Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP60/60 Me+11(7)9 for TW, R+11, CMB+10, CMD+21 d20+13=31 ; Thursday August 11th, 2016 3:45:08 PM
feeling better, yet still drained Michael looks curiously about the cavern. he has some questions for the DM
perception 31.
1. how wide is the doorway? specifically could one of the small boats fit in it lengthwise? would they block the door effectively crosswise?
2. is it dry land? or do we need to sail in further?
3. is the surrounding rock smooth or does it have hidey holes in it?
he brings tinker in on his inkling of an idea. here is the idea...
1 rig a dead fall with the boats to crush villains coming through, or at least hamper them substantially
2. rig a "fall into place" barricade that will keep the baddies in the hall so that we can pot shot them to death.
he also speaks to the party.
Hey guys this gate is made of Darkwood, it's worth a fortune, there is a symbol to Gargul on the door, so he must have sealed this a long time ago...it looks like the wood hasn't been broken for too long, but with the water and humidity the whole place is wet, no footprints to be found.
AC 29 T 16 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+12=20 ; d20-1=0 ; Thursday August 11th, 2016 5:12:10 PM
Tinker looks about carefully and nods as Michael describes the scene: the poison didn't hurt his eyes!
He gauges how many people could have been in those three rowboats at once and also if the darkeood was broken IN or OUT. "Looks like they got in here at least once. And with boats. Gonna have to keep that amulet safe so they can't get out again." The dwarf pats a vest pocket clumsily, trying to make it seem like Tinker is the one who has the silver chain.
He continues to row over to the other, empty boats and readies to pull up on the rock.
..... Perception. 20 Bluff. 0
DM Warren Thursday August 11th, 2016 9:04:25 PM
Good thing Tinker is practicing his bluffing here, with no one but his friends to see his attempts. Michael sees everything there is to see, and contemplates rigging a trap. The tunnel last the gate is 10 feet wide, but appears to narrow quickly. The boats are rocking quietly beneath the ledge where the gate used to sit, and the Agents will he on foot from here on in.
A deadfall would be possible, but difficult with the materials available. There are no hidey holes that you can see, and everything is quiet except the gentle lapping of the water.
The boats could fit 6 people at a time each, and the gate is broken in. You would guess that whomever got here didn't have a key.
Trayvin AC 18/10touch Hp 59/59 Thursday August 11th, 2016 9:35:07 PM
Trayvin looks over the darkwood gate. "Once we stop whatever it is they are up to here, we will need to fix and reset this gate."
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) d20+13=25 ; d20+13=20 ; Thursday August 11th, 2016 10:24:41 PM
Spells in effect: Mage Armor, Haste probably has expire by now or will real soon.
Perception +13 = 25
"indeed. Interesting... It would be a pretty good guess that Cybrine was imprisoned in this cave by this gate and the gate was probably blessed by a priest of Gargul, his symbol sealing the gate. Cybrine, our guess being Undead, then could not approach the gate. However, somehow she's managed to penetrate the dreams of those bandits and coax them down here to break the seal and release her from her prison. This chain may have been what wound around the gate to keep it shut. Just a guess," Nikolai muses.
He looks around studying the proposition of setting up a trap. Problem is, there's little material, only boats and the busted darkwood gate. "I'm going to take the oars from all the boats and tie them together then tie the bundle underneath one of our boats. Anyone coming through will think the rope around our barely seaworthy boat is to keep it together and not because it has all the oars on its underside. That, at least, will slow any fugitive down."
He proceeds to gather up all the oars and bundle them together, tying them tight, then wrapping the rope around their decrepit boat with the oars snugly on the underside. With the boat back in the water, the oars are hidden.
Their own two boats are firmly tied to a darkwood pole a ways from the others.
"Are we ready? Scouts, want to take the lead?"
Perception +13 (anything coming to pay a visit?) = 20
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Thursday August 11th, 2016 10:41:33 PM
Pru continues to stay out of the way. "Would anyone like to be invisible?" she asks, trying to keep her voice low.
Anna Morphling (Hugh C) -- AC 24/13/21; vs AOO: 28/17/21- HP 49/49 -- CMD 16 d20+7=12 ; Thursday August 11th, 2016 10:45:57 PM
Anna notices that the footprints aren't able to be sorted out but beside that her powers of observation fail her. (Perception:12)
AC 29 T 16 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+12=14 ; Friday August 12th, 2016 6:11:23 AM
Tinker makes an assessment of how quickly he and Michael could rig a deadfall, and how likely Cybeine and 18 followers would get the heroes into a running fight and they would fall for their own trap. "Not worth the possible fratricide", he says dolefully to Michael. "Just our luck."
The dwarf nods at Nikolai's idea. It would at least slow someone down.
"Maybe they got in but were trapped by the rising waters again. That's why they needed the Silver Chain. It's the only thing that was keeping them in." Tinker thinks for a minute. "And if the bandits have been here for longer than thier followers d... We'll have more undead too."
Who is leading into the gate is simple to Tinker; Nikolai pointed the way and Michael is weakened by the poison, which makes Tinker the only trap expert left for the front. He approaches the shattered door and begins to move in the tunnel, counting on his dark vision and uncanny trap reflexes to see or avoid any surprises.
...
Perception 14. +2 if traps, +2 if stonework
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP60/60 Me+11(7)9 for TW, R+11, CMB+10, CMD+21 d20+13=28 ; d20+17=26 ; Friday August 12th, 2016 9:22:21 AM
Michale should be a bit ashamed that his friend has to take the lead like that, But he has never felt so puny, and he is grateful for Tinker's help. He can help his buddy, though....he follows close behind and aids Tinker in looking out for trouble.
perception 28 stealth 26
Yeah, Pru, keep that spell handy, if we make contact cast it on me. Maybe I can sneak in and do a little sabotage before we start combat. I'll let you know when I need it.
Trayvin AC 18/10touch Hp 59/59 Friday August 12th, 2016 7:28:07 PM
Trayvin takes up a position that will allow him to put his darkvision to best use in this place. "Let's get going, no sense in hanging around here by the boats." Although not a worshipper of Gargul, Trayvin is aware of his tenets, and knows that any undead in this place must be put down or sealed away.
DM Warren Friday August 12th, 2016 7:38:26 PM
Plans for a trap are discussed, but ultimately dismissed. Instead, a slowing technique is prepared in case any of their quarry thinks to escape.
The cave twists and turns. It doesn’t follow a straight path at all. Some places see the group having to get on all fours to climb upwards, and in some cases it gets extremely narrow. Ahead, for instance, the cave is only some 5ft high and 3ft across. It looks to go on that way for at least the next 10 ft before it turns to the right. Tinker and Michael scouting ahead find that the cave continues to snake its way into the island, rarely in a straight line. The party will be single file for the foreseeable future. please give the rest of your marching order and stealth checks.
Knowledge Dungeoneering check : DC10: There are very small deposits of lead all about the cave walls.
Knowledge Arcana check : DC10: Even small amounts of lead can interfere with a number of spells - in particular scrying and divination spells
After quite a bit of squeezing and maneuvering in the caves, the party can finally see some light ahead. The light flickers, indicating it is coming from some source of flame.
Whispers can also be heard…
“The others should have been here by now. What’s keeping them?” “How am I supposed to know! I’m stuck down here with you” “Easy lads. We don’t have much further to go now. Soon ‘she’ will welcome us to her bosom’ “Yeah! And we’re all getting equal shares of the loot too, right?” “Uh, sure. Sure you are”
There are at least 4 distinct voices coming from up ahead....
AC 29 T 16 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+13=14 ; d20+7=17 ; d20+12=17 ; Friday August 12th, 2016 9:51:12 PM
Tinker is in the lead. He's not quite as stealthy as Michael, but he can get the job done. Usually.
He notes the lead and idly wonders if he could dig some out for a heavy sling bullet.
Crawling and maneuvering forward, he stops and holds up a fist to the next in line. (Halt). He points a finger forward with his thumb down (enemy). And then holds up four fingers (four). The dwarf patiently waits for the tap on his leg to tell him that the message was relayed back and acknowledgement to go forward is given.
He is a patient dwarf.
.... Stealth. 14 Know Dungeon. 17 Perception 17
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) Friday August 12th, 2016 10:03:10 PM
OOC: I suppose the DC results were supposed to be hidden? I'll pretend I didn't see them.
Marching Order, what about this: Tinker, Nikolai, Anna, Pru Trayvin, Michael
haha - yes, was on the ipad, woops. good thing they weren't particularly high!
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20+3=17 ; Saturday August 13th, 2016 9:48:37 AM
[The marching order looks fine to me.]
Pru follows Anna down the twisting passageway. She tries to move quietly, and manages to do all right. [Stealth 17]
When she can hear the voices, she stops and reaches past Trayvin to cast Invisibility on Michael.
Anna Morphling (Hugh C) -- AC 24/13/21; vs AOO: 28/17/21- HP 49/49 -- CMD 16 d20+2=4 ; d20+12=30 ; d20=20 ; d20+7=25 ; d20+1=21 ; Sunday August 14th, 2016 4:15:07 PM
(Knowledge[dungeon]:4; Knowledge[arcana]:30)
Anna does not notice the lead but assuming Tinker points it out she knows that it can interfere with spells and will point this out to the group.
(Stealth:20)
She takes her place at mid-guard and manages to be as stealth as she possibly could given her mithral plate armor.
(Perception:25, Sense Motive 21)
When the team hears voices she starts paying careful attention to their tone and for other threats.
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) d20+5=13 ; d20+12=29 Sunday August 14th, 2016 9:09:02 PM
Spells in effect: Mage Armor
Knowledge Dungeoneering +5 = 13
Nikolai notices the mineral deposits but to him, this is nothing out of the ordinary and what one would expect in such a deep cave. 'Too bad it wasn't gold or diamonds or...' his thoughts are interrupted by Tinker's signal to stop, then his signal that there is something, four of somethings up ahead. The voices come echoing down the tunnel, revealing what the four things are.
Briefly he ponders trying to pull the Hat of Disguise trick again and pretend to be Gerard, but the planning process in this tunnel that carries sound well might be counter productive.
He passes the information back to the others in the same fashion Tinker used. After making the sign to hold back, he nudges Tinker to move ahead and follows carefully, trying to get close enough to view the layout and the subjects.
Stealth +12 = 29
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP60/60 Me+11(7)9 for TW, R+11, CMB+10, CMD+21 d20+13=22 ; d20+39=49 ; d20+13=28 ; d20+13=20 ; d20+13=19 ; d20+13=27 ; d20+11=17 ; Sunday August 14th, 2016 10:27:42 PM
When the invisibility spell envelops Michael he ghosts forward, taking note of Twitches signal He gets near Tinker and whispers wait here for a few minutes, I'm gonna scout ahead and get us an advantage
Michael can't quite contain his excitement, but he breaths deeply and finds his center he ghosts up on the crew ahead and takes a moment to look over the arrangement.
are they standing or sitting? walking around or sitting still? what are their weapons loadout?
things he attempts to do.
filch weapons cut bowstrings tie shoelaces together peace bond weapons into scabbards.
depending on the weapon load out of each pirate he does one of these to each pirate.
of course, if they are up and moving around the shoelace trick won't work. if the weapons are polearms then stealing them won't work. if the bows are strung cutting the strings will cause a ruckus, but nicking them so that they break when pulled won't .
finally, if he gets all of that done, he will get back a few feet and toss a tanglefoot bag so that it will encompass the most of the men. that will be the signal for the rest of the party to come forward. if he is discovered that will also be the signal to come forth.
perception 22 Stealth (19 base +20 inviso) 49. slight of hand 28. slight of hand 20 slight of hand 19 slight of hand 27.
To hit with the TFB 17
DM Warren d20+6=23 ; d20+4=11 ; d20+4=10 ; d20+4=17 ; Monday August 15th, 2016 4:52:56 PM
Perhaps the party has the advantage for once! The men seems unaware of their presence.
Michael emerges invisible and silent from the tunnel. The others wait a bit down the tunnel in single file, as the tunnel is too narrow for anything else.
