| Izomandakus |
Val pats Izo on the back. "Hah! If I get my whole situation taken care of, I will hold a party the likes of which you have never seen. Since I had to stop enjoying parties so much, I had to learn how to plan them instead."
"I wait to attend that party then" Izomandakus smiles back at Valena "We can create a huge fireworks font to impress the attendants"
"Malfeshnekor... hmmm... you are right, the journal said Nualia was planning to release it" starts Izomandakus while Seamus goes forward opening the doors.
Knowledge: 1d20 ⇒ 6 arcana +10, history +10, local +7, planes +7, religion +8
Pachemu: Knowledge: 1d20 ⇒ 3 arcana +1, history +1, local -1, planes -1, religion +0
"Isn't that the name of the fisherwoman's son?" asks the boy without hope.
Observing the new area Izomandakus slightly hits the stone pillars with the coins "Mmm... this must have relation with old Thassillion... maybe with the myths and symbols of this region"
Knowledge history: 1d20 + 10 ⇒ (19) + 10 = 29
Pachemu: Knowledge history: 1d20 + 1 ⇒ (2) + 1 = 3
Pachemu gets next to Seamus enjoying the half-elf seems to be talking about her.
| Valena Dalloway Versade |
"Ah, yes! You are the man to see about fireworks, are you not." Musing on the details of party planning, Val saunters out into the hallway, her rapier resting on her shoulder. "Choices, choices...." She points towards the doorway with the skeletons and skull. "We could go towards the clearly completely safe door that does not have anything dangerous behind it..." She twists her rapier back towards the column. "...or we could try the way marked with treasure. Because people make a habit of broadcasting the locations of their treasure with spectacular carvings and would never attempt to lure people into a trap with such devices." The amused smirk on her face indicates that she is less being a doomsayer and more attempting a touch of dark humor.
| GM Euan - Rise |
Izomandakus isn't sure about the Malfeshnekor reference - other than what has already been mentioned.
The pillar is also intriguingly hidden from him. The symbols on the 'coins' are certainly Thasselonian, but they're common. The sorts of things you might in fact see on a coin. Or would have back in the day anyway.
The gold certainly does glimmer so. Almost as if someone has been shining it every day to keep the polish up.
| Kast Phaer |
*limp, drag, limp*
Val pats Izo on the back."Hah! If I get my whole situation taken care of, I will hold a party the likes of which you have never seen. Since I had to stop enjoying parties so much, I had to learn how to plan them instead."
Kast smiles at this, hurrying to keep up. He likes the idea of Val regaining her honor, but also knows that isn't always how it works. But he would hope. And help, if it ever came to that.
*limp, drag, limp*
* * *
Kast hustles after the party, stowing the evil notes for destruction. He examines the pillar, trying to see if anything strikes him as interesting.
Is there a knowledge check for it? Kast speaks/reads Thassolonian and Azlanti, if either apply.
| GM Euan - Rise |
Nope, they just look like gold coins, from back when Thasselon was at its peak.
| Seamus Passeri |
Chuckling at Val's and Izomandakus' conversation about fireworks at parties, Seamus moves into the room. Looking left then moves to the center of the L-shaped hallway and sees carved stone doors, then turns back towards the 'gold pillar. Pointing first to the double doors. "Those are obviously doors." He then points to the circular carving of what seems to be an immense stack of coins. "But this seems to be some kind of opening as well." Looking at the pick gouges, "And either someone was trying to get in, or take all of this with them when they left."
Turning to Val he smiles, thinking about the number and quality of different instruments he could purchase with the wall. He pauses and asks, "Have any of you heard of a 'Lyre of Building?" Shaking his head, "Never mind." He moves over to the golden column, "Val's right, this is probably just one giant trap, give me a minute here, ok."
First time for everything. Seamus will take 20(33) on perception looking at the column trying to find a way to open or disable it
| Izomandakus |
K. engineering: 1d20 + 7 ⇒ (6) + 7 = 13
Pachemu: K. engineering: 1d20 - 1 ⇒ (18) - 1 = 17
"I do not know about lyres of building but the previous floor was wider to the east. I doubt there is anything in this pillar, most probably the eastern area is accessed from somewhere more to the south" Izomandakus comments while trying to make sure Seamus does not scrap some of the golden coins and puts them in his pouch with the excuse of looking for doors.
