DM James: Later that week. d100=83 ; d6=2 ; d6=2 ; Tuesday July 19th, 2022 11:27:05 AM
Snark went into the woods for a bit while Benni visited the WLA office once more. It was amazing how disorganized Akoka was even when she had help getting her area sorted. Again the WLA chapter stall looked to have exploded in papers, buttons, and assorted items. All Akoka could do was shrug when Benni entered and saw her sitting in the floor with her head in her hands.
"Jack killed my replacement. We were getting everything ready to transfer administration and he stepped out for a moment. I haven't seen him since. The sheriff says they found him floating in the water down by the dock."
Snark is greeted warmly by the druid. Apparently tales of the heroes activities are known to him. He's especially grateful for the work done in the spirit swamp, though he himself avoids the place. Too much Espiravrona, he says without going into any detail or offering up any if questioned. The druid does mention he's looking for a living whiteoak branch that's fallen free on its own. Not a cutting or an accident. An actual branch that's somehow fallen free of the tree. "Terribly difficult to find such a thing." the druid confides to Snark. "Trees rarely just drop a limb of their own accord."
Kristoph spends time with the blacksmith, but vanishes at night to return the next morning with bloodied knuckles. Highlight to display spoiler: {Heartseeded keep showing up and he keeps killing them. He's starting to wonder if he's being followed.}
Gore Thum found the roof of the Inn and sat upon it during the evening rains as he looked for Waldo. After a night or two he spotted the ragamuffin drag-walking from the Abbey as he approached the open town gates. The sight was disturbing however.
Gore Thum Will Save DC 15 Highlight to display spoiler: {Failure causes an uncertainty in you and you must roll all d20 checks twice and take the lowest roll for the next 24 hours. You notice however that the feeling of anxiety passes after you've rested for the night, but he'll need to make a DC 10 climb check(roll twice, lowest result) to get back inside or fall taking 2 hp damage as he comes back in through the window.}
So the morning of the fourth day the towns mood while somber seemed to have picked up. The priests and morticians had been busy, but their tasks were complete. The dead were once more settled and resting peacefully...those that weren't still roaming harmlessly about that is.
So the Abbey awaited them or they could venture elsewhere as the mood struck them after they'd dined that morning. While they ate a small chest arrived from the harbormaster. In it was the gold from the sale of the Ghost. The sailors said their farewells once it was delivered and returned to the docks.
Treasure: Small Chest, 4,500 gp.
AC 20 T15 F15| HP 31/31 Cory .(JD) Tuesday July 19th, 2022 12:30:51 PM
Cory spent the down time resting up and stocking back up on arrows.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Tuesday July 19th, 2022 6:00:43 PM
Snark is happy to find this druid.
"Good sir, I have heard tales that there are some wizards that use the arcane arts for the protection of the forests. I have been studying to be worthy of such practice, but I've come across a stumbling block. It seems that when I am ready, I must seek out a Greenmage teacher who can help me spend 24 hours in the forest in the form of a tree. Is this something you could help me with? If not, do you know anyone that can?
"Is there a way I can help you find your tree branch?
"Also, my friends and I plan to venture into the Abbey. We have found a key that may unlock the stables there. Do you know what we may find in that place?"
Snark will work with whatever agreements or conditions this druid may feel are necessary, though he is not yet of a level to become a Greenmage (starting at level 6). Once he is done discussing this with the druid, he will return to his friends to face what awaits us at the Abbey.
Kristoph and Blu are at the smithy by 04.30 am each morning, as part of his journeyman training. The blue-fire-cat thrills at starting the forge and Kristoph uses the time to practise his latest lesson.
First he mimics, then trims, adjusts and refines his movements till they become efficient and economical until he can push out horseshoes like a machine (or whatever his latest lesson is). Perfectly committing the art to memory muscle, he pushes through the burn to a spiritual zenith intersection where he venerates Vé-Eldfjöll whilst perfecting a skill and having a killer workout.
As there has been a lot of investigative work recently (and no doubt more will arise) he works hard and by the time he finishes - has probably done an honest day's work. Riding the after exercise glow he freshens up and checks in with the watch.
Kristoph worked for years in a watch and so is used to the system, quickly establishing the minor differences. He aims to just be a deputy on call when weird stuff happens, but will of course help out however.
Every evening he disappears into the seedier part of town, his face becoming more gaunt as the days pass, then again he has been quiet lately...
Isaac Harker (Justin M) HP 31/40 AC16/ T9 / FF 18 d20+2=15 ; d20+4=8 ; Tuesday July 19th, 2022 11:57:22 PM
Isaac over the past few days had helped the sheriff but it was not very productive . He stayed with the new recruits helping them out when he could. As he was getting ready to leave and head to the church the sailor with the chest caught his eye. With the news that they had finally sold the ship he smiled things were looking up.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Wednesday July 20th, 2022 4:21:38 AM
Onesimos shakes his head in good-natured resignation and once again assists in the cleaning of the shop and paperwork. Akoka really needs a clerk!
The elf thanks the sailor; and through him, the Harbormaster; and dutifully parcels out 750 gold each for Cory, Isaac, Kristoph, Teddy, Snark, and himself. (Ooc added to PC sheet)
The team gathered from their recent individual excursions, He assesses their readiness and then leads the team in the morning to the Abbey. No sense in going at dusk, right?
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20=2 ; d20+8=14 ; d20+8=14 ; Wednesday July 20th, 2022 8:00:37 AM
Gore'Thum finds the human strangely disquieting (will 2). If others are affected the same then no wonder people think him cursed. With a shrug he climbs down easily (14 14) and goes to bed, sleeping in to get a full nights rest. He'll drag Teddy along to join the others at the abby once he's rested up.
DM James: The Carriage House Map Wednesday July 20th, 2022 8:58:50 AM
Snark ______
"If there is a Greenmage, he'll be in Hook City." the old druid responded. "As for my branch, perhaps if you can convince the Greenmage to make you a white oak you'll kindly drop a branch for me? Shouldn't cost more than a finger, perhaps an arm or leg?" he finished with a laugh.
"The Abby? Well, that was where the Chaos Bell was rung. Some say the ringing of the bell fractured the barrier between what is here and what is Fey. If Fey are involved however, it is the dark sort and I'd advise any sane person to stay clear. You friend gnome seem to have a crazy glint in your eye, so to you I say strengthen your mind as you enter if indeed you can enter. Getting close to the Abbey requires a strength of will uncommon in an average person."
Kristoph and Issac _______
Kristoph's trade in horseshoes goes well and Big John gets a little jealous as the man typically lights the forge each morning. Sheriff Whip is happy to allow Kristoph and Issac an honorary position on the his force, though his men are separate from the militia that man the walls and the gates. The two learn that these militiamen have been there the whole time, but are dressed in plain clothes most of the time and don't carry weapons. It's only when they show up with Whip and is introduced to Captain Churchyard that they learn of them. They are told that the militia isn't a secret, it's just that it is rarely needed, so when the members do go about it's easy to mistake them for strolling townsfolk.
Benni sorted out the gold and gave each their share and suggested they approach the Abbey the next morning.
Gore Thum arrives late, but has a bright glint in his eyes and spring in his step.
******
It didn't matter what time of day you approached the Abbey, it seemed that it was always dark when you arrived. The same happened this time as well. Clouds in the sky grew darker and the sun seemed to fade the closer they came to the old stacked stone wall that marked the boundary of the old Abbey yard. At the same time that feeling of unease gripped each of them as well, except Issac who'd somehow found within him the ability to resist the feeling.
Moving past the wall required the bravest of souls as each stepped through gaps in the low wall or stepped over it. Rounding the building they saw the carriage house doors fifty feet away.
Will Save DC 15 - Fear (Save or be Shaken)
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+8=24 Wednesday July 20th, 2022 1:02:06 PM
The little gnome is gives the druid a puzzled look when he mentions Hook City. "Huh, I would not have guessed to look for a Greenmage in a big city. I'm much obliged for the info though. I'm glad to have met you though and look forward to getting more specific info about that Greenmage when the time comes.
"And thanks for the info about the Abbey. I'll pass that along to my friends."
On his return, Snark is surprised to have the cleric handing out money since the rest of the loot hasn't been dealt with. He thanks the cleric for his efforts though and pockets the funds.
Now, having been warned by the Druid, Snark passes along the warning above. Having been in here before, Snark knows where the barrier is, and he makes sure to cast Resistance on all the party members to bolster their resolve as we enter the fey-tinged place. It will take him 6 rounds to get everyone ready to go in.
(Will save 24).
For All - Resistance gives you a +1 resistance bonus on saves for one minute.
(Also, I suspect that being within 10' of the paladin will give us an additional +4 morale bonus on this fear save.)
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 25/31 - Blusinda: AC:16 | HP:21/21 d20+10=24 ; d20+2=19 ; Wednesday July 20th, 2022 5:44:39 PM
Kristoph remains calm (Will:24) .. Also knowing where the barrier is he casts resistance in Blu (who also passes - will:19).
Isaac Harker (Justin M) HP 31/40 AC16/ T9 / FF 18 Wednesday July 20th, 2022 7:24:41 PM
Isaac asks if Whip "Do the the militia that man the walls and the gates carry concealed weapons or just keep weapons in storage until emergency?"
Isaac looks up at the Abby feeling the the fearful aura it exudes despite it not affecting him. He draws his sword and walks forward to the Abby " Hey before we go to the stables let's make sure that small building we cleared out is still clear for us to rest in. "
OoC: Remember Isaac gives a +4 to everyone that is 10 feet from of him.
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20+11=19 ; d20+5=17 ; Thursday July 21st, 2022 8:24:06 AM
With the support of their allies neither Teddy nor Gore'Thum are affected by the unnatural terror (will 19 and 17). Teddy still hates the place and is affected by more everyday nerves. "I hope we don't find more zombie things..." he says shivering.