Michael sees four humans standing and talking in the room. One is in well made chain, with a short sword and dagger on his hip. The other 3 are wearing breastplates with greatswords across their backs and daggers on their hips. All of them have a holy symbol someplace on their person. There are 3 longbows leaning against the wall, strung and ready for battle. Michael is able to tie laces or peacebond the weapon of the first man if he wishes, but the other men are wearing metal boots, and have no laces in sight, and their swords are unfortunately out of reach for a peacebond. He can target one man with his TFB, but he has to choose.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Monday August 15th, 2016 5:15:22 PM
Pru takes a deep breath and prepares to act at the first sign of trouble.
Readied Action: If a fight breaks out, Pru will cast Haste on everyone she can. Everyone who's on her side, that is. She won't cast Haste on any bad guys. Just in case anyone was wondering. :)
Anna Morphling (Hugh C) -- AC 24/13/21; vs AOO: 28/17/21- HP 49/49 -- CMD 16 Monday August 15th, 2016 8:29:58 PM
Anna readies an action to use her plant shape 1 morphamancy to turn into a mandragora at the first kind of trouble. The small plant creature with poison and a long reach seems like a good form to choose for the tight space the group finds themselves in.
Active Effects: (OOC: can I get a time update kindly DM) 25 minutes - ? = +2 nat armor barkskin 3 hours 45 - ? minutes - darkvision
if plant shape activated : 4 min +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +8 (1d6+2 plus grab), 2 slams +8 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect. Gives AC of 18/14/14
AC 29 T 16 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+13=28 ; Monday August 15th, 2016 9:52:04 PM
Tinker keeps silent, keeping still as Michael passes, and ready to crawl into action!
Stealth 28
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) d20+12=29 ; Monday August 15th, 2016 10:51:14 PM
Spells in effect: Mage Armor
Nikolai spends the next moments in tense waiting mode. It shouldn't take long at all to verify the numbers, the layout, and what their gear is but is seemed to be taking Michael too long. So he waits.
Stealth + 12 = 29
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP60/60 Me+11(7)9 for TW, R+11, CMB+10, CMD+21 d20+9=23 ; d20+9=20 ; d4-1=1 ; 4d6=18 ; d4-1=3 ; 4d6=18 ; Monday August 15th, 2016 11:35:55 PM
it will be fun to watch the guy in the nice chain falter. Michael thinks, he then thinks again. he quietly draws his rapiers and takes a bead on one of the breastplate guys kidneys he checks his positioning and slips the thin blades through the guy's kidneys and angles up into the lungs and liver. He figures the guy screaming and gurgling blood will be signal enough.
to Hit AC 23 and 20 for 1 and 3 points + 18 and 18 for flat footed sneak attack. +4 bleed starting his round.
18+18+4= 40 points damage.
AC 29 T 16 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) Tuesday August 16th, 2016 6:02:42 AM
At a scream, Tinker launches himself, crab-wise, over the scree and down into the room area, getting to his feet as soon as he can and going completely defensive to give the team behind him time to deploy.
+6 AC if in an area where he can be Total Defense
DM Warren d20+9=19 ; 3d6=12 ; d20+12=21 ; d20+12=29 ; Tuesday August 16th, 2016 7:23:02 PM let's say 15min getting into the cave, looking around, and crawling through the tunnel? so 10min left on your barkskin
will work on getting a map up - for now, you're in a circular room
It seems Michael is more than willing to draw first blood among this group. With surprise on his side, he places both of his rapiers through chinks in the man's armor, and gurgle and scream he does. He looks down in rage at Michael as the invisibility fades.
At this, Tinker rushes out of the cave, followed by strange plant creature and a monk. Soon after, a wash of invigorating magic rushes over them, courtesy of Pru.
The stabbed man looks down at Michael, and his hand is suddenly wreathed in flames! He reaches down and grasps Michael about the throat, burning him badly! 12 damage, DC17 fort or be fatigued and dazed
The other two leave him to handle Michael and charge at Tinker, who looks a bit more threatening, brandishing his Urgrosh. Neither of them can get through his defenses though.
The last man backs well out of range of the combat and brandishes his holy symbol. He casts a spell! Everyone but Michael can no longer hear anything!
Spellcraft 17: Highlight to display spoiler: {Silence spell - seems to be centered on the exit to the tunnel }
Anna Morphling[mandragora] (Hugh C) -- AC 19/15/14; vs AOO: 23/19/14 - HP 49+7/49+7 -- CMD 16 d20+8=24 ; d20+9=10 ; Tuesday August 16th, 2016 8:06:49 PM
(Spellcraft:24)
Anna-mandragora positions herself 10 feet away from one of the adversaries and then attempts to use the reach of her finger vines to slam the man but her aim is thrown off (10 vs AC; nat 1 :( )
Active Effects: haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save 99 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision plant shape : 39 rounds +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +9 (1d6+2 plus grab), 2 slams +9 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect.
AC 23 T 16 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+10=23 ; d20+14=16 ; d20+14=19 ; d8+5=11 ; 2d6=2 ; Tuesday August 16th, 2016 8:46:37 PM
Silence! Doesn't bother Tinker much, he doesn't do a lot of talking anyhow. But the sight of a weakened Michael grabbed by flaming hands makes the dwarf more grim and he grips his urgrosh tighter.
Ignoring the two in his face, Tinker uses Prudence's familiar magic to dodge by his adversaries and slides in behind Flaming Hands.
There is no sound as the flanked man gets in the way of the dwarf's Urgrosh.
.... Acrobatics 23 to dodge without AOO by the two
Flanking attack. (Michael and Tinker have Teamwork: Outflank feat) deny opponent Dex
AC 16 (hero re roll) 19 (are you kidding me??). Potential Damage 11+2 sneak
Haste from Prudence
Silence from enemy cleric
DM ooc: did you remember your +1 from haste? No: I forgot that again. :(. Should be AC 20 and no Dex.
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)9 for TW, R+11, CMB+10, CMD+21 d20+6=7 ; Tuesday August 16th, 2016 9:14:47 PM
The flames cloud Michaels mind and he didn't realize how tired that poison made him. The world takes on a dreamy cast. The man in front of him is playing Tag! what a fun game. HA hA you can't tag me! I v.'m the rainbow king! king of the hill, a hill of beans, beans beans the musical fruit. the more you eat the...what the heck?
Total Defence +4 to ac.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20+11=30 ; d20+7=12 ; d6+4=9 ; Tuesday August 16th, 2016 10:19:24 PM
Rushing toward the chamber, Pru easily identifies the spell. Silence is inconvenient, but not insurmountable. To demonstrate, Pru points her finger at the man with the holy symbol and sends an Elemental Ray his way.
[OOC: The elemental ray is a spell-like ability, not a spell, so it has no verbal component. Hit Touch AC 12 for 9 damage.]
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) d20+11=26 ; d8+3=5 ; Tuesday August 16th, 2016 11:06:39 PM
Spells in effect: Mage Armor, Haste (+1 att, +1 dodge, +1 Ref, +30 Move, extra attack on Full attack)
The sounds of pain sends Tinker forward and Nikolai right behind. A wave of magic energizes him even faster.
Entering the chamber, Tinker wastes no time in going for Michael's rescue. Nikolai takes a moment to survey the scene so they don't fall for a trap and he notices the man pulling back and casting a spell. All goes deathly quiet as a result.
His fist work well enough in silence and he rushes the man. Pru's ray flashes past him and then he's upon him.
AC 27 vs AoO (Mobility)
Stunning Fist Att +10 +1(Haste) = 26, dmg 5 + Stun Stun: Fort Save DC15, Save negates, Fail = Stunned for 1 round.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Wednesday August 17th, 2016 10:41:56 PM
Pru chews her lip, looking over at Michael. If she could cast spells, she could protect him from the flames. Well, partly, at least. But she has to make do with what she has, and hope for the best.
Anna Morphling[mandragora] (Hugh C) -- AC 19/15/14; vs AOO: 23/19/14 - HP 49+7/49+7 -- CMD 16 d20+7=9 ; Wednesday August 17th, 2016 10:54:09 PM
Anna-mandragora notices time slow down & tries to plan what her next move should be; should she go after the priest or keep focusing her fire on the lakeys? (Perception : 9 to try to assay softer target)
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) Thursday August 18th, 2016 12:08:55 AM
Nikolai quickly assesses where all the enemy are and how effective they fight and makes plans for his next move.
DM Warren d20+10=11 ; d20+10=19 ; d20+6=10 ; d20+14=31 ; d20+14=20 ; 2d6+11=19 ; Thursday August 18th, 2016 1:46:39 AM sorry - got held up in class for a couple extra hours tonight
Anna trips on unfamiliar limbs and doesn't connect with her target. Tinker almost misses, but then remembers how to do math, and his weapon strikes true! After Michael's previous attacks, this was too much for him to handle, and he collapses on the floor. Just in time too, as in Michael's condition, he may have been an easy target.
Pru's ray goes right through the caster's armor and singes him. He seems surprised that magic came through his quiet bubble.
Nikolai purposely draws attacks from his foes, trusting rightly in his agility to keep him safe. He strikes the caster with a quivering palm, which disrupts his body's natural rhythms and leaves him briefly stunned. Now he is less armored and stunned, so should prove an easy target for any and all, unless his lackeys have something to say about it.
It seems they do, as they close behind him to try to take on the wily monk. One is actually able to strike him, despite the dodging and weaving. Being behind him may help a bit as well, as does an aura of evil energy that seems to shine around him. Nikolai has been Smote for 19 damage!
AC 24 T 17 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+11=24 ; d20+11=15 ; d20+6=25 ; d8+4=5 ; d8+4=11 ; Thursday August 18th, 2016 5:56:30 AM
Tinker is pleased to see Burning Hands go down, and turns to notice Nikolai has the caster wobbly, but the other to are trying to make Nikko pay for it. More than one can play that game, and Tinker turns his well-used urgrosh on the nearest armored foe.
It is eerie in the silence, but The axe blade moves toward a target once! Twice! Three times! .....
Haste from Prudence
Silence from enemy cleric
Three attacks with full attack+haste
AC 24, 15miss, 26. Dam. 5+11=16
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)9 for TW, R+11, CMB+10, CMD+21 d20+13=33 ; d20+8=28 ; d20+8=22 ; d20+8=14 ; d20+8=18 ; d4-2=-1 ; d4-2=-1 ; d4-2=2 ; d4-2=-1 ; 4d6=15 ; 4d6=16 ; 4d6=13 ; 4d6=9 ; Thursday August 18th, 2016 8:46:48 AM
ooc: being dazed is for only one round right? I'm assuming so and posting as though i'm out of it but still fatigued. DM: correct, 1 round of daze
Reality reasserts itself. Michael feels the burns to his throat, the man who did it slowly falling and bleeding out, his eyes rolling back in his head. He sees Nikolai being flanked by two of the men, the man in chain mail reeling backward towards Michael, the sweat haloing his head from the force of Nikolais punch, Tinker follows through with his Urgrosh the blood trailing off the blade making little rubies in the air as the blade slowly moves through space. He notices the silence as well, then notices that he is noticing all this and that he must be under a haste spell. All this happens in an instant. A tired smile crosses his face as he thinks of the closest thing he's ever had to a sister..Pru.
He steps forward and brings his Rapiers to bear on the man in ChainMail. pistoning them between the links and into his kidneys and inside of his thigh. He's tired so his blows don't have the force and accuracy he's used to but he perseveres.
perception: 33
To hit AC 28 (+4 flank= 32 )for 1 15 sneak 16 total To hit AC 22 (+4 flank= 26) for 1 16 sneak 17 total To hit AC 14(+4 flank= 18) for 2 13 sneak 15 total To hit AC 18(+4 flank= 22) for 1 9 sneak 10 total +4 points of bleed damage per round starting his round.
Anna Morphling[mandragora] (Hugh C) -- AC 19/15/14; vs AOO: 23/19/14 - HP 49+7/49+7 -- CMD 16 d20+9=14 ; d20+9=28 ; d20+9=29 ; d20+9=27 ; d4+2=5 ; 2d4+4=8 ; Thursday August 18th, 2016 8:50:36 AM
Anna-Mandragora decides to do as Tinker did and attempts to attack the thug she did last time with her 10 foot reach assuming she can get a full attack action with her vine fingers.