Pachemu does not seem convinced by the explanations of the boy and instead sniffs the columns trying to help the half-elf in his perusal.
| Kast Phaer |
Kast walks around the pillar, wondering if it is just a shiny distraction or something much more. He hopes Seamus can find something, but whatever is so interesting, Kast doesn’t know what it is.
He instead takes a turn on watch, keeping an eye on the the doorway(s) while others investigate.
| Qetsiyah "Kizzy" |
Qetsiyah shrugs, "May as well check it out." She agrees with Seamus and does her best to help him be sure there are no traps.
Aid Perception: 1d20 + 6 ⇒ (18) + 6 = 24
+5 to Seamus' Perception for a total of 38
| GM Euan - Rise |
The party mingles and keeps watch while Seamus and Kizzy spend some quality time examining the area around the pillar. (It’s a take-20, so you can’t really aid another easily, but I'll apply a +2 circumstance bonus on this one.)
Clearly, though they be evil, the prior residents didn’t have anyone terribly perceptive or thief-like, for Seamus and Kizzy discover two coin-sized notches - one on either side of the column. They’re not completely sure how it all fits together, but they know the notches are important. They were too well hidden to be accidental.
| Seamus Passeri |
Eventually finding the coin slots, Seamus calls the others over, [b}"Take a look at this, there are two empty coin slots."[/b] He reaches down and pets the pig. "Pachemu, I think you must be good luck."
Realizing just because he may find things easier, it doesn't always mean he's right, Seamus Looks at Izomandakus, then the others. "Do you think any gold coin will do, or should it have this old righting on the edges?"
| Kast Phaer |
Kast waits, on guard, to see what happens. He’s not adept at traps or trickery and has little to say on the subject.
It’s too bad there is not a good talk about the 3 different types of columns, because I would help there...Ionic (elf style), Doric (Dwarven style) and the Corinthian (Taldan).
| Izomandakus |
Izomandakus looks surprised when Seamus points about the coin holes "Mmm... I am divided here. I would not like to lose a couple of coins, but I am really interested to see what is beyond..."
The boy's eyes shine "If no one has managed to open it before, perhaps there are treasures from old Thassilion still buried behind"
"Or maybe the ancient architects are trolling us and we should just take that southern door"
| Qetsiyah "Kizzy" |
"Alright. That one reminds me of those sinspawn we found bickering over a skull." Qetsiyah shudders slightly at the memory. She falls in line behind Val as they journey in.
| GM Euan - Rise |
You open the southern double doors. They swing easily, though it’s clear from the dust that no one has really entered the room and searched. Looks like they opened the doors, looked around briefly, and left.
Four pillars (an older, roughly Taldan style though somewhat simpler) support the domed ceiling of this room. Several dark alcoves containing standing sarcophagi grace the walls, and a statue of a stern man wielding a glaive and holding a book stands in the southern part of the chamber. Some Thassilonian runes are carved in the alcoves.
- - -
- - -
If you enter the room to investigate, please remember to move yourself on the map. Thanks.
| Valena Dalloway Versade |
When nothing immediately jumps out, Val relaxes and strolls into the room, wandering off to the side to leave room for the others. She looks over one of the sarcophagi with quickly-fading interest. "Oh joy, a tomb." She glances over at the statue of the stern man and the glaive and book in his hands. "A tome in a tomb. And that is a glaive, right? Perhaps the departed was a fan of Shelyn." She stares at the statue's face. She returns its frown.
Julius Caesar's patron god was Venus, so hey, you never know!
| Kast Phaer |
Kast limps into the room to investigate, taking his time to make sure the area seems safe before truly examining the alcoves.
He pauses for a minute to see if any tentacle beasts or spawn appear, but then will move further in.
If given time to explore and read the Thassolonian, he will. He may not be a deeply trained and smart as Izo, nor as old and wise as Rodert Quink, he does have a good memory and had been earning money as a tutor in his spare time.
