Ukh |
Will save 1:1d20 + 9 ⇒ (17) + 9 = 26
Will save 2:1d20 + 9 ⇒ (3) + 9 = 12
Scared the goblin tries to understand how the spirit act and what may help to bypass it.
Occultism:1d20 + 13 ⇒ (8) + 13 = 21
Fin-thir |
The archer tries to resist to what he sees.
Will: 1d20 + 9 ⇒ (15) + 9 = 24
Then to resist to their attack.
Will: 1d20 + 9 ⇒ (8) + 9 = 17
We are here to help, not to fight against you. Why do you hurt us?
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Hazaug |
Hazz'Aug focuses his determination to resist the onslaught.
Will save 1: 1d20 + 9 ⇒ (18) + 9 = 27
Will save 2: 1d20 + 9 ⇒ (2) + 9 = 11
Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23
"We are not Demons!" Hazz growls
Nomadical's pregen 2 |
Will 1 : 1d20 + 10 ⇒ (4) + 10 = 14
Fail. Stupefied 2 and susceptible to good damage.
Quinn's mind is overwhelmed and he begins to hallucinate that he is indeed becoming a demon.
Will 2, Stupefied 2: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Fail. Again. 9 damage.
"As he says, we are not truly demons," Quinn calls out to the defenders.
Diplomacy, Stupefied 2: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
And yet another single-digit Failure. {sigh}
But his own hallucinations make even him unsure of whether what he says is true or not.
GM Tyranius |
Ukh begins to ward off the malevolent spirits as Hazz'aug and Fin-Tir are able to successfully calm them down enough to be able to pass through without further harm.
Haunt is disabled.
Just past the spirits a stone pillar covered in painted symbols marks the center of this circular cavern. A staff swirling with mist protrudes from a jagged hole in the floor at the pillar’s base.
The hole contains some remains as well as a staff, embedded into the middle of a worn sarcophagus. Although the staff’s power has faded, its latent magic fused it in place, pinning the remains in as well. These look as if they would make good focus components for the ritual.
Occultism or Religion to safely disperse the resonant magical energies; Thievery to gently work the staff and remains loose without damaging them.
Hazz'aug (38/56; Stupified 1)
Ukh (67/76; Stupified 1)
Fin-Thir (37/46; Stupified 1)
Quinn (44/53; Stupefied 2 and susceptible to good damage.)
Nomadical's pregen 2 |
Quinn examines the painted symbols...
Society, Stupefied 2 : 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
He can't quite make them out, but perhaps with someone's aid, he could.
He turns his attention to dispelling the mystical energies...
Occultism, Stupefied 2: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Crit success! Yeah!
...and seems to have likely made some progress.
He then tries to help the others with the staff, since it looks like Ukh might be better at this sort of thing anyway.
Thievery to Aid, Cooperative Nature: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
How long does this Stupefied last? The original post said it was "for as long as it (Quinn) remains within the haunt’s area." But then the post above says the haunt is disabled.
GM Tyranius |
The stupefied is gone now that the haunt is disabled.
Quinn shows the others how it is done. Circling the spinning staff and remains he finds the key ley lines connecting the resonant magical energies. Severing the magical ties he is able to secure the staff and remains for the ritual.
It was just one or the other so these focus components are now freed.
Fin-thir |
We should perhaps heal ourselves before to continue, no?
Natural medicine, Quinn:1d20 + 9 ⇒ (14) + 9 = 23
Damage healed: 2d8 ⇒ (6, 6) = 12
Natural medicine, Hazaug:1d20 + 9 ⇒ (15) + 9 = 24
Damage healed: 2d8 ⇒ (3, 8) = 11
Natural medicine, Ukh:1d20 + 9 ⇒ (20) + 9 = 29
Damage healed, crit: 4d8 ⇒ (1, 5, 7, 2) = 15
Natural medicine, Fin-thir:1d20 + 9 ⇒ (20) + 9 = 29
Damage healed, crit : 4d8 ⇒ (6, 6, 5, 1) = 18
Ukh |
Thank you, Fin-thir. Now we should continue this way.
The goblin show the path to the next step.