DM James: The Carriage House Map Thursday July 21st, 2022 10:56:29 AM
DM James: Backing up a bit since there was some backposting.
Issac _____ "The militia is mostly voluntary and they form a watch of sorts. If the member has a weapon he can choose to carry it, but most just take turns covering routes throughout the day. We have a couple of armed guards standing by, but they are only called out if something happens. An emergency as you said. Captain Churchyard, Hunter to his friends, manages the roster. Whip leaned it as if he was saying something confidential. After the events with Jack and the lack of deputies I think Captain Churchyard and his militia will be taking on a more active role. I saw him talking to the mayor yesterday."
The Abbey _________
Rounding the back of the Abbey the heroes stopped to check out the smaller building they'd cleared out. Aside from the trash left by the rats the place was still empty and as they left it. There was no sign of activity around the rat hole in the floor either.
Once they were satisfied about that place they moved up to the doors of the carriage house. None of them had been that close before and the aura of fear closed in on them once more. Most were able to remain clam, but Gore Thum was looking a little anxious. He was steady, but it might take an effort to actually go through those doors. Everyone else was holding the feeling of doom at bay for the present.
Approaching the Carriage House you can see an open area with shrubs and trees growing in the northwest corner next to the manor wall. South of those the Carriage House doors can be seen, wide enough to accomodate a horse drawn carriage and made of iron. Several feet to the south of the carriage house entrance is a forge, open at the sides with a covered top to keep rain and snow off the blacksmith as he works. The forge is presently cold.
The carriage house doors were twenty feet wide and made of a wrought iron gate on the outside with an iron bound wooden interior door. It looked as if all four doors opened outwardly. The wrought iron gate was unlocked and fancy with elaborate iron work shaped into sweeping swirls and embellishments with iron plaques welded in place that identified a few noble families from history. Which ones were unimportant as the lines had all expired long before the migration. The iron bound door was in good shape and had a lock at the center near where the two doors met that looked large and clunky with a matching symbol on it that was on the key they held.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) d20+8=12 ; Thursday July 21st, 2022 1:32:11 PM
Onesimos is more nervous than normal, and becomes Shaken when venturing past the Abbey walls. Knowing it is a magical condition doesn’t help, but the ability Flower has bestowed upon him does. As Benni puts his hands over his own heart, he banishes the symptoms, if not the feeling.
Before venturing to the Carriage House, Benni thinks Isaac has a great idea, and leads the team to check out the outhouse and storage shed to ensure nothing has re-occupied those dwellings.
….. Calming Touch 1 of 6. Removes Fatigued, Shaken, and Sickened conditions.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+8=12 ; d10=10 ; d20+8=11 ; d20+8=19 ; d20+15=21 ; d20+15=30 ; d20+15=30 ; Thursday July 21st, 2022 1:44:32 PM "So, what are the chances that thing is trapped. I'll see if there's anything magic, but that won't tell if there's a mundane trap. I don't hear nothing from here - I wonder if there's critters inside."
Snark will cast Detect Magic and scan the area including the doors. (Knowledge Arcana rolls: 12, 11, 19. Spellcraft rolls: 21, 30, 30.)
---------------------------- Detect Magic - 1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Isaac Harker (Justin M) HP 40/40 AC21/ T12 / FF 19 Thursday July 21st, 2022 10:10:01 PM
Isaac speaks up at Snarks words "Their shouldn't be any trap unless whatever is haunting this place added one. Besides how many trapped barns trigger the trap with the correct key?" Isaac makes sure all of his stuff is in proper order and braces for anything that might come out of the carriage house
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 31/31 - Blusinda: AC:16 | HP:21/21 d20+8=9 ; Friday July 22nd, 2022 4:28:10 AM
Kristoph doesn't notice much (Perception:9)
DM James: The Carriage House Map Friday July 22nd, 2022 8:43:33 AM Benni looked anxious, but made the sign of his god and seemed to calm considerably. Snark cast detect magic on the carriage house entrance. Issac reminded everyone that unless something new entered the outbuilding there shouldn't be any traps since the last time they were here. He also didn't think a proper key would trigger a trap. Kristoph was ready, but didn't see anything unusual.
Facing the building they could see a tower to the left rising up at the rear of the building. By the looks of it, it was a bell tower though they couldn't see a bell from the ground. Windows dotted the structure to the right on the second floor but the inside was dark and curtains obscured any views of the inside rooms and corridors. That left the entrance in front of them as Snark made the signs with his hands and spoke the words to reveal the magic to his eyes.
Snark Highlight to display spoiler: { Immediately you see the entire area is awash in magic of a transformative nature, though it's too weak to be focused on any one object. After a few moments Snark discerns that the fear they are feeling comes from this aura and that it emanates from within the Abbey. Perhaps if you delve deep enough into the structure you'll be able to banish the aura, but fromt here you don't think it likely. The door and gate seems unaffected by any magic, though you also suspect the same aura that he's detected also reinforces the structure and may even repair any damage to it.}
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Friday July 22nd, 2022 12:44:07 PM
Onesimos waits for Snark’s assessment before producing the key. He looks at the others and gives almost a boyish shrug before trying the key in the Carriage House lock. If it works, also opens the door.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Friday July 22nd, 2022 1:23:54 PM "Whoa! This whole place is magic. That fear thing seems to be coming from inside the abbey somewhere. Seems like those whole abbey has some sorta self-repairing magic on it too.
"The door and the gate here don't seem magickly protected though. I think it's safe to open them.
"Seems like bad thing come outta doors around here, so let's start off by making Isaac big."
Snark uses his wand to cast Enlarge on Isaac.
(I'm a little confused about where we are on the map and where the carriage house door/gate is. I thought the carriage house was connected to the abbey. Is it that free standing block in front of where our characters are?)
---------------------------- Enlarge Person - This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size. "
DM James: I labeled the Carriage House
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Friday July 22nd, 2022 6:20:39 PM
Thanks James!
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 Friday July 22nd, 2022 9:55:28 PM
As Isaac grows big he asks Snark and the others at the others "I'll be able to get inside right?" Isaac readies himself for any sort of fight.
AC 20 T15 F15| HP 31/31 Cory .(JD) d20+3=14 ; Friday July 22nd, 2022 11:51:26 PM
Cory did not like the Abbey, not one little bit. It took bit before he got herself together to go with the others.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Saturday July 23rd, 2022 2:21:49 AM
Benni also gives Cory the Calming Touch of Flower, removing her Shaken condition.
…….. Calming Touch. 2 of 6
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 Saturday July 23rd, 2022 4:05:51 AM
Teddy looks about nervously. "Every time we come here something jumps out and attacks us. Can we do anything to help against whatever rushes out of there?" he suggests.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Saturday July 23rd, 2022 4:35:50 AM
Benni also gives Cory the Calming Touch of Flower, removing her Shaken condition.
…….. Calming Touch. 2 of 6
AC 20 T15 F15| HP 31/31 Cory .(JD) Saturday July 23rd, 2022 11:10:32 PM
"Thanks, man," Cory says to Bennie. "I'm not usually this big a wimp."
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 Sunday July 24th, 2022 5:23:48 PM
Gore'Thum will prepare an action to attack anything that rushes out at him.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 31/31 - Blusinda: AC:16 | HP:21/21 Monday July 25th, 2022 6:51:01 AM
Kristoph rolls his sleeves up. "Let's do this"! He says gritting his teeth.
DM James: The Carriage House Map Monday July 25th, 2022 9:07:24 AM
Benni turned the key and echoing sounds of tumblers unlocking in the walls reached their ears. He then gripped the gate and pulled it open as the iron gate squealed loudly for years of disuse. The sounds from all this seemed to break through the dead silence of the area to those already on edge from the aura of fear that threatened to pull them into its clutches once more.
With the gate open Benni grabbed the handle on the large door and pulled. From within a cool breeze swept outside as well as the smell of moldy death. Inside the faint light from a flickering lamp hung on the wall illuminated a large area to you right. An open area beyond the carriage house was lit from above by sun light. Light that wasn't outside with you now.
You enter the Carriage House and see several horse stalls, a carriage stall, and an assortment of old equipment. Cabinets and drawers line the walls as well as hooks with various tack and carriage accessories. From the stable to the right you can hear the whinny and snort of a horse. In the carriage stall nearest the door is a black velvet lined carriage with gold filigree and drawn curtains behind long glass windows.
Perception DC 15 Highlight to display spoiler: {A ghostly looking horse with red glowing eyes stares at you from the abyss shaking you to your very soul. The horse rushes through you and out the door. Will Save DC 16 or be shaken. }
Perception DC 20 Highlight to display spoiler: {The carriage is a hearse with a coffin inside.}
DM James: For the purposes of the players safety, the red doors cannot be opened normally and require a special key.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) d20+5=20 ; d20+7=11 ; Monday July 25th, 2022 4:31:00 PM
Surprisingly, Onesimos clearly sees what is in the carriage house, but doesn’t have a chance to report what he saw before he is chilled to the core!
….. Perception 20 Will 11
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+12=23 ; d20+11=26 ; Monday July 25th, 2022 6:05:02 PM
(Perception 12, Will save 26)
Snark's eyes go wide as he sees the ghostly horse rush out past him. He's glad he's within 10' of the paladin and so stands a better chance of resisting the fear effect.
"Whoa - did you guys see that? Some evil spirit horse just rushed out past us! And that carriage looks to be a hearse. We better be ready for undead in here."
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20+3=4 ; d20+3=21 ; d20+6=14 ; Tuesday July 26th, 2022 7:21:21 AM
Gore'Thum has a prepared action to attack but doesn't see the thing in time to actually do so (perception 3). Teddy sees the thing and cowers away (Perception 21 - confusion, does it run through everyone who sees it and evade everyone else? Or is it just those who notice it as it passes through the entire party that make the save?)