He will deeply and slowly study both the crypts and the statue.
1d20 + 9 + 20 ⇒ (15) + 9 + 20 = 44 Know (history)
1d20 + 9 + 20 ⇒ (17) + 9 + 20 = 46 Know (history)
He just might remember a bit about just this sort of thing. And if he does, he will explain what he knows. See the spoiler above.
| Seamus Passeri |
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Listening to the conversation about what may be behind the pillar or behind the skeleton crossed doors. Seamus shrugs. "Val's right, maybe we'll find the exact coins over there. If not we'll try some of our own." He looks over at Izomandakus. "Kinda wish I had hung on to that old gold coin Kizzy game me at the festival."
Walking through the doorway, into the dust covered room, Seamus hears a voice tickling the back of his skull telling him that the boxes are actually sarcophagi. Mentally flinching, Seamus asks, "Don't some cultures put coins over the eyes of the dead?"Looking at Izomandakus he asks, "Is any of this magical?"
Moving in a clock wise fashion, Seamus takes a moment inspecting the first sarcophagus to see if it's locked or trapped. "I'll check to see if there clear. But I'm not opening them yet. That will have to be a group decision. I don't want to be the only one if there is a curse." After inspecting the first he will move to the second....
Just taking 10 (22) on perception and disable device this time a round.
| Izomandakus |
K. history: 1d20 + 10 ⇒ (15) + 10 = 25
K. history: 1d20 + 10 ⇒ (20) + 10 = 30
Izomandakus eyes get fixated in the statue, fascinated "Karzoug... look at you now..." the boy mumbles while Kast explains the precedence of the statue.
The boy passes his hand over the western sarcophagi, then kneels to read a few names "Yes, these must have been prominent members of the Thassilonian society. I guess the workers had not such a good burial"
Izomandakus will help search the place, same as Pachemu "It seems no gold coins here... Tsk! You took them all eh?" the boy gives another look at the statue.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Pachemu: Perception (scent, low-light vision): 1d20 + 5 ⇒ (2) + 5 = 7
Following Seamus advise, the readhead uses detect magic "I am fine opening the sarcophagi. They might have nice treasures indeed"
| Seamus Passeri |
Turning to Izomandakus, he comments, "maybe there is treasure in the sarcophagi themselves. But let's wait to make sure they are all the same before we open any," While Seamus methodically checks all the sarcophagi for traps or locks, he asks, "Does that statues weapon come out like the one we found down by the well?"
GM Euan, I realize you said to place ourselves on the map, Seamus will inspect the first sarcophagus then move on after a minute or so. etc.
| Valena Dalloway Versade |
| 1 person marked this as a favorite. |
Now that is the second time just in the past few hours that Kast has gone and been Mister A+ student. Maybe he is less of a meathead than she originally assumed? Especially considering he was so measured and even-handed about the whole "wanted for murder" deal. Come to think of it, he seems to be into that Irori fellow, and they do a lot of reading right? Cause it's more "perfect" or something, probably.
She saunters up past Sea and next to Kast, taking a closer look at this "Runelord of Greed." "Well if this fellow is all about greed, then I highly doubt anyone is intended to actually make it away with any gold here. Why, I am sure old Karzie here would get kicked out of the Greed club if they found out he was giving away money after he died. If there is some chance cache to catch, the cash would be mere charlatan's currency, not charitable coin." She honestly has no idea how right she is about anything she is saying, but one of the best lessons she took away from high society is that people care more about how you sound and look than what you say, and the thought did sound good in her head.
| Izomandakus |
Izomandakus smiles at Valena's funny remark "He would be pretty pleased to hear that..."
Then passing the hand over another of the sarcophagi the boy mumbles "We never had enough money to bury Casp in something fancy like this..."
| GM Euan - Rise |
Izomandakus detects magic, but doesn’t find any other than what the party carries.
You enter the room and begin investigating the various areas of interest. As you do so (and before Kast begins identifying bits), you notice the room quickly get colder, though Seamus detects no trap. Almost as if something that has been sleeping, is very slowly awakening. There’s a flutter in the shadows of the crypts as of the guttering of a candle. A candle of shadow.
