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The Dead Walk in Derevaan: Heldenburg.

Posted by DM VisceriFor group 0
DM Visceri
GM, 418 posts
the Heavyhanded
the Bringer of Loot
Thu 21 Jun 2012
at 06:44
  • msg #1

The Dead Walk in Derevaan: Heldenburg

The rest of the late afternoon and early evening go by with casual conversation among those willing with Kuldar happy to fill any empty silences with an story or two but the camps seems to be divided. While Raznik, Temnir, and Felicia keep to themselves a bit more, the other three stay by the fire they constructed for a while before nodding off to bed with the rest.

The night itself is uneventful other than the pitter patter of the rain that begins to fall in the early hours of the morning, bringing with it the unpleasant side effect of those who chose to sleep on the downside of the slope getting a little wet though not enough to wake them up. Those keeping watch during the night found the raised wall to be a good lookout perch but didn't seem to need it as not even wild life approached their camp sight during the night.

As the morning dawns, the rain continues but it is only falling lightly, turning the fog into more of a mist though it doesn't help with the visibility problem the group had the previous day. Putting out the campfire and gathering their belongings, the group sets out on their three hour walk to Heldenburg. After the three hours though, no sign of Heldenburg can be found but they come across a small semi-paved road that leads them along and eventually find a signpost that tells them that they were about 30 minutes south of the town. Continuing down the turn off for Heldenburg, a faint smell begins to taint the air. A mix of decay and smoke fill the groups nostrils as the continue down the path, eyes peeled for any sign of the undead army or their quarry...

OOC: You are basically 10 minutes out from Heldenburg and have a surefire path to the town. Any preparation / skill checks / etc. should be declared and made now. In addition, everyone make a spot check into the mist.
Renard Waywynd
player, 30 posts
Thu 21 Jun 2012
at 13:54
  • msg #2

Re: The Dead Walk in Derevaan: Heldenburg

Unsure of just what it is they're planning for this place Renard hangs back and defers to the others for the time being.  He slept in a bit seeing as how he has no need to prepare his spells and Jeeves has a nasty habit of waking him up several times a night by pulling his hair or yanking his blanket off.  Now here he was, plodding along through the bleary mists when he catches wind of that decaying smell.

06:54, Today: Renard Waywynd rolled 16 using 1d20. Perception.

Felicia Armstrong
player, 77 posts
Of the F'n Vicious Claws
Thu 21 Jun 2012
at 14:24
  • msg #3

Re: The Dead Walk in Derevaan: Heldenburg

Felecia had been up most of the night. She really needed little in the way of sleep to function well and as they where nearing their objective, she was getting more 'eager' for things to happen.

When the group sets out in the morning, Felecia once more shifts her outfit to something more suitable for daytime travel. She will walk along near Solomon and chat a bit with him while keeping an eye open for any dangers.

15:20, Today: DM Visceri, on behalf of Felicia Armstrong, rolled 24 using 1d20+8. Perception.

This message was last edited by the GM at 22:20, Thu 21 June 2012.
Solomon
player, 105 posts
Suli
Paladin
Thu 21 Jun 2012
at 22:05
  • msg #4

Re: The Dead Walk in Derevaan: Heldenburg

Solomon could feel Cho'kobo growing more and more unsettled.  There was a stink in the air, but damned fog kept Solomon from seeing anything.  The constant swirls kicked up by the occasional gust caught his eye so many times, that he simply started ignoring all distant movement.

"I don't like the idea of strolling down this path in one large group, it calls for an ambush.  Any of you trained or experienced in scouting?  It may prove wise to send a stealthy or quick person ahead to look for danger."  The question only went to remind Solomon that he really didn't know what his new companions were fully capable of.

15:59, Today: Solomon rolled 4 using 1d20+2. perception.
19:26, Today: Solomon rolled 23 using 1d20+5. Cho'kobo perception.

This message was last edited by the player at 01:27, Fri 22 June 2012.
Temnir Liyaan
player, 113 posts
Male, Human, 22 years old
5'11", 165lbs.
Thu 21 Jun 2012
at 22:19
  • msg #5

Re: The Dead Walk in Derevaan: Heldenburg

Temnir isn't happy with the smell around the area. The last time he had been here, the fires that some of the necromancers had started had produced the same smell but this time it was more pervasive. Likely the firefighting effort for the handful of houses had to be abandoned in favor of defending the town. That brought him to the other smell. That was new and that didn't sit well with him at all.

"I have to agree with you on that front Solomon and while I may not be a stealthy individual by nature, I've spent a great deal of my life staying out of the paths of others and I can take care of myself in a pinch. Unless there is someone more apt to the job, I could go forward. I am vaguely familiar with the town as well so that would help." Temnir had been quick to try and find the strengths and weaknesses of his new traveling companions and while some were still a mystery to him, one he had taken the liberty of assumption; something he hoped he was not wrong on as it would prove a valuable asset to him. "How about you Felicia? I have heard tales of the cat people and many of them speak of your natural gift for stealth and swiftness."

15:19, Today: Temnir Liyaan rolled 6 using 1d20+2. Perception.

This message was last edited by the player at 22:19, Thu 21 June 2012.
Felicia Armstrong
player, 78 posts
Of the F'n Vicious Claws
Thu 21 Jun 2012
at 22:20
  • msg #6

Re: The Dead Walk in Derevaan: Heldenburg

"Well if you all want to wait here just bit so I can get a head start, I can be fairly sneaky if I need to be. I'd be happy to look ahead a bit.", Felecia volunteers to the others.
Raznik Tayn
player, 125 posts
Human Desert Nomad
Fri 22 Jun 2012
at 00:18
  • msg #7

Re: The Dead Walk in Derevaan: Heldenburg

Following a little way behind, Raznik has yet to recover from yesterday's events. He had begun the day with his usual ritual prayer and anointed his head with symbol of Pelor.

Unsettled by the stench of death, Raznik looks about himself nervously. At Soloman's request, Raznik speaks up for the first time this morning. "Yx'raul will go. It is expendable, and I can watch its progress." Out of the fog behind them, the beast steps forwards, unnoticed until now.

If the others agree, Raznik will cast Lesser Evolution Surge (Skilled: Stealth) on Yx'raul and use Bond Senses.

01:11, Today: Raznik Tayn rolled 25 using 1d20+10. Yx'raul Perception.
01:11, Today: Raznik Tayn rolled 14 using 1d20+3. Perception.

Kuldar Balak
player, 55 posts
Story Points: 1
Fri 22 Jun 2012
at 13:57
  • msg #8

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar had been rather quiet since waking up, this entire area had him on edge, and it showed. When talk was made of scouting and such, Kuldar pats Kilgur on the head and speaks up. "Kilgur here is actually pretty quiet when he needs ta be, and if I'm ridin' him I don't need ta worry about me own problems with sneakin'."

06:56, Today: Kuldar Balak rolled 17,9 using d20+11,d20+1. Perception, Kilgur perception.
Renard Waywynd
player, 31 posts
Fri 22 Jun 2012
at 17:28
  • msg #9

Re: The Dead Walk in Derevaan: Heldenburg

Renard, being one of little stealth, steps forward with a suggestion, "While I do not have any spells that will aid with stealth I do have one that may help.  A protection from evil spell from me only lasts about 7 minutes, but it may help you slip past the first ranks of the undead with little trouble."
Felicia Armstrong
player, 79 posts
Of the F'n Vicious Claws
Fri 22 Jun 2012
at 19:41
  • msg #10

Re: The Dead Walk in Derevaan: Heldenburg

Felecia has no problem letting the odd summoned creature take point. She had no attachments to the thing and would not mourn it's loss if it should be killed. "As long as it can provide a warning, I don't care if it takes point."
DM Visceri
GM, 424 posts
the Heavyhanded
the Bringer of Loot
Sat 23 Jun 2012
at 11:48
  • msg #11

Re: The Dead Walk in Derevaan: Heldenburg

Coming to the conclusion it would be best that Felicia went on ahead, the feline rogue makes her way quietly forward into the mist. As Felicia leaves, the mist swirls behind her and she disappears into it's grey embrace. Both smells still permeate the air and the light rain continues and begins to get a little stronger.

OOC: Everyone else other than Felicia need to decide if they are going to follow behind her like a forward scout or just wait there for her to return.

PMs
Solomon
player, 108 posts
Suli
Paladin
Sat 23 Jun 2012
at 15:00
  • msg #12

Re: The Dead Walk in Derevaan: Heldenburg

The animals were getting jumpy; and soon so to was Solomon.  He couldn't tell if it was his imagination or something was indeed moving around in the fog.  He drew his tetsubo as he looked to the others hoping they were getting equally prepared just in case.  "I think we should hold for a little while.  Give Felicia a chance to get ahead before following slowly behind."

Kuldar, Raznik, can either of your animals track scents?" he asks, keeping his voice low in case there was something stalking about nearby.

Will wait about 5 minutes before starting to Felicia.  Solomon isn't exactly a sit around and wait type character.
Kuldar Balak
player, 59 posts
Story Points: 1
Sat 23 Jun 2012
at 20:29
  • msg #13

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar seems to think on the question, before looking down at Kilgur who returns with a look that seems to say "Dunno, maybe." "Well lad, he's got a good nose on 'im but I ain't really trained any on that kind of thing." He does like the idea of following close behind, in case scouting didn't work out, but doesn't know how well they'd be able to follow her tracks.
Raznik Tayn
player, 127 posts
Human Desert Nomad
Sun 24 Jun 2012
at 22:55
  • msg #14

Re: The Dead Walk in Derevaan: Heldenburg

Raznik looks about the fog nervously, as does Yx'raul. The beast seems to follow movement for a moment, and Raznik's gaze snaps to follow its, but he cannot see anything. In response to Soloman's question, Raznik says, "Yx'raul cannot, but the ability can be provided, should we need it." He looks again in the direction Felicia had headed. "I am not comfortable with Felicia heading into danger alone. Perhaps Yx'raul should follow?"
Solomon
player, 109 posts
Suli
Paladin
Mon 25 Jun 2012
at 01:15
  • msg #15

Re: The Dead Walk in Derevaan: Heldenburg

Solomon nodded in agreement with Raznik.  He then turned towards Kuldar.   "I was thinking about using its nose to seek out any danger that may be lurking nearby.  Not so much about tracking Felicia, since we know what direction she left in."  Solomon was speaking much lower now.
Kuldar Balak
player, 61 posts
Story Points: 1
Mon 25 Jun 2012
at 02:20
  • msg #16

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar took a hint and lowered his voice, nodding to both Raznik's suggestion and Solomon's request. He looked down and patted Kilgur's head. "You hear him there? Keep yer nose up and let me know if'n you smell anythin' nasty nearby." When he finished speaking he held a finger up to his lips signaling silence, with expert timing as Kilgur was just about to give a loud squeal of approval, instead just giving a quiet snort.
DM Visceri
GM, 426 posts
the Heavyhanded
the Bringer of Loot
Mon 25 Jun 2012
at 03:00
  • msg #17

Re: The Dead Walk in Derevaan: Heldenburg

Aside from the group's conversation and the occasional russell of the dark patches of grass that dot the landscape, the area is eerily quiet which helps the group hear the faint sounds of a crashing noise which quickly halts as if something fell. It wouldn't be Felicia though as the sound was much too loud if it was able to be heard this far away. The echo persists for a few seconds though before going quiet again. For anyone who looks towards the direction of the sound, you see a definitive shadow pass in front of your vision in the mist and disappear as fast as it appeared.
Raznik Tayn
player, 128 posts
Human Desert Nomad
Mon 25 Jun 2012
at 14:48
  • msg #18

Re: The Dead Walk in Derevaan: Heldenburg

At the crash sound, Raznik exchanges a meaningful looks with Yx'raul and casts a pair of spells on the beast, which begins to stalk off in the direction that Felicia had travelled.

Cast Unfetter and Lesser Evolution Surge (Skilled: Stealth) on Yx'raul.
DM Visceri
GM, 427 posts
the Heavyhanded
the Bringer of Loot
Mon 25 Jun 2012
at 23:45
  • msg #19

Re: The Dead Walk in Derevaan: Heldenburg

As Yx'razul walks away into the mist silent as the grave, once again, the shadow begins showing itself again, just on the peripherals of the group's vision though this time, you can clearly hear a dull 'thud...thud...thud' as it moves.

PM
This message was last edited by the GM at 23:46, Mon 25 June 2012.
Temnir Liyaan
player, 114 posts
Male, Human, 22 years old
5'11", 165lbs.
Mon 25 Jun 2012
at 23:59
  • msg #20

Re: The Dead Walk in Derevaan: Heldenburg

Keeping his voice down and coming to stand a couple of feet behind Solomon, facing the opposite direction, spells crossing the front of his mind, "I definitely do not like the sound of that. It was not here last time I had the...pleasure to visit Heldenburg." Jerking his sad to the side at a sighting of the shadow, he rubs his neck with one hand due to the whiplash and growls a curse, "Where is that blasted feline and that infernal...thing!" It had only been no more than 20 minutes since Felicia left but Temnir had never counted himself as a man of patience, especially not when under pressure like this.
Raznik Tayn
player, 129 posts
Human Desert Nomad
Wed 27 Jun 2012
at 00:20
  • msg #21

Re: The Dead Walk in Derevaan: Heldenburg

Raznik pauses in his stride once again, as he had been periodically since Yx'raul had disappeared. "They are on their way back," he says to Temnir. He too looks about nervously at the thudding sound.
Renard Waywynd
player, 34 posts
Wed 27 Jun 2012
at 01:51
  • msg #22

Re: The Dead Walk in Derevaan: Heldenburg

Staying at the back of the group and keeping quiet for the time being Renard reviews his spells, readies his crossbow, and moves his spell components to various belt pouches where they will be easy to reach and difficult for Jeeves to reorganize.  Though his interest was piqued by the shambling shadow in the fog he couldn't help but think how good of a decoy it was being, and so he turned away, scanning the other areas of the fog and straining his ears to pick up any sound beside the heavy thumping.

18:51, Today: Renard Waywynd rolled 17 using 1d20. Perception.
DM Visceri
GM, 429 posts
the Heavyhanded
the Bringer of Loot
Wed 27 Jun 2012
at 02:07
  • msg #23

Re: The Dead Walk in Derevaan: Heldenburg

Tensions seem to be running a little bit higher than usual as everyone looks into the mist in different directions but it is Renard who finally notices something moving towards them. Luckily, before any harm can come to the figures, Felicia and Yx'razul come into sight, as cautious as the rest of the group had been waiting for them to materialize. The other shadow however, is now nowhere to be seen or heard.
Solomon
player, 110 posts
Suli
Paladin
Wed 27 Jun 2012
at 02:55
  • msg #24

Re: The Dead Walk in Derevaan: Heldenburg

Solomon could feel his heart beating in his chest waiting for the shadows to step into the light.  When he saw Felicia he smiled and stepped forward to meet her.  He didn't seem to give any attention to Raznik's monster.
Kuldar Balak
player, 62 posts
Story Points: 1
Wed 27 Jun 2012
at 04:18
  • msg #25

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar frowned a bit, these shadows were beginning to annoy him...it was almost like they only existed to create confusion and tension...hm. "I'm beginnin' ta think those shadows are mere illusions- the thudding I cannae say." He looked down to Kilgur inquisitively, to see if he had smelled anything yet.
Felicia Armstrong
player, 81 posts
Of the F'n Vicious Claws
Wed 27 Jun 2012
at 06:02
  • msg #26

Re: The Dead Walk in Derevaan: Heldenburg

"I made it all the way to Heldenburg. The whole city seems pretty much destroyed, but I saw a lot of movement beyond the walls. Undead I think, but I did not get a clear view. There were a lot of them though.", Felecia tells all the others as she explains what she saw.
Temnir Liyaan
player, 115 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 27 Jun 2012
at 08:57
  • msg #27

Re: The Dead Walk in Derevaan: Heldenburg

Temnir looks at Felicia not bothering to hide the shock her words instill in him, "What do you mean pretty much destroyed? I was there no more than a week ago and they had the ability to hold off the siege another month at the least! With my companions, the heroes assembled at Heldenburg, and the towns militia, they should have been able to at least hold off the undead until now!" Temnir begins to pace a little bit frantically at the bad news. For someone who doesn't often show emotion, this is the equivalent of a full on outburst. He descends into incoherent mumblings, words such as 'provisions,' 'fighting force,' and 'mission' being the only real words emphasized at any given point.
Felicia Armstrong
player, 82 posts
Of the F'n Vicious Claws
Wed 27 Jun 2012
at 15:00
  • msg #28

Re: The Dead Walk in Derevaan: Heldenburg

Felecia continues to speak to Temnir and the others, her tone more sorrowful as see Temnir's reaction, "The battle was over before I got there of course, but it looks like whoever was controlling the undead, filled some wagons with something explosive and drove them into the walls and gate. The gate was destroyed as well as a lot of the wall. Almost all the building that I could see, with maybe one or two exceptions have been burned to the ground as well."
DM Visceri
GM, 432 posts
the Heavyhanded
the Bringer of Loot
Wed 27 Jun 2012
at 22:11
  • msg #29

Re: The Dead Walk in Derevaan: Heldenburg

Temnir swears and stalks off into the mist towards Heldenburg, disappearing from sight between the two rock outcroppings that flank the road on either side at the edge of the group's vision. It is only a few moments later that you hear the 'thud' noise again, much louder than it previously had been and this time followed by a deep bellowing roar from something big. Before the sound even ends, you see Temnir running full tilt back to the group, panic clear on his face. "I FOUND THE SHADOW!" he yells as he skids to a stop in the middle of the group.

As the group looks in anticipation in the direction Temnir had fled from, the thudding begins again and gets quicker until the mist seems to swirl directly in front of them...but nothing is there...until the roar comes again at which point a semi-transparent form of a hulking monster begins to come into view. Spittle flies from it's maw and the force of the roar whips cloaks and forces you to brace yourself. Grey skin ripped and torn, exposing bone in many places over bulging muscles arms and legs, the beast stands at least nine feet tall and it's bulk suggests it weighs quite a lot as well. It has two columns of eyes, three for each set, that glow red and are fixated on the party. As you look at it though, you almost feel like you want to rub your eyes as even though you see it in front of you, it seems to also be off to one side. This suddenly matters little to you as it begins to move forward, mouth agape and arms outstretched.



Initiative and Actions!


This message was last edited by the GM at 23:24, Wed 27 June 2012.
Felicia Armstrong
player, 83 posts
Of the F'n Vicious Claws
Wed 27 Jun 2012
at 23:17
  • msg #30

Re: The Dead Walk in Derevaan: Heldenburg

"Shit!", Felicia comments to no one in particular as she stares at the apparition suddenly coming at them out of the fog.


OOC:
19:15, Today: Felicia Armstrong rolled 21 using 1d20+5. Initiative.

Move to at least E-1...Go to A-1 if possible.
 

This message was last edited by the player at 16:25, Thu 28 June 2012.
Solomon
player, 111 posts
Suli
Paladin
Wed 27 Jun 2012
at 23:27
  • msg #31

Re: The Dead Walk in Derevaan: Heldenburg

"I don't think that's an illusion."  He catches fleeting glimpses of the beast off to the side.  He blinks his eyes, "...then again."

AC: 22, HP: 72
Initiative 7
Move action - Detect Evil
Standard action - if evil, cast Protection from Evil
                  if not, cast Saddle Surge
What knowledge roll is required to see if we've heard of such a beast?


GM Edit: Knowledge Arcana
This message was last edited by the GM at 23:51, Wed 27 June 2012.
Raznik Tayn
player, 131 posts
Human Desert Nomad
Thu 28 Jun 2012
at 00:55
  • msg #32

Re: The Dead Walk in Derevaan: Heldenburg

As Temnir emerges at a run, Raznik quickly looks in the direction of his flight. As the beast appears, he finds himself momentarily paralyzed, but quickly stirs, casting a spell on Yx'raul, before taking a step back and drawing his sling. Nodding at Yx'raul, the beast charges into battle, leaping at the creature.


Raznik:

Initiative: 16

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

01:45, Today: Raznik Tayn rolled 16 using 1d20. Initiative.

Buffs: Inspire Courage (+2 morale vs charm, fear; +2 attack; +2 damage)
Debuffs:

Actions:
 - Full-Round:
 - Standard: Cast Mage Armor on Yx'raul
 - Move: Draw Sling
 - Free: 5' step to K4

Yx'raul:

Initiative: 15

Current/Max HP: 52/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinate C6-D7
Rolls:

01:46, Today: Raznik Tayn rolled 15 using 1d20+7. Yx'raul Initiative.

01:53, Today: Raznik Tayn rolled 13,13,7,7 using 1d8+8,1d8+6,1d4+6,1d4+6. Yx'raul Damage.
01:53, Today: Raznik Tayn rolled 33,15,21,25 using 1d20+14,1d20+14,1d20+14,1d20+14. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC), Inspire Courage (+2 morale vs charm, fear; +2 attack; +2 damage)
Debuffs:

Actions:
 - Full-Round: Charge to E5 (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free:

This message was last edited by the player at 05:27, Thu 28 June 2012.
Kuldar Balak
player, 63 posts
Story Points: 1
Thu 28 Jun 2012
at 04:42
  • msg #33

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar seemed a little uncomfortable with Temnir's temper rising, he had been wondering what might calm him down but then he up and stormed off. He gave a heavy sigh and looked down to Kilgur, who seemed confused by this smell that was faint at best, and outright vanished at other times. "I dinnae know lad, somethin' tells me this place ain't quite right..." But before he can go much further he hears Temnir rushing back, he looks up to see something huge and monstrous appear out of thin air, and he just about fell off of Kilgur at the sight. "Oh Sod! What the hell is tha'?!" He wastes no time analyzing it, and begins a somewhat shaky tale on the destruction of some old Necromancer's undead army by a small group of brave adventurers. Kilgur moved forward to try and combat this new foe, showing little fear or regard for its intimidating form...thought one might notice his knees shaking slightly, and it definitely isn't from so light a load.

Initiative: 21

Current/Max HP: 75/75
Current AC: 25
 - Touch: 13
 - Flat-Footed: 24
CMD: 20

Starting Inspire Courage +2
Using Loremaster's 1/day to get a 29 on my Knowledge check

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Begin Inspire Courage
 - Move: Draw Dwarven Waraxe
 - Free: Knowledge Arcana

Kilgur
Initiative: 21

Current/Max HP: 51/51
Current AC: 23
 - Touch: 10
 - Flat-Footed: 23
CMD: 18(+4 vs Trip)

Target: ??? at coordinate C6-D7
Rolls: 21:41, Today: Kuldar Balak rolled 29,11 using d20+10,d8+8. Kilgur gore(no power attack). *damn, would have been a great roll to PA on :/*

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Attack ???
 - Move: Move to E8(Up 2, Up-left 2, should avoid any AoO due to reach)
 - Free:

Renard Waywynd
player, 35 posts
Thu 28 Jun 2012
at 06:18
  • msg #34

Re: The Dead Walk in Derevaan: Heldenburg

Not having much of a part in the conversation, Renard seems rather put off by Temnir's sudden outburst.  If the man wasn't going to trust his team then why were they here in the first place?  And then storming off alone when there's strange shadows about?  Well at any rate he was prepared for a fight and already situated at a good spot in the back of the group.  He raises his crossbow and fires off the bolt before quickly and easily reloading another.  That taken care of he wracks his brain trying to recall any past knowledge about such a beast.

Initiative: 19

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target: Big ass monster @ D-7
Rolls:
23:14, Today: Renard Waywynd rolled 19 using 1d20+3. Initiative.
23:16, Today: Renard Waywynd rolled 10 using 1d20+8. Ranged attack. (OOC note: Forgot it's +10, not +8, treat this as a roll of 12)
23:17, Today: Renard Waywynd rolled 6 using 1d8+1. Damage (light crossbow).
23:18, Today: Renard Waywynd rolled 19 using 1d20+10. Knowledge: Religion.
23:18, Today: Renard Waywynd rolled 11 using 1d20+10. Knowledge: Nature.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Fire Light Crossbow
 - Move: Knowledge Checks (see rolls)
 - Free: Reload Crossbow (Rapid Reload)

This message was last edited by the GM at 06:23, Thu 28 June 2012.
Temnir Liyaan
player, 116 posts
Male, Human, 22 years old
5'11", 165lbs.
Thu 28 Jun 2012
at 08:59
  • msg #35

Re: The Dead Walk in Derevaan: Heldenburg

Still reorienting himself after running back to the group, Temnir racks his mind for a powerful spell to kill this abomination that had been apparently stalking them. "I was looking to take out my anger on something but I could have done with something smaller! I knew the gods hated me!" Outstretching his arm, his ring crackles slightly and then releases a bright blue and white bolt of lightning that streaks between Kuldar and Kilgur and Yx'razul and heads for the monster.



00:48, Today: Temnir Liyaan rolled 4 using 1d20+2. Initiative.
01:56, Today: Temnir Liyaan rolled 30 using 7d6. Lightning Bolt.

DM Visceri
GM, 438 posts
the Heavyhanded
the Bringer of Loot
Thu 28 Jun 2012
at 09:23
  • msg #36

Re: The Dead Walk in Derevaan: Heldenburg

"Shit!" Felicia exclaims, caught off guard by the monster's sudden appearance before them. "Oh Sod! What the hell is tha'?!" likewise surprised though as soon as the words leave his much, a mixed look of realization and puzzlement comes over his face as if he's realized something but not what he had expected. Not wasting any time lingering on it though, he begins in on a tale of overwhelming odds and heroes vanquishing an undead army as he rides the battle boar into the creature's reach.

Kilgur wastes no time in trying to bring down the beast, tusks embedding themselves just underneath the massive creature's knees to which it looks down and roars in the duo's face, raising one clawed hand, ignoring Renard's crossbow bolt that whizzed by it's head, and swiping at the boar viciously. It follows up with the other arm and leans forward, mouth agape attempting to get Kuldar in its jaws. The boar dodges back from the first claw but the second hits him square in the side, claws latching onto flesh and holding on tight, keeping the two in place as the jaws descend on Kuldar who is quickly able to keep the massive mouth at bay by swinging his waraxe, steel clinking off teeth harmlessly, causing the beast to jerk its head back momentarily.

Standing, paralyzed, at the sight of the giant creature and it's brutal attacks against Kilgur and Kuldar, Raznik has to shake himself free of the sight. Looking for his eidolon, he quickly casts a spell over Yx'razul and wills the creature forth to attack as he himself draws his sling and gets a stone ready. The eidolon quickly charges his way into base to base, half slithering, half lifting his front two legs and lunging the distance and sinks his teeth into the muscular leg, tearing at the flesh which comes off with relative ease and follows up with two claws, one raking a decent gash. The other comes in immediately after but seems to go right through the leg, meeting no resistance, almost causing Yx'razul to stumble forward, eliciting a confused and angry growl from the eidolon.

Using his blessed vision granted by Pelor to root out evil, Solomon senses no inherent evil from the creature itself though there seems to be an evil aura surrounding it but nothing that he can latch onto so he begins a spell that causes himself and Cho'Kobo to begin to glow faintly in pulsing waves of light as the axebeak cries out, ready for battle. "I don't think that's an illusion," the paladin informs everyone but blinks his eyes as if trying to clear his vision immediately after, "...then again."

Temnir, still reorienting himself from the run back to the group quickly racks his mind for a spell. "I was looking to take out my anger on something but I could have done with something smaller! I knew the gods hated me!" Outstretching his arm, his ring crackles slightly and then releases a bright blue and white bolt of lightning that streaks between Kuldar and Kilgur and Yx'razul and heads for the monster, momentarily making the mist reflect the light, destroying all sight before revealing the creature with a large scorch mark on its chest though the beast doesn't even seem to notice as it lets out another deafening roar aimed at Kuldar and Kilgur who is still trapped in the beast's grasp. Eyes wide in disbelief at the resilience of the creature, Temnir looks to his companions, "Will someone tell me what in all the hells that thing is?!"



Initiative
21 Felicia + Kuldar + Kilgur
19 Renard
16 ???
16 Raznik
15 Yx'razul
  7 Solomon + Cho'Kobo
  4 Temnir

Party Status
Kilgur: -14 hp + Grappled
Everyone Else: Full hp

OOC: Since I have yet to figure out a better way to arrange players on mounts, assume that the player him or herself is where the two of them are and the mount will just be below or to the side (depending on positioning) but still occupying the same space.

This message was last edited by the GM at 10:28, Thu 28 June 2012.
Kuldar Balak
player, 72 posts
Story Points: 1
Thu 28 Jun 2012
at 11:17
  • msg #37

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar decides to comply with Temnir's request, now that he had recalled the thing. "This be a Grey Render, they normally 'adopt' a group of smaller things- no one knows why. They only attack when angry or defending their 'children', they also don't do...that." Kuldar gestures vaguely at the seeming inconsistency the beast was having earlier, not sure if it wanted to exist or not. "I bet the Necromancers turned this thing into a deadly foe, it's mind be gone for all we know."

After giving the explanation, Kuldar pulls his axe back and tries severing one of the claws that was holding Kilgur, and decides he might be able to get a better angle if off the Boar. Kilgur flailed his head around wildly, attempting to take more flesh from the thing's underbelly.

Initiative: 21

Current/Max HP: 75/75
Current AC: 25
 - Touch: 13
 - Flat-Footed: 24
CMD: 20

Target: Grey Render at coordinate C6-D7
Rolls: 04:12, Today: Kuldar Balak rolled 26,11 using d20+11,d10+6. D. Waraxe vs Grey Render(grappled).
*grappled means denied dex, unless this doesn't gain the condition when doing so*

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Attack Grey Render
 - Move: Dismount(to D8)
 - Free: Continue Inspire Courage


Kilgur
Initiative: 21

Current/Max HP: 37/51
Current AC: 23
 - Touch: 10
 - Flat-Footed: 23
CMD: 18(+4 vs Trip)

Target: Grey Render at coordinate C6-D7
Rolls: 04:16, Today: Kuldar Balak rolled 18,22 using d20+6,d8+14. grappled Gore vs Grey Render(PA-2).

Buffs: Inspire Courage +2
Debuffs: Grappled(-2 to attack vs grappler)

Actions:
 - Full-Round:
 - Standard: Attack Grey Render
 - Move:
 - Free:

This message was last edited by the player at 11:18, Thu 28 June 2012.
Raznik Tayn
player, 134 posts
Human Desert Nomad
Thu 28 Jun 2012
at 12:55
  • msg #38

Re: The Dead Walk in Derevaan: Heldenburg

Taking a step to the side, Raznik loads his sling and fires at the creature. "It is strange. Could there be a spell convincing it that we have hurt its prectorate?" Noticing Soloman's hesitation and seeing Yx'raul in his path, Raznik nods at the beast which steps to the side before attempting to maul the grey render once more.

Raznik:

Initiative: 16

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target: Enemy at C6-D7
Rolls:

13:48, Today: Raznik Tayn rolled 8 using 1d4+4. Damage.
13:48, Today: Raznik Tayn rolled 14 using 1d20+8. Attack.

Buffs: Inspire Courage (+2 morale vs charm, fear; +2 attack; +2 damage)
Debuffs:

Actions:
 - Full-Round:
 - Standard: Attack
 - Move: Load Sling
 - Free: 5' step to K5

Yx'raul:

Initiative: 15

Current/Max HP: 52/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinate C6-D7
Rolls:

13:54, Today: Raznik Tayn rolled 10,8,9,9 using 1d8+8,1d8+6,1d4+6,1d4+6. Yx'raul Damage.
13:54, Today: Raznik Tayn rolled 25,23,27,17 using 1d20+12,1d20+12,1d20+12,1d20+12. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC), Inspire Courage (+2 morale vs charm, fear; +2 attack; +2 damage)
Debuffs:

Actions:
 - Full-Round: Full-Attack (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free: 5' step to E6

Solomon
player, 113 posts
Suli
Paladin
Thu 28 Jun 2012
at 21:47
  • msg #39

Re: The Dead Walk in Derevaan: Heldenburg

"Ride Cho'kobo!" Solomon called out, as he struck the bird's flank with his heels.  The two rode by glowing with magic that would aid their strikes.  Cho'kobo snapped at the beast hoping to rip muscle from bone.  Solomon whispered a prayer to his dead Janni ancestors and the veins in his arms bulged and turned green.  Acid oozed from his palms and down his weapon.  He swung...

Solomon:

Initiative: 7

Current/Max HP: 72/72
 Current AC: 14
  - Touch: 12
  - Flat-Footed: 20
 CMD: 22

Target:  Grey Render
 Rolls:
15:28, Today: Solomon rolled 18 using 1d20+13. Solomon attack. Damage 24 (4 of that is acid damage.  Figured in saddle surge damage bonus post roll.)

Actions:
  - Full-Round:
  - Standard: Tetsubo attack
  - Move: Ride-by attack 50' straight ahead (no AoA's)
  - Swift: Elemental Assault

Cho'kobo:

Initiative: 7

Current/Max HP: 52/52
 Current AC: 20
Ride check 33 for "Mounted Combat" feat to avoid any damage if Cho'kobo is hit.

Target: Grey Render
 Rolls:
15:26, Today: Solomon rolled 22 using 2d6+15. Cho'kobo damage.
15:25, Today: Solomon rolled 30 using 1d20+11. Cho'kobo attack


GM Edit: 23:11, Today: DM Visceri, on behalf of Kuldar Balak, rolled 5 using 2d4. Gallant Inspiration on Solomon.

This message was last edited by the GM at 06:12, Fri 29 June 2012.
Renard Waywynd
player, 37 posts
Fri 29 Jun 2012
at 00:38
  • msg #40

Re: The Dead Walk in Derevaan: Heldenburg

The bookshelves of his mind don't seem to contain any knowledge of a beast such as this but he considers it a safe bet that the creature is some sort of undead and for undead he has a special tool...  Holding his hand up, palm out, he mumbles the magic words and shoots a spectacular beam of light in the beast's direction.  At the same time he pays close attention to the damage he deals, having learned during the ship-to-ship combat that undead happen to take more than your average damage from this particular spell.  Once the spell is finished he moves to a better position on the battlefield where he can reach more allies should they suddenly require healing.

Initiative: 19

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target: Big ass monster @ D-7
Rolls: 17:35, Today: Renard Waywynd rolled 13 using 1d20+8. Ranged touch for ray attack.
17:36, Today: Renard Waywynd rolled 11 using 3d8. Damage (searing light).
17:36, Today: Renard Waywynd rolled 6 using 1d20. Monster Lore.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

1: 6/6 (DC 15)
2: 6/6 (DC 16)
3: 3/4 (DC 17)

Actions:
 - Full-Round:
 - Standard: Cast searing light on the monster.
 - Move: Move 10 ft. to J-6
 - Free: Monster Lore check to see if the monster takes damage as an undead or not.


Solomon
player, 115 posts
Suli
Paladin
Fri 29 Jun 2012
at 02:00
  • msg #41

Re: The Dead Walk in Derevaan: Heldenburg

After his first attack Solomon began to wonder.  Something Raznik had said about the beast gave him pause.  "This beast is not iherrently evil.  Perhaps its family and friends were also killed by the necromancers and their ilk.  Raznik, does this creature speak one of man's tongues?" he called out.

free action
Raznik Tayn
player, 136 posts
Human Desert Nomad
Fri 29 Jun 2012
at 02:20
  • msg #42

Re: The Dead Walk in Derevaan: Heldenburg

"I... I do not know. I do not believe it is an ordinary specimen, however. From what I know, grey renders do not normally have the ability to appear where they are not."
Felicia Armstrong
player, 84 posts
Of the F'n Vicious Claws
Fri 29 Jun 2012
at 03:34
  • msg #43

Re: The Dead Walk in Derevaan: Heldenburg

Felicia runs around to one side, headed for a flanking position.



OOC:
Initiative: 21

Current/Max HP: 58/58
Current AC: 21
 - Touch: 15
 - Flat-Footed: 21
CMD: 21

Target:
Rolls:



Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Attack undead
 - Move: to D-1 (Along west side of map)
 - Free:
 

Temnir Liyaan
player, 117 posts
Male, Human, 22 years old
5'11", 165lbs.
Fri 29 Jun 2012
at 06:28
  • msg #44

Re: The Dead Walk in Derevaan: Heldenburg

Chain casting a new spell, Temnir rolls his eyes at his companions, "I vote we ask it why it's trying to eat us after we kill it! It doesn't look to be the type to listen to reason over a mug of ale if you ask me." Concentrating on his spell a moment longer, he points his finger as four black spherical projectiles of some nature materialize and begin spinning around the finger until all four shoot off in quick succession trailing purple energy and slam unerringly into the gray render's stomach. "When facing something you can't hit, use a spell that can't miss my master always told me," the triumph in his eyes is quickly replaced by something else as he realizes what he said but shakes it off and begins to move to the right towards the boulder hoping it would offer some cover if needed.



23:25, Today: Temnir Liyaan rolled 15 using 4d4+4. Magic Missile.

This message was last edited by the player at 06:49, Fri 29 June 2012.
DM Visceri
GM, 445 posts
the Heavyhanded
the Bringer of Loot
Fri 29 Jun 2012
at 06:49
  • msg #45

Re: The Dead Walk in Derevaan: Heldenburg

Felica dashes around the back of the group towards one of the outcroppings of rocks and vaults over the lower or the two and disappears from sight, heading to the beast's blindspot.  Meanwhile, Kuldar quickly attempts to relay the information he knows about the beast without losing a limb to the jaws of the creature in the mean time. "This be a Grey Render, they normally 'adopt' a group of smaller things- no one knows why. They only attack when angry or defending their 'children', they also don't do...that," gesturing to the beast as it fades a bit and tricks the eye into a different location. "I bet the Necromancers turned this thing into a deadly foe, it's mind be gone for all we know."

Brandishing his dwarven waraxe, Kuldar tries to remain seated on Kilgur but feels his attack might be better aimed if he were to dismount and fight as a separate entity. Getting a good angle on the arm that currently head his friend, he swings purposefully and as the axe makes contact with the beast, the arm seems to disappear and shift two feet away from him faster than the eye could see, if it hadn't actually moved at all causing the axe to embed itself in the dirt instead of it's intended target. Kilgur squirms in the beats grasp, head whipping back and forth to no avail.

Renard takes this time to prepare a spell, holding his hand up, palm out as a burning white light shoots forward, parting the mist similar to Temnir's lightning but to better effect and without blinding his teammates. The spell shoots directly at the beasts head until at the last moment, it happens again. The gray render suddenly appears somewhere other than where the attack had been aimed and it didn't seem happy as it lets out a series of snorting grunts, half raising Kilgur off the ground, half leaning over to take a chunk out of the boar with his maw but the companion's thrashing dissuades it and instead drops him and turns to Kuldar who had caught his eye as the searing light Renard had shot glinted off the waraxe the dwarf just managed to pry from the ground. One massive hand swings through the air in a full bodied backhand, hitting the dwarf square in the chest and sending him flying backwards into the boulder, the impact knocking the wind out of the bard and ending his tale as he falls to the ground.

Raznik sidesteps and uses the momentum to fuel his sling's power though the bullet flies wide of its intended target. Responding to Kuldar's information even as the dwarf goes flying, "It is strange. Could there be a spell convincing it that we have hurt its prectorate?" Noting that Yx'razul was in the path of the hesitating paladin and axe beak, he wills the eidolon out of the way as it makes its next attacks. Once again its teeth rip and tear at leg flesh though as it tries to bring its weight to bear as well as its claws, the seemingly on target attacks miss their mark.

Seeing his opening, Solomon and Cho'kobo charge, "Ride Cho'kobo!" he calls out as the axe beak bursts off at a fast speed for the short distance it had to close, the effect of the spell trailing behind them and gaining strength with each step they took. The two attack in tandem, Cho'kobo plucking a large tendon from the gray render's side, causing it to stumble momentarily and Solomon swinging his testsubo, calling on the power of his ancestors to imbue his strike with elemental power...but the strike seems to go right through the monster yet again despite his best efforts and that of Kuldar who had managed to lift himself enough to cheer Solomon on, inspiring the paladin's attack.

Obviously frustrated by his lack of success with his own attack, the two continue on past the render into the mist but Solomon calls out to Raznik, "This beast is not iherrently evil.  Perhaps its family and friends were also killed by the necromancers and their ilk.  Raznik, does this creature speak one of man's tongues?"

"I... I do not know. I do not believe it is an ordinary specimen, however. From what I know, grey renders do not normally have the ability to appear where they are not," the summoner calls back, already readying himself for another assault.

Chain casting a new spell, Temnir rolls his eyes at his companions, "I vote we ask it why it's trying to eat us after we kill it! It doesn't look to be the type to listen to reason over a mug of ale if you ask me." Concentrating on his spell a moment longer, he points his finger as four black spherical projectiles of some nature materialize and begin spinning around the finger until all four shoot off in quick succession trailing purple energy and slam unerringly into the gray render's stomach. "When facing something you can't hit, use a spell that can't miss my master always told me," the triumph in his eyes is quickly replaced by something else as he realizes what he said but shakes it off and begins to move to the right towards the boulder hoping it would offer some cover if needed.



Initiative
21 Felicia + Kuldar + Kilgur
19 Renard
16 Gray Render
16 Raznik
15 Yx'razul
  7 Solomon + Cho'Kobo
  4 Temnir

Party Status
Kuldar: -13 hp + Prone
Kilgur: -14 hp
Everyone Else: Full hp


Solomon
player, 117 posts
Suli
Paladin
Fri 29 Jun 2012
at 14:40
  • msg #46

Re: The Dead Walk in Derevaan: Heldenburg

"The dread necromancers used their foul magics even on simple-minded beast?  The chaos they rein must be stopped!"  Solomon is saddened by having to put this beast down, when ordinarily he may have allowed it to live.  He tapped Cho'kobo with a heel once more spurring it into action.  "Let us put it down quick then and end its sufferring."

Solomon:

Initiative: 7

Current/Max HP: 72/72
  Current AC: 22
   - Touch: 12
   - Flat-Footed: 20
  CMD: 22

Target:  Grey Render
  Rolls:
08:33, Today: Solomon rolled 4 using 1d6. acid damage.
08:33, Today: Solomon rolled 15 using 1d10+12. solomon damage.
08:33, Today: Solomon rolled 32 using 1d20+13. Solomon attack.

Actions:
   - Full-Round:
   - Standard: Tetsubo attack
   - Move: Ride-by attack 50' straight ahead (no AoA's)
   - Swift: Elemental Assault

Cho'kobo:

Initiative: 7

Current/Max HP: 52/52
  Current AC: 20
Ride check 21 for "Mounted Combat" feat to avoid any damage if Cho'kobo is hit.

Target: Grey Render
  Rolls:
08:31, Today: Solomon rolled 19 using 2d6+15. cho'kobo damage.
08:31, Today: Solomon rolled 23 using 1d20+11. Cho'kobo attack.
 

Felicia Armstrong
player, 86 posts
Of the F'n Vicious Claws
Fri 29 Jun 2012
at 16:51
  • msg #47

Re: The Dead Walk in Derevaan: Heldenburg

As she skips past the body on her way to the beast, Felecia has to tramp down a strong urge to investigate it. The beast was her first priority. She comes around it's back side and lashes out with both sets of flaming claws once she's in range.



OOC:
Initiative: 21

Current/Max HP: 58/58
Current AC: 21
 - Touch: 15
 - Flat-Footed: 21
CMD: 21

Target:
Rolls:
12:47, Today: Felicia Armstrong rolled 28 using 1d20+10. Attack claw 1.
12:45, Today: Felicia Armstrong rolled 12,6,8 using 2d6+5,1d6,4d6. Claw 1 damage, fire, backstab.
12:46, Today: Felicia Armstrong rolled 14 using 1d20+10. Attack claw 2.
12:46, Today: Felicia Armstrong rolled 13,2,12 using 2d6+5,1d6,4d6. Claw 2 damage, fire, backstab.



Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard:
 - Move: to B-5
 - Free:

This message was last edited by the player at 16:53, Fri 29 June 2012.
Raznik Tayn
player, 138 posts
Human Desert Nomad
Fri 29 Jun 2012
at 21:37
  • msg #48

Re: The Dead Walk in Derevaan: Heldenburg

Raznik flings another bullet at the beast as Yx'raul continues its assault, aiming for the creature's belly. As he reloads he looks at Temnir, his own pain resurfacing once more.

Raznik:

Initiative: 16

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target: Enemy at C6-D7
Rolls:

22:30, Today: Raznik Tayn rolled 6 using 1d4+4. Damage.
22:30, Today: Raznik Tayn rolled 23 using 1d20+8. Attack.

Buffs: Inspire Courage (+2 morale vs charm, fear; +2 attack; +2 damage)
Debuffs:

Actions:
 - Full-Round:
 - Standard: Attack
 - Move: Load Sling
 - Free:

Yx'raul:

Initiative: 15

Current/Max HP: 52/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinate C6-D7
Rolls:

22:36, Today: Raznik Tayn rolled 16,12,10,8 using 1d8+8,1d8+6,1d4+6,1d4+6. Damage.
22:35, Today: Raznik Tayn rolled 23,18,14,20 using 1d20+12,1d20+12,1d20+12,1d20+12. Yx'raul Bite, Slam, 2x Claws

Buffs: Mage Armor (+4 armor AC), Inspire Courage (+2 morale vs charm, fear; +2 attack; +2 damage)
Debuffs:

Actions:
 - Full-Round: Full-Attack (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free:

Kuldar Balak
player, 81 posts
Story Points: 1
Sat 30 Jun 2012
at 05:30
  • msg #49

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar let out a heavy 'OOF!' when he collided with the boulder, falling to his feet. "Och...tha' took the wind out of me..." He made a strained noise as he started to get up, then noticed the proximity of the Grey Render, and saw it still wit ha hold of Kilgur. He looked around, and yelled out. "Damn it all! Can someone help me up?" He called out, not wanting to see his trusted friend and mount be torn to shreds by some necromantically altered beast. Once up from some magical assistance, Kuldar raises his shield and moves around the beast to try and get into a favorable position, using his lasting inspiration to try and hack some more flesh from its frame.

All the while Kilgur continues his fight against the thing, hoping to pay it back for the damage it had caused, but can't quite get a good hold of the thing to really deal any damage.

Kilgur
Initiative: 19(delayed until Kuldar)

Current/Max HP: 37/51
Current AC: 23
 - Touch: 10
 - Flat-Footed: 23
CMD: 18(+4 vs Trip)

Target: Grey Render at coordinate C6-D7
Rolls: 22:29, Today: Kuldar Balak rolled 17,16 using d20+10,d8+14. Kilgur Gore.

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Attack Grey Render
 - Move:
 - Free: 5ft step to E7

Initiative: 19(delayed until Renard)

Current/Max HP: 62/75
Current AC: 25
 - Touch: 13
 - Flat-Footed: 24
CMD: 20(+4 vs Trip/Bull Rush)

Target: Grey Render at coordinate C6-D7
Rolls: 22:27, Today: Kuldar Balak rolled 30,13 using d20+13,d10+6. Dwarven Waraxe.

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Attack Grey Render
 - Move: Move to B7
 - Free:

This message was last edited by the player at 05:55, Sat 30 June 2012.
Renard Waywynd
player, 40 posts
Sat 30 Jun 2012
at 06:05
  • msg #50

Re: The Dead Walk in Derevaan: Heldenburg

More than a little disturbed by the idea that this monster was somehow alive despite it's gory wounds Renard decides to focus on healing and support for the time being.  He moves a bit closer to the action, though staying just out of reach of the creature, letting the others keep it's attention, while maintaining a position central to most of the group members so he can easily reach anyone fairly quickly.  It was Kuldar and his boar that Renard was focused on now, both having taken at least a little damage.  He was planning on some healing, but neither looked particularly bad off.  What would be more effective, likely, would be getting Kuldar back on his feet, and so that's what he does, casting a spell of levitation.

Initiative: 19

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target: Kuldar
Rolls:

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

1: 6/6 (DC 15)
2: 5/6 (DC 16)
3: 3/4 (DC 17)

Actions:
 - Full-Round:
 - Standard: Cast levitate
 - Move: Move to G-8
 - Free:

DM Visceri
GM, 448 posts
the Heavyhanded
the Bringer of Loot
Sat 30 Jun 2012
at 08:22
  • msg #51

Re: The Dead Walk in Derevaan: Heldenburg

Felicia comes barreling around the corner of the rock outcropping at linking speed, keeping her body low to the ground as she moves into the gray render's blind spot. Her claws extend and burst into flames as she slices once, twice. The first claw suffers the same fate as many of the prior attempts to harm the beast and the second is thrown off by the loss of balance from expecting to meet resistance.

"Och...tha' took the wind out of me..." Kuldar groans, pushing his top half off the ground and taking a look around, trying to regain his bearings after having the wind knocked out of him. "Damn it all! Can someone help me up?" The gray render being right on top of him, he didn't seem quite pleased with the idea of getting the creature's attention in this vulnerable of a position. Meanwhile, Kilgur squeals and tries to draw attention to himself to defend his downed master as it makes a play for the flesh of the thing's stomach but can't quite get in close enough.

Renard surveyed the battlefield and saw that he had something that he could help with, providing Jeeves didn't see it as a marvelous opportunity for a prank and send the dwarf flying out of sight into the mist. Luck was on his side today though as he motions with both hands and the dwarf quickly is lifted to his feet by an unseen force. Nodding in the oracle's direction, he flips his waraxe in his hand and moves into the render's blind spot, looking to pay it back for the insult and injury. Half expecting his axe to go through the creature, Kuldar finds himself slightly shocked when the axe embeds itself in the creature's flesh a good 10 inches. What really surprises him though is that the creature doesn't even flinch, much less show any reaction to the agonizing pain a blow like that would normally cause someone if it didn't outright kill them first.

Finally turning his attention to the eidolon who had continually been tearing at its leg and side, the render lowers it's body, grabs Yx'razul by the shoulders and begins running full tilt, sending the eidolon backwards at alarming speed before it lets him go, sending him rolling across the ground for some feet before he comes to a stop, largely unharmed but a bit surprised. Not deterring him in the least bit, Yx'razul charges headlong back into base to base, dodging under an arm as it swings for his head and sinks his teeth into the creature's stomach, each puncture mark releasing a small stream of dark red blood down its front. Raznik had shot a sling bullet at the render as it passed but it seemed to go right through it and reloads while shooting Temnir a sympathetic glance.

"The dread necromancers used their foul magics even on simple-minded beast?  The chaos they rein must be stopped!" Solomon announces solemnly but sternly as he turns Cho'kobo back towards the deformed creature. "Let us put it down quick then and end its suffering," he says sympathetically as he charges, tetsubo at the ready. Felicia dives out of the way of the charging axe beak at the last moment with reflexes borne of years of practice, allowing the two to move on unimpeded. This time the results of the duo's attacks are reversed. While Cho'kobo's attack hits nothing but air, Solomon's giant acid covered tetsubo slams into the creature's back in the same spot that Kuldar had chopped at it with his axe, tearing a large chunk of flesh clean off and sending it flying into the mist.

Temnir meanwhile swears as the render moves away from where he had been positioning himself and jogs closer to the beast to bring it into better view, the mist partially hiding its form from him. Temnir raises both hands before him, wrists crossed and calls out to Solomon urgently, "Watch yourself! This is going to be close!" Before he even finishes his sentence, fire begins to spark into life from the palms of his hands. Solomon, fearing what was about to happen, yanks Cho'kobo's reigns to the left and raises his arm over his head from the jet of flame that erupts from the mage's hands. The flames pour over the render's body as it turns, lightning fast, towards its assailant and roars horrifyingly, the flames entering it's throat not seeming to deter it in the slightest as the giant monstrosity takes a step towards Temnir, all six beady red eyes fixed on the mage. "Have some more then, damn you!" he yells at the creature as the flames burst forth stronger still, engulfing the whole beast. It almost seemed as if it was going to continue towards Temnir and rip him apart limb by limb but it slowly drops to one knee, opens its mouth as if to roar defiantly again, and drops face-first into the ground, causing the ground to shake violently.

Temnir keeps the flames going for a few more seconds before relenting and stepping back from the now charred black corpse of the gray render. Even in death, the thing continues to put off a displaced image of itself when the oddest thing happens. It begins to disappear. But it isn't actually gone. The few places of its flesh that were still aflame remain visible and upon looking closely, it seems that it is merely invisible as it lays motionless.



Party Status
Kuldar: -13 hp
Kilgur: -14 hp
Everyone Else: Full hp

This message was last edited by the GM at 08:22, Sat 30 June 2012.
Temnir Liyaan
player, 118 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 30 Jun 2012
at 08:25
  • msg #52

Re: The Dead Walk in Derevaan: Heldenburg

Temnir stutter steps back a few feet and then falls back onto the ground, arms stretched out behind him and back arched as he pants for air, partly from the exertion, partly from the fear and emotions raging inside him. This was turning out to be one bitch of a day and he would be happy when it was over and done with. He quickly shoots a glade at each of his team mates, making sure nobody had succumb to any injuries before sitting up but remaining on the ground for the time being.
Felicia Armstrong
player, 87 posts
Of the F'n Vicious Claws
Sat 30 Jun 2012
at 08:53
  • msg #53

Re: The Dead Walk in Derevaan: Heldenburg

Felecia lets out a huff of breath in disgust that she did not get to really help the others, then remembers something.
Solomon
player, 118 posts
Suli
Paladin
Sat 30 Jun 2012
at 13:49
  • msg #54

Re: The Dead Walk in Derevaan: Heldenburg

Solomon pats the axe beak's powerful neck.  It had done well, far better than any camel would have.  He then looked around the battlefield to make sure none were seriously injured.  Kuldar and his boar seemed a little batterred and bruised, but everyone else seemed untouched.

"Well, our journey isn't over yet.  We had best move soon.  The noise of battle may yet draw more attention our way.  While Heldenburg may have fallen that doesn't mean Temnir's friends have.  They may yet have found a way to escape.  Temnir, do you know if there were any tunnels beneith the castle?  Felicia, did you see any thing that may give hope that there were survivors?"  Solomon was doing his best to give hope even though the situation seemed most dire.
Renard Waywynd
player, 41 posts
Sat 30 Jun 2012
at 15:12
  • msg #55

Re: The Dead Walk in Derevaan: Heldenburg

"Something that large.. honestly I was expecting more of a fight."  He shuffles over towards Kuldar and Kilgur and channels some healing energy into them (likely catching Felicia and Temnir within the range of the healing as well.)  "What's our next move?  Can't heal a city like you can a person, but maybe there's some folks who got away hiding nearby?"

08:14, Today: Renard Waywynd rolled 17 using 4d6. Channel Energy - healing.
This message was last edited by the player at 15:15, Sat 30 June 2012.
Felicia Armstrong
player, 88 posts
Of the F'n Vicious Claws
Sat 30 Jun 2012
at 21:12
  • msg #56

Re: The Dead Walk in Derevaan: Heldenburg

Felecia comes out from behind the rocks holding something in her hands. As she approaches she answers Solomon, "Not really. There looked to be a few building that might not have been destroyed, but I did not get close enough to really check them out. Thing where moving out there in the mists."

To the others she says, "There was a body behind the rocks there. I found these vials on it. Anyone here know how to figure out what they are?"

She holds them out to the others and hands them over if anyone wants to try and figure them out.

OOC:
four vials of different colored liquids; a clear one, a yellow one,
a light brown one, and a swirling pink and white one.

Solomon
player, 119 posts
Suli
Paladin
Sat 30 Jun 2012
at 21:30
  • msg #57

Re: The Dead Walk in Derevaan: Heldenburg

"Sounds like one hell of a drinking game," he said with a chuckle to lighten the mood.  He shrugged in answer to Felicia's quesion.  He didn't know what fluids were contained in the vials.

Spellcraft = 6
This message was last edited by the player at 21:32, Sat 30 June 2012.
Raznik Tayn
player, 139 posts
Human Desert Nomad
Sat 30 Jun 2012
at 23:28
  • msg #58

Re: The Dead Walk in Derevaan: Heldenburg

Raznik spends the immediate aftermath of the battle in silence, standing apart from the group once more, deep in contemplation. As Felicia retrieves the vials his attention is drawn back to the present, and he casts a cantrip, examining them.
Kuldar Balak
player, 83 posts
Story Points: 1
Sun 1 Jul 2012
at 09:47
  • msg #59

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar clears his throat, before taking the vials and spending a few minutes looking them over with an appraising glance.

Casting Identify 4 times, taking 10 on spellcraft, so total 22.
DM Visceri
GM, 452 posts
the Heavyhanded
the Bringer of Loot
Sun 1 Jul 2012
at 10:19
  • msg #60

Re: The Dead Walk in Derevaan: Heldenburg

Between the various people examining the vials and their contents and the differing opinions helping to check and balance each other, the group is able to determine the effects of each of the vials in relatively short order. The yellow potion is an oil that, when it makes contact with steel, emanates light as if it were the sun's rays itself. The clear potion, when imbibed, calls upon divine protection to dissuade blows from causing harm to the imbiber. The light brown potion has healing properties that will help cure ailments of the senses, specifically blindness and deafness. Finally, the pink and white swirling potion seems to have properties similar to the recently deceased render smoldering behind the group and, even contained within the vial seems to be in two places at once.

OOC: Updated the descriptions on the XP / Loot Thread to account for them
This message was last edited by the GM at 10:19, Sun 01 July 2012.
Solomon
player, 121 posts
Suli
Paladin
Sun 1 Jul 2012
at 15:11
  • msg #61

Re: The Dead Walk in Derevaan: Heldenburg

Solomon strolls over and offers Temnir and hand up.  "Until I am convinced your friends are truly lost, this mission is not yet over.  Besides even after we succeed or fail, and our paths part ways, I have a new mission.  Pelor's justice must be delivered upon these necromancers.  Their spread of death and destruction must be stopped.  Even if I die, I will make sure tales of my glory live on long after."

After allowing the others time enough to catch their breath and to identify the magic potions Solomon speaks up.  "Everyone gather your belongings and your wits.  We continue on."  Once again he mounts Cho'kobo, this time electing to take point.
This message was last edited by the player at 22:51, Sun 01 July 2012.
Temnir Liyaan
player, 119 posts
Male, Human, 22 years old
5'11", 165lbs.
Sun 1 Jul 2012
at 22:40
  • msg #62

Re: The Dead Walk in Derevaan: Heldenburg

Temnir stares at the paladin's hand for a moment but in the end takes it and gets to his feet. "Well it's nice to know that if my companions should be lost to us that I will at least have one ally left to me. I don't exactly fancy walking into the mouth of the underworld by myself." Raising his eyebrow in a joking way, "After all, I'll need someone to stand in front of me and catch swords for me." Clapping Solomon on the back, he walks over to where he had dropped his belongings and begins making sure none of this things had been lost out of the pack before slinging it over his shoulder at the paladin's suggestion.

His somber demeanor forced back in place, he turns back to the group as they prepare to make way, "If Heldenburg is all but a pile of rubble as you say Felicia, then I suggest we bypass it completely. There is nothing else we can do for the people there, assuming any are left. I suggest instead that we perhaps make way to the cave in which I saw my companions last before I found myself back in the desert with you lot. Any objections?"
Raznik Tayn
player, 140 posts
Human Desert Nomad
Sun 1 Jul 2012
at 23:27
  • msg #63

Re: The Dead Walk in Derevaan: Heldenburg

Nodding, Raznik motions for Yx'raul, which had been approaching its master, to move away, before following Soloman, moody as ever, and once again wary of his eidolon. As they walk, he looks over at Temnir, watching him quietly. After a few moments, he approaches the man. "I too once had a master." Saying nothing more, he continues to walk alongside the man in silence. For Raznik this was as close to outwardly asking about someone's past as it got, without being extremely impolite.
Felicia Armstrong
player, 89 posts
Of the F'n Vicious Claws
Sun 1 Jul 2012
at 23:44
  • msg #64

Re: The Dead Walk in Derevaan: Heldenburg

Felecia quietly takes up a lead position as the group once more heads out. She stays closer this time unless one of the others asks her to scout further ahead. She occasional looks a bit distracted if anyone is walking with her.
This message was last edited by the player at 06:40, Mon 02 July 2012.
Kuldar Balak
player, 84 posts
Story Points: 1
Mon 2 Jul 2012
at 01:25
  • msg #65

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar notes the potions' abilities, trying to memorize which was which. "Now then...who carries what? These may yet come in handy, after all." He says as they begin moving forward, thanking Renard for his healing, and the spell earlier- even if floating was not exactly his favorite thing in the world.

GM Edit: Let's take this side convo to OOC so we don't get too caught up in one place with it. I'll be moving the store along here momentarily. If you have any last things you want to do in the area, do them now or give a retroactive post at the beginning of your next one if I've already posted by then.
This message was last edited by the GM at 02:52, Mon 02 July 2012.
DM Visceri
GM, 454 posts
the Heavyhanded
the Bringer of Loot
Mon 2 Jul 2012
at 09:08
  • msg #66

Re: The Dead Walk in Derevaan: Heldenburg

-----------------------------------------
---------------------Heldenburg Coal Mine---------------------
-----------------------------------------

Solomon heads the traveling party with Temnir keeping nearby giving the paladin directions on where he believes the cave to be. He had only been there once after all and the mist was not helping his sense of direction. It takes until mid-afternoon to find the entrance to the coal mine and with the mist a little less pervasive in this area, the mountainside above seems as if it is a never-ending wall, stretching forever upwards and as far as the mist will allow sight to either side. The mouth of the cave is as wide as it is tall, about thirty feet, allowing even Solomon mounted on Cho'kobo in without trouble. Some of the mist seems to enter the cave but does not continue too far in from what you can see.

There is a set of tracks on the floor which are used to push the mining carts from deeper within the cavern, which seems to be natural, out into the open to be collected and sent to Heldenburg for refinement. No light seems to come forth from the opening and the only sound from within is the steady dripping of condensation off of the stalactites that populate the ceiling.



OOC: Looking for party order, an effective leader to choose the path the group takes, and any preparations you make before going into the cave. I'll have a map in a different thread that I update as you make progress.
This message was last edited by the GM at 10:59, Tue 03 July 2012.
Solomon
player, 124 posts
Suli
Paladin
Tue 3 Jul 2012
at 19:36
  • msg #67

Re: The Dead Walk in Derevaan: Heldenburg

"Felicia, you've proven yourself an adept scout.  If you wouldn't mind taking the lead?  Not too far ahead this time though.  I'll be right behind.  Raznik, Kuldar, and Renard in the middle.  Temnir and Yx'raul in the rear in case we are followed from behind."  He gives everyone a moment to shuffle about into their assigned positions.  As of yet no one had questioned him, and he was thoroughly enjoying his role leading the party.

Solomon had always felt confident in his ability to lead others.  However, his tribe was very traditional, and Solomon was always breaking those traditions.  Thus, until now, he was never entrusted to lead.

Solomon drew close to Raznik.  "I've noticed you alway send Yx'raul to lead the way, and after seeing him fight, I can understand why.  I also don't know if he is more man or beast, but he is unnatural.  You must make sure that he knows his role.  You are the dominant one, not him.  If you always let the dog lead, he'll never learn to heel," he advised.  In a more light-hearted tone he continued, "You kind of know the story of how I met Cho'kobo.  When next we camp, you must satisfy my curiousity on how you met your beast."
Raznik Tayn
player, 143 posts
Human Desert Nomad
Wed 4 Jul 2012
at 00:54
  • msg #68

Re: The Dead Walk in Derevaan: Heldenburg

Raznik seems reluctant to allow Felicia and Soloman to lead when the expendable beast could take the brunt of any surprises, though Soloman's words struck home. "It is a hard tale to tell, but perhaps it is owed." Motioning to Yx'raul to move to the back, the beast grins a toothy grin, but follows directions, taking up the rear with the tasty looking pig.
Solomon
player, 125 posts
Suli
Paladin
Wed 4 Jul 2012
at 01:13
  • msg #69

Re: The Dead Walk in Derevaan: Heldenburg

Solomon, wary of what dangers may lurk inside the cave, leaves Cho'kobo at the entrance.  The large bird could not see in pitch black dark.  If ever the cave were to become to thin for the bird to pass through, then it would not be able to make its way out on its own. "Guard," he ordered.  The Axe Beak seemed reluctant to leave his master's side.  It clacked its massive beak in defiance, but then sat down against the stone wall.  Its head swivled back and forth as it stared off into the mist.  "Take care my friend."

Solomon then starts to move into the cave, pausing only momentarily to light a torch.  With a torch in one hand and Pelor's Thumb, his tetsubo, in the other he stood ready.
Felicia Armstrong
player, 92 posts
Of the F'n Vicious Claws
Wed 4 Jul 2012
at 05:26
  • msg #70

Re: The Dead Walk in Derevaan: Heldenburg

Felecia starts off into the cave. She sets a pace slow enough to give a good chance of spotting most traps. As Solomon had said, there was likely no living things in here friendly to their group and as such, no hurry.
DM Visceri
GM, 457 posts
the Heavyhanded
the Bringer of Loot
Wed 4 Jul 2012
at 07:14
  • msg #71

Re: The Dead Walk in Derevaan: Heldenburg

Walking through the cavernous passageway for a few minutes, it seems that Solomon's judgement was well founded as the once spacious tunnel becomes smaller and forces the group into a tighter formation. While the mouth of the caverns seems to be natural, after about fifty feet, the obvious signs of man carved stone begin presenting themselves. Also, it seems that the carefully laid track on the ground has been ripped up here, further into the cave, ending altogether eventually, only the cleaner stone detonating where it had previously been before.

As the group makes their way quietly forward, the sound of cascading water begins to manifest itself from the darkness though as a the first junction of the tunnels comes up, i still sounds like it is a little ways off. Felicia hasn't detected any malicious traps thus far though she did note what looked like a collapsed tunnel in the northern wall of the tunnel that Temnir somberly relays is the place that he became separated from his companions. The sorcerer has taken on a grim and determined disposition since they entered the mine and keeps his answers direct and the the point., focusing into the darkness ahead.

At the junction there seems to be two choices for them to make. To their right, part of the wall has crumbled slightly, smaller rocks littering the floor and larger boulders piled against the wall and the sound of the rushing water seems to be coming from that direction. The ceiling, however, seems to begin to slope up, hinting at a larger chamber beyond. To their left, they could be mistaken as it is extremely dim, but there seems to be a light further down the corridor though from where they are standing, it is hard to tell where it is originating from. Where the other direction seems to become more of a natural cavern again, the direction of the light is even more hand-carved than the tunnel and seems to level out and have the appearance of a stone building rather than a cavern.

Where to?

OOC: Game map updated:
   link to a message in this game
Solomon
player, 127 posts
Suli
Paladin
Wed 4 Jul 2012
at 15:09
  • msg #72

Re: The Dead Walk in Derevaan: Heldenburg

"Felicia, would you mind going to take a closer look?" he asked, in a whisper, as he directed her attention down the left tunnel, where there seems to be a faint light.  They were looking for signs of life after all.  He was hoping her keen senses and stealth would give the group an idea of what they face up ahead.
Felicia Armstrong
player, 93 posts
Of the F'n Vicious Claws
Wed 4 Jul 2012
at 15:33
  • msg #73

Re: The Dead Walk in Derevaan: Heldenburg

Felecia nods silently in acknowledgment to Solomon's request. She then moves cautiously down the left hand tunnel. Felecia continues moving quietly down the tunnel watchful for any traps.
This message was last edited by the player at 15:34, Wed 04 July 2012.
DM Visceri
GM, 459 posts
the Heavyhanded
the Bringer of Loot
Wed 4 Jul 2012
at 22:59
  • msg #74

Re: The Dead Walk in Derevaan: Heldenburg

Felicia moves forward silently, keeping close to the wall that has the light shining from it. The closer she gets, the more her dark vision clears and she can see that this area of the caverns is almost like carved out living quarters or perhaps a forward base for the mining operators. To her left are two symmetrical rooms that are stacked full of mining equipment; picks, shovels, spare mine carts, chisels, helmets and uniforms, crates of candles, even a few small birdcages. The backs of each room are lost to her as they lie around the corner of the gated rooms.

Down the hallway further is a break in the wall and then a narrow corridor that extends for a it before ending at the back wall of the cavern. What she is mainly intent on is the source of the light coming from the doorway directly to her right. She quickly checks for traps and is fairly sure that there are none to be had. Poking her head slowly around the corner, she can see a bit of the rooms ahead though they angle off in different directions so it's hard to see further than a few feet. The light seems to be coming from further down the passage to the right though.

Looking behind her towards the group to give them the all clear sign, she sees there is a room directly to their right, around the corner that leads to the right tunnel. This wouldn't matter to her normally but for the shapes crouched in the back of the room. If not for their spined backs and limbs, the grey-green creatures would possibly be able to pass for boulders at the end of a cave. Unfortunately, as Felicia takes a step to warn off the group, this is when she finds the trap she had previously though nonexistent. A section of the floor underfoot gives way slightly and a metal barred gate comes slamming down into the rock, closing off the rooms with the light and producing a sizable amount of noise. The creatures who were previously unaware of the adventurer's presence snap their necks around towards the noise, revealing sunken eyes, large canines, and a skull that looks mostly humanoid.

They stare in Felicia's direction for a few tense moments during which the rogue is perfectly still, hoping to avoid detection herself. The closest creature turns fully in her direction and crouches down back into the position it had been while facing the other direction and closes its eyes as its nose begins twitching eerily...before its eyes snap open and it launches itself forward at a breakneck speed, running on all fours full tilt towards Felicia making no noise other then it's canine-like panting. The others don't hesitate to follow.

Initiative and Actions!





OOC: Keep in mind your respective sight distances. 20 feet for those relying on the torch, 60-120 feet for those with darkvison or lowlight vision. These things are not making enough sound to be detected by those who cannot see them.
This message was last edited by the GM at 23:00, Wed 04 July 2012.
Felicia Armstrong
player, 94 posts
Of the F'n Vicious Claws
Wed 4 Jul 2012
at 23:31
  • msg #75

Re: The Dead Walk in Derevaan: Heldenburg

Felicia, seeing a bunch of nasty creature moving towards her, decides to slip off of one side and try and draw the whole batch after her. If the others stay quiet for just a few seconds they might be able to take the whole bunch of creatures from behind and by surprise. Felecia slips along the wall and into a narrower section of tunnel so fewer of the things can come at her at once. She pops her claws and activates their flame, then braces for the creatures attacks.



OOC:
19:28, Today: Felicia Armstrong rolled 20 using 1d20+3. Init.
Moves to G-(-1)..(Actually standing on the "G".

This message was last edited by the player at 00:51, Thu 05 July 2012.
Solomon
player, 128 posts
Suli
Paladin
Thu 5 Jul 2012
at 02:14
  • msg #76

Re: The Dead Walk in Derevaan: Heldenburg

Solomon could see in light too feint for ordinary humans.  This was a gift from his Janni heritage.  He saw dark figures darting out from the tunnel to the right.  They were headed right for Felicia.  Solomon acted more on instinct rather than rely on tactics.  He rushed forward swinging his tetsubo with one hand at one of the figures as it immerged from the side tunnel.

Initiative: 9

Current/Max HP: 72/72
  Current AC: 22
   - Touch: 12
   - Flat-Footed: 20
  CMD: 22

Target:  D3
  Rolls:
19:57, Today: Solomon rolled 9 using 1d10+4. damage.
19:57, Today: Solomon rolled 30 using 1d20+11. attack.

Actions:
   - Full-Round:
   - Standard: Tetsubo attack
   - Move: to D4
   - Free: 19:56, Today: Solomon rolled 18 using 1d20+4. K.Relig (assuming they are undead)
 

Renard Waywynd
player, 43 posts
Thu 5 Jul 2012
at 06:40
  • msg #77

Re: The Dead Walk in Derevaan: Heldenburg

Renard, being unable to see beyond the lights at the front of the group, senses the change in mood as those in front prepare for battle.  He brings out his morningstar, considering his crossbow to be more or less useless in this darkness, "I'd only be in the way fighting in the dark so I'll stay at the back.  If you need healing call out every few seconds or come and find me," he says in a voice just loud enough for those around him to hear (i.e. everyone besides Felicia and Solomon.)

Initiative: 4

Current/Max HP: 68/68
Current AC: 20 (Temp 24 for Total Defense)
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target:
Rolls:
23:33, Today: Renard Waywynd rolled 4 using 1d20+3. initiative.

Actions:
 - Full-Round:
 - Standard: Total Defense
 - Move: Move spell components to belt pouch (same as Standard action due to being haunted by Jeeves :P)
 - Free:

This message was last edited by the GM at 08:06, Thu 05 July 2012.
Raznik Tayn
player, 146 posts
Human Desert Nomad
Thu 5 Jul 2012
at 13:40
  • msg #78

Re: The Dead Walk in Derevaan: Heldenburg

As the gate slams shut, Yx'raul quickly moves through the group, and bites at the monster nearest to Felicia. Watching Yx'raul move, confusion apparent on his face, Raznik prepares himself for the attack, nevertheless, holding his sling ready.

Yx'raul:

Initiative: 21

Current/Max HP: 52/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinate F2
Rolls:

14:18, Today: Raznik Tayn rolled 21 using 1d20+7. Yx'raul Initiative.

14:27, Today: Raznik Tayn rolled 8 using 1d8+6. Damage.
14:26, Today: Raznik Tayn rolled 19 using 1d20+10. Yx'raul Bite.

Buffs: Mage Armor (+4 armor AC)
Debuffs:

Actions:
 - Full-Round:
 - Standard: Move to F3
 - Move: Bite F2 (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Free:

Raznik:

Initiative: 10

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target: ?
Rolls:

14:17, Today: Raznik Tayn rolled 10 using 1d20. Initiative.

14:36, Today: Raznik Tayn rolled 5 using 1d4+2. Damage.
14:35, Today: Raznik Tayn rolled 11 using 1d20+6. Readied Attack.

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard: Ready attack on first enemy spotted
 - Move:
 - Free:

Kuldar Balak
player, 89 posts
Story Points: 1
Fri 6 Jul 2012
at 04:32
  • msg #79

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar had spent enough time underground to have honed his vision to the point of being able to see exactly what was transpiring. Unfortunately Kilgur did not share the same boon and keeps tossing his head in frustration until Solomon leads the torch away and reveals the Festrogs at which point Kilgur digs his hooves into the ground and charges the nearest one, following Kuldar who had done the same not long before.

Kilgur
Initiative: 1

Current/Max HP: 51/51
Current AC: 23
 - Touch: 10
 - Flat-Footed: 23
CMD: 18(+4 vs Trip)

Target: Festrog @ F,2
19:01, Today: DM Visceri, on behalf of Kuldar Balak, rolled 1 using 1d20. Kilgur Initiative.
20:27, Today: DM Visceri, on behalf of Kuldar Balak, rolled 23,20 using d20+8,d8+14. Kilgur Gore + Charge.

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round: Charge to G,3
 - Standard:
 - Move:
 - Free:

Initiative: 11

Current/Max HP: 75/75
Current AC: 25
 - Touch: 13
 - Flat-Footed: 24
CMD: 20(+4 vs Trip/Bull Rush)

Target: Fesrog @ F,2
19:01, Today: DM Visceri, on behalf of Kuldar Balak, rolled 11 using 1d20+1. Initiative.
20:28, Today: DM Visceri, on behalf of Kuldar Balak, rolled 25,14 using d20+15,d10+6. Kuldar Attack + Charge.

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round: Charge to F,3
 - Standard:
 - Move:
 - Free:

Temnir Liyaan
player, 121 posts
Male, Human, 22 years old
5'11", 165lbs.
Fri 6 Jul 2012
at 04:51
  • msg #80

Re: The Dead Walk in Derevaan: Heldenburg

"What the hell is the racket up there, I thought we were trying to go about this quietly!" Temnir asks rather annoyed until Solomon darts forward and Temnir sees the answer to his question. "Oh shi-" he cuts himself off as he begins readying himself for combat. Rejecting a few spells that would catch others in the crossfire, he settles on one and begins a series of complex hand and arm motions before one settles on his own heart, and another against the side of his head. Nothing flashy happens as with most of his spells but the discharge of magical energy is apparent to any with the gift.



Cast Spell
Move to C,9
14:38, Today: Temnir Liyaan rolled 10 using 1d20+2. Initiative.

This message was last edited by the player at 08:01, Fri 06 July 2012.
DM Visceri
GM, 462 posts
the Heavyhanded
the Bringer of Loot
Fri 6 Jul 2012
at 08:04
  • msg #81

Re: The Dead Walk in Derevaan: Heldenburg

Seeimingly without any provocation, Yx'razul comes crashing through the legs of the entire party still present in the original hallway, almost knocking over his master who looks after the charging eidolon with a confused look on his face, straining to see what it was that set the beast off. Setting a stone in his sling to be cautious, Raznik continues to look into the blackness if whatever Yx'razul went after showed itself.

The lead festrog had been unaware of the eidolon's presence so when he comes crashing into him, jaws snapping closed around its back, the force of the attack knockes it down and sends it rolling. Using the momentum, the creature rolls onto its feet and skids to a stop facing Yx'razul, both creatures staring each other down until Yx'razul suddenly begins to dry heavy and his legs seem to quiver a bit. Where the eidolon had bitten into the festrog, patches of white pustules, many of them having burst and now seeping white and yellow pus down its side, dot its skin.

Felicia, thankful for the intervention, had taken the time to quickly make her way to the tunnel opposite of the main group, barely dodging out of the way when the festrog was knocked towards her. Hoping to draw some of them to her, allowing the group to keep themselves hidden until they could use their surprise to their advantage, Felicia engages her claws which begin giving off light of their own from the flames that twirl around each digit.

Their view of the prize blocked by Yx'razul, however, caused the pack to switch targets and surround the eidolon, showing no sign of disappointment at the new target, jaws extending and snapping at the beast though only one gets through his tough skin but latches on and manages to disrupt the eidolon's footing, bringing him to the ground in the middle of the pack of flesh-craving festrogs! The one that brought him down rips a piece of the eidolon's flesh off and begins to quickly devour it, looking more enthusiastic and ready for more.

The other two who weren't able to get close enough to Yx'razul spot Felicia and hurl themselves after her instead. She is able to dodge the first lunge but the second festrog to bear down on her gets her calf in its mouth and rips flesh off, causing Felicia to loose her footing as well, sending her to the floor. Her head hitting against the cold, damp stone, she sees that the cause of the water is an underground stream behind her a bit farther into the cavern.

Kuldar, his dark vision showing him the scene unfolding before him looses his dwarven waraxe from its sheath and charges into the fray, cutting a long gash into the closest festrog who was still chewing on Yx'razul's flesh, causing more of the pus to spray out at him though he turns his body away just in time to shield his front from the spray. With Kuldar in sight of the torch and the vestige of one of the creatures visible, Raznik lets loose his sling but the sound of rock hitting rock only serves to broadcast the failed shot.

"What the hell is the racket up there, I thought we were trying to go about this quietly!" Temnir calls out as he watched comrade after comrade dash off into the darkness beyond. Standing with arms crossed, an annoyed look on his face, Solomon finally dashes forward, having readied Pelor's Thumb. The paladin, settling for the closest adversary he could find, comes to Kuldar's side and swings the giant club and strike true, the festrog crumpling under the weight of the blow slightly before springing back, snarling in an extremely feral and canine-like way.

The creatures finally coming into the light, Temnir uncrosses his arms in surprise, "Oh shi-" he exclaims, cutting himself off as he begins casting a spell and begins a series of complex hand and arm motions before one settles on his own heart, and another against the side of his head. Nothing flashy happens as with most of his spells but the discharge of magical energy is apparent to any with the gift.

"I'd only be in the way fighting in the dark so I'll stay at the back.  If you need healing call out every few seconds or come and find me," Renard says in a hushed shout to those who were more inclined to put themselves in the heat of battle, preferring to stay back and play the support role since his vision in these dark tunnels was shoddy at best, even with the torch it seemed. He readied his morningstar in case something decided to come his way either way though.

Kilgur, having been having trouble with being both underground and unable to see where his master had gone and what was happening despite being able to hear fighting ahead finally has his target as Solomon's torch spreads light over the festrogs. Lowering his head, the boar charges full speed past Solomon, reaching his tusks to the side to rip through the legs of the festrog as he passed. His attack is dead on as tusks rip through the front two legs skin and muscle both. The do, however release the same spray of pus at the boar who almost catches it full in the face but it sprays across his side instead.



Initiative
21 Yx'razul
20 Felicia
16 Festrogs
11 Kuldar
10 Raznik + Temnir
  9 Solomon
  4 Renard
  1 Kilgur

Party Status
Yx'razul: -7 hp + Prone + Sickened - 3 rounds remaining
Felicia: -10 hp + Prone
Everyone Else: Full hp

Status Ailments:

Sickened:
- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Prone:
- The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

This message was last edited by the GM at 08:15, Fri 06 July 2012.
Solomon
player, 131 posts
Suli
Paladin
Fri 6 Jul 2012
at 12:14
  • msg #82

Re: The Dead Walk in Derevaan: Heldenburg

Solomon drops the torch now that he was in the thick of battle.  His empty hand now joins the other in wielding the large studded foriegn club.  He raises it above his head and brings it down repeatedly trying to smash the beast into pulp.

Initiative: 9

Current/Max HP: 72/72
   Current AC: 22
    - Touch: 12
    - Flat-Footed: 20
   CMD: 22

Target:  E4
   Rolls:
06:10, Today: Solomon rolled 7 using 1d10+5. damage.
06:10, Today: Solomon rolled 14 using 1d10+5. damage.
06:10, Today: Solomon rolled 23 using 1d20+9. attack.
06:10, Today: Solomon rolled 26 using 1d20+11. attack.

Actions:
    - Full-Round:  Two Tetsubo attacks
    - Standard:
    - Move:
    - Free: Drop Torch
 

Felicia Armstrong
player, 95 posts
Of the F'n Vicious Claws
Sat 7 Jul 2012
at 17:42
  • msg #83

Re: The Dead Walk in Derevaan: Heldenburg

Felecia claws at one of the beast in front of her, hoping to take it out quickly.




OOC:
Initiative: 21

Current/Max HP: 58/58
Current AC: 21 (-4 prone)
 - Touch: 15
 - Flat-Footed: 21
CMD: 21

Target: G-0
Rolls:
13:40, Today: Felicia Armstrong rolled 16 using 1d20+4. Attack claw 1.
13:39, Today: Felicia Armstrong rolled 13,3 using 2d6+5,1d6. Damage claw 1 + fire.
13:39, Today: Felicia Armstrong rolled 21 using 1d20+4. Atack claw 2.
13:39, Today: Felicia Armstrong rolled 10,3 using 2d6+5,1d6. Damage claw 2.



Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round: Full attack
 - Standard:
 - Move:
 - Free:

This message was last edited by the GM at 20:09, Sat 07 July 2012.
Renard Waywynd
player, 44 posts
Sat 7 Jul 2012
at 17:52
  • msg #84

Re: The Dead Walk in Derevaan: Heldenburg

As the battlefield is at least partially lit up by the various dropped torches and other light sources Renard begins to feel a bit more confident in joining the fray.  He moves towards the south wall and scoots along, attempting to squeeze past Kilgur the boar who is currently locked in combat with one of the beasts.  In order to avoid any unpleasantness he keeps his eye on that particular creature until he has backed out of striking range (5 ft. step), then moves farther west to a more centralized position among the group.

Initiative: 4

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target:
Rolls:

Actions:
 - Full-Round: Double-move to G-4
 - Standard:
 - Move:
 - Free: 5 ft. step (from F-5 to G-5 staying along the wall to avoid Attack of Opportunity.)

Raznik Tayn
player, 149 posts
Human Desert Nomad
Sun 8 Jul 2012
at 16:43
  • msg #85

Re: The Dead Walk in Derevaan: Heldenburg

Despite its sickness, Yx'raul reaches up from the floor to attack the festrogs, biting and clawing at them, looking weak. Raznik sees his minion collapsed on the floor and reloads his sling before whispering a spell, causing the beast to disappear and reappear before him, both of their marks glowing brightly.

Yx'raul:

Initiative: 21

Current/Max HP: 45/52
Current AC: 27 (23 vs melee, 31 vs ranged)
 - Touch: 13 (9 vs melee, 17 vs ranged)
 - Flat-Footed: 24 (20 vs melee, 28 vs ranged)
CMD: 23

Target: Enemies at coordinates F2, E4, E3, E2
Rolls:

17:37, Today: Raznik Tayn rolled 9,9,4,5 using d8+4,d8+2,d4+2,d4+2. Damage.
17:36, Today: Raznik Tayn rolled 10,23,11,19 using d20+4,d20+4,d20+4,d20+4. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC)
Debuffs: Sickened (-2 attack, damage, saves, skills, ability checks), Prone (-4 attack, -4 AC vs melee, +4 AC vs ranged)

Actions:
 - Full-Round: Full Attack F2 (if dead then E4 then E3 then E2) (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free:

Raznik:

Initiative: 10

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard: Maker's Call to C7
 - Move: Reload
 - Free:

Kuldar Balak
player, 91 posts
Story Points: 1
Sun 8 Jul 2012
at 22:34
  • msg #86

Re: The Dead Walk in Derevaan: Heldenburg

"Gah!" Kuldar exclaims as the pus sprays out at him, "Watch the lil bastards, that stuff be noxious at best!" Not wasting any more time, Kuldar takes a breath and starts in on a quick diddy to help inspire his friends to greatness.

"I've never seen a skeleton.
I be hoping not t' see one,
I be also hoping, if I do,
That it will be a wee one."


Kilgur, meanwhile, attacks the closest festrog, hoping to lift the load on Yx'razul a bit so he eidolon can get back on its feet before it is torn to shreds.

Kilgur

Initiative: 1

Current/Max HP: 51/51
Current AC: 23
 - Touch: 10
 - Flat-Footed: 23
CMD: 18(+4 vs Trip)

Target: Festrog @ F,2
15:30, Today: DM Visceri, on behalf of Kuldar Balak, rolled 9,16 using d20+8,d8+14. Kilgur gore.

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round: Attack Festrog @ F,2 or closest "living" target
 - Standard:
 - Move:
 - Free:

Kuldar

Initiative: 11

Current/Max HP: 75/75
Current AC: 25
 - Touch: 13
 - Flat-Footed: 24
CMD: 20(+4 vs Trip/Bull Rush)

Target: None

Buffs: Inspire Courage +2
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Begin Inspire Courage +2
 - Move:
 - Free:

This message was last edited by the GM at 23:13, Sun 08 July 2012.
Temnir Liyaan
player, 122 posts
Male, Human, 22 years old
5'11", 165lbs.
Sun 8 Jul 2012
at 22:39
  • msg #87

Re: The Dead Walk in Derevaan: Heldenburg

Temnir moves forward quickly, thinking about grabbing his crossbow that was still slung around his shoulder but rejecting the idea as the party was blocking most of his shots and it wouldn't do to injure one of their own. Instead, noticing Felicia struggling on the ground with her own targets, he points and sends four bolts of force through the fray, slamming them into the festrog that had bitten the rogue.



Move: E,7
Cast: Magic Missile @ Festrog F,0

15:38, Today: Temnir Liyaan rolled 11 using 4d4+4. Magic Missile.

This message was last edited by the player at 23:54, Sun 08 July 2012.
DM Visceri
GM, 466 posts
the Heavyhanded
the Bringer of Loot
Mon 9 Jul 2012
at 00:20
  • msg #88

Re: The Dead Walk in Derevaan: Heldenburg

Surrounded by slavering festrogs intent on killing and eating him, Yx'razul lashes out with tooth, claw, and tail, trying to fend off the hungry undead. His position on the ground didn't give him much agility though and only the preoccupied festrog who had turned to face his new attackers and one other were hit by the attacks. One claw rakes the side of one of the creatures and the eidolon's tail slams into the festrog's back that had focused its attention on Solomon though the festrog seems occupied with its new targets and doesn't retaliate. The rest of the festrogs, however, do.

