Quinn Sancio |
No worries. Roll20 visability updated.
Over hearing Ami's report, Quinn explains after expressing admiration for the tracking skills..
"Attentive investigation. I'm sure we'll find my brother now. What you found was my arrival and casting which brought about my faux escort you saw earlier."
Mahdi al-Jabira |
Mahdi picks his way forward along the bottom of the 'well' and amid the alcoves and niches, casting curious looks at Quinn ever so often. "Why would your brother have wanted to come here?" he asks with a lift of one brow.
When he reaches the juncture of the first alcove, Mahdi takes the chance to cast Detect Magic, and look left, right, and forward, to see if anything appears thus to him.
Lareg |
Perception:
Mahdi: 1d20 + 3 ⇒ (10) + 3 = 13 (normal)
Aldebert: 1d20 + 8 ⇒ (8) + 8 = 16
Pent: 1d20 + 7 ⇒ (16) + 7 = 23 (low-light)
Amiamble: 1d20 + 10 ⇒ (4) + 10 = 14 (normal)
Yeenoghu: 1d20 + 6 ⇒ (16) + 6 = 22 (low-light)
Quinn: 1d20 + 1 ⇒ (20) + 1 = 21 (normal)
Amiamble Piddlespot |
Ami alerts Aldebert to the pile on his left. He points even as Yeen circles, preparing to pounce.
"Brother! Watch your left! Yeen did not like the smells there!"
Aldebert Piddlespot |
Aldebert will check the remains for evil. Undead are evil... right?
He'll, as respectfully as he can, lift any covering out of the way with his guisarme and take a closer look. If he can't do it at arms length with his weapon, he'll close in and do it with his hand.
Lareg |
As soon as Aldebert moves his guisarme closer, the remains in question begin to move. Everyone but Quinn hears noises from further down the corridor.
Will Saves (DC 13) from all.
Round One: Mahdi, Ami (w/ Yeen), & Quinn now acting (Pending will saves.)
Initiative
Mahdi: 1d20 + 10 ⇒ (10) + 10 = 20
Aldebert: 1d20 + 1 ⇒ (11) + 1 = 12
Pent: 1d20 ⇒ 13
Amiamble: 1d20 + 3 ⇒ (15) + 3 = 18 (with Yeenoghu)
Quinn: 1d20 + 2 ⇒ (15) + 2 = 17
Perception:
Mahdi: 1d20 + 3 ⇒ (14) + 3 = 17 (normal)
Aldebert: 1d20 + 8 ⇒ (7) + 8 = 15
Pent: 1d20 + 7 ⇒ (18) + 7 = 25 (low-light)
Amiamble: 1d20 + 10 ⇒ (1) + 10 = 11 (normal)
Yeenoghu: 1d20 + 6 ⇒ (10) + 6 = 16 (low-light)
Quinn: 1d20 + 1 ⇒ (2) + 1 = 3 (normal). CC2 Stealth: 1d20 + 2 ⇒ (2) + 2 = 4, CC3 Stealth: 1d20 + 2 ⇒ (7) + 2 = 9
Quinn Sancio |
Roll20 updated
Will: 1d20 + 5 ⇒ (17) + 5 = 22
Quinn quickly side steps to Aldebert's right and lashes out at the remains with one of her scarves. As it connects a light of energy seems to further impact the creature.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22, Damage: 1d6 + 1d6 ⇒ (3) + (6) = 9
Mahdi al-Jabira |
Will save: 1d20 + 4 ⇒ (18) + 4 = 22
Whether there is magic or no, there are certainly enemies! Mahdi jumps into action with the others, muttering words in Ignan beneath his breath and calling forth a burning orb of flame from nothingness.
Standard to cast Flaming Sphere, sending it into the square of the moving remains.
Knowledge Religion, if applicable: 1d20 + 10 ⇒ (5) + 10 = 15
"Incoming!" Mahdi cries with a smile as he sends the ball of flame to writhe over and around the not-very-peaceful remains.
Reflex save DC 17 or take... Fire damage: 3d6 ⇒ (2, 6, 3) = 11
Lareg |
The remains burst into flames, burning while uttering words in a foreign tongue. Soon nothing but ash remains of the creature.