Anna misses with her first strike, but her second lands and the third lands striking a particularly weak point in the armored man's defenses. (14 vs AC; miss) (28 vs AC 5 bludgeoning damage + DC 18 fort save or poison see note) (29 vs AC threat of critical backed up with 27 vs AC 8 bludgeoning damage + DC 18 fort save or poison see note)
Active Effects: haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save 98 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision plant shape : 38 rounds +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +9 (1d6+2 plus grab), 2 slams +9 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect.
Shane P Trayvin posting for Brian Zapp. d20+13=21 ; d20+13=32 ; d8+3=5 ; d8+3=5 ; Thursday August 18th, 2016 8:56:35 AM
00C: I forgot that Trayvin was going to be gone this week. and that I was going to post for him. My apologies for bringing our numbers down.
Trayvin steps up behind the man flanking Nikolai and flanks him in return! He uses the guys head as a target and rings his bell with his morning start a couple of times.
To hit AC 21 for 5 To hit AC 32 for 5
+4 AoTF flanking feat. +1 haste.
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 53/53 CMD 27/29(Grapple) Thursday August 18th, 2016 8:20:57 PM
OOC: What does it mean to be Smoted? Is this the Channel Smite Feat? If it is the Channel Smite Feat I should get a Will save to half the additional damage as per Channel Energy (10+ 1/2 cl lvl + Ch mod).
Need to know before posting.
The enemy has used the ability Smite Good
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 Thursday August 18th, 2016 9:38:45 PM
ooc: the past tense of smite is smitten. awww..you were smitten with him Nick...that's so cute!
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20+7=22 ; d6+4=9 ; Thursday August 18th, 2016 11:51:45 PM
Pru aims at the cleric, and fires again. Literally.
[Another Elemental Ray. Hit Touch AC 22 for 9 damage. Pru has the Precise Shot feat.]
DM Warren Friday August 19th, 2016 12:02:12 PM
Tinker goes to work on the man threatening Nikolai, paying him back in kind for striking his leader.
Time for Michael seems to go from full stop to fast forward, as he recovers from his daze and finds the hasting magic all at once. He steps up to the chain mail clad cleric and demonstrates why the kidney seems to be his favourite target. Not only can he reach it, but it's effective at putting down most anyone! that is one dead cleric
Anna and Trayvin join in the beatdown on the second armored man. He resists the poison at first, but the second dose puts him over the edge, and he is confused.
After the cleric goes down, Pru adjusts her shot to the breastplate man that is being attacked from all sides. Nikolai waits indecisively as he wonders whether he needs to avoid another attack like the one he just took.
Breastplate 1: 61 damage, bleeding, unconscious
Breastplate 2: 48, confused, fatigued
Breastplate 3: 0
Chain Mail: thoroughly dead
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+12=18 ; d20+12=27 ; d20+12=13 ; d20+12=24 ; d4-2=1 ; d4-2=1 ; d4-2=1 ; d4-2=2 ; 4d6=16 ; 4d6=13 ; 4d6=10 ; 4d6=18 ; Friday August 19th, 2016 4:27:00 PM
Interesting. A stricken man moves differently than a man in combat. Michael watches, as his rapiers do their work, the man stiffens then relaxes as his body goes into shock, his neck flashing white as the blood drains from it, even as it spurts out his lower back. He steps around the dead man falling in slow motion and takes a flanking position against the one who hasn't been touched. He picks a place when the man moves his armpit is exposed, it's a good place, Just not as easy to get to as the kidneys.
To hit AC 18 for 1 16 sneak = 17 To hit AC 27 for 1 13 sneak = 14 To hit AC 13 for 1 10 sneak = 11 To Hit AC 24 for 2 18 sneak = 20
AC 24 T 17 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+15=18 ; d20+15=26 ; d20+10=19 ; d8+5=8 ; d8+5=13 ; d8+5=12 ; d8+5=11 ; 2d6=9 ; 2d6=10 ; 2d6=2 ; Friday August 19th, 2016 6:54:11 PM
Tinker twists around and matches Michael flank for flank. And then his axe goes to work again.
Three strokes, three times flanking to add more unexpected damage. Hopefully...
The silence makes it weird, but Tinker reflects it is to the advantage of the Agents.
...
AC. 18 26 19. Damage. 8+9. 17 13+10 23 12+2 14
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20+7=19 ; d6+4=10 ; Friday August 19th, 2016 8:20:23 PM
Pru aims at her new target, and fires again. [Hit Touch AC 19 for 10 damage.]
Anna Morphling[mandragora] (Hugh C) -- AC 19/15/14; vs AOO: 23/19/14 - HP 49+7/49+7 -- CMD 16 d20+9=19 ; d20+9=13 ; d20+9=27 ; d4+2=5 ; d4+2=3 ; Friday August 19th, 2016 10:37:06 PM
If Anna-Mandragora's vine fingers can reach the 3rd man from where she is or with a 5 foot step she positions herself to do so and lets him have it, hoping to poison him as well. Otherwise she will move and attack the man once using the reach of her vine fingers (OOC: just use first roll)
(19 vs AC; 5 bludgeoning damage + DC 18 fort save or be poisoned if hits) (13 vs AC; miss) (27 vs AC 3 bludgeoning damage + DC 18 fot save or be poioned if hits)
Active Effects: haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save 97 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision plant shape : 37 rounds +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +9 (1d6+2 plus grab), 2 slams +9 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 34/53 CMD 27/29(Grapple) d20+12=24 ; Friday August 19th, 2016 10:52:00 PM
OOC: i had all intentions of coming back and posting one way or another but tried several times but could not connect to the Wold. So I went to bed. :}
IC: Nikolai shakes himself from the effect of being smitten from behind as he sees the cleric he stunned slump with Michael's rapier piercing him. It is weird engaging in combat with no sound. He's used to hearing his friends shouting warnings and words of encouragements between a few colorful battle cries.
He spins around and looks for more of the enemy. Tinker and Michael are slicing and dicing one and another seems to just stare. 'That one is a good candidate for interrogation!' he thinks and leaps at him.
Impr Grapple Att: +12 = 24 vs CMD
DM Warren d20+8=16 ; d100=60 ; d6=5 ; d6=3 ; d6=5 ; Monday August 22nd, 2016 12:20:04 PM
Between the blows from various rogues and wizards, all targets are accounted for but one, and that one is in a full nelson hold from Nikolai. This last one though is raving and confused, and manages to struggle enough to hurt himself, even through Nikolai's hold, his own flaming fist grabbing his arm and flashing with fire, enough to make him collapse in Nikolai's arms.
The Agents are looking at him, wondering how to rouse and interrogate him through the silence, when all of a sudden the noise comes rushing back, just in time for a scream to reverberate through the darkness past the other side of the cavern.
This… This isn’t right! Mistress? No! NOOOOOOO!!!!!!
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+13=28 Monday August 22nd, 2016 4:46:48 PM
The noise comes crashing through the silence. it's jarring in both it confusion, misery and clash with the perfect silence. still buzzing from the spell of haste, Michael flicks the blood from his rapiers then cleans them off on one of the dead men's pant leg. He then begins to methodically search the men for any items of value, or intelligence to help with the coming trials. He is tired, gods have I ever been this tired? he asks himself. Then he smiles...yes, how soon we forget boot camp...he can still hear his old sergeant screaming at him after he puked on their first 20-mile run. "Get up you stupid little pipsqueak, you wouldn't make a Gnolls breakfast, you decrepit little runt! You get your tail back in formation! NOW! You think the enemy gonna give you a break, run, RUN, RUN!" and later as they all collapsed around a fire in the middle of nowhere. "A scared man shows the same symptoms physically as a tired man, and a Tired man, panics more easily. By making you fit, we also make you braver...remember that" He learned that tiredness, like fear, is a matter of the mind more than the body...he adjusts his mind, pushing the thought of rest and setting down from it, and continues his work.
Perception 28.
AC 24 T 17 F 18 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+11=29 ; Monday August 22nd, 2016 8:35:39 PM
Tinker hears the sound come rushing back in and immediately knows. "The undead woman knows we are here and probably watched our tactics through her stooges."
But what to do about it? That's not a puzzle (which Tinker excels), but a chess game where one has to know the mind off the opponent. And that is not Tinker's strength.
Tinker instead goes around the perimeter, checking nooks and crannies with his darkvision to identify all the exits and potential secret doors. .....
Perception 29
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 34/53 CMD 27/29(Grapple) d20+13=31 ; Monday August 22nd, 2016 9:03:36 PM
Nikolai quickly releases his foe. Was the guy really trying to burn himself or did he just miss? When the guy slumps into unconsciousness he has no time to ponder the value of stabilizing him for questioning as his ears once again catch the sounds from around him, and beyond.
'Zounds! Glad I'm not in his boots!" he comments. There was no need to caution his friends to remain put at the moment as Michael and Tinker start searching the place.
OOC: DM, how much light is there? is the cavern clear or littered with debri and stalagmites?
Nikolai squints in the direction the scream came from. "Pru, Anna, keep your eyes peeled. Trayvin, use that wand on me once again. Thanks. We'll move that way as soon as we find our more about these four."
Perception +13 (guarding against what commeth from the darkneth) = 31
Trayvin AC 18/10touch Hp 59/59 d8=2 ; d8=7 ; Monday August 22nd, 2016 10:15:23 PM
Trayvin nods and touches Nikolai, healing his wounds. "I have no wand, but I can still cast some spells."
Actions: Spontaneous convert bull strength into cmw. Nikolai heals (2+7+7) 16hp damage.
"That didn't sound good. I think these guys just found out why some things are better off locked up. This one is stable. Let's tie him up so he can't cause anymore trouble before we find out what caused those screams."
Anna Morphling[mandragora] (Hugh C) -- AC 19/15/14; vs AOO: 23/19/14 - HP 49+7/49+7 -- CMD 16 d20+7=18 ; Monday August 22nd, 2016 10:35:42 PM
(Perception: 18)
Anna-Mandragora keeps her eyes peeled for anything. (OOC:Mandragoras speak common)
She points out anything odd that she sees and says to Nikolai, "Sounds like whatever Cybrene is doing isn't what her devoted followers had in mind? Mayhap there is division in their ranks we can exploit?"
Active Effects: (OOC: How much time has passed? more than 1 round?) haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save 96 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision plant shape : 36 rounds +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +9 (1d6+2 plus grab), 2 slams +9 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20=14 ; Tuesday August 23rd, 2016 5:56:14 PM Keep my eyes peeled. Right. Pru does her best, but she's just not much good for noticing things.
[Perception 14]
DM Warren MAP Tuesday August 23rd, 2016 6:53:36 PM there is some light in here and Pru's dancing lights if she brought them in. The interior of the cave is dark.
Michael and Tinker quickly scan the area they are in before investigating the scream that came from farther in. Listening carefully, there are sounds of shuffling, as of many pairs of feet that drag a little bit on the floor of the cave. They find nothing in the walls or floor, and only come up with that which was on the men they just fought.
1 x chain shirt 4 x dagger 1 x masterwork short sword 1 x spell component pouch 4 x holy symbol(jancassis?) 3 x breastplate 3 x greatsword 3 x longbow with 20 arrows
The floor here in fairly smooth, no debris to speak of. Farther inside is not yet visible, but all is quiet after the one piercing scream from before. Quiet that is, until a spectral voice rings out. Yessss…… the ssssseal is broken. At lassssst I am freeeee. The Wold wassss wrong to have forgotten me. Sssssoon all will learn to fffffear Cybrine!” Her voice is similar to that of a screaming wind. Anna speaks about exploiting a division in their enemy's ranks, but from the sound of it, Cybrine does not fear anyone betraying her.
Trayvin AC 20/12 touch Hp 59/59 Tuesday August 23rd, 2016 9:39:06 PM
"Well that didn't sound very inviting. No wonder no one visits Cybrine. Maybe that's why she sounds grumpy?"
Actions: Trayvin casts magic circle against evil centered on himself. Everyone within 10 feet benefits from a protection from evil spell.