Hazaug |
"You are a true hero Fin-thir. Can I offer you a drink and a delicious snack prepared by one of my wives?" It is some sort of hard tack cracker, with a strange smell and dubious herbs.
GM Tyranius |
After a small bit of healing you push onward. A crater mars the floor of this small cave, cracks spiderwebbing out from its epicenter and up the walls. The stone ribs along the walls are blackened and twisted, and the earthen portions of the floor and walls seethe with a foul-smelling miasma. Countless shards of shattered bone are barely visible scattered across the floor.
Ukh |
Arcana:1d20 + 14 ⇒ (13) + 14 = 27
Hey I've found something what can also be used in the ritual. We can reactivate a protective ward. Let's go to continue.
GM Tyranius |
Having identified the protective ward Ikhdrags the group through the barrows with the speed only a goblin could possibly keep up with.
The path from the wider barrow branches off to the east, ending in a cavern. An intact stone altar sits directly across from the entryway, elaborately carved with runes and sigils. More symbols are carved on the walls below a mural that depicts scenes of a man performing great feats of strength. The faint rustle of the wind outside is audible through several cracks in the ceiling.
A mist curls over the stone altar, coalescing into a wispy figure of a muscular male human with indistinct features. The spear in his hand seems to flicker back and forth between corporeality and incorporeality. The figure’s eyes glow white, then he speaks.
“Who disturbs the rest of our hallowed dead? Speak, and tell me if you are friend or foe.”
Fin-thir |
The archer is unsure what to answer to the indistinct figure. So he lets his companions to handle with the situation.
Ukh |
Friends!
The goblin's voice is decided. They must be clear for the spirits.
We are here to clear this place from all evil minds who are lurking inside it. We will accomplish a ritual to allow the rightful spirits and dead to retrieve their respectful repose.
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
GM Tyranius |
The ghost holds the spear tightly to his side, but seems to understand the plea. "I am Selwa, an ancient warrior of the Dreamweft Clan." The presence stands proud. "I once wrestled a Red Dragon into submission, winning its respect with my prowess."
Though his soul has moved on, his stubbornness to continue defending his clan, even after death, left the remnant of a spirit behind it seems. "But in death, I know my own capabilities." Selwa holds his spear out. "Take my spear, it can be used as a focus for a ritual to cleanse this place of the demonic energies." The ghosts hands the spear to Ukh and sinks back down into the altar.
Ukh |
I thank you for your confidence. I swear we will do anything in our possibility to be worth of your gift!
The goblin hangs the spear to his backpack.
Well we have material for the ritual now.
And he moves on.
Ukh |
Oh there is a new cave here. Follow me.
Fin-thir |
The archer follows as asked for. He's ready to fire some arrows in case of something happening. There are two remaining caves and that's not good because they are from each part of the main conduct.
GM Tyranius |
Two flights of stone steps, set into the earth, descend to either side of this cavern. A narrow passage branches off to the south before ending at a small shrine. In the room to the west is a stone altar painted with faded green and blue symbols.
Looking around you feel the overwhelming presence here. This altar appears to be a good space to complete the hour long ritual to cleanse these barrows.
Occultism, Religion, Nature (Evaika’s advice), or Athletics (From obtaining the spear) check to complete the ritual. Those aiding should be rolled first followed by the single primary trained check at the end. Discoveries and focus components you have made throughout the adventure will lower the DC of the ritual.
Hazaug |
While speaking with the team, Hazz'Aug will suggest he use the Spear as part of the ritual (athletics+11) alternatively, he can stand guard in case there is trouble.
During our preparations, Hazz'Aug will also drink a potion of healing.
potion of healing: 1d8 ⇒ 1
Ukh |
Hazaug, why are you drinking a potion of healing? You are full HP. Fin-thir treated your wounds.
Nomadical's pregen 2 |
Society : 1d20 + 13 ⇒ (11) + 13 = 24
Perception, Pursuing a Lead in the Barrows : 1d20 + 11 ⇒ (8) + 11 = 19
Quinn takes a look at the symbols and the altar, studying both carefully as he assesses their importance.
"This is the resting place of a famous oracle in the clans, and her altar. Her name was Irrei. She must still have significant power, even now. As you can see here," he says pointing out the altar, "this whole area is free of plant and fungal growths. Oh, and what's this?"