Coming back to loom over the eidolon after dodging it's wild strikes, a set of claws rake the eidolon's back while one of the festrogs latches onto his shoulder with one claw, sinking the razor like protrusions deep into his muscles and using his other clawed hand to execute a vicious attack across his snout, digging gouges across his face, just nearly missing the eyes but sparing little else. The eidolon had avoided the spray of pus from his own attack but as he was stuck, the only thing flying out of him was a stream of blood from all three wounds as he struggled not to be overcome.

The festrog who was standing off against Solomon crouches slightly, bearing it's impressive canines and snarls at him before leaping out, claws outstretched and maw open wider than any human's skull should ever be able to achieve, aiming for his neck. Reacting quickly, Solomon drops the torch and brings up his tetsubo with both hands to fend it off though a claw still reaches past, gouging the paladin's exposed neckline just missing the artery and jugular before being pushed back to the ground, the tetsubo following it to the ground and slamming it into the hard floor of the cave. Not quite done with it, Solomon raises the weapon again and brings it down hard on the festrog's spine, visibly snapping it.

Meanwhile Felicia tries to fend off the two festrogs that have her down on the ground, fighting for her life. Claws flash and one of the creatures comes away with a newly scarred face, slashed pustules spraying her face with the rancid pus. The festrog growls angrily and launches itself at her midsection, a claw sinking into her stomach and its teeth digging into her hip, ripping clothing and flesh alike as it takes another chunk off, causing Felicia to let out a muffled scream only to have two more claws rip into her legs from the other festrog lurking nearby. As the two new claws sunk in, four black and purple force missiles slam into it's side, causing it to release its grip and looks back across the room where Temnir stands, slightly behind Solomon, hand outstretched towards it.

"Gah!" Kuldar exclaims as he wipes pus from his person, "Watch the lil bastards, that stuff be noxious at best!" Seeing the festrog go down in front of him and Temnir's magic missiles fly by, as well as the horrible wounds both Yx'razul and Felicia were taking, the dwarf decided that what they needed most was inspiration and began into a short diddy to lift their spirits and hopefully give them the will to turn the tide.

"I've never seen a skeleton.
I be hoping not t' see one,
I be also hoping, if I do,
That it will be a wee one."


Meanwhile, Kilgur takes a step forward and tosses his head at the festrog currently attempting to disembowel Yx'razul but it leaps out of the way before its tusks can connect. Nearby, Raznik, having just finished slinging a luminescent rock towards the other side of the fray, clearly outlining Felicia and her assailants, loaded his sling again and rattles off a quick spell as Yx'razul disappears from the floor in front of the festrogs, much to their surprise. As they turn towards the other attackers, they see the eidolon has reappeared in front of his master, bloodied and beaten, but back on its feet.

During all the fighting, Renard, morningstar drawn, skirts the edge of the battle, moving past Kilgur as he moves onto his next opponent just as the first festrog fell to Solomon's blows and comes around to the south of the fighting, surveying where he may be needed most though with the disappearance of Yx'razul, he finds himself inadvertently on the front line of the battle.



Initiative
21 Yx'razul
20 Felicia
16 Festrogs
11 Kuldar
10 Raznik + Temnir
  9 Solomon
  4 Renard
  1 Kilgur

Party Status
Yx'razul: -43 hp + Sickened - 2 rounds remaining
Felicia: -42 hp + Prone + Sickened - 2 rounds remaining
Solomon: -10 hp
Everyone Else: Full hp

Status Ailments:

Sickened:
- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Prone:
- The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Solomon
player, 134 posts
Suli
Paladin
Mon 9 Jul 2012
at 01:36
  • msg #89

Re: The Dead Walk in Derevaan: Heldenburg

Solomon wasn't worried for himself.  He was worried for Felicia.  All he could see was her on the floor with a flurry of claws and teeth raking at her flesh.  "Your fight is with me devils!" Solomon cried out hoping to draw their attention.  He worried that no matter how hard he hit these things he wouldn't be able to get to and save Felicia in time.  "Temnir, keep aiding Felicia!" he called out to the spellcaster.  Seeing Renard moving around that way, he assumed the man was moving in to help the cat woman.  Solomon raised his tetsubo into the air, but rather than bringing it down he prayed.  A golden halo of light exploded out from the small sun-shaped charm braclet on his left wrist.  The wave of light passed harmlessly through his allies, but would hopefully punch and burn its way through the undead monstrosities before him.

AC:22, HP:62
Channel Positive Energy to harm undead 12 damage to all in 30' radius [Will DC17 to resist]

Kuldar Balak
player, 92 posts
Story Points: 1
Mon 9 Jul 2012
at 15:29
  • msg #90

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar ceases concentration on his Inspiring tale, letting the lingering effects aid them for a few moments while he moved in to support Felicia. "Hold on lass, I'm comin'!" He calls out, before moving past a few of the Festrogs to try and damage one of those by the downed Catfolk. "Kilgur, defend Felicia!" Kudlar is able to direct before swinging his axe down, his Boar only a couple seconds behind in his attack.

Kuldar
init: 11
HP: 75/75
AC: 25/T: 13/FF: 24

Move to E, 1
Attack Festrog F, 0
08:25, Today: Kuldar Balak rolled 16,10 using d20+13,d10+6. Dwarven Waraxe vs Festrog F,0.

Will use Gallant Inspiration if that is a miss

Kilgur
init: 1
HP: 51/51
AC: 23/T: 10/FF: 23

Charge Festrog G, 0, ending movement at G, 1
08:29, Today: Kuldar Balak rolled 23,15 using d20+12,d8+14. flanking charge gore vs Festrog G, 0.

Renard Waywynd
player, 45 posts
Mon 9 Jul 2012
at 22:34
  • msg #91

Re: The Dead Walk in Derevaan: Heldenburg

The combination of poor lighting and the chaos of the melee had prevented Renard from realizing Felicia's dire situation before.  He cannot reach her to cast a healing spell but he is, of course, not without options.  As before on the ship he calls down a healing light and sends it out, catching all of his allies within its healing glow save for Raznik who is just barely outside it's reach, though fortunately uninjured so it doesn't matter.  Despite his healing, however, the cat-lady still seems to be in pretty bad shape.

He calls out carefully to Felicia, hoping not to attract the attention of any of the nasty beasts attacking her, "I can help you up, Felicia, or I can heal you again, your choice!"

Initiative: 4

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target: All Allies
Rolls:
15:29, Today: Renard Waywynd rolled 19 using 4d6. Channel Energy - healing.

Spells Per Day/DC:
1: 6/6 DC 15
2: 6/6 DC 16
3: 4/4 DC 17

Channel Energy/Day: 3/4

Actions:
 - Full-Round:
 - Standard: Channel Energy
 - Move:
 - Free:

Raznik Tayn
player, 150 posts
Human Desert Nomad
Mon 9 Jul 2012
at 23:31
  • msg #92

Re: The Dead Walk in Derevaan: Heldenburg

The beast standing at Raznik's feet looks forlorn. This is the first time he had seen it in such a weakened state. Despite its wounds, the beast looks ready to rejoin the fight. "Hold on, Yx'raul." The man casts a spell, and touches the eidolon, causing many of its wounds to close. "Do these creatures have a weakness?" he calls out to the others, as Yx'raul charges back into the fray, launching itself at the nearest festrog, attempting to ignore the nausea it experiences.


Raznik:

Initiative: 10

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

00:10, Today: Raznik Tayn rolled 16 using 3d10+7. Rejuvenate Eidolon.

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard: Cast Rejuvenate Eidolon
 - Move:
 - Free:

Yx'raul:

Initiative: 10

Current/Max HP: 25/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinates E3
Rolls:

02:31, Today: Raznik Tayn rolled 12,4,6,3 using d8+4,d8+2,d4+2,d4+2.
02:31, Today: Raznik Tayn rolled 28,20,23,16 using d20+10,d20+10,d20+10,d20+10. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC)
Debuffs: Sickened (-2 attack, damage, saves, skills, ability checks)

Actions:
 - Full-Round: Charge to D4 (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free: Hold until after Raznik

This message was last edited by the player at 01:32, Tue 10 July 2012.
Felicia Armstrong
player, 96 posts
Of the F'n Vicious Claws
16/58 HP
Tue 10 Jul 2012
at 00:09
  • msg #93

Re: The Dead Walk in Derevaan: Heldenburg

Felecia scrambles to her feet, braced as well as she can for their attack.


OOC:
Initiative: 21

Current/Max HP: 58/58
Current AC: 21
 - Touch: 15
 - Flat-Footed: 21
CMD: 21

Target:
Rolls:




Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Stand Up
 - Move: Full Defense
 - Free:

This message was last edited by the player at 02:28, Thu 12 July 2012.
DM Visceri
GM, 475 posts
the Heavyhanded
the Bringer of Loot
Thu 12 Jul 2012
at 08:21
  • msg #94

Re: The Dead Walk in Derevaan: Heldenburg

As Yx'razul is about to run forward again back into battle, a curt command from Raznik stops him in his tracks, "Hold on, Yx'raul." Stopping, begrudgingly, the eidolon looks back at his master questioningly and is obviously quite annoyed.

Felicia, still surrounded by enemies on either side, attempts to roll out of their reach, giving her some time to scramble to her feet. As she tucks in her legs to execute the roll, both festrogs swipe at her exposed back, both connecting with her flesh in a sickening ripping sound as she collapses on the spot in agonizing pain (D17). The festrogs weren't done with her yet though. Lying prone on her stomach now, both festrogs went in for the kill on the helpless rogue, claws and teeth flashing in the light of the various spells and torches. The first places a clawed foot on the rogues back and digs its jaws into the flesh of her side, tearing greedily and using it's claw to dislodge more meat (D17) as the second festrog is right behind, using its claw to try and get its own purchase (D11). Felicia squirms for a moment, gasping in pain as the festrogs begin to feast on the rogue as the life leaves her body...

The remaining festrogs rush in to their new targets having been denied their previously surrounded prey, not happy with the turn of events, a primal intelligence glinting in their eyes as they find new targets and attack. One runs in to take advantage of Renard's newfound bravery placing him on the frontline and sinks its teeth into his leg and yanking back, bringing the oracle, like his allies before him, crashing to the ground with the slobbering beast looming over him (D9). Two other strike out for Kuldar and Kilgur though the duo both deflect the attacks deftly.

"Hold on lass, I'm comin'!" Kuldar shouts as he deflects the first blow and pushes his way past the festrog to try and get to the unmoving rogue. As he passes, a clawed hand rakes across his back (D9), stinging but not slowing him down. "Kilgur, defend Felicia!" The dwarf makes it to one of the feasting festrogs and manages to sink his axe into it and even dodging the spray of pus though it doesn't dissuade it from continuing to feast. Kilgur follows his master's command and charges past the festrogs, who had not yet recovered from trying to reach the dwarf, and rams his tusks into festrog there, pus missing the boar.

As Raznik's spell takes effect on his eidolon, closing some of the wounds it had sustained from the beasts, it bolts off to the front line once again. "Do these creatures have a weakness?" Raznik calls out to his companions as he contemplates the next action to take against these seemingly superior foes. Yx'razul charges the first target in sight who is still turned after lashing out at Kuldar as he rushed past and slams into it, teeth and claws tearing into flesh and causing large swaths of the pus to come shooting out of the open wounds though miraculously, the eidolon seems to keep most of it out of his mouth and off of his person. The festrog's legs give a bit but it keeps itself righted as it squirms free of the bite, the poison of the eidolon seeming to have almost taken effect.

Temnir meanwhile swears loudly as he watches Felicia get jumped by the two festrogs on the other side of the room, his voice growing a bit panicky, "Someone do something about those damned things on her!" Taking his own advice, Temnir fires off another magic missile barrage at his same target, scorch marks appearing on the creatures back though like with Kuldar, the festrog seemed content to take the damage in stride with its meal.

"Your fight is with me devils!" Solomon cried out, desperate to get the attention off of Felicia though his words do nothing to deter the beasts. "Temnir, keep aiding Felicia!" he cries out even as the magic missiles stream past him, "I'm doing what I can! Get in there and get her!" With no festrog on him currently, Solomon tries a new tactic. Raising his tetsubo in the air overhead, he lets out a ringing prayer that fills the air and lets out a golden halo of light that shot forth from his wrist-bound charm, searing the flesh of the festrogs and momentarily illuminating the darkness. All but one seemed to feel the full force of the holy magic and finally, the two feasting undead, let out an unnatural screeching howl of pain and turned on Solomon, maws covered in the blood of the rogue and eyes spelling death for the paladin if they can get their claws on him.

Renard, having been flung to the ground quickly lets off a holy burst of his own though in an attempt to heal those around him, himself included, in the time that the festrog in front of him was recoiling in pain from the damaging rays from Solomon's attack. "I can help you up, Felicia, or I can heal you again, your choice!" Hearing no reply, he begins to worry profusely that his ministrations were too late.

(OOC: Well we have our first character death of the game. We will deal with the implications and planning for her after the combat has concluded)



Initiative
20 Felicia
16 Festrogs
11 Kuldar
10 Raznik + Yx'razul + Temnir
  9 Solomon
  4 Renard
  1 Kilgur

Party Status
Yx'razul: Full hp + Sickened - 1 rounds remaining
Felicia: Dead :( [-45 hp this round]
Everyone Else: Full hp

Status Ailments:

Sickened:
- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Prone:
- The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

This message was last edited by the GM at 08:41, Thu 12 July 2012.
Solomon
player, 139 posts
Suli
Paladin
Thu 12 Jul 2012
at 22:13
  • msg #95

Re: The Dead Walk in Derevaan: Heldenburg

"NOOOOO!" Solomon yelled out in fury when he saw Felicia go down and get torn apart.  He didn't even bother praying; Pelor would read his heart and and acknowledge his intentions.  Solomon took a large step and tried to deliver his fury, and that of his God, upon the Festrog.  He attempted to jab the end of his tetsubo into the creature's chest.  Then he pulled it back and swung the tetsubo in a full circle over his head, nearly missing the creature, only to increase its momentum during a second swing and bringing it to connect against the creature's jaw hopefully tearing it from his face.

AC:22 (26 against Festrog F3), HP:72
5-foot step to F4
Smite F3,
16:04, Today: Solomon rolled 25 damage.
16:04, Today: Solomon rolled 22 damage.
16:06, Today: Solomon rolled 28 using 1d20+9. story point reroll on second attack.
16:03, Today: Solomon rolled 14 using 1d20+9. attack.
16:03, Today: Solomon rolled 17 using 1d20+14. attack.

This message was last edited by the player at 23:13, Thu 12 July 2012.
Renard Waywynd
player, 46 posts
Fri 13 Jul 2012
at 00:22
  • msg #96

Re: The Dead Walk in Derevaan: Heldenburg

It wasn't until a few moments after he called out to her that Renard noticed Felicia had fallen in battle, overtaken by the nasty little beasts.  His morale is even more shaken when, after Kilgur shifts positions, one of the festrogs turns it's attention on him.  On the edge of panic he can't help but feel that if a true warrior like Felicia could fall in a battle like this then what sort of hope would he have?  Barely even cognizant of his own actions Renard calls down energy again but this time he doesn't send it out as a wave of healing - instead he holds it in.  Within seconds he begins to glow a bright gold-white, his form becoming an indistinct and hazy shimmer.  The gloom of the cavern is substantially brightened and any allies that look his way feel a strange sense of comfort, rather out of place in the middle of the chaos...

Initiative: 4

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target:
Rolls:

Spells Per Day/DC:
1: 6/6 DC 15
2: 6/6 DC 16
3: 4/4 DC 17

Channel Energy/Day: 3/4

Energy Body rounds: 7/7

Actions:
 - Full-Round:
 - Standard: Use energy body class (Life mystery feature, Advanced Player's Guide pg. 49.)
 - Move:
 - Free:

Notes: Elemental subtype, undead w/non-reach weapons take 1d6+7 damage if they hit me.

Kuldar Balak
player, 104 posts
Story Points: 1
Fri 13 Jul 2012
at 09:51
  • msg #97

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar grimaces at the sight, to be so close and unable to help was a terrible feeling...he hadn't known Felicia for long so it was hard to say if he could truly celebrate her life, if nothing else he could at least lead her friends in a round to her honor, but first thing's first: Killing these little sonsabitches what gone and killed her to begin with! "Damn it, Felicia!" Kuldar called out, before shaking his head, and stepping aside to begin a tale of their comrade, taking a moment to point out a nearby Festrog and calling for the attack.

"Oh the lass with blazin' claws,
we sing of Felicia the fair.
Some say she was born-a-fightin',
Can't say 'cause I weren't there."


Kuldar 5ft steps to E, 2
Begins Inspire Courage +2

Kilgur 5ft steps to H, 2
Attacks Festrog at G, 3
02:51, Today: Kuldar Balak rolled 22,19 using d20+10,d8+14. PowAtt(-2) flanking Gore.

Raznik Tayn
player, 153 posts
Human Desert Nomad
Fri 13 Jul 2012
at 18:23
  • msg #98

Re: The Dead Walk in Derevaan: Heldenburg

Watching Felicia get torn apart, Raznik pauses, shock plain on his face. He stands still for a moment, but is drawn back to the present by Yx'raul's roar, as it launches another attack at the festrog before it. Stepping up behind the beast he casts another spell, reducing the wounds incurred even further.

OOC: I included Raznik's healing on Yx'raul in his HP last time, so it wasn't fully healed. I haven't this time.

Yx'raul:

Initiative: 10

Current/Max HP: 44/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinates E3
Rolls:

19:12, Today: Raznik Tayn rolled 6,4,4,3 using d8+4,d8+2,d4+2,d4+2. Yx'raul Damage.
19:12, Today: Raznik Tayn rolled 12,28,16,22 using d20+8,d20+8,d20+8,d20+8. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC)
Debuffs: Sickened (-2 attack, damage, saves, skills, ability checks)

Actions:
 - Full-Round: Full Attack (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free:

Raznik:

Initiative: 10

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

19:21, Today: Raznik Tayn rolled 13 using 1d10+5. Lesser Rejuvenate Eidolon.

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard: Cast Lesser Rejuvenate Eidolon
 - Move: Move to D6
 - Free:

DM Visceri
GM, 486 posts
the Heavyhanded
the Bringer of Loot
Sat 14 Jul 2012
at 03:20
  • msg #99

Re: The Dead Walk in Derevaan: Heldenburg

Having been pulled off of Felicia's corpse by the power of Pelor searing through their bodies, the two festrogs picked the nearest targets, unleashing a flurry of barrages, seemingly blaming whoever they could get their hands on for their pain; Kuldar and Kilgur. A claw digs into Kuldar's armor, getting a hold of his hip and ripping whatever the claws come into contact to before the dwarf can smack the arm away from him with a swipe from his axe as he steps back, "Damn it, Felicia!" he laments, shaking his head before starting a short dirge for the fallen woman (D8).

"Oh the lass with blazin' claws,
we sing of Felicia the fair.
Some say she was born-a-fightin',
Can't say 'cause I weren't there."


Kilgur had been in the process of turning around to assist Renard when the two claws reach out and latch on to the boar's backside causing a squeal of pain from Kilgur as the festrog seems to have him tight and unable to move (D18). On the other side of the room, another of the party's companions seems to be fairing a bit better as Yx'razul throws his weight into the festrog in front of him with a roar but not before it could turn on Solomon, its flesh still smoldering in places, lashing out but being deflected as the paladin had something else on his mind.

Raznik followed up behind his eidolon's attack, breaking his vision away from the scene of carnage, and imbuing the creature once again with restorative magic, closing the rest of his wounds, leaving him looking, for the most part, brand new. In addition to his wounds closing, it seems that Yx'razul has finally been able to shake the dry heaving and wooziness that had been plaguing him since his first interaction with the pus.

Meanwhile, it seemed like Solomon wasn't done with attacks from angry festrogs yet. One of the festrogs closer to Renard struck out as Solomon moved forward to attack it and got ahold of the paladin with both claws. Seemingly these things were able to find the nooks and crannies of the paladin's armor like they were glaring weaknesses for the world to see and they were exploiting them quite effectively (D19). "NOOOOO!" Solomon (Darth Vader) shoutes as he thrusts the tetsubo forward, just missing the festrog, before swinging it full circle and catching it unsuspecting right in the jaw, not knocking it off as he had hoped, but definitely leaving it hanging off to one side, completely dislocated, and knocking the front half of the creature to the ground as it looked up at him with hate.

This was fortunate for Renard, however, who was just about to become festrog food as just as the creature was about to strike him, the one that Solomon had struck, slammed into its side, knocking it off balance and losing its reach on the oracle. A wave of panic courses through him as his mind begins to process his surroundings and how ill prepared he feels to be in the exact spot he finds himself in on the front line. Instinctively, he calls out to Pelor but instead of a beam of light, a singular quickly spinning ball floats through the cave roof and into his chest. For a moment nothing happens until, starting at the point the glowing orb entered and expanding outwards towards his limbs, he begins to glow white hot in the middle and more golden the further out you looked. His appearance also becoming somewhat hazy and transparent and the room around him brightens substantially.

The light Renard gives off causes the festrog holding Kilgur in place to shield its eyes, allowing the boar to wiggle free and bolt forward, using the unbalanced festrog's confusion to his own advantage and ramming his tusks into the creature's side. This time, Kilgur is not as lucky as he has been and the pus hits him full force in the face, causing him to stagger slightly and heave up his lunch on the spot, his skin beginning to appear mottled and grey compared to normal.

Temnir, having watched the proceedings with his mouth hanging slightly ajar, shakes himself back into reality and quickly summons a third set of force projectiles and sends them at the festrog behind Kilgur, causing the creature to raise it's other arm but not seeming to do as much damage as the previous attacks had thus far. "What the hell does it take to kill these damn things?! Solomon, Renard! Your prayers seemed to piss these things off, try it again!" Temnir shouts feeling like his larger spells were going to waste in this confined space.



Initiative
20 Felicia
16 Festrogs
11 Kuldar
10 Raznik + Yx'razul + Temnir
  9 Solomon
  4 Renard
  1 Kilgur

Party Status
Kilgur: -18 hp + Sickened - 6 Round Remaining
Kuldar: -8 hp
Solomon: -19
Everyone Else: Full hp
Felicia: Dead

Status Ailments:

Sickened:
- The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Prone:
- The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Renard Waywynd
player, 47 posts
Sat 14 Jul 2012
at 04:04
  • msg #100

Re: The Dead Walk in Derevaan: Heldenburg

Despite the fact that he is currently glowing like an oversized firefly Renard doesn't actually feel different aside from the peaceful sense of calm that entered him at the same time as that globe of light.  He takes a few deep breaths and sizes up his current situation.  He notices that Solomon next to him has taken a few hits, as has Kilgur the boar, but nobody looks to be in dire straits and, truthfully, it seemed to him best that they end this battle as quickly as possible.  He calls down that divine light once more, but this time sets it loose upon the foul cave beasts much like Solomon did earlier.

Initiative: 4

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 21

Target: All undead enemies within 30 ft.
Rolls: 21:03, Today: Renard Waywynd rolled 15 using 4d6. Channel Energy - damage.

Spells Per Day/DC:
1: 6/6 DC 15
2: 6/6 DC 16
3: 4/4 DC 17

Channel Energy/Day: 3/4

Energy Body rounds: 6/7

Actions:
 - Full-Round:
 - Standard: Channel energy
 - Move:
 - Free:

Notes: Elemental subtype, undead w/non-reach weapons take 1d6+7 damage if they hit me.

Solomon
player, 141 posts
Suli
Paladin
Sun 15 Jul 2012
at 15:51
  • msg #101

Re: The Dead Walk in Derevaan: Heldenburg

Solomon wanted nothing more than to continue to pelt this pathetic creature with his his tetsubo.  However, Temnir had called out for another blast of divine energy; and Solomon was forced to wonder if Temnir had seen a weakness in the creatures.  Solomon rested the tetsubo on his right shoulder and thrust forth his left hand towards the creature who's face he had just smashed.  "Burn with Pelor's divine justice you murdering devil's!"  Once more the halo of golden light erupted from his holy symbol.

The rest of his divine magic would have to be saved for healing.  These filthy creatures looked to spread disease and Pelor's healing would cure such.  No one else was going to die this day.

AC 22 (26 vs slack-jawed festrog), HP: 53
Channel Energy (damage) 11 (Will DC17 to avoid)

Kuldar Balak
player, 107 posts
Story Points: 1
Mon 16 Jul 2012
at 13:48
  • msg #102

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar continued his assault, letting the inspiration from his first verse continue washing over them. Kilgur followed his most recent order to the dot, attempting continue with their momentum to take down another Festrog, though he was still not feeling well from the last dose of pus and made a poorly aimed strike, Kuldar did his best to correct his aim with advice, but he had his own problems to deal with. Kuldar's axe had been seeing much battle recently, and so much of it Undead...Kuldar was sure that without Renard and Solomon around to help, he doubted they could have made it this far.

06:47, Today: Kuldar Balak rolled 3 using 2d4. Gallant Inspiration: Kilgur's attack.
06:46, Today: Kuldar Balak rolled 14,19 using d20+6,d8+12. Gore vs Festrog G, 3. total 17 attack
06:46, Today: Kuldar Balak rolled 15,10 using d20+13,d10+6. Dwarven Waraxe vs F, 3.

Raznik Tayn
player, 155 posts
Human Desert Nomad
Tue 17 Jul 2012
at 15:09
  • msg #103

Re: The Dead Walk in Derevaan: Heldenburg

Rejuvenated and bloodthirsty, Yx'raul continues its assault on the nearest festrog, claws whirling and teeth dripping with poison. Raznik seems somewhat at a loss, standing idle, as the battle continues before him. He surveys the scene with glazed eyes, focussing on Felicia's partially consumed body. It stirs something in his mind, and he calls out. "Don't let them feed on flesh. It rejuvenates them."

OOC: Raznik should be at D6.

Yx'raul:

Initiative: 10

Current/Max HP: 52/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinates E3
Rolls:

15:53, Today: Raznik Tayn rolled 13,12,7,7 using d8+6,d8+4,d4+4,d4+4. Yx'raul Damage.
15:52, Today: Raznik Tayn rolled 15,17,27,29 using d20+10,d20+10,d20+10,d20+10. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC)
Debuffs:

Actions:
 - Full-Round: Full Attack (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free: 5' step to E5

Raznik:

Initiative: 10

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard:
 - Move:
 - Free: Hold until Yx'raul takes damage

DM Visceri
GM, 490 posts
the Heavyhanded
the Bringer of Loot
Thu 19 Jul 2012
at 05:30
  • msg #104

Re: The Dead Walk in Derevaan: Heldenburg

The festrogs are seemingly begin to grow impatient with their expected meal putting up more of a fight than they had intended, even after felling one of them already. The pack lets out a series of growls and the one directly to the northeast of Felicia, the one who felled the rogue, lets out a heavy gurgling tone like the ripping of leather that sounds like...language, "Dwa." Immediately after it 'talks,' the rest of the frontline snap their heads around towards Kuldar before racing towards the still chanting bard much to his surprise and horror.

An unrelenting assault of teeth and claws strike out at Kuldar and it's as much as he can do to avoid being torn to ribbons, let alone fight back effectively, his waraxe failing to hit the quick targets. Claws scratch armor, teeth bounce off of barding, and a few of them get through though, miraculously, most of the attacks the dwarf is able to avoid through a combination of thick armor, fast footwork, and pure luck. One particular painful attack was when one of the bastards clawed at the nape of his neck as he was busy dodging a blow from the opposite side, tearing down to muscle and causing Kuldar to reveal his throat momentarily (D29). A festrog takes the opening to try and rip out his jugular with his teeth but is foiled as another magic missile shoots right through it's head, a grim-looking Temnir still holding his hand out in the direction of the blast. "That god-blast thing you do would be welcome at any time you two!" he calls out, taking a step back, not liking the looks he begins to get from the remaining undead.

Before Solomon and Renard can get their magic flowing though, Yx'razul moves in for one last hurrah as he rears up and places a foot on the festrog's shoulder, grabbing the back of its head with his teeth and decapitating the creature on the spot before throwing the detached head down the hallway the undead had originally come from before letting out a victorious roar. "Don't let them feed on flesh. It rejuvenates them," Raznik informs his companions after the wake of his eidolon's victory roar has diminished slightly, even as one currently chews on its most recent prize from Kuldar's leg, its wounds seeming to cease oozing pus and it's skin slowly knitting itself back together.

Both Solomon and Renard reach for their respective holy symbols, Solomon a paragon of rage and vengeance, Reneard looking like an avatar of Pelor himself as both call out to the god of the sun and a sharp violent light, and an enveloping wall of light erupt from the two respectively. "Burn with Pelor's divine justice you murdering devil's!" Solomon crys out in a dangerous voice bespeaking the inner turmoil within the paladin that screams for justice for Felicia. The light hits the final three festrogs like a charging tarrasque as they all are bowled over, their skin instantly charring over, revealing the bones as the struggle to right themselves as their dead flesh continues ripping away. One reaches out a bony claw in their direction before his bones crumble and blow away in the force of the magic along with the others as the cavern falls into silence once more.



Current Party HP
Kilgur: -18 hp
Kuldar: -37 hp
Solomon: -19 hp
Everyone Else: Full hp
Felicia: Dead

Renard Waywynd
player, 48 posts
Thu 19 Jul 2012
at 05:39
  • msg #105

Re: The Dead Walk in Derevaan: Heldenburg

As the creatures boil in their own skin the glow covering Renard's body slowly subsides until he is back to normal.  The danger was past now and it was time to look to the injured.  First on his list, of course, was Felicia.  He had to make sure she was dead - he would be damned if she was right on the edge and died simply because he had made a bad guess in the heat of battle.  He hurries over to the fallen cat-woman, kneeling down to check her vital signs, hoping to find something as he murmurs softly to himself, "Come on, don't you die on us,"

22:35, Today: Renard Waywynd rolled 22 using 1d20+10. Heal check on Felicia.

(OOC: I know I probably didn't need the roll but meh, whatevs... :P)
DM Visceri
GM, 492 posts
the Heavyhanded
the Bringer of Loot
Thu 19 Jul 2012
at 05:50
  • msg #106

Re: The Dead Walk in Derevaan: Heldenburg

As Renard quickly and masterfully attends to Felicia, it is with a heavy heart he finds her beyond the help of his healing abilities. Her eyes have already glassed over, staring into the ether of nothingness and he skin has begun to grow cold on her extremities as her lifeblood has been mostly spilled onto the cavern floor around her. Only the gods can tend to her now. at the very least, perhaps some solace can be taken in the fact that they were able to avenge her death and that, hopefully, she did not die for nothing.



OOC: So who wants to loot her?....Too soon?
Solomon
player, 143 posts
Suli
Paladin
Fri 20 Jul 2012
at 13:40
  • msg #107

Re: The Dead Walk in Derevaan: Heldenburg

Solomon strode down the tunnle that the Festrog's came from to make sure there were no others.  He then returned, and dropped to his knees besides Felicia.  Tears were already streaming from his face.  He set her head in his lap then silently prayed and apologized to her.  "Renard, take whatever is of value from her.  Then I'll go bury her.  I don't suppose anyone has any holy water?"
Raznik Tayn
player, 156 posts
Human Desert Nomad
Fri 20 Jul 2012
at 15:25
  • msg #108

Re: The Dead Walk in Derevaan: Heldenburg

His movements lethargic, Raznik slowly approaches the corpse of the feline woman who had been a companion for a short time. Pulling a flask from his pack, he hands it to Soloman. "Here." Turning, he looks at Yx'raul which is busy dismembering the corpses of the festrogs, and buries his head in his hands, crouching on the floor, mindless of the pool of blood beneath him.
Kuldar Balak
player, 110 posts
Story Points: 1
Fri 20 Jul 2012
at 17:27
  • msg #109

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar felt heavy, not just his body's being tired due to the few rather nasty scratches he had recently gotten, but his mind and spirit as well...he had known Felicia for very little time, but losing a comrade in battle was never easy. He gave a heavy sigh, pacing a bit and wondering why he didn't restock on some quality drink when he had the chance. Raznik seemed to be taking it hard, though that one had a good bit that was off about him, and it seemed directly connected to that beast he summons, even so...Kuldar felt he had to at least try something. The Dwarf walks over to Raznik, placing a hand on his shoulder. "Lad...I know ye likely ain't in the best mood ta be talkin', but I really can't imagine Felicia would be happy to see ya like this."
Renard Waywynd
player, 49 posts
Fri 20 Jul 2012
at 17:31
  • msg #110

Re: The Dead Walk in Derevaan: Heldenburg

He lets out a long, slow sigh as he confirms what he already knew to be true - Felicia wasn't coming back from this one.  With a grim expression Renard sets about the unpleasant task of going through her bags.  He doesn't pocket anything, he simply lays them out next to her for all to see so the others can decide which items would be most beneficial for which people.

(OOC: Since we can't see her item list, DM, I'm hoping you'll give us a list in the next update so we can divvy stuff up appropriately.)
Raznik Tayn
player, 157 posts
Human Desert Nomad
Fri 20 Jul 2012
at 18:08
  • msg #111

Re: The Dead Walk in Derevaan: Heldenburg

As Kuldar reaches his shoulder, Raznik jerks back, involuntarily, avoiding his touch and falling into the blood, his revealed face streaked with tears. "Sorry. I... I suspect you are right." Standing from his prone position, he looks at the blood dripping from his clothes with disgust. Wiping his hands on his robes, he moves over to help Renard with emptying Felicia's pack, keeping himself busy.
Solomon
player, 144 posts
Suli
Paladin
Fri 20 Jul 2012
at 19:02
  • msg #112

Re: The Dead Walk in Derevaan: Heldenburg

Solomon picks up Felicia's body once the others are done collecting her belongings.  He starts carrying her towards the entrance of the cave for burial.  He hoped the holy water would prevent her from coming back as one of the undead.

"You may want to find a way to block off or fortify this entrance area of the cave for a night's rest.  We'll all need to recover before we journy further," he said in a very monotone voice.
DM Visceri
GM, 493 posts
the Heavyhanded
the Bringer of Loot
Fri 20 Jul 2012
at 19:02
  • msg #113

Re: The Dead Walk in Derevaan: Heldenburg

As Renard and Raznik set about the grim task of removing Felicia's valuables, hopeful that even in death, she could provide assistance to the group's mission, they come up with a list of everything of value she had on her as they set it out on the ground beside her. Raznik removes the items from the handy haversack as well.

OOC: So here's the list of gear. Let me know what you guys will be taking with you and what you will be leaving behind in your next posts.

Amulet of Mighty Fists
Ring of Sustenance
Handy Haversack
Bracers of armor +2
Ring of Protection +1
Vestment of Many Styles
Longbow, composite: Masterwork, +5 Str
Arrows x60
Masterwork Box (heavy and the weight shifts as you move it)
Daylight Oil
Potion of Shield of faith +4 (potion)
Potion of Remove blindness/deafness (potion)
Potion of Displacement (potion)
Wand, Cure light 50 charges
Waterskin
Bedroll
Flint and Steel
Torch x5
Oil x2
197 gold

This message was last edited by the GM at 19:11, Fri 20 July 2012.
Raznik Tayn
player, 162 posts
Human Desert Nomad
Sat 21 Jul 2012
at 18:43
  • msg #114

Re: The Dead Walk in Derevaan: Heldenburg

Sorting through Felicia's items, Raznik identifies a few that he would find useful. "With the ring, I could stay awake for longer, allowing Yx'raul to stand guard. The amulet would make it stronger." Picking up another item, he looks at it curiously. Shaking the box gently, he feels the weight move around inside. "Does anyone know what this is? I have not seen it before."
Temnir Liyaan
player, 123 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 21 Jul 2012
at 18:49
  • msg #115

Re: The Dead Walk in Derevaan: Heldenburg

Leaning against the cave wall, Temnir watches Solomon retreat with the dead rogue out past him with his arms crossed. Hearing Raznik's question though, he looks back to the summoner who is holding a somewhat ornate box. "Hmmm, I believe that is what the ancient civilizations of the world would call a box. Myths suggest that they would hollow out the inside and place items inside of it." Abandoning his sarcastic defense mechanism, Temnir takes a few steps over to him and looks down, "Have you looked inside it yet?" As he speaks, he crouches down and grabs the top of the box and lifts it back. The sight inside is something unexpected indeed. The box is divided into two parts. The larger is filled with multicolored gems of all shapes and sizes; a miniature treasure trove unto itself. The smaller division has four vial shaped indentations...
Kuldar Balak
player, 112 posts
Story Points: 1
Sat 21 Jul 2012
at 21:51
  • msg #116

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar lets out a bit of a snort on Temnir's assessment of the box, though does show some interest on the contents, though gems and metals did tend to catch most Dwarves' attention. "Hm...an odd setup, wonder why she didn't store the potions in there?" He gives a bit of a shrug, before sitting down nearby.
Renard Waywynd
player, 51 posts
Sun 22 Jul 2012
at 00:06
  • msg #117

Re: The Dead Walk in Derevaan: Heldenburg

As the group moves about in the aftermath of the battle Renard channels some more healing energy, having two more left for the day after the fight.  He makes sure to catch Kuldar, Kilgur, and Solomon in the range of the magical healing before approaching the Dwarf, "You took quite a few hits.  It worries me to think we may easily have lost two of our crew in that fight when one is bad enough.  Do you want me to heal you and your boar some more?"

17:01, Today: Renard Waywynd rolled 8 using 4d6. Channel Energy - healing.

OOC: Including the roll for Cure Moderate Wounds in case Kuldar agrees to the healing.  Will do the rest of the healing during my next post.
17:05, Today: Renard Waywynd rolled 20 using 2d8+7. Cure Moderate Wounds.

Solomon
player, 145 posts
Suli
Paladin
Mon 23 Jul 2012
at 07:57
  • msg #118

Re: The Dead Walk in Derevaan: Heldenburg

Solomon bears the weight of Felicia as a personal cross as he walks the long length out of the cave. It was merely a couple weeks ago that they had met but even in that short time he had gotten to know the woman to some extent and she had seemed so vibrant and full of life to be brought low to this state now. As he finally near to the entrance of the mine, he could feel his connection with Cho'kobo connect and the axebeak came around the corner slowly in reaction to his roiling emotions. Sadness for the loss of a comrade in arms, shock as he had yet to fully come to let it fully sink in, guilt as he wondered if there was anything else he could have done. But the predominant emotion that began to take ahold of him was anger. Anger at the undead who had ravaged her. Anger at the cult that had created the unspeakable horrors that had done this to her. And anger at whoever was behind this entire plot. He would have revenge and he would have it undeniably.

The thoughts poured over him as he solely laid her down a short walk from the mine in a copse of small bushes and a gnarled tree and began to dig her grave with the help of his trusty side-kick. As he dug, it began to rain again, a fitting thing for his current emotional state. As he laid her carefully down into the hole, he crossed her arms and closed her eyelids and began a prayer to Pelor to bless her spirit in the afterlife while he sprinkled the holy water Raznik had supplied him with in and around her grave as well as onto of her heart and forehead.

"Hear me Pelor. Today a worthy soul leaves the sight of your sun and ventures to your side. Look out for her in death as I would in life and guide her safely to you." He began to choke up a little as a solitary tear descended his cheek. "Give me the strength to abide by my oaths and stay not from my mission but please, give me the opportunity to avenge her. That is all I ask." He finishes by touching his holy symbol to her lips and slowly begins to replace to soil on top of her, fashioning a small cross from the nearby brush to place as a headstone. Calling on Pelor's power once more, the god of the sun grants him a boon as glowing golden script appears on the makeshift headstone bearing her name; "Here Lies Felicia Armstrong"

He stood by her grave for a few minutes before turning away and walking purposefully back towards the mine, Cho'kobo not leaving his side but periodically nuzzling his neck with his beak in condolence. "Stay Cho'kobo. We will be back soon. Make sure no cultist disturbs her rest." The axebeak nods in approval and watches Solomon descend back into the mine. Finally making the trek back to the group, he looks around to the members of his party, all seemingly affected by the loss of their comrade. Even sarcastic and distant Temnir was quiet and introspective as he approached which was a first for the badmouthed sorcerer. Dutiful in tone, he keeps all emotion from his voice as he gives instructions. "Kuldar, Renard, Raznik. Fetch the items from the storage rooms and bring them here so we can form a barricade against whatever lies deeper into the cavern. Temnir, come with me and help me drag these scourges away from our camp."
Kuldar Balak
player, 114 posts
Story Points: 1
Mon 23 Jul 2012
at 23:43
  • msg #119

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar enjoys the warm light closing his wounds, definitely a benefit to having something like that around, Kuldar being able to heal somewhat but...definitely not over so wide an area, or so many at once. "Aye lad, it be a tough one but...I am a Dwarf after all, it'd be a wee bit embarrassing if those scratches had been the death a' me." An immediate look of regret washed over his face, and he felt the need to 'cover his ass', as it were. "Oy...not tha' I be sayin' the lass was weak, but she was a scout, didn't know they were thar till it was too late." He gave a heavy sigh as he held up a hand to show he was good after the second healing, he then turned to attend to his mount's needs.

16:42, Today: Kuldar Balak rolled 9 using 1d8+5. CLW->Kilgur.

Kuldar: 66/75
Kilgur: 50/51

Raznik Tayn
player, 164 posts
Human Desert Nomad
Tue 24 Jul 2012
at 01:22
  • msg #120

Re: The Dead Walk in Derevaan: Heldenburg

Looking at the box, Raznik brings the potions over, and slots them into place. "They seem to belong," he says as explanation. "I do not intend to speak ill of the dead, but perhaps these vials were found in such a state." With that he turns from the group and moves to sit at one side of the cave. Soon Soloman returns, and grateful for something to take his mind of his failure, he quickly sets to gaining access to the store rooms, seeing what lies within. Yx'raul's head snaps up, to follow his master, and he plods along after him, still carrying a limb from the slain undead.
DM Visceri
GM, 500 posts
the Heavyhanded
the Bringer of Loot
Tue 24 Jul 2012
at 17:56
  • msg #121

Re: The Dead Walk in Derevaan: Heldenburg

It takes all three of the men sent to gather items for the barricade to open each of the gates that had to be lifted up to get to the supplies beyond but as soon as the gate reached the top of the archway, something clicked and the gate supported itself, much to the relief of everyone working there. Over the next two hours a steady train of people, including Solomon and Temnir once they finish dragging the corpses of the undead out of the cave and burning them, move all types of mining equipment into the mouth of the tunnel to create their blockade. Standing back and viewing their work, they see a decent makeshift barrier between them and the rest of the cave. They were able to stack and secure things about five feet high, four feet deep, and the width of the cave. On top of that, while they were digging through the items, they found two decent sized lumps of what looks like unrefined silver ore stashed away in one corner; likely a miner's stash when coming across a silver vein in the coal mine.

Now that the work was done though, the exhausted and slightly downtrodden group comes to rest and begins to make camp for the night when Solomon and Temnir exchange uneasy glances and finally the sorcerer speaks up..."I think you should all be brought into the light on what Solomon and I found while disposing of the beasts." He hesitates, visibly uncomfortable with what he is about to relay. "It seems that those...things...were at once point in time the miners that worked here. While they burned we found helmets, tools, and other things a miner would carry on them embedded into their skin." Realizing the news would probably upset them and not wanting that to be the main point of this revelation, he quickly adds, "I tell you this not to dishearten you but to reinforce our purpose here. If there is something capable of turning flesh and blood into that," he points down the tunnel towards the outside, "then it is our duty to destroy it utterly. As much as I wish to find my companions, I believe this is something that needs to take priority if possible."
Renard Waywynd
player, 52 posts
Wed 25 Jul 2012
at 06:15
  • msg #122

Re: The Dead Walk in Derevaan: Heldenburg

Considering Temnir's words carefully he speaks up, hoping to gain some insights into their situation, "I certainly agree that whatever or whoever is responsible for those.. abominations.. should be taken down as quickly as possible.  If your friends are still here somewhere, however, there is a chance, however small, that they have either fallen prey to those things or..." he hesitates for a few seconds, clearly not wanting to voice the other possibility that occurred to him, "or worse.. they have been turned into similar beasts."  His eyes wander from one person to the next as he continues, "Would you.. would you tell us about your friends?  If they have been turned to the darkness we may need to contend with them, but if not I think it only fair that we know more about who it is we're here to find."
Temnir Liyaan
player, 124 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 25 Jul 2012
at 06:33
  • msg #123

Re: The Dead Walk in Derevaan: Heldenburg

Seeing as the group seemed to have ample time on their hands as the sun had just begun setting as the group had finished the barricade, he sits down against the wall and thinks of where to begin. "Well first I will outline some of their strong points for you but if you want, and I'm sure Solomon normally would fall over himself for this, I will tell a more in depth tale of our journey to help give you some insight into their minds so if we do face them in that state, we may have something to work with." Temnir doesn't bat an eye at considering the fact that they might have been turned as well but whether it's from confidence, optimism, or just not caring, something odd considering his actions earlier in the day, it's hard to tell.