Suddenly shadowy-wispy forms break free from the sarcophagi! The shadows coalesce in the chamber, spinning rapidly until they form two, insubstantial but quite deadly, incorporeal forms.
- - -
The pillars in the room do not block movement or attacks. Pretend they are not there for purposes of combat.
- Round Surprise & 1 -
Kizzy - 20
Seamus - 18
Kast - 17
Good Folks - 14
Valena - 11
Izomandakus - 3
Kast: 1d20 + 0 ⇒ (17) + 0 = 17
Kizzy: 1d20 + 3 ⇒ (17) + 3 = 20
Seamus: 1d20 + 10 ⇒ (8) + 10 = 18
Valena: 1d20 + 3 ⇒ (8) + 3 = 11
Good Folk: 1d20 + 2 ⇒ (12) + 2 = 14
You all have a ‘surprise’ round. Kizzy, Seamus, and Kast has nothing to attack in the surprise round however. You just know something is untoward is happening, though Valena and Izomandakus can attack in the surprise round. Then Kizzy, Seamus, and Kast are up again in round one - and by then the creatures have fully formed of course.
| Kast Phaer |
1d20 + 9 ⇒ (3) + 9 = 12 Know (religion)
Kast peers at the shadowy shadows, but knows nothing even though there is something on the tip of his tongue.
Delaying to see if Pachemu can oinksplain.
| Valena Dalloway Versade |
Knowledge (religion): 1d20 + 4 ⇒ (18) + 4 = 22
What is this creature known for? (aka most distinctive ability)
Val takes a step away from the shadow and pulls out one of her holy weapon balms. "Shadows! Undead! They are incorporeal. I have two holy weapon balms on my bandolier if someone else needs one."
Five foot step and move action to take a balm off her bandolier. Sadly will have to wait until next round to apply it
HP: 35/35
AC: 19/15/15
Saves: F4/R9/W6 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks (4/4used): Psychosomatic Surge on Sea (unused)
Hero Points: 2
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/4 used (Vanishx3, Lock Gazex0, Ill Omenx0, Faerie Firex1)
2: 0/2 used (Mirror Image, Placebo Effect)
Cold Iron Rapier:
[ dice]1d20+9[/dice] to hit;
[ dice]1d6+1[/dice] damage.
| GM Euan - Rise |
Valena explains that the creatures are known to drain strength with their touch - and if they drain too much, you can indeed perish - becoming a shadow in a short time! And of course they are incorporeal with all that entails.
| Izomandakus |
K. religion: 1d20 + 8 ⇒ (7) + 8 = 15
Pachemu: K. religion: 1d20 + 0 ⇒ (11) + 0 = 11
Pachemu seems as lost as Kast, but is Izomandakus who opens his mouth to speak with a temperance unlikely on someone his age "Shadows, incorporeal undeads whose only goal is to sap the life of those still alive"
"The bad news is we will not be able to escape them, as they can go through solid walls as easily as they crossed the sarcophagi" he then looks around at the groups weapons "The good news are we have magic weapons. Which are the only way to harm incorporeals. Well, that and positive energy and other magic"
The boy calls out the half-elf to his side "Seamus, your blade!" and readies to cast magic weapon on whichever weapon he offers.
If the half-elf cannot make it to Izomandakus, he instead casts the spell on his own staff.
Pachemu oinks menacingly trying to intimidate the ugly floating darkness.
Pig - HP 15/17 AC 15 TAC 12
Boy - HP 31/34 AC 17 TAC 13
Bolts: 3
Augment: 5/6
Effects:
mage armor 3 h
| Seamus Passeri |
edit adding lions call
Feeling the cold, but not really understanding the implications, Seamus instinctively draws his long knives. Seeing the shadowy-Wispy forms into the shapes of men. Seamus begins to wonder if his cold iron blades will have an effect he hears Izomandakus call for his blade. Raising the long knife nearest Izomandakus over his head, he stammered "This one!"