Active Effects: magic circle against evil(10 foot radius) 70min remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon, Bless Weapon(d) 3rd- Prayer, Magic Circle Against Evil*, Searing Light(d) * = used spells
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 50/53 CMD 27/29(Grapple) d20+5=15 ; Tuesday August 23rd, 2016 10:55:04 PM Trayvin, you forget I gave you that wand of Cure Light Wounds out there just before we came into the cave. But I'll take whatever healing you prefer," Nikolai says chuckling.
He studies the holy symbols to see who they represent: Knowledge Religion +5 = 15
The chilling voice of Cybrine coming from the darkness dampens any humor.
He peers into the darkness and answers Anna, "Huh. What did they expect from an Undead? A probably crazed one at that by the sounds of it. We could use some light in there. Pru, send your Dancing Lights up ahead. You guys with bows and crossbows, get ready to shoot."
He readies his own crossbow.
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+13=23 ; d20+10=16 ; d20+11=22 d6-2=3 4d6(1+6+2+4)=13 Tuesday August 23rd, 2016 11:06:52 PM Heh heh. Yeah, I think the necromancer dating scene is a bit strained. it's hard to find a man when you smell like embalming fluid and keep trying to sacrifice potential suitors to some dark god. I wish Linden was here, she could sure use a bit of his "peace, love, flowers and happy weed". If she's got undead minions, we probably need to set up a funneling position to take them on, keep them from surrounding and overwhelming us. That or one of us with some kind of resistance goes in and draws them into a bunch then the spellcasters bring the hammer down on them. We need to try and winnow their ranks before we take on Cybine.
While he's talking Michael is taking stock of their position. Defence vs Offence. they have a defensible position here, but not a position from which they can readily attack, neither can they gain useful info from here either. it's a toss up but he still finds places where he can set caltrops, tripwires and perhaps a few deadfalls. If they move out he stages the items so that they can be deployed should they have to beat a retreat, if they are to stay and wait he sets them up for immediate use. At his leaders request he stops work on that and loads his Hoopak, ready to pop a sling bullet into some undead flesh at a moments notice.
Perception 23 disable device (to set up a trap) 16 Redied action fling sling bullet. To hit AC 22 for 3 points of damage. if within 30 ft and I get surprise add 13 +4 bleed.
Prudence Gundle [Mage Armor] [AC 20; HP 58/58] Tuesday August 23rd, 2016 11:19:50 PM
Pru sends her Dancing Lights up ahead, keeping them within the spell's range.
Anna Morphling[mandragora] (Hugh C) -- AC 21/17/16; vs AOO: 25/21/20 - HP 49+21/49+21 -- CMD 16 Wednesday August 24th, 2016 11:08:05 AM Anna-mandragora uses her bear's endurance morphamancy SLA to improve her hardiness for this upcoming battle with the cult leader and her minions.
Active Effects: (OOC: How much time has passed? more than 1 round?) haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save Magic Circle Against Evil : +2 AC, +2 to saves 40 rounds = + 4 con bear's endurance 95 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision plant shape : 35 rounds +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +9 (1d6+2 plus grab), 2 slams +9 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect
Trayvin AC 20/12 touch Hp 59/59 Wednesday August 24th, 2016 8:53:18 PM
Trayvin agrees with Nikolai's assessment and readies his crossbow.
Actions: readies weapon
Active Effects: magic circle against evil(10 foot radius) 70min remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon, Bless Weapon(d) 3rd- Prayer, Magic Circle Against Evil*, Searing Light(d) * = used spells
AC 29 T 23 F 23 CMD 22 26 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) Wednesday August 24th, 2016 8:55:20 PM
Tinker moves to the front, pulling his Urgrosh anid going fully defensive.
"Cybeine, you should have stayed lost. Because the Mailed Fist is going to let you meet Gargul now."
.....
Full Defensive. +6 AC
Prudence Gundle [Mage Armor] [AC 20; HP 58/58] d20=12 ; Wednesday August 24th, 2016 11:56:44 PM
Pru peers into the light cast by her Dancing Lights, hoping to see something. [Perception 12]
DM Warren MAP d4=2 ; d4=4 ; d4=4 ; d4=2 ; d20+5=10 ; Thursday August 25th, 2016 12:21:47 AM
The Agents find a way to keep up the levity even when about to face what is most assuredly a dangerous foe. Their position seems fairly defensible, but it also restricts the usefulness of the Agents that would be in the back. Trayvin and Anna activate some defensive magics in preparation of a fight.
Once the lights go into the cavern, many forms are distinguishable. There are 9 bodies shuffling around, and one more that is just now standing up. It seems to be dressed similarly to the antipaladins you just dispatched.
Hovering before it - somewhat alarmingly - is the insubstantial form of an old woman. Her hollow eyes are mouth are black voids, and her facial features twist and stretch into a nightmarish appearance. Standing near her is a slightly larger form that seems better armored and with better motor skills. It seems that you have discovered Cybrine, her general, and the men she has converted into an undead army!
Tinker is not impressed, and issues her a challenge. The Mailed Fist will not fall to one such as her! When the lights reveal the first shambling remnants of a man, Michael lets a bullet fly, which knocks it clean in the body. Unfortunately though, there is not enough blood flowing through it to make the strike as effective as it could be.
Cybrine sees the intruder and her eyes flare, piercing Michael to his core. DC17 Fort of become panicked for 10 rounds, on a successful save, become shaken for 2 rounds Get them, my petsssss! The group begins shambling towards the cave entrance, and one takes a swipe at Michael with its Greataxe. vs AC10 -miss
Mook1: 3dmg (Knowledge Religion DC 13: Highlight to display spoiler: {A minor undead creature, though it has a nauseating aura about it that can make you sick to your stomach. } Mook2 Mook3 Mook4 Mook5 Mook6 Mook7 Mook8 Mook9 Mook10
General (Knowledge Religion DC 16: Highlight to display spoiler: { Sword Wight: This foe can drain your energy with its hands and its sword } Cybrine (Knowledge Religion DC 22: Highlight to display spoiler: {This is a kamarupa! A dangerous foe with a deadly touch.}
Shaken: –2 penalty on attack rolls, saving throws, skill checks, and ability checks Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 50/53 CMD 27/29(Grapple) d20+5=20 ; d20+8=20 ; d20+10=19 ; d8+1=7 ; Thursday August 25th, 2016 12:51:34 AM
Active Spells: Mage Armor, Haste (+1 AC, +1 Att, +30ft move, extra att on Full Att)
OOC: was it one roll for all three or one roll for each?
Nikolai recognizes some of the undead. "Those minions smell bad and can nauseate you! Beware! The general is wight of sorts. He can drain your energy with his touch or sword! I'm not so sure about Cybrine yet."
He shoots his bolt at the one attacking Michael then dropping the crosbow, he steps and stands beside Michael, drawing his magical Kama while he moves.
Bolt Att +10 = 19, dmg = 7
If, on the other hand, Michael bolts in a panic, he forms up with Tinker instead.
Anna Morphling[mandragora] (Hugh C) -- AC 21/17/16; vs AOO: 25/21/20 - HP 49+21/49+21 -- CMD 16 d20+9=23 ; d4+2=5 ; Thursday August 25th, 2016 1:55:00 PM
For the time being Anna-Mandragora decides to keep her current form and advances towards the skirmish setting herself up to use her reach to slam one of the minions from behind Michael.
(23 vs AC; 5 piercing damage)
Active Effects: (OOC: How much time has passed? more than 1 round?) haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save Magic Circle Against Evil : +2 AC, +2 to saves 39 rounds = + 4 con bear's endurance 94 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision plant shape : 34 rounds +2 Con, +2 nat armor, +1 AC, +1 Atk, +4 stealth, +2 fly, -1 CMB/CMD 40 foot base speed, climb 40 foot burrow 10 foot low light vision, bite +9 (1d6+2 plus grab), 2 slams +9 (1d4+2 plus poison)(10 foot reach on slam) Poison (Ex) Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+8=26 ; d20+6=13 ; d20+6=23 ; d4-2=1 ; d4-2=1 ; 4d6=18 ; 4d6=9 ; 4d6=13 ; Thursday August 25th, 2016 2:29:30 PM
fort save 26 (+2 due to halfling fear resistance).
Death is part of life, Michael knows this, accepts it and even to a certain degree, is curious about it. After all, he's sent enough people to it, it's only fair that he one day go as well. But that creatures gaze, it was not death or life...it's...unlife...a perversion of everything...it shakes him in a way he's never quite felt before. he tries to focus his mind away from it, but it's like looking at a drawing of an impossiblity, it weighs on him. Training takes over and he reinforces His commanders flank working his rapiers into the undead things spinal colum, since it's dead it may not bleed.
To hit AC 13 +4 for flank = 17 for 1 point of damage. 9 sneak +4 bleed stating its round it it bleeds. To hit AC 23 +4 for flank =27 for 1 point of damage. 13 sneak total 24 points
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Thursday August 25th, 2016 4:49:23 PM
Since Pru's first Haste has worn off, she inches forward and casts another one.
Everybody is Hasted.
AC 30 T 24 F 24 CMD 29 32 vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+10=16 ; Thursday August 25th, 2016 6:53:54 PM
Tinker pauses, he can't see around the rock outcropping and has to wait until Nikolai or Michael provide some room. Thankfully, both move to set a flank, enabling Anna and then Tinker to move into the larger cavern and expand their beachhead.
The dwarf uses his amazing agility for one as wide as he to try to avoid any attacks as he gets into position, still being fully defensive for the undead to waste thier attacks on his evasive and armored body.
.... Acrobatics 16 to avoid AOO while moving through Nikko's space and to the right. (20' foot move easy)
Full Defense. +6 AC
Haste from Prudence. +1 AC, reflex, to hit, +20 foot move
Trayvin AC 20/12 touch Hp 59/59 Thursday August 25th, 2016 9:52:19 PM
Trayvin offers up a quick prayer to the Gods of the Wold. It couldn't hurt, no telling if they will need the help. In the meantime he casts a spell to sway the odds a little in the favor of the Agents. "What do you think? Should we let them come to us or push our way out?"
Actions: cast prayer on the group. (I think it should catch roughly half of the enemy mooks in it's range, 40 foot burst)
Active Effects: magic circle against evil(10 foot radius) 70min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 7 rounds remaining prayer, +1 attack, damage, saves and skill checks, 7 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 50/53 CMD 27/29(Grapple) Thursday August 25th, 2016 11:57:26 PM
OOC: SteveK, move Tinker on the board.
IC: Nikolai feels the quickening soar through his body again. He's eager to unleash death to undeath!
OOC: my parents came in one day early. I should get a speck of time to post tomorrow. I'll just have to explain to them it's a Life or Undeath situation. LOL!
DM Warren MAP d20+4=16 ; d20+4=14 ; d20+4=22 ; d20+4=22 ; Friday August 26th, 2016 1:46:42 AM Individual rolls
Nikolai quickly identifies the weaker of their undead foes and warns his allies of their more dangerous abilities. Even firing into the foe next to Michael, he is able to connect before advancing to form a barrier to more coming in at them added 2 dmg for favored enemy . Anna and Michael also get hits in on the closest undead, with Nikolai has identified as Draugr, though they seem little effected. This jogs Nikolai's memory, and he recalls that they are hard to damage with piercing weapons! DR 5/slashing or bludgeoning
Trayvin and Pru use their magic to good effect, speeding up the party and hindering the closest 5 Draugr.
Tinker moves up to get into the fray, eager to put his weapon to work. moved him up
The enemy swarms in, seeing new targets and following their direction to take them. The wight hands back for a moment, assessing the situation, and Cybrine floats towards them and to the West, disappearing into a wall of the cavern!
Between the speed and the magic and Tinker's well practiced defenses, no strikes are able to connect, though more and more of the undead are trying to surround the Agents.
DRAUGR: AC14, DR 5/slash or bludgeon, undead (immune to crit/sneak) Draugr1: 7dmg Draugr2 Draugr3 Draugr4 Draugr5 Draugr6 Draugr7 Draugr8 Draugr9 Draugr10
Sword Wight Cybrine
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+17=22 ; d20+8=17 ; Friday August 26th, 2016 9:57:33 AM Typical Thinks Michael as his blows fail to do any harm. Not having a circulatory system, or any other type of living system, his attacks do very little to the thing and weak as he is it's even worse. He feels the quickening of Pru's magic and hears the divine beauty of Travins prayer. it bolsters him, and he feels the effects of Cybines gaze begin to lift. (last round of shaken). What to do, what to do? the lantern lights...AH Ha!
he puts his leg around the creatures shin and pushes his shoulder into crook of it's knee sideways, away from the "3rd leg" for a trip attack. he uses his superior dexterity and Acrobatics to avoid the AOO.