"Uther and Petrus Darkbane. Brothers to each other and in Pelor's service much as some of you are. Uther the paladin wields a blessed great sword and smites his opponents before rushing in with strategic grace with a holy aura surrounding him at all times. Petrus on the other hand is a cleric and is content to remain near the back of the battlefield though he summons divine creatures by the handful to come to his aid as well as wielding potent healing and fortifying magic.

Arudal Stonewall, a newer companion at the time, is a dwarven shield fighter of no little renown. The shield master of his clan, I don't believe I ever saw a blow make it past his tall stone tower shield or his dwarven plate and I saw him fight at the Siege of Heldenburg. Stoic in nature as well as posture, he would be our second biggest hurdle to fell as he is able to pack a punch with his shield spike as well.

Blaith Cathrak is an odd one. Quiet in nature and seemingly plagued with an overactive and paranoid mind, his eyesight is clouded by Pelor in much the same way that Jeeves plagues you. In fact, one of the reasons I was drawn to you is your vast similarities to his powers that were of much use to us. Despite his social flaws, he is one of the most accomplished people I have ever met in healing magic.

Finally there is Vargus Orstryder..."
He pauses as he considers what to say about the only member of his old companions that he had actually deemed as a friend, "When Varugs decides that he wants you to die, gods have a hard time dissuading him. He wields the ancient great hammer Tu'nat'ra, the weapon of one of the desert people's great warriors. Solomon and Raznik likely know the name. Not only that but he dons hand crafted dwarven armor with the chest piece in the shape of a roaring bear...a sight to see indeed. He uses these to great effect and have seen him fell a five-headed hydra in one swing without batting an eye as well as almost single handedly destroying an efreeti oppressor in league with the blue-eyed man who we have been hunting without being hit. If Vargus approaches you, flee."

If Temnir gets the signal to continue, he will begin the long story of relaying his travels with the old group and goes into a sort of trance where he continues to talk until interrupted. By the time he finishes, likely those present will be getting tired as several hours have passed.

OOC: I will unlock the old threads for you to see as he details everything in them. Of course, the game didn't start on RPOL so not everything is there. For that, you will have to use your imagination and the Story so Far thread I have up.
Raznik Tayn
player, 165 posts
Human Desert Nomad
Wed 25 Jul 2012
at 12:43
  • msg #124

Re: The Dead Walk in Derevaan: Heldenburg

Raznik listens idly, keeping watch further into the cave, light shining from a rock in front of him. He mutters as Temnir mentions the hammer Tu'nat'ra. "I am surrounded by legends, Yx'raul." The beast beside him looks at him curiously. It is not often Raznik shares his thoughts, let alone to the beast that represents such difficulty for him. As Temnir's tale comes to an end, he looks over at the group. "What a tale. I suspect you are all tired, but I also promised a tale tonight, should you still wish to hear it." He directs the last particularly towards the bard.
Kuldar Balak
player, 115 posts
Story Points: 1
Fri 27 Jul 2012
at 11:11
  • msg #125

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar had been somewhat stunned by all the information being given to him, it was the first time he had heard Temnir say so much, at the very least. He turns his attention to Raznik, who had mentioned something about a tale...possibly explaining his unpredictable nature on the battlefield. "I can never turn down a good tale lad...I especially enjoy the informative ones."
Raznik Tayn
player, 166 posts
Human Desert Nomad
Fri 27 Jul 2012
at 12:26
  • msg #126

Re: The Dead Walk in Derevaan: Heldenburg

"This tale begins with a young camel herder, born to a nomadic tribe in the deserts. One day, this tribe came across an ancient ruin, hidden in the dunes for many years. Seeing shelter for the night, the tribe set up camp. However, as the young man lay down to sleep after a hard day's work, he found that he was unable. He decided to take a short walk, to calm his mind.

"As he wandered, the man found himself drawn deep into the ruins, until he came to a dead end in one of the deepest rooms. Stepping through the ancient archway, he felt a tingle run up and down his spine. In the centre of the room lay a pristine leather tome, closed, on a short stone pedestal. Walking to the book, the man felt a growing sense of foreboding, but his curiosity was stronger.

"Opening the book at the beginning, the man was drawn to the runes on the page. He did not understand their meaning, but somehow knew how to pronounce them. He began to read the first page aloud. As he neared the the final verse, he felt a rising sensation in his chest. As the final word was spoken, there was a sudden explosion of air, knocking him back.

"Rising slowly, the man froze in shock. At the epicentre of the explosion there stood a terrifying beast. He began searching the room for something to defend himself with. The great beast suddenly spoke 'You have summoned me,' it said in its deep voice, 'I am yours to command.' At this, the man fainted.

"When he awoke, the beast stood over him, piercing eyes staring deeply into his. 'What are you?' the man asked. 'I am yours. What do you command of me?' Frightened, and unsure of what to do, the young man told the beast to follow him, and he made his way back to the camp, hoping to ask his father, a wise man, for advice.

"When they emerged, dawn was breaking in the camp, and people were beginning to rise and pack up their tents for the next day of travel. On sighting the beast, one of the tribewomen let out a terrified shriek: "Demon! Help! A demon!" The cry was passed around the camp, and before he knew it, the man and the beast were surrounded by scimitar wielding tribesmen.

"'Wait!' the man cried, 'I am in control of this creature. It says I summoned it.'

"This did not have intended effect. The warriors charged, attacking them both, crying 'Slay the demon-worshipper!' The people he had grown up around had turned on him. His lifelong friends were after his blood."


At this, Raznik pauses. He closes his eyes for a moment, collecting himself, before continuing.

"Suddenly, a human-formed shade appeared in front of the man. 'Ah, blood at last!' it hissed and commanded the beast to attack the tribesmen. A brutal but short battle ensued, after which all that remained of the warriors were some scattered limbs. Horrified, the man was rent unconscious once again. He was not accustomed to blood or violence. When he awoke, the beast was gone, as were his tribe.

"The man leapt to his feet, swaying slightly at the rush, and ran to the top of the nearest dune. All that could be seen was sand in any direction. He knew they were alive, as their belongings were gone. Cursed his ineptitude in tracking skills, he set off in the direction his tribe were travelling the previous day, hoping to catch up with them and explain himself.

"After two days of travelling, he finally collapsed. He had given up all hope of finding his family and tribe, and had never been good at finding sustenance in the desert, so had not had anything to eat or drink since the night before the incident. He lay down in the sweltering heat preparing for death, and closed his eyes.

"The man awoke to find himself refreshed. The jostling of the wagon on which he lay make his bones ache, but he was, to his surprise, alive, and for that he was grateful. He attempted to rise, but felt a hand on his shoulder. 'Rest,' the dwarf said calmly, 'You were on death's door, but an hour ago.' The man lay back down. Looking up, he noticed green leaves on trees. 'Where are we?' he asked. 'About a day from the borders of Derevaan.'

"The man was far from his home and his people and he had little hope of ever finding them. He vowed that one day he would go back and find them, and for that he would need allies and training.

"For the next few months, the man travelled Derevaan with the dwarf. One day, they were attacked by bandits. In his fear, Raznik reacted, somehow recalling the words from the tome. As the beast reappeared, so did the shade. There were no survivors.

"For a year, the man grieved, travelling the country, rarely venturing into towns, trying to isolate himself and his curse. One day, he came across a cave. In this cave stood an old withered man.

"For three years, the old summoner taught and trained the desert man, until one day, the old man thought it was time for a test. He summoned his great winged eidolon for the first time.

"Once the desert man had summoned his own, the shade suddenly reappeared, cackling with joy. Before the old summoner could move, the beast had bit him clean in half with his monstrous jaws. 'Who are you?' the man asked through floods of tears and crushing despair. 'I am Kraan,' it hissed, and with that, the shade vanished."


Raznik falls silent, turning to face out into the darkness once more
Solomon
player, 146 posts
Suli
Paladin
Sat 28 Jul 2012
at 17:31
  • msg #127

Re: The Dead Walk in Derevaan: Heldenburg

Solomon had listened to both stories silently, taking in the torrent of information objectively and nodding at intervals in Tenir's debriefing of his old companions strong points and roles but as Raznik went through his story, it was all he could do to just listen in rapt attention. "That...is a tragic story indeed. It begins to explain what happened during the draugr attack on the way here. Do you have any idea what causes this Kraan fellow to come forward? Is it something we should take action against if he does manifest? I don't want to deem you a danger to the wellbeing of the group so anything we can do to limit his exposure or restrain you while he is out would be preferable."
Raznik Tayn
player, 167 posts
Human Desert Nomad
Sat 28 Jul 2012
at 19:20
  • msg #128

Re: The Dead Walk in Derevaan: Heldenburg

Raznik speaks, still facing into the gloom, his voice little more than a whisper. "I do not. I pray to Pelor every morning, asking for his blessing, and for a while I had thought that had worked. I carry flasks of holy water, and anoint my forehead, where the mark appears, with his holy symbol. But on the ship, I had completed my ritual, and prayed to Pelor, but still the monster came forth." His voice grows a little stronger, as he regains his composure. "Until that day, I also thought the shade acted on its own, but I gather from what you have said that this is not the case. Perhaps restraining me will work, perhaps it will not. I do not know."
Renard Waywynd
player, 53 posts
Sat 28 Jul 2012
at 23:52
  • msg #129

Re: The Dead Walk in Derevaan: Heldenburg

Renard lets out a sympathetic sigh after listening to Raznik's tale, "And here I thought I had it bad with Jeeves."  At the mention of his name the poltergeist halfheartedly rattles the chains around Renard's neck, "If he takes over I have a spell for restraining people.  I'm not sure if it will work on this.. entity but if he is bound to you in some way then casting it on you may affect him."  He shrugs slightly, obviously less sure of how the magic works than with what the end result is.
Raznik Tayn
player, 168 posts
Human Desert Nomad
Sun 29 Jul 2012
at 00:24
  • msg #130

Re: The Dead Walk in Derevaan: Heldenburg

"I am less worried about my actions and more worried about Yx'raul's." Raznik glances at the beast sitting beside him. "If Kraan comes to the fore, Yx'raul is his to command, and words are not needed for such a thing. Preventing me from acting will make little difference to the carnage."
Kuldar Balak
player, 116 posts
Story Points: 1
Sun 29 Jul 2012
at 01:06
  • msg #131

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar shook his head with a deep look in his eyes, nobody deserved a life like that. "Lad that be a sad tale indeed...never knowin' if that fiend is gonna pop up or not." He gave a bit of a sigh as he paced the area, in the end this was an issue they may have to address at one point or another. "Well like you said...that thing's expendable. This Kraan fellow shows up, and we take down his pawn." He then gave a single nod, as if merely saying it would make it so simple.
Raznik Tayn
player, 169 posts
Human Desert Nomad
Sun 29 Jul 2012
at 02:03
  • msg #132

Re: The Dead Walk in Derevaan: Heldenburg

Raznik looks at the dwarf tears staining his face in the soft light given of by the glowing stone in front of him. "I... I hope it does not come to that." He wipes his face and rises to collect some rations from his pack, returning to sit and eat: a plain meal of bread and cured meat. "We will take first watch, should you wish to rest."
DM Visceri
GM, 502 posts
the Heavyhanded
the Bringer of Loot
Sun 29 Jul 2012
at 07:27
  • msg #133

Re: The Dead Walk in Derevaan: Heldenburg

Even as the talk of the upcoming night watch is starting, the sound of footsteps begins to echo softly throughout the tunnel in the direction of the exit of the mine. The group goes quiet and reaches for weapons, all eyes forward looking to where a glowing light begins to come around the corner a little under 100 feet away. Moments tick by as Kilgur and Yx'razul position themselves in front and crouch down in anticipation of a fight and the group members check weapons, ready spells, and recall lore to inspire. The glowing on the wall grows brighter and a shadow begins to form. The first thing visible through the shadow are wings; long and powerful looking, stretching up towards the ceiling of the cave. Following is a reptilian head, large against the backdrop of the tunnel. Finally, long claws and a tail reveal themselves, both moving back and forth as the creature moves forward, almost into sight now. The footsteps get louder until finally the enormous, muscular, fearsome creature rounds the corner to reveal a...kobold?

There, standing no more than three feet tall is a red colored kobold with small wiry wings and a short tail, carrying a backpack with a torch in one hand who looks just as surprised to see you as you do to see it. It says nothing but almost drops the torch in shock as it jumps back about a foot at the sight of a full party of adventurers primed and ready for battle.
Skraag
player, 102 posts
Sun 29 Jul 2012
at 11:56
  • msg #134

Re: The Dead Walk in Derevaan: Heldenburg

Surprised by a full group of adventurers, Skraag jumps, then settles nervously, ready to fry them or bolt in equal measures.

Deciding to brazen it out, after all he is a dragon, he puffs himself up and spreads his little wings in an instinctive effort to appear larger and more dangerous and calls out to the group in an intimidating tone as he can manage, "What are you doing in my mine?!?"


OOC:
Intimidation +14
(Not rolling against the party, just putting the number out there to show how confident he is sounding.)

This message was last edited by the player at 12:03, Sun 29 July 2012.
Kuldar Balak
player, 117 posts
Story Points: 1
Sun 29 Jul 2012
at 22:53
  • msg #135

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar narrowed his eyes a bit, a Kobold, why did it have to be a Kobold? He was ready to jump and strike when the thing talked, even claimed ownership to these mines, what really caught his eye however were its wings, he was not ready to underestimate a winged kobold...but he was not ready to fear one either. He stepped forward and held his axe and shield at the ready. "If this be your mine, perhaps you'd like ta be explainin' where all the twice-damned undead came from? Do we have ourselves a necromantic lizard?" Kuldar practically spat the last word out, knowing it infuriated most kobolds he had the misfortune to meet.
Skraag
player, 103 posts
Sun 29 Jul 2012
at 23:53
  • msg #136

Re: The Dead Walk in Derevaan: Heldenburg

"Dragon! Dwarf person, Dragon!", Skraag replies angrily. He turns his head and looses a blast of flame down the tunnel behind himself, by way of demonstration.

"I bought the mine two weeks ago from one of your kind Dwarf. This is the first time I have been here.", Skeel replies testily. He pulls a scroll from his little pack and waves it around. "I have the deed right here."
Renard Waywynd
player, 54 posts
Tue 31 Jul 2012
at 01:45
  • msg #137

Re: The Dead Walk in Derevaan: Heldenburg

Rather intrigued by the lizard-thing he steps tentatively forward, extending a hand in greeting, "Ah, I've never met a dragon before.  All of the tales I've heard of them implied a larger size, but.. well.. I'm sure you know how rumors can be."  As he talks the chain around his neck slowly begins to swing back and forth in a pendulum-like motion, making his upper body sway slightly.  He doesn't seem to notice as he continues, "If you bought the mine from a dwarf it's possible he was up to some pretty nasty things given what he's left behind.  If we were to help you clear out the mine would you be able to take us to this fellow who sold it to you?"  He didn't much care about property rights in the first place, and he conveniently left out the fact that they were planning on clearing out the mine anyways...
Skraag
player, 104 posts
Tue 31 Jul 2012
at 11:46
  • msg #138

Re: The Dead Walk in Derevaan: Heldenburg

Skraag steps forward confidently and takes the fellows hand in the human type greeting he has seen before, but seldom been offered. "Well, some dragons do get a bit bigger than I am. That doesn't mean I can't breath fire with the best of them though!", Skraag answers just a little defensively this time as the human seemed to want to be friendly.

"The Drawf's said his name was Tsovalson. He was a traveling blacksmith and tinker. He had a really big wagon pulled by a couple of big horses. I don't know where he is now. He could have moved on anywhere. I suppose......I could offer equal shares of what we find if you all help me clear out the mine of any riff raff that might have taken up living here.", Skraag offers. The idea of having some adventurers help him appeals to him, but he doesn't want to look too eager.
Kuldar Balak
player, 118 posts
Story Points: 1
Wed 1 Aug 2012
at 08:27
  • msg #139

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar narrowed his eyes, a delusional Kobold was not a welcome ally in his book...but he wasn't going to let something so petty get in the way of a good thing- at least this way he could keep an eye on this 'Dragon'. "Fair's fair I s'pose..." Looking their new 'employer' up and down before moving off to busy himself nearby for now.
Solomon
player, 148 posts
Suli
Paladin
Thu 2 Aug 2012
at 15:42
  • msg #140

Re: The Dead Walk in Derevaan: Heldenburg

Solomon didn't have the instinctive hate for Kolbold's that others often carried.  The fact, that the little creature wasn't dead, or undead, was cause enough to relax.  Once he offerred to help rid the caves of the beast's that lurked in it Solomon had made up his mind.  "I fear you may be getting in over your head little dragon.  Still, if your fire burns as hot as my hatred from the damned that infest this place, then you will be welcomed."

"Let us decide upon the watch and rest.  May Pelor's strength return to us with the rising sun."

As Solomon laid out his bedroll he cast a few glances at Skraag.  Though he was inclined to believe the little Kolbold, he could not chance trusting him blindly.  He searched the Skraag's aura for any signs of evil.
Skraag
player, 106 posts
Fri 3 Aug 2012
at 11:42
  • msg #141

Re: The Dead Walk in Derevaan: Heldenburg

"I will help with whatever watch you think best. I can see better in the dark than most, very far!", Skraag offers. He will stand whatever watch is suggested. When off watch Skraag will find a corner of the barricade and tuck himself into it to get his own short rest.
Raznik Tayn
player, 170 posts
Human Desert Nomad
Sat 4 Aug 2012
at 00:15
  • msg #142

Re: The Dead Walk in Derevaan: Heldenburg

Raznik watches the exchange silence, staying back and in the shadows. He had never seen a creature such as this before, but it certainly didn't seem to be a dragon as it claimed. He watches the creature with suspicion as it offers to take watch, speaking up from the fireside. "We will take the first watch."
Kuldar Balak
player, 119 posts
Story Points: 1
Sat 4 Aug 2012
at 22:17
  • msg #143

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar was still a little sour from the idea of bringing this one along, and it was pretty apparent to the others who bothered watching him. Overall it seemed he was able to hold himself back for the sake of progress, but that didn't stop a few nasty glares from being shot.
Skraag
player, 107 posts
Sat 4 Aug 2012
at 23:00
  • msg #144

Re: The Dead Walk in Derevaan: Heldenburg

Since one of the humans was friendly enough to offer proper, if human, greeting to him and all the others seemed to at least accept him being here, if not with any great amount of trust, Skraag simply chooses to pretend the rather hostile dwarf doesn't exist. Skraag totally ignores the fellow, standing a dutiful watch when it's his turn, but carefully not looking at him the rest of the night, unless directly spoken to.
DM Visceri
GM, 506 posts
the Heavyhanded
the Bringer of Loot
Sun 5 Aug 2012
at 09:53
  • msg #145

Re: The Dead Walk in Derevaan: Heldenburg

After a period of figuring out who will take the different shifts of the night watch and seeming to trust the newcomer, at least most of the party, and at least for now, the group settles down for the night, keeping light low and limited to the two who are on watch at any given time. The first two to take watch together are Temnir and Raznik, claiming that they need uninterrupted sleep and so taking the first shift would benefit them. Both seemed content to sit in silence and let the hours roll by uneventful. Next up was Kuldar and Skraag. Feeling like he was the only one with any sense about not trusting this newcomer, he felt he should be the one to keep a lookout on the kobold in case it tried to pull a fast one on the party while they were asleep. Despite a few disturbing noises here and there from further into the cave, none of which gave a physical manifestation to match it, the watch was otherwise uneventful. Finally there was Solomon and Renard. Followers of Pelor, by choice or fate, both felt the pull to be awake early to be ready for the rising of the sun and devotions or just an eagerness to start the day off. It seems the barricade had done its job in dissuading creatures from moving forward into the encampment as nothing bothered the two holy men either. And so it was that the night watch ended and the group begins to awaken to a new day and new decisions on what to do with the rest of the mine.
Solomon
player, 149 posts
Suli
Paladin
Mon 6 Aug 2012
at 23:49
  • msg #146

Re: The Dead Walk in Derevaan: Heldenburg

Solomon awoke with a jolt.  It took him a few moments to gather his thoughts and remember exactly where they were.  Once he did, he looked around to make sure danger didn't lurk.  He nodded to Renard.  Together they managed to squeeze in their daily prayers and keep watch over the others as they slept.  When there was enough light at the mouth of the cave to make it out, Solomon started to wake the others.

He didn't eat; the loss of Felicia was still felt and kept his appetite at bay.
Renard Waywynd
player, 56 posts
Tue 7 Aug 2012
at 01:27
  • msg #147

Re: The Dead Walk in Derevaan: Heldenburg

If he didn't have a ring of sustenance keeping the hunger at bay Renard might have felt similar to Solomon in his lack of hunger.  To anybody not already waking up he would give them a gentle nudge, including their new "dragon" friend.  Seeing little risk in building a fire so near the mouth of the cave Renard will borrow a flint and steel and find some good dry wood to get a small flame going for anyone who wants to cook some breakfast or simply get some warmth in the cool morning air.  He does not spend quite so much time at his prayers as Solomon given that he does not need to prepare his spells.  He simply gives a thank you to Pelor or whichever deity has decided to watch over him and grant him powers despite the fact that they came hitched with a Jeeves.
Skraag
player, 110 posts
Tue 7 Aug 2012
at 05:13
  • msg #148

Re: The Dead Walk in Derevaan: Heldenburg

Skraag watches as the various 'human' get up and go about their morning rituals. When the friendly human starts to build a fire Skraag goes to him and tells him, "Skraag is good with fire, after all I can breath it! I'll start it for you."

Once the wood is ready, Skraag points at it and a flame quickly starts.
Temnir Liyaan
player, 125 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 8 Aug 2012
at 22:43
  • msg #149

Re: The Dead Walk in Derevaan: Heldenburg

Still leaning against the wall where he had retired for the night, Temnir awakens and spends some time watching the others get ready for the new day of fighting through the cave. After breakfast and preparing spells, he starts to get antsy; walking around the campsite, looking over the barricade, and staring at the others in the group until he decides to say something. "So as much as relaxing and regaining our strength is fine and all, shouldn't we get moving? Which way are we headed?"
Solomon
player, 150 posts
Suli
Paladin
Thu 9 Aug 2012
at 00:27
  • msg #150

Re: The Dead Walk in Derevaan: Heldenburg

"You! Dragonling," Solomon calls out as he points to Skraag.  "I don't suppose you were given a map to this mine?"  Since none of them had been any further than this before it didn't matter which way they chose to go.  A map would likely aid in narrowing things down a bit though.

"Keep in mind we seek any signs that suggest some civilians from Heldenburg may have survived the onslaught.  We also seek to learn who and what these dread necromancers are up to."
Skraag
player, 111 posts
Thu 9 Aug 2012
at 00:41
  • msg #151

Re: The Dead Walk in Derevaan: Heldenburg

"No I don't have a map. Why don't we check out whatever direction the undead things came from. Maybe they have a nest or something in that direction?", Skraag answers Solomon.

"I'm willing to help fight anything we find along the way, but the rest of you need to keep in mind my strong point is breathing fire. If you get in the way I won't be able to help as much.", Skraag comments to the group as a whole. He is after all a small dragon and many creatures are bigger than him.
Solomon
player, 151 posts
Suli
Paladin
Fri 10 Aug 2012
at 19:53
  • msg #152

Re: The Dead Walk in Derevaan: Heldenburg

"The tunnel the creatures came from was a dead end, but there is an unexplored passage nearby."  Solomon readies his goods and armors himself.  He then heads out in the direction of the water.  He readied his bow.

"Who has those potions?  Let me get one of those.  The pink and white one."  If someone else had wanted it now was their chance to speak up.

"Kuldar, keep an eye out for hidden passageways and concealed doors."  Solomon had heard dwarves came from within mountains and thus played to the stereotype.

Someone, give us light."

He said nothing as he tread over the pools of blood that had soaked into the floor from their last battle.  The largest pool was where Felicia met her end.  His throat tightened.
Raznik Tayn
player, 172 posts
Human Desert Nomad
Fri 10 Aug 2012
at 21:32
  • msg #153

Re: The Dead Walk in Derevaan: Heldenburg

Raznik glances at Yx'raul in his tell tale method of communication, and the beast moves to lead the group. "If we only learn one thing from Felicia's death, it should be that Yx'raul should lead." As the six-limbed monstrosity moves past him, Raznik touches the amulet now hanging around its neck, causing it to shine, illuminating the tunnels.
Renard Waywynd
player, 57 posts
Sat 11 Aug 2012
at 07:53
  • msg #154

Re: The Dead Walk in Derevaan: Heldenburg

"A fair enough suggestion.  Stealth is perhaps not so important in this situation as awareness of danger.  If we spot more of the creatures I would advise we stay together and let them come to us.  I will stick to the middle and do my best to provide healing to everyone."  He falls in behind Yx'raul, giving plenty of space for anyone else who wants to take a spot in front of him.
Solomon
player, 152 posts
Suli
Paladin
Sat 11 Aug 2012
at 13:13
  • msg #155

Re: The Dead Walk in Derevaan: Heldenburg

The group seemed to learn alot about strategy and sticking together after Felicia's death.  Solomon just wished it hadn't come at such a high price.  Solomon let Yx'raul pass.  He then kept his distance behind the beast should it accidently set off some hidden trap.  With his low-light vision and his bow at the ready, he hoped to strike at whatever danger presented itself.
Skraag
player, 112 posts
Sat 11 Aug 2012
at 15:06
  • msg #156

Re: The Dead Walk in Derevaan: Heldenburg

Skraag found himself a spot in the middle of the group as they set out into the mine. He comments, "I can see well past your beast as long as the tunnels are straight enough. I'll let you all know if I see any riff raff coming."
DM Visceri
GM, 509 posts
the Heavyhanded
the Bringer of Loot
Sat 11 Aug 2012
at 20:52
  • msg #157

Re: The Dead Walk in Derevaan: Heldenburg


Led by Yx'razul with the party following behind not too far away, the group moves past their barricade they had constructed the night before and take the entrance into the next cavern. The ceiling here begins to rise significantly as soon as they pass into the room an the sound of running water can clearly be heard as the underground stream becomes visible. The group reaches its band which turns northwards and rushes down a decline that ends in a small passageway that tapers off a few dozen feet down the narrowing tunnel and ends in a hole that the water rushes down. In front of them, the cavern floor rises up vertically, the face hewn by hand rather than nature, and a dam of interlocked stones blocks the majority of the stream's flow, resulting in a large reservoir of water.

The party quickly and rather easily climbs up to the higher elevation and those with lengthier dark vision, and even those without to some extent, can see that to the south of the reservoir, a large raised platform has been established. Bones litter the floor near it as well as on the platform and the stench of death is pervasive, seeping into clothing and embedding itself in the nostrils of everyone unfortunate enough to have a sense of smell. Yx'razul and Kilgur seem to dislike it the most.

Drawing closer, an altar of bones and ebony-black stone seems to have been carried into the center of the platform and looking towards it, there seems to be a ceaseless stream of nonsensical babbling coming from somewhere near the other side of the altar. "One and five, one and five. Six go in, one goes out. Five stay in, four leave. One stays for good, five leave the dark. Not good, not good." It continues on softly and as the group searches for the source of the babbling, they finally see a floating mass of black smoke formed vaguely into a hooded cowl with an open front. As the apparition turns towards the group as it finally notices them, it's chest is a mass of purple swirling smoke and it's face is likely colored in the shape of a gibbering skull.

"Should not have come here, no. Never leave. Never leave. Never leave."

Roll initiative and a DC 19 Will save to avoid being fascinated by his babbling for 3 rounds!

OOC: The baddie is currently 20 feet off the ground in the middle of the platform.



This message was last edited by the GM at 00:12, Sun 12 Aug 2012.
Solomon
player, 153 posts
Suli
Paladin
Sat 11 Aug 2012
at 21:20
  • msg #158

Re: The Dead Walk in Derevaan: Heldenburg

15:23, Today: Solomon rolled 10 using 1d20+4. Monster Lore.
15:18, Today: Solomon rolled 19 using 1d20+11. Will save.
15:18, Today: Solomon rolled 9 using 1d20+2. initiative.

This message was last edited by the player at 21:24, Sat 11 Aug 2012.
Skraag
player, 113 posts
Sat 11 Aug 2012
at 21:23
  • msg #159

Re: The Dead Walk in Derevaan: Heldenburg

17:23, Today: Skraag rolled 12 using 1d20+4. Initiative.
17:22, Today: Skraag rolled 6 using 1d20+5. Will save.

Raznik Tayn
player, 173 posts
Human Desert Nomad
Sat 11 Aug 2012
at 22:45
  • msg #160

Re: The Dead Walk in Derevaan: Heldenburg

23:44, Today: Raznik Tayn rolled 23 using 1d20+8. Monster Lore.
23:43, Today: Raznik Tayn rolled 24,16 using d20+6,d20+2. Will: Raznik, Yx'raul.
23:42, Today: Raznik Tayn rolled 18,17 using d20,d20+7. Initiative: Raznik, Yx'raul.

Kuldar Balak
player, 123 posts
Story Points: 1
Sun 12 Aug 2012
at 03:48
  • msg #161

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar seemed slightly less distrusting of this 'dragon' the next day, though perhaps he was just glad to be surrounded by Earth- it was hard to tell. He kept quiet for most of the trip but seemed to notice something off about the same time as everyone else, and then they came upon the Altar. "Moradin's Beard..." Kuldar says under his breath, upon seeing the spirit.

20:45, Today: Kuldar Balak rolled 15,20 using d20+1,d20. Kuldar/Kilgur Init.
20:45, Today: Kuldar Balak rolled 23 using 1d20+6. Will Save.
20:45, Today: Kuldar Balak rolled 25 using 1d20+12. Monster Lore.

is the Babbling language dependent? If so then Kilgur is unaffected, if not then:
20:46, Today: Kuldar Balak rolled 20 using 1d20+3. Kilgur Will .
Good pig, good pig

Renard Waywynd
player, 58 posts
Sun 12 Aug 2012
at 05:54
  • msg #162

Re: The Dead Walk in Derevaan: Heldenburg

As he begins to prepare for battle he suddenly stops, listening to the insane babbling, feeling as if there is some sort of hidden meaning there that he is just on the edge of understanding.  This was somehow important to him, a matter of life and death, and if he stopped listening for just one bit something.. well something terrible was bound to happen, wasn't it?

22:52, Today: Renard Waywynd rolled 7 using 1d20+5. Will save.
22:52, Today: Renard Waywynd rolled 12 using 1d20+3. Initiative.

DM Visceri
GM, 511 posts
the Heavyhanded
the Bringer of Loot
Sun 12 Aug 2012
at 10:07
  • msg #163

Re: The Dead Walk in Derevaan: Heldenburg


What Raznik and Kuldar identify as an allip, continues to babble on about nothing decipherable as it looks around into the shadows left, right, below, and above, his gaze settling on the roof of the cavern which is lost in darkness far above to all but Yx'raul and Skraag who, as well as Temnir and Renard, unfortunately are preoccupied with whatever message might be behind the allies' words. Being so entranced, they don't notice as the allip points to the darkness. "Yes. More are needed. Foes of the friend of five. Five being gone but one having come. Three shall bring eight to zero and darkness will descend again. Yes. Darkness. Light of the sun void of the world." As it babbles, three more shadows descend from the ceiling to hover at the same height as their master, these ones being less formed than their master, looking more like a set of shady floating bones than a cloaked figure. As they descend, more babbling can begin to be heard though this is in a completely indecipherable tongue, if it was language at all and not just noises. This leaves only Kuldar and Solomon sound of mind and ready to react to the threat in front of them currently.


OOC: Kuldar is riding Kilgur who is currently underneath you in the battle map. The smaller allips have essentially already done their turn.



Initiative Order
24 Subordinate Allips
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Main Allip

Party Status
Temnir: Fascinated 3 rounds remaining
Renard: Fascinated 3 rounds remaining
Skraag: Fascinated 3 rounds remaining
Yx'raul: Fascinated 3 rounds remaining
Kilgur: Fascinated 1 round remaining
Raznik: Fascinated 1 round remaining
Everyone Else: No change

This message was last edited by the GM at 02:01, Tue 14 Aug 2012.
Solomon
player, 155 posts
Suli
Paladin
Sun 12 Aug 2012
at 16:27
  • msg #164

Re: The Dead Walk in Derevaan: Heldenburg

Could these be more lost souls from Heldenburg?  Or even worse, something more personal, at least to Temnir?  "Temnir, how many were in your party when you first came to these caves below Heldenburg?" he asked.  There was no answer.  With an annoyed look on his face he turned to see most of the group staring in some sort of entranced awe at the spirits.

Solomon dropped his bow and arrow and instead drew Pelor's Thumb.  The bow had no magic where as his mighty tetsubo did.  If it came down to a melee battle he would need Pelor's magic to strike at the darkness.  He could not do this alone however...

Solomon cocked back his free hand, and sent an open palmed slap towards Renard's face.  He felt like saying something along the lines of "Awaken! Pelor commands you!" but didn't.  Solomon was going to need all of Pelor's blessings for the fight ahead.  "Pass one of those on to Temnir will you.  We're going to need his expertice in the arcane."  A glance towards the glowing runes on the platform explained to Renard what he meant.

Solomon already suspected that the specters would have an evil aura.  "What is your name specter? So that I may give proper introductions to Pelor once I send your soul his way.  We will extinquish your tormented demon fire and send your soul to Pelor so that it may fuel his light and banish darkness from this world," he says bravely as he intends to smite the creature.

Free: Speak, and drop bow.
Move: Draw Tetsubo
Standard: Shake Renard out of his fascination
Swift: Use Smite Evil on the main Allip.
Touch AC 12 (16 vs Main Allip)

This message was last edited by the player at 20:13, Sun 12 Aug 2012.
Kuldar Balak
player, 126 posts
Story Points: 1
Sun 12 Aug 2012
at 19:31
  • msg #165

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar looks somewhat displeased with how the fight had already started, those smaller Allips definitely carried their own magic, enough to get Kilgur and Raznik entranced despite their efforts to ignore the larger one. "Listen my friends! What they speak of is meaningless, only my words matter out here." Kuldar calls out, before sighing and letting out a sharp yell. "Aw listen up I say!" Kuldar's yell pierced the gibbering for a moment, but it was slightly less resonant then he had hoped.

12:29, Today: Kuldar Balak rolled 16 using 1d20+12. Perform Oratory: Countersong.
Well, the little ones might only be DC 16 >.> <.<

On another note: Everyone should delay until after me so that next round my countersong takes effect before you all have to go(meaning you are more likely to not be fascinated), just not sure how Kuldar could suggest that in-game.

Raznik Tayn
player, 177 posts
Human Desert Nomad
Mon 13 Aug 2012
at 00:15
  • msg #166

Re: The Dead Walk in Derevaan: Heldenburg

Raznik stands staring at the creature, trying to discern the meaning of the strange creatures words. He mutters under his breath. "Five... we were five. And Felicia made us four... no, no that's not right." Yx'raul looks similarly entranced, its long jaws hanging wide, saliva pooling on the floor before it.
Skraag
player, 114 posts
Mon 13 Aug 2012
at 00:19
  • msg #167

Re: The Dead Walk in Derevaan: Heldenburg

Skraag stares up at the creatures, head cocked to one side as he listens intently trying to figure out the words. He can't quite get a grasp on them and can't quite grasp wy he cannot understand.
DM Visceri
GM, 515 posts
the Heavyhanded
the Bringer of Loot
Tue 14 Aug 2012
at 01:56
  • msg #168

Re: The Dead Walk in Derevaan: Heldenburg

The three allips the larger one had summoned float forward, their incessant babbling continuing on and seeming to get more and more excited as they get closer to the two remaining members of the party who are not fascinated by the undead. Two of them reach ghostly tendrils of smoke out towards Solomon but he wields his tetsubo expertly, dispersing the tendrils before they could reach him. Kuldar has a bit more trouble atop an immobile Kilgur and as the smoky tendril reaches out, it wraps around his neck, as he feels his mind begin to roil and dim slightly. "Slipping mind, slippery slope down and away. Away into darkness, join us in shadow. Eight to zero, zero to one, one to all. Blue eyes to them."

"Temnir, how many were in your party when you first came to these caves below Heldenburg?" Solomon asks, seeing too late that Temnir is caught in rapt concentration, some sort of far off recognition in his eyes at the words of the Allip, trying his hardest to decipher the meaning, even mumbling to himself and repeating the strings of numbers to himself under his breath. Frustrated, he gives Renard what for with a mighty slap but even that does nothing to break the rapt concentration Renard has on the words. Deciding to stand defiantly instead, Solomon puffs out his chest and issues a question to the specter, "What is your name specter? So that I may give proper introductions to Pelor once I send your soul his way.  We will extinquish your tormented demon fire and send your soul to Pelor so that it may fuel his light and banish darkness from this world."

At the question, the allip ceases his babbling for the first time since the party encountered it, but only for a moment as it seems to think to itself quickly. Then it begins to laugh manically, throwing it's head back and sending wispy purple smoke from it's mouth and exposed ribcage. "Pelor of the sun, thrice cursed swine. Enslaved of the fire, bound to the light, forever exiled. Before death, names are used, now we have none but the shadow of fear and death. Before death, I was known as Blaith Cathrak, oracle of the cursed deity." Even in his stupor, Temnir's eyes go wide as he sees the allip for his old companion. Unable to act though, he continues to listen on in silence, unmoving.

During this time, Kuldar numbly fights off the touch of the allip and looks around, eyes slightly glazed to his friends and calls out to them, "Listen my friends! What they speak of is meaningless, only my words matter out here." Seeing none of them react, he pours his bardic magics into his voice and a triple tone issues forth as he commands his friends to harken unto him, "Aw listen up I say!" As his bardic performance rings out, it's as is bubbles around each of the fascinated party members heads burst and they are all suddenly left looking around in confusion at what just happened, obviously unaware that they had been caught rapt by the creature's words. The allip that was once Temnir's companion Blaith does not looked pleased at the development, his face like a thunderhead and his voice sounding like the crumbling of grave dirt, "Questions are over, death begins. Eight to zero, more help is needed. Fear the coming of the true shadows." Blaith flies higher into the air and begins waving his hands in front of him, gathering shadows to him quickly from all around the cavern.

OOC: Blaith's Allip is 40 feet in the air. The other 3 are floating off the ground above you within reach.



Initiative Order
24 Subordinate Allips
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip

Party Status
Kuldar: 2 Wisdom drained
Everyone Else: No change

This message was last edited by the GM at 01:56, Tue 14 Aug 2012.
Solomon
player, 157 posts
Suli
Paladin
Wed 15 Aug 2012
at 00:07
  • msg #169

Re: The Dead Walk in Derevaan: Heldenburg

As if to prove a point Solomon raises this left arm into the air.  "Pelor, I call upon your light to banish the darkness!" he calls out.  The familiar golden light bursts forth in an exploding halo.

He then rushed towards the nearest ladder.  He holds off from climbing it for the moment.  Instead, he waits to see the result of his holy channeling.

Channel Positive Energy to harm undead.  30' radius, Will DC17 for half.
Touch AC: 12, 16 vs Blaith

Renard Waywynd
player, 59 posts
Wed 15 Aug 2012
at 03:23
  • msg #170

Re: The Dead Walk in Derevaan: Heldenburg

Renard blinks and shudders slightly as Kuldar's shout rouses him from his daze just in time for Solomon to slap him heavily across the face.  He reels slightly, not sure what that was about, but, realizing that there are enemies about, he figures it's better to ask later when death isn't such a firm possibility.  He watches as the Blaith-thing begins to ascend, speaking of calling for help, "Nope..." he shakes his head as he swings his hand upward, palm out and speaks the magic words, sending a familiar beam of heavenly light up towards the odd creature.  After he looses the beam he follows Solomon towards the ladder, remaining next to him.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Target: Blaith Allip at I-7
Rolls:
20:18, Today: Renard Waywynd rolled 15 using 1d20+8. Ranged touch for ray attack.
20:19, Today: Renard Waywynd rolled 23 using 7d6. Searing light damage.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast searing light
 - Move: B-5
 - Free: "Nope..."

Raznik Tayn
player, 181 posts
Human Desert Nomad
Wed 15 Aug 2012
at 21:42
  • msg #171

Re: The Dead Walk in Derevaan: Heldenburg

Suddenly freed from his confusion, Raznik's eyes focus and he becomes aware of the threat posed to the group. He looks at the creature and then at Yx'raul, casting a spell and touching the beast. As he touches, Yx'raul's form becomes slightly translucent, as if the creature has melded with the shadows. "Watch out. These creatures are beings of shadow, and may not be affected by normal weapons." As he says this, Yx'raul turns to confront one of the nearest allips and charges into range, leaping into the air to attack with all its natural weapons, translucent jaws spread wide.

Raznik:

Initiative: 18

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard: Cast Lesser Evolution Surge (Shadow Form) on Yx'raul
 - Move: A6
 - Free:

Yx'raul:

Initiative: 17

Current/Max HP: 52/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target: Enemy at coordinates C8
Rolls:

22:40, Today: Raznik Tayn rolled 15,8,9,8 using d8+7,d8+5,d4+5,d4+5. Damage.
22:39, Today: Raznik Tayn rolled 27,25,23,18 using d20+13,d20+13,d20+13,d20+13. Yx'raul Bite, Slam, 2x Claws.

Buffs: Mage Armor (+4 armor AC), Lesser Evolution Surge (Shadow Form: 20% concealment, full damage to incorporeal - no concealment, half damage to corporeal)
Debuffs:

Actions:
 - Full-Round: Charge to B7 (successful bite has Eidolon poison - type poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save DC 14)
 - Standard:
 - Move:
 - Free:

This message was last edited by the player at 21:43, Wed 15 Aug 2012.
Kuldar Balak
player, 131 posts
Story Points: 1
Fri 17 Aug 2012
at 22:17
  • msg #172

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar tries to do something to avoid the shadowy tendrils of the smaller Allip, but felt part of his mind, his own willpower being sucked away as the thing drew near. "Och...these mines be one thing after ano'er." Kuldar shook himself back to the battle at hand, looking down at Kilgur he realized the beast wasn't going to have any effect on these creatures, and ordered the Boar to not attack. Seeing a familiar, and much appreciated holy light washing over the Allips, he has his mount get a little distance from the nearest spectre and focuses his energy to empower his allies. "No rhyme fer ya this time lads, but my words hold power all the same." He said, feeling slightly less creative from the Allip's strike.

Touch AC: 13
Kilgur's Touch AC: 10(14?)

Kilgur 5ft steps to A, 11(Kilgur free)
Kilgur enters Total Defense(?)(Kilgur Standard)

End Countersong(free)
Activate Inspire Courage +2(Standard)

OOC: Hm...there isn't a trick for it, but is there any problem with telling Kilgur to total defense? I mean there's a Defend trick but that just has them ready attacks against anyone attacking a specified target.

Skraag
player, 116 posts
Fri 17 Aug 2012
at 22:33
  • msg #173

Re: The Dead Walk in Derevaan: Heldenburg

Skraag takes a step back from the threat. He quickly looks around and takes in the situation. Skraag decides to use his magic rather than breath flame. He speaks a few words of Draconic and spits a small glowing ember at the flying Alip. It flies true and explodes in a blast of flame near the creature.