Teddy is maybe close enough to the paladin to not be shacken (rolled 14, close enough if he gets a +4)
DM James: The Carriage House Map Tuesday July 26th, 2022 8:47:18 AM
DM James: The horse is a haunt, if you didn't see it you weren't affected. Each person's experience is unique.
In the wake of the door opening and the mixed response from the haunt that rushed out of the building the heroes had experiences unique to each. Issac's aura was comforting to most of them, except for those in the rear of the line. The pause at the entrance lingered for several moments until hearts stopped racing and breathing evened out so that they could take in the room once more.
All inside was deathly quiet as they peered inside to see that a closet was to their left as was a door. Ahead were two carriage bays with the carriage in the southern most one and the other bay empty. Right of the empty carriage bay was an opening into what looked like a garden with the sun shining down into it. At the far northern end of the carriage house was another door just past some empty horse stalls.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) d20+6=26 ; Tuesday July 26th, 2022 3:03:29 PM
Onesimos gets his heart back in its proper place, and creates a Light spell on his small buckler shield. He nods at Snark’s words. ”Sager words were never spoken. It is surprising there is sunlight in the garden when everything was darkly oppressive outside. Is it a magical effect?”
The cleric leads the way past the hearse towards the sunny garden, but doesn’t enter.
….
Cast Light Perception in the garden. 26
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Tuesday July 26th, 2022 7:47:32 PM "I'm glad that spooky horse is gone.
"Maybe what we need is a real horse to pull that hearse out of the carriage house. But first, let's see if we can use the horse to flush out anything else that might be hiding in there."
Snark casts the Mount spell to create a light horse further in the carriage house (H on the map), hoping to attract the attention of any undead spirits in the place.
--------------------------------- Mount - You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. Lasts 8 hours."
AC 20 T15 F15| HP 31/31 Cory .(JD) d20+10=14 ; Tuesday July 26th, 2022 9:10:16 PM
Cory looked around, trying to figure out what had some of the others all bothered. "I really hate this spooky crap," she muttered.
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+3=14 ; Wednesday July 27th, 2022 12:00:07 AM
Isaac doesn't see anything a failing that for once protected him. He looks at the others and if any one needs it he uses his lay on hands to get rid of the shaken condition. Isaac moves in ready to defend the group from any undead he uses his detect evil to scan the room for any tainted items.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 31/31 - Blusinda: AC:16 | HP:21/21 d20+8=24 ; d20+9=28 ; Wednesday July 27th, 2022 3:56:11 AM
Kristoph shudders as the ghost-horse flows through him (perception:24 / will save:28) but keeps himself together.
He nods in agreement with Snarks observation and helps hook up the mount if needed.
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 Wednesday July 27th, 2022 8:04:31 AM "L-lets just keep moving. If we're going to s-search this place lets do it and g-go." Teddy says nervously. Gore'Thum considers, then agrees. "Move it later. Search now."
DM James: The Carriage House Map Wednesday July 27th, 2022 9:51:26 AM Benni centered himself with calmness and complemented Snark. Benni steps into the carriage house to look at the garden.
Snark suggested they pull the hearse from the stall and summoned a mount.
Cory didn't like the spooky nature of the Abbey.
Issac moved into the building, ducking a bit to get inside. He reached out with his senses to detect evil.
Kristoph readied himself to hook up the mount.
Teddy wanted to keep moving. Gore Thum added that moving the carriage now and searching it later was the best plan.
Benni stepped into the carriage house. This section of the house had flagstone floors that caused his boots to echo with each step. As he moved to the entrance to the garden he noted that the light from outside was spilling into the room and the opening lead into lush green area with low bushes, a walkway and several statues. The walk way wound its way across the area to a set of closed double doors. From his position he could duck low and look into the a blue sky with cotton like clouds floating high in the air.
Perception DC 15 Highlight to display spoiler: {There was something off about the sky that you couldn't quite place.}
KS: The Planes DC 15 Highlight to display spoiler: {You spot a small object in the sky and realize its a creature non native to the wold. Its too far away to see you.}
Meanwhile Snark summoned a mount. He expected a normal horse, what he got was more plant than horse, but it behaved as he expected a horse to do as vines twisted and turned with each movement of its "muscles".
Issac Highlight to display spoiler: {Yep, there's some evil in that carriage. Pretty bad too. He even thinks he sees some movement inside it, possibly the coffin within opening....}
Everyone was on edge as they crept into the building, so it didn't help when the lights went out....Only Cory and Blusinda weren't caught within the blackness.
DM James: I noticed people that were in the building were still clustered outside on the map. If you want to update your PCs location go ahead as placement isn't official until the next DM post.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) d20+6=7 ; d20+6=14 ; Wednesday July 27th, 2022 12:39:05 PM
Onesimos doesn’t notice anything wrong with the garden and sky: well, nothing other than it was a dark and stormy night at the entrance of the carriage house!
The elf presumably hears Isaac’s warning, and spins away from the garden to return to the team and carriage, bringing his magical light with him. ”This should counter any magical darkness, leaving only the normal dim light.”
He brings out his woven High Woldian symbol of Flower, preparing to ward his friends should they be attacked.
…..
Light Spell on Benni’s shield (buckler)
Perception 7 Know Planes 14
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) d20+6=26 ; Wednesday July 27th, 2022 12:41:08 PM
Onesimos gets his heart back in its proper place, and creates a Light spell on his small buckler shield. He nods at Snark’s words. ”Sager words were never spoken. It is surprising there is sunlight in the garden when everything was darkly oppressive outside. Is it a magical effect?”
The cleric leads the way past the hearse towards the sunny garden, but doesn’t enter.
….
Cast Light Perception in the garden. 26
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Wednesday July 27th, 2022 12:59:32 PM
The little wizard is pleasantly surprised to see that he summoned a plant horse. "I don't know if that was me or this place, but that plant horse is pretty cool. I'll need to experiment with that more."
Then the lights go out.
"OK, that part is not cool."
He casts Speak with Animals (spell-like ability, 4 min duration). He tells the horse to just stay put, and then he pulls out his bat familiar Luna and tells her, "OK Luna, I need you to fly into that carriage house. There's a bad thing in the carriage. Hide up near the ceiling and tell me if you sense anything moving in there that is not our friends - especially something coming out of that carriage. And if you can, tell me where it is."
Snark sends his bat forward, listening for any warning from her. She will use her blindsense and relay a warning.
He pulls out a +1 Dagger from the hoard we have not yet cashed in. "Remember, we have a magic rapier, and a couple of magic daggers incase we meet a foe only affected by magic. I got one of the daggers here for anyone that needs it."
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20=16 ; d20=11 ; Thursday July 28th, 2022 7:20:52 AM
Teddy eeps in shock and grabs Gore'Thum. GoreThum thinks he's under attack and starts to throw Teddy off before realizing and stopping himself. Both try to detect any danger, by sound if the lights stay off by sight if someone turns them back on (perception 20 and 14)
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+3=15 ; Thursday July 28th, 2022 8:28:51 AM
Isaac calls out "Something's off about the carriage and I see movement inside. Everyone get ready!" Isaac moves over toward Kristoph and Benny and gets ready.
DM James: The Carriage House Map d20+10=30 ; d20+1=19 ; Thursday July 28th, 2022 10:36:34 AM Benni held up his shield and tried to counter the darkness with its light.
Snark thought the plant horse was cool, but the lights going out was not. He sent his bat into the building after casting speak with animals and then drew out a dagger.
Cory
Issac called out a warning about the carriage.
Kristoph
Teddy grabbed Gore Thum and hey both looked out for dangers.
The darkness was near complete until Benni turned back towards the others and his magical light on the shield played over the area. The light was still dim with sunlight coming in from the garden but it was enough to see inside.
Perception DC 25 Highlight to display spoiler: {You hear the lid of the coffin in the carriage shut quietly.}
Perception DC 30 Highlight to display spoiler: {You see a man sized shadowy creature emerge from the coffin and drop down behind the carriage.}
Benni, Issac, GoreThum, and Kristoph Will Save(Fear) DC 13 Success you are Shaken, on fail Highlight to display spoiler: {You are 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.} Everyone gets the benefit of Issacs Aura. Amazingly enough the plant horse is steady and waits for a command.
Inside everyone's mind you hear. "I am Lord Chaos, embued with the power of life after death by the ringing of the Bell, leave now and I shall spare you. Stay and I'll add you to my army of minions."
Though you hear the voice in your head you don't see anything.
Snark Highlight to display spoiler: {The bat tells you it's behind the carriage.}
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+11=28 ; d20+12=23 ; d20+11=14 ; Thursday July 28th, 2022 12:08:36 PM
(Snark Will save 28, Perception 23, bat will save 14)
The little gnome is glad he's still within 10' of Isaac to benefit from his protection against fear effects. He directs the waiting plant-horse to go into the sunlight room and wait there, mostly to just get it out of the way.
Once this creature speaks, Snark snickers. "Pffft. Lord Chaos? That's really your name? Lord Chaos. You really need to work on a better moniker."
Snark casts Glitterdust in the area around the back of the carriage.
"Look, we got no quarrel with you Sparkie. Now that we can see you better, how 'bout you just come out here in the courtyard and we talk this out? What is this place? How'd you come to be here? Why do you live in a hearse?"
---------------------------- Glitterdust - A 10' radius cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. DC 16 Will save. Duration 4 rounds.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) d20+5=23 ; d20+7+4=13 ; Thursday July 28th, 2022 3:03:40 PM
Predictably, Onesimos has a great Perception but doesn’t notice a thing, and barely resist the fear, causing him to shake and tremble.
Luckily, the only things he is holding are his buckler (strapped to his forearm) and holy symbol (draped around his neck). The cleric doesn’t actually drop anything on the ground.