Mahdi al-Jabira |
"Well, that was... disappointing," Mahdi says as his orb of flame incinerates the bundle of bones. " 'Stay with us, with Xulthos...?' Who in hells is that...
"Be wary of the bones, they may rise again," he warns the others.
Sense Motive?: 1d20 + 2 ⇒ (9) + 2 = 11
Knowledge of Xulthos? (History): 1d20 + 10 ⇒ (15) + 10 = 25
(Mahdi has at least a rank in any KN skill, so if history is not relevant, I have others!)
Lareg |
Amiamble Piddlespot |
1d20 + 5 ⇒ (9) + 5 = 14 Will Save - Ami
1d20 + 3 ⇒ (13) + 3 = 16 Will Save - Yeen
Ami and Yeen do not flee the creature and are pleasantly relieved when Mahdi and the newcomer take care of creature quickly.
1d20 + 7 ⇒ (3) + 7 = 10 Know (Religion) - The thing we just killed
1d20 + 0 ⇒ (2) + 0 = 2 Sense Motive
1d20 + 1 ⇒ (12) + 1 = 13 Int Check
1d20 + 6 ⇒ (10) + 6 = 16 Know (Planes)
Recollecting something, Ami leans over to whisper in Yeen's ear.
"Vardishal? Are you in there? Who is Xulthos?"
Mahdi al-Jabira |
Planes: 1d20 + 10 ⇒ (9) + 10 = 19
"Wait. Kardswann mentioned Xulthos," Mahdi says sharply. "This... Xulthos is the evil that dwells here, then. And the force that his destroyed the landscape nearabout, unless I am far wrong..."
He jerks his fingers and sends his orb of flame rolling out from the alcove and ahead of him, in case more undead appear to be burned to smithereens.
Flaming Sphere only lasts for 5 rounds, so I'm mostly just hoping to get one more use of it in if there are more undead in the nearby alcoves. Mahdi will move to the next intersection, sending in the fire ahead of him, but if there's no undead lurking right in there I'll assume the sphere goes away.
Aldebert Piddlespot |
Round: 1, Initiative: 12
Weapon Equipped = Guisarme
Conditions = Endure Elements
Summon Mount = 1/1 (full round)
Smite Evil = 2/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands = 4/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 16 (F14/T12) Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions = None
Aldebert, being immune to fear (and everyone within 10’ gets a +4) looks on as the two wizardly-types finish off the skeletal looking creature. Anticipating more, he puts away his guisarme (move) and draws his hammer (move) as he 5’ steps deeper in the tunnel.
Responding to Mahdi, "Ahh we're nearing the heart of the matter then?"
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Quinn Sancio |
Shaking her head. She follows closely behind Aldebert as she mutters to herself.
"Thomas should have known better than to come into such a place."
Pent Arotha |
Round 1, Init 13
AC = 13
HP = 35/35
Weapon Equipped = Light Crossbow
Condition(s) = Blessed, Warded v Fear +4, sticking near the halfling
Knowledge, Planes: 1d20 + 5 ⇒ (18) + 5 = 23
"Whoaaaa, Xulthos. Didn't quite understand what was messing with Kardswann, but Xulthos is nothing to underestimate. We're playing with daemon, boys, uh, boys and girl, uh, boys, man, and woman, uh, boys, cat, man, and woman, uh, boys, cat, man, scorpion, and woman." The gnome makes his way through his own lackluster litany, trying to settle his nerves, and think about his team, and not the daemon that lies in front of them.
Bless, less than 5 minutes and counting...
edit:
Will Save v DC 13: 1d20 + 7 + 1 + 4 ⇒ (10) + 7 + 1 + 4 = 22
Amiamble Piddlespot |
Ami nods as Yeen-ishal relates what he knows of Xulthos. He goes to whisper to his brother.
"Brother! Xulthos is bad! Yeen...I mean, Yeen's inner friend..." Ami gives his brother a winkitty wink so his brother knows what they are talking about, "...says that Xulthos did lots of the destruction above. And if Kardswann saw him...or was working with him, it could be bad!! Of course, we have you to smite him brother! You'll give him the 'whatfor'!"
