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22:35, 5th May 2024 (GMT+0)

Battle 3: A Knight's Grave.

Posted by GorumFor group 0
Gorum
GM, 83 posts
Our Lord in Iron
Fri 3 Jun 2022
at 23:04
  • msg #1

Battle 3: A Knight's Grave

The party makes it's way though the Olinscu lands without incident, passing by dilapidated farmland and grim-faced villagers who would not meet their eyes.  The Pharasmin priest who hired them had promised the current Lord Olinsecu was currently hammering out the details of some trade agreement in one of the neighboring baronies.  With him and his retinue of bodyguards away, there seemed to be nobody with the inclination to challenge the group of armed adventurers as they followed their client's directions to a remote crypt in the countryside.

The gate was even more thoroughly barred than the priest had led them to believe, with sturdy chains looped through the handles and several large rocks and logs piled in front of the gate.  After unlocking the chain and clearing the debris, the party quickly realized the crypt's door was now barred on the inside as well.  Smashing down the ancient doors was a simple enough task, but at the end of it there was no doubt that anything lurking in the old tomb was well aware it had visitors.

Inside, the crypt was austere and dilapidated.  The entrance hall had little of interest, aside from the standard pharasmin engravings adorning the walls.  The second room seemed to have partially collapsed in places: the floor was shattered and uneven, the roof sagged threateningly, and shattered statues littered the ground, making the footing even more unsure.  As the party continued into the silent crypt, the scent of unnatural, nauseating decay grew stronger and stronger, and the air seemed to grow unnaturally still and cold.  Crossing the damaged floor of the second room, the party approached the third door.

OOC: Place your characters and list your preparations.  You can begin with any effects lasting longer than one minute already active.  Since they party doesn't know exactly when they'll run into enemies, they wouldn't have reason to activate shorter duration abilities before they open the next door.

The area with the broken floor (As in, any squares with a significant portion of them covered by dark cracks) are difficult terrain.

Past the first room, the crypt is in darkness, requiring some kind of light source for those without darkvision.

The walls are thick, and the doors seem to have some lead in them, preventing the use of detect evil or detect undead to see into the next room.



This message was last edited by the GM at 06:59, Sat 04 June 2022.
Veana
player, 70 posts
Angelkin Paladin
Warrior of the Holy Light
Sat 4 Jun 2022
at 02:37
  • msg #2

Battle 3: A Knight's Grave

On the way to the third door, Veana assumed a wolfish form again. She uttered a prayer in her native tongue, calling onto a Celestial spirit to cause her longsword to shed light as bright as a torch, while also looking sharper than it had before. She then proceeded to chug a series of potions with the help of her lupine snout, before topping it off with some tea she slurped up from a drinking horn. And after a brief moment, she just vanished from sight along with the light from her blade.

Perhaps the Angelkin just wanted to feel sneaky for once. Couldn't let her companions have all the fun when it came to such things. She stood invisible by the door, ready to open it and explore further.

OOC: Will start at G15. Chugging the following potions and some tea:

Potion of Shield of Faith (CL 3)
Potion of Bull's Strength (CL 3)
Potion of Eagle's Splendor (CL 3)
Potion of Invisibility (CL 3)
Meditation Tea (lasts 10 mins)

Using Divine Bond for Keen, and activating Alter Self for the Adlet form again. Getting +2 AC, +4 STR, +4 CHA (so +2 to all saves) and +2 vs mind-affecting effects and the invisibility of course, which will help by the fact that I'm a moving tin can...lol

This message was last edited by the player at 03:21, Sat 04 June 2022.
Taliesin
Player, 55 posts
Human Druid
Saurian Shaman
Sat 4 Jun 2022
at 14:49
  • msg #3

Battle 3: A Knight's Grave

Taliesin's backpack was filled with various scrolls when they arrived at the crypt's grounds. Some were used before they got inside, and some were kept until the third door when it became clear that was the final threshold before there was a fight in their hands. For a handful of them, Taliesin asked Koyrai's help, these came recommended from another wizard that he knew but he lacked understanding of the arcane magics to truly use them.

Taliesin and his trusty companion Fandor walked in together. Once they went past the room illuminated by the light outside, Tal shook the two jars placed on either side of his backpack causing them to shine brightly. A whisper and a brief touch from him also caused the necklace Fandor was adorned with to shine in tandem, giving the troodon a light of its own.

When the duo reached the end of the second room, Taliesin's eyes and nose were changed from human-looking to dinosaur-looking.

OOC: Tal is at F14, Fandor is at F15

Scrolls:
 On Both:
    Protection from Evil (CL2), Mage Armor (CL1), Feather Step (CL1), Longstrider (CL1), Ironskin (CL3), Ashen Path (CL3)
 On Tal:
    Shillelagh (CL2), Owl's Wisdom (CL3)
 On Fandor:
    Greater Magic Fang (CL5), Cat's Grace (CL3), Blur (CL3)
Other Buffs:
 Totem Transformation (senses) - on Tal
 Vine Strike - on Fandor

Other:
 Light casted on Fandor's necklace. Bottled Sunlights are activated and now give light as sunrods.