OOC:

Move to A-9 (5 foot step)
Standard Action: Cast Fireball at Flying Alip

Reflex save DC 17 for 1/2 damage.

Die rolls:
18:28, Today: Skraag rolled 24 using 6d6. Fireball damage.

DM Visceri
GM, 522 posts
the Heavyhanded
the Bringer of Loot
Sat 18 Aug 2012
at 01:22
  • msg #174

Re: The Dead Walk in Derevaan: Heldenburg

The allips, seeing that the entire group is out of their trance-like state become a bit agitated and their babbling takes n an aggressive tone to it as they begin to strike out at their targets with more vigor, one of them moving closer to choose a new target. All three allips are successful this time, wrapping coils of smoke around neck, arms, and chests alike, sucking the life essence out of their victims.

Now that Temnir had been released from the babbling fascination, he looked at what was left of his former comrade with a burning gaze. "Blaith Cathrak, you were once an honorable man in life and though I know not how you succumbed to death, this was not how you were supposed to live on." Those listening carefully would hear him say softly into his wraps, "I'm sorry old friend," as he began to cast a spell where black runes formed around his hands as they went through the motions before appearing also around the allip's neck. "I curse I bestow upon you until you are put back to rest for your misdeeds in death."

"Watch out. These creatures are beings of shadow, and may not be affected by normal weapons." Raznik announces as he touches Yx'raul who's skin quickly turns shadowy and opaque before charging towards one of the allips, changing his course at the last second to account for its movements before he viciously tears into the shadowy creature, much to its surprise. As the eidolon mauls the allip, it's head jerks back and the sound of escaping air is heard as the shadow dissipates and the trapped soul is freed.

Kilgur faithfully moves Kuldar out of the range of the allip who had been sucking out his vitality, allowing the dwarf to concentrate on his next move. "Och...these mines be one thing after ano'er." Deciding on another bardic performance would be in order, he begins his next piece, "No rhyme fer ya this time lads, but my words hold power all the same," the magic in his words spreading to his allies and bolstering them with the familiar sensation.

Raising his left hand, Solomon intones a prayer to the heavens, "Pelor, I call upon your light to banish the darkness!" And so it does, erupting from his outstretched hands and enveloping the remaining two allips though not reaching far enough to effect Blaith. The light passes through them a little too easily though and it seems that it only partially effected them. His spell completed, the paladin moved quickly towards the ladder but pauses before climbing, hoping to take a better account of the battle.

Renard was still shaking off the mighty slap Solomon administered to him just as he was coming to from Kuldar's performance before he was able to take in the scene unfurling before him. Blaith's words stirring a response in him, he moves off to the side following Solomon and points up to the allip, "Nope..." A bright beam of light shoots from his hands and just as it is about to hit its mark, a wave of shadows issues forth from behind Blaith with a wave of the allip's free hand and absorbs the light utterly, resulting in a bemused chuckle from the shadowy figure.

It didn't take long for Skraag to jump back form the allip and the eidolon's assault on it, thinking he might be in the way of the beasts rampage. Opting to try and take out the larger allip since he wasn't too keen on having more combatants, the 'dragon' spoke a few hasty words in Draconic and throws a large fireball up towards it. Having just dodged Renard's attack, Blaith had no time to summon his defensive shadows and thus took the fireball full force. Shadows seeming to leak from his form, Blaith snarls at Temnir and the Kobold alike, "Insignificant mortals try in vain. Yes, terror incarnate arises bent on destruction. Success is gone, madness reigns, life ends." The shadows that had been whirling around Blaith begin to coalesce and then spiral down in a pillar in front of the altar and as they disperse, a kneeling figure cloaked in shadows over a pitch black set of armor appears. Looking up, the only discernible thing is his piercing yellow eyes as the rest of his face is a mix of maddening images, fluctuating between a serene countenance and a face twisted into a grimace of horror and fear. As it stands it is easily eight feet tall and stares down the party, inviting fear into their souls!

OOC: Everyone within 20 feet needs to make a DC17 Will save against it's fear aura or become panicked.

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.

UPDATED FOR ALLIPS NEXT MOVEMENT. Attacks will still go on the next update though.




Initiative Order
24 Subordinate Allips
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip

Party Status
Kuldar: 3 Wisdom drained total
Solomon: 2 Wisdom drained total
Skraag: 3 wisdom drained total
Everyone Else: No change

Enemy Status
Blaith: Cursed (-6 Charisma, -4 penalty on attack rolls, saves, ability checks, and skill checks, 50% chance to lose action)

This message was last edited by the GM at 02:38, Sat 18 Aug 2012.
Renard Waywynd
player, 60 posts
Sat 18 Aug 2012
at 01:37
  • msg #175

Re: The Dead Walk in Derevaan: Heldenburg

Grumbling vaguely about overzealous Paladins throwing off his aim he decides to let Temnir handle the big bad Blaith and focus more on supporting the others.  Figuring that the zealous Solomon is going to run in for the attack with that magic club of his he reaches out and touches the man, speaking a single magic word.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Target: Solomon
Rolls: Not in range of the shadow figure.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast guidance (Core Rulebook, pg. 292)
 - Move:
 - Free:

This message was last edited by the player at 02:33, Sat 18 Aug 2012.
Solomon
player, 158 posts
Suli
Paladin
Sat 18 Aug 2012
at 02:18
  • msg #176

Re: The Dead Walk in Derevaan: Heldenburg

Solomon is immune to fear, and all those within 10' get a +4 to save vs fear effects.  Renard, it's a magic club (of sorts) not a sword.
Skraag
player, 118 posts
Sat 18 Aug 2012
at 12:32
  • msg #177

Re: The Dead Walk in Derevaan: Heldenburg

Skraag mutters again in Draconic and then spits another flaming ember out. It sails up between the Alip and the new dark figure, blasting flame over both.




OOC:
12:13, Today: Skraag rolled 28 using 6d6+9. Damage. Reflex D 17 for 1/2 damage.
Forgot bonus damage to "fire" spells last round.

This message was last edited by the player at 16:16, Sat 18 Aug 2012.
Raznik Tayn
player, 183 posts
Human Desert Nomad
Sat 18 Aug 2012
at 13:48
  • msg #178

Re: The Dead Walk in Derevaan: Heldenburg

Raznik's loaded sling falls to the ground in a heap, as he runs from the source of his fear, mindless of the allip standing before him. His eyes are wide scanning for sources of danger as he moves, though not really seeing anything in his panic. Yx'raul lets out a mighty roar, looking back and forth between the allips on either side of it as well as the fearsome shadowy creature on the platform, it backs towards the water, looking trapped as its roars turn into howls and then the whimpers of a trapped animal.

Raznik:

Initiative: 18

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

14:36, Today: Raznik Tayn rolled 13,14 using d20+10,d20+2. Will: Raznik, Yx'raul.

Buffs:
Debuffs: Panicked

Actions:
 - Full-Round:
 - Standard:
 - Move: Double move leftwards
 - Free:

Yx'raul:

Initiative: 17

Current/Max HP: 52/52
Current AC: 27 (31 with total defense)
 - Touch: 13 (17 with total defense)
 - Flat-Footed: 24
CMD: 23

Target:
Rolls:

14:36, Today: Raznik Tayn rolled 13,14 using d20+10,d20+2. Will: Raznik, Yx'raul.

Buffs: Mage Armor (+4 armor AC), Lesser Evolution Surge (Shadow Form: 20% concealment, full damage to incorporeal - no concealment, half damage to corporeal)
Debuffs: Panicked

Actions:
 - Full-Round: Total Defense
 - Standard:
 - Move:
 - Free:

This message was last edited by the player at 16:09, Sat 18 Aug 2012.
Solomon
player, 160 posts
Suli
Paladin
Sat 18 Aug 2012
at 17:38
  • msg #179

Re: The Dead Walk in Derevaan: Heldenburg

Solomon was hesitant to climb atop the giant platform.  He knew not what black magics or curses lingered and kept these souls here forever trapped.  The glowing runes only made him more hesitant; however, as a Paladin of Pelor it was his duty to banish the darkenss using Pelor's light.  He held the magic tetsubo before him confidnetly in two hands and strode towards the 8' tall soldier of death.  His bright golden armor was a stark contrast to the creature in black.  Careful to stay outside the runic circle, he hefted the studded club and swung mightily hoping to fell the creature in one blow.  He then leapt to the side defensivly expecting retaliation.

"Temnir, you need to come look at this.  There is a circle of glowing runes up here.  I don't know if it is some sort of trap or what."

Move to D6
11:29, Today: Solomon rolled 15 using 1d10+7. damage.
11:28, Today: Solomon rolled 32 using 1d20+14. attack.
5-step to D5.  Avoiding AoO and the glowing runes.

This message was last edited by the player at 16:19, Sun 19 Aug 2012.
Kuldar Balak
player, 133 posts
Story Points: 1
Sun 19 Aug 2012
at 16:10
  • msg #180

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar keeps his performance going as he brings his arm back before swinging full force at the allip who seems intent on following him. "Ya like the taste or somethin? Away with ya!" He had had just about enough of this thing and was ready to see it sent back to the afterlife for good this time. He needed to focus on whatever it was that Blaith had just summoned anyways; this small fry was just getting in the way and allowing it to prepare itself. "Act quickly lads, the longer we let that thing get its bearings the worse off we be, I fear."



09:08, Today: DM Visceri, on behalf of Kuldar Balak, rolled 18,10 using 1d20+11,1d10+6. Attack.
DM Visceri
GM, 525 posts
the Heavyhanded
the Bringer of Loot
Sun 19 Aug 2012
at 21:02
  • msg #181

Re: The Dead Walk in Derevaan: Heldenburg

The remaining two allips move forward once again, following their prey thugh choosing new targets in Renard and Temnir. The one coming after Renard reaches of its tendril of smoke but Jeeves's chain lashes out and disperses it, causing the allip to momentarily pull back. Temnir has no such protection, however, and the tenril of smoke simply touches his exposed forehead and his eyes roll back into his head slightly before he is able to fall backwards far enough to lose contact with it. Shaking his head to clear his fuzzied mind, he tries to call up a spell to smite his opponent, settling on one that he had almost forgotten he had recently obtained. Setting his stance, he points at the allip in front of him and two red hot beams of fire shoot out and through the wispy form, dispersing its body slightly as it does so.

Kuldar also takes a whack at the allip with his waraxe, "Ya like the taste or somethin? Away with ya!" hiting it center mass, sending the trapped soul to the afterlife. Temnir looks at Kuldar and nods approvingly upon him doing so. Settling his gaze on the new combatant now, he prepares himself and reassures Kilgur. "Act quickly lads, the longer we let that thing get its bearings the worse off we be, I fear." Kilgur snorts in approval and looks ready to carry his master forward.

Now on his feet, the shadowy warrior reaches out a gauntleted hand which he touches with the other and quickly darkness begins to emanate from it outwards. Making matters worse, he moves forward towards the group, enveloping most of them in darkness! The one thing you see before his figure is lost in the shadows though is that he doesn't seem to be walking as he moves... At its appearance, both Raznik and Yx'raul look at the apparition in terror. Raznik drops his sling and runs headlong into the subterranean lake, swimming as if his life depended on it towards the opposite shore while the eidolon stands with his hack feet and tail in the water, refusing to go in but cowering like a trapped mouse before a predatory cat.

Once again, Skraag spits out another fireball the sails out of the darkness but it detonates a little prematurely though this ends up working towards his advantage as it was still able to envelop both Blaith and the shadowy warrior in addition to the closest allip. The two allips seem to absorb part of it but the warrior takes it full blast, his ghostly armor seeming to blaze bright red for a moment before cooling back to it's dark black in the shadowy darkness.

Reaching out blindly, Renard finds Solomon's shoulder and grants him a magical boon that the paladin can feel in his arms and hands though he hears something mumbled about overzealousness coming from the direction of the blessing. Taking the good with the insulting, Solomon overcomes his hesitation and leaps up the stairs two at a time and comes around in an arc, carefully avoiding the remaining allip and the runes which he can barely make out on the floor now, and comes up behind the shadowy warrior, swinging the tetsubo with all his might, cracking the figure in the shoulder, sending it spinning slightly and ending now facing the paladin, vengeance in his glowing eyes. "Temnir, you need to come look at this.  There is a circle of glowing runes up here. I don't know if it is some sort of trap or what." Solomon calls out as he jumps back from the warrior out of its reach but also loosing it in the darkness. Temnir makes an annoyed sound, "I can't see a damned thing up there! Just don't touch anything if you can help it! If it hasn't gone off yet, it probably won't until you touch it!"

"Work for now complete, doom is yours to grasp. Savor the terror, eight to zero, zero to eight in shadow. Never again the light shall meet. Farewell." Blaith's babbling continues to echo off the cavern walls but as the group is either fleeing or engulfed in darkness, nobody sees what happens to him as the voice gets fainter and fainter until it is no longer audible.

The last allip, now with only Renard in range, attempts to steal his life-force again but once again, Renard is able to get out of the way of the tendril of smoke and save his mind from the probing creature. The shadowy warrior moves forward towards Solomon, intent on paying him back for the strike he had just endured and reaches out with the hand covered in darkness and his hand enters Solomon's chest. Though there is no entry wound, the icy coldness of the being's hand stings and the familiar sensation of his mind's cleverness being ripped away is present for the moment until its hand retracts.

The only thing easily visible through the darkness, even to those with darkvision is the piercing eyes of the warrior, even though he isn't facing their direction, the eyes stare into yours and as they do, a tingling feeling takes place in the back of your mind. Something terrifyingly horrible...and you need to get away from it.

OOC: If you are within 20ft. of B,7 (where the shadowy warrior was at the end of the turn before he made his next move) and haven't already made a save vs. the Aura of Fear, make one now (basically everyone except Temnir) DC 17 Will with the same effect as last round. I also need a swim roll from Raznik and everybody who does not make their save vs. fear.

Those in the darkness without darkvision cannot see. Those with magical light sources can see directly in front of themselves though (your 5 foot square). Everyone gains 20% concealment chance  so if you are attacking still, roll a d100 along with your attack roll.

For the record, I had the allip and the shadowy warrior take their next turn since they go first, that way you can react accordingly, hence the second actions and the revision to the initiative order.




Initiative Order
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip
24 Subordinate Allips
21 Shadowy Warrior


Party Status
Solomon: 3 Wisdom drained total
Skraag: 3 wisdom drained total
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total
Kilgur: Fine
Raznik: Feared 2 rounds remaining
Yx'raul: Feared 2 rounds remaining

Enemy Status
Blaith: Cursed (-6 Charisma, -4 penalty on attack rolls, saves, ability checks, and skill checks, 50% chance to lose action)

This message was last edited by the GM at 21:02, Sun 19 Aug 2012.
Renard Waywynd
player, 61 posts
Sun 19 Aug 2012
at 21:23
  • msg #182

Re: The Dead Walk in Derevaan: Heldenburg

He stifles a curse as the allip moves at him and attacks, catching him completely unprepared.  It is fortunate for him that Jeeves is a rather jealous poltergeist and has a strong bias against corporeal undead ("those smug bastards" was spelled out in tea leaves once when Renard had a conversation with Jeeves about this particular topic) and the attack is cast aside by the heavy chains lashing out, "I owe you one, Jeeves," he says jovially.  The second attack comes just as a wall of darkness looms, and Renard is able to dodge it just before being plunged into the pitch black.  "That's how we're playing, is it?  Alright then."  He calls on the golden light that came to him in fear the day before.  This time it is deliberate, however, and he shines like a beacon in the gloom.  He steps back away from the allip as he draws his little-used morningstar, preparing to defend himself in case someone doesn't come to his aid.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Target:
Rolls:
14:11, Today: Renard Waywynd rolled 18 using 1d20+5. Will save.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Use energy body revelation (Advanced Player's Guide, pg. 49)
 - Move: Draw morningstar.
 - Free: 5 ft. step to -A 6

This message was last edited by the player at 21:30, Sun 19 Aug 2012.
Skraag
player, 120 posts
Sun 19 Aug 2012
at 21:26
  • msg #183

Re: The Dead Walk in Derevaan: Heldenburg

Skraag runs in fear as the dark warrior moves nearer to him. He doesn't wonder why, indeed his mind stops working at all.


OOC:
17:32, Today: Skraag rolled 10 using 1d20+1. swim.
17:23, Today: Skraag rolled 14 using 1d20+5. Fear.

This message was last edited by the player at 21:32, Sun 19 Aug 2012.
Raznik Tayn
player, 186 posts
Human Desert Nomad
Mon 20 Aug 2012
at 13:49
  • msg #184

Re: The Dead Walk in Derevaan: Heldenburg

Raznik flounders in the water, but somehow manages to make good headway in his panic, despite the fact that as a desert man, this is the first time he'd ever immersed himself in the wet. Yx'raul, on the other hand quivers and quails at the water's edge, fearful of enemies on all sides. As the source of its fear moves closer, however, the beast turns and dives in, its fear of the water overcome by the fear of the dark spectre.

14:45, Today: Raznik Tayn rolled 17 using 1d20-1. Swim.
14:49, Today: Raznik Tayn rolled 18 using 1d20+2. Yx'raul Swim.

Solomon
player, 162 posts
Suli
Paladin
Thu 23 Aug 2012
at 21:49
  • msg #185

Re: The Dead Walk in Derevaan: Heldenburg

Solomon couldn't see a damned thing.  "Now would a be a good time for that Daylight potion!" he called out.  He considered taking a swing in the darkness, but would just as likely hit an ally if they had charged up unknowingly.  Instead he took a few steps back.  He was careful not to back up too much lest he fall off the ledge.  He hoped this would buy him enough time to cast a spell without getting hit by the black armored apparition.

5 foot step back, cast Bull Strength on self.  Still Immune to Fear.
Kuldar Balak
player, 134 posts
Story Points: 1
Fri 24 Aug 2012
at 02:20
  • msg #186

Re: The Dead Walk in Derevaan: Heldenburg

Both Kilgur and Kuldar on his back give in to the primal urge to flee from this dark warrior as fast as they can lest they succumb to it's unholy ways. If they lingered, they were sure that their souls would be eternally damned and they would live on in the afterlife in eternal torture. As they tear off into the lake, Kuldar jumps off Kilgur in order to support himself in the water, no easy task, but he is able to move out into the lake a little bit whereas Kilgur can do nothing but keep himself afloat just off of the water's edge, his barding and gear weighing him down.

Lingering Performance: Inspire Courage 2 rounds left

19:15, Today: DM Visceri, on behalf of Kuldar Balak, rolled 11 using 1d20+4. Kilgur Swim.
19:14, Today: DM Visceri, on behalf of Kuldar Balak, rolled 12 using 1d20-4. Kuldar Swim.
14:53, Mon 20 Aug: Kuldar Balak rolled 14 using 1d20+3. Kilgur DC 17 Fear.
14:50, Mon 20 Aug: Kuldar Balak rolled 14 using 1d20+6. DC 17 Fear.

DM Visceri
GM, 527 posts
the Heavyhanded
the Bringer of Loot
Fri 24 Aug 2012
at 03:31
  • msg #187

Re: The Dead Walk in Derevaan: Heldenburg

"Gods damnit! It's like a Drow's ass in a coal mine in there I can barely tell one of you from the other! Screw it, duck!" Picking a targe blindly, Temnir sends four magic missiles from his fingertip and they ram headlong into their target. Luckily it was the allip that he hit though they had come dangerously close to both Kuldar and Skraag as they went streaking by. "I owe you one, Jeeves," Renard says to his incorporeal haunt as he dodges out of he way of the second attack from the allip. "That's how we're playing, is it?  Alright then." Once again, Renard's form shimmers starting from his hands and working it's way over his entire body until he shines like a torch, extinguishing the darkness in his small section of cavern, bringing the light back to what it had been before the shadow warrior had worked his magic. The allip seems unaffected by this change in lighting but the warrior turns his head abruptly towards Renard and glares at him malevolently as Solomon calls out, "Now would a be a good time for that Daylight potion!" Taking a step back, the paladin quickly casts a spell and as it takes effect, he can feel his grip on his weapon tighten and the muscles in his arms, legs, and chest tighten and bulge slightly.

Just as the enemies seem to be being brought under some semblance of control, chaos erupts and the majority of the party seems to lose their senses and dash, splashing, into the water and take off swimming, or in some cases floundering in the shallows, as fast and as far away from the shadowy warrior as they can. If that were not bad enough, amongst the sounds of swimming and splashing, a rushing of water can be heard as the water in front of Yx'raul begins to swirl slightly and a bloated opaque form of a decomposing dwarf rises from the surface of the lake, dripping water. Looking down at the eidolon panicked and swimming, it reaches out with a bony finger and touches his forehead and immediately Yx'razul ceases swimming and begins to sink. To compound the problems, the shadowy warrior raises its hands over its head and claps them together turning the supernatural darkness into a pitch black curtain, Renard's little bubble of light now surrounding only himself once again. The only living allip remaining reaches out in the darkness but can't seem to find its target anywhere.

(OOC: Need a Consitution save for Yx'raul DC10 versus drowning. Everywhere within 10 feet or Renard is treated as the same darkness from last round. Everywhere else is supernatural deep darkness, impenetrable by darkvision and gives those within it a 50% concealment chance.)



Initiative Order
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip
24 Subordinate Allips
21 Shadowy Warrior


Party Status
Renard: Fine
Solomon: 3 Wisdom drained total
Skraag: 3 wisdom drained total + Feared 2 rounds remaining
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total + Feared 2 rounds remaining
Kilgur: Feared 2 rounds remaining
Raznik: Feared 1 rounds remaining
Yx'raul: -3 HP + Feared 1 rounds remaining

This message was last edited by the GM at 03:35, Fri 24 Aug 2012.
Renard Waywynd
player, 62 posts
Fri 24 Aug 2012
at 03:53
  • msg #188

Re: The Dead Walk in Derevaan: Heldenburg

This was incredibly frustrating for Renard.  He could barely see 10 feet in front of him, and the sounds he was hearing only made things more confusing.  It was much simpler when he could see his his allies and heal them as necessary and steer clear of any baddies.  To make matters worse he seemed to now be standing ankle deep in water that just wasn't there before.  He lets out a sigh and turns around, scanning the darkness for any hint of a threat.  The last person he saw before the darkness hit was Solomon and so his first thought is to try to find the other holy-man.  Before he can move, however, Jeeves rattles those chains again to get his attention before tossing them, making him stumble in that direction.  Jeeves does it again and again until Renard mutters, "I get it, I get it, cut it out!"  He heads in the direction Jeeves was directing, hoping for the best and holding his morningstar out at arms' length to ward off any incoming attacks.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Energy Body rounds: 6/7

Target:
Rolls:

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard:
 - Move: -A 6 to -A 10
 - Free:

Solomon
player, 163 posts
Suli
Paladin
Sat 25 Aug 2012
at 01:12
  • msg #189

Re: The Dead Walk in Derevaan: Heldenburg

Solomon was lost in darkness unable to see his own hands before his face much less his enemies.  ~Even lost in darkness Pelor's force, while unseen, can still be felt,~ he thought to himself as he held out his holy symbol and trusted in his god.  The hand of Pelor didn't need to see evil in order to dish it pain.

14 damage to all undead in 30' radius.  Will DC17 for half.
Skraag
player, 121 posts
Mon 27 Aug 2012
at 07:05
  • msg #190

Re: The Dead Walk in Derevaan: Heldenburg

Inspired by his overwhelming desire to get away, Skraag gets his rhythm and begins to make progress in the water.



OOC:
03:04, Today: Skraag rolled 20 using 1d20+1. swim.
 

Raznik Tayn
player, 188 posts
Human Desert Nomad
Mon 27 Aug 2012
at 23:04
  • msg #191

Re: The Dead Walk in Derevaan: Heldenburg

Raznik continues his flight, swimming through the water as fast as possible, but his lack of experience gets the better of him, and he fails to make any progress. Yx'raul battles against the pull of the vortex, managing to hold its breath, not drowning yet.

00:00, Today: Raznik Tayn rolled 11 using 1d20-1. Yx'raul: Con.
23:57, Yesterday: Raznik Tayn rolled 9,14 using d20-1,d20+2. Swim: Raznik, Yx'raul.

Kuldar Balak
player, 137 posts
Story Points: 1
Tue 28 Aug 2012
at 17:08
  • msg #192

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar and Kilgur both continue their frantic swimming though in Kuldar's case, it's more like frantic splashing as the bard's armor begins dragging him down beneath the water's surface. It seems that the weight of the fullplate outweighs the dwarf's natural strength.

10:03, Today: DM Visceri, on behalf of Kuldar Balak, rolled 0 using 1d20-5. Kuldar Swim.
10:02, Today: DM Visceri, on behalf of Kuldar Balak, rolled 16 using 1d20+4. Kilgur Swim.

DM Visceri
GM, 533 posts
the Heavyhanded
the Bringer of Loot
Tue 28 Aug 2012
at 18:03
  • msg #193

Re: The Dead Walk in Derevaan: Heldenburg

Hearing the cacophony of splashing behind him, Temnir finally turns to see what in the world is going on and is somewhat baffled by what he sees. "What in the blazes are you all doing?! Does this really seem like a good time for a sw-" It is then that he sees the spirit rising out of the water and decided to leave the quip for a later time and deal with the new threat first. He could no longer see the shadow warrior but the spirit was perfectly in sight and that suited him just fine. Once again, he sends two searing bolts of fire towards his enemy. One of them strikes true, scorching the outstretched arm, causing it to jerk it back but the other misses it's target and is accompanied by a growled curse from Temnir.

Kilgur and Kuldar continue out into the water and while Kilgur paddles his way out into the water slightly, Kuldar finds it difficult to continue to swimming with the weight of his armor dragging him down and begins to sink under the surface of the water, taking a gasping deep breath before he is pulled under by the weight. Not being too far out in the water, he expects to his the floor of the lake quickly but it seems that it had dropped off rather substantially, sinking him down a considerable distance and still not touching bottom. Likewise Raznik seems to find some trouble swimming though he is able to stay afloat though his progress away from the shadow warrior is temporarily halted. Skraag seems to have found his stride in the water and paddles quickly and efficiently away and around the new spirit.

Yx'raul, however, has a little bit more to deal with than simply keeping afloat. After the touch of the spirit, his legs began to feel heavier, his breathing labored as he can feel his lungs begin to fill with water though his head is above the surface, but was able to continue swimming, trying to make distance between him and his perceived pursuer, despite his proximity to the new threat. Reaching out as the eidolon passes, it's hand brushes against his back, immediately making his legs feel like chunks of lead and causing his lungs to fill further making breathing an effort of will.

Now that the water spirit had fully emerged from the water, the small vortex of water calms, leaving nothing but some small waves in its passing. Seeming to ignore the damage its arm had taken from Temnir's scorching ray, the spirit floats over the water towards Skraag, and reaching out, administers the same touch to the kobold as it had to Yx'Razul, beginning to fill his lungs with water and make his extremities feel heavy and hard to move.

Renard's chains jangle and tug the oracle to his left incessantly until he finally gives in to Jeeve's whim, "I get it, I get it, cut it out!" and holding out his morningstar, he walks with hands outstretched slightly in front of him until he comes out of the swirling shadow near to Temnir. Solomon was likewise still in shadow and without the aid of holy light so he decided it was time to make some of his own. Calling on Pelor once again, he channels divine energy through the shadow, momentarily dispersing it thought not long enough to make anything out. While the visible results of the attack go unseen., a faint whisper of what sounds like escaping air sounds nearby. The shadow warrior seems to have had enough of the paladin's holy ministrations as Solomon can feel malice in the air moments before an icy cold blast strikes him in the chest and a large portion of his strength seems to leave him though he feels that if he were not bolstered against negative energies through his faith, the attack would have had much more dire effect.

OOC: I need Constitution Checks: Yx'raul = DC 11 & Skraag = DC 10. Kuldar is currently 10 feet underwater.


Initiative Order
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
16 Water Spirit
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip
24 Subordinate Allips
21 Shadowy Warrior


Party Status
Renard: Fine
Solomon: 3 Wisdom drained total + 3 Strength drained total
Skraag: -6 HP + 3 wisdom drained total + Feared 1 rounds remaining
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total + Feared 1 rounds remaining
Kilgur: Feared 1 rounds remaining
Raznik: Fine
Yx'raul: -7 HP

Renard Waywynd
player, 64 posts
Wed 29 Aug 2012
at 04:18
  • msg #194

Re: The Dead Walk in Derevaan: Heldenburg

Finally free of that accursed darkness Renard looks around and spots his friends, though several of them seem to be in the throes of some sort of fear spell.  He grumbles to himself about not having anything to help them overcome their fright, but he does note that nobody is seriously injured so, for now, he looks to the only enemy he can see.  Before he can do anything, however, he has to get his crossbow out and, thanks to Jeeves constantly messing with his stuff, that takes some time.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Energy Body rounds: 5/7

Target:
Rolls:

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Holster morningstar
 - Move: Draw light crossbow
 - Free: Drop energy body

This message was last edited by the player at 01:11, Thu 30 Aug 2012.
Solomon
player, 164 posts
Suli
Paladin
Wed 29 Aug 2012
at 17:04
  • msg #195

Re: The Dead Walk in Derevaan: Heldenburg

Though protected from fear by his god, Solomon couldn't help but be startled when touched by the specter.  He couldn't see his hand in front of his face.  Anything could come at him from anywhere.  He was starting to feel a helpless and frustrated.  He jumped at the icy touch.  He then swung his tetsubo wildly before him.

11:01, Today: Solomon rolled 10 using 1d10+4. damage.
11:01, Today: Solomon rolled 96 using 1d100. % for darkness.
11:00, Today: Solomon rolled 24 using 1d20+5.
11:00, Today: Solomon rolled 11 using 1d20+10. attack.

Kuldar Balak
player, 138 posts
Story Points: 1
Thu 30 Aug 2012
at 03:46
  • msg #196

Re: The Dead Walk in Derevaan: Heldenburg

Kilgur and his companion seem to be on the edge of this blasted fear spell, but the pair still have little reason to leave the comfort and safety of the water- Kilgur flailing around wildly barely able to keep afloat, and Kuldar sinking like the drunken stone that birthed him, almost finding no point to fighting the pull- really wishing he had settled for a reinforced coat like his Ma had told him right about now.

20:44, Today: Kuldar Balak rolled -1 using 1d20-5. Kuldar Swim.
20:43, Today: Kuldar Balak rolled 10 using 1d20+4. Kilgur Swim.

Skraag
player, 122 posts
Thu 30 Aug 2012
at 05:06
  • msg #197

Re: The Dead Walk in Derevaan: Heldenburg

Skraag, feeling the strange heaviness in his limbs and the feeling of drowning, loses his rhythm and begins splashing about to little effect.



OOC:
01:03, Today: Skraag rolled 11 using 1d20+1. Swim.
01:02, Today: Skraag rolled 22 using 1d20+3. Con check.
 

Raznik Tayn
player, 189 posts
Human Desert Nomad
Thu 30 Aug 2012
at 15:38
  • msg #198

Re: The Dead Walk in Derevaan: Heldenburg

Calming at last, Raznik looks about himself, seemingly a little confused by his action, and certainly baffled by his new found ability to swim. Yx'raul, on the other hand begins to drown inexplicably, slipping into unconsciousness, sinking beneath the surface of the water. Watching the beast fall away, Raznik looks at the cause and realization dawns on his face. "A riverswell spirit! It stays near its remains. If we consecrate them, we will destroy the creature." Knowing it is likely too late for Yx'raul, but noticing Skraag also struggling to draw breath, he adds more. "Avoid its touch. It fills the lungs with water. I have heard that expelling them of the water will be enough to save you."

Raznik:

Initiative: 18

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

02:10, Today: Raznik Tayn rolled 21,17 using d20+1,d20+4. Swim: Raznik, Yx'raul.

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard:
 - Move: Move to -B-1
 - Free:

Yx'raul:

Initiative: 17

Current/Max HP: 0/52
Current AC: 27
 - Touch: 13
 - Flat-Footed: 24
CMD: 23

Target:
Rolls:

02:11, Today: Raznik Tayn rolled 3 using 1d20+1. Yx'raul: Con.

Buffs: Mage Armor (+4 armor AC), Lesser Evolution Surge (Shadow Form: 20% concealment, full damage to incorporeal - no concealment, half damage to corporeal)
Debuffs: Drowning

Actions:
 - Full-Round:
 - Standard:
 - Move:
 - Free:

This message was last edited by the player at 15:39, Thu 30 Aug 2012.
DM Visceri
GM, 535 posts
the Heavyhanded
the Bringer of Loot
Sun 2 Sep 2012
at 20:03
  • msg #199

Re: The Dead Walk in Derevaan: Heldenburg

His first scorching ray being fairly successful, Temnir seems to decide for an encore. Unfortunately, fate is against him as not just one, but both rays veer off target, one splashing into the water creating a gout of steam and the other spiraling off towards the cavern ceiling. The sorcerer grits his teeth and begins casting anew. It's then that Renard finally finds his way completely free of the darkness and begins rummaging around with his things while items on his belt and the quarrels for his crossbow seem to shift in their container of their own volition, avoiding Renard's searching hand. Meanwhile, still in the darkness and having just been struck by some sort of icy energy, Solomon reacts on instinct alone, swinging Pelor's thumb but finding only darkness within his reach.

On the lake, everyone has finally come to their senses, realizing where they are if not how they got there. Raznik, seeing his companions regain some sense of lucidity, calls out to them in warning, "A riverswell spirit! It stays near its remains. If we consecrate them, we will destroy the creature." Skraag, having still been feared, was unable to avoid the drowning touch of the spirit and could feel his lungs fill with water though he seemed to be able to remain conscious and above the water though he made no forward motion. The riverswell spirit takes advantage of him though and places its hand on the top of his head, seemingly trying to push the 'dragon' under the water! "Avoid its touch. It fills the lungs with water. I have heard that expelling them of the water will be enough to save you." The remainder of the party are either continuing to keep themselves afloat or, in Kuldar's case, sinking like a stone.

OOC: Con Save from Skraag DC 11 / Yx'raul drowning turn 1/3 (death occurs on turn 3)


Initiative Order
22 Temnir
20 Kilgur
18 Raznik
17 Yx'raul
16 Riverswell Spirit
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip
24 Subordinate Allips
21 Shadowy Warrior


Party Status
Renard: Fine
Solomon: 3 Wisdom drained total + 3 Strength drained total
Skraag: -11 HP + 3 wisdom drained total
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total
Kilgur: Fine
Raznik: Fine
Yx'raul: Drowning (Unconscious and at 0 HP)

Renard Waywynd
player, 65 posts
Tue 4 Sep 2012
at 19:06
  • msg #200

Re: The Dead Walk in Derevaan: Heldenburg

Very conscious of the darkness at his back and the dangers that might be lurking within Renard takes aim with his crossbow at the strange rotting dwarf which Raznik claimed to be a riverswell spirit.  All the while he is thinking of ways to deal with the magical darkness..

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Energy Body rounds: 5/7

Spells Per Day:
1: 7/7 (DC 15)
2: 7/7 (DC 16)
3: 4/5 (DC 17)

Target: Riverswell spirit @ -E8
Rolls:
12:06, Today: Renard Waywynd rolled 10 using 1d20+9. Confirm crit.
12:05, Today: Renard Waywynd rolled 28 using 1d20+9. Ranged attack (Point Blank Shot).
12:07, Today: Renard Waywynd rolled 2 using 1d8+1. Crossbow damage.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Fire crossbow @ riverswell spirit.
 - Move:
 - Free: Load crossbow (Rapid Reload feat)

This message was last edited by the player at 19:07, Tue 04 Sept 2012.
Kuldar Balak
player, 140 posts
Story Points: 1
Tue 4 Sep 2012
at 20:38
  • msg #201

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar comes to his senses, but surely must be dreaming for him to be where he is...no, no his drowning dreams usually involved more subtle reminders of his other fears, looked like this was a real drowning incident. He tries his best to move closer to the surface, but it seems his armor is just too much of a burden- he hoped Kilgur had the instincts to dive down after him.

13:37, Today: Kuldar Balak rolled 10 using 1d20+4. Kilgur swim.
13:36, Today: Kuldar Balak rolled -2 using 1d20-5. Kuldar swim.

Alright, so can Kilgur dive down to get me? I mean armor and all I'm still only a light load for him...I just didn't teach him any 'dive' tricks that are triggered by air bubbles breaking the surface of water.

Solomon
player, 165 posts
Suli
Paladin
Tue 4 Sep 2012
at 21:27
  • msg #202

Re: The Dead Walk in Derevaan: Heldenburg

Solomon was lost in the field of magical darkness.  It was time to consider leaving it even if that meant taking a fall or bumping into the the armored specter.  Solomon turned to move towards the stairs.  He could only hope he remembered exactly where they were.  It was then his intention to move towards where Temnir was (or used to be).  He had no idea how far the field of darkness stretched, but the wizard was the most likely to dispell it.

Double move down the stairs and towards Temnir.  Chances are he'll fall and have to get up from prone, but that's a chance I'm willing to take.
This message was last edited by the player at 21:50, Tue 04 Sept 2012.
Raznik Tayn
player, 192 posts
Human Desert Nomad
Wed 5 Sep 2012
at 17:13
  • msg #203

Re: The Dead Walk in Derevaan: Heldenburg

Having finally made it to dry land, Raznik starts casting a spell. The mark on his forehead glows brightly for a moment, and seconds later, an unnatural gust of wind blows through the cavern, taking the form of a swirling cloud over the lake. Raznik calls out to the creature in whistling language, and the creature suddenly spins in place, becoming a vortex of air, and swiftly moving to engulf the riverswell.

Raznik:

Initiative: 18

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round: Summon Monster IV - Medium Air Elemental
 - Standard:
 - Move:
 - Free:

Elemental:

Initiative: 18

Current/Max HP: 30/30
Current AC: 19
 - Touch: 16
 - Flat-Footed: 13
CMD: 22

Target: Enemy at -E8
Rolls:

Buffs: Whirlwind (2 rounds)
Debuffs:

Actions:
 - Full-Round:
 - Standard: If enemy picked up, move 100' north.
 - Move: -E8 (DC 14 reflex or take 1d6+3 damage; DC 14 reflex or be picked up by the wind)
 - Free: Become whirlwind (10' high)

Skraag
player, 125 posts
Wed 5 Sep 2012
at 22:13
  • msg #204

Re: The Dead Walk in Derevaan: Heldenburg

Skraag, coming back to himself as the fear drains away, turns from the water creature and begins to try and flail his way towards the shore near where Temnir.



OOC:
18:09, Today: Skraag rolled 7 using 1d20+1. Swim.
18:09, Today: Skraag rolled 15 using 1d20+3. Con.

DM Visceri
GM, 539 posts
the Heavyhanded
the Bringer of Loot
Thu 6 Sep 2012
at 18:37
  • msg #205

Re: The Dead Walk in Derevaan: Heldenburg

Seemingly frustrated with his attacks lack of contact with their intended targets, Temnir switches up his tactics and goes with his bread and butter magic missile spell that rockets into the riverswell spirit punching four neat holes through it's visage before they slowly fill themselves in. With the spirit momentarily distracted and the rest of the group coming to their senses, many of them attempt to make a b-line for shore, opting to get out of the spirit's natural habitat. Skraag has a bit of trouble swimming, still dealing with the water beginning tofill his lungs and Yx'raul loses his battle to the drowning effect and disappears back to his own plane but his master is not detered. Raznik makes it ashore and even before he gets fully out of the water, begins casting as an improbable windstorm begins to brew and coalesce into a wispy form with flowing yellow eyes; an air elemental. Flying across the gap, the elemental takes the form of a whirlwind and engulfs the spirit, battering it and blowing it northwards a considerable distance, placing it against the back wall of the cavern (70 feet away).

Kuldar, finally reaching the bottom of the underground lake, looks upwards into dim light, wondering if his mount would be intelligent enough to come to his rescue. He had never taught Kilgur any sort of tricks regarding water so it comes to his surprise when he sees a sizable shadow against the faint light of the surface approaching slowly but surely. It seems Kilgur's loyalty to his master has overcome his disdain of the water.  Meanwhile above water, the riverswell spirit rebounds from being tossed away and begins to quickly close the gap once again though it doesn't quite make it back to the fray, giving the others another chance to make it to shore.

Solomon was seemingly running out of options. Hoping to regroup and attack from a better position, Solomon makes a dash for where he believes the stairs to be but misjudges the distance by a step and almost goes hurdling down the stairs onto the floor. The only thing that saves him is pure dumb luck and a hand that latches on to the side of the platform as he falls and somehow lands on his feet though a little dazed. Not wasting time though, he continues his trek through the blackness towards where he believes Temnir to be, something that isn't too difficult as all you would have to do is follow the string of curses the sorcerer is stringing together one after another as if the profanity would form together as a spell of its own to vanquish the specters.

Renard, finally thwarting Jeeves and loading his crossbow fires on the Riverswell Spirit. The bolt seems to be perfectly on target and the quarrel whizzes through the apparition, leaving a burning white hole through the visage. He wasn't able to watch it long though as the black cloud of darkness began to move towards him and began to obstruct his field of vision, seemingly following Solomon with a vengeance. A cold hand reaches out but Solomon bats it way with his tetsubo, seeing it coming at the last moment possible.

(OOC: DC 11 Con check from Skraag)

Initiative Order
22 Temnir
20 Kilgur
18 Raznik + Air Elemental
17 Yx'raul
16 Riverswell Spirit
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip
24 Subordinate Allips
21 Shadowy Warrior


Party Status
Renard: Fine
Solomon: 3 Wisdom drained total + 3 Strength drained total
Skraag: -11 HP + 3 wisdom drained total
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total
Kilgur: Fine
Raznik: Fine
Yx'raul: Drowning (Unconscious and at 0 HP)

This message was last edited by the GM at 23:08, Thu 06 Sept 2012.
Solomon
player, 167 posts
Suli
Paladin
Fri 7 Sep 2012
at 21:29
  • msg #206

Re: The Dead Walk in Derevaan: Heldenburg

Solomon moved once again now that he knew the darkness was somehow attached to the figure in black.  All he managed to accomplish was blinding the others.  "Kuldar, Skraag, can either of you see through this stuff?" he called out.  Until, he could come up with a plan he concentrated on defense.
Skraag
player, 126 posts
Sat 8 Sep 2012
at 04:22
  • msg #207

Re: The Dead Walk in Derevaan: Heldenburg

Skraag continues struggling towards the shore, hoping to get clear before the water thing reaches him again.

OOC:
00:20, Today: Skraag rolled 9 using 1d20+1. Swim.
00:20, Today: Skraag rolled 23 using 1d20+3. Con.
Renard Waywynd
player, 69 posts
Sat 8 Sep 2012
at 05:14
  • msg #208

Re: The Dead Walk in Derevaan: Heldenburg

Happy that he's finally able to contribute to the battle Renard's celebration is cut off as the magical dark engulfs him again, "Ugh, this isn't getting old at all..." he says, the words fairly dripping with sarcasm.  Hearing Solomon's voice nearby behind him he turns and heads towards it, keeping his crossbow at the ready as he reactivates the holy glow of his energy body ability, "I might be able to help, Solomon!"

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Energy Body rounds: 4/7

Spells Per Day:
1: 7/7 (DC 15)
2: 7/7 (DC 16)
3: 4/5 (DC 17)

Target: Riverswell spirit @ -E8
Rolls:

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Activate energy body
 - Move: -A10 to A11
 - Free:

This message was last edited by the player at 05:14, Sat 08 Sept 2012.
Kuldar Balak
player, 141 posts
Story Points: 1
Sat 8 Sep 2012
at 06:11
  • msg #209

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar wasn't sure if he should be glad or not that he had reached the bottom of this spontaneous lake, but his spirits were raised when he saw his faithful steed making its way to his aid, still no reason he should stop trying himself. Kuldar couldn't quite tell due to the water obscuring his sight, but it seemed that Kilgur was not at all comfortable being underwater.