Ami smashes his tiny fist into his tiny palm to emphasize to his brother what he expects Aldebert will do to Xulthos.
* * *
Ami and Yeen hustle to follow the bouncing (fire) ball, chasing and peering in each nook and cranny after the ball departs. Yeen's tail swishes from side to side as he pounce-peers.
Moved up on map.
Mahdi al-Jabira |
Moving together, yeah. I was meaning to each alcove to check for unded, but if there are none there then it sounds like we make it to the end of the hall with one round left on my fire sphere. ;)
Mahdi looks mildly amused at Yeen and Ami chasing his moving sphere of flame-- he darts it sideways a few times, predating the laser dot by centuries-- and then looks to Aldebert and Pent.
"It's clear that the unquiet dead here are probably chained that way by Xulthos, yes," he muses. As for Pent's revelations:
"--yes, yes, of course a daemon, I was getting to that." He totally knew that! Absolutely! Since it is unthinkable the gnome should know more of Xulthos than he! Ahem. A reputation is a hard thing to live under.
Pent Arotha |
Pent flies forward to join Ami as he advances to the corner.
Perception: 1d20 + 13 ⇒ (20) + 13 = 33
"Daemon, daemon, daemon, why'd ya have to be one? Daemon, daemon, daemon, never ever seen one... Daemon, daemon, daemon, let's hope you're sitting all alone... Daemon, daemon, daemon, no chance you'd already be gone..."
The gnome peers into the darkness, expecting all manner of horror to introduce itself.
What kind of thing set off the Will save?
Aldebert Piddlespot |
Round: 2, Initiative: 12
Weapon Equipped = Guisarme
Conditions = Endure Elements
Summon Mount = 1/1 (full round)
Smite Evil = 2/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands = 4/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 16 (F14/T12) Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions = None
Aldebert runs down the hall to join his brother at the turn arriving loudly in his clanking armor. He too looks around the corner (and, I presume, also needs to make a will save? Immune to fear if it’s the same as before, and those within 10’ of me get a +4 - though I was not there at the start of the round.).
Will Save: 1d20 + 7 ⇒ (12) + 7 = 19
"Amiamble, what do you see?"
Pent Arotha |
Round 3, Init 13
AC = 15 (Shield of Faith)
HP = 35/35
Weapon Equipped = Light Crossbow
Condition(s) = Blessed 3/30, Shield of Faith 1/30
Will Save v DC 13: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Pent strains to understand why he keeps feeling more than a little unease. Spotting the movement, he turns back and yells at the others to catch up.
"Hey! There's movement up here in a couple of those alcoves! I'm thinking you might have another dozen of those undead just waiting for us to arrive!"
Pent backs up again, smoothing his clothes, and humming fastidiously. Cast Shield of Faith
Amiamble Piddlespot |
Round 3, Init 18
1d20 + 5 ⇒ (15) + 5 = 20 Will Save - Ami
1d20 + 3 ⇒ (1) + 3 = 4 Will Save - Yeen
Yeen panicks, taking Ami with him. Ami chooses not to jump off, preferring to stay safe with Yeen.
"Calm Yeen! It's okay!"
Double moved away from the scary vacuum cleaner undead (I'm sure).
Lareg |
Yeen makes a dash toward the entry way, climbing desperately up the well wall.
Ride check from Ami please. No need for a will save from Alderbert as the ability triggers prior to his arrival. Likewise no bonuses (though it doesn't look to matter) on saves for Pent, Ami, or Yeen.
Pent Arotha |
Pent watches as Ami flees like a flea abandoning a wet dog. That's just swell. Afraid of a well. Bit of a tell, though none of us fell.
The gnome pulls his pants up snugly, which in turn reminds him of his beads, and his purpose. "Right. This is still a House of Sarah, and these abominations are trespassing, and that daemon has no place roaming these grounds."
Pent starts to snort his anger, and almost hyperventilates.
Pent Arotha |
"Apparently the cat has no faith in neither its kitty god or its master's, that's what's going on. Or not going on. Or going off on its own, while the halfling on its back tries to spur it on to greater things by focusing on the corridor on our left."
The gnome looks visibly more relaxed as the woman joins them at the front.