DM James: Edited to reflect Will save success
…. Perception. 23. Sees nothing Will. 13. Success! But shaken
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 31/31 - Blusinda: AC:16 | HP:21/21 d20+8=23 ; d20+12=29 ; d20+8=23 ; d20+8=16 ; Thursday July 28th, 2022 4:50:49 PM
In the previous discussion Kristoph adds: "I purchased a wand that produces the magical weapon charm, it even works on my fists" he bumps his fists together in glee almost like a kid - a brief slip in his usual stillness.
(Perception:23) Kristoph notices there was something off about the sky but couldn't quite put his finger on it...
(Will:29) The words wash over him and he squints into the garden (Perception:23 & 16). Unable to make anything specific he frowns when the glitterdust goes off. He wonders what had the little wizard seen?
As Onemios flees past him he contemplates tackling him but as far as he is aware there is nothing in either of their abilities to counter panic..!? Kristoph feeling he has missed something braces himself for whatever is going to happen - or not...
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20+11=30 ; d20+4=23 ; Friday July 29th, 2022 8:53:59 AM
Gore'Thum is afraid but stands his ground. (will 23). Though Teddy isn't panicked, he still decides it's time to nope out of there and goes back outside, peering around the door (will 30)
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+3=15 ; Friday July 29th, 2022 9:39:19 AM
Isaac looks into the gloom trying to spot any thing readying himself for the inevitable attack. Perception 15 Takes full defense action.
DM James: The Carriage House Map d20+5=15 ; Friday July 29th, 2022 2:55:05 PM
An explosion of sparkling glitter covers the carriage stall, but what ever has taken refuge behind it is still not visible. As everyone starts preparing for a battle the voice in their heads sounds out again. ”Very well. You have made your decision.
A moment later 3 deathly creatures that look like they just emerged from a grave crawl from beneath the carriage.
DM James: Actions?
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) 2d6=5 ; Friday July 29th, 2022 4:06:06 PM
Onesimos feels shaken, but he doesn’t stir from his post with his friends.
Seeing three creatures shamble out, the cleric pushes a strong pulse of positive energy to damage the undead! ”Begone from your cursed life!”
…… 5 damage. Will DC 14 for half
1 of 6 channel energy 2 of 6 calming touch.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Friday July 29th, 2022 7:42:47 PM
Snark is disappointed to see three figures coming forward that are not also covered in glitter. Unless they weren't there when he cast the spell, they should have been affected as well. He wonders if they're illusions. Maybe this creature instantly summoned them through a gate.
"Hey Sparkie, you sending others to fight your battles? Not much of a Lord of Chaos. Maybe we should call you the Valet of Disappointment. Anyway, where'd you summon these guys from?"
Snark steps back and begins casting Summon Monster II.
AC 20 T15 F15| HP 31/31 Cory .(JD) d20+8=27 ; d6=6 ; Friday July 29th, 2022 9:54:35 PM
Cory fired her shortbow at one of the creatures. It was a decent shot, doing som damage if the creature could be harmed by her weapon.
CDM Jerry [OOC post] Saturday July 30th, 2022 6:17:40 PM
Julie, I sent you an email. Read and reply please. ;)
(Have a great weekend everyone.)
[Julie, once you've seen this, you may ask your DM to remove my post if you wish.]
AC 20 T15 F15| HP 31/31 Cory .(JD) Saturday July 30th, 2022 10:38:23 PM
Cory said, "You know, this spooky stuff just isn't for me. Best of luck to you guys, but I'm outta here." She handed over the items she asked for, the str +2 longbow and the +2 dex belt. "I don't feel right about taking these." She left.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 31/31 - Blusinda: AC:16 | HP:21/21 2d6=6 ; Sunday July 31st, 2022 6:51:08 PM
Kristoph salutes Cory: "Stay safe till we meet again"
They'd just called the bluff of something ... Maybe leaving was the best idea. He was stewing over it when the creatures appeared. Moving nearer he follows Beni's lead and also releases positive energy. (6 points dc:14 for half)
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 Sunday July 31st, 2022 8:43:12 PM
Isaac stands his ground ready to defend and draw the creatures towards him. Takes the total defense action.
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20+8=12 ; d6=1 ; Sunday July 31st, 2022 11:53:01 PM
Teddy starts to leave with Cory, but a look from Gore'Thum stops him. Groaning, he casts a grease spell under the creatures and hopes the fight ends quickly. DC 14 reflex save to not fall, DC 10 acrobatics to move at half speed through it. If he's next to the enemy he'll 5 foot step away first (are the Ds the enemy?).
Gore'thum strikes an enemy hitting DC 12 for 3 damage.
Snark continued to taunt the Lord of Chaos and then started a summons.
Cory exited the building and ran into the darkness.
Kristoph bid Cory farewell and considered following her as well. He also called upon the powers of good.
Issac stood his ground and prepared to defend himself.
Teddy made to follow Cory, but Gore Thum held him back. With reluctance he cast Grease under the undead.
Two of the undead guys swarm over Gore Thum as they bite and slash at him with fangs and claws. Black sticky filth was embedded into each wound the frog took as the dead licked their fingers and teeth after getting the frogs blood on them. One leapt forward towards Kristoph (Provoking from Kristoph and Gore Thum) as it slashed at the monkish warrior.
Meanwhile the voice continued "My minions will slay you and add you to my own. Wait..what's happening?"
Teddy's spell triggered and all three of the dead guys fell prone as they struggled to stand.
"You shall pay for this insolence!" the Lord of Chaos yelled into their minds from his place in hiding behind the carriage.
KS: Religion DC 12 Highlight to display spoiler: {The dead guys are https://www.d20pfsrd.com/bestiary/monster-listings/undead/cadaver/ Cadavers.}
DM: Benni - Dead Guy(DG1) - Channel 5, Roll 18. Save! Damage 3 Benni - DG2 - Channel 5, Roll 23. Save! Damage 3 Benni - DG3 - Channel 5, Roll 17. Save! Damage 3 Kristoph - DG1 - Channel 6, Roll 9. Fail! Damage 6 Kristoph - DG2 - Channel 6, Roll 13. Fail! Damage 6 Kristoph - DG3 - Channel 6, Roll 20. Save! Damage 3 Benni - CL - Channel 5, Roll 18. Save! Damage 3 Kristoph - CL - Channel 6 Roll 11. Fail! Damage 6 GT - DG1 - Roll 12, Miss. DG1 - GT, Roll 16, 16, 5 Hit, hit, miss. Damage 7 hp. Gore Thum Fort Save DC 11, Twice. DG2 - GT, Roll 16, 3, 22 Hit, miss, crit. Damage 10 hp. Gore Thum Fort Save DC 11, Twice. DG3 - Kristoph, Roll 10, 22, 21. Miss, threat, hit. Damage 9 hp. Fort Save DC 11, Twice.
Damage Totals Dead Guys - AC 13 DG1 - 9 DG2 - 9 DG3 - 6
AC ?? CL - 9
DM James: Need the AoE on the map for the Grease spell. I also noticed Benni is outside. If that's the case the room is dark and the bad guys have 50% concealment. If Benni isn't outside you might want to move him back otherwise next round might be different.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+3=23 ; d20+3=5 ; d6+4=9 ; d20+3=19 ; d4+4=6 ; d20+1=3 ; Monday August 1st, 2022 8:31:33 PM
Snark finishes his Summon Monster II spell, and a Celestial Giant Ant appears and attacks. (D1 with bite - smites, hits AC 23 for 9 damage, does not confirm the crit) (D1 with sting - hits AC 19 for 6 damage, not adding poison effects because undead)
Snark moves 5' and attempts to fling some acid at D3 but misses (shooting into combat, hits touch AC 3.)
--------------------------------- Giant Ant, Celestial - AC 15, HP 18; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Duration 6 rounds
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+12=14 ; d20+7=24 ; 2d6+4=12 ; Monday August 1st, 2022 9:38:58 PM
Isaac recognizes the undead for what they are Cadavers." Careful everyone those things are diseased riddled mindless undead. But we gotta destroy them with holy energy or they just get back up again." Isaac moves forward and strikes at the dead guy next to Kristoph.
Attack 24 Damage 12
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+8=15 ; Tuesday August 2nd, 2022 2:00:52 AM
(Knowledge Religion 15)
Snark recognizes what these undead are and nods agreement to Isaac's words on this.
Gore'Thum and Teddy Treeborn (Mitch) HP 16/32 AC 12/11/12 CMD 11 Gore'Thum HP 15/30 AC 12/12/11 d20+8=28 ; d6=5 ; d20+8=19 ; Tuesday August 2nd, 2022 8:24:46 AM
(You said Gore'Thum was bitten but didn't list damage so I don't know if he should retreat or stand his ground).
Gore'Thum strikes an enemy and rolls a crit but undead are immune to crits so moot. (28 to hit, 7 damage) He'll focus fire 3 with the rest of the group.
Teddy tries to think through his options. Command undead had been effective before so he tries it on 1. Lie still and don't attack anyone." he tells it.
DM James: These Two Lines DG1 - GT, Roll 16, 16, 5 Hit, hit, miss. Damage 7 hp. Gore Thum Fort Save DC 11, Twice. DG2 - GT, Roll 16, 3, 22 Hit, miss, crit. Damage 10 hp. Gore Thum Fort Save DC 11, Twice.
DM James: The Carriage House Round 3 Map d20+1=15 ; d20+1=9 ; d20+2=9 ; d20+1=4 ; Tuesday August 2nd, 2022 9:29:08 AM Benni
Snark finished his summoning as a giant ant appeared inside the carriage house.
Kristoph
Issac used his reach to strike at one of the cadavers.
Teddy tried to command the undead.
The undead were flailing about on the flagstones as they received a beat down from the heroes. Almost immediately the first of the three cadavers stopped moving. Whether it had been vanquished or was still due to Teddys command was uncertain. The one that had moved forward was also not moving. That left the one that managed to stand and it took a swipe at Benni but missed him. The other was still prone.
Meanwhile in their heads they heard the voice from Lord Chaos. "Rise my brothers! Strike them dead. You have it within you."