Not sure which ghost to attack first, Seamus goes after the nearest one, and coicidentily the one that happens to be blocking his exit. Thrusting the long knife at the creature, he blurts. "I hope this works."
Surprise round: Draws weapons. 1st round 5 ft step, attack: magicked MW cold Iron shortsword, WF, LC
attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 for damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 sneak: 2d6 ⇒ (2, 4) = 6 nevermind
crit: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23 for damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Does the Hampered apply to ghosts?
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
| Qetsiyah "Kizzy" |
Surprise Round
Qetsiyah shivers as the room grows cold and issues a Lion's Call to aid her allies. "Something's gathering here. Be on your guard!"
Round 1
Hearing Izo mention magic weapons, she draws the magical Bastard sword and moves into the room, sandwiching herself between as many of her friends as possible. Then she strikes at the shadowy form coalescing there.
+1 Bastard Sword vs Red: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 Magic Damage: 1d10 + 1 + 4 ⇒ (3) + 1 + 4 = 8
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Magic Damage if Regular AoO is provoked: 1d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12
+5 to AC! ^_^
Buffs Active:
Lion's Call:(2/4 rounds) +1 competence bonus to attacks and saves vs. fear.
| Kast Phaer |
| 1 person marked this as a favorite. |
Round 1
Kast nods as Izo and Kizzy remind him how sometimes weapons were useless. Well, not all weapons, just non-magical weapons.
Kast, however, is not powerless as he has his own (im)perfection upon which to rely.
”Stop, Shade!” Kast cries, reaching out to touch the creature. ”Remember when you were whole and healthy...go back to being perfect again!”
1d20 + 8 ⇒ (14) + 8 = 22 defensive cast
1d20 + 4 ⇒ (18) + 4 = 22 touch attack
1d8 + 4 ⇒ (3) + 4 = 7 CLW, DC 15 will for half
Kast will then draw the wand of CLW.
hp: 31/31
AC: 20/17/13 + 2/shield
Saves: F2/R5/W4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 3/6 left
Staff of Courage 2: 4/4 left
Iron Quill, two handed:
[ dice]1d20+7[/dice] to hit;
[ dice]1d10+3[/dice] damage.
Longspear:
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.
| GM Euan - Rise |
Valena steps and prepares to do battle with the foul creatures. Izomandakus casts magic weapon to help prepare the group. Kizzy summons up the call of the lion before landing a blow on a shadow though being incorporeal, it only takes half the damage. Seamus also connects, hitting his foe though he too does half damage. Kast reaches out with a lite touch, scorching the shadow with healing!
Hampered, as it's a sneak attack layer (right?) won't work as there's no sneak attack. If it's not a sneak attack bonus, let me know and I'll research further.
Shadow red: 1d20 + 4 ⇒ (7) + 4 = 11 vs DC 15 for all of 7hp
Both shadows lash out, red at Kast - the dealer of the most damage. Blue steps up on Valena and tries to touch her as well.
blue shadow on Valena (touch): 1d20 + 4 ⇒ (18) + 4 = 22 Strength damage: 1d6 ⇒ 2
red shadow on Kast (touch): 1d20 + 4 ⇒ (2) + 4 = 6 Strength damage: 1d6 ⇒ 3
They attack soundlessly, grasping at your life essence though your armor - though your very skin! Valena uncontrollably shudders briefly at the creature's cold ragged touch.
- Round 1 -
Valena - 11 (-2 str dam)
Izomandakus - 3
- Round 2 -
Kizzy - 20
Seamus - 18
Kast - 17
Shadow blue - 14
Shadow red - 14 (-14hp)
Now up - everyone!
| Valena Dalloway Versade |
Val did *not* like that feeling, not at all. So she steps back and pulls off a trick to make sure that she does not have to face that again.
Mirror Image: 1d4 + 1 ⇒ (4) + 1 = 5
As there are suddenly 6 Vals, they all draw their rapiers at the same time.
