Emkrah

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Organized Play Member. 343 posts (1,532 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 7 aliases.


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Dark Archive

With it being the holiday I’m gonna let them have a little more time to post.

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Lie's attack strikes true, dealing a brutal blow to the undead spider. Its exoskeleton is cracked and it's having difficulties remaining up, but still, it carries on.

The gravebound, unhappy that matilda manages to jump free from his first pit, tries to catch Lie with it this time.

I need a reflex save DC 17 to avoid falling into a pit that just formed directly under you.

The it is Matilda, Bruce, and griswald!

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Apologies had a busy weekend with the family. New post incoming.

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will save: 1d20 + 8 ⇒ (14) + 8 = 22
will save: 1d20 + 8 ⇒ (16) + 8 = 24

Both attacks hit, yet sadly the spider stands firm without retreating.

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Griswald manages to catch a critical blow on the female undead.

The large spider undead five foot steps up to Lie and tries to sink it's teeth into him with a vital strike. It also seems being so close to the daughter of Urgathoa is making the undead stronger to.

attack: 1d20 + 16 ⇒ (6) + 16 = 22
damage: 4d8 + 12 ⇒ (4, 6, 1, 7) + 12 = 30

Landing a powerful blow, the daughter begins to cast a spell, causing a spiritual weapon to suddenly take shape in the form of scythe. It appears next to Bruce, trying to harm him in a attempt to disrupt the spell.

attack: 1d20 + 11 ⇒ (6) + 11 = 17
attack: 1d20 + 6 ⇒ (10) + 6 = 16
But the conjured weapon bounces off his armor.

Malik and Lie, you are up!

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That sounds like a good rule to me

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I might bot Griswald tonight if we do not hear from him just to keep things moving.

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You got it!

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reflex: 1d20 + 2 ⇒ (14) + 2 = 16

The undead is unable to avoid the damage but does manage to maintain its footing.

we are back to the top of the initiative with Griswald.

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It saved, as above the dc was 17

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Good point. The save is 17. Still in the table top mind set.

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Lie you are able to identify the woman as a Daughter of Urgathoa. She has the spell casting abilities of a 6th level cleric, carries the bubonic plague, as well as a constant desecrate aura around her to 20 feet.

The giant spider is referred to as a deathweb. It has a swarm of spiders living in it's shell, causing anything within 5 feet of it to be exposed to a swarms distraction, damage, as well as poison. Any area of effect damage to the spider that does over 10 damage will temporarily stop the swarm of spiders.

Finally, the last creature is a grave bound. This creature is composed of grave dirt and corpse parts. It has the ability to open a pit under the feet of it's victims, then causing the ground to rush back in the next round to bury the poor victim. It has the amorphous type, and it's claws also carry disease.

The gravebound lurches forward, lifting it's arms into the air as suddenly the ground falls out from beneath the feet of Matilda. I need a reflex save to avoid falling into the sudden ten foot pit. If you fail, you fall ten feet and take
fall: 1d6 ⇒ 1
Of non lethal damage and are knocked prone.

After it is Bruce and Matilda!

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The undead manages to avoid each blow from Malik, his whip just missing a solid hit.

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the Kurki digs deep into her undead side, drawing no blood but cutting deep enough to disorient her. Growling, she tries to swing her great claw scythe at Griswald.
scythe attack: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 2d6 + 9 ⇒ (2, 2) + 9 = 13
claw: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 1d8 + 9 ⇒ (5) + 9 = 14

Both her attacks dig deep. Griswald I need a for save to avoid disease.

The large undead spider creature scurries out from behind the building, thousands of tiny, animated spiders crawling in and out of its exoskeleton. It looks like getting next to it could expose you to the swarm that is nesting inside of its body.

Malik and Lee, you are up!

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Malik using the whip pulls the stone door slowly open. The light slowly illuminated the darkness inside, revealing a large shadowy figure. A towering woman with a scythe in place of her hand scowls as she appears in the light. "You shall never enter the tomb!" She cries as a sudden burst of purple energy emanates from the stone.

The ground outside shakes as a mass of grave dirt and bones rises from the ground, and a spidery monstrosity begins to claw its way out from below the mausoleum.

init malik: 1d20 + 4 ⇒ (16) + 4 = 20
init Matilda: 1d20 + 4 ⇒ (1) + 4 = 5
init Lie: 1d20 + 1 ⇒ (18) + 1 = 19
init Griswald: 1d20 + 8 ⇒ (16) + 8 = 24
init Bruce: 1d20 + 4 ⇒ (8) + 4 = 12
init Daughter: 1d20 + 7 ⇒ (15) + 7 = 22
init Web: 1d20 + 6 ⇒ (18) + 6 = 24
init Grave: 1d20 + 4 ⇒ (14) + 4 = 18

Griswald you are up first! Working on the URL up top to function as a link now.

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Just let me know when everyone is in position and ready and who will be opening the door to.

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Their do not seem to be. Upon closer examination, it looks like any that may have existed have been sealed, the stone itself looking to have been shaped.

