knowledge religion on zombie: 1d20 + 11 ⇒ (14) + 11 = 25
| Coral of Lastwall |
I think I also need a map to judge what to do best - stick with the party's casters to defend them, advance with Vlad to defend him, or pursue the enemy caster to disrupt her. Depends on how far away the various enemies are.
| Gerdish the Gravedigger |
After they wake, Gerdish takes a sip a flask, and then shakes his head as if clearing it, and then, Gerdish reapplies a tincture of bone paste which seems to harden his skin, like dead wood. He also pops a small, white ball into his mouth and crunches it.
Barkskin on self and heightened awareness.
He withdraws a pinch of material from a pouch on his jacket, and blows it, and Dead Bob and Dead Bill are back. He nods and says simply, ”ready.”
| Coral of Lastwall |
Having little else of value to do at the moment, Coral uses Warrior Spirit to make her sword Undead-Bane.
Remember that Coral gives an extra +1 for Shake it Off, and she also has Bodyguard against attacks on adjacent allies from enemies that she threatens.
Vlad the Heretic
|
With his allies in a tight defensive formation, Vlad takes the point.
Readying to attack anything that comes near him, he prepares for battle.
"Bring it!"
READIED +1 scythe (P or S)(combat expertise, RAGE!, reckless abandon): 1d20 + 10 + 1 + 2 + 2 ⇒ (17) + 10 + 1 + 2 + 2 = 322d4 + 10 ⇒ (2, 3) + 10 = 15
| Gerdish the Gravedigger |
Gerdish steps up slightly next to Vlad, and dragging the knucklebone of some misshapen giantish creature, out of a pouch from his bandolier, his gloved hand crushes the bone, covering it with sparkling dust. He slaps Vlad on the back, and the white print sticks - expanding and then covering the barbarian with a thin sheen of dust.
Suddenly, Vlad doubles in size... though not without all side effects. It looks like he's slightly misshapen in parts, as if the magic isn't perfect. The white dust disappears, but Vlad remains large.
Just flavor - Gerdish cast Enlarge Person on Vlad, as a standard action too. Vlad now has reach, along with his readied action, etc.
| Marya Ilyinichna Belova |
Marya just has heroism up
She throws up her sword to inspire everyone to join battle.
+2 sacred bonus to attack rolls, saving throws, and skill checks for everyone for a round
| GM ShadowLord |
The woman in the pews glares at Gerdish and calls out "Gerdish! What are you doing?! Stop screwing around!" as she casts a spell and looses several missiles that fly around the large grey creature and slam into Bob. The large creature moves up and chomps down on Bob's upper body, breaking him into dozens of tiny bone fragments. Bob is gone!
The two cultists that turned invisible are clearly outlined by Feena's spell. Frustrated at their lack of cover, they stumble forward to take cover behind to large pillars instead.
R2: Monster, Cultists, Woman, Feena, Damian, Gerdish, Marya, Coral, Vlad
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 22 ⇒ (9) + 22 = 31
2d6 + 10 ⇒ (4, 2) + 10 = 16
3d4 + 3 ⇒ (1, 4, 1) + 3 = 9
1d20 + 11 ⇒ (16) + 11 = 27
1d20 + 11 ⇒ (19) + 11 = 30
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (9) + 2 = 11
| Damian Catus |
The creature seemed very dangerous! Damian keeps his back to the wall as he sidesteps, taking cover behind Vlad's enlarged form as he aims an arrow at the monstrous undead coming for them.
Did Damian get anything on his Knowledge check earlier?
Attack, PBS, IS, Bless: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 1d8 + 1 ⇒ (2) + 1 = 3
| Gerdish the Gravedigger |
Gerdish twitches and gestures when the woman’s minion obliterates his, but a moment later, Dead Bob reforms from the shards. He frowns and spits on the ground, then grabs another potion from his bandolier, shouting at the woman, ”you can tell Valthazar that our deal is off -I no longer need the position - these people accept me and having me near them. Unlike the other fools of Roslar’s Coffer…”
He quaffs there potion, the wipes away the dust with the back of his hand, ”Xertala, your minions are weak, the grave has taught me much since we last met.” He also steps back, a little, and it seems like he’s trying to position himself to approach the cultist near the pillar from the other side.
Infusion of Shield spell.
Dead bob, eyes shining with a now purple light, claws at the big monster.
claw, ISS: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
claw damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw, ISS: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
claw damage: 1d4 + 4 ⇒ (4) + 4 = 8
Dead bill steps up and tries the same.
claw, ISS: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
claw damage: 1d4 + 4 ⇒ (4) + 4 = 8
claw, ISS: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
claw damage: 1d4 + 4 ⇒ (3) + 4 = 7
claw, crit confirm, ISS: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
claw damage: 1d4 + 4 ⇒ (4) + 4 = 8
| Feena |
Seeing a chance to do some significant damage to their enemies Feena chanted and gestured and a bead of red lanced out from her palm. When it reached it's destination and exploded in a roiling ball of fire.
fireball dc 19: 6d6 ⇒ (3, 4, 5, 4, 5, 1) = 22
I should be able to get both guys behind the pillar and the big grey thing with it while missing all of us.
Vlad the Heretic
|
Vlad steps forward to engage.
"You want to introduce us to your friend? The one that is trying to kill us!" he asks Gerdish as he swings his scythe with holy might.
+1 scythe (P or S)(combat expertise, inspiring sword, RAGE!, reckless abandon): 1d20 + 10 + 1 + 2 + 2 + 2 ⇒ (15) + 10 + 1 + 2 + 2 + 2 = 322d4 + 10 ⇒ (1, 1) + 10 = 12
| Coral of Lastwall |
I am going to assume that the big dumb zombie probably is not smart enough to save its AOO, so used it up on Dead Bob or Dead Bill as they closed to attack, and it probably doesn't have Combat Reflexes.
Coral dashes in and strikes at the giant zombie, dodging and weaving.
Attack, IS, PA, Bless, Bane, Defensively: 1d20 + 12 + 2 - 2 + 1 + 2 - 4 ⇒ (12) + 12 + 2 - 2 + 1 + 2 - 4 = 23
Damage, PA, Bane: 1d4 + 3 + 4 + 2 + 2d6 ⇒ (3) + 3 + 4 + 2 + (2, 1) = 15
AC 25.
| Coral of Lastwall |
Given that Dead Bob and Dead Bill did not soak up the AOOs, Cora will try to dodge (using Acrobatics to avoid AOOs on the last 5' of her movement).
Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
She will be AC 21 against any AOO, and 24 (not 25) against its regular attacks.