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Alaric can just barely make out shapes at the far ends of the widened hallway. One open-lidded sarcophagus lies at each end, made of the same glossy substance as the statues. Piles of sand, recently disturbed, sit at the feet of both. It is only when they stir that it becomes obvious you aren't alone. Unearthly screeches break the silence as ragged, translucent humanoid shapes fade into view!
Plus questions!
Alaric: 1d20 + 3 ⇒ (17) + 3 = 20
Ēoswulf: 1d20 + 3 ⇒ (3) + 3 = 6
Two Blades: 1d20 + 7 ⇒ (7) + 7 = 14
Khellek: 1d20 + 1 ⇒ (17) + 1 = 18
Wrigsolar: 1d20 + 2 ⇒ (4) + 2 = 6
Ghosts?: 1d20 + 3 ⇒ (6) + 3 = 9
Round One:
Alaric
Khellek
Two Blades
Ghosts?
Tere
Ēoswulf
Wrigsolar

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"Oh my..." sighs the scholar, quite taken aback by the wraiths.
"I don't think wraiths are going to help in this battle..not at all."
Immunities/resistances/weaknesses. Takes 10 for his religion result.
"Rest assured my students, what fell once, will fall again! The shining crusade is an example of where this truth can be seen."
Inspire courage, +2 to hit and damage
Then leaning forward to Esowulf, he whispers "Unleash your inner hero"
Casts heroism on Eoswulf

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Alaric asks, "Ok, these aren't good. Can someone start using my wand of mage armor on me and Shredder? They could use it on themselves afterwards... "

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Khellek knows that as undead, wraiths are immune to a wide variety of traditional tactics like pain and poison. They only exist partially on the Material Plane, rendering them immune to mundane weapons. Magic blades can but don't always leave a mark, necessitating special enchantments.
Wraiths can be made almost entirely useless by natural sunlight. They cannot fight under its glare, only crawl back under the cover of darkness.
Alaric, are you delaying? If so, I'll bot Two Blades; otherwise I'll wait for him.

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"Shredder, heel!" calls out Alaric, as he steps back, drawing his scimitar.
+1 scimitar, PA, IC: 1d20 + 10 - 2 + 2 ⇒ (18) + 10 - 2 + 2 = 28 magic slashing, PC, IC: 1d6 + 5 + 4 + 2 ⇒ (3) + 5 + 4 + 2 = 14
crit confirm?: 1d20 + 10 - 2 + 2 ⇒ (3) + 10 - 2 + 2 = 13 extra crit damage: 1d6 + 5 + 4 + 2 ⇒ (3) + 5 + 4 + 2 = 14

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How far does the natural light from the doorway extend? Can we retreat into it? Are we currently in it when in the line from the door?

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Yeah, the light stops entirely about twenty of the 25-30 feet down.
Two Blades steps forward and calls for Desna's aid against these foul undead. The pair you have seen fly forward, as does another set from the next opening in the hall. Each swipes mindlessly at its own soul-bearing morsel.
Alaric preemptively slices through his foe, but it takes the hit and strikes back all the same. He can feel his vitality being drained. Two Blades is treated to an even stronger dose of negative energy.
Blue Touch vs. Alaric: 1d20 + 5 ⇒ (15) + 5 = 20
Negative Damage: 1d6 ⇒ 6 Con Drain: 1d6 ⇒ 1
Green Touch vs. Two Blades: 1d20 + 5 ⇒ (15) + 5 = 20
Negative Damage: 1d6 ⇒ 4 Con Drain: 1d6 ⇒ 5
Orange Touch vs. Shredder: 1d20 + 5 ⇒ (6) + 5 = 11
Negative Damage: 1d6 ⇒ 1 Con Drain: 1d6 ⇒ 3
Red Touch vs. Tere: 1d20 + 5 ⇒ (7) + 5 = 12
Negative Damage: 1d6 ⇒ 1 Con Drain: 1d6 ⇒ 1
Round One/Two:
Party Buffs: Inspire Courage +2, Bless
Alaric -6 (-1 Con)
Khellek
Two Blades -4 (-5 Con)
Wraiths (blue -14)
Tere
Ēoswulf (heroism)
Wrigsolar