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Griswald you hear the tell tail snap of the line as you disable the trap. The door itself is made of stone. While it looks old, a close glance shows it should be opened with little effort.

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As the party begins to investigate the graveyard further, they become aware that many corpses are buried shallowly in the dirt. Not all of them are human either, the remains of animals and even vermin poking out from the misty ground.

Malik, with detect undead you begin to become aware that their is a undead creature inside of the main mausoleum with a HD of 11.

Griswald, As Lie saw as well, the door into the mausoleum is trapped to release some sort of gas from the mouth of the skull statue on top of the building.

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Griswald as you explore you notice two things in particular. The first is much of the ground seems recently disturbed for such a old graveyard, including some of the graves. Second, their is a tombstone for every member of your party. Let me know if you get close enough to read the fine details on any of them.

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Make me a perception check Griswald .

Griswald perception dc 15:
You see a tombstone in the back row bearing your name as well. Their is wording on it, however you can’t not make anything else out but your name.

Griswald you see the tombstone he is referring to. While you see the foreign language, you can’t read it due to being unfamiliar. Lie if you walk him through it, he can confirm it’s the spelling of your name.

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Sticking close to the gate, you see the graveyard itself is old. The large Mausoleum is closed, the stone door having a large handle used to pull it open. Above, a large sculpture of a skull glare’s down. With your perception check, you also notice a small mechanical device hidden in the mouth. From what you can guess, it’s set to go off when the door is opened.

In addition, towards the back of the graveyard one of the cob web coated tomb stones catches your eyes. It’s one of the dirt graves. You can’t make out the writing on it, but you can see a single name, written in your homes tongue. “Yau Lie”

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I'll let you all decide how you wish to enter the graveyard. Once you do, feel free to roll a perception check.

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Ok that should be fixed. Let me know who I missed

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I have revealed the map as well, if you would like to start placing your characters onto the roll 20, you can begin to explore what you would like.

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While the remains are disgusting, there does not seem to be anything dangerous inherent to them.

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You can roll either a knowledge religion, arcane, or a heal check to see if it carried any foulness to it.

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Lie you managed to jam your hand not just through his arm, but right into the rider's chest. His laughter is cut off, and everything falls silent before the horse rears back. It begins to fade from the hoves up, the horseman letting out a final wail as it tosses the jack-o-lantern into the air. Right as it reaches the height of its throw the pumpkin bursts in a small blast of fire. Everyone but Griswald is splattered by pumpkin guts. More disturbing, blood is mixed into the plant matter as well.

The only noise on the wind is the creak of the gate to the graveyard as it slowly opens itself.

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Griswald was running last time so I will have him continue that.
1d5 ⇒ 1

Bruce the haunt seems angry at you now due to the powerful attack you inflicted.
attack: 1d20 + 16 ⇒ (2) + 16 = 18

Yet as it rides towards you, the ghostly scythe bounces harmlessly off your armor.

Matilda, lee, and Malik, you all are up!

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yes, with how the creature is moving and circling you could get close enough to touch it.
The rider lets out a cackle as you touch it, your hand nearly fully disrupting the ghostly figure. It seems to be having serious trouble maintaining its shape.

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Yes. I kinda equate it to DnD lairs. In his little domain, he can appear but is super limited to how he can appear and interact. And I'll say the haunt is constantly moving and charging around you, so with a reach of 15, you can manage to hit it.

Malik, while your slashing damage does not seem to affect it, the positive energy eats away at the ectoplasm making it up. It's still up but showing signs of difficulty in keeping its shape.

Bruce and Griswald, you are up!

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conceal: 1d100 ⇒ 87
The horseman still manages the hit, even as Lie digs his hands into it, making its form sizzle with the force of positive energy.

Lie, you also receive a mental answer to your question. "I must harass all who approach! It is my purpose, given by him. Can not rest until it's finished."

Not quite. Since it's a haunt, it's more hovering around the area itself than a physical being. Why it can charge and disappear and also why it doesn't get anything like a dex or will save to reduce damage? Everyone also besides Matilda also has a chance to act now before we go to traditional rounds. Griswald already is booking it towards the graveyard so Malik still has a chance to act in the surprise round. Also, concealment will assist in dodging the haunt attacks.

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The headless horseman cackles as it it rushes towards you.
target: 1d5 ⇒ 4

The horseman passes through your bodies, its insubstantial form sending chills through your skin as it tries to chop into Matilda.

Attack: 1d20 + 16 ⇒ (20) + 16 = 36
confirm: 1d20 + 16 ⇒ (1) + 16 = 17

For a moment it looks like the scythe is heading towards her neck but instead digs into her shoulder.

damage: 4d6 + 3 ⇒ (3, 5, 1, 3) + 3 = 15
Matilda you take 15 points of force damage as it charges by, shimmering out of view before suddenly appearing back at the top of the hill, mid charge towards you all again.

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Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Ok so I will give him until the end of the day to take action then will just run him for that round.

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I'll have Bruce go first, and if Griswald has not rolled by then I will roll his initiative for him.