Quinn locates a small compartment in the altar itself. "Hmm, likely Irrei's remains and her personal effects. These, too, may help in the ritual. And even if not, we should take them back to the Farheavens for reburial."
Am I correct that someone could Aid using any of the skills, even if the Primary chooses a different skill? So Hazz'Aug could make an Aid check using Athletics, even if the Primary is Ukh using Occultism?
I would suggest Ukh lead with Occultism, since his +13 is the highest. Quinn can give him an extra +1 from Clue In for that check also, I think.
GM Tyranius |
That is one of the changes from 1E to 2E, take 10 and take 20 are no longer a thing. You need to roll. The second change is that teh DC to aid another is now DC 20. You pass the main roller gets a +1 bonus. If you crit fail then the main roller gets a -1
Ukh |
Hazaug: you took at most 9 damage and Fin-thir treat you from 11 damage. So you're full
Seeing the others hesitating, the goblin does the ritual.
Occultism: 1d20 + 13 ⇒ (20) + 13 = 33
Fin-thir |
The archer doesn't do anything as it seems to him that the alchemist is doing really good with the ritual as he was doing this all days.
Nomadical's pregen 2 |
Quinn helps Ukh with the riual
occultizm, aid, cooperative : 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35
GM Tyranius |
With Evaika’s advice you set Selwa’s spear in the center as a focus. Quinn and Ukh set out to adjust the runes and remains to help perform the ritual with ease. As the ritual completes the air shimmers with a golden light as the wards take effect. As the ward takes effect you hear a hollow scream come from the east nearby.
GM Tyranius |
Colorful paintings of a human woman fighting hordes of monsters decorate the walls of this cavern. Intricate carved symbols caption the paintings. Attached to the wall between two cobwebbed sconces is a golden amulet with a red jewel at its center, recognizable from the surrounding paintings. An unpleasant scent wafts from a hole at the far end of the room, while a path to the west leads out into the rest of the barrow.
The demonic corruption has reanimated the remains as a powerful undead and caused a planar breach that drew in several winged demons. Though the breach has closed, thanks to the ritual's wards the demons remain.
Quinn, Investigate: 1d20 + 10 ⇒ (3) + 10 = 13
Ukh, Avoid Notice: 1d20 + 12 ⇒ (5) + 12 = 17
Fin-thir, Search: 1d20 + 9 ⇒ (11) + 9 = 20
Hazz'aug, Detect Magic: 1d20 + 12 ⇒ (11) + 12 = 23
Undead: 1d20 + 11 ⇒ (19) + 11 = 30
Demons: 1d20 + 7 ⇒ (5) + 7 = 12
The undead's howl reverberates off the cavern's walls as it hunches down and begins sprinting towards the west where Hazz'aug is standing.
Round 1
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Undead (8 Temp HP)
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Hazz'aug (56/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)
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Demons
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Hazaug |
Hazz'Aug will target the approaching undead with an Acid Arrow.
Acid Arrow: 1d20 + 11 ⇒ (20) + 11 = 31
on a hit: Damage: 3d8 ⇒ (6, 5, 8) = 19
and
Persistent damage: 1d6 ⇒ 2
Fin-thir |
The archer moves forward hearing some noise and, seeing the creature, marks his prey and fires two arrows.
+1 striking composite shortbow, hunted shot 1:1d20 + 11 ⇒ (9) + 11 = 20
Damage:2d6 + 1 ⇒ (5, 1) + 1 = 7
+1 striking composite shortbow, hunted shot 2:1d20 + 8 ⇒ (19) + 8 = 27
Damage:2d6 + 1 ⇒ (1, 6) + 1 = 8
Ukh |
The alchemist moves to throw some bombs also. To participate.
Pay attention grenade!
Alchemist's fire, moderate: 1d20 + 13 ⇒ (20) + 13 = 33 Crit!