HP: 35/35
AC: 19/15/15
Saves: F4/R9/W6 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/4used): Psychosomatic Surge (Seamus, unused)
Hero Points: 2
Conditions: 2 Strength damage
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/4 used (Vanishx3, Lock Gazex0, Ill Omenx0, Faerie Firex1)
2: 1/2 used (Mirror Image, Placebo Effect)
Cold Iron Rapier:
[ dice]1d20+9[/dice] to hit;
[ dice]1d6+1[/dice] damage.
| Izomandakus |
"Let's focus on one of them." Izomandakus seems unnerved, like if fighting incorporeals was nothing outstanding and noteworthy. He pulls out one of his wands and waves it pointing towards the most damaged creature ракета магии "Go back and make your transit to the River of Souls despicable creature!"
Magic Missile wand (force damage) 34/38: 1d4 + 1 ⇒ (4) + 1 = 5
Pachemu reels in the corner, growling, not seeing the shadows are not scared by her sounds.
Pig - HP 15/17 AC 15 TAC 12
Boy - HP 31/34 AC 17 TAC 13
Bolts: 3
Augment: 5/6
Effects:
mage armor 3 h
| Qetsiyah "Kizzy" |
As Izomandakus brings the one she faced down with a magical missile, Kizzy moves south to engage the next enemy, hoping to scatter it's energies before it can do real harm to her friends.
Round 2
+1 Bastard Sword vs Red: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 Magic Damage: 1d10 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Buffs Active:
Lion's Call:(3/4 rounds) +1 competence bonus to attacks and saves vs. fear.
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
AoO to Aid Ally's AC: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Magic Damage if Regular AoO is provoked: 1d10 + 1 + 4 ⇒ (4) + 1 + 4 = 9
| Seamus Passeri |
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Not feeling his long knife really connect with anything, Seamus watches as the ghost's hand pass through Val's armor. Letting out an audible gasp, he hears Kast and Izomandakus speaking, but cannot take his eyes off Val's face as she begins to look pale.
Watching the spirit fade away he realized that whatever they had done caused the ghost to dissipate. Hoping the now magical knife actually hurt the thing, he moves along the wall, looping towards the second one, slashing at its vaporous form. asking, "Hey Izomandakus, can you do that with my other knife?"
2nd round 30 ft move, attack: magicked MW cold Iron shortsword, WF, LC
attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 for damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
| GM Euan - Rise |
| 1 person marked this as a favorite. |
On Izomandakus' turn, the shadow (blue) falters and fades back into the 'normal' shadows of the room and is no more!
Kizzy and Seamus, you'll need to move to switch targets.
| Kast Phaer |
Round 2
"Hamberder!" Kast casts CLW from the wand, and moves to touch the creature.
1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 touch attack
1d8 + 1 ⇒ (8) + 1 = 9 CLW, DC 12 Will for half
Pot crit:
1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 touch attack
1d8 + 1 ⇒ (3) + 1 = 4 CLW, DC 12 Will for half
hp: 31/31
AC: 20/17/13 + 2/shield
Saves: F2/R5/W4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 3/6 left
Staff of Courage 2: 4/4 left
Iron Quill, two handed:
[ dice]1d20+7[/dice] to hit;
[ dice]1d10+3[/dice] damage.
Longspear:
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.
[ ooc]Morningstar, two handed:[/ooc]
[ dice]1d20+5[/dice] to hit;
[ dice]1d8+3[/dice] damage.
| GM Euan - Rise |
Valena steps back, summoning up her own allies to try and confuse the undead. Izomandakus takes out his wand, and a stronger than usual bolt slams into the shadow, dispelling it to the ether! Kizzy moves up on the remaining enemy and slashes it. Seamus also slides over and cuts a portion of the very shadow stuff away from the body. Kast easily touches the shadow (can’t crit I think) who tries to resist - its very existence depending on it!.
Shadow blue: 1d20 + 4 ⇒ (1) + 4 = 5 vs DC 12 for 9 hp
Alas, it spectacularly fails to make its save, and the positive energy of the wand diffuses the shadow, rendering it to nothingness once again!
We are out of combat.