DM: Snark - D3, Roll 3, Miss. Giant Ant - D1, Roll 23, 19. Hit, hit. Damage 15-10=5 hp Issac - D3, Roll 24. Hit. Damage 12-5=8 Gore Thum - D1, Roll 28. Hit. Damage 7-5=2 D2 - Benni, Roll 9. Miss.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 31/31 - Blusinda: AC:16 | HP:21/21 d20+5=19 ; d3=3 ; d20+5=19 ; d6+4=10 ; d6+4=6 ; Tuesday August 2nd, 2022 10:19:56 AM
As the undead guy (3) steps up Kristoph lets rip with his fists and elbows (attack 19 & 19 for 10 & 6 damage) with a flurry of bludgeoning limbs.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+3=7 d20+3=6 Tuesday August 2nd, 2022 11:59:57 AM
Snark worries that Cory left. "Dang, I kinda liked her. We're down to five, I better see what I can do to increase our numbers."
Then he looks at the cleric. "Hey Benni - snap out of it!"
"Hey everyone - these things will heal up on their own after we put them down. Be careful of the dead ones. And we still have the Lord of Cowardice back there somewhere."
(Is there a carriage there, or can we move freely through that stall?)
Snark begins another Monster Summoning spell.
The ant moves 5' (over the still body of D1) to attack D2. It misses twice.
DM James: The second stall is empty, though it has miscellaneous wagon wheels and other parts against the walls.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Tuesday August 2nd, 2022 2:38:05 PM
Ooc: not sure what happened; I posted and rolled horribly. 2 1s and a 2.). Used a channel too. )
Benni stands tall against the DG, going fully defensive, and hoping he draws the undead’s attacks while the others win the day. …
Full defensive +3 AC Know Religion. 8. Don’t know what it is.
2 of 6 Channel used
DM James: The Carriage House Round 3 Map Tuesday August 2nd, 2022 4:46:59 PM
DM James: Don't forget to adjust your HPs and roll your saving throws. So far the only hits have been from round 2:
DG1 - GT, Roll 16, 16, 5 Hit, hit, miss. Damage 7 hp. Gore Thum Fort Save DC 11, Twice. DG2 - GT, Roll 16, 3, 22 Hit, miss, crit. Damage 10 hp. Gore Thum Fort Save DC 11, Twice. DG3 - Kristoph, Roll 10, 22, 21. Miss, threat, hit. Damage 9 hp. Fort Save DC 11, Twice.
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 Tuesday August 2nd, 2022 9:18:37 PM
Isaac calls out "We need some damage spells to put them down permanently. Snark? Bennie?" Isaac uses his spell Bless to enhance everyone and make it harder for the undead to come back. Every one +1 to attacks and fear saving throws. Dispels bane. Cadavers killed gain HP back 1/2 as fast.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 22/31 - Blusinda: AC:16 | HP:21/21 d20+5=25 ; d20+5=24 ; d20+5=7 ; d20+5=19 ; d6+4=5 ; Wednesday August 3rd, 2022 5:17:02 AM
(Kristoph's Fortitude rolls: (including the -2 for being shaken) are: 25 & 24 - success)
The blow from the cadaver rocks Kristoph back a step - a mighty fine blow perhaps the cadaver got lucky or maybe Kristoph had been distracted?
Begining to work up a sweat and still shaken - He grits his teeth - unable to see a way he can burst them with fire (without hitting everyone else) he swings wild (attack:7) and then connects with a kick to its jaw (attack:19 for 5 damage) kick/bludgeoning.
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 13/30 AC 12/12/11 d20+7=18 ; d20+7=13 ; d20+7=25 ; d20+7=9 ; d20+7=12 ; Wednesday August 3rd, 2022 6:25:15 AM
Gore'Thum fails one save (18, 13,25, and 9). Now that I'm actually figuring out the map he should have taken a 5 foot step back before Teddy cast grease to not be affected by it but since I'm new at this casting thing he didn't, I guess we can either just pretend he did, or have him take a delayed fall (only rolled 12 reflex).
Regardless he tries to take a full round withdraw action since he's under half HP. Teddy will wring his hands anxiously and forget to cast anything.
DM James: The Carriage House Round 4 Map d20+4=12 ; d20+4=24 ; d20+2=15 ; d20+2=13 ; d20+10=30 ; d20+5=12 ; d20+4=22 Wednesday August 3rd, 2022 11:34:00 AM Benni channeled positive energy
Snark calls for Benni to snap out of it.
Kristoph smacked one real good and put it down.
Issac cast Bless.
Teddy choked while Gore Thum retreated.
They were whittling down the undead and two now lay on the floor. It became strangely quiet as they battled against the lone cadaver in the dim light.
Perception DC30 Highlight to display spoiler: {Meanwhile the leader behind the carriage had decided to move. It ran down the wall beside the carriage and past the giant ant which didn't see it slip past him in the dim light.}
DM: Kristoph - D3, Roll 19,19. Hit, hit. Damage 16 hp. Giant Ant - D2, Roll 7, 6. Miss, miss. Benni - Channel, DC 14, Roll 12, 24. fail, save. Damage 4, 2 Issac - Casts Bless D2 - Benni, Roll 15, 13. Miss, miss.
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) 2d8+4=19 ; Wednesday August 3rd, 2022 3:28:30 PM
Onesimos sees Teddy’s frog is having a tough time. [b]”Defense and protection spells are my forté, not damage, and I think Gore Thum needs a boost!
Feeling kind of strange, but realizing that, while the frog isn’t a soul like Teddy, he is a heroic being worth protecting, the elf reaches out and casts a spontaneous cure moderate wounds.
CMW on Gore Thum healed for 19 hit points! 2 of 6 Channel used
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+5=6 ; d20+3=18 ; d20+3=22 ; d20+3=10 ; d6+2=4 ; d6+2=8 ; d6+2=6 ; d20+4=13 ; d4=1 ; Wednesday August 3rd, 2022 4:14:43 PM
The ant fails on his perception check. The ant does have scent though, so the ant knows there is another creature somewhere and when he is within 5' the ant can pinpoint his location.
However, it's unclear how "cl" on the map moved through the ant's occupied square and got behind a door. Stealth is half speed and opening and closing a door are each move actions.
If he tried to move through the ant's square, he would provoke an AOO, and the ant will attack, hitting AC 18 for 4 damage. Does bumping into someone break stealth? Does scent help? Maybe there's only a 50% chance the ant of the ant hitting? In any event, the ant will prevent the creature from moving further, and if he cannot end his turn in cover or concealment he's probably no longer hidden.
The ant will then attack. He hits AC 22 for 8 damage. It will attack the Chaos Lord, but if it cannot for some reason, it will strike D2.
Snark finishes his summoning spell and adds a Small Fire Elemental to the mix. It will attack, bludgeoning AC 13 for 1 point of fire damage, and possibly setting what he hit on fire. If the Chaos Lord is there, it will attack that. Otherwise, it will attack D2.
Snark heeds Isaacs warning and hits the "dead" undead D1 with magical acid for 6 damage, hoping to make sure it does not rise.
--------------------------------- Giant Ant, Celestial - AC 15, HP 18; scent; darkvision; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Duration 4 rounds
Fire Elemental, Small - AC 16, HP 11; elemental traits; immune to fire Duration 6 rounds
DM James: Thanks Mark. Good information. I need to check on that, but at first blush it seems the Chaos Lord is indeed stopped before he passed the ant.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+3=9 ; Wednesday August 3rd, 2022 4:25:23 PM
Oh, and the ant has the "grab" ability. It tries to grab the Chaos Lord if that is who it hit, but only rolls a 9 against the creature's CMD - probably a fail.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d6+4=9 ; d20+3=17 ; d4+4=7 ; Wednesday August 3rd, 2022 6:00:07 PM
Per the DM's clarification on where the Chaos Lord is where the Grease is, Snark will instead summon another Celestial Giant Ant, this time behind the Chaos Lord. Snark will move to make sure he has a good vantage point for this.
This Celestial Giant Ant will use the same attack roll as the Fire Elemental, again only hitting AC 13 for 9 damage. It will also attempt to sting the Chaos Lord, hitting AC 17 for 7 damage, (Fort save DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.)
--------------------------------- Giant Ant, Celestial - AC 15, HP 18; scent; darkvision; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Smiting D1 Duration 4 rounds
Giant Ant, Celestial - AC 15, HP 18; scent; darkvision; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Smiting Chaos Lord Duration 6 rounds
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+7=22 ; 2d6+4=12 ; Wednesday August 3rd, 2022 10:11:45 PM
Isaac moves up and slashes at the remaining Cadaver monster if he can reach it. With the sudden quit Isaac wonders if the creature that sent out the Cadavers had run off He calls out "What no quip dark lord? No I'll get you next time speech prepared?" Attack 22 Damage 12
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+7=22 ; 2d6+4=12 ; Wednesday August 3rd, 2022 10:11:45 PM
Isaac moves up and slashes at the remaining Cadaver monster if he can reach it. With the sudden quit Isaac wonders if the creature that sent out the Cadavers had run off He calls out "What no quip dark lord? No I'll get you next time speech prepared?" Attack 22 Damage 12
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Thursday August 4th, 2022 8:22:39 AM
Neither Teddy nor Gore'Thum notice the dark lord. Gore'Thum is thankful for the healing and Teddy doesn't waste a spell on a fight that's basically over.
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 Thursday August 4th, 2022 10:21:22 PM
Isaac listens for any sort of reply from the chaos lord guy.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 18/31 - Blusinda: AC:16 | HP:21/21 d20+8=9 ; 2d8+3=12 ; Friday August 5th, 2022 6:09:51 AM
Kristoph takes two massive blows and shakes his head fpr a few seconds... ridding himself of the stars he saw). He casts a heal on himself.