Damage:2d8 + 1 ⇒ (4, 6) + 1 = 11 +4 splash, +3 persistent
Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15 miss so splash anyway
Damage:2d8 + 1 ⇒ (8, 7) + 1 = 16 +4 splash, +3 persistent
GM Tyranius |
Hazz'aug's acidic arrow melts the face right off of the undead as it sizzle and pops the skeletal remains. Fin-thir quickly sinks a couple of arrows into the undead before the hallway becomes too congested
Ukh's fiery weapons coat the undead in a blaze of noxious fumes as it screams climbing the stairs. It's flaming skin bubbling and bursting like burnt marshmallows.
Round 1
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Undead (-75; Persistent Acid 1d6; Persistent Fire 3)
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Hazz'aug (56/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)
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Demons
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Nomadical's pregen 2 |
Since he can't really go anywhere else without getting complety separated from everyone, Quinn decides to take the fight straight to the enemy. He dashes through his allies to confront the undead, planning his attack as he does so.
Attack, Stratagem: 1d20 + 14 ⇒ (18) + 14 = 32
Damage, P, Strategic: 2d6 + 2 + 2d6 ⇒ (1, 5) + 2 + (5, 6) = 19
Stride (1), Devise (1), Knowledge (free), Strike (1)
Please roll a Recall Knowledge (Religion) at +8. If it's a Crit, he will convey what he knows to his teammates, granting them a +1 to their next attacks.
"Hey, Ukh, I've got a couple bombs you could throw if you want. They're right here, just grab them," Quinn says to the goblin, indicating the two moderate ghost charges hanging off his belt. Either way, he shares what he's observed with Ukh.
The undead is Flat footed to Ukh's next attack per Shared Stratagem.
GM Tyranius |
Quinn's Religion (T): 1d20 + 8 ⇒ (14) + 8 = 22
Quinn recognizes this to be a Ragewight, quick to grab fleeing victims and has an uncontrollable rage who's attacks drain their victims of their vitality. Stacking Drained condition that gives the undead additional Temp HP. Quick rapidly removes his sword from the cane, stabs the charging undead through the skull before resheathing it once more. The raging undead collapses to the ground before it realizes what is going on.
The demons take to the air as the swoop in from all sides.
Red Claw vs Quinn AC 21: 1d20 + 9 ⇒ (2) + 9 = 11
Purple Claw vs Quinn AC 21: 1d20 + 9 ⇒ (7) + 9 = 16
Quinn watches the demons bob in the air and reads their movements, dodging their attacks.
Round 2
Hazz'aug (56/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)
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Demons
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Nomadical's pregen 2 |
I know I'm early, but going to bed, then flying tomorrow.
Quinn dodges the demons quite easily, watching their movements as he does. He flips the undead ichor from his blade and attacks the one to the south (Purple).
Attack, Stratagem: 1d20 + 14 ⇒ (11) + 14 = 25
damage, P, strategic: 2d6 + 2 + 2d6 ⇒ (1, 2) + 2 + (6, 4) = 15
He again shares his strategy with Ukh as he carefully steps back away from the two attackers.
@GM, Please roll a Recall Knowledge (Religion) at +8. If it's a Crit, he will convey what he knows to his teammates, granting them a +1 to their next attacks, and he would have also gained a +1 to his attack above.
If the attack hits, then Purple is flatfooted to Ukh's next attack.
Devise (1), Knowledge (free), Strike (1), Step (1)
Ukh |
The goblin continues the task begun by Quinn.
Pay attention grenade
Alchemist's fire, moderate: 1d20 + 13 ⇒ (1) + 13 = 14
Alchemist's fire, moderate, reroll: 1d20 + 13 ⇒ (16) + 13 = 29
Damage:2d8 + 1 ⇒ (1, 5) + 1 = 7 +4 splash and +3 persistent
Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11
Damage:2d8 + 1 ⇒ (6, 6) + 1 = 13 +4 splash and +3 persistent
Alchemist's fire, moderate: 1d20 + 13 - 10 ⇒ (15) + 13 - 10 = 18
Damage:2d8 + 1 ⇒ (2, 1) + 1 = 4 +4 splash and +3 persistent
Oh you seem lesser funny than the big one you sent previously.
Fin-thir |
The archer moves and marks his prey (red) before to unleash new arrows.