Mahdi al-Jabira |
Mahdi hurries after the others, blinking as Yeen and Ami streak past him the other way.
"What's going on? What do you see?" he asks in irritated bemusement.
Also moved up
Lareg |
One of the active remains nears Albertbert while the other, cornered by Quinn and Pent grabs randomly at the life near it. It flails harmlessly at Pent.
Aldebert has an attack of opportunity as the undead approaches. low is gnome: 1d2 ⇒ 1. @Ami you can retroactively choose to dismount at any point as the ride check means you had control of Yeen.
slam: 1d20 + 4 ⇒ (5) + 4 = 9
Round 4: All PCs acting.
Pent Arotha |
Round 4, Init 13
AC = 15, Shielded
HP = 35/35
Weapon Equipped = Light Crossbow
Condition(s) = Blessed 4/30, Shielded 2/30
Pent sees more closely what was so recently immolated by Mahdi. Taking inspiration from his teammate, the gnome clenches brightly, while raising his forearm mightily at the undead. "You may remember Sarah, eh? You once were priests, or honored supplicants, or maybe not. Maybe you were brought here from lands far beyond, to keep the daemon company, eh? Whatever the case may be, I bring you light, brothers!! If it's too bright, well then, perhaps you should rest eternally, or turn your heads!!"
The gnome shuffles a single 5' step, to try and see both undead simultaneously.
Channel Positive Energy to Harm Undead: 3d6 ⇒ (3, 6, 5) = 14 Will DC 15 for half damage
Tummy Grumble, Low be Poot: 1d10 ⇒ 7
Lareg |
The positive energy slams into the creatures near Quinn with its full force, while the other near Alderbert seems to resist some of the damage.
Will 2: 1d20 + 4 ⇒ (4) + 4 = 8, Will 3: 1d20 + 4 ⇒ (11) + 4 = 15
Mahdi al-Jabira |
I'm slightly confused as to what exactly is going on. Should I be able to see enemies on the map? I see Mahdi and some party members, but I also don't actually know who is who among the various non-Mahdi tokens, because I, at least, don't see names other than Mahdi's. I'm fine with descriptive narration rather than the map up to a point, but I currently have no idea where the presumed undead are, if I can reach them with spells, if I'm threatened by them, or anything else. Since my fire jet is a line attack that will fry anyone between me and the end point, knowing exactly where the undead are is useful to me for purposes of not PVPing, say, Pent. However much Mahdi may be tempted to in his less charitable moments. ;) (You know I love you, Pent.)
Amiamble Piddlespot |
I can see the up down hallway fine, but not any bad guys...nor any recently revealed passage.
Ami chooses to stay with his frightened pet, more concerned about his feline friend than worry about his very stout and brave brother.
Pent Arotha |
(Love ya right back, Mahdi :) )
Pent prides himself on his repositioning, glad to temporarily avoid the ugly so recently revealed to him and his. He points madly at the closest one, and almost grabs at Mahdi to make sure he disposes of the one who threatens gnome gnuts first and foremost.
"Uh, Maddie... this one... over here... He's still up, even after I clenched..."
Aldebert Piddlespot |
Round: 3, Initiative: 12
Weapon Equipped = Guisarme
Conditions = Endure Elements
Summon Mount = 1/1 (full round)
Smite Evil = 2/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands = 4/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 16 (F14/T12) Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions = None
I do not have a reach weapon… do I still get an AoO? Not sure how the enemies moved. Just in case…
Hammer (magic): 1d20 + 7 ⇒ (3) + 7 = 10 damage: 1d6 + 7 ⇒ (6) + 7 = 13
Aldebert steps up on the creature in front of him (5’ step) and swings his mighty hammer, hoping to drop the fell beast.
Hammer (magic): 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d6 + 7 ⇒ (5) + 7 = 12
Lareg |
@Aldebert Yes, still get an AoO. Undead attack will go off prior to your second attack and the 5 foot step won't be needed so full attack is an option.
Aldebert swings mightily, but is unable to halt the creature's advance as it reaches toward him with a slam attack (slam: 1d20 + 4 ⇒ (9) + 4 = 13) that fails to connect. As he swing the hammer again it slams into the creature, dropping it to the ground easily.