(Perception: rolled a "1") (drops a 2nd level spell to cast cure moderate (takes 16 damage - heals 12)
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Friday August 5th, 2022 9:13:24 AM
Onesimos stands guard, gauging the protections and vitality of his friends in combat.
DM James: The Carriage House Round 5 Map d20+7=17 ; d20+7=26 ; d20+6=25 ; 2d4+6=11 ; d6+3=4 ; Friday August 5th, 2022 9:29:14 AM
DM James: Apologies for the missed post. Someone set off the fire alarm at our judicial center and I was called in because the camera system security had recently been reset and the officers didn't have access to the recordings. To make matters confusing the alarm actually sounded several hours after the pull switch was activated because they were working on the system. Initially we were looking at the wrong time so we had to narrow down the timeline. Turned out it was a 7 yo that got away from his mother. After thinking about it I wonder why he even knew it was a switch...
Benni cast a healing spell on Gore Thum. Highlight to display spoiler: {The map shows Benni 20' away from Gore Thum and it's a touch spell.}
Snark hit the Cadaver with magical acid hoping that the acid would keep the creature from reanimating.
Issac put down the remaining Cadaver with his attack and then taunted the Chaos Lord.
Teddy didn't notice anything and held any actions.
Kristoph healed himself.
Snark's ants swarmed over Lord Chaos and one got in a lucky hit. For the first time in the fight they heard the Lord Chaos make a sound but it was more like a hiss than anything else as it turned to strike at the ant behind it. Two claw strike and a bite nearly finished off the creature as the attacks split open the carapace on the insect. The attacks were bloody and oozy with disease but the ant wouldn't be around to suffer when the summoning ended.
DM:
Ant 1 - CL, Roll 22, Hit. Damage 8 hp. Grab Failed. Ant 2 - CL, Roll 13, 17. Miss, miss. CL - Ant 2, Roll 17, 26, 25. Hit. hit, hit. Damage 11+4=15 hp.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+3=22 ; d20+3=4 ; d20+3=4 ; d20+3=4 ; d20+3=21 ; d6+4=10 ; Friday August 5th, 2022 12:13:31 PM "Hey Teddy - if you could dismiss that Grease, maybe our fighters could get in there. That fella that calls himself the Chaos Lord is still there, so this ain't over."
Snark will cast Dancing Lights and move the lights in to where the Chaos guy is.
The ants attack the Chaos Lord. One hit and three misses. The one hit does 10 damage to the Chaos Lord (smiting).
(What are the odds of rolling three 1's in a row? I rolled another just to check and see if the roller got stuck.)
--------------------------------- Giant Ant, Celestial - AC 15, HP 18; scent; darkvision; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Smiting D1 Duration 4 rounds
Giant Ant, Celestial - AC 15, HP 3 (18-15); scent; darkvision; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Smiting Chaos Lord Duration 6 rounds
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) Friday August 5th, 2022 1:11:35 PM
Onesimos stands guard, gauging the protections and vitality of his friends in combat.
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 d20+7=13 ; d20+3=18 ; d6=5 ; Friday August 5th, 2022 8:47:32 PM
Teddy hears Snarks request but as far as that is not something he can actually do. He looks at Gore'Thum, who shrugs, then turns and shrugs helplessly at Snark. (I don't think that's an option in pathfinder for non concentration spells?)
He considers his magic spells and can't think of anything useful to cast here. Gore'Thum decides screw it and tries to move through the grease since he's healed now (DC 18 acrobatics to move through at half speed). He attacks hitting AC 13 for 7 damage.
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+10=18 ; 2d6+8=17 ; Sunday August 7th, 2022 2:01:40 PM
Isaac moves over to where he can hear the chaos Lord and the ant fighting. Seeing no real spce to maneuver he calls out to Gore'Thrum "Switch with me." Seeing the Chaos Lord he marks it with his smite evil and attacks. Attack: 18 Damage:17 (if undead 21 damage)
OoC:It looks like their is a grease spell between me and the Chaos Lord. Can Gore'Thrum and me switch places?
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 d8+3=8 ; Sunday August 7th, 2022 4:03:28 PM
Kristoph heals again (8 points) and calls Blu to his side.
He tries to get a better angle.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Sunday August 7th, 2022 4:12:42 PM
(Mitch -it's easy to overlook, but for many spells the duration ends with (D). That indicates that the caster can dismiss their spell at any time as a standard action.)
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Sunday August 7th, 2022 7:33:31 PM
Ah. Teddy dismisses the Grease then.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 Monday August 8th, 2022 6:59:21 PM
Blue enters and moves towards Kristoph.
Isaac Harker (Justin M) HP 40/40 AC19/ T10 / FF 18 d20+12=20 ; d20+12=26 ; Monday August 8th, 2022 9:33:34 PM
Isaac tries to get a good look at the Chaos Lord to determine what it is, and if its undead.
Know:20
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Tuesday August 9th, 2022 2:24:01 AM
Snark keeps a sharp eye out.
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Tuesday August 9th, 2022 7:41:56 AM
Gore'Thum is ready to press the attack.
Jon S (James's other half ... he's the pretty one) Claw vs Ant 2 d20+7=21 ; Ant 2 damage d4+3=5 ; Claw vs Ant 1 d20+7=15 ; Ant 1 damage d4+3=4 ; Bite vs Ant 1 d20+6=14 ; Misses Tuesday August 9th, 2022 1:22:32 PM
OOC: Now I have to apologize - after I asked my question I got busy with my Mom and then making dinner for the wife..
OOC2: Let me gett his caught up, at least to where I think we're at =)
IC: The party had finished off a couple of "cadavers" and then turned their attention to the Chaos Lord. Snark's celestial ants swarmed the "Lord" and one got a lucky hit. The Chaos Lord attempted to eviscerate the ant, and almost succeeded.
Snark cast dancing lights to illuminate the area around the Chaos Lord, and asked Teddy to "dismiss" his Grease Spell. The ants again attacked the Chaos Lord, again with one hitting, and the other missing.
Benni stood guard, gauging when his talents would be needed
GoreThum, with no other options, gracefully moved through the grease spell towards the Chaos Lord. As he made it, Teddy dismissed the spell. GoreThum attempted to attack the Chaos Lord, but missed
Kristoph attacked and made a solid blow, forcing another "HISS" from Mr Uglypants, Blusinda makes her way to Kristoph
Issac takes a moment to examine Mr Uglypants Highlight to display spoiler: { The Chaos Lord is a Cadaver Lord - they are intelligent undead with the ability to make minions, their attacks carry disease, and they can reanimate themselves like many other stronger undead foes }
Mr Uglypants looks pissed off, it goes after Ant 2, hoping to finish it off and then go after Ant 1 With a single claw swipe Ant 2 disappears. Mr Uglypants spins and rakes Ant 1 for some damage, but misses taking a bite out of it
Chaos Lord: 8 from ant, 10 from ant, 21 from Kristoph Ant 2 - dead and gone Ant 1 - 4
OOC: I think that catches everything/everyone up
“Benni” AC 18/11/17 CMD12 HP 20/ 20 Onesimos (SteveK) 2d6=7 ; Tuesday August 9th, 2022 4:02:39 PM
Onesimos stepped up previously to deliver his healing to Gore Thum.
Then he tries to hurt the self styled chaos lord with a burst of positive energy!
…..
7 damage to Chais Lord, WILL DC 14 for half damage.
Isaac Harker (Justin M) HP 40/40 AC22/ T13 / FF 21 Tuesday August 9th, 2022 11:00:03 PM
Isaac recognizes the Cadaver Lord the biggest problem will be making sure the creature stays down once killed. However with the limited amount of space in the barn he cant get a good angle on the undead creature.
OoC: Since Isaac now takes up a ten foot square I don't think he can maneuver around to get within striking distance of the creature.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+3=18 ; d20+3=22 ; d6+2=7 ; d4+2=4 ; Wednesday August 10th, 2022 3:13:03 AM
The remaining ant attacks the thing. It bites AC 18 for 7 damage, and it stings AC 22 for 4 damage (I assume poison has no effect on this undead creature.)
Snark says is a strong, solemn voice, "OH GREAT SPIRIT OF GOODNESS, ANGEL YEVARIS! I CALL YOU HERE TO VANQUISH THIS CHAOS LORD! IMPRISON HIM FOREVER INTO AN EARTHEN TOMB, NEVER TO RISE AGAIN!"
Snark follows this by casting Silent Image behind the creature, appearing as a silent angel of light floating above the floor and bransishing a red hot sword! (Illusion, DC 15 Will Save if interracted with.)
--------------------------------- Giant Ant, Celestial - AC 15, HP 18; scent; darkvision; immune to mind affecting effects; Resist acid, cold, and electricity 5; Spell Resistance 6 Smiting D1 Duration 3 rounds
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 d20+7=14 ; Wednesday August 10th, 2022 6:22:58 AM
Gore'Thum attacks but barely does better then last time (14 to hit). Teddy can't just command an intelligent undead and his other spells are mostly resisted by undead so he waits for someone to get injured so he can heal them.
Jon S (James's other half ... he's the pretty one) Wednesday August 10th, 2022 2:02:05 PM
OOC: Should I wait for Kristoph to post?