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Khellek keeps up the advice."While a tactical retreat would have been preferable, I suspect concentration of power against one at a time would be out most effective strategy now."
He taps Alaric with their own wand.
UMD DC20m faction pin: 1d20 + 6 + 1d4 ⇒ (19) + 6 + (1) = 26

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[]ooc]Slightly revised.[/ooc]
Khellek pulls back up the stairs, waiting to tap Alaric with the wand if the druid manages to reach him.

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Do we get a save against the drain?

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Tere withdraws, retreating back up the stairs. "We'll have to take them a few at a time. Wrig, do you have magic that will affect them?"

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I don't believe there's a save, usually a DC is listed along with the trigger if so. That's what makes this fight a killer.

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waiting to see if our strategy changes based on the result of the saves

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Clarification, there is definitely a save, sorry. Should have double-checked with my bestiary a few feet away. That should leave you more liberty to whale on 'em.

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so are we retreating up the stairs or staying to fight? Ēoswulf will do whatever the group decides but it's not clear to me what that is

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Fort: 1d20 + 8 ⇒ (6) + 8 = 14 Lovely.
”Let’s fight a retreat to the light! Then be ready to strike back!”

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"Shredder, Heel!" calls Alaric, as the two withdraw back to relative safety.

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With the party clearing a path to the doorway, Two Blades made his way to the stairs.
Move action withdraw and then use standard as another move.
Withdraw is a full round action where you can move twice

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The party retreats slightly to better prepare. Not entirely in the safety of sunlight, however, the wraiths give chase. They phase through and float above each other to swipe ethereal talons at Ēoswulf and Two Blades.
Ēoswulf, I'll need a save against 4 points of Con drain. Remember you heroism bonus.
Damage: 1d6 ⇒ 1 Con Drain, DC 17 Fort negates: 1d6 ⇒ 4
Green vs. Two Blades: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 ⇒ 2 Con Drain, DC 17 Fort negates: 1d6 ⇒ 1
Orange vs. Two Blades: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 6 Con Drain, DC 17 Fort negates: 1d6 ⇒ 5
Red vs. Ēoswulf: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 ⇒ 5 Con Drain, DC 17 Fort negates: 1d6 ⇒ 2
Round One/Two:
Party Buffs: Inspire Courage +2, Bless
Alaric -6 (-1 Con)
Khellek
Two Blades -4
Wraiths (blue -14)
Tere
Ēoswulf -1 (heroism)
Wrigsolar

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Khellek keeps up his words of wisdom. "We should all step back slightly after making our attacks to bring them into the light."
Inspire courage +2 to hit and damage and sves vs fear
He then reaches out and whispers some words in Dwarven. "A little trick I picked up in a sky citidel.."
Magic weapon on Tere's bow

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Tere looses an arrow at the blue wraith, but it narrowly misses.
Arrow to wraith, incl. IC, cover, and melee modifiers: 1d20 + 10 + 2 - 4 - 4 ⇒ (11) + 10 + 2 - 4 - 4 = 15

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And don't forget +1 from magic weapon!

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Only the damage bonus stacks, unfortunately.
Tere's arrow harmlessly bounces off one of the statues in the corner.

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Wrigsolar pulls out the wand of mage armor and hustles out of the cave.
"G-g-g-ghosts!"
”Great. Guess we are not getting any help from him. ”
With the wraiths piled up like they are, Alaric sheaths his scimitar and drops a flame strike on them
7d6 ⇒ (3, 5, 6, 1, 3, 6, 5) = 29 half fire, half holy, DC17 reflex for half.