23:09, Today: Kuldar Balak rolled 6 using 1d20+4. Kilgur swim: dive.
23:09, Today: Kuldar Balak rolled -2 using 1d20-5. Kuldar swim.

Kuldar: 3/36 rounds of air used(30/40ft down)
Kilgur: 1/36 rounds of air used(10ft down)

Raznik Tayn
player, 193 posts
Human Desert Nomad
Sat 8 Sep 2012
at 23:12
  • msg #210

Re: The Dead Walk in Derevaan: Heldenburg

Raznik watches the success of the elemental and whistles to it once more. It regains its normal form and swoops towards the area of darkness, flying over the heads of those encompassed within. Spinning up once more, the elemental, now whirlwind, moves to one edge of the darkness before disappearing within, heading towards the centre.

Raznik:

Initiative: 18

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard:
 - Move:
 - Free:

Elemental:

Initiative: 18

Current/Max HP: 30/30
Current AC: 19
 - Touch: 16
 - Flat-Footed: 13
CMD: 22

Target: Enemy at B12
Rolls:

Buffs: Whirlwind (2 rounds)
Debuffs:

Actions:
 - Full-Round:
 - Standard: If enemy picked up, move remaining movement south.
 - Move: B9 then B12 (DC 14 reflex or take 1d6+3 damage; DC 14 reflex or be picked up by the wind)
 - Free: Cease being whirlwind; Become whirlwind (10' high)

DM Visceri
GM, 541 posts
the Heavyhanded
the Bringer of Loot
Sun 9 Sep 2012
at 18:45
  • msg #211

Re: The Dead Walk in Derevaan: Heldenburg

As the shadowy warrior drew near, a tingling traveled along Temnir's spine but the mental persuasion to flee didn't take hold. The sorcerer realized that as the darkness engulfed him, the creature must be somewhere nearby. "Ugh, this isn't getting old at all..." Renard seems to mimic his thoughts. Unfortunately, with Solomon close now too, he was afraid that any attack to widespread would serve to char his companion as well. Luckily, as he sees a hand beginning to take shape in the darkness and reach out for him behind a pair of glowing yellow eyes, he reacts with the first spell that comes to mind, his hands quickly glowing red hot before he stretches them out in front of him and sends a searing hot cone of flames in front of him. The darkness burns away slightly and Solomon appears next to him out of the way of the flames, much to his relief.

Raznik sees his opening and orders his elemental to move in for the attack. Once again turning into a whirlwind, the elemental moved into the darkness, dispersing the black cloud as it goes and ends it's attack by engulfing the shadowy warrior. Those nearby look on tensely as the whirlwind begins to calm slightly as the shadow warrior begins to come in to view, on both of his knees on the ground in front of them, specks of shadow quickly disintegrating off of his body into the air until after a few seconds, his form evaporates completely though not before he fixes Solomon with a vengeful stare. "I might be able to help, Solomon!" Renard says as he rushed in to the paladin, dispersing the rest of the shadow and seeing that quickly dispersing form of the warrior before he completely disappears.

Solomon had been about to call in for help seeing through the darkness but it seemed now that it was unneeded and as he scans the area for the rest of his companions, he now notices two things quickly; the spirit out on the lake, and the fact that both Kuldar and Kilgur are missing from his sight. Underwater, Kilgur reaches his master and Kuldar is able to grab on as the mount turns back towards the surface and begins paddling for all he is worth, obviously ready to get out of the water. On the surface, Skraag tries to move towards shore but battling the water in his lungs seems to take priority and he ends up treading water. The riverswell spirit, making it back to the fight, only sees a small percentage of the people in the water as there had been recently so he goes for Skraag, the only visible target. Touching the kobold's head, more icy pain and water rushes into his lungs from an unseen source.

(OOC: Skraag Con check DC 12. Kuldar and Kilgur will make it to the surface this turn. Plan accordingly.)

Initiative Order
22 Temnir
20 Kilgur
18 Raznik + Air Elemental
17 Yx'raul
16 Riverswell Spirit
15 Kuldar
12 Skraag + Renard
  9 Solomon + Blaith's Allip
24 Subordinate Allips
21 Shadowy Warrior


Party Status
Renard: Fine
Solomon: 3 Wisdom drained total + 3 Strength drained total
Skraag: -15 HP + 3 wisdom drained total
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total
Kilgur: Fine
Raznik: Fine

This message was last edited by the GM at 18:45, Sun 09 Sept 2012.
Renard Waywynd
player, 71 posts
Sun 9 Sep 2012
at 18:56
  • msg #212

Re: The Dead Walk in Derevaan: Heldenburg

Feeling rather like a lighthouse Renard peevishly de-activates his magical holy glow again.  With the shadow warrior taken care of he turns, scanning the room for any other danger and notes that water spirit is still on the attack.  He holds out his hand and speaks the magic words and sends a ray of searing light at the obviously-undead thing.

Initiative: 12

Current/Max HP: 68/68
Current AC: 20
 - Touch: 15
 - Flat-Footed: 17
CMD: 18

Energy Body rounds: 4/7

Spells Per Day:
1: 7/7 (DC 15)
2: 7/7 (DC 16)
3: 3/5 (DC 17)

Target: Riverswell spirit @ -E8
Rolls:
11:55, Today: Renard Waywynd rolled 25 using 1d20+8. Ranged touch for ray attack.
11:55, Today: Renard Waywynd rolled 26 using 7d6. Searing light damage.

Buffs: (Bonuses from spells, abilities, etc.)
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast searing light
 - Move:
 - Free: Drop energy body

Kuldar Balak
player, 142 posts
Story Points: 1
Sun 9 Sep 2012
at 19:44
  • msg #213

Re: The Dead Walk in Derevaan: Heldenburg

Glad to feel some fur and a harness nearby, Kuldar grabs on for dear life and kicks his legs as best he can to help propel the pair upward, but Kilgur had magical aide, it was tough to say he had ever truly been strained even the slightest in any load he had to carry. Kuldar looked to the slowly approaching surface, wondering, hoping the others had done alright, he had been separated from the battle for far too long.
Solomon
player, 169 posts
Suli
Paladin
Tue 11 Sep 2012
at 15:32
  • msg #214

Re: The Dead Walk in Derevaan: Heldenburg

"What just happened?" asked Solomon.  Was the creature defeated or did it flee?  For now he would assume the later and keep up his guard.  He moved over to pick up the bow from where he had dropped it earlier in the battle.  It was not magical so would not likely effect the ghost.  Still, it was a better idea than taking to the water.  It seemed that once again, the godly spells he prayed for were useless given the present circumstances.  "I think a tactical retreat may be in order.  I'm willing to bet the water spirit will not leave the lake; and if it does, all the better for us."

Move - move to bow.  Move - Retrieve bow
Skraag
player, 127 posts
Tue 11 Sep 2012
at 23:16
  • msg #215

Re: The Dead Walk in Derevaan: Heldenburg

Skraag continues to flounder about helplessly
Raznik Tayn
player, 194 posts
Human Desert Nomad
Wed 12 Sep 2012
at 01:48
  • msg #216

Re: The Dead Walk in Derevaan: Heldenburg

Watching the shadows disperse, Raznik takes stock of the battlefield, performing a quick head count, only now noticing the riverswell spirit move in for the kill. Thinking fast, he commands the elemental once more, sending it streaking off to engulf the undead monster once more. As the violent winds swirl on the attack, Raznik summons another creature, a wave rising from the water for a moment before it submerges, searching for the missing Kuldar, hoping to drag the dwarf to the surface.

Raznik:

Initiative: 18

Current/Max HP: 64/64
Current AC: 14
 - Touch: 10
 - Flat-Footed: 14
CMD: 16

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round: Summon Monster IV - Medium Water Elemental
 - Standard:
 - Move:
 - Free:

Air Elemental:

Initiative: 18

Current/Max HP: 30/30
Current AC: 19
 - Touch: 16
 - Flat-Footed: 13
CMD: 22

Target: Enemy at -E8
Rolls:

Buffs: Whirlwind (2 rounds)
Debuffs:

Actions:
 - Full-Round:
 - Standard: If enemy picked up, move remaining movement north.
 - Move: -E8 (DC 14 reflex or take 1d6+3 damage; DC 14 reflex or be picked up by the wind)
 - Free: Cease being whirlwind; Become whirlwind (10' high)

Water Elemental:

Initiative: 18

Current/Max HP: 30/30
Current AC: 17
 - Touch: 11
 - Flat-Footed: 16
CMD: 18

Target:
Rolls:

Buffs:
Debuffs:

Actions:
 - Full-Round:
 - Standard: Pick up Kuldar
 - Move: -C11
 - Free:
DM Visceri
GM, 544 posts
the Heavyhanded
the Bringer of Loot
Wed 12 Sep 2012
at 21:12
  • msg #217

Re: The Dead Walk in Derevaan: Heldenburg

"I've had just about enough of these annoyances. Die already so I put my friend back in the afterlife where he belongs!" Resorting back to using his scorching rays, the two lines of fire streak towards the riverswell spirit, one entering a ghostly eyeless socket, the other going right through the creature's chest. The spirit writhes in pain and turns to fly towards the sorcerer but Raznik and his elementals are faster. The air elemental streaks towards the spirit at Raznik's command and envelops it in it's whirlwind. From somewhere within the vortex of air, a shrill screech comes out and suddenly water sprays in every which direction. Upon closer inspection, it seemed that the spirit was vanquished back to it's drowned body somewhere in the lake.

Raznik quickly summoned a water elemental anyway though to help ease the ascent of Kuldar and Kilgur, bringing them to the surface and escorting them to the edge of the lake as well as the now sinking Skraag once the first two had been seen to safety. Renard, seeing that Skraag's lungs seemed to be full of water, presses on the kobold's chest and helps vacate his lungs of the fluid, saving him from drowning though he remains unconscious. Seeing the immediate danger to the party pass, Solomon does a head count and makes sure no other surprises are waiting for them around the cavern.

(OOC: Victory! Assumed you guys took the time to save Skraag and that you are all now safe on the shore of the lake.)

Final Party Status
Renard: Fine
Solomon: 3 Wisdom drained total + 3 Strength drained total
Skraag: Unconscious and at 0 HP + 3 wisdom drained total
Temnir: 3 Wisdom drained total
Kuldar: 3 Wisdom drained total
Kilgur: Fine
Raznik: Fine

Raznik Tayn
player, 196 posts
Human Desert Nomad
Wed 12 Sep 2012
at 22:40
  • msg #218

Re: The Dead Walk in Derevaan: Heldenburg

Raznik dismisses the air elemental, sending the water one in search of the spirit's body. Should it find it, it will disinter it, bringing it to shore. "Laying the creature to rest will prevent any others from experiencing its wrath," he explains, as he rests, leaning against the platform and facing the lake.
DM Visceri
GM, 545 posts
the Heavyhanded
the Bringer of Loot
Thu 13 Sep 2012
at 10:25
  • msg #219

Re: The Dead Walk in Derevaan: Heldenburg

During the remainder of it's time on the prime material plane, the water elemental searches the depths of the lake and just before  it's time is up, it finds a bony hand sticking up from the sediment on the lakebed, a silver ring shining on one hand. Quickly extricating the body from the makeshift grave, it carries it back up to the shore where the group gets a good look at it. Indeed it had, at one point, been a dwarf and he seems to have been wearing some sort of steel armor though by now all that is left is a small amount of rusted chains and tattered cloth. The ring on his hand, however, shows no sign of age or wear.
Renard Waywynd
player, 72 posts
Sat 15 Sep 2012
at 06:25
  • msg #220

Re: The Dead Walk in Derevaan: Heldenburg

Glad to no longer have to deal with the darkness and the water Renard turns his attention to the injuries of his teammates, of which there seem to be very few.  Several of them seem to be sluggish in their thoughts and movements but there are no apparent injuries and so he writes it off as battle fatigue, especially after such a rough encounter as that.  Skraag seems to have taken the brunt of the attack, and so Renard bundles the "dragon" up in a cloak after casting a spell of healing (see below).

We should rest for a while and figure out what our next move is.  If we can spare another night here I can make sure everyone is healed as best as possible."
23:21, Today: Renard Waywynd rolled 17 using 2d8+7. Cure Moderate Wounds.
Kuldar Balak
player, 144 posts
Story Points: 1
Sat 15 Sep 2012
at 06:31
  • msg #221

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar, glad to finally be back on solid land, practically falls from his Boar as they reach the surface, looking up at the ceiling and breathing slowly. "Never again...never again am I fighting so close to the bloody water." He lets out a heavy sigh, before getting up and looking to see if anyone was wounded to the point of needing assistance. After the ring was noticed, Kuldar would offer to take a look. "I got a spell that may show us tha' ring's secrets, but I'm a wee bit rusty on the practice meself."

Casting Identify and taking a 10 on Spellcraft for a total 22.
Skraag
player, 128 posts
17/50 HP
Sat 15 Sep 2012
at 07:32
  • msg #222

Re: The Dead Walk in Derevaan: Heldenburg

Skraag coughs up a prodigious amount of water for his small size as he curls up in pain as Renard magic purges the water from his lungs and heals some of his injuries. After few moments he straightens out and struggle to his feet, still looking none to steady and not taking in his surroundings to well.
Solomon
player, 170 posts
Suli
Paladin
Sat 15 Sep 2012
at 15:06
  • msg #223

Re: The Dead Walk in Derevaan: Heldenburg

"Temnir might know what the ring does.  This was once a companion of his.  I suppose we should bury the body and bless it.  You've introduced us to a real nightmare Temnir.  If I wasn't duty bound to Pelor..." he said leaving the rest unfinished.  How many of them were going to die?  And if they did would they too come back as the cursed undead?  "We should also identify the marking atop there" he said, pointing to the raised platform.  "We know the original spirit escaped.  It may come back as we rest."
Kuldar Balak
player, 145 posts
Story Points: 1
Sat 15 Sep 2012
at 16:30
  • msg #224

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar walks atop the Altar and looks down at the markings, trying to recall any rituals they may be tied to. "Undead be a plague upon the world, the more we kill the better." The Dwarf spat after he spoke, obviously having a distaste for the monsters.

Will use Lore Master's 1/day, so 29 on whatever Knowledge would apply to the Altar.
Temnir Liyaan
player, 127 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 15 Sep 2012
at 20:33
  • msg #225

Re: The Dead Walk in Derevaan: Heldenburg

"A real hell indeed," he mutters as he walks past the body of the dredged up dwarf barely giving it a second glance, "That corpse is no companion of mine. If it was Arudal, you would know even if you only knew of him by word of mouth. Burry him and let him rest." Taking a moment to examine the ring, he consults Kuldar as they examine it and they come up with a few things. "The ring's effect is beneficial but at the same time...not. While normally it would allow a magic user to store a spell within it, there's something off about its energy, something corrupted. If you were to cleanse it in holy water every so often though, I believe that would be enough to keep whatever the corruption is at bay."

Leaving the others to deal with who will be taking it, himself not interested, he follows Kuldar up to the platform, taking the steps two at a time and moves in to study the arcane runes on the ground as well as the altar. "First of all, this altar is shares a striking resemblance in material to what my other companions and I found in the St. Cuthbert Monastery. I wouldn't suggest touching it as any flesh that comes into contact with it begins to flay from the bone. Perhaps it bestows some sort of corruption as well as the only person to touch it before was Blaith. That would explain the excessive amount of bones around here and how they amassed their army of skeletons quickly...As for the run circle, it seems to be a construct to empower the effects of the necromantic magic of the altar. The energy reminds me of that of the grey render we encountered. It was likely that is was experimented on here."

Thinking a bit more on Solomon's words, Temnir felt a bit uneasy at the commitment of his fellows and worried what that might mean, "If any of you have second thoughts of accompanying me further, now would be the time to leave. Things will only likely proceed to get worse as we delve deeper." His voice is somber yet hopeful that their sense of duty will overcome their fears and misgivings.
Solomon
player, 171 posts
Suli
Paladin
Sun 16 Sep 2012
at 15:58
  • msg #226

Re: The Dead Walk in Derevaan: Heldenburg

"I am not one to go against my word.  Nor am I one to ignore my duty to the sun god." he said simply.

He looked at the ring stuck on the skeletal finger.  "Nor would I suggest anyone risk taking any part of this cursed place with them."

"While I think resting may be a good idea.  I don't think here is the best place to do it.  That shade may come back at any time, and it's already shown it can summon further evil."

He looked to the others hoping for ideas.  If there were none he would suggest backtracking to where they spent the previous evenning.  Feeling the effects of the shades touch, Solomon was weak of both wits and strength.  Luckily, he had a spell that would take care of one of those.

Casts Restoration (lesser) to return 2 strength
This message was last edited by the player at 16:00, Sun 16 Sept 2012.
Skraag
player, 129 posts
17/50 HP
Wis -3
Sun 16 Sep 2012
at 16:07
  • msg #227

Re: The Dead Walk in Derevaan: Heldenburg

Skraag staggers over to Temnir Liyaan, still obviously not well. He looks up at the man and thumps a small fist into his own chest, declaring, "I will not shame Dragonkind by quitting!"
Renard Waywynd
player, 73 posts
Thu 20 Sep 2012
at 19:20
  • msg #228

Re: The Dead Walk in Derevaan: Heldenburg

Hurrying after Skraag, Renard continues to cast his healing spells.  His voice is that of a stern physician chastising a patient who isn't following directions, "Please hold still, you might aggravate your wounds!"  As if to punctuate his statement Jeeves rattles the chains around his neck, though rather meekly.


12:19, Today: Renard Waywynd rolled 18 using 2d8+7. Cure Moderate Wounds.
Solomon
player, 173 posts
Suli
Paladin
Thu 20 Sep 2012
at 20:45
  • msg #229

Re: The Dead Walk in Derevaan: Heldenburg

"I think this passage may wrap around bringing us back to where we started, though there are shapes in the dark.  More constructed furnishings of some sort.
We may yet be able to clear these mines before sunset.  Of course if there are any more of the undead..."
Solomon said as he looked back towards the group.  They looked pretty beat up.  If there was more trouble ahead then death may very well be revisiting them.  "Let us not walk blindly into the dark.  This time let us arm ourselves with light and ranged weapons."

Solomon touches that unseen sense that grants him the ability to sense evil.  He also readies his bow once more.
Kuldar Balak
player, 147 posts
Story Points: 1
Thu 20 Sep 2012
at 22:26
  • msg #230

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar rubbed the back of his head, ranged weapons weren't really his strong point...but darkness was never a problem for him, and he sure wasn't ready to leave all the undead still haunting these mines. "Lad, it's gonna be a wee bit harder to get rid a' me." He readied his weapon and shield, then slid back onto his trusty mount.
Skraag
player, 130 posts
35/50 HP
Wis -3
Fri 21 Sep 2012
at 07:09
  • msg #231

Re: The Dead Walk in Derevaan: Heldenburg

Skraag pauses to allow Renard to cast his spell(s). A he waits he exclaims proudy to the others, "Dragons can see very far in the dark, further than most Dwarves can!."

"My sight down here has been shortened more by the twists and turns of the tunnels than by distance. Except by that magic darkness. I could not see through that.", he adds in.
DM Visceri
GM, 552 posts
the Heavyhanded
the Bringer of Loot
Fri 21 Sep 2012
at 08:09
  • msg #232

Re: The Dead Walk in Derevaan: Heldenburg

As Solomon's divine-given gift to sense the presences of evil around him manifests, he begins to see faint outlines over the objects tainted by evil, namely the altar and some of the bones on the floor. Down the passageway there seems to be a soft red glow indicating an evil presence of some kind but it is soft and dispersed, leading him to believe that, for the moment, whatever evil is left in the mine with them is in some other part of the complex.
Renard Waywynd
player, 74 posts
Fri 21 Sep 2012
at 10:18
  • msg #233

Re: The Dead Walk in Derevaan: Heldenburg

"Well, that's it for my more powerful healing spells today," says Renard as he casts cure moderate wounds once more on Skraag, "I can still channel healing energy and I have a few lesser healing spells as well so I'm not entirely useless in a fight should we encounter something.  Still, I'll feel better once we've had some rest and put this mine behind us..."  Finally satisfied that the kobold's wounds are healed he moves, consciously or not, to stand near the exit to the cave.

03:16, Today: Renard Waywynd rolled 20 using 2d8+7. Cure Moderate Wounds.
This message was lightly edited by the player at 10:18, Fri 21 Sept 2012.
Skraag
player, 131 posts
50/50 HP
Wis -3
Fri 21 Sep 2012
at 11:46
  • msg #234

Re: The Dead Walk in Derevaan: Heldenburg

Skraag fills the group in on what he sees down the tunnel.
quote:
Those with darkvision can see that ahead down the passageway there is a low walled off area whose confines are not able to be seen from this angle as well as another room with a door directly opposite of them, it's confines just out of Kuldar's sight but Skraag sees what look like piles of something sticking up over the low wall of the first room. What they are is hard to tell from this distance, however.



OOC:
Sorry running to work, no time,

Solomon
player, 174 posts
Suli
Paladin
Sat 22 Sep 2012
at 19:16
  • msg #235

Re: The Dead Walk in Derevaan: Heldenburg

"More evil still lurks in these tunnels.  I imagine it is probably the rest of Temnir's former companions.  I figure rest will not come peacefully.  We can either push on or flee this place and come back when we've reclaimed our strength."  Solomon looked to the others.  They were brave, but they also looked tired and weak from their last encounter.  "If we fight we'll fight smart.  Let us make use of all those potions we've found.  Let us pick the terrain and force them to come to us.  Not all our weapons strike those made of ether and spirit.  We also run low on spells and blessings.  Any more fights will be challenging, but I believe we may yet beat them."  He didn't really believe his last words, but hoped that the rest of them did.

Solomon used the butt of his tetsubo to draw a circular patter into the dust and dirt as his feet.  "Faromir Estoban Cho'kobo" he muttered.  It likely appeared to be a summoning spell, but was in fact a prayer that would summon forth his mount and ally.  Having a better idea of the cave system Solomon felt confident his mount could squeeze through the thinner tunnels.  They would need all they help they could get.  "My vote is to fight on.  I won't have some specter steal my breath as I sleep."
Temnir Liyaan
player, 128 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 22 Sep 2012
at 19:37
  • msg #236

Re: The Dead Walk in Derevaan: Heldenburg

"Some of us may be running low on spells, but I believe that I have near half of my repertoire left, and not just the spells that make for entertainment for children. I've got some fight left in me yet." Looking around at the others still recovering from the last fight and the enthusiasm for pushing forward from some of them, "And it seems like I'm not the only one. I saw we push forward, with a plan this time, and rid this place of its specters once and for all." With that, Temnir rolls up the sleeves of his robe, tightens the cloth wraps on his arms, and begins checking some of his more important reagents.
Skraag
player, 132 posts
50/50 HP
Wis -3
Sat 22 Sep 2012
at 21:10
  • msg #237

Re: The Dead Walk in Derevaan: Heldenburg

"I think we should go on. We can be, perhaps more cautious, but I can still breath fire on our foes when needed.", Skraag offers his opinion to the group.
Kuldar Balak
player, 148 posts
Story Points: 1
Sat 22 Sep 2012
at 21:16
  • msg #238

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar nodded to himself. "I still have most of my magic- so let me know if yer hurtin' I'm used to livin' with Dwarves and they don' ask for help till they need puttin' back together." The Dwarf chuckles a bit remembered a time when someone actually came to him carrying his own arm like it was a trophy- ballsy bastard. "As for a Plan though...it's hard to say since we've already encountered several very different kinds of undead down here, is the next one going to be another swarm of little'uns? More Ghosts and the like? A room full of zombies perhaps? I don't know...but the answer ain't what's important."
Renard Waywynd
player, 75 posts
Sun 23 Sep 2012
at 00:50
  • msg #239

Re: The Dead Walk in Derevaan: Heldenburg

Renard shrugs as his chains rattle halfheartedly, "Then we move forward.  I will hold my own in a fight but my most powerful spells are gone so I will stay back and assist where possible."

When the group moves out Renard will follow at the back, having no low-light vision with which to spot enemies.
Solomon
player, 177 posts
Suli
Paladin
Mon 24 Sep 2012
at 03:12
  • msg #240

Re: The Dead Walk in Derevaan: Heldenburg

Solomon poured the daylight potion over one of his arrows.  He placed the arrow up against the string of his bow and led with it.  Cho'kobo grunted with a few deep huffing sounds.  Solomon continued to sense for evil.  He started to slowly move down the yet unexplored tunnel.  He led the large axe beak take the lead.  "Skraag follow behind me."
This message was last edited by the player at 03:13, Mon 24 Sept 2012.
Skraag
player, 133 posts
50/50 HP
Wis -3
Mon 24 Sep 2012
at 05:57
  • msg #241

Re: The Dead Walk in Derevaan: Heldenburg

Skraag falls into line behind Solomon. He's willing to listen to the fellow. He seems capable and has not, at least as yet, mistreated him. He keeps his eyes on the way ahead.
DM Visceri
GM, 556 posts
the Heavyhanded
the Bringer of Loot
Tue 25 Sep 2012
at 08:17
  • msg #242

Re: The Dead Walk in Derevaan: Heldenburg

The group quickly and quietly follows Solomon and Cho'kobo down the southern corridor which closes up slightly, the ceiling coming down to a comfortable 30 feet overhead like the area where they had fought the festrogs had been. As they neared what they had taken to be a low wall, it turns out that it is actually rubble from what looks like part of a room-like enclosure. The disconcerting bit is the giant set of bones sticking out of the ground, covered in blood, with large bloody footprints leading right to where the group was standing. "Well this looks pleasant..." Temnir mutters in his typical grouchy mood once again. They had not noticed them before and upon looking back, they seem not to be there. To the north you can see a passageway presumably leading back to the entrance of the cave, completing the circle, and there seems to be another room around the side of the half-destroyed one though it's impossible to see into or even if it has any entrances.

OOC: Any checks pertaining to the room or its contents should be made right around now. IE perception, survival, reflex save vs immediate death, etc.


Renard Waywynd
player, 77 posts
Tue 25 Sep 2012
at 10:58
  • msg #243

Re: The Dead Walk in Derevaan: Heldenburg

Doing his best to be on the alert despite the darkness surrounding him Renard sticks close to Temnir and Raznik at the rear of the group.  Every so often there is the gentle clink of chains as Jeeves gets restless.  He wondered about the bloody bones, thinking they likely belong to something similar to the gray render they fought the day before.

03:56, Today: Renard Waywynd rolled 19 using 1d20. Perception.
03:57, Today: Renard Waywynd rolled 18 using 1d20+8. Knowledge: Nature (OOC: To see if the bones give me a hint about what sort of animal they belong to.)

Solomon
player, 178 posts
Suli
Paladin
Tue 25 Sep 2012
at 13:48
  • msg #244

Re: The Dead Walk in Derevaan: Heldenburg

Solomon squinted at the tracks.  He then scanned the room again to make sure he didn't miss anything.  His first instinct was to look up to make sure something wasn't clinging to the ceiling ready to pounce on him.  As his bow swung upwards the light caused shadows to dance wildly around the cavern.  A few ideas crept into his mind about why the tracks would suddenly disappear, "...hidden door, it took to the ceiling, it burrowed beneith the earth, it is invisible, it teleported...."

"Kuldar, is there any unusual stone work here?  Something that may suggest a hidden room?"

He gave the tracks another look to try and identify the creature that may have made them.  His face screwed up in confusion.  To him the tracks looked like those of an Axe Beak.


07:41, Today: Solomon rolled 15 using 1d20+5. cho'kobo perception.
07:40, Today: Solomon rolled 5 using 1d20+4. survival. (Nat 1)
07:40, Today: Solomon rolled 10 using 1d20. perception.

This message was lightly edited by the GM at 18:19, Tue 25 Sept 2012.
Raznik Tayn
player, 197 posts
Human Desert Nomad
Tue 25 Sep 2012
at 23:11
  • msg #245

Re: The Dead Walk in Derevaan: Heldenburg

Having taken a long time to rest as the others discuss plans and the undead. His mind seems to be elsewhere as he looks out into the dark cave, a sad expression on his face. It's not until the others begin to move that he raises himself lethargically, retrieving his sling and following on behind. As they enter the room, the desert man pauses to take stock of the picked corpse. He stares at it for a moment before muttering quietly, "Is this corpse fresh?" just loud enough for the others to hear, as if an afterthought.
DM Visceri
GM, 557 posts
the Heavyhanded
the Bringer of Loot
Wed 26 Sep 2012
at 06:48
  • msg #246

Re: The Dead Walk in Derevaan: Heldenburg

PMs
Renard Waywynd
player, 78 posts
Wed 26 Sep 2012
at 11:11
  • msg #247

Re: The Dead Walk in Derevaan: Heldenburg

Renard moves closer to the corpse, though making sure to stay within 15 feet of the nearest group member.  After a quick inspection of the bones he turns to answer Raznik's question, "Two weeks old, maybe more.  It was likely just a cow or some other herd animal, probably food for whatever was held in here before the wall was knocked down."  He shrugs slightly and moves back towards the rear of the group, ready to move up whenever those in the front do.
Kuldar Balak
player, 149 posts
Story Points: 1
Thu 27 Sep 2012
at 01:35
  • msg #248

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar's eyes darted around as he scanned the area, he eventually shook his head and returned his attention to the room directly ahead. "No hidden stonework far as I can see. Any of you think maybe this be where the large beast we encountered outside came from?"
Skraag
player, 135 posts
50/50 HP
Wis -3
Thu 27 Sep 2012
at 05:29
  • msg #249

Re: The Dead Walk in Derevaan: Heldenburg

Skraag looks over the area as the group moves closer, both with his darkvision and magic sight.



OOC:
01:27, Today: Skraag rolled 21 using 1d20+5. Perception.
Casting detect magic

Solomon
player, 179 posts
Suli
Paladin
Thu 27 Sep 2012
at 20:28
  • msg #250

Re: The Dead Walk in Derevaan: Heldenburg

"It is strong with powerful claws, that's all I can tell for sure," says Solomon as he runs his fingers across the three large grooves left in the wall.  Refocusing on detecting evil, he trys to sense if there is something nearby.
DM Visceri
GM, 561 posts
the Heavyhanded
the Bringer of Loot
Sun 30 Sep 2012
at 18:30
  • msg #251

Re: The Dead Walk in Derevaan: Heldenburg

"Well whatever it was, whether it was the thing we faced earlier or not, it doesn't seem to be here now. Let's continue, lest it decide it wants to come back for a snack." Urging the others on, Temnir follows behind into the rest of the room as they move forward. Upon checking for traps and the like, they find that the small corridor leading to the second room to be empty except for a doorway into the room. Peeking around the corner shows six bone-adorned pillars arranged in a circle with raised and broken stone in the middle of them. There doesn't seem to be any sign of life in the room or the blood that had been prevalent in a few of the other rooms of the mine. Now that the group can see the rest of the room, they can see that the only other passageway is the one that leads north, back to where they fought the festrogs and the gate that Felicia had triggered close.


This message was last edited by the GM at 18:31, Sun 30 Sept 2012.
Renard Waywynd
player, 80 posts
Mon 1 Oct 2012
at 01:01
  • msg #252

Re: The Dead Walk in Derevaan: Heldenburg

Peering into this room Renard sees the strange pillars, wondering if perhaps there was any sort of religious significance to them.  Though he would like to get closer he doesn't know what sort of traps might be in the way, and given the sort of stuff he has encountered so far in this cave he is not about to go barging into any dangerous situations, "Would anybody be able to check for traps?  I'd like to get a closer look at those things..."  He will hold back until someone is able to secure the room and then follow them in to examine the morbid ornamentation.


17:58, Today: Renard Waywynd rolled 19 using 1d20+8. Knowledge: Religion.

Skraag
player, 136 posts
50/50 HP
Wis -3
Mon 1 Oct 2012
at 02:01
  • msg #253

Re: The Dead Walk in Derevaan: Heldenburg

Skraag steps forwards to the doorway, careful not to actually enter the room and looks it over for any magic auras, studying any he sees.



OOC:
Detect Magic
J-15

This message was last edited by the player at 02:02, Mon 01 Oct 2012.
Solomon
player, 181 posts
Suli
Paladin
Mon 1 Oct 2012
at 18:52
  • msg #254

Re: The Dead Walk in Derevaan: Heldenburg

"We came in here to get answers to what may have happened to Temnir's companions.  I think we now have a fairly good idea.  There is no reason to risk further harm by toying with traps that may or may not be there," Solomon warned the others.  He and Cho'kobo headed north towards one of the gates.
Raznik Tayn
player, 199 posts
Human Desert Nomad
Mon 1 Oct 2012
at 21:54
  • msg #255

Re: The Dead Walk in Derevaan: Heldenburg

Something about the bone pillars appeals to Raznik, who moves in, studying them. "I wonder what ritual these were used in." Not as wary as the others of the dark magic likely involved, and having not been listening when Temnir had warned about the altar, he reaches out, making to touch the nearest one, as if the texture of it might reveal more.

22:50, Today: Raznik Tayn rolled 23 using 1d20+13. Knowledge: Arcana.
Kuldar Balak
player, 150 posts
Story Points: 1
Tue 2 Oct 2012
at 05:05
  • msg #256

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar eyes the pillars warily, wondering what use they could have as he moved behind Solomon, eager to leave this foul place. "Hm...this room sends a chill up me spine, we'd best keep on our toes..." He said looking over the remains of some fight or...meal. "Far as checking for traps, could always slide a large rock along the ground, beyond that I ain't exactly qualified."

22:03, Today: Kuldar Balak rolled 29 using 1d20+9. Knowledge: any.
DM Visceri
GM, 563 posts
the Heavyhanded
the Bringer of Loot
Tue 2 Oct 2012
at 18:33
  • msg #257

Re: The Dead Walk in Derevaan: Heldenburg

The pillars don't seem to react to the group's presence at the periphery of the room, at least no traps are set off when they look around the corner. As the various members attempt to identify the pillars' function, Raznik bold strides into the room, seemingly intent on showing them what they do firsthand. "I wonder what ritual these were used in," he muses aloud though his question doesn't go unanswered for long. As soon as his fingers make contact with the pillar, a low humming starts resonating in the chamber and the air becomes energized with some sort of energy. For those looking in on the room from outside the circle of pillars, the space between them all begins to shimmer and warp, Raznik along with it but to Raznik, nothing seems to change other than the slight feeling that his body is feeling lighter and more dynamic than it normally should...

OOC: Raznik, make a DC 15 Reflex save if you try to get out of the effect, if not make a DC 18 Will save.

Skraag
player, 137 posts
50/50 HP
Wis -3
Tue 2 Oct 2012
at 22:46
  • msg #258

Re: The Dead Walk in Derevaan: Heldenburg

Skraag call out to Raznik and the others, "Really strong magic now! Changing magic! Get out Raznik!"

Skraag makes no move to get closer. He doesn't have the strength to pull the fellow out anyway.
Solomon
player, 182 posts
Suli
Paladin
Tue 2 Oct 2012
at 23:13
  • msg #259

Re: The Dead Walk in Derevaan: Heldenburg

"BY THE DEVIL'S SANDS!  I told you not to you not to risk it!" Solomon cursed.  While he was gifted by Pelor, he was not a true magic user.  He was unsure of how to intervene.
Renard Waywynd
player, 81 posts
Wed 3 Oct 2012
at 02:48
  • msg #260

Re: The Dead Walk in Derevaan: Heldenburg

Renard, out of sight at the back of the group, casts a spell on himself, mumbling the magic words to the accompaniment of rattling chains.  It takes only a few short seconds, and then he steels himself, saying softly, "Been nice knowing you, Jeeves..." then he plunges into the magic, reaching for Raznik and reciting the same magic words he used just a few seconds before.
Temnir Liyaan
player, 129 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 3 Oct 2012
at 03:00
  • msg #261

Re: The Dead Walk in Derevaan: Heldenburg

Temnir had decided to be the one to keep watch behind them should anything appear to become a threat to them but so far had found nothing to be amiss. Hearing the cries from the rest of the group though, he turns, a bit jumpy, to see what all the commotion is about. "The nine hells are you guys doi-" at that moment, Renard jumps into the room and into the spell effect. "Have you lost your gods damned minds?! We have no idea what that does! The last time someone I know touched one of the artifacts from this cult, their finger started to have the skin and muscle flayed from their bone!"
Raznik Tayn
player, 200 posts
Human Desert Nomad
Wed 3 Oct 2012
at 21:06
  • msg #262

Re: The Dead Walk in Derevaan: Heldenburg

Fascinated by the energies in the room, Raznik feels them wash over him, oblivious to the potential danger until the chorus of voices urging him to get out of the ritual, sur him into action. Feeling a little dizzy, he staggers from the area, making his way towards the rest of the group. The strange feeling of shifting makes him feel a little nauseous, as his eyes find it hard to focus on the members of the group moving to his aid. "I am alright. Thank you for the concern."
Kuldar Balak
player, 151 posts
Story Points: 1
Thu 4 Oct 2012
at 22:35
  • msg #263

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar shielded his eyes from the reaction that had begun, firmly planting his feet to the ground to avoid being pulled in, but it seemed Raznik was  the only one in danger- until Renard decided to go and throw himself into the mess. "Lads...these pillars are likely the foci for what changed that Gray Render." He cursed his short legs as he watched Raznik and Renard with a mix of fear and curiosity.
Renard Waywynd
player, 82 posts
Fri 5 Oct 2012
at 03:36
  • msg #264

Re: The Dead Walk in Derevaan: Heldenburg

With his eyes shut as he plunges headlong into the magical field Renard's heroics were cut off abruptly as he bumbles blindly into Raznik.  He opens his eyes and blinks a few times before placing a guiding hand on the fellow's shoulder and guiding him back out, still discharging that spell of protection from evil just in case.

"Why did you rush in like that?  I can't even begin to imagine what sort of affects those things will have."  He surreptitiously eyes his own hand on Raznik's shoulder, looking for any sign of blackness or shriveling.
DM Visceri
GM, 564 posts
the Heavyhanded
the Bringer of Loot
Fri 5 Oct 2012
at 07:38
  • msg #265

Re: The Dead Walk in Derevaan: Heldenburg

As Renard comes out of the warping light effect within the circle of pillars, he looks to Raznik's well being. Sure enough, it seemed Kuldar's assessment was correct; In placs, Raznik's skin had become completely translucent and when he moved his extremities, they left an trail of arm like apparitions exactly as the grey render had. The plus side was that he was not showing any sign of blackened, decayed, dead, or flayed skin where he had touched the pillar and Renard seemed to be immune to the effect. It could have had to do with the protection from evil he had imbued himself with and Raznik's condition could have been worse had he not done the same for him. It could also just be that he was not in the effect long enough to be thoroughly exposed to it though. After a minute of humming away, the pillars finally begin to grow silent and the warping, shimmering air dissipates.
Solomon
player, 183 posts
Suli
Paladin
Fri 5 Oct 2012
at 13:48
  • msg #266

Re: The Dead Walk in Derevaan: Heldenburg

Solomon strode towards Raznik, his hand balled into a fist.  It looked like he intended to strike the man; and that was, indeed, what he was going to do if not stopped.  "You fool!  It seems as if necromancers have used this place to perform perverse evil experiments and you just..." it seemed he was too angry to even finish his sentence.  "You put us all in danger!"
Raznik Tayn
player, 201 posts
Human Desert Nomad
Fri 5 Oct 2012
at 17:11
  • msg #267

Re: The Dead Walk in Derevaan: Heldenburg

Raznik turns to Renard and nods his thanks, the quickly shrugs away from his hand, almost fearing its touch. As Soloman moves to swing his fist, he flinches slightly, but doesn't duck or try to avoid it. He seems ashamed of his actions and carelessness. "I... am sorry. I hoped that I would learn something of the spirits from the magic here, but it would seem I was wrong."
Temnir Liyaan
player, 130 posts
Male, Human, 22 years old
5'11", 165lbs.
Sat 6 Oct 2012
at 20:37
  • msg #268

Re: The Dead Walk in Derevaan: Heldenburg

Stepping forward from the back of the group, Temnir doesn't miss the opportunity to be justified in speaking condescendingly to someone, "Well there are other ways to learn about spirits other than to become one yourself. There are those in Derevaan who specialize in their manipulation and communication. Not in the ways of our friendly necromancers here, more of a channel to the ethereal realm. But if we don't ever leave this cave, it won't matter. If there's nothing in here to cleanse and we don't wish to just destroy these pillars, I vote we move on and find where Blaith has skulked off to."
Renard Waywynd
player, 83 posts
Sun 7 Oct 2012
at 03:39
  • msg #269

Re: The Dead Walk in Derevaan: Heldenburg

Renard sighs and nods in agreement with Temnir's statement, letting his hand slip from Raznik's shoulder.  He casts a doubtful look back into the room where the pillars have gone dark and silent before turning back to the group, "As I said, the quicker we get out of here the better.  Let's find this Blaith-thing and find a way to end this undead menace once and for all."
Skraag
player, 138 posts
50/50 HP
Wis -3
Sun 7 Oct 2012
at 18:51
  • msg #270

Re: The Dead Walk in Derevaan: Heldenburg

Skraag trots up to Solomon and tugs on his trouser leg to get his attention. "Ummm. Should we not destroy those magic pillars? They might change other people or creatures if we don't."
Solomon
player, 184 posts
Suli
Paladin
Sun 7 Oct 2012
at 19:23
  • msg #271

Re: The Dead Walk in Derevaan: Heldenburg

Solomon was intent on punching Raznik, but the quick distraction from Skraag gave him the chance to think better of it.  "Your companions have surrounded you with the treasure of wisdom and instead of taking it you waste your time picking at rocks.  How about you use your time wrestling with the demon you already control, instead of trying to find a way of turning into one yourself," Solomon scolded his fellow desert dweller.

Solomon then looked to the kolbold.  "Something that can be done at a later date, when you have a prepared cleric,a dwarven engineer, or an alchemist bomb or two.  I personally am not going to risk beating on magically-cursed rocks."

"Let us check those gated areas."

His mood was foul.  He didn't want anyone else to die in this cave.
DM Visceri
GM, 565 posts
the Heavyhanded
the Bringer of Loot
Sun 7 Oct 2012
at 22:26
  • msg #272

Re: The Dead Walk in Derevaan: Heldenburg

Turning from the room, Solomon's mood kept the rest quiet enough and not eager to argue with the plan that most of them endorsed anyway. Taking the north passage, they quickly find themselves at a familiar sight. The two storage rooms which they had scavenged in order to make the barricade that protected them throughout the night stood bare of almost all of its previous contents, their gates still swung open. Across the hall and in front of the group though was the gate that Felicia had triggered closed, still firmly stuck shut. "So what do we do then? The only one of us that showed any affinity for dealing with locks and traps can't help us now. Do we try to bust it down then?" Temnir asks in earnest. "I have a few spells that would likely singe or brittle it but nothing that would blow it off its hinges."


Kuldar Balak
player, 152 posts
Story Points: 1
Mon 8 Oct 2012
at 01:35
  • msg #273

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar frowns at the locks, reminded of Felicia again, but also slightly ashamed in himself for unpreparedness. "Bah...I knew I shoulda bought something of Adamantine, cleaves through Iron and Steel locks like butter." He mumbles a bit, something about 'at least some explosives...' before pulling out his Warhammer, not his preferred weapon for combat but likely a more effective tool at busting a lock. "I'd offer to give a swing at it, though I get the feeling Solomon may have the strongest arm...and a bigger weapon." The Dwarf says, nodding at the Tetsubo.
Raznik Tayn
player, 202 posts
Human Desert Nomad
Mon 8 Oct 2012
at 10:46
  • msg #274

Re: The Dead Walk in Derevaan: Heldenburg

Raznik looks at the door for a moment, deep in thought, a sombre look on his face. The stream of chastisement has left him silent and embarrassed. His attention moves from the door to the wall beside it and his eyes seem to light up a little. "I may have an alternative solution. It will likely be a little permanent, however. I hope our dragon friend doesn't mind me rearranging his mine." He looks over to Skraag, a questioning look on his face, asking for permission.
Skraag
player, 139 posts
50/50 HP
Wis -3
Tue 9 Oct 2012
at 00:02
  • msg #275

Re: The Dead Walk in Derevaan: Heldenburg

"If it will get us past the gate, go ahead and do whatever you need to. It does me no good closed either.", Skraag re[lies easily. He doesn't care that much he finds.
Renard Waywynd
player, 84 posts
Tue 9 Oct 2012
at 03:32
  • msg #276

Re: The Dead Walk in Derevaan: Heldenburg

Not having much to add to the conversation Renard stays back and lets the others discuss opening the gate.  His specialty was healing after all, not metalworking.
Solomon
player, 186 posts
Suli
Paladin
Tue 9 Oct 2012
at 16:53
  • msg #277

Re: The Dead Walk in Derevaan: Heldenburg

"I'll do my best to bring it down, but any chance of stealth is going to disappear," he informs the others as he starts to draw forth the tetsubo called Pelor's Thumb.  He pauses for a few seconds for anyone to interject with a better plan.