Acrobatics 20 (forgot -2 for shaken. )
Trip 17.
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 Friday August 26th, 2016 10:06:09 AM
ooc: sorry forgot to post this with it.
Guys! Move back into the alcove! we need to take them at a choke point, Nick move first, Tinker next I'll be right behind you! Pru! get ready to bring the hammer down!
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 Friday August 26th, 2016 1:42:31 PM
Anna reverts to her normal form seeing that her slams aren't cutting it and she doesn't have the desire to start biting undead creatures.
She draws her oversized club. Next round she will use a scroll to hopefully make it magical.
Active Effects: prayer: +1 Attack, +1 damage, saves, skill checks haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save Magic Circle Against Evil : +2 AC, +2 to saves 38 rounds = + 4 con bear's endurance 93 rounds = +2 nat armor barkskin 3 hours 30 minutes - darkvision
Large Club : +7 to hit; 1d8+4 damage
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) d20+11=31 d20+11=24 d20+11=29 d20+6=19 d8+4=5 d8+4=7 d8+4=12 d8+4=8 d8+4=9 Friday August 26th, 2016 6:50:04 PM
Tinker grunts laughter. "I'm fresher, harder to hit, and Nikko just said my axe will work better than your kidney-stickers. You get back, Michael, and I'll hold them off at the bottleneck!"
Tinker begins swinging the axe head of his urgrosh, slashing at the undead to give his battle-buddies time. ......
Haste from Prudence. +1 AC, reflex, to hit, +20 foot move
AC 31crit24 yes!, 29, 19
Dam. Crit. 5+7+12= 24 slashing damage, 8, then 9. All slashing.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20+6=14 ; d20+6=14 ; d20+6=11 ; 7d6=29 ; Friday August 26th, 2016 7:49:06 PM
[Did my Religion rolls now, because I forgot yesterday. Not that it helps much.]
"Watch out!" Pru calls. "She disappeared into the wall, so she can pop out next to any of us." [I don't think she needs a successful Knowledge check for that, right? It's just logic.]
Pru takes careful aim and drops a Fireball where it will damage the most undead without hurting any friendlies. [29 fire damage; DC 18 Reflex save for half]
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP 48/53 "Tinker" (SteveK) Saturday August 27th, 2016 11:24:59 AM
"Right!" Acknowledges the dwarf to Prudence's timely advice.
He hopes his first, well-placed axe stroke killed the first enemy so his following two strokes would start beating down the next in line...
DM Warren MAP d20+1=21 ; d20+1=8 ; d20+1=13 ; d20+1=17 ; d20+1=5 ; d20+1=18 ; d20+1=15 ; d20+1=10 ; d20+1=2 ; d20+3=6 ; d20+13=31 ; 2d6+1=10 ; d20+10=24 ; d20+5=8 ; d20+5=9 ; 2d6=9 ; 2d6=10 ; Saturday August 27th, 2016 11:31:59 AM
Michael is momentarily frustrated at the lack of effectiveness of his rapiers, but quickly switches gears and knocks down on the of clumsy Draugr.
Nikolai and Anna adjust their tactics to respond to the abilities and vulnerabilities of their foes.
Despite an especially well aimed blow, Tinker's Urgrosh does not hit anything particularly vulnerable, but the strength and multitude of his swings takes out one of his foes anyway. He boasts about how tough it is to hit him, and calls for the others to get behind him to create a choke point.
Pru sees her opening, and drops an explosive ball of fire into the midst of the foes, hitting all but the one Michael tripped so as to avoid her allies. All but two of the draugr immediately go up in flames, and are incinerated by the raging inferno!
The other two draugr aim their axes at Michael and Nikolai, but are still unable to find their marks.
There is little time to celebrate, as the opening in the ranks gives a chance for the Sword Wight to make himself known, as he charges in to start hacking at Tinker. Perhaps Tinker's boast was a bit premature, as the Wight's sword cleaves into a chink in his armor and strives to pull away his life essence!
Hit AC 31 for 10 damage, Fort DC18 or gain 1 temp negative level
Not only that, but a ghostly chuckle follows. Hard to hhhhhit, are you? Cybrine pops out of the wall next to tinker and her insubstantial hand reaches right through the armor to touch Tinker's skin. Hit touch ac 24 - 9 dmg and Fort DC17 or DIE as your heart stops beating
DRAUGR: AC14, DR 5/slash or bludgeon, undead (immune to crit/sneak) Draugr1: 7dmg Draugr2: 14dmg Draugr3: 14dmg
Sword Wight: 29dmg Cybrine:
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 50/53 CMD 27/29(Grapple) d20+7=10 ; d20+7=21 ; d20+11=26 ; d6+5=7 ; d6+5=10 ; Saturday August 27th, 2016 10:37:42 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes).
Nikolai remembers, after they had returned from saving the village from all of those zombies, studying up on zombie types of undead. Michael's attacks and the lesser damage brought some of all that book learning to the fore. Some undead are more resilient to bludgeoning, some slashing, some piercing. In this case, piercing weapons do less damage. He quickly passes that information along to the others.
"Pru, good thinking. That's exactly probably what she'll do! Michael, let's hold the line here so Anna and Pru can strike over our heads and Trayvin can heal us or take on Cybrine when she comes out."
Good thing his kama is as slashing weapon, he did not feel like getting his hands on filthy undead.
His first target would be the tripped draugr, but the appearance of the more deadly leaders changes his tactics some.
"Way to go with that fireball, Pru. Your next target is Cybrine. She's our biggest danger now! Anna, try to get Sword Wight! Tryavin, can you channel some positive energy to hurt the undead?"
Nikolai attacks the draugr between the red one and the sword wight with his Kama +2: Flurry Att1 +7 +2(spells) = 12 Flurry Att2 +7 +2(spells) = 23 dmg 1d6 +5 +1(spells)= 8 Haste Att +11 +2(spells) = 28 dmg 1d6 +5 +1(spells)= 11
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 d20+18=21 ; d20+8=15 ; 3d6+5=17 ; Sunday August 28th, 2016 2:34:59 PM
Anna heroically(spends 1 hero point) successfully activates her scroll of Shillelagh on her oversized club. She realizes that there is no good path to the Sword-Wight at this time so she will use her club to attack the vulnerable Draughr (15 vs AC - 4 ; 17 magic bludgeoning damage)
Active Effects: prayer: +1 Attack, +1 damage, saves, skill checks haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save Magic Circle Against Evil : +2 AC, +2 to saves 37 rounds = + 4 con bear's endurance 92 rounds = +2 nat armor barkskin Shillelagh 10 rounds = +1 weapon; +2 size categories 3 hours 30 minutes - darkvision
Large Club : +8 to hit; 3d6+5 damage magical bludgeoning damage
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP DEAD "Tinker" (SteveK) d20+8=9 ; d20+8=11 ; d20+8=23 ; d20+8=14 ; Sunday August 28th, 2016 7:24:25 PM
Tinker gets what he wants; the strongest enemy concentrating on him so the other Agents can win the battle. But in doing so, he finds the enemy MUCH stronger than he anticipated!
First the armored wight moves in, easily battling aside the dwarf's defenses and landing a blow that takes a heroic effort to shrug off.
Then Cybrine slides out of a wall and casually touches Tinker, and even with another heroic effort... The body of the dwarf clatters to the cavern floor. ......
Save v Wight. 9. Hero Point 23
Save v Cybrine 11. Hero Point 14. DEAD
Trayvin AC 20/12 touch Hp 59/59 d6=1 ; d6=3 ; d6=4 ; d6=3 ; Sunday August 28th, 2016 8:44:22 PM
OOC Did Tinker add bonuses from protection from evil and prayer?
"Looks like negative energy, let's see how she likes the other kind." Trayvin worries as Tinker falls to the floor. And he is too far away to help him yet. Time to pour on the damage and hope it isn't too late.
Actions: channel energy will save DC 16 for half. Damage = 11 (I think all enemies are in 30 foot radius range- DM discretion)
Active Effects: magic circle against evil(10 foot radius) 70min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 7 rounds remaining prayer, +1 attack, damage, saves and skill checks, 7 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 5/6 remaining
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] 4d4+4=14 ; Sunday August 28th, 2016 10:37:37 PM
Pru can't see Cybrine from where she's standing, and she really has no desire to get any closer to the battle.
So instead, she fires a spread of Magic Missiles at the sword wight. [14 points of force damage.]
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+6=15 ; d20+6=15 ; Sunday August 28th, 2016 10:55:27 PM Son of a troll! Michael Curses under his breath as he sees his friend go down. He reaches into his pocket and pulls out a tanglefoot bag. He tosses it at the Wight, he then tosses another at the zombie standing closest to Tinker.
To hit AC 15 for tangle To hit AC 15 for Tangle.
Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
DM Warren MAP d20+7=16 ; d20+12=23 ; d20+3=22 ; d4=4 ; d4=4 ; 3d4=8 ; d4=2 ; d20+10=30 ; 2d6+1=7 ; d20+10=13 ; Monday August 29th, 2016 2:11:04 PM
Nikolai must refamiliarize his hands with his Kamas, but once he does, he quickly dispatches the draugr closest to him and strikes the one on the ground with his second two attacks.
Anna reaches right past him and pounds the last standing one into oblivion with one swing of her glowing green club.
Trayvin channels divine energy which dusts the one on the ground, but the other enemies are made of sterner stuff. will saves 16 and 23 - pass, 5 damage
Pru knows that the foes have to be dispatched before any other allies fall. Tears can come later. For now, magic missiles!
Michael has so many targets in front of him, but they have all quickly fallen to the blows of his comrades. He uses his one action to pull out a tanglefoot bag and goo up the skeletal captain. The goop explodes onto him, but fails to stick him to the floor. It does tangle up his sword arm though. -2 to attacks, -4 dex, 8 rounds
Cybrine laughs with an evil glee as one last breath slides out of Tinker's body. She seems eager to use her power against any and all that would get in her way. She prepares to move forward with her captain. He may be limited in his movement, but she has nothing to fear from the glue. She slides through the wall and fixes her gaze on the one who burned her with holy energy, disliking the feel of goodly magic. Trayvin: Frightful Gaze - DC 17 Fort Save or panicked for 8 rounds - succeed and be shaken for 2 rounds
The wight swings at the only target in range - Nikolai - with his Greatsword, striking him despite the impediment of the glue, though not quite finding a vulnerable spot. AC 30 (crit), not confirmed - 7 damage and DC 18 fort or gain 1 temp negative level
Sword Wight: 48dmg, gooified Cybrine: 5dmg
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) d20+11=25 ; d20+13=23 ; d20+15=16 ; d20+15=17 ; d6+8=14 ; Monday August 29th, 2016 4:52:36 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes)
Nikolai has no time to react to Tinker falling. He's not even sure what's has actually happened. He suspects it's not good but he is too busy fighting for his own life. The sword cut doesn't seem too bad but he feels a coldness described in the books on Undead as a negative force trying to sap his life!
Fort +10 +1(Prayer) DC18 = 25
He fights off that negative energy that time!
No point in trying to flank the undead, he steps (5' step I think) away from the wall so Cybrene has to exit the wall altogether to get to him, then lays into the wight. He figures the wight's armor will protect it better than the draugr, so he holds back on his flurry and attacks normally.
His hasted attack goes wide. He tries to recover and pulls some of his own energy into a back swing: Hero Point Att +11 +2 (spells) +2 (Fav Enemy)= 17
He feels his Karma ebb and decides to spend more time in good works to pull his Karma back in line.
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) d20+15=24 ; d6+8=11 ; Monday August 29th, 2016 5:01:15 PM
OOC: I forget that I have Ki points to spend, so here we try again.