Jon S (James's other half ... he's the pretty one) WILL Save vs DC 14: d20+5=22 ; WILL Save vs Angel: d20+5=17 ; LH Claw: d20+7=18 ; Damage is: d4+3=7; RH Claw: d20+7=8 ; Bite: d20+6=10 ; Wednesday August 10th, 2022 6:41:02 PM
OOC: I had to go back to the top of the post to realize that Issac had been made taller, and heavier, and meaner
Ok, so Benni, being closer now, blasts the area with positive energy attempting to damage the Chaos Lord ... and the "Lord" umphs in pain as it takes some damage
Snark's ant takes a bite out of crime...no wait, the Chaos Lord ... who again 'umphs' in pain at the bite, but not the sting
Snark 'summons' a giant scary angel ... but the Chaos Lord doesn't seem that impressed
GoreThum attempts to attack, but the Chaos Lord proves to wily for him
Teddy is holding his actions to heal his friends ... Kristoph who can't reach the Lord this round
Issac realizes he is unable to enter the fray as it stands now, and he ensures nothing is sneaking up on the party from behind them
Kristoph and Blusinda also keep an eagle eye out for additional foes as their friends seem to have old Uglypants taken care of
The Chaos Lord, attacks Benni as his channeled energy seems to have upset the 'Lord' ... it hits Benni once for a measly 7 damage
For Benni Highlight to display spoiler: { Fort Save vs DC 14 please Sir }
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 d20+6=9 ; Wednesday August 10th, 2022 6:47:39 PM
Kristoph advances swings and misses
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+3=14 ; d20+3=23 ; d6+2=3 ; d4+2=4 ; d20+1=2 ; Wednesday August 10th, 2022 10:59:47 PM
(In his large size, Isaac has reach and should be able to attack the Chaos Lord from where he is.)
Snark is really disappointed his illusory angel is ignored. "Awww, c'mon Chaos Dude! That angel there is really gonna wrek you if you ignore her."
Snark then throws a blob of acid at the thing and misses. (Rolled a 1 - ugh)
The remaining ant attacks again, bitting AC 14 for 3 damage, and stinging AC 23 for 4 damage.
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) d20+5=7 ; 2d6=8 ; Thursday August 11th, 2022 12:35:54 AM
Onesimos has a startles yelp escape, and backs off a step, feeling not very fortified.
But he again channels another blast of positive energy at the undead thing. ”You have an overdue appointment with Gargul, poor soul, take our advice and go see him.”
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 d20+7=20 ; d6=5 ; d20+4=7 ; Thursday August 11th, 2022 8:20:14 AM
Gore'Thum adjust his aim and srikes true (20 to hit, 7 damage). Teddy looks about anxiously, fearing that the fight is going to well now and that something horribly will jump out and attack them (perception 7)
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) d20+5=7 ; 2d6=8 ; Thursday August 11th, 2022 12:15:38 PM
Onesimos has a startles yelp escape, and backs off a step, feeling not very fortified.
But he again channels another blast of positive energy at the undead thing. ”You have an overdue appointment with Gargul, poor soul, take our advice and go see him.”
Jon S (James's other half ... he's the pretty one) WILL save DC: d20+5=23 ; Thursday August 11th, 2022 12:48:38 PM
Kristoph attacks the Chaos Lord but misses
Snark lobs a blob of acid at the Chaos Lord but misses
The giant ant takes another chunk out of the Chaos Lord, who drops to one knee
Benni releases another blast of positive energy ... The Chaos Lord grimaces in pain
GoreThum attacks and hits the Chaos Lord, who succumbs to his injuries and collapses
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 d20+5=25 ; d3=3 ; d20+5=8 ; d20+5=19 ; d6+4=8 ; d6+4=7 ; Thursday August 11th, 2022 1:09:03 PM
(OOC Technically when I was writing my last post the DM was doing his so they crossed & I would say that was last round the posts were only a few minutes apart), making this post - this round).
Kristoph flurries (attacks 25 crit/threat 19 to confirm) and the second misses. (ignore the d3) for 8 damage if not a crit & 15 if crit).
Blue was still walking to K
Isaac Harker (Justin M) HP 40/40 AC22/ T13 / FF 21 Thursday August 11th, 2022 4:29:18 PM
Isaac looks down at the Chaos Lord with unease. "We need to take that creature outside and destroy it with spells and positive energy else It'll just get back up when were not looking. Cadavers have a annoying ability to raise them selves unless they are totally destroyed with magic." Making his way through his friends he grabs the undead and drags it outside into the light.
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) d20+5=12 ; 2d6=10 ; Friday August 12th, 2022 12:13:44 AM
Onesimos has been less than stellar this excursion into the Abbey grounds, and nods: Isaac seems to know what he is talking about. As the paladin draws the Cadaver forth, the elf keeps watch to look for the slightest signs of stirring. If it happens, he will send forth another pulse of positive energy at the poor creature.
…….. Perception to watch for signs of movement. 12 Readied Action: Channel Energy. 10 damage
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Friday August 12th, 2022 1:47:51 AM "Outside is good. Maybe we can burn thier bodies up - prett hard to come back from that."
Snark will cast Detect Magic to see if there's any magic on the bodies or the hearse. After that, he will fetch the horse and ask for help hooking it up to the hearse to pull it out of the stables area.
(For the DM, Snark cast a Mount spell earlier - that's the "H" on the Map.)
"We still gotta figure out that sunlight area with the statues. And there seems to be a door to the south that we haven't explored. I'm about outta spells though."
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 Friday August 12th, 2022 3:26:34 AM "Burn you say"... Kristoph has a glint in his eye. "Now might be a good time to search it".
He waits in case anyone does and then Blusinda simply walks up to the corpse and steps up on to it.
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Friday August 12th, 2022 7:43:31 AM
Gore'Thum nods his agreement at the advice while Teddy quickly hides behind him in case they get back up. Although Teddy has access to divine magic none of it is of help here.
Jon S (James's other half ... he's the pretty one) Friday August 12th, 2022 8:55:04 PM
So the party drags the Chaos Lord and his minions out into the sunlight, and Blusinda hops on them and catches them ablaze.
There is enough tack here to outfit ten horses. The equipment in the stalls is all MW quality, and the room to the south has a workbench and is filled with tack in varying conditions but most usable.
OOC: I gotta find out about the hearse/black velvet-lined carriage with drawn curtains is salvageable and would count as treasure ... I think it is
OOC2: This is an additional note from James in the module: The carriage house is a well stocked area and there is a 75% chance any equestrian or carriage related item can be found hanging on a peg, in a chest, or in a drawer. Leather items can be restored with a mending or make whole spell. If the party is looking for manacles they’d likely find a pair used in horse breeding, or if they needed a paint brush would find one in a drawer along with paint for touching up carriages.
Isaac Harker (Justin M) HP 40/40 AC22/ T13 / FF 21 Friday August 12th, 2022 11:46:28 PM
With the cadaver bodies burnt Isaac calms down a bit. "Undead that can just get back up or reappears like those things just freak me out." Isaac looks over the Barnes impressive supply of wagon and horse care items "So after we clear this place out can we keep the carrier always wanted to go for a ride in one of those." He smiles a bit. "Give a good paint job and maybe redo the interior and we'll be able to trave is style."
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) d20+5=12 ; 2d6=10 ; Saturday August 13th, 2022 4:37:27 AM
Onesimos has been less than stellar this excursion into the Abbey grounds, and nods: Isaac seems to know what he is talking about. As the paladin draws the Cadaver forth, the elf keeps watch to look for the slightest signs of stirring. If it happens, he will send forth another pulse of positive energy at the poor creature.
…….. Perception to watch for signs of movement. 12 Readied Action: Channel Energy. 10 damage
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 d20+4=22 ; Saturday August 13th, 2022 12:11:16 PM
Kristoph resists getting the marshmallows out as the creature burns.
Knowledge religion: 22 he ponders what type of undead it was that could talk.
Blu is in her element ... literally
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Saturday August 13th, 2022 11:59:44 PM
Teddy shivers as he watches the undead burn. "I-I don't know if we should be using g-gear we found here. W-what if it's cursed? Or h-haunted?"
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Sunday August 14th, 2022 10:13:00 PM
(OOC for the DM - I assume Snark's Detect Magic revealed nothing beyond our gear?)
The little gnome will poke further into the stable. In addition to checking the stalls for magic, he will check that door to the south on the map for magic, and will then go up to the sunlit room with the statues. He does not go into this room yet, he just checks it for magic.
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) d20+5=12 ; 2d6=10 ; Monday August 15th, 2022 12:16:16 AM
Onesimos has been less than stellar this excursion into the Abbey grounds, and nods: Isaac seems to know what he is talking about. As the paladin draws the Cadaver forth, the elf keeps watch to look for the slightest signs of stirring. If it happens, he will send forth another pulse of positive energy at the poor creature.
…….. Perception to watch for signs of movement. 12 Readied Action: Channel Energy. 10 damage
Jon S (James's other half ... he's the pretty one) Monday August 15th, 2022 4:11:53 AM
OOC: This may end up being a multi-post as I need to pester James about something on his map
The Carriage/Hearse - This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it. [according to the PHB, it's worth 100gp new ... figure this one is valued at 75 to 80gp, but with repairs and a paint job it'd go back to it's 100gp value.]
Jon S (James's other half ... he's the pretty one) Map Monday August 15th, 2022 1:07:47 PM
While the Chaos Lord and his minions burn, Kristoph puts his mind to work, trying to figure out or remember what he can about this kind of undead. Highlight to display spoiler: { "Cadavers lords are humanoids wearing tattered rags. Rotted flesh reveals corded muscles and sinew stretched tightly over its skeleton. Hollow eye sockets flicker with an unholy fire of orange or yellow light. The cadaver lord’s mouth is lined with jagged and broken teeth, and its hands end in wicked claws. I couldn't find any information on how they are made, but my guess is they were pretty "bad" in their life, and awoke after death. Cadaver Lords have the unnatural ability to reanimate themselves, as do the minions they create. }
GoreThum gives Teddy a hug, as Teddy ponders the question of "is any gear found here haunted?" Great question by the way ... and definitely adds a spooky element that could be fun to explore
Benni prepares to channel another blast of positive energy, to kill off the undead should they prove resistant to the fire ugh, fire resistant undead, what'll they think of next
Issac removes the Chaos Lord's bed, and finds the carriage to be quite roomy. Some minor repairs, such as replacing the black velvet on the walls and ceiling, some paint, greasing the wheels, and airing it out and then rubbing the interior down with something pleasant smelling, the carriage would be a nice addition to the party's growing collection of vehicles.