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is there a reason Ēoswulf couldn't have retreated up the steps last round?
fortitude, Heroism: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Ēoswulf bellows and slashes at blue with his magic longsword
longsword, attack, rage, power attack, heroism: 1d20 + 10 + 2 - 2 + 2 ⇒ (17) + 10 + 2 - 2 + 2 = 29
cold iron, magic, slashing: 1d8 + 6 + 2 + 4 ⇒ (2) + 6 + 2 + 4 = 14
AC is now 2 lower. But fort saves are now 2 higher

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At least two people wouldn't have gotten to safety last round, and your Fortitude is higher than others, sorry.
The wraiths are singed to varying degrees by Alaric's primal fire. Ēoswulf follows up, tearing some ethereal matter from the most damaged opponent.
Green Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Orange Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Red Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Round One/Two:
Party Buffs: Inspire Courage +2, Bless
Alaric -6 (-1 Con)
Khellek
Two Blades -4
Blue -23
Green -14
Orange -7
Red -7
Tere
Ēoswulf -1 (heroism)
Wrigsolar

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I forgot to add inspiration so that should be net 1 more damage

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Trying to work on taking them out as quickly as possible, Two Blades drove his blades into the one that Ēoswulf attacked before moving up the stairs a bit.
+1 rapier: 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 301d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
+1 Short sword: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 291d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Nimble Moves to move up the stairs. Argh! Both could have crit a normal creature

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Two Blades lands a pair of light stabs as he retreats. Unfortunately, you haven't entirely broken away - the wraiths try to keep at their soul-sucking for as long as possible.
Alaric and Two Blades, Fortitude saves. I really hope the drain doesn't double on a crit, anyone know about that?
Damage: 1d6 ⇒ 1 Con Drain, DC 17 negates: 1d6 ⇒ 5
Green Touch vs. Alaric: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 ⇒ 6 Con Drain, DC 17 negates: 1d6 ⇒ 5
Orange Touch vs. Two Blades: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (18) + 5 = 23
Critical Damage: 2d6 ⇒ (1, 4) = 5 Con Drain, DC 17 negates: 1d6 ⇒ 2
Red Touch vs. Ēoswulf: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 5 Con Drain, DC 17 negates: 1d6 ⇒ 3
Round Two/Three:
Party Buffs: Inspire Courage +2, Bless
Alaric -12 (-1 Con)
Khellek
Two Blades -9
Blue -29
Green -14
Orange -7
Red -7
Tere
Ēoswulf -1 (heroism)
Wrigsolar

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Khellek keeps up his words of advice.
"Step back up into the light friends, slowly but surely is the way forward. Or, backward in this case."
+2 to hit and damage, and vs fear
Seeing the brave two blades fighting, he fumbles for a little rod, adding
"No paladin from the shining crusade has fought more bravely than you!"
Extended heroism on Two blades as well, which should help with the saves and the two-hit
He then takes his own advice, stepping backward to give a little more space for his allies.

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for those of us with Heroism, it does not stack with bless
longsword, attack, rage, Heroism, inspired, power attack: 1d20 + 10 + 2 + 2 + 2 - 2 ⇒ (17) + 10 + 2 + 2 + 2 - 2 = 31
cold iron, magic, slashing: 1d8 + 6 + 2 + 2 + 4 ⇒ (4) + 6 + 2 + 2 + 4 = 18
Ēoswulf swings at blue again.

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I thought that the CON drain was doubled on a crit, but I can't find a reference. What I was remembering, I think, is that energy drain caused by a spell that requires a roll to hit is doubled on a crit.
Since Tere is on the stairs above Two Blades and the wraith in front of him, does the wraith get cover from Tere's arrows?
Arrow to green, incl, inspire courage and melee penalties: 1d20 + 10 + 2 - 4 - 4 ⇒ (5) + 10 + 2 - 4 - 4 = 9
Tere shoots again, with a similar lack of effect.