Ki Pool 5/5: Nikolai remembers his monk training and pulls from that extra energy known as Ki and swings the Kama back up as an upper cut:
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP DEAD "Tinker" (SteveK) Monday August 29th, 2016 5:25:07 PM
Easier than falling asleep, thinks Tinker, as he again sees the shadowy outlines of battle and the red lines that are trickles of Woldsblood. He looks down and notices that he is a trickle himself, one that is not tethered on on end. Inevitably, he is pulled towards a larger trickle...
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+17=28 ; Monday August 29th, 2016 6:37:23 PM
The wight hits his boss, well we can't have that now can we. Michael moves around Nikolai outside the wights reach and then moves into attack on it's flank. Knowing he really can't hurt the thing he uses himself as a distraction for it so that his boss can get a good hit in.
total defence +4 AC 25.
Acrobatics 28 to avoid AOO.
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 d20+8=25 ; d20+8=19 ; 3d6+5=19 ; 3d6+5=17 ; Monday August 29th, 2016 6:51:05 PM
"For Tinker!!!" Anna cries as she sees her comrade fall. She takes a 5 foot step and then lays into the wight using her hasted attack.
(25 vs AC; 19 magical bludgeoning damage) (19 vs AC; 17 magical bludgeoning damage)
Active Effects: prayer: +1 Attack, +1 damage, saves, skill checks haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save Magic Circle Against Evil : +2 AC, +2 to saves 36 rounds = + 4 con bear's endurance 91 rounds = +2 nat armor barkskin Shillelagh 9 rounds = +1 weapon; +2 size categories 3 hours 30 minutes - darkvision
Large Club : +8 to hit; 3d6+5 damage magical bludgeoning damage
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] d20+7=8 ; d20+7=27 ; d20+7=15 ; d6=6 ; d6=3 ; d6=2 ; d6=4 ; d6=3 ; d6=3 ; d6=5 ; d6=2 ; Monday August 29th, 2016 9:11:55 PM
Tinker's okay, Pru assures herself. He just got knocked out. After the fight, he'll pop back up and make some wry remark and call her "beanpole." He'll get up. Tinker always gets up again.
Pru has more immediate problems to think about: namely, how to hurt this incorporeal undead that's right in her face. Well, fire hurts most things.
Pru takes a cautious step back, then takes careful aim. Two bright, orange-and-red beams stream from her hands toward Cybrine. [Cast Scorching Ray. Rolled 1 for the first attack and a 20 for the second attack, so there you go. Critical threat confirmed to Touch AC 15. That's 16 fire damage, or 30 fire damage if it's a critical hit.]
Trayvin AC 21/13 touch Hp 59/59 d20+11=24 ; d20+6=25 ; d8+2=7 ; Monday August 29th, 2016 10:36:11 PM
Trayvin shrugs off some of the gaze of the wicked creature, good thing he was trying to protect himself with a raised shield, must have blocked some of the view. (fort save = 24, shaken 2 rounds) He backs up a step and casts a spell. A glowing warhammer appears and hovers in mid-air before taking a swing at Cybrine. "Didn't like the holy energy Cybrine? Try on some divine spell damage for dessert!"
Actions: Trayvin casts spiritual weapon Hit AC 25, 7 damage
Active Effects: magic circle against evil(10 foot radius) 69.8 min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 6 rounds remaining prayer, +1 attack, damage, saves and skill checks, 6 rounds remaining shaken, –2 penalty on attack rolls, saving throws, skill checks, and ability checks, 2 rounds remaining spiritual weapon, +6 hit/1d8+2 dmg, 7 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 5/6 remaining
DM Warren MAP d100=32 ; d20+10=27 ; 2d6=4 ; Tuesday August 30th, 2016 1:12:01 PM
Between Michael's distraction, Nikolai's Ki Strike, and Anna's giant club, the Sword Wight lets out a ghostly roar and collapses into dust.
Tinker sees shadows in the light - he watches from the shadow world as his companions keep fighting to prevent this menace from being released into the world.
Pru is confident that Tinker will get up. He's never fallen before, has he? She falls back and releases rays of fire at Cybrine, and though the first passes right through he without doing damage, the second is in phase with the ghostly woman, and sears her, though not critically. 50% hit chance - 32 is a hit
There's no worries about missing with Trayvin's force weapon though, and it strikes true.
You woooould have been ssssmarter to run, holy man! She pursues Trayvin and his unerring weapons, reaching out her hand to pass through his armor. hit AC 27 for 4 damage, DC17 Fort or die
Cybrine: 20dmg, 50% damage from all damage but force , immune to crits and non-magical weapons.
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP DEAD "Tinker" (SteveK) Tuesday August 30th, 2016 6:23:25 PM
It's like a shadow play, thinks Tinker, and he gets angry. How can he be allowed to watch a battle and not be able to help! He wants to help, needs to help.
Well, he's dead, and Cybrine is 'sorta' dead. Maybe he could wrestle the witch?
Tinker tries to pull away from the red sparkling lights and grab ahold of Cybrine.
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 d20=19 ; d8=5 ; d20+8=19 ; d20+8=14 ; d100=50 ; 3d6+5=10 ; Tuesday August 30th, 2016 8:08:08 PM
Anna takes a 5 foot step towards the apparition and then lays into her with the giant green club.
(19 vs AC; 50 on d100; 10 magic bludgeoning damage) (14 vs AC)
"Hey Cybrine I see you for what you are some two bit cult leader wannabe. Yeah I said it, come at me!"
25 vs AC; 19 magical bludgeoning damage) (19 vs AC; 17 magical bludgeoning damage)
Active Effects: prayer: +1 Attack, +1 damage, saves, skill checks haste: +30 movement; +1 Atk; +1 AC +1 Atk on full attack + 1 reflex save Magic Circle Against Evil : +2 AC, +2 to saves 35 rounds = + 4 con bear's endurance 90 rounds = +2 nat armor barkskin Shillelagh 8 rounds = +1 weapon; +2 size categories 3 hours 30 minutes - darkvision
Large Club : +8 to hit; 3d6+5 damage magical bludgeoning damage
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] 4d4+4=16 ; Tuesday August 30th, 2016 8:23:01 PM
Pru gasps a little as her first ray passes right through the ghost.
Too chancy, she decides. Magic Missile does less damage, but I know it's going to hit.
Pru fires a full spread of Magic Missiles at Cybrine. [16 force damage]
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+17=22 ; Tuesday August 30th, 2016 9:00:46 PM
as the Wight falls like dust in the wind, Michael is taken back to the battle with Pavillion Neutronis. The candle lights again. He shouts.
Hey Cybine, were you any kin to a man named Pavillion Neutronis? He was our Field Marshall for a while. Dashing fellow, Calvary commander.
While doing this he scans the cavern, looking for whatever was holding cybine in the world. He knows little of Ghosts, but all the stories he has heard say that if you destroy their haunt...the gost leaves this world. He quaffs his potion of Darkvision to assist in this.
Perception 22
Trayvin AC 21/13 touch Hp 55/59 d20+9=26 ; d6=4 ; d6=5 ; d6=6 ; d6=5 ; d20+6=23 ; d8+2=9 ; Tuesday August 30th, 2016 9:08:25 PM
Fort save = 26
"Is that all you've got? it kinda tickled. Maybe you should be the one to do the running Cybrine. After what you caused to the people in that town, I don't think you're just going to get trapped this time. I think it's time for you to meet Gargul face to face." Trayvin presents his holy symbol to Cybrine, she didn't seem to get a good look at it last time.
Trayvin tries to bluff some bravado, he didn't know how many more of those hits he could withstand. Hopefully Cybrine will make a mistake and give the Agents a chance at victory.
Actions: channel energy to damage Cybrine. damage = 20, DC 16 will save for half. spiritual weapon attack: hit AC 23, 9 damage
Active Effects: magic circle against evil(10 foot radius) 69.7 min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 5 rounds remaining prayer, +1 attack, damage, saves and skill checks, 5 rounds remaining shaken, –2 penalty on attack rolls, saving throws, skill checks, and ability checks, 1 rounds remaining spiritual weapon, +6 hit/1d8+2 dmg, 6 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 4/6 remaining
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) d20+15=26 ; d20+17=19 ; d6+8=10 ; d100=79 ; d20+17=22 ; d6+8=14 ; d100=89 ; Tuesday August 30th, 2016 11:12:12 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes) Ki 4/5
Hardly having time to let loose a huge sigh of relieve, Nikolai shifts his attention to the remaining battle. Michael seems to be checking for any more foes in the dark, so Nikolai rushes back to where he hears Trayvin taunting Cybrene.
"Michael, if you get a chance, see what you can do for Tinker," he hollers as he rushes back to help put Cybrene away. He squeezes past Anna and continues past Cybrene to set up a flanking maneuver with Michael.
Move Hasted (speed 70), Acrobatics to Avoid AoO (half speed for 3 squares thereabouts) = 26 Attack Att1 +11 +2 (spells) +2 (Fav Enemy) +2 (Flanked)= 19 dmg 1d6 +5 +1(spells) +2 (FEy)= 10 , 50% miss (low is good) = 79 miss
Ki attack Att1 +11 +2 (spells) +2 (Fav Enemy) +2 (Flanked)= 22 dmg 1d6 +5 +1(spells) +2 (FEy)= 14, , 50% miss (low is good) = 89 miss
DM Warren MAP d20+12=25 ; Wednesday August 31st, 2016 1:14:58 PM
Try as he might, Tinker cannot seem to manifest his will into any semblance of attack. The motes of his awareness swirl around Cybrine, but she mindlessly bats them away without seeming to notice them.
Michael thinks hard about ghosts and tries to find something anchoring her to this plane. All he sees about the cavern are rock formations and dead bodies. And he's never heard of a ghost having a touch that can kill. Perhaps this is a different sort of incorporeal monster that doesn't follow the same rules. If only he knew more about religious lore. She doesn't seem to respond to his question either, being more concerned with the energy slamming into her.
Anna brings her club to bear, trying to bring down her foe with brute strength. a little confused about how many attacks were actually made - will apply the first at least
Pru quickly changes tactics and goes back to the tried and true magic missiles.
Cybrine seems to still be fairly resistant to the wave of holy energy save vs 16 = 25, success, 10 dmg , but the manifestation of Trayvin's God's weapon strikes true and strong.
At first, Nikolai thinks that his kamas pass right through Cybrine - but telltale snags of ectoplasm tell him differently. As the second strike passes through her, there is a slight puff, a rush of wind, and an unwoldly scream as Cybrine dissipates into a mist and disappears altogether.
A tattered scrap of cloth drifts down from where she was hovering to settle gently on the ground - it continues to flutter gently, the only movement remaining in this cold and dark cave, other than the heaving of tired shoulders after the exertion of battle.
Cybrine: Poofed!
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+4=15 ; Wednesday August 31st, 2016 2:14:44 PM
Michael switches gears and goes to check on his fallen friend. He feels for a pulse and then starts first aid procedures on the dwarf.
Come on you crusty ol' battle axe, start breathing. Tinker you can do it. come on man. You've faced a lot worse than this and made it, The gnolls, the will o wisps, Unruck, a little ol' ghost ain't gonna hurt you. Wake up man, c'mon! he pushes the dwarfs chest, gives him breath and works to get the dwarfs heart to beat.
Heal 15.
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) d20+8=17 ; Wednesday August 31st, 2016 10:05:34 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes) Ki 3/5
Nikolai snatches up the scrap of cloth and hands it to Trayvin. "See if you can make anything of this and if it something we need to keep or destroy. Then come and see if you can help Tinker."
He then hurries over to his dear stalwart friend. Had it been he next to the wall he could be the one lying there! He sees Michael trying to get Tinker to breathe. That wasn't a good sign. While Michael continues to work on Tinker, Nikolai checks for pulse, breath, wounds. He didn't see exactly how it happened but he suspects it is some type of ghost touch. He knew that such things can age a person so they just die of old age. But that usually didn't affect those who lived a very long time anyway. He knows he is going to have to change his subject from zombie types to ghost types.
OOC; There's no Heal check DC to verify if one is dead-dead or nearly-dead, or almost-dead, or almost-nearly-dead, but here's a roll anyway:
Heal check (verify life or death): 17
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 d20+18=20 ; d20+18=24 ; d20+12=21 ; d20+8=27 ; Wednesday August 31st, 2016 10:28:04 PM
(OOC: are we in single rounds still or can we do multiple actions?) At one point Anna could have potentially helped Tinker but currently her talents are probably better used investigating other leads.