Does the gate have hinges?  Or is it raised and lowered via a pully system?Is there any mundane means of opening the gate like a wheel or lever?  Is it locked or stuck?
DM Visceri
GM, 567 posts
the Heavyhanded
the Bringer of Loot
Tue 9 Oct 2012
at 18:15
  • msg #278

Re: The Dead Walk in Derevaan: Heldenburg

PM
Raznik Tayn
player, 203 posts
Human Desert Nomad
Tue 9 Oct 2012
at 18:43
  • msg #279

Re: The Dead Walk in Derevaan: Heldenburg

Raznik nods at Skraag and readies himself to cast a spell, but allows Solomon to attempt brute force, first, before enacting his own plan. "My own idea is likely to attract attention, also."
Solomon
player, 187 posts
Suli
Paladin
Tue 9 Oct 2012
at 20:05
  • msg #280

Re: The Dead Walk in Derevaan: Heldenburg

"I'm not quite sure how to go about this.  There are no hinges or locks to smash.  Chipping away at the stone will take an insane about of time and I'd rather not damage my weapon.  I do have a flask of alkali.  It will act as an acid, if we can hit the lock on the wheel.  I just don't know if it's strong enough or how long it will take.  Temnir, I've seen wizards move things with their mind and a simple hand gesture.  I don't suppose you know such tricks?" asked the Paladin.

He then turned to Raznik, "I don't suppose your plan would be faster or more reliable?"

Solomon put his tetsubo away and instead grabbed the gate with his bare hands.  With a grunt he tried to lift it with simple strength.

14:04, Today: Solomon rolled 19 using 1d20+3. strength check.
Temnir Liyaan
player, 131 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 10 Oct 2012
at 02:07
  • msg #281

Re: The Dead Walk in Derevaan: Heldenburg

Temnir shrugs and sighs at Solomon's inquiry, "From what you've seen of me so far, do I seem like to memorize household-use spells like that? I'm afraid I'm the wrong magic user for the job. What about Skraag though? From what I've seen and sensed of him so far, he seems to have some magical tendencies of his own." As the paladin attempts to heave the gate open, he finds it lifts easy enough but only a couple of inches off the ground, it meets unyielding resistance in the form of whatever contraption is locking the gate internally. "Two options down...third's the charm?" he comments dryly while turning his attention to Raznik.
Skraag
player, 140 posts
50/50 HP
Wis -3
Wed 10 Oct 2012
at 11:30
  • msg #282

Re: The Dead Walk in Derevaan: Heldenburg

"Sure. I can do that! Dragons are magical are they not? Just show me exactly where you want it poured and I'll take care of it.", Skraag answers confidently.


OOC:
Cast "Mage Hand". Skraag will move the vial slowly and very, very carefully at Solomon's direction.
Solomon
player, 188 posts
Suli
Paladin
Wed 10 Oct 2012
at 14:50
  • msg #283

Re: The Dead Walk in Derevaan: Heldenburg

Solomon wouldn't have guessed the Kolbold was capable of magic, other than breathing fire that is.

"See the locking mechanism keeping that wheel from turning?  I'm aiming to get rid of that.  Then maybe you can even use that magic of yours to even turn the wheel."
Raznik Tayn
player, 204 posts
Human Desert Nomad
Wed 10 Oct 2012
at 23:29
  • msg #284

Re: The Dead Walk in Derevaan: Heldenburg

As the little dragon makes to move the vial, Raznik nods, not objecting for the moment. "My intention was to summon a being to melt the rock of the wall. While I don't doubt its effectiveness, I suspect it would be unpleasent to be around. This plan seems to be a better one, at least for now."
Skraag
player, 141 posts
50/50 HP
Wis -3
Thu 11 Oct 2012
at 02:06
  • msg #285

Re: The Dead Walk in Derevaan: Heldenburg

Skraag maneuvers the vial carefully over the locking device that Solomon pointed out to him. He carefully pours it out on to the latch/lock.
DM Visceri
GM, 569 posts
the Heavyhanded
the Bringer of Loot
Fri 12 Oct 2012
at 04:13
  • msg #286

Re: The Dead Walk in Derevaan: Heldenburg

As the ethereal hand hovers through the gate and makes its way towards the wheel, the group can hear a somewhat ominous groaning of wood from up the incline though nothing makes itself visible. Deciding to focus on the task at hand, Skraag keeps the vial moving towards the lock and is able to manipulate his magic to have it spill the vial of alkali on the latch and the touching part of the wheel and cog. At first, nothing seems to happen but a white, odorous smoke begins to waft up from where the acid touched steel and you can see drips of orange and brown and grey falling off of the mechanism. There's a tell-tale cracking sound and a clanging as the latch falls to the ground and the wheel is a bit the worse for wear. Solomon, upon trying the gate once again, finds that it is no longer locked and is able to open it enough to allow everyone in before setting it back on the ground; whatever device kept it in it's open position seems to have been damaged as well.

Alright gang, preparations and let me know where you are in the marching order as you post. I probably don't have to say it but I will anyway. Shit's about to go down.

Kuldar Balak
player, 153 posts
Story Points: 1
Sat 13 Oct 2012
at 22:15
  • msg #287

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar readies himself with magical aid and steel, learning from the last fight and covering all of them in a spell of Courage. "We'd better be ready lads, with what we've already encountered it's a wonder what they'd go out of their way to lock up."

Casting Remove Fear on the party, no effect now but will give a +4 on saves vs fear for 10 minutes.
Casting Heroism on myself(offering it to anyone else who wants it, Solomon maybe?

Renard Waywynd
player, 86 posts
Sun 14 Oct 2012
at 00:32
  • msg #288

Re: The Dead Walk in Derevaan: Heldenburg

Renard casts a spell in preparation as well, murmuring the words and making the signs with one hand as the other rattles the chains around his neck.  His spellwork complete he finds a place near the middle where he can easily reach someone who needs a quick heal.

Cast Aspect of the Bear (Adv. Player's Guide, Pg. 203) = +2 nat. armor, +2 on grapple checks, can bull rush/grapple/overrun w/o provoking AoO.  Lasts 7 min.
This message was last edited by the player at 01:28, Mon 15 Oct 2012.
Solomon
player, 190 posts
Suli
Paladin
Sun 14 Oct 2012
at 17:31
  • msg #289

Re: The Dead Walk in Derevaan: Heldenburg

Solomon wedges an iron spike in the gate, keeping it in the open position.  If they had to run, he wanted to make sure doing so would be successful.  "See to the others before you see to me," he says in response to Kuldar's offer of magical assistance.  Solomon would continue to rely on Pelor's blessing's.  "I too have one spell that would aid against evil.  Skraag?  Are you willing to be blessed by the Sun god?  It'll help protect you from the touch of evil that inhabits this place."

Will cast Protection of Evil on Skraag or anyone else that asks.  If no one takes it, will cast on self.
Skraag
player, 142 posts
50/50 HP
Wis -3
Sun 14 Oct 2012
at 19:24
  • msg #290

Re: The Dead Walk in Derevaan: Heldenburg

"That would be good of you.", Skraag replies to Solomon. Anything tha helps against the evil in this place would be welcomed by him, even if it came from a human.



OOC:
Skraag would like a place in the second rank, close enough that he can help with his breath weapon.
DM Visceri
GM, 572 posts
the Heavyhanded
the Bringer of Loot
Tue 16 Oct 2012
at 01:05
  • msg #291

Re: The Dead Walk in Derevaan: Heldenburg

Getting everybody, including Cho'kobo and Kilgur, up the stairs was a little more of a challenge than had been expected but nevertheless, the group in its entirety eventually reaches the top of the incline to find a small stretch of hallway in front of them with torches glowing with green flame adorning the walls. Not far in front of them, is a somewhat steep incline that rises roughly five feet before plateauing out onto a unnaturally flat surface, a product of the mining operation, perhaps. Scattered around the base of the hill between the incline and the wall of the circular cavern are skeletons stacked two to three high, some with flesh still attached, others picked entirely clean. There seem to be a larger set of bones set into the stone and a few fresher bodies on the plateau as well; a handful of Dwarves and what looks like an average sized human dressed in a once white robe with brown hair.

As the group approaches, the familiar sound of the babbling allip comes to them as well as a voice that nobody save Temnir had heard before. It was deep, menacing and held more than a tint of madness to it though put next to the allip incarnation of Blaith, it seemed normal. "I am tired of being failed, shade. Why has the army been moved from Heldenburg to the Burova Citadel without my express permission?"

"No, no, the master send word, yes, through envoys most dark and loyal. Came with army the missive did, in robed hands and parchment red with blood, written in the master's hand. Noemi followed faithfully, she did, yes."

The new voice makes a humming sound in his throat as if he's chewing over the matter before responding, "Perhaps that is correct. Perhaps..." Now close enough to see over the ridge, those tall enough see that in addition to the allip, two men cloaked in black robes with the image of Nerul emblazoned on the back as well as a man, draped in what were once fine clothes befitting a higher nobleman of a vastly wealthy family. His silken cloak once embroidered with gold thread now tattered, bloodied, torn, and dirtied, as he turns in place to look full upon Blaith, the rest of his raiment seems to be likewise effected. The major issue though is his face and hands; as they come into view, the skin seems to be unnaturally tight around the bones in the places where it still exists, the rest exposing the bones and sinew beneath but not seeming to effect his movement at all. Most disturbing to those who had been made aware to it are his glowing blue eyes, cold as ice and burning with malice.

Reaching out a bony, ringed finger towards the allip, he speaks in a suddenly lucid and deadly serious tone, "This instillation has served its purpose. Remove the rest of the test subjects and move back to the citadel to await further instructions. Derevaan is close to falling, only two of her jewels remain two us and one has yet already been blackened." The laugh that peals forth from his open mouth sends chills up the entire group's collective spines and makes every hair on their neck stand on end. This was not a foe to be taken lightly.

Coming to rest once again, the man turns to the rest of the room and finally spies the group standing at the mouth of the cavernous room. Whirling upon Blaith, he moved towards his with preternatural speed and grasps the ethereal shade by his neck and hoists him into the air. "YOU TOLD ME YOU HANDLED THEM!" the man roars in fury. Throwing him down to the ground, Blaith shakily hovers to his feet, rubbing where his throat would have been before shooting an evil glare at the still living group members. "If you need a job done, as they say..." he lets the saying trail off as he bursts into maniacal his hands begin to glow fiery blue and white and the floor begins to shake slightly. Those attuned to magic don't detect any spells being cast by the man but there is definitely power about his person in the form of a plethora of magical items.

(OOC: Alright, here we go guys, I hope you're prepared! This could get ugly! There is the chance to talk to him if you wish or you can just charge in, guns blazing. Also, since this is our 2000th post (fitting, I know), those who survive get a fun 200 extra experience! Now get in there and kick some undead ass!)


Solomon
player, 191 posts
Suli
Paladin
Tue 16 Oct 2012
at 18:45
  • msg #292

Re: The Dead Walk in Derevaan: Heldenburg

Solomon had heard enough.  Evil had plans to spread death further across this world.  It could not be allowed to happen.  Knowing Temnir and Skraag would likely attempted an attack that effected a wide area he charged off for a lone figure in a dark robe.

As Cho'kobo charged forwards, Solomon's arms burst into golden flame and traveled down the length of his tetsubo.  It was not a gift of Pelor's but instead one derived from the Djinn blood running through his veins.

Cho'kobo's beak snapped noisily at the clad man; while Solomon swung the flaming weapon one-handed hoping to at least clip the figure.  His guess where that they were dark clerics.  He hoped he could keep them from raising the dead.

charge to n7
12:39, Today: Solomon rolled 6 using 1d6. fire damage.
12:39, Today: Solomon rolled 9 using 1d10+4. damage.
12:37, Today: Solomon rolled 15 using 1d20+11. tetsubo attack.
12:36, Today: Solomon rolled 14 using 2d6+7. bite damage.
12:34, Today: Solomon rolled 13 using 1d20+11. cho'kobo charge attack.
12:31, Today: Solomon rolled 20 using 1d20+2. initiative.
Really?  A two and a four on my attacks? <sigh>

This message was last edited by the player at 04:22, Wed 17 Oct 2012.
Renard Waywynd
player, 87 posts
Tue 16 Oct 2012
at 21:01
  • msg #293

Re: The Dead Walk in Derevaan: Heldenburg

Feeling it best to leave the majority of the fighting to the professionals Renard instead focuses on the robed man farthest to the left.  Having already drawn his crossbow when he heard the voices he simply takes aim and fires before moving a bit farther into the room and reloading his crossbow with practiced ease.  Though his most powerful spells weren't available he was most definitely glad of the fact that he hasn't channeled any healing today so he wouldn't be entirely useless in this fight.

13:39, Today: Renard Waywynd rolled 15 using 1d20+3. Initiative.
13:40, Today: Renard Waywynd rolled 15 using 1d20+10. Ranged attack.
13:40, Today: Renard Waywynd rolled 2 using 1d8+1. Ranged damage.

Move Action: Move to K-15
Standard Action: Attack enemy at M-6
Free Action: Reload crossbow (Rapid Reload)

Spells Per Day:
1: 7/7
2: 6/7
3: 0/5

Channel Energy:
4/4

Skraag
player, 144 posts
50/50 HP
Wis -3
Tue 16 Oct 2012
at 22:54
  • msg #295

Re: The Dead Walk in Derevaan: Heldenburg

Skraag, not able to get close enough to use his breath weapon, moves forward about fifteen feet and spits a ball of flame into the midst of the undead creatures, angling it a bit to avoid Solomon.


OOC:
18:49, Today: Skraag rolled 23 using 6d6+3. Damage.
reflex for 1/2, DC 17
Fireball target= G-6
Move to H=14
20:07, Today: Skraag rolled 22 using 1d20+4. Init.

This message was last edited by the player at 00:09, Sat 20 Oct 2012.
Raznik Tayn
player, 206 posts
Human Desert Nomad
Fri 19 Oct 2012
at 13:30
  • msg #296

Re: The Dead Walk in Derevaan: Heldenburg

Listening to the exchange, Raznik frowns. Spying the two undead, he wracks his memory for something to combat them. As the leader spots the group, an answer comes to him. Casting a spell, a humanoid creature with the head of a dog appears in the centre of the room, moments before charging at the skeletal nobleman, greatsword in hand, bringing it around in a mighty swing upon the robed man.

09:12, Today: Raznik Tayn rolled 19 using 1d20. Initiative.

Use Summon Monster IV to summon a Hound Archon at F10.

Hound Archon charges to I5.

09:28, Today: Raznik Tayn rolled 31,10 using d20+11,2d6+3. HA vs I4 Charge.
09:29, Today: Raznik Tayn rolled 25,10 using d20+11,2d6+3. Crit.

Kuldar Balak
player, 154 posts
Story Points: 1
Sat 20 Oct 2012
at 02:08
  • msg #297

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar was having a hard time merely standing by, but his Dwarven pride did not make him foolish enough to strike before they were ready, he steeled himself as his confidence built up eventually pouring into his words and filling all who heard and he deemed friend, the new ally of Raznik's included.

Direct Kilgur to G10

19:06, Today: Kuldar Balak rolled 2 using 1d20. Kilgur Init.
19:06, Today: Kuldar Balak rolled 11 using 1d20+1. Kuldar Init.

Activating Inspire Courage +2(Attack, Damage, Saves vs Fear)

DM Visceri
GM, 575 posts
the Heavyhanded
the Bringer of Loot
Sun 21 Oct 2012
at 05:15
  • msg #298

Re: The Dead Walk in Derevaan: Heldenburg

Wasting no time. Skraag jolts up front of the group to the top of the plateau and spits out a ball of flame the expands drastically, enveloping all four combatants and blowing the table and its contents back down the far side of the rise. As the flames clear, it seems that all four came away from the blast better than they should have, only the fringes of their attire smoking as well as two cultists with partially missing eyebrows; a fact that neither are pleased about by the looks on their faces. Both begin casting simultaneously. The first sends a green dart hurling at Skraag from his outstretched palm, the second sending a orange-red ray from hers towards the kobold a well. The ray misses its target though the dart sticks in the kobold's arm and begins to burn his skin!

Solomon and Cho'kobo saw their signal to charge. Bolting up the incline with ease, the axebeak's fancy footwork closes the gap between them and, ducking under the remains of the scorching ray, comes up with his tetsubo, arms wreathed in golden flames from his djinni heritage though the smoke from the dissipating fireball allows the cultist to hide himself from the attack. Cho'kobo's footwork ends up being the downfall for his attack as well as a careless step on the edge of the plateau causes his beak attack to fall short of its intended mark. Meanwhile, a crossbow bolt goes whizzing by all three combatants as Renard's shot bounces off the back wall of the room, ineffective.

Raznik frowns at the display and the Blue Eyed man before deciding on a spell and with a trumpeting arrival, an archon with the body of a man, the head of a hound, and a gleaming great sword appears in the middle of the room and wastes no time running to smite the once-nobleman. Bringing his sword up in a diagonal slash, he connects seemingly effortlessly and rips through cloth, flesh, and muscle alike though no blood pours from the wound. Neither does the man react to the pain other than to laugh in the face of the archon, "Foolish pup! You're a century too young to kill me!" And with a wave of his hand, green light enveloping it, the archon simply pops out of existence, sent back to it's own plane.

With a hollow, raspy scream, the allip formerly known as Blaith streaks forward, clawed hands outstretched towards Solomon. Unfortunately, the cultist had dodged out of the way of the attacks in the wrong direction and due to the smoke clouding the combatants' vision, the shade's hands wrap around the woman's throat instead of Solomon's, draining the life force from her instead with a raspy sigh from her. Meanwhile, Kuldar begins his familiar Dwarven war chant, inspiring his comrades to keep away from the pointy ends of the weapons and to not stand in the fire. Kilgur meanwhile, shifts anxiously towards where his master wanted him to go, eager to get into the fight, even adding in a bit of a hoof stamping to emphasize it once they come to a halt.

With another cackling laugh, the shaking of the room comes to a crescendo and bolts of blue-black lightning shoot out of the man's fingers and start landing all around the room though oddly enough, avoiding hitting anyone directly. "Join your companions in death and become part of the cause!" There is a bright flash of light as the lightning strikes all at once around the room. As the groups' vision returns to them, they can see movement around the fringe of the room as well as a new rattling noise as some of the skeletons begin to rise; undeath shining blue in their rib cages and eyes.

Temnir jogs forward to the top of the rise, spell on his lips and magic on his fingertips. Seeing the dead rise as he does so, he adjusts his trajectory slightly before letting off a duo of similar rays of fire towards the male cultist. One bolt burns into the man's chest, eliciting a scream of pain while the other misses just over the man's shoulder, singing his robe.


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
12 Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: Full HP
Kuldar: Full HP
Raznik: Full HP
- Hound Archon: Desummoned
Renard: Full HP
Skraag: -3
Solomon: Full HP
Temnir: Full HP

Renard Waywynd
player, 88 posts
Sun 21 Oct 2012
at 05:43
  • msg #299

Re: The Dead Walk in Derevaan: Heldenburg

Cursing his ill luck with the crossbow Renard moves closer to the center of the group, hoping to put a buffer zone between himself and the newly-risen skeletons along the walls.  He was going to have to go on the defensive here and maintain a position that would let him support any of the others as quickly as possible.  He couldn't channel energy as often as a trained cleric, though that ability would be rather helpful at the moment, he planned to save it for healing his injured comrades given that his more powerful healing spells were used up bringing Skraag back from near-death after the earlier conflict with this Blaith's minions.


Move Action: K-15 to I-11
Standard Action: Cast protection from evil

Spells Per Day:
1: 7/7
2: 5/7
3: 0/5

Channel Energy:
4/4

Energy Body/Rounds:
4/7

Skraag
player, 148 posts
50/50 HP
Wis -3
Sun 21 Oct 2012
at 08:04
  • msg #300

Re: The Dead Walk in Derevaan: Heldenburg

Spotting the skeletons raising to 'life' in the area, Skraag mutters a few words in Draconic and a burning aura of flame bursts into life around him.


OOC:
Initiative: 22

Current/Max HP: 47/50
Current AC: 21
 - Touch: 16
 - Flat-Footed: 17
CMD: 17

Target: Anyone
Rolls:


Buffs: (Bonuses from spells, abilities, etc.)
        7/7 Rnds, 2d6+3 Fire damage to anyone adjacent
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast "Elemental Aura"
 - Move: to N/A
 - Free:

Solomon
player, 192 posts
Suli
Paladin
Sun 21 Oct 2012
at 16:51
  • msg #301

Re: The Dead Walk in Derevaan: Heldenburg

Solomon yanked on Cho'kobo's reins to get it to move a little closer to Blaith.

The Axe Beak, shaken by the fire, smoke, smell of the undead, and the shear chaos of battle snapped wildly at anything that moved even shadows.  Smoke split from the sides of its mouth as it snapped down on foul smelling air.

Solomon couldn't risk to lose focus, however.  He swung the flaming Pelor's Thumb with deadly intent this time knowing just how dangerous Blaith could be.  He hoped the magic of Pelor's Thumb would tear apart the ghostly form of the spirit.

Free 5' step to close within melee range of Blaith (no AoO). Full Attack.
10:34, Today: Solomon rolled 4 using 1d6. fire damage 2.
10:34, Today: Solomon rolled 13 using 1d10+6. damage 2.
10:33, Today: Solomon rolled 5 using 1d6. fire damage 1.
10:33, Today: Solomon rolled 9 using 1d10+6. damage 1.
10:32, Today: Solomon rolled 20 using 1d20+8. Solomon attack 2.
10:32, Today: Solomon rolled 27 using 1d20+13. Solomon attack 1.
10:30, Today: Solomon rolled 12 using 1d20+11. cho'kobo attack.

Raznik Tayn
player, 209 posts
Human Desert Nomad
Sun 21 Oct 2012
at 22:01
  • msg #302

Re: The Dead Walk in Derevaan: Heldenburg

Watching his summon being swept aside as if it wasn't there, Raznik glances about at the rising skeletons, and prepares to cast a spell. The trivial way in which the blue eyed man had dismissed the archon was troubling, but his eyes roam the room, as his brain works.

If any skeletons approach the others, he will finish summoning 1 celestial auroch close enough for it to trample the offending creature.

17:52, Today: Raznik Tayn rolled 1 using 1d3. Number of Summoned Aurochs.
17:53, Today: Raznik Tayn rolled 14 using 2d6+9. Trample damage.

DM Visceri
GM, 580 posts
the Heavyhanded
the Bringer of Loot
Thu 25 Oct 2012
at 02:27
  • msg #303

Re: The Dead Walk in Derevaan: Heldenburg

The skeletons begin to rise from their resting places along the outskirts of the room, picking up their weapons and missing limbs as they do so. A good number of them are wearing little to no armor and are equipped solely with basic swords or pickaxes while a couple are a bit better armored and carry bows. The archers fire their weapons and while Solomon deflects the one shot at him with his tetsubo, the one aimed at Kuldar misses completely. Having blocked the arrow high, Solomon channels his golden flames down the length of Pelor's Thumb, giving the weapon a reasonable connection to its namesake, and swings it completely through the spectre's countenance, severing it into two parts that swirl violently away from the paladin before coalescing once again into an equal parts surprised and furious Blaith.

"No, no, no, no, NO!" he screams in a shrieking voice as he begins gesturing wildly with his hands, magic seemingly pouring out of his hands and falling to the ground in dark clumps, covering the large bones below him. The more substance that begins to fall from Blaith's hands, the more the allip seems to disappear until even his head and eventually his arms and hands all succumb to the transmutation.

The two cultists aren't content to just sit around idly either though. As Blaith disappears, they begin casting anew. The cultist currently attempting to dodge Cho'kobo takes a step back, makes a hand gesture, and promptly disappears while the male caster finishes his spell and sends a searing beam at Temnir in retaliation. The ray hits him full force and sets his clothes on fire temporarily until the sorcerer bats them out quickly, gasping at the pain. The remaining skeletons also press their attack on various group members though their slow shambling and their rickety construction keeps them from doing any real harm. Having just dodged the attack aimed at Temnir, Kuldar sees an opportunity to take out a skeleton that was shambling its way towards the casters so with an enthusiastic lunge from Kilgur and a swing of his war hammer, the two dispatch the undead easily.

Seeing the skeleton coming up behind Renard who seemed to be unaware of it, Raznik casts quickly, summoning a gleaming white auroch whose horns spiraled out from its body in quite the offensive manner and sent it charging at the offender. It never stood a chance. Lowering its horns, the impact sends shards of bones flying everywhere and even gets the shortsword it had been wielding stuck in the cavern wall. Renard, surprised at the noise behind him, he nods in thanks to the summoner and moved forward to better support the group should the need arise.

As he surveys the battlefield, the point where the green dart had hit him flares up and burns once again, causing him to grasp the wound for a moment before the pain dulls back down to a bearable throbbing. Muttering a few words in Draconic as he sees there are more foes around him than he would like, an aura of flames surrounds Skraag , causing Temnir to shy away slightly from the heat and the flames that had almost begun to lick at his wraps, the scorching from the cultist still fresh in his mind. Beginning his own spell, Temnir spies the closest skeletons and sends a flurry of arcane missiles at them, two missile per, each entering an eye socket and destroying them outright. "Doesn't seem like the smaller ones are much of a challenge." Turning to the blue eyed man, Temnir shrugs, "Why even bother with such weak minions? You underestimate us!" The man simply laughs and raises his hands, "So be it!" he announces almost joyfully as the ground begins to shake with a force that makes the earlier trembling feel insignificant by comparison. As the shaking continues, new skeletons rise from their resting places, these Having fallen to the ground at the shaking, Temnir looks up, annoyance at himself on his face, "Well, shit."


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
12 Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: Full HP
Kuldar: Full HP
Raznik: Full HP
Renard: Full HP
Skraag: -9
Solomon: Full HP
Temnir: -14 HP

Skraag
player, 149 posts
50/50 HP
Wis -3
Thu 25 Oct 2012
at 05:51
  • msg #304

Re: The Dead Walk in Derevaan: Heldenburg

With his allies now cluttering up the battlefield, Skraag can't freely use his breath weapon any longer. He mutters a few more words in Draconic and spits out another glowing ember of flame. It flies across the room, expanding as it goes till it forms a three foot ball of flame. Concentrating, Skraag rolls it right up against the blue eyed creatures legs burning it.

OOC:
Initiative: 22

Current/Max HP: 41/50
Current AC: 21
 - Touch: 16
 - Flat-Footed: 17
CMD: 17

Target: Anyone
Rolls:
01:49, Today: Skraag rolled 12 using 3d6+3. Fire Damage; Reflex DC=16 for 1/2.



Buffs: (Bonuses from spells, abilities, etc.)
        6/7 Rnds, 2d6+3 Fire damage to anyone adjacent
        7/7 Rnds, 3d6+3 Flaming Sphere
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast "Flaming Sphere"
 - Move: to N/A
 - Free:

This message was last edited by the GM at 06:50, Sun 28 Oct 2012.
Solomon
player, 194 posts
Suli
Paladin
Thu 25 Oct 2012
at 18:23
  • msg #305

Re: The Dead Walk in Derevaan: Heldenburg

Cho'kobo kicked out behind him with a giant clawed foot causing the creature behind him to double over; he then spun around and snapped down in an attempted to sever vertabra issuing a squawking honk as he did so.

Solomon, looking around and seeing skeletons starting to surround him, raised his left hand palm open and reaching for the ceiling.  His mouth moved in silent prayer and the charm around his wrist began to glow.  As he finished his prayer his hand clenched into a fist and a halo of golden light exploded outwards from the charm slamming into all the undead nearby.

12:13, Today: Solomon rolled 13 using 4d6. Channel Positive Energy to harm undead.  Will DC17 for half (30' radius)
12:13, Today: Solomon rolled 19 using 2d6+9. Cho'kobo damage.
12:12, Today: Solomon rolled 20 using 1d20+11. Cho'kobo attack.

Raznik Tayn
player, 210 posts
Human Desert Nomad
Fri 26 Oct 2012
at 02:51
  • msg #306

Re: The Dead Walk in Derevaan: Heldenburg

As the ground shakes beneath his feet, Raznik staggers slightly, but begins casting once more. As the energy is released, nothing seems to happen for a few seconds, before the earth behind the undead nobleman warps, becoming a humanoid stone being, with boulders for fists, which promptly swing towards him, following through the attack, aiming for the skeleton next to him. As the attack completes, it sinks back into the earth, vanishing from sight.

Meanwhile, the rampaging auroch charges through the nearest skeleton, head lowered, a booming below issuing from its maw.

Summon a medium earth elemental in I3, which Slams the noble, cleaving to the neighbouring skeleton, before 5' stepping directly downwards.

22:47, Today: Raznik Tayn rolled 20,15,16,18 using d20+8,d8+13,d20+8,d8+13. Cleaving Power Attack Slam x2.

Auroch moves to M9-N10, trampling the skeleton in between.

22:49, Today: Raznik Tayn rolled 14 using 2d6+9. Trample damage.

Renard Waywynd
player, 89 posts
Fri 26 Oct 2012
at 04:03
  • msg #307

Re: The Dead Walk in Derevaan: Heldenburg

Renard holds his place, thankful that he has a large number of allies to keep him safe.  Flipping his crossbow on its sling around to his back he draws his morningstar and adopts a defensive posture to remain aware of any incoming attacks, "Be sure to call to me if you need healing!  If anyone goes down I will be there as quickly as I am able!"


AC 24 (26 vs. Evil)
Touch 19 (21)
FF 21 (23)

Move Action: Switch crossbow for morningstar.
Standard Action: Total Defense (+4 AC)

Spells Per Day:
1: 7/7
2: 5/7
3: 0/5

Channel Energy:
4/4

Energy Body/Rounds:
4/7

Protection from Evil:
69/70
(+2 AC, +2 on saves, Will negates DC 16)

Kuldar Balak
player, 156 posts
Story Points: 1
Fri 26 Oct 2012
at 04:05
  • msg #308

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar kept his balance when the ground began shaking, but the number of undead springing forth was beginning to worry him. He ceased concentration on his Bardic prowess, letting the lingering effects wash over his allies as he readied himself to do what Dwarves did best, fight.

21:02, Today: Kuldar Balak rolled 31,9 using d20+13,d10+7. D. Waraxe vs F3
21:04, Today: Kuldar Balak rolled 14,15 using d20+8,d8+14. Kilgur Gore(PA) vs F3.

If the target dies before either of these, Kuldar's focus will be handling the Cultist at E6, charging if possible(for +2 attack on he or Kilgur's attacks)

DM Visceri
GM, 584 posts
the Heavyhanded
the Bringer of Loot
Sun 28 Oct 2012
at 11:31
  • msg #309

Re: The Dead Walk in Derevaan: Heldenburg

The newly raised skeletons wear no armor but their bones have a somewhat metallic gleam to them and are black as the cavern wall around them, but this isn't the only thing that makes them hard to see. It seems that whatever experiment had been done on the grey render and that Raznik had been subjected to had also been applied to these undead as well. As they move forward towards their respective targets, they seem to phase in and out of reality, almost as it they aren't walking, simply teleporting from one place to another. During one of these jumps, suddenly a pair of black short swords appear in their hands, their glowing red eyes reflecting off of the steel, giving the swords an eerie glow. The one raised behind Solomon takes both of his swords and slashes the man's back with a dual attack that leaves Solomon in pain and feeling weary. Sensing his master's pain, Cho'kobo kicks out behind him, catching the skeleton and pushing it away before turning around and using his beak to snap a few ribs, missing the vital vertebrae he had been aiming for. The other three split up and go after Kuldar and Renard, hits scored on both of the living though the main injuries are to their strength instead of their bodies. Unlike their more impressive counterparts, neither the footman skeletons nor the archers find any purchase in any of their attacks.

Not satisfied with the amount of fire currently in the room from his doing, Skraag breathes another globe of fire and sends it hurtling towards the Blue Eyed Man where it bounces once and lands at the man's feet, flames licking at his dry robes and charring his rancid skin. Staring the kobold down, the man speaks "It's a battle of magic you want? Then magic you shall have!" Extending a bony finger from under his robes, the man shoots out five green and black shards of what look like ice that weave around Renard and slam into Skraag's chest. "Take it all!" he almost screams jovially as even quicker this time, he snaps his wrist forward and another set of missiles join the first, producing open wounds in the kobold's torso now.

Having finally recovered his composure from being slashed in the back, Solomon can see that the undead that were closing in were going to be a problem if he didn't take care of them quickly and efficiently. Extending his left palm in the direction of the sky, his charm begins to glow and upon his fist clenching, a blast of holy energy erupted forth, smiting the smaller skeletons right out, their existence erased quick enough to make those who had blinked at the wrong time question their previous existence at all. The others were noticeably damaged, except for the Blue Eyed Man who seemed nearly unaffected by the holy energy…nearly.

As Solomon's holy energy fills the room, the cultist that had disappeared suddenly comes back into view, shielding her eyes from the brilliance just a few feet away from where she had been. The other cultist runs over to her, nods quickly, and they both turn in Renard's direction and begin to cast. As they do though, it seems that the oracle is not their intended target. Instead, the giant set of bones in front of them begins to rattle and the ground around it begins to break apart, Blaith's ectoplasm seeping through the cracks it creates. The spell the two weave seems to take some toll on them as the strain is plain on their faces and they begin to sweat profusely, though that could just be from standing so close to Skraag's flaming sphere.

In a stunning display of mastery over extra planar creatures, the ground behind the Blue Eyed Devil shakes for a moment before an earth elemental, stony fists already moving in for the attack, erupts from the floor and in a flurry of stone pummels the noble's head with one hand and causes the archer skeleton's ribcage to explode in every direction as it's head rolls down the incline; the only thing left relatively intact. The nobleman whirls around but by then, the elemental has already disappeared from sight, becoming one with the ground once again which prompts a loud curse from the man. Simultaneously, the previously summoned auroch charges headlong with a loud cry, and although it successfully tramples the skeleton underfoot and knocks it prone, the undead scores a hit on its underside with one of its short swords.

"Be sure to call to me if you need healing!  If anyone goes down I will be there as quickly as I am able!" Renard calls out as he switches out his crossbow for his morningstar and adopting a defensive position after taking the hit from the black skeleton. Luckily the auroch seemed to have come to his rescue so he would likely have a few seconds to prepare to fight or flee from it should he need to.

Kuldar and Kilgur had their hands full to say the least. Aside from the spell casters, the duo seemed to be fighting with two of the deadliest combatants currently on the field. The dwarf had already taken a couple of slashes from one of the skeletons and he had no interest in making a repeat of that. Bringing back his war hammer, he swings for the head and connects with a solid 'thump.' This seems to only anger the skeleton as it jerks what would normally be a broken neck back into place and renews its attempt to take the pair's life. Kilgur adds in his two cents on the matter but has his tusks deflected by a cross block by the other skeleton.  Hoping to help him, leaving the cultists to their magic grudgingly, Temnir moves to near point blank range and blasts the skeleton with a duo of blue rays of fire. "I'm running out of those quickly Kuldar!" While his rays are still firing, Temnir looks over his shoulder to Raznik who looks to be concentrating furiously and as such hasn't moved since the start of the battle, havinging chained summon after summon. "Raznik, can you deal with the cultists? I fear for what they are trying to achieve!"


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
12 Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: Full HP
Kuldar: -6 HP + -6 STR
Raznik: Full HP
- Celestial Auroch: -5 HP + -3 STR
- Medium Earth Elemental: Full HP
Renard: -4 HP + -3 STR
Skraag: -28 HP
Solomon: -6 HP + -4 STR
Temnir: -14 HP

Solomon
player, 196 posts
Suli
Paladin
Sun 28 Oct 2012
at 18:20
  • msg #310

Re: The Dead Walk in Derevaan: Heldenburg

Cho'kobo seemed uninterested in the dark clerics' chants or the flaming blue wizard.  It had already tasted its prey once and seemed determined to snap its backbone, thus finishing it off for good.  The giant bird's head thrust forwards, past the rib it had just snapped and into the actual rib cage.  It twisted its head back and forth trying to open its beak wide enough to snap at the backbone.

Solomon, on the other hand, took two swings for the black skull.  His swings leaving firey-blue serpentine auras lingering in the air above his head.  He couldn't afford to switch enemies until this abomination was dispatched.  He spared a worried glance towards the dark clerics.  "Don't let them finish their spell!  Someone cut the devil's tongue from the heads!"

Skraag had been hit hard by two spells and Solomon worried if he were out of the fight or not.  "Skraag, use that dragon's breath you keep bragging about!  Worry not if I'm in the way!"  Though Solomon fear painful blisters and the smell of charred flesh as much as the next guy, he knew he had a certain tollerance to it that most human's lacked.

Attacks all aimed at N8 skeleton.  Adjusted for Stregth loss after the rolls.
12:06, Today: Solomon rolled 5 using 1d6. fire damage 2.
12:06, Today: Solomon rolled 14 using 1d10+6. damage 2.
12:05, Today: Solomon rolled 14 using 1d20+8. attack 2.

12:05, Today: Solomon rolled 6 using 1d6. fire damage 1.
12:05, Today: Solomon rolled 8 using 1d10+6. damage 1.
12:05, Today: Solomon rolled 19 using 1d20+13. attack 1.

12:04, Today: Solomon rolled 12 using 2d6+9. Cho'kobo damage.
12:03, Today: Solomon rolled 15 using 1d20+11. Cho'kobo attack.

This message was last edited by the GM at 19:10, Sun 28 Oct 2012.
Raznik Tayn
player, 211 posts
Human Desert Nomad
Mon 29 Oct 2012
at 00:45
  • msg #311

Re: The Dead Walk in Derevaan: Heldenburg

Raznik's concentration falters slightly as Soloman's light bursts forth, and the celestial auroch vanishes from the room. Regaining his composure, he hears Temnir's request. "I will try." He calls back, though suspecting that his actions will come too late. Calling out in the language of the earth, he commands the elemental, which after a few moments emerges before the cultists, swinging its mighty fists through the air once more, this time remaining in view.

In the meantime, he scans the room, moving slightly closer to the action, so as to get a better view of the battlefield. Calling out to Renard as he goes. "I suspect our draconic friend would appreciate some of your healing magic."

Move the elemental to I7, emerging diagonally up (20' move).
Attack I6, cleave to J6.

20:43, Today: Raznik Tayn rolled 14,19,16,17 using d20+8,d8+14,d20+8,d8+14. Cleaving Power Attack Slam x2.

Raznik moves to E13.

Renard Waywynd
player, 91 posts
Mon 29 Oct 2012
at 01:51
  • msg #312

Re: The Dead Walk in Derevaan: Heldenburg

He stifles a groan, feeling physically weaker due to the skeleton's hit.  The presence of the auroch is more than welcome, and he backs off towards Kuldar, keeping everyone but Solomon and his axebeak within range as he begins to channel healing energy.  After a few seconds of concentration a healing wave of light pulses outward, the energy fading out only after it passes through everyone within 30 feet of him.  He could only guess that those injured by the undead were suffering a similar weakness to him.  He'd have to do something about that...

AC 24 (26 vs. Evil)
Touch 19 (21)
FF 21 (23)

Free Action: I-11 to H-11
Move Action: H-11 to G-11
Standard Action: Channel healing (Roll:
18:49, Today: Renard Waywynd rolled 14 using 4d6. Channel Energy - healing.)

Spells Per Day:
1: 7/7
2: 5/7
3: 0/5

Channel Energy:
3/4

Energy Body/Rounds:
4/7

Protection from Evil:
68/70
(+2 AC, +2 on saves, Will negates DC 16)

This message was last edited by the player at 20:33, Mon 29 Oct 2012.
Skraag
player, 150 posts
50/50 HP
Wis -3
Tue 30 Oct 2012
at 04:26
  • msg #313

Re: The Dead Walk in Derevaan: Heldenburg

Hearing Solomons call for more aid from him, Skraag moves forwards and breaths out a blast of fire at the undead, catching the blue eyed creature and as many of it's minions as he can catch in it's blast.

His flaming sphere continues to burn.

OOC:
Initiative: 22

Current/Max HP: 36/50
Current AC: 21
 - Touch: 16
 - Flat-Footed: 17
CMD: 17

Target: Blue eyed undead
Rolls:
Sphere=00:01, Today: Skraag rolled 13 using 3d6+3. Damage.
Breath=00:07, Today: Skraag rolled 22 using 6d6+3. Fire breath, DC 17 reflex for half.

Buffs: (Bonuses from spells, abilities, etc.)
        5/7 Rnds, 2d6+3 Fire damage to anyone adjacent
        6/7 Rnds, 3d6+3 Flaming Sphere
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast "Flaming Sphere"
 - Move: to H-8
 - Free:

This message was last edited by the GM at 22:52, Tue 30 Oct 2012.
Kuldar Balak
player, 157 posts
Story Points: 1
Tue 30 Oct 2012
at 19:38
  • msg #314

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar growls as he feels his strength being sapped, these skeletons were far more dangerous then he had assumed...he'd have to remember that in case he ever saw something like this again. Kuldar watched the Cultists erupt in a glorious blaze, Skraag's breath was truly something to be wary of.

Kuldar brings himself back to the immediate threat, and quickly decides that his axe was just not going to cut it against these skeletons. "Kilgur, attack them!" He called out sliding from his saddle and letting his weapon drop to the side. "Alright lad, this oughta fix ya up." He assures Temnir as his hand alights with a warm light and mends some of the Wizard's wounds.

12:30, Today: Kuldar Balak rolled 8 using 1d20+6. Fast Dismount(DC 15).
12:31, Today: Kuldar Balak rolled 5 using 2d4. Gallant Inspiration: Ride
17:48, Today: Kuldar Balak rolled 10 using 1d8+5. CLW -> Temnir.

Free: Attempt to fast dismount(failed)
Immediate: Cast Gallant Inspiration for ride check
Move: Dismount to E11
Free: Drop Dwarven Waraxe
Standard: Cast Cure Light Wounds on Temnir

Kilgur
Free: 5ft step to E10
Standard: Gore the more damaged skeleton

12:38, Today: Kuldar Balak rolled 23,21 using d20+10,d8+18. Gore(forgot heroism last round).

This message was last edited by the player at 00:51, Wed 31 Oct 2012.
DM Visceri
GM, 587 posts
the Heavyhanded
the Bringer of Loot
Wed 31 Oct 2012
at 08:38
  • msg #315

Re: The Dead Walk in Derevaan: Heldenburg

With all of the footman soldiers having been wiped out in the subsequent attacks, the two archers make for safer havens while lining up another set of shots which bounce off of Solomon's armor and Cho'kobo's barding respectively. The black skeletons engaged with Kuldar, Kilgur, and Temnir move strategically, playing off one another in order to get an advantage on the pair, temporarily separating them and flanking the dwarf and his mount. Luckily, it seems that Kuldar had been expecting something like this and brandishes his weapon to parry one attack and kicks the other away as he attempts to hop out of Kuldar's saddle, causing the maneuver to take on a completely unexpected degree of complexity. "Kilgur, attack them!" Not hesitating, the boar lunges out with its tusks and hooks one of the skeleton's ribcage with a tuck, pulling until its sternum popped and the entire skeleton began to crumble. The skeleton that had been trampled and knocked prone by Raznik's summoned auroch looks like it's going to attack the beast until it suddenly poofs out of existence at which point the undead looks to Renard though his feeble attempt at an attack cannot breach the holy warrior's defenses.