Blusinda is enjoying herself, pouncing on the ashes that are trying to escape her bonfire.
Snark had headed inside the carriage house and cast a spell. Just walking around, Snark doesn't spot any treasure laying around, outside of all the horse tack/materials. Walking around, Snark doesn't detect any magic until he gets within visual range of the door to a room in the south end of the building I tried to color the room in a red border on the map . Either the door, or something behind it radiates magic.
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) Monday August 15th, 2022 2:58:21 PM
Onesimos considers the stables, and tries to ‘feel’ if the Cadaver Lord’s demise makes the place feel less… oppressive.
”We still have this mystery of the sunny garden in midst of the fearful shadows. Shall we?”
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Tuesday August 16th, 2022 3:20:18 AM
I imagine it took some time to get the hearse out, get the bodies burned up and such. During this time, Snark tried to use his Detect Magic both to determine magic at that red door AND in the sunny room with the statues.
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Tuesday August 16th, 2022 8:15:00 AM
Teddy remains nervous about claiming the possibly haunted hearse. The only excuse he can think of to get away from it is to go into the definitely haunted abbey and look at the maybe magic door. He questions his sanity and why he keeps coming to this place. Then Gore'Thum gets bored and goes to see if Snark found anything interesting which reminds Teddy that A. he's here because Gore'Thum said so and B. his trust/respect/fear relationship with the frog is what gives him the courage to not spend every day hiding under the bed.
End result is that he goes back into the scary haunted abbey and looks at the magic door with the frog and the gnome and he is not happy about it.
DM James: The Carriage House - Exploration Map Tuesday August 16th, 2022 9:24:11 AM Benni wondered about the sunny garden.
Snark was determined that magic existed within the carriage house and detected for magic.
Teddy worried about the hearse.
DM James: You've successfully destroyed the Cadaver Lord and his minions and knowing what they are you are certain they won't rise again.
Once the carriage was out of the abbey and they had a chance to look it over they discovered that aside from removing the coffin from within and replacing the interior with seats, it was worth as about as much as they suspected, however it had gold and mother of pearl inlay in the woodwork. This was a nobleman's carriage and once the seats inside were restored it would command at least 2000 gp. As a hearse it was easily worth 1500 gp with it's plate glass along the sides and and top where the coffin was carried. Fortuantely the carriage bore no markings to identify it as belonging to the abbey.
The garden area had a set of double doors that were securely locked and they wouldn't budge. Snark detected a bit of magic on them and knew without a key they would not open. The same was to be said about the northernmost door in the carriage house, but not of the door in the south. It swung open easily when pushed against.
Elsewhere in the garden were 6 statues of random people. Most looked human but were distorted in some way to make them look fey. Laurel wreaths, pointed ears, or thin arms and legs. Modifications that looked like they had been done afterwards, perhaps with some kind of stone shaping magic by an inexperienced sculptor.
The southern passage clearly lead to another stable given the scuffs on the flagstones from shoed horses and the dings in the wood work from out of control animals. Would the heroes venture further into the abbey, or leave?
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Tuesday August 16th, 2022 4:54:22 PM
(Snark was merely trying to follow-up on the DM's previous assertion that there was magic detected from the door(s) to the south. He also wonders about magic in the unnaturally sunny statue garden when the rest of the abbey grounds are not sunny. However, I'm getting the message there is nothing magic here, so Snark will stop detecting magic.)
Snark makes sure all the openable doors have been opened, but will shut them again for safety once he's looked in.
Snark looks over the carriage. "You know, between Benni and me, we can mend what's broken with this thing, and I can clean it up pretty good. What'ya say Benni? Also, there's paint and brushes in the carriage house, so we can make it good as new.
"Maybe we should pile the rest of this stuff into the carriage and get it back to town so we can sell stuff? then we can rest up a bit and prepare before coming back here. Besides, I need to get some more spells and supplies."
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 Tuesday August 16th, 2022 5:44:14 PM
Sparks sizzling purple break away like trailing metoers as Blusinda lays down, eventually satiated.
Kristoph ponders the undead some more and nods that he's happy to return and come back fresh. But he is easily swayed if the consensus is move on.
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) Wednesday August 17th, 2022 12:33:06 AM
Onesimos pauses to review what the Luck Makers have done and each person’s enthusiasm. ”working together in a good community is never time wasted; whether removing the undead curse or painting a coach! I think this is time well spent. Yes, let’s haul this back to town and fix it up!”
Benni is ready to leave the Abbey for today and return to Heranmar.
Isaac Harker (Justin M) HP 40/40 AC22/ T13 / FF 21 Wednesday August 17th, 2022 12:34:18 AM
Isaac is impressed with the carriage and looks forward to fixing it up. As they enter the garden of stone statues Isaac becomes uneasy. "Hey Snark can you detect any magic on these statues they don't look right." Isaac uses his own detect evil ability on the statues.
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 Wednesday August 17th, 2022 12:48:45 AM
As requested, Snark will check the statue room for magic.
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 Wednesday August 17th, 2022 7:28:34 AM
Teddy is very eager to leave the creepy abbey but looks to Gore'Thum. The frog considers then shrugs, putting the pairs vote at get the heck out of here.
DM James: The Carriage House - Exploration Map Wednesday August 17th, 2022 9:26:36 AM
DM James: I believe there was a failed KS: Planes check somewhere along the line, so it's natural that Snark would continue to investigate. Since you guys have been finding other things you can make that check again. See below.
With the Cadaver Lord dead once more the Abbey was....deathly....quiet. The sky in the garden looked odd, other than it was dark outside and light above here in the garden, and the clouds seemed almost alive as they moved across the sky. The plants in the garden too seemed strange, if not somehow different from those found around Heranmar.
Detecting for evil and magic returned no results, though the latter found some residual magic, likely that used to alter the statues.
The heroes milled about looking for clues and that feeling of anxiety was starting to return, urging them to leave, everyone except Issac of course since he was immune to fear.
KS: Planes DC 15 Highlight to display spoiler: {The changes in the spells, the weird plants, the sky, and modifications to the statues suggest the abbey has somehow been transported into the Fey realm. The darkness and strange happenings around the abbey could be explained as one realm leaking into another. Highlight to display spoiler: }
KS: History DC 15 Highlight to display spoiler: {You recall tales that the Chaos Bell was rung here in this abbey, but where exactly was never recorded. Afterwards all manner of powers came into being across the Southern Continent. Maybe it all originated here in this abbey.}
Perception DC 15 Highlight to display spoiler: {The walls here in the garden are made of stone and you can see cracks radiating from the southern wall. They are parallel to each other in a general sort of way, crossing and recrossing as they extend out from the wall.}
Perception DC 20 Highlight to display spoiler: {If you draw a line along the topmost crack and the bottom most crack you estimate they'd meet 80' in the air at about where the tower at the rear of the abbey sits.}
KS: Nature DC 15 Highlight to display spoiler: {Yeah, these plants aren't from around here or anywhere from what you can tell.}
Will Save DC 11(Fear) Highlight to display spoiler: {You've had enough, it's time to go.}
Snark Riverstone (MarkB) AC13 T13 F10, CMD 12, HP 29/29 d20+8=20 ; d20+8=23 ; d20+12=32 ; d20+7=23 ; Wednesday August 17th, 2022 4:18:07 PM
(Knowledge: Planes 20, Knowledge: Nature 23, Perception 32, Will Save 23)
Snark looks around and shares what he knows.
"Huh. Near as I can tell, it seems like this abbey has been transported to the Fey Realm, or the Fey Realm is at least just leaking in here. These plants are fey plants, not normally found in the Wold. It's affecting our spells too.
"You see these cracks here in this wall? If you lined these ones up, they'd meet 80' in the air at about where the tower at the rear of the abbey sits. We oughta check that out. But for now, maybe we should go back to town and get some rest. We also gotta sells some stuff. We have have my horse pull the carriage back."
The Mount will last for 4 hours. Snark will work with the others to get the paint we'll need to refurbish the carriage. If someone can drive the horse, he will use his Mending and Prestidigation spells as he rides in the carriage on the way back to town.
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 Wednesday August 17th, 2022 5:12:39 PM
Kristoph is following the clue of the cracks and when Snark points it out .. he winks at him. and accompanies the comment with a strange non-offensive hand gesture?!
(Perception:22).
Kristoph: (Stephen C) | AC:17 | CMD:23 | HP: 26/31 - Blusinda: AC:16 | HP:21/21 d20+8=22 ; d20+9=20 ; d20+5=11 ; Wednesday August 17th, 2022 5:19:52 PM
(Forgot: Will:20 for Kristoph & 11 for Blu (inc +4 from Isaac for her) = both save)
“Benni” AC 18/11/17 CMD12 HP 13/ 20 Onesimos (SteveK) d20+7=24 ; d20+6=12 ; d20+7=13 ; Thursday August 18th, 2022 12:30:51 AM
Onesimos’ mouth draws into a line. Leaking. That’s what he came up with too. And the fear, while at bay, is starting to assert itself.
The elf puts his shoulder to the carriage wheel and helps pull the treasure back to Heranmar. ”Nearly every encounter, my friends, has been with undead or the fey. And not just at the Abbey, but in the Swamp and with Captain Jack. I’m going to see what I can do to increase my arsenal against those threats.”
He leaves the unspoken suggestion for his friends to consider themselves.
Planes 24 Perception 12 Will. 13
Gore'Thum and Teddy Treeborn (Mitch) HP 32/32 AC 12/11/12 CMD 11 Gore'Thum HP 30/30 AC 12/12/11 d20=15 ; d20+4=10 ; d20+3=6 ; Thursday August 18th, 2022 7:55:40 AM
Teddy instantly recognizes that those plants aren't local but before he can wonder Snark explains. Though nervous he's doing surprisingly ok (will 10, enough if he's near the Paladin) and it's Gore'Thum who gets nervous (will 6). "Perhaps it's time to go." he croaks to the group.