"Please tell me Tinker is going to be okay?" Anna asks out loud
Anna reaches into her messenger bag of tricks and pulls forth a CL1 scroll of detect magic cleric style. (full round)
If she has time to she attempts to cast it(UMD: 20,24 OOC: 2 more rounds) and study the scrap of cloth that Trayvin is now holding and will report any discoveries to her friends, "Trayvin, let me study the cloth for a bit, you see to Tinker."
(Knowledge[arcana]:21, Spellcraft: 27)
Trayvin AC 21/13 touch Hp 55/59 Wednesday August 31st, 2016 10:29:43 PM
Trayvin stares at the scrap of cloth Nikolai gave him. "That was it? She just poofed?" He looks around, not quite believing she was defeated. He keeps the glowing warhammer hovering nearby, and moves over to Tinker. "Maybe it isn't too late for some healing magic?" Trayvin doesn't say it with much conviction, he knows what that ghastly hand felt like.
Actions: converts a 1st level spell into cure light wounds and casts it upon Tinker.
Active Effects: magic circle against evil(10 foot radius) 69.6 min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 4 rounds remaining prayer, +1 attack, damage, saves and skill checks, 4 rounds remaining shaken, –2 penalty on attack rolls, saving throws, skill checks, and ability checks, 0 rounds remaining-done spiritual weapon, +6 hit/1d8+2 dmg, 5 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless*, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 4/6 remaining
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Wednesday August 31st, 2016 10:56:31 PM
Pru moves anxiously to Tinker's side. "Not waking up?" she asks, stunned. "But he always gets up. Tinker? Tinker!"
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 Thursday September 1st, 2016 8:12:35 AM Take over the breathing Pru...huff..huff 15 and 2...huff...huff... two breaths to...huff...huff... every 15 compressions....huff...hufff...I'm getting ...huff...hufff ....tired one of you get ready....huff....huff... to take over in a bit. Micheal stops talking and places the breath of life into his friend's lifeless body. He then resumes his chest compressions. Tinker!...huff....hufff I know you're hanging around here...huff...hufff... somewhere! ...huff...hufff... quit lazing around and jump back in!...huff...huff...
DM Warren MAP Thursday September 1st, 2016 10:33:12 AM
All other concerns are dropped as Nikolai and Michael attend to the body of their fallen friend. He seems to be dead, his heart not beating, no breath coming from his nose or mouth. Nikolai searches for signs of unnatural aging, but none seem to be present. This must be some other effect. Like a sudden shock stopped his heart.
Trayvin also knows the power of this touch, and when Anna comes to help investigate the fluttering cloth, she notices a streak of white in his hair that was not there before.
Michael continues to do what he can to beat and breath some life into his friend. He is flagging though, lacking strength to continue after the depredations he has suffered, but he cannot stop, and calls to Pru for assistance. She can do little but try to get past the shock of death from one that seemed so untouchable.
Not wanting to crowd the group, Anna turns her skills to where she can be most useful. With the scroll enhancing her sight, she delves into the cloth and its mysteries become clear to her!
Fate Item - Cybrine’s Shroud
This gray tattered funeral shroud has seen better days. When placed over the face of a recently slain body, the shroud can function in one of two ways:
Create Undead (CL12) - by uttering the phrase “Rise and serve your new master” Breath of Life (CL12) - by uttering the phrase “Come back to me. This is not your time” Applying the shroud is a standard action. Uttering the phrases are free actions. The magical abilities of the shroud can be used 1/day.
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 Thursday September 1st, 2016 2:47:49 PM
Anna realizing the power of the shroud runs over to Tinker's fallen form and places it over his face.
"Come back to me.This is not your time." she says while crying.
She bends down and plants a kiss on his enshrouded forehead. She then turns her head to the ceiling and says "My lady Ma'ab and your lover Lord Eberyon if either of you have any way to help my comrade come back to us your servant would greatly appreciate it."
Trayvin AC 21/13 touch Hp 55/59 Thursday September 1st, 2016 8:39:39 PM
Trayvin makes a few prayers to Gargul. The good part, not the evil part. The Gargul that helped seal Cybrine in this place, and was hopefully pleased with her recent defeat.
Actions:
Active Effects: magic circle against evil(10 foot radius) 69.5 min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 3 rounds remaining prayer, +1 attack, damage, saves and skill checks, 3 rounds remaining spiritual weapon, +6 hit/1d8+2 dmg, 4 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless*, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 4/6 remaining
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) Thursday September 1st, 2016 8:54:39 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes) Ki 3/5
Nikolai stands back momentarily and watches Michael work on Tinker using resuscitation techniques he remembers reading about at the academy but never had a chance to use. The poor guy was getting all wore out and no sign of life from Tinker. He was about to take over even though he knew it wouldn't do any good when Anna comes up.
Getting everyone out of the way, she places the cloth left behind when Cybrene was dispatched over Tinker.
"Uhmm.... are you sure that's a good idea?" he says but Anna utters two phrases despite the tears rolling down her cheeks.
He turns to Trayvin, "Trayvin. What's all this about? What was on that cloth? Ghost Cloth can't do anything good can it?"
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 Thursday September 1st, 2016 10:05:20 PM
Michaels Arms are shaking and his back is on fire from throwing himself against the big dwarf, when he is pushed back, he collapses and watches to see what happens, his breaths coming in gasps.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Thursday September 1st, 2016 10:10:21 PM
At Michael's request, Pru had moved up to Tinker's head and was about to start trying to breathe for him when Anna dropped some kind of cloth over his face. Pru frowns at the cloth, puzzled. "Um...what's that for?" she asks.
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP DEAD "Tinker" (SteveK) Friday September 2nd, 2016 10:44:06 AM
Tinker feels as if he is being pulled in two different directions; the shadowy figures in what he can still see as a cavern, and the irrisistable red threads trickling towards infinity.
He has no idea which pull will prove the stronger...
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 Friday September 2nd, 2016 1:10:08 PM
Anna hearing her friends questions says to them, "The shroud is magic, it can potentially save a life or create an undead minion once per day. I am trying to do the former, not sure if I am too late, hence begging my Lady for assistance."
DM Warren MAP Friday September 2nd, 2016 6:35:43 PM
The Agents pray, to whichever Gods they each worship, and some that they don't. It shouldn't work. It isn't working. It is working?
Against all better judgment, the spell that shouldn't work seems to be working! Maybe it had been long enough in Cybrine's presence that it is slightly attuned. Maybe the Gods are smiling. Maybe the Gods have no idea what's going on in this corner of the world at this moment. But none of that matters.
The motes that make up Tinker's consciousness begin to coalesce, where before they had begun to dissipate. There is a rush that seems just the opposite of Cybrine's departure, and all at once, breath that had been held rushes out of Tinker's mouth as his heart tries to catch up to the beats that it had missed.
Whatever power granted this favour, it is unlikely that it will smile on them again anytime soon.
Trayvin AC 21/13 touch Hp 55/59 Friday September 2nd, 2016 7:04:49 PM
"Well Nikolai, it seems 'good' enough to me. The magic from the shroud worked. What's worrisome is that means the other magic on the shroud likely works as well. Welcome back Tinker." Trayvin absentmindedly rubs a hand through his hair.
[b/Active Effects:[/b] magic circle against evil(10 foot radius) 69.4 min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 2 rounds remaining prayer, +1 attack, damage, saves and skill checks, 2 rounds remaining spiritual weapon, +6 hit/1d8+2 dmg, 3 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless*, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 4/6 remaining
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) Friday September 2nd, 2016 9:36:02 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes) Ki 3/5
Nikolai's experience with these kinds of matters is very limited to say the least, but being around his father and his friends, he had heard many a strange story, of Life, and Death, and strange things in between.
"The reverse effect is far more understandable than bringing back the dead to Life. It is clear she used it quite often," pointing to the burned undead minions. "It could very well be that the original intent of the shroud was to bring Cybrine back to Life in a more lasting physical form but something went wrong and it killed her instead. Her evilness and hate, though, kept her here, this shroud being her focus. It could be that while this shroud exists, she is still tied to this world and even though her spirit is gone, it is only temporary, her shroud bringing her back in due time. How long? Who knows? Do we risk hanging on to it and wake up with her return? I doubt there will be any warning when she is about to return, it will be just as sudden as when she left.
Hmm... a permanent Protection from Evil spell on it?"/b] he muses.
NIkolai is glad for that mental diversion from Tinker's return. It allowed him to let his emotions flow through him without the danger of them showing. Now with them under control, he allows himself to show his relief.
[b]"Tinker! Can you hear me? Focus on my finger. Follow my finger. Don't say anything, just blink and nod and follow my finger." Nikolai holds out his index finger and moves it back and forth slowly and watches Tinker's eyes.
"At least he's breathing. Undead don't breath,' he sighs with relief.
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+13=27 ; Saturday September 3rd, 2016 1:37:16 AM
a weak yeehaw! escapes Michaels lips when Tinker coughs. good to have you back bro. Was he really dead? did my fingers just not find the pulse? who knows...all is right with the world. Michael rouses himself with a groan and begins the task of starting to catalog the caves riches and info, there was rumor that gold was in this cave...He means to find it! also looking for secret doors and such.
perception 27
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP DEAD "Tinker" (SteveK) Saturday September 3rd, 2016 11:34:21 AM
Tinker takes a breath and his eyes fly open, his heart beating fast and adrenaline in his veins. His arms flies up in a motion like he is still wielding his urgrosh for a massive overused blow. "Cybrine, a mere touch won't stop me from cleaving you in two!"
"Wait. What? Why am I on the... Oh."
Tinker returns, slowly, to his quiet and stoic self. "I'm fine now. I'm good. Haven't been turned into a dwarf vampire who will betray everyone at the most I opportune time." He says with a crooked smile.
"OK, what's next?"
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Saturday September 3rd, 2016 12:35:04 PM
Pru lets out a breath she doesn't realize she's been holding. "Tinker, I'm glad you're all right," she says.
Obviously, she thinks, he didn't die and get brought back to life by a little scrap of cloth! That's absurd! And Lord Gargul would never allow such a thing! No, he was knocked out, and badly injured, but Lord Alemi saw fit to heal him.
But she doesn't see the need to argue the point with her Fist-mates. Tinker is all right, and that's all that counts.
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 Sunday September 4th, 2016 5:01:20 PM
"Thank you my lady and your consort." Anna says as she retrieves the shroud from Tinker's face.
"Good to have you back, Tinker." Anna says as she holds out a hand and helps the dwarf to his feet.
"Trayvin, Cybrine's touch seems to have given you a streak of white hair." Anna points out.
"I don't know what to do with the shroud. I also don't know if it can be destroyed seeing that it is a legacy item and the way I understand legacy items they are very hard to lose. Anyway to save someone say, Come back to me. This is not your time and to create an undead minion say, Rise and serve your new master. I could try to use detect evil on the shroud to figure out if the shroud is evil if you want, Nikolai."
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) Monday September 5th, 2016 9:29:57 PM "No harm in seeing if it radiates evil. If it does, then we can let our commander decide what to do with it. If it doesn't, we keep it. I don't think the Mailed Fist's reputation can benefit if word gets out that we cart around an evil item."
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Monday September 5th, 2016 10:13:38 PM
Pru frowns at the cloth. "I think, even if it doesn't detect as evil, we should consult a priest of Gargul on the matter," she says. "We don't want to anger the gods."
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 d20+18=20 ; d20+18=30 ; Monday September 5th, 2016 11:33:53 PM
Anna pulls a CL 1 cleric scroll of detect evil from the magic bag then takes 12 more seconds to activate the scroll having failed the first attempt. She then focuses on the shroud trying to figure out if the shroud is evil.
DM Warren MAP Tuesday September 6th, 2016 12:42:56 PM
Michael has no luck finding anything hidden here. All that's left is the remains of the undead, antipaladins, and their equipment.
Everyone is convinced that Tinker's brush with death was only that, and the magic of the shroud just kept him from passing over. Tinker pops up, readu to fight, but settles quickly when he sees everything has been dispatched. He feels a slight shiver that he had not noticed before. Is the cave colder now? The goosebumps on his arms would seem to indicate it is, but no one else seems to feel it.