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Fort save: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
GM reroll+1: 1d20 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
Oh well,close but not quite after adding in for Heroism.
Pg 184, Core book. Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Appendix 1), the damage or drain is doubled on a critical hit.

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Two Blades feels a dangerous amount of vigor sapped by the grave-like cold.
Ēoswulf tears another chunk from his target. It begins to flicker, as if barely holding itself together.
Round Two/Three:
Party Buffs: Inspire Courage +2, Bless
Alaric -12 (-1 Con)
Khellek
Two Blades -9 (-4 Con, heroism)
Blue -38
Green -14
Orange -7
Red -7
Tere
Ēoswulf -1 (heroism)
Wrigsolar

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+1 Rapier: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 141d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
+1 Short Sword: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 211d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Two Blades stabbed at one of the wraiths that was in front of him and continued his advance up the stairs.
Stab at Orange

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fort save: 1d20 + 7 ⇒ (17) + 7 = 24 Saves!
"What are you all doing? Wrigsolar, that mage armor would help us in melee more than you at range."
He swears in Polyglot, throwing his shield to the ground, and transforms into a dinosaur, while commanding Shredder to attack.

AC Shredder |

Shredder pounces on green.
Magic bite, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (20) + 9 + 2 + 1 - 2 = 30
magic teeth, IC, PA: 1d6 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14
Magic talon, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (15) + 9 + 2 + 1 - 2 = 25
magic teeth, IC, PA: 1d8 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12
Magic talon, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (9) + 9 + 2 + 1 - 2 = 19
magic teeth, IC, PA: 1d8 + 5 + 2 + 4 ⇒ (8) + 5 + 2 + 4 = 19
Magic claw, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (1) + 9 + 2 + 1 - 2 = 11
magic teeth, IC, PA: 1d4 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12
Magic claw, IC, Bless, PA: 1d20 + 9 + 2 + 1 - 2 ⇒ (16) + 9 + 2 + 1 - 2 = 26
magic teeth, IC, PA: 1d4 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 15
If he managed to finish off green, he continues to blue

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handle animal DC25: 1d20 + 15 ⇒ (19) + 15 = 34

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I think Alaric has mage armor on him round round 2 - or maybe that was the round we re-worked. If he doesn't I have my pin back!

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not sure, looks like that was the plan. If so, I have an incorporeal touch AC of 16

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Shredder is pushed to overcome the strange discomfort these creatures cause. He tears into the nearest wraith, stripping away its entire chest cavity. But still it floats, though its damage prevents it from retaliating as effectively as its fellows.
One save needed from Alaric, two for Ēoswulf.
Damage: 1d6 ⇒ 5 Con Drain, DC 17 negates: 1d6 ⇒ 3
Green vs. Shredder: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 1 Con Drain, DC 17 negates: 1d6 ⇒ 4
Orange vs. Alaric: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 ⇒ 4 Con Drain, DC 17 negates: 1d6 ⇒ 2
Red vs. Ēoswulf: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 ⇒ 2 Con Drain, DC 17 negates: 1d6 ⇒ 3
Round Three/Four:
Party Buffs: Inspire Courage +2, Bless
Alaric -16 (-1 Con)
Khellek
Two Blades -9 (-4 Con, heroism)
Blue -38
Green -43
Orange -11
Red -7
Tere
Ēoswulf -8 (heroism)
Wrigsolar (mage armor)

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Khellek continues to wield Alaric's wand, this time trying to use it on Shredder.
Assuming that is what you want?
UMD, magical tinkerer DC20: 1d20 + 15 ⇒ (9) + 15 = 24
"Magic is the key to the wraiths destruction, both in protecting ourselves, and in harming them." he says, continuing his scholarly advice.
And still +2 to hit and damage

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Holding up the back of his right hand, a strange birthmark in the shape of a butterfly starts to glow as Two Blades called down Desna's divine presence to harm the wraiths.
Channel Positive harm undead: 1d6 ⇒ 3
DC 10 Will save for half