The one recovering from the vicious attacks from both Solomon and Cho'kobo recovers enough to give its attack another go though with it's vertebrae nearly severed, it is a feeble attempt and a swing from Solomon's tetsubo, fiery-blue serpentine aura trailing behind it, smashes the blade out of the way as well as puts a mighty crack in its skull. Cho'kobo reaches out with its beak once again and clamps on to the skeleton's spinal cord, the second swing from Solomon's battering-ram-of-a-weapon connecting again with the top of the skeleton's head, sending shards of blackened bone clattering to the floor in several directions. His immediate foes slain, he turns his attention to the cultists and those more fit to deal with them immediately. "Don't let them finish their spell!  Someone cut the devil's tongue from the heads!" Seeing Skraag free from opponents and scanning for a target, the paladin attempts to fixate the small spitfire on them. "Skraag, use that dragon's breath you keep bragging about!  Worry not if I'm in the way!" "I will try as well," Raznik says as he moves forward to get in range for an attack though is slower than Skraag at taking initiative.

With skeletons in between him and his target, the kobold dashes through the flurry of bones and steel unscathed and quickly spits out a stream of flame from his mouth, once again engulfing the back half of the room in flames. The skeletal archer unlucky enough to remain in the trajectory is immediately turned into a conflagration and falls apart into a charred pile of what once resembled bones and armor; it's bow completely consumed in the blast. The blue eyed man takes the brunt of the attack on top of the already burning sphere at his feet that flares up at the contact with the new source of fire, damaging him and his attire further. As for the cultists, arguably the main aim of the attack, the one closest to the kobold ignites and begins screaming in excruciating pain, dropping to the ground and rolling around frantically. The action is futile though and soon enough he succumbs to the flames and turns into a burning pile, unmoving. The other caster, however, takes the full force of the attack but still manages to keep her feet. While unable to dodge out of the way, she was close enough to the fringe of the attack to keep from igniting. Her flesh seared and peeling off in multiple places, her spell lost, and her will broken, she drops to her knees, places her head in her hands, and begins wailing in pain and hopelessness.

"I suspect our draconic friend would appreciate some of your healing magic," the summoner suggests to Renard as he moves closer. Seeming to agree with the prognosis, the oracle moves back from the skeleton slightly and releases a burst of holy energy that envelops his allies, stitching wounds and staunching bleeding. Hearing Raznik, Kuldar turns to Temnir and quickly, a spell leaves his lips and a green light encompasses his hands before administering aid to the robed man. "Alright lad, this oughta fix ya up." Nodding in thanks, Temnir runs a wide arc around the nearby skeleton out of reach of its blades and tries to get a line on the nobleman though currently the flames obscure his vision of the man so casts a spell on himself instead.

Surveying the battle and seeing that Skraag made short work of the cultist duo Raznik frowns to himself as his earth elemental had already moved in position to make the final blow. The opportunity is taken from him regardless though as a roiling black and purple sword suddenly thrusts through the woman's neck before ripping out sideways and leaving her half-decapitated in a puddle of her own blood on the floor. "Must I do every trifling thing myself?" The Blue Eyed Devil muses aloud with an almost melancholy tone, bringing his hand to his head in an exasperated manner. Pointing to the ground where the cultists had been directing their magic, he calls out suddenly in an aggressive manner, "And shade! Stop lingering around and fulfill your bond!" The roiling sword seems to then extend and enter the ground, causing the stirring bones to immediately burst forth in what looks like the death motions of an extremely large creature, the purple ectoplasm from Blaith's demise wrapping around the bones and being absorbed by them, discoloring them to that of a bad bruise.

What raises itself from the ground is a terror the likes that the group has yet to encounter thus far. The sheer enormity of the skeletal construct is terrifying to behold, it's two hands ending in massive claws black as night, it's skull contorted in an image of rage. As it lifts itself out of the ground fully, it stands near fifteen feet tall though it hunches itself over slightly, it's arms bent slightly with its claws outstretched, looking for its first prey. To make matters worse, the farther out of the ground it makes it, the more it's body begins to flicker in and out of reality and distort. The worst part, however, occurs when it opens its mouth full of razor sharp teeth and a familiar, yet slightly distorted voice emerges, "Yes, yes, bring to zero now. All shall die. All shall die. ALL SHALL DIE."


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
13 Giant Skeleton / Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: Full HP
Kuldar: Full HP + -6 STR
Raznik: Full HP
- Medium Earth Elemental: Full HP
Renard: Full HP + -3 STR
Skraag: -14 HP
Solomon: -6 HP + -4 STR
Temnir: Full HP

This message was last edited by the GM at 01:37, Sun 04 Nov 2012.
Solomon
player, 197 posts
Suli
Paladin
Wed 31 Oct 2012
at 21:20
  • msg #316

Re: The Dead Walk in Derevaan: Heldenburg

Free Action
Did that blue eyed creature just call out to Blaith?  Solomon could have sworn he dispatched the spirit.  He looked at the creature that was being risen as the black goo that was once Blaith was absorbed into it.  He was trying to puzzle out just what was going on.

15:17, Today: Solomon rolled 23 using 1d20+4. monster lore.
Kuldar Balak
player, 162 posts
Story Points: 1
Thu 1 Nov 2012
at 07:35
  • msg #317

Re: The Dead Walk in Derevaan: Heldenburg

00:31, Today: Kuldar Balak rolled 21 using 1d20+15. Monster Lore.

I'll just let Solomon handle this one :p


Kuldar wracked his brain, he had already lost the chance to gain the edge on the blackened skeletons, so he was not willing to let this new foe's summoning go unobserved. It seemed the Blue Eyed Devil had taken what remained of Blaith and used it to fuel the creation of some new and dangerous creature...showing signs of the same modification the Gray Render had made advantageous use of.
Solomon
player, 201 posts
Suli
Paladin
Thu 1 Nov 2012
at 18:11
  • msg #318

Re: The Dead Walk in Derevaan: Heldenburg

"So you still exist Blaith.  You trickster!  I will wipe you from this plain you black-snotty retch!  And your master is next!"

After the fight with the ealier creatures he knew that only half his attackes were going to make contact with the beast.  That meant he would have to hit twice as often and twice as hard.  "Pelor guide my hand," he mutterred.  He nudged Cho'kobo forward with a tap of his heel.  He then let the flaming tetsubo rain down upon the giant as it tried to stand from the dark earth it had clawed its way out of.

5'step towards Blaith/skeleton.  Calculations may need to be tweeked.
Damage done by smite attacks ignore DR.
+4 AC vs Blaith

Damage 2: 16 +6 (fire) = 22
Solomon attack 2 = 28
Damage 1: 12 +6 (fire) = 18
Solomon attack 1 = 25.

Cho'kobo damage = 17
Cho'kobo attack = 25.

This message was last edited by the GM at 05:03, Sun 04 Nov 2012.
Renard Waywynd
player, 95 posts
Thu 1 Nov 2012
at 20:49
  • msg #319

Re: The Dead Walk in Derevaan: Heldenburg

Stepping towards Kuldar again Renard can see the Bard's movements are even more sluggish than his own.  He raises a hand, a weary smile on his face as he approaches, "Keep up the good fight, we would not have made it this far without you," he says before muttering the words and making the gestures to cast lesser restoration on the dwarf.  Unfortunately the magic isn't quite as effective as he would have liked.

Free Action: 5 ft. step to F-12
Standard Action: Cast lesser restoration (Roll:
13:48, Today: Renard Waywynd rolled 1 using 1d4. Lesser Restoration.)

Kuldar Balak
player, 164 posts
Story Points: 1
Thu 1 Nov 2012
at 21:49
  • msg #320

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar gave a nod of thanks to Renard, feeling slightly relieved. "I appreciate it lad, but save yer magic for the others- now's not the time for me to be a Dwarf, right now I gotta be a Bard." He gave a smile before raising both hands and calling out toward Solomon. "Why don't you and yer bird show this Undead scum what Righteous Fury really feels like?" Kilgur halts his attack for a moment as Kuldar climbs back on, feeling his armor was still weighing him down a bit. The Boar then delivers another powerful Gore to the nearest skeleton, looking up at the new foe with some visible hesitation.

Standard: Cast Rage on Solomon and Cho'kobo(6 rounds; +2 Strength/Constitution, +1 Morale bonus to Will saves*, -2 AC)
Move: Get back on Kilgur

Kilgur
Standard: Gore G-10/Total defense if that skeleton is dead by Kilgur's Init.
Free: 5ft step to G-9, G-10 if that skeleton is dead.

14:49, Today: Kuldar Balak rolled 12,23 using d20+10,d8+18. Gore vs G-10.

Skraag
player, 153 posts
50/50 HP
Wis -3
Fri 2 Nov 2012
at 05:09
  • msg #321

Re: The Dead Walk in Derevaan: Heldenburg

Skraag mutters a couple words of draconic and breaths out another blast of flame, taking in the big black skeleton and the blue eyed creature again.

OOC:
Initiative: 22

Current/Max HP: 36/50
Current AC: 21
 - Touch: 16
 - Flat-Footed: 17
CMD: 17

Target: Blue eyed undead
Rolls:
00:53, Today: Skraag rolled 18 using 3d6+3. Sphere Damage.
00:52, Today: Skraag rolled 20 using 4d6+6. Fire Damage,DC-16 reflex.

Buffs: (Bonuses from spells, abilities, etc.)
        4/7 Rnds, 2d6+3 Fire damage to anyone adjacent
        5/7 Rnds, 3d6+3 Flaming Sphere
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Cast"fire breath"
 - Move: to
 - Free:

This message was last edited by the GM at 21:52, Sat 03 Nov 2012.
Raznik Tayn
player, 214 posts
Human Desert Nomad
Sat 3 Nov 2012
at 21:02
  • msg #322

Re: The Dead Walk in Derevaan: Heldenburg

Standing his ground, Raznik watches the giant rise from the dead. With a swing of his arm, he lets forth a bullet from his sling, and reloads. Meanwhile the elemental watches the enormous creature rise before it, impassively. It swings its great fists, aiming to take out the legs of the great beast, before taking a step backwards.

Raznik fires a sling bullet at the Blue Eyed Devil and reloads.

16:58, Today: Raznik Tayn rolled 20,5 using d20+6,d4+2. Sling vs BED.

Elemental attempts to trip Blaith, provoking an AoO, then 5' steps to H7.

17:00, Today: Raznik Tayn rolled 12 using 1d20+9. Trip vs Blaith.

DM Visceri
GM, 591 posts
the Heavyhanded
the Bringer of Loot
Sun 4 Nov 2012
at 12:11
  • msg #323

Re: The Dead Walk in Derevaan: Heldenburg

Shambling to its feet, the skeleton that had its eye on Renard moves in to threaten the oracle, attempting to get itself back together before attacking. The other on has no such reservations. With a battle boar in front of him seeming a little threat, the fire of the kobold burning his back and his master seemed to be more of the real problem. Turning his back on Kilgur, he takes both his swords and thrusts them at Skraag's back. Having decent reflexes though, the sorcerer notices the movement behind him and is able to twist out of the way of one of them though the second makes contact and enters his side! The final archer still standing once again makes his way up the incline and fires off a quick arrow that takes Solomon unaware and embeds itself shallowly in his leg though the paladin rips it out easily enough.

Skraag, doing his best to shake off the hit, mutters the line in Draconic again and manages to release another wave of superheated flames at the enemies before him. The unlucky archer who had just moved up to take advantage of Solomon is instantly fried along with the remains of the two cultists. The Blue Eyes Devil takes the blast head on once again but the flames seem to bend around Blaith's form for the most part, only slightly charring the giant skeletal frame. Luckily, he doesn't incur the wrath of the enemies who surround him as he does so even though his aura of flames continues to lick at their bones. To make matters even worse for his enemies, his fiery sphere rolls back underneath the nobleman at his command to continue it's damage.

Renard takes a step back from his aggressor towards Kuldar and lays a hand on the dwarf's shoulder, his hand emenating a soft green light. "Keep up the good fight, we would not have made it this far without you." "I appreciate it lad, but save yer magic for the others- now's not the time for me to be a Dwarf, right now I gotta be a Bard." In the meantime, Kilgur takes the time to try and skewer the skeleton again but comes up with nothing as it blocks his tusks with his own swords. He moves to try and flank him but misjudges the range of Skraag's aura and accidentally burns himself and Kilgur who had gotten back on his back in the process.

Out of the attacks delt him thus far, it seems Blaith takes offense to the fire the most and lashes out with both of his claws at the small kobold, each ripping large gashes out of him, leaving Skraag a bloody mess; still alive, but barely standing. To add to the effect, it seems that Blaith has kept his ability to suck the vitality out of his victims upon drawing blood.

"Why don't you and yer bird show this Undead scum what Righteous Fury really feels like?" Kuldar shouts out from the other side of the battlefield, spying the paladin suddenly free of targets. Bringing his hands fown from shielding his eyes from the heat of the flames as they just miss him and his mount, he sees Blaith is still mostly unharmed and nods. "So you still exist Blaith.  You trickster!  I will wipe you from this plain you black-snotty retch!  And your master is next! Pelor guide my hand," he finishes off in a mutter as he kicks Cho'kobo into movement and swings the giant tetsubo around twice. The first attack seems to go right through the legbone of the giant and as the second comes around, he is relieved to feel the weighty resistance as the club cracks hard into Blaith. Cho'kobo seems to have Solomon's luck rub off on him and is able to connect as well, chipping away at the place where the paladin's blow had struck with his beak.

Temnir feels like the last of his scorching rays would be well served here and now and wastes no time loosing both rays at Blaith's new host. One sears the giant's face but the other passes through it harmlessly, much to the displeasure of its caster. The earth elemental gets in on some of the action as well, using it's giant stone fists to pummel Blaith's legs, trying to trip him and make him more managable but he finds nothing but a solid resistance and his attempt is a failure. In addition, it seems the giant doesn't take too kindly to the attempt and swings a giant claw backwards, catching the elemental and gouging him badly. Meanwhile, Raznik sees the situation unfolding and quickly decides to fire off a sling bullet towards the nobleman, his guard currently down after Skraag's last attack. The attack doesn't hit but it does cause the man to backpedal clumsily and lose his footing, falling to the ground where the flaming sphere is more than happy to keep him warm.

With that last attack, the visage of the Blue Eyed Devil begins to...distort is the best word to describe it. His face turns from the contortion of pain to one of amusement, pleasure even. Then the cackling laughter begins; the laughter that drows out all the other noise in the room. "GOOD! EXCELLENT! You have exceeded all expectations and passed all bars set for you! I very much look forward to meeting you in person! I expect that day will be entertaining indeed! But for now, show the rest of my minions that you are worthy to do so!" As what apparently has been revealed as a mirror image of the nobleman begins to fade from view into wispy nothingness, bony hands shoot from the ground all around as a new host of skeletons leave their resting places and set their eyes on the group.


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
13 Giant Skeleton / Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: -6 HP
Kuldar: -6 HP + -5 STR
Raznik: Full HP
- Medium Earth Elemental: -14 HP
Renard: Full HP + -3 STR
Skraag: -48 HP + -3 STR + -6 WIS
Solomon: -8 HP + -4 STR
Temnir: Full HP

This message was last edited by the GM at 12:11, Sun 04 Nov 2012.
Skraag
player, 154 posts
50/50 HP
Wis -3
Sun 4 Nov 2012
at 14:10
  • msg #324

Re: The Dead Walk in Derevaan: Heldenburg

Almost out on his feet Skraag tries to get away from the big skeleton, trusting his fire aura to protect him from the smaller ones as he heads towards the cavern wall. He draws his wand as he moves, then braces against the wall. If anything dangerous approaches him, he will breath fire on it, otherwise he will try to heal himself with his wand.

OOC:
Initiative: 22

Current/Max HP: 2/50
Current AC: 21
 - Touch: 16
 - Flat-Footed: 17
CMD: 17

Target: Any undead trying to attack him.

Rolls:
09:09, Today: Skraag rolled 3 using 1d8+1. Wand-Cure Light.
or
09:08, Today: Skraag rolled 9 using 2d6+3. Fire Breath.


Buffs: (Bonuses from spells, abilities, etc.)
        3/7 Rnds, 2d6+3 Fire damage to anyone adjacent
        4/7 Rnds, 3d6+3 Flaming Sphere
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard:
 - Move: to G-8
 - Free:

This message was last edited by the GM at 00:27, Fri 09 Nov 2012.
Solomon
player, 203 posts
Suli
Paladin
Sun 4 Nov 2012
at 18:14
  • msg #325

Re: The Dead Walk in Derevaan: Heldenburg

No prayers were whispered by Solomon this time.  No, instead he let out a battle cry as he was over come with a magical barbarian-like rage.  His swings were more wild.   His only intent seemed to be on smashing the giant Blaith animated skeleton to dust.  For the moment he seemed oblivious to the rising dead around him.  One of his swings was aimed high, for the skeleton's jaw.  He felt if he had to hear the screeching voice of Blaith once more he was going to snap.

Even Cho'kobo let out a mighting honk that reverberated around the cold stone cave walls.  His head thrashed about as if annoyed by the fact that Solomon rode atop him.  Luckily, Solomon still held the reins with one hand and jerked the bird into action.  Once more the bird took out its frustration on the skeletal form in front of it.

Once again forgot to add in my smite bonuses.  So figures below are correct after modifing the die rolls.
11:00, Today: Solomon rolled 4 using 1d6. fire damage 2.
11:00, Today: Solomon rolled 19 using 1d10+14. damage 2.
10:59, Today: Solomon rolled 18 using 1d20+9. attack 2.

10:59, Today: Solomon rolled 4 using 1d6. fire damage.
10:59, Today: Solomon rolled 17 using 1d10+14. damage 1.
10:58, Today: Solomon rolled 27 using 1d20+14. solomon attack 1.

10:58, Today: Solomon rolled 16 using 2d6+9. cho'kobo damage.
10:57, Today: Solomon rolled 22 using 1d20+11. cho'kobo attack.

Renard Waywynd
player, 97 posts
Mon 5 Nov 2012
at 10:15
  • msg #326

Re: The Dead Walk in Derevaan: Heldenburg

Frustrated by his inability to get close to Skraag to properly heal the little devil Renard opts to channel healing energy again, all the while looking for an opening to move in and take away some of the fatigue sapping he and his allies, "I can only provide this sort of healing twice more," here he is obviously referring to the soft golden light that is stitching together his allies' wounds, "I must save it for a dire situation, but I can still heal you if you can get near me!"

AC 20 (22 vs. Evil)
Touch 15 (17)
FF 17 (19)

Free Action: Speak
Move Action: Ready to move if approached by enemy.  If so will attempt to move away to stay within 30 feet of most allies.
Standard Action: Channel healing (Roll:
02:11, Today: Renard Waywynd rolled 15 using 4d6. Channel Energy - healing. )

Spells Per Day:
1: 7/7
2: 4/7
3: 0/5

Channel Energy:
2/4

Energy Body/Rounds:
4/7

Protection from Evil:
66/70
(+2 AC, +2 on saves, Will negates DC 16)

DM Visceri
GM, 596 posts
the Heavyhanded
the Bringer of Loot
Fri 9 Nov 2012
at 01:06
  • msg #327

Re: The Dead Walk in Derevaan: Heldenburg

With the Blue Eyed Devil now gone, the remaining skeletons close in, unrestrained. Arrows fly, swords bounce off steel and bite into flesh as one of the ones attacking Solomon gets a lucky strike in on the paladin, and the two remaining black skeletons redouble their assaults on their imprinted targets. The one fighting Kuldar lands what would have been a devastating blow if it were not for the foresight of protecting himself against the evil that permeated these creatures' existence. Nevertheless, the blade bites into his leg and the accompanying draining of power is fully felt. Renard finds himself in exactly the same situation; a deadly blow blocked partially by the protective magics at play.

After the massive claw attacks Skraag took from Blaith, the kobold slowly limps away from the hulking skeleton, removing a wand from his pack and activating it. The meager healing it provides doesn't do much to stop the bleeding but it's a start. Solomon and Cho'Kobo, the induced rage still overtaking them, both let out roaring battle cries and throw out a flurry of powered attacks. Solomon's tetsubo flails wildly at Blaith's jaw, and Cho'Kobo uses its powerful beak as a spear but all of the attacks seem to pass through the skeletal monstrosity, rather than connect with him. The attacks do have on positive outcome though, at least for Skraag, as Blaith turns to the holy warrior instead, seeing the threat he posed.

Before the giant could get his attack in though, Raznik's elemental threw forth a flurry of blows of his own, landing a hit this time with a loud cracking sound. Raznik chimed in with a bullet from his sling but it ended up being a bit off target and again clattered quietly off of the back wall. Renard also quickly moved away from his aggressor while trying to keep his allies within range as he once again channels his holy light to heal those who have been injured, namely Skraag. "I can only provide this sort of healing twice more, I must save it for a dire situation, but I can still heal you if you can get near me!" Now within range, Renard readies himself to tend to his wounds, even as the flames from the smallest party member's aura burn him slightly.

Dangerous! This one is most dangerous! Must end it! YES! Must end it quickly!" Blaith rambles as he draws back first one claw, and then the other, and delivers a devastating dual of blows that nearly knock the rider off of his mount, leaving him gasping for breath as his armor is caved in in several places, complete gashes in the metal in others.

Meanwhile, Kuldar kicks Kilgur out of the fiery aura while still keeping tabs on the skeleton nearest to him. "Do not let it best you! Ya have the power of righteousness on yer side and cannot be defeated by the likes of it!" The words, specifically meant for Solomon, inspire courage once again into everyone, Kilgur included, who deals the final blow to the annoyance that had been slowly draining his master's strength with each blow. "Back OFF!" Temnir yells as fire explodes from his outstretched hands, charring the two closest skeletal soldiers instantly. The immediate threat to his wellbeing taken care of, Temnir ignores the nearby archer and turns towards Blaith. "Focus your efforts on Blaith! He must be brought down NOW!"


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
13 Giant Skeleton / Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: Full HP
Kuldar: Full HP + -8 STR
Raznik: Full HP
- Medium Earth Elemental: Full HP
Renard: Full HP + -6 STR
Skraag: -30 HP + -3 STR + -6 WIS
Solomon: -34 HP + -4 STR + -5 WIS (Armor gains the broken condition)
Temnir: Full HP

Skraag
player, 156 posts
50/50 HP
Wis -3
Fri 9 Nov 2012
at 05:18
  • msg #328

Re: The Dead Walk in Derevaan: Heldenburg

Skraag takes another step back away from the large skeleton. Feeling a bit better from the healing he's received, he concentrates and rolls his flaming sphere from where the blue eyed creature was to bounce against the big skeletons
legs.



OOC:
Initiative: 22

Current/Max HP: 2/50
Current AC: 21
 - Touch: 16
 - Flat-Footed: 17
CMD: 17

Target: Any undead trying to attack him.

Rolls:

00:13, Today: Skraag rolled 16 using 3d6+3. Sphere Damage.


Buffs: (Bonuses from spells, abilities, etc.)
        2/7 Rnds, 2d6+3 Fire damage to anyone adjacent
        3/7 Rnds, 3d6+3 Flaming Sphere
Debuffs: (Ailments from spells, abilities, etc.)

Actions:
 - Full-Round:
 - Standard: Concentration to move Sphere
 - Move: to F-9
 - Free: Dismiss Flame Aura? (If free)

Renard Waywynd
player, 99 posts
Fri 9 Nov 2012
at 05:37
  • msg #329

Re: The Dead Walk in Derevaan: Heldenburg

Finding himself briefly enveloped in fire was a bit surprising but he goes to work nonetheless, reaching out to the heavily injured dragon as he weaves the magic for a cure moderate wounds spell.  This battle was taking it's toll on his daily available spells.

AC 20 (22 vs. Evil)
Touch 15 (17)
FF 17 (19)

Free Action:
Move Action: Ready to move if enemies approach.
Standard Action: Cast cure moderate wounds on Skraag (Roll: 21:37, Today: Renard Waywynd rolled 18 using 2d8+7. Cure Moderate Wounds.)

Spells Per Day:
1: 7/7
2: 3/7
3: 0/5

Channel Energy:
2/4

Energy Body/Rounds:
4/7

Protection from Evil:
65/70
(+2 AC, +2 on saves, Will negates DC 16)

This message was last edited by the player at 18:10, Fri 09 Nov 2012.
Solomon
player, 205 posts
Suli
Paladin
Fri 9 Nov 2012
at 13:17
  • msg #330

Re: The Dead Walk in Derevaan: Heldenburg

Cho'kobo snapped once more at Blaith's legs.  He then noticed the uncomfortable closeness of the other skeletons.  Without waiting for a signal from Solomon he back peddled a few steps to the right.

The pain of the last attack was obvious.  For a moment Solomon slumped in the saddle trying to regain his composure.  He felt the sticky wetness of blood between his skin and his golden armor.  He felt the firey pain the claws left as they raked his flesh.  He was even short of breath from where the dented armor pressed painfully against his ribs.

The frustration of his attacks passing through Blaith without effects caused him to grit his teeth.  He fought to dispell the rage that clouded his mind.  His situation was dire and he indeed did need a clearer head.  With his head hung low he slowly looked around him, seeing that he was surrounded by the undead.

Solomon would need all of Pelor, not just his thumb.  Rather than raise the tetsubo, he raised his small unassuming pendant and let loose another golden blast of positive energy.

Cancels the Rage spell.  Channel Possitive Energy damage = 16, Will DC17 for half (23 damage for blaith thanks to smite).  AC vs Blaith back to an additional +4.

Cho'kobo takes 5 foot step to the right.
06:14, Today: Solomon rolled 12 using 2d6+7. cho'kobo damage.
06:13, Today: Solomon rolled 28 using 1d20+11. Cho'kobo attack.

Kuldar Balak
player, 166 posts
Story Points: 1
Sat 10 Nov 2012
at 07:29
  • msg #331

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar took a deep breath before once again attempting to dive from his saddle in a hurry- to no avail, likely for the best as he quickly realizes he'd barely be able to walk if it weren't for Kilgur right about now. "Alright lads! Press the attack!" He calls out as he guides his mount closer, hand alight with a warm soothing light that was aiming to decimate a section of this blasted monstrosity.

Free: Attempt fast dismount(fail)
Standard: Cast Cure Moderate Wounds(defensively)

Kilgur
Move: Move to H9(AoO from Blaith)
Standard: Gore Blaith

23:20, Today: Kuldar Balak rolled 11 using 1d20+6. Fast Dismount(DC 20).
23:24, Today: Kuldar Balak rolled 11 using 1d20+8. Defensive Casting(DC17). FFFFFFF-
23:25, Today: Kuldar Balak rolled 6 using 2d4. Gallant Inspiration(?).
So...concentration used to be a skill...is that good enough? If not then I lost my spell and still provoke an AoO for moving.

23:28, Today: Kuldar Balak rolled 12,13 using d20+8,2d8+8. CMW(flank/touch/Inspire +2) vs Blaith.
Will DC 14 halves, though if Gallant Inspiration doesn't apply then this technically never happened.

23:26, Today: Kuldar Balak rolled 16,19 using d20+12,d8+18. Kilgur Gore(flank) vs Blaith.

DM Visceri
GM, 599 posts
the Heavyhanded
the Bringer of Loot
Sun 11 Nov 2012
at 22:50
  • msg #332

Re: The Dead Walk in Derevaan: Heldenburg

Skeletons continue to swing away at Solomon and Cho'Kobo but their weak attacks do nothing but bounce off armor and are batted away by a still somewhat angry axebeak. The archers likewise let off another volley, one arrow catching Temnir once again in the shoulder. "Son of a-" he starts, turning to cast a spell only to be cut off by a roar from Blaith. Turning, a vexed look on his face, he ignores the archer to help bring Blaith down and save his comrades from another one of his impossibly strong attacks.

Meanwhile, it seems some of the nastier skeletons have taken a liking to Raznik and the final black skeleton gets both his short swords to slash the man's arms as he brings them up to defend from the attacks. Staggering back a step, his mind racing for a spell to use to counteract his predicament, he quickly dismisses the current earth elemental from it's assault on Blaith and summons a new one directly in front of him that proceeds to flatten the first skeleton with his giant stone fist and slam his other fist sideways into the black skeleton, sending it flying across the room to bounce off the wall.

His aura of flames still burning, Skraag limps back through the ranks of allies. Noticing now that his aura of flames had been burning friend and foe alike, he dismisses it with a wave of a scaly hand to keep the others from any further damage. After Renard's healing, he feels well enough to take a moment to mentally move the flaming sphere under Blaith and allow it to char the bones a bit though it sees that, at least for the moment, the spell seems to pass through the bones.

"Alright lads! Press the attack!" Kuldar calls out gallantly as he dismounts Kilgur and they both charge Blaith. Solomon, Cho'kobo, and Temnir nod and ready their attacks. Renard throws a quick healing spell on Skraag which earns him the ire of Blaith as he catches a claw in the side, an absolutely crushing blow that the oracle didn't even see coming. The force is so great, it lifts him off his feet and sends him sprawling to the ground a few feet away near Temnir's feet, his spell lost. Quickly stepping in between Renard and Blaith, Temnir looks partially over his shoulder, "Are you ok?!" as he casts his last scorching ray, both landing and charring off a handful of ribs.

As the Dwarf and war boar charge in, their fates are similar, Kuldar being knocked to the ground, the spell on his hands lost to the pain that rips across his abdomen and spiraling to the ground and Kilgur earning a giant laceration to the back which results in an ear piercing squeal of pain from the animal. Rather than run though, he becomes enraged and his tusks drive firmly into a leg bone and twist, snapping it completely in half.

Cho'Kobo snaps out at Blaith's good leg as well and lives up to his existence as an axebeak and cleanly shears the leg off at the knee, sending blaith partially to the ground, propped up by one hand while the other flails at the paladin and mount. Even though his sight was somewhat dimmed and the blood loss was significant, Solomon manages to pull himself together long enough to duck under the attack, pressing himself close to Cho'Kobo's neck, before raising up and locking eyes with the monstrosity who seemed to know what was coming next.

In an unexpected moment of clarity, Blaith speaks without babbling, "You can't win." Grabbing his pendant, Solomon raises a bloodied hand in the air towards Pelor and intones in a deadly calm voice, "We shall see," before the holy light rockets through the mine ceiling with the full blessing of the sun god, an actual hole to the surface melting away reveling the noon sun above them hundreds of feet up. The channeling is much more powerful that ever before, filling the entire room with a blinding white light. The last thing the group sees of the monstrosity is his form superheating to a golden color and exploding into ash.

As the light fades and the dust settles, in the back of the room where the dead robed man's body lies, there hangs a glowing white and gold image of a man with his head hanging down. He doesn't move for what feels like hours as the silence in the room seems to permeate everyone even as all eyes are drawn to him. Finally, as he raises his head, Blaith smiles, "Thank you." As the image begins to fade, he floats over to Solomon and reaches out one finger to touch the man's brow. The paladin's eyes roll back up in his head slightly and he slumps forward into Cho'kobo's saddle. and Blaith disappears, allowed to rest in peace.




Somewhere in the far distance, a man cloaked in torn clothing slowly comes out of his concentration, eyes still closed, and lets out an icy sigh as the downpour of rain bounces off his head. He stands, grabbing his staff from the ground beside him, using it to bring him to his feet. Turning north, he mumbles something under his breath, "Soon," he says, a wicked smile on his voice as he opens his eyes, the cold blue pupils gleaming as lightning strikes above the city below.

(OOC: Story points all around gentlemen! Amazing final push there, I'm really pleased with how that whole battle went down and that means that you are officially done with the Heldenburg Coal Mine! XP will be up shortly as soon as I figure out how many of those skeletons you killed (hint, there were a lot!) and I know most of you will be leveling from it so plan accordingly and we'll get the group on their way to their next adventure!)


Initiative Order
25 Skeletons
22 Skraag
20 Cultists
20 Solomon & Cho'kobo
19 Raznik
15 Renard
13 Giant Skeleton / Blaith's Allip
11 Kuldar
10 The Blue Eyed Devil
  6 Temnir
  2 Kilgur

Overall Party Status (Cumulative)
Cho'kobo: Full HP
Kilgur: -16 HP + -2 WIS
Kuldar: -19 HP + -8 STR + -2 WIS
Raznik: -7 HP + -6 STR
- Medium Earth Elemental: Full HP
Renard: -36 HP + -6 STR + -4 WIS
Skraag: -30 HP + -3 STR + -6 WIS
Solomon: -34 HP + -4 STR + -5 WIS (Armor gains the broken condition)
Temnir: -6 HP

Solomon
player, 207 posts
Suli
Paladin
Mon 12 Nov 2012
at 01:15
  • msg #333

Re: The Dead Walk in Derevaan: Heldenburg

Solomon clasped his head with one hands as he looked around trying to regather his thoughts.  Had the undead truly been defeated?  Or was this some trick of the mind?  He looked towards his companions to see who was still standing and who wasn't.

He slowly lowered himself from the back of Cho'kobo and let out a gasp.  The dented armor pressed painfully on, what he believed to be, a cracked rib.  He passed a hand over a bird-shaped marking on the armor and it magically folded back up into a pendant, only this time, with a crunching snapping sound.  He winced, knowing that wasn't good.  He would have to get that repaired as soon as possible.

He then looked over Cho'kobo, but his feathered companion seemed to have escaped any serious harm.

Unconcerned with the deep gashes in his back he looked to see if anyone was in more dire healing than himself.  Most of his power was exhausted in the last channeling, but he believed he had just enough of Pelor's light for one more healing touch.

"How do you fair, lads?"

Solomon suddenly felt exhausted.  The touch of the undead weakened him beyond simple fatigue.  Still, he pushed on...
Renard Waywynd
player, 100 posts
Mon 12 Nov 2012
at 19:07
  • msg #334

Re: The Dead Walk in Derevaan: Heldenburg

"Why has the world gone sideways?" says Renard as he stares up at the ceiling, dazed from the massive blow he received from the monstrous Blaith.  It takes a few moments before he sits up, "Oh... Everyone alive?  I'd ask who needs healing but.."  He groans a bit as he gets to his feet, one hand pressed against the gashes on his side.  He shuffles towards the center of the group and channels more healing energy to close the worst of their wounds.


11:07, Today: Renard Waywynd rolled 18 using 4d6. Channel Energy - healing.

Raznik Tayn
NPC, 217 posts
Human Desert Nomad
Wed 14 Nov 2012
at 18:43
  • msg #335

Re: The Dead Walk in Derevaan: Heldenburg

Dismissing his elemental and plopping to the ground, clutching his head, Raznik shoots Renard a thumbs up to let him know he's alive and well. The channel certainly helped. "A bit weak on my feet but I'll live," he says through a groan as he flops backward onto his back and let's out a relieved sigh.
Temnir Liyaan
player, 132 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 14 Nov 2012
at 18:52
  • msg #336

Re: The Dead Walk in Derevaan: Heldenburg

While others of the group may look relieved or feel victorious, the same cannot be said for Temnir. Since te end of the battle, he's since wandered over to Blaith's body which is still unceremoniously strewn on the ground. Quietly he rights te man, closes his eyes, and gives him more of a dignified pose. "He was a good man. I can't attest to being someone who makes friends well but I like to think he was one of the few. At least we were able to help him find peace." Silence overtakes the sorcerer once again for a few minutes as if stealing words he wished to say until he let out a weary sigh and turned to the others, "What now then? I suppose we gained some fragmented intel but it's not much to go by and I still don't know where my other companions are r if they could even be one of these abominations," his voice begins to get sharper with every word, a smoldering anger surfacing again as he kicks away one of the piles of bones left behind from the skeletons.
Solomon
player, 208 posts
Suli
Paladin
Wed 14 Nov 2012
at 19:23
  • msg #337

Re: The Dead Walk in Derevaan: Heldenburg

Solomon was about to use his last healing touch on Renard, but got distracted by Temnir.  Solomon walked over and placed a hand on Temnir's shoulder.  "Worry not for your other companions. Blaith's spirit has assured me that they yet live.  Through his sacrifice, he was able to ensure their safety. They escaped and are almost back to Caris in Tycosia to convene with the Grand Basílica. He warns that our path lies down a different road, however.  We have been charged by the Sun Father himself to bring an end to these dark rituals and the evil behind them, lest our world and all those we hold dear suffer the same fate as those we witnessed here today."

"Let us search this room for anything that may point us in the direction of our destinies.  I know we must all rest soon, but I would rather not do it here.  I would rather our plans not be divined by our enemies should they be using magics to spy upon us."

By the time Solomon finished speaking he had decided to use his healing upon himself first.  Afterall, his armor was now severly damaged, and he was not sure if it would even magically unfold again.  If he was to survive long enough to get to the nearest armorer he would need to heal.  After a full nights rest he could use Pelor's gifts to help heal the others.

Back to full HP.  When we have a chance to heal I'll prepare "lesser restoration" in all available slots to start fixing some of our ability damage.
This message was last edited by the player at 19:28, Wed 14 Nov 2012.
Kuldar Balak
player, 168 posts
Story Points: 1
Wed 14 Nov 2012
at 20:02
  • msg #338

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar dragged himself back toward the others using Kilgur as support as he could barely support his armor alone. "Oh lads...I know I may have been a bit enthusiastic when I first joined ya- but you've done a lot to test this Dwarf's mettle. I agree that leaving this cursed place should be a priority, I take it we could all go the rest of our days without havin' to come back here..." He shrugs and gestures over his shoulder toward Skraag. "Other then the Dragon, but he owns the place."
Temnir Liyaan
player, 133 posts
Male, Human, 22 years old
5'11", 165lbs.
Wed 14 Nov 2012
at 23:03
  • msg #339

Re: The Dead Walk in Derevaan: Heldenburg

At Solomon's revelation, a visible weight is lifted from Temnir's shoulders, one that those who hadn't known him before he lost his companions may not have even known he carried. Closing his eyes, he lets his head tilt back and he chuckles softly, "Who'd have thought Blaith of all people," he says to himself more than anyone. Looking to Solomon now, he reaches a hand out to the palladin, "You have my thanks. All of you do for that matter. I suppose the mission laid on us now is a bit of a thankless job as it has been so far so I feel you should at least hear it from me." His moment of sentimentality passed, his eyes turn back into a visage of their former self and his sarcastic and rough atitude returns with nostalgic force, "But you don't want to sleep in here another night Solomon? I've found it to be rather cozy. And what's better than knowing someone's watching out for you while you have your eyes closed?"
Skraag
player, 157 posts
38/50 HP
Wis -3
Fri 16 Nov 2012
at 04:37
  • msg #340

Re: The Dead Walk in Derevaan: Heldenburg

Skraag looks to the others and comments to them, "For some reason I seem to have developed a real dislike of the undead. The mine is not going anywhere. I will stay with you lot if you will have me, at least until the threat to all our safety is resolved."
DM Visceri
GM, 609 posts
the Heavyhanded
the Bringer of Loot
Sun 18 Nov 2012
at 00:34
  • msg #341

Re: The Dead Walk in Derevaan: Heldenburg

Beaten, bruised, and drained of their strength but victorious nevertheless, the group slowly combs the room for any clues, the obvious place to start being the table that had been blown away by Skraag's initial fireball. While the map that had been on the table was almost singed beyond recognition, there were still parts that showed that Burova was northeast on the map along the coast as well as another city to the far northwest called Delgall. It doesn't take much handling before the map crumbles apart though and becomes close to useless. Luckily, Temnir reassures the group that he knows this country, as it is indeed his place of birth, and can direct them where they need to go with little difficulty. Also on the table was a leather-bound tome that seems to be relatively in tact though a wee bit scorched along the edges. It bears a series of arcane symbols on the front of it in a circle which both Temnir and Skraag are quick to pour over and try to decipher. Upon trying to open it though, they find that in addition to there being a key required to open the tome which doesn't seem to be present in the room, any attempt they make at prying it open causes the runes to glow faintly so that method is quickly given up for fear of the repercussions.

Among the rest of the foes, various reagents are found on the cultists as well as a pair of wands that are identified as being imbued with the Animate Dead spell. They both seem to be heavily used and probably only have a handful of uses left on them. Also on the cultists are two hearty coin pouches filled with gold and platinum alike. The rest of the enemies had either broken or rusted armor and equipment or none at all with the exception of the black skeletons. Solomon took it upon himself to pile all of the black bladed weapons into a pile in one corner of the room and stood over them contemplating what to do with them. Deciding he would bring it up to the group later, he carefully wrapped them up in some cloth and brought them with him to where the group had remade their camp close to the outside of the mouth of the cave.

The next few days were largely spent licking wounds, both Solomon and Renard busy healing not only the physical, but mental damage caused by the fighting in the previous days. Temnir held a quiet and private ceremony for Blaith, burying him next to Felicia in the secluded copse of trees. The rest of the group gave their respects both to him and their fallen companion now that they had the time and spent the rest of the days planning their next move and contemplating what awaited them. The only thing they were sure about was that the rain would accompany them the whole way. Not for more than an hour in the three days did it stop raining and during that time, a massive windstorm swept through bringing with it roaring thunder and streaks of lightning ripping across the sky. It seemed that this country was in stark contrast to Tycosia, land of the sun.

On the dawn of the fourth day of rest, everybody seemed to be healed as much as they were going to be and the desire to move tugged at everyone. Those who did not expressly voice their opinion on the matter spent much of the time fidgeting, none more than Temnir who spent most of the morning pacing back and forth past his packed gear. "We've healed every scratch, cut, and bruise, every atrophied muscle, dimmed wit, and lost intellect. When will we set off? I am not anxious to allow our enemy any more time to recoup and bolster his defenses."
Kuldar Balak
player, 172 posts
Story Points: 2
Sun 18 Nov 2012
at 00:35
  • msg #342

Re: The Dead Walk in Derevaan: Heldenburg

Kuldar had already set down his weapons and removed most of the auxiliary pieces of his armor so he didn't have to strain to raise his arms before he started talking again. "Alright lads...we know where their forces lay, anyone think we might be able to get a bit more help before we go jumping headlong into more undead?"
Solomon
player, 210 posts
Suli
Paladin
Sun 18 Nov 2012
at 01:23
  • msg #343

Re: The Dead Walk in Derevaan: Heldenburg

"Temnir, lead us to the nearest city.  My armor need repair, and we may do well to better equip ourselves for the next battle with the cursed undead.  Since we don't have a destination, perhaps we will hear news of the shadows as they spread across this land."  Solomon mounted Cho'kobo and waited for a direction.
Renard Waywynd
player, 102 posts
Sun 18 Nov 2012
at 04:22
  • msg #344

Re: The Dead Walk in Derevaan: Heldenburg

Renard nods along as Solomon speaks, "I agree.  The more information we have the more informed of a decision we can make."  The chains around his neck rattle Jeeves' agreement.  The poltergeist has been relatively calm the last few days, but there is an air of smugness about the rattling, as if he is happy to be the only living-dead thing around.
Skraag
player, 158 posts
38/50 HP
Wis -3
Sun 18 Nov 2012
at 17:42
  • msg #345

Re: The Dead Walk in Derevaan: Heldenburg

"A city would be a good place to look for help. We would stands a much better chance than out here in the wilds certainly.", Skraag comments to the others. He is ready to leave when they are.
Temnir Liyaan
player, 134 posts
Male, Human, 22 years old
5'11", 165lbs.
Mon 19 Nov 2012
at 22:48
  • msg #346

Re: The Dead Walk in Derevaan: Heldenburg

Asked to take them to the nearest city, the eager and impatient Temnir suddenly seem to lose his overbearing drive to get moving now that he knows where the destination is. "Oh...yes. Burova then I suppose. Capital of Derevaan." After a moment of inner dialogue, he raises his head and grabs his things from the ground, "Well it's a hell of a trek by foot but it's the closest city to us. Everything else in the area is just farms and such. Assuming we don't have to deal with an army of undead between us and the capital, it should take us roughly two weeks to arrive." With that, he turns on a heel and begins walking north and towards the coast.
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