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Bruce you are up first in the surprise round. The only one who can not act is Matilda, but the haunt will go directly after you.

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Apologies as well. The haunt is about sixty feet away from you when it manifests. As of right now, you are not quite on the map prepared but I will link to the d20 site when I get home and have access my main computer.

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The haunt itself can be damaged only with positive energy, holy water, etc. The haunt itself is moving as well but seems simple to land a touch, not seeming to have much self-preservation as it launches towards you all. You have heard tales of haunts such as these as well. In those situations, they have been laid to rest by tricking the haunt into either charging over a buried holy weapon, or over certain consecrated areas.

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Everyone's call makes me a perception check. This is to avoid being surprised.

As the party begins the walk down the road they crest the hill overlooking the graveyard. Below the morning fog hangs at the bottom of the hill, shielded from the sun. As you begin your descent down the hill, noise can be heard behind you. The gallop of hoves grows louder and louder as a rider shimmers into existence on the crest of the hill. The horseman wears dark clothing, his skeletal horse shimmering with green ectoplasm. In one hand he holds a flaming jack'o lantern. With the other hand, he wields a scythe one-handed.

Cackling rings out from the skeleton as it begins to run you down. "You will never reach the safety of the graveyard!"

In your current position on the road, it's about 300 feet from the entry gate of the graveyard. Everyone can roll initiative as well.

This is also a haunt in terms of your ability Yau.

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if everyone would like to finalize their prepared spells and cast any, I will have the party begin their exploration of the graveyard tomorrow..

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Bruce while the nightmare was disturbing, you don’t feel any negative effects as you begin to prepare for the day.

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random: 1d5 ⇒ 1

Bruce:
Please make me a will save. This is a mind-affecting fear effect for any bonuses.

As everyone settles in for the night after the aerial view of the graveyard the evening gives way to night without incident. A full moon hangs heavy in the night, the horses making only dull noises as they sleep.

Bruce, you are jolted awake upon hearing the cry of a horse. In the dull light of the moon, you see in the distance it laying on the ground. Its neck is slit deeply, dark blood rushing out in the moonlight. Behind you, another screech goes out before a dull thud is heard. Another horse lies dead. You catch the glint of metal in the corner of your eye, but when you look closer there is nothing. That's when you feel a sharp pain in your throat, a masked figure looming over behind you as it slits your throat.

You wake up in the crisp morning air, dew on the sparse grass.

The old man is out smoking his pipe, waving at your group as you all begin to wake and prepare for the incursion into the graveyard.

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Flying high into the sky, you quickly make your way a mile forward. You see after the crest of the hill it drops down, the path leading to a large fenced in graveyard. A single Mausoleum stands at the front of the grave yard, with rows of graves lining behind it. You see no undead roaming the graveyard, or any signs of distress.

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https://app.roll20.net/join/14116303/XxRn_A

Above is the d20 link you can follow. I will be using that for maps.

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Just to confirm, is the plan so far to have someone fly over it alone while the rest of the group sets up camp near the home?

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The horses on the pathfinder seem to contain little of note. A small note in one of the packs has the same message that was left at the scene of the crime in Caliphas "If you wish to dance with the dead, be prepared to sink into an early grave."

Two sets of trail rations are available after searching through all of the packs, along with a Wayfinder. There does not appear to be any information as to where or why the pathfinders have come to this spot.

Yau:
A quick reading of the Wayfinder gives the mental image of a blonde elf with both a rapier in one hand and a spell book in the other.

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By his description, it's clear some sort of supernatural phenomenon is taking place, but what it is specifically is unclear.

"Names Jud. Now, if y'all have any sense I suggest ya turn around. I'd feel mighty guilty selling those horses off when ya don't come back."

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The old man chuckles at Matilda. "Y'all are welcome to let them graze. I doubt y'all will be back for them. Been nearly twelve people who've gone to that cursed place and have not returned in just the last two weeks. Tha first group was from Caliphas, by the look of thang's same as y'all. Before them was a group of shadowy figures in dark cloaks. Spotted them at dusk slinking down the road. Didn't stick my neck out for them, seemed tha dangerous sorts. Then before them was a group who called themselves pathfinders. Stuffy bloke's who said something about a break-in in archives they owned that lead them to this spot. That's their horses with tha others. That lot of land has always been cursed. Site of a battle with tha tyrant in ages past. Rather then try to move all the dead, they built tha cemetary over them. Now they seem restless. Strange lights dance in tha sky at night and if you listen close, laughter drifts on tha wind. I mean it, turn back now. Y'all seem like nice folks."

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The old man leans forward in his chair as you address him. You can see that his eyes look surprisingly young, almost silver with how blue they are. This smoke wafts from his pipe as he speaks.

“Y’all are heading to the cemetery aren’t cha? Ain’t nothing there for the living. Turn back now ya hear? Those others should have headed my warning as well…”

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Through the window, you see an old sitting room. A couple of simple wooden chairs, a fireplace, and a couple of old books on a table are the only things in the room.

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