Valena - 11 (-2 str dam, 5 images)
Izomandakus - 3
Kizzy - 20
Seamus - 18
Kast - 17
Shadow blue - 14 (destroyed)
Shadow red - 14 (destroyed)
| Seamus Passeri |
Seeing the second apparition dissipate, Seamus looks from Kizzy to the bastard sword. "That thing seems to work well." He looks at his own blades frowning. "Maybe I need longer knives." Shrugging he turns to Val, seeing five images, not sure which one to focus on, he looks from one to the other. "Val that thing touched you, are you ok?"
He gestures towards the nearest sarcophagus, "That was two ghosts, there are six coffins, you think anymore will be jumping out?" Having neared the statue, he moves towards it, "And what about this fellow?" Taking a careful look at the statue, He then tugs on the statues pole-arm to see if it is removable like the one they found previously.
will take 10 (23) on perception looking for traps on the statue. 10(23) on disable if there is one
| Kast Phaer |
Kast looks around as if waiting for more shadows to come to life and attack, and slowly relaxes when no more come.
"Wow. Wasn't expecting that. Meg, how are you doing? Are you okay? What does it feel like?" Kast asks, but not having any way to fix the different kind of hurt.
"I don't know, Seamus. Maybe more will come. I'm open to finding out though. We should look."
| Valena Dalloway Versade |
"I am more okay than I thought I would be. Considering I feel as though I took a 5 mile run on a hangover, that is saying something." She presses her palm to her forehead and winces. "Ye gods, I truly hope that was all of them. But better to look now while there is six of me, I suppose. Perhaps the two coffins the Shadows popped out of have the coins we need in them?"
| GM Euan - Rise |
The shadows, as might be expected, had nothing on them. You investigate the coffins, but they are so ancient they largely crumble and fall apart as you do so. The contents, other than the poor folk who were interred here, consist of dust and debris. A few gold and platinum threads from the clothes they wore perhaps, but nothing you could reasonably gather to sell. No coins are found.
The statue also holds no further secrets that Seamus and the party can find. Unlike the last one with a pole arm, this one is made of stone and a part of the structure - as is the book. That said, upon close examination, the glaive does seem to be hinged…
| GM Euan - Rise |
Seamus warns the others before pulling the lever. Though it’s been centuries upon centuries, the lever pulls relatively smoothly as the whole glaive articulates lowering the weapon to point at the entrance to the room.
With little noise or fanfare, a secret door in the western wall opens at the same time, revealing a short hallway and two sets of descending stairs, going deep into the darkness below. The air smells of seawater and the stairs are damp and treacherous.
| Seamus Passeri |
Izomandakus how long does the magic weapon last?
Feeling the lever easily move, Seamus ponders aloud, as the secret door opens almost silently. "well the certainly knew how to make secret doors didn't they." Sniffing the air he smells the saltwater, adding. "I wonder if this place is old enough that the sea has eroded around it."
Shrugging slightly, he keeps the weapon Isomandakus magicked in hand, and he moves carefully into the hallway. Turning right at the first steps, carefully descending them. He investigates the door at the bottom. Once the team has gathered, he will open the door.
hmmm, if needed taking 10 (21) on acrobatics, taking 10 (23/25) on perception, and taking 10(23) locks, (25) traps, dealing with them
| Qetsiyah "Kizzy" |
Kizzy smiles at the perceived compliment about her work with the Bastard Sword as she sheathes the weapon. "Nah, you just need blades that stay magical. But I hope we don't run into any more ghosts. They sure like their secret doors in this place." She said as she carefully followed Seamus to the next door, mindful of the slippery stone floor.
Hopefully we don't actually need acrobatics, if so, my take 10 would be 9, lol.
| Kast Phaer |
"Oh hey! Nice find, 'Mus," Kast says, following the man into the secret hallway. "I wonder what we'll find down here. I can't wait to tell the Sheriff how thoroughly we searched this place. We're getting root and stem."
*limp, drag, limp*
| Izomandakus |
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4 min
"This place must be full of treasures" Izomandakus moves with the team with high expectations, although he holds back a bit to sheath the wand and light a torch "What else would be guarded behind a secret door?"
Pachemu sniffs the sea in the air and states "Oink, oiiiink, oink oink oink ooooooink oink"