EDIT: Also cast speak with animals (reptiles and dinosaurs only) as per totem transformation.
EDIT 2: Also forgot blood boiling pill on Tal, geez.

This message was last edited by the player at 00:15, Sun 05 June 2022.
Puck
player, 118 posts
Player 6
Wild Elf Hunter
Sat 4 Jun 2022
at 19:47
  • msg #4

Battle 3: A Knight's Grave

"Hate evil spirit buildings."
As they were approaching the crypt, Puck complained to his compatriots before chanting in Fair Folk language that some people versed in it could recognize as asking spirit of spider for a boon, then swallowing live spider, and then asking for ash spirits boon ... and smearing some ash under the eyes of his own and any other willing member of the warband.
"Iron Wolf, I'll stand on the ceiling."

He spoke to the paladin, before crawling like spider on the ceiling and standing there upside down with readied arrow. Wich was smelling very enticingly for anyone with a superior sense of smell. He readied himself and grinned to his warband members, ready.

OOC: G15, standing on the ceiling with two alternate readied actions.
Up to 5 people, including Puck, gain 10 minutes of Ashen Path spell. Puck casts Spider Climb on himself. Puck uses Darkvision and Dexterity Feral Foci.

Standard ready action, if Puck sees enemy, Puck shots enemy with Pheromone Arrow.
Move ready action, if Puck is attacked he retreats while sheathing bow and arrow, to G7.

Koyrai Dellex
player, 61 posts
HP 17/17, AC 17
Samsaran Arcanist
Sun 5 Jun 2022
at 01:29
  • msg #5

Battle 3: A Knight's Grave

Before entering the crypt, Koyrai had made sure to down his Antitoxin and Antiplague supplements, as well as cast Mage Armor upon himself. He then swapped the spell for another that would likely prove more useful during the coming confrontation.

He moved precariously across the uneven floor, wishing he had conjured his usual floating disk. Foolishly, he had assumed he wouldn't need it inside this structure.

Once positioned next to the door with the others, he held up a Smokestick and quietly motioned that he would activate it the moment the door was opened. That way they could make good use of their Ashen Path spell.

Koyrai also had some Resist Energy scrolls and some holy water ready to go, but he didn't know how to utilize those just yet, and so he would need to wait before using them.

He signaled to the others that he was ready. Pebble did as well. The little familiar had an Ioun Torch incorporated into its body that was usually stowed elsewhere.



Koyrai and Pebble are in H15.

Before Entering the crypt, I will use Mage Armor on myself as usual, then swap it for one of my other level one spells with an Arcane Reservoir point. He will also use Prestidigitation, an Antitoxin, and an Antiplague. He has constant Deathwatch as well. I also plan to use a Smokestick on F-G 16-17 the moment the door opens.

Pebble has my Ioun Torch, if that is ever relevant.

Uluchi Sesa
player, 40 posts
Cyro Serpent
Sun 5 Jun 2022
at 05:52
  • msg #6

Battle 3: A Knight's Grave

"Tell true, I'm not thrilled to be doing a favor for the Pharasman Church."

Uluchi remarks as the group makes their way to the tomb and its dank dark secrets.

"Presumptuous of them to state they know best where each soul should end up."

Her comments are aimed at anyone who responded to her first words or no one in particular if no one objected to her initial statement.

"However, if the ancestral bones of this family are being decorated without; or even worse, with their knowledge. We will put an end to it."

Her gear has changed little since their last engagement, blue and white with a concealing hood all remaining the same. A silk sash has joined the ensemble, keeping the curves of the dress hugging her own curves at and around the waist.

Conjuring her sentry of ice once the business of breaking in begins, Uluchi demurs from the actual physical exertions required to enter but rather stands ready, intent on the depths of the tomb and the surroundings before they enter, a quivering dagger of ice hovering over her palm.
Uluchi Sesa will start in G13
Buffs:
Blood-boiling pill (Already factored, no adjustment necessary)
Ashen Path
Water Shield enhanced by +1 for 1 Burn
5 nonlethal damage from Burn
Baneberry in one hand, Vishkanya Sleep Venom in the other.
Water Shield active, bonus increased by +1 for 1 Burn;
Elemental Overflow active

AC: 22, 14, 19
HP: 53/58

Patagogi
player, 60 posts
Sun 5 Jun 2022
at 06:27
  • msg #7

Battle 3: A Knight's Grave

Having not worked with this group that had his sister killed, Patagogi was a bit leary of how they would react.  He had brought some things along that would help fight and was ready to prepare them.  He would stay a bit back from the rest but still be able to do what needed to be done when the time came.  "I will defend you all, I hope you do better defending each other than you did Koji!"

Stand at F13, Ward is in my space aiding my defense.
Cast Longarm(cl5)
Cast