+1 striking composite shortbow, hunted shot 1:1d20 + 11 ⇒ (8) + 11 = 19
Damage:2d6 + 1 ⇒ (1, 6) + 1 = 8
+1 striking composite shortbow, hunted shot 2:1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27
Damage:2d6 + 1 ⇒ (6, 4) + 1 = 11
Hazaug |
Hazz'Aug moves between yellow and green and summons an 'Acid Burst' (It is a signature spell for Hazz, so he will fully heighten it.
Acid Burst DC 21 heightened to 3rd lvl: 6d6 ⇒ (4, 5, 6, 3, 5, 5) = 28
Reflext for half damage.
GM Tyranius |
Yellow DC 21 Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Green DC 21 Reflex: 1d20 + 12 ⇒ (18) + 12 = 30
The demons seems to avoid the worst of the acidic blast as a pair of arrows stick into another pinning it to the way for a moment before tearing loose from the membrane. Ukh's bombs splash all over the demons as they shriek in pain. Quinn's blade quickly puts the wounded demon down and stops the incessant shrieking.
The two injured demons concentrate as they heal their wounds while frantically clawing at Hazz'aug and Quinn.
Green Abyssal Healing: 1d6 ⇒ 1
Red Abyssal Healing: 1d6 ⇒ 6
Yellow Claw vs Hazz'aug AC FF 20: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d6 - 1 ⇒ (1) - 1 = 0 Minimum 1 damage.
Evil Damage: 1d4 ⇒ 1 DC 19 Fort Save vs Quasit Venom
Yellow Claw vs Hazz'aug AC FF 20: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Yellow Claw vs Hazz'aug AC FF 20: 1d20 + 11 - 8 ⇒ (2) + 11 - 8 = 5
Green Claw vs Hazz'aug AC FF 20: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 - 1 ⇒ (5) - 1 = 4
Evil Damage: 1d4 ⇒ 4 DC 19 Fort Save vs Quasit Venom
Green Claw vs Hazz'aug AC FF 20: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Red Claw vs Quinn AC 21: 1d20 + 11 ⇒ (2) + 11 = 13
Stage 1 1d6 poison (1 round)
Stage 2 as stage 1
Stage 3 1d6 poison and slowed 1 (1 round)
Round 3
Hazz'aug (46/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)
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Demons (Green -13) (Red -25)
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Hazaug |
Sp Hazz'Aug makes to Fort Saves?
1: Fort Save vs DC 19: 1d20 + 12 ⇒ (8) + 12 = 20
2: Fort Save vs DC 19: 1d20 + 12 ⇒ (16) + 12 = 28
Hazz'Aug casts True Strike. That is a Dragon Blood Spell, so, his AC will raise 1. He swipes at Yellow.
Strike 1: 1d20 + 11 ⇒ (18) + 11 = 29 or Strike 2: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d12 + 4 ⇒ (9) + 4 = 13
Ukh |
The goblin steps and throws some more bombs toward yellow.
Pay attention grenade
Alchemist's fire, moderate: 1d20 + 13 ⇒ (18) + 13 = 31
Damage:2d8 + 1 ⇒ (8, 8) + 1 = 17 +4 splash and +3 persistent
Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23
Damage:2d8 + 1 ⇒ (2, 5) + 1 = 8 +4 splash and +3 persistent
Fin-thir |
The archer marks red as his new prey and unleashes a new volley of arrows.
+1 striking composite shortbow, hunted shot 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 2d6 + 1 ⇒ (3, 6) + 1 = 10
+1 striking composite shortbow, hunted shot 2: 1d20 + 11 - 3 ⇒ (16) + 11 - 3 = 24
Damage: 2d6 + 1 ⇒ (1, 2) + 1 = 4
+1 striking composite shortbow: 1d20 + 11 - 6 ⇒ (17) + 11 - 6 = 22
Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Nomadical's pregen 2 |
Quinn plots out his attack against Red, steps into a better position, then quickly strikes the demon.
Attack (Red), Stratagem : 1d20 + 14 ⇒ (6) + 14 = 20
damage, P, strategic: 2d6 + 2 + 2d6 ⇒ (1, 5) + 2 + (6, 5) = 19
Devise a Stratagem (1), Step (1), Strike (1)
@GM, maybe a moot point now, but I asked for a secret free Recall Knowledge (Religion) at +8 on the last turn as per Known Weaknesses.