The shroud doesn't register as being inherently evil. It has some power to prevent death and some to create it. It is neutral at best. Still, a priest would know for sure.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Tuesday September 6th, 2016 4:42:59 PM
"I vote we get out of this cave," Pru says.
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP 91 / 91 "Tinker" (SteveK) Tuesday September 6th, 2016 5:27:11 PM
Tinker doesn't talk, shivers a bit, and quickly nods at Prudence's suggestion, even starting back towards the boats. The dwarf is more than ready to get out of the cave!
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 Tuesday September 6th, 2016 7:12:55 PM
"Good news, the shroud doesn't appear to be inherently evil but we might want a cleric to check it out just to make sure. Also shouldn't we check the rest of the left-over gear for valuables before we get out of here? Lastly do we need to come back and do something about the door that they smashed in? Granted we defeated Cybrine but could some other person seek to use what is here for ill?" Anna asks
Trayvin AC 21/13 touch Hp 55/59 Tuesday September 6th, 2016 9:05:56 PM
"Anna, I'm not sure what else is actually here," Trayvin says while unsuccessfully trying to look at his own hair. "The cave seems pretty empty. I think we need to figure out if Cybrine is actually defeated, and if not, what do we need to do to renew the Seal."
"The shroud seems important. A priest of Gargul would probably be able to give us the most information on it."
Active Effects: magic circle against evil(10 foot radius) 69.2 min remaining Haste from Prudence. +1 AC, reflex, to hit, +20 foot move, 0 rounds remaining -expired prayer, +1 attack, damage, saves and skill checks, 0 rounds remaining prayer is expired spiritual weapon, +6 hit/1d8+2 dmg, 1 rounds remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless*, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 4/6 remaining
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) d20+13=28 ; Tuesday September 6th, 2016 11:05:20 PM
Active Spells: Mage Armor, Haste (+1 AC/Att/Ref, +30ft move, extra att on Full Att), Prayer (+1 att/dmg/saves/skills, -1 same for foes) Ki 3/5
It is good news that the shroud does not radiate evil. "My guess is the shroud is impartial to who uses it. The 'Evil' or 'Good' is in who uses it. To bring someone back as an Undead, one usually must kill, or murder, in this case."
He looks around for a moment then add, "I trust Michael's instincts. If he says he finds nothing else, then there probably isn't. Let's gather up the gear of those sailors and get out of here. Tinker can try to patch the gate, but as far as sealing it again, we can leave that up to the villagers. They are the ones actually in charge of guarding this place anyway."
As he helps gather up the gear from the anti-paladins, he muses out loud, "Let's not forget that chain either. We'll need to leave it with the villagers. It was probably stolen from them in the first place. I suggest we stay in the village a week at least, help them rebuild, and see if there is any sign of Cybrene's return."
Once all the anti-paladins' gear is gathered, they'll say good by to the cave and head back to the boats.
"Michael, care to scout ahead a little? No point in inviting any surprises."
Perception +13 = 28
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+13=31 ; Wednesday September 7th, 2016 12:53:07 PM
Michael nods and moves off. He's still bugged about the lack of treasure in this room....the tales told of it being a pirates hiding spot for their ill-gotten wealth. Lets spend a bit more time here. We prolly need to do something with all these undead, make sure they don't come back again. also, I'd like for Tinker or somebody with a bit different take on things look around. Maybe the brigands hauled all the gold out of here...but there was treasure here at one time and I'd sure like to know what happened to it.
while saying this he begins to move down the tunnel to the boats. alert for side passages, hiding brigands and any other interesting things that may need to be known. Maybe scratches on the floor where chests of riches were drug out?
perception 31
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+13=31 ; Wednesday September 7th, 2016 12:53:07 PM
Michael nods and moves off. He's still bugged about the lack of treasure in this room....the tales told of it being a pirates hiding spot for their ill-gotten wealth. Lets spend a bit more time here. We prolly need to do something with all these undead, make sure they don't come back again. also, I'd like for Tinker or somebody with a bit different take on things look around. Maybe the brigands hauled all the gold out of here...but there was treasure here at one time and I'd sure like to know what happened to it.
while saying this he begins to move down the tunnel to the boats. alert for side passages, hiding brigands and any other interesting things that may need to be known. Maybe scratches on the floor where chests of riches were drug out?
perception 31
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP 91 / 91 "Tinker" (SteveK) d20+13=25 ; Wednesday September 7th, 2016 7:49:38 PM
Tinker casts Taurs Try to get just a little extra help, and looks about to give a second set of eyes to finding treasure. Then he follows the group out.
Perception. 25
Trayvin AC 21/13 touch Hp 55/59 Wednesday September 7th, 2016 9:32:58 PM
"The treasure could have been a story invented to lure in enough victims to power Cybrine's 'undeath'. It's worth a look, but I won't hold out much hope of a huge treasure hoard here."
"I agree it would be a good idea to stay in the town a bit, and make sure things settle down for the people here. I have to disagree with Nikolai on one point though. Raising undead is always an evil act, no matter the intentions of the one doing it."
Active Effects: magic circle against evil(10 foot radius) 69.1 min remaining
Spells: 0th- Create Water, Detect Poison, Purify Food and Drink, Stabilize 1st- Bless*, Comprehend Languages, Divine Favor, Protection from Evil, Shield of Faith(d) 2nd- Bull’s Strength*, Restoration- Lesser*, Resist Energy, Spiritual Weapon*, Bless Weapon(d) 3rd- Prayer*, Magic Circle Against Evil*, Searing Light(d) * = used spells channel energy 4/6 remaining
Anna Morphling (Hugh C) -- AC 27/16/21; vs AOO: 31/20/21 - HP 49+14/49+14 -- CMD 16 d20+7=13 ; Wednesday September 7th, 2016 11:33:48 PM
Anna attempts to help Michael search (13 vs DC 10 to aid another so Michael's roll is now 33) hoping that they can suss out some treasure.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Thursday September 8th, 2016 12:19:56 AM
Pru, as usual, helps by staying out of the way.
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) d20+13=14 ; Thursday September 8th, 2016 12:56:22 AM
Nikolai searches too. Might as well. We aren't going anywhere until we are all satisfied there's nothing left. Perception +13 = 14
"of course, there's those veins of ore in the stone we noticed coming in. We could put our names down for a Finder's Fee...."
DM Warren MAP Thursday September 8th, 2016 11:01:41 AM
DM ooc: sorry, crazy day yesterday - will be back with a substantive post after my interview this morning.
Trayvin AC 21/13 touch Hp 55/59 Thursday September 8th, 2016 9:17:50 PM
"It's not a bad idea Nikolai, but the place will probably need to be cleansed with consecrate spells first."
DM Warren MAP Thursday September 8th, 2016 9:31:19 PM
While Nikolai bundles up all the gear, Michael and Tinker scout around for anything that might have been missed. Despite all his searching though, there is nothing he can find. Maybe it's for the best, as they will have their hands full carting out all the weaponry!
They find nothing waiting for them on the way to the boats either, it seems that whatever was sealing Cybrine into her prison was destroyed, and without her around, there is nothing more to be dangerous or valuable here. Trayvin thinks it may all have been a hoax anyway, to draw in treasure hunters that would be added to Cybrine's army.
Maybe they could come back and chip out the ores from the cave to sell. Seems like a lot of work though, and they are quite tired.
The village is quiet when the heroes return, though some activity can be heard in the boathouse. No one comes to greet them as their boats quietly brush up against the shore and are hauled out of the water.
7,000 exp each
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) Thursday September 8th, 2016 9:39:05 PM "Perhaps if the village were to hire the Mailed Fist to server as security for the place, the Mailed Fist would offer to cleanse this place for free."
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP 91 / 91 "Tinker" (SteveK) d20+12=14 d20+13=32 Thursday September 8th, 2016 9:54:48 PM
Tinker nods at Trayvin, the half-Orc is wise. "Great, nothing else here. Let's grab the weapons and leave!"
The dwarf puts action to words and collects a handful to bring back into a bandit boat, having no intention to stay a minute more than necessary!
At the beach, he spreads out with Michael in a quick recon, as unobtrusive as a zephyr.
Perception 14 Stealth 32
Shane P Michael Wittman AC22, T18, FF16 (ucdodge) HP48/60 Me+11(7)10 for TW, R+11, CMB+10, CMD+21 d20+13=33 ; Thursday September 8th, 2016 9:59:34 PM Prolly too poor to afford us. Unless they are the ones who have the gold and are just hoarding it for a rainy day. Of course, we could provide services for them, at a commensurate reduction of the Danegeld we owe them. Hang on a minute, this place is quiet...too quiet...my murder sense is tingling..let me and Tinker check this place out real quick.
Michael moves first off the boat and begins to check for an ambush and where the villagers are.
perception 33.
Anna Morphling[deinonychus] (Hugh C) -- AC 15/13/12 vs AOO: 19/17/16- HP 49/49 -- CMD 15 d20+2=5 ; d20+7=15 ; Thursday September 8th, 2016 10:23:42 PM
(OOC: how much time has elapsed? Trying to figure out if Anna still has darkvision)
Anna Morphs into a deinonychus using her morphamancy she figures the combination of its speed and enhanced senses will allow her to detect anything odd.
She joins Tinker and Michael in scouting things out but isn't quite as silent as she had hoped her large sickle like claws clacking on the ground.
(Stealth: 5, Perception 15)
Active effects: darkvision : 3 hours 30 minutes - ??? beast shape I : 4 minutes form of deinonychus +2 size bonus to Strength, +2 natural armor bonus 60 foot base speed, low light vision, scent, 2 talons +8 (1d8+3), bite +8(1d6+3), 2 foreclaws +3(1d4+1)
Nikolai (JonathanT) AC 23 Tch 22 Ffted 19 HP 43/53 CMD 27/29(Grapple) Friday September 9th, 2016 12:03:16 AM
OOC: by my calculations, the xps but Nikolai over 51k and into the next level. Does that compute with everyone else?
IC: At first Nikolai is not surprised that no one is there to greet them on the beach. "They are probably all working hard putting things back together," he says, but he's not one to blow off his friends' apprehensiveness.
He wished Anna had turned into a porpoise or some other water creature so she could get into the boat house at the seaward side and peek inside, but, oh well.
He chooses to stay with Trayvin and Pru and unload the boat.
Prudence Gundle [Haste; Mage Armor] [AC 20; HP 58/58] Friday September 9th, 2016 1:06:12 PM
"They probably are busy, but they really should have posted a lookout," Pru says. "There may still be bad guys wandering around out there."
She calls out, "Hi! We're back!"
DM Warren Friday September 9th, 2016 5:01:22 PM
Nikolai speaks of cleansing and benefits of Fist employment. Consecration is well and good, but there was no sense of evil around the area that would suggest it had been desecrated in the first place. No evil now that Cybrine and the other undead are gone, that is.
Michael, Tinker, and Anna employ their senses to find if anything is amiss around the village of Cove, but nothing jumps out at them. Good thing too, as Anna is somehow quite noisy on the beach, finding every stray seashell to crunch down instead of the nice soft sand that Michael and Tinker have found.
Pru strolls into town, all smiles and charm and announces that they have returned. It seems too short a time to have handled the problem, but that's the sort of efficiency that you get with the Mailed Fist! A few faces peek out of windows and see them, and one goes off to find the Malister. In short order, he comes down to the beach to greet the Agents and discover how their mission went. You all look whole for the most part. I take it your mission was a success?
Trayvin AC 21/13 touch Hp 55/59 Friday September 9th, 2016 9:31:36 PM
"We believe so Malister. There was a malignant spirit in those caves, and it looks as though the bandits had been lured in by Cybrine in order to start an army of the dead. We were able to defeat her and the undead minions. Of the bandits, nothing remains. We have discussed the possibility of remaining in the town for a short time, to make sure nothing of her evil presence remains."
AC 24 T 18 F 18 CMD 23 27vBull Rush or Trip; HP 91 / 91 "Tinker" (SteveK) Friday September 9th, 2016 10:38:18 PM
Tinker is not any good with words, but he's pretty good at standing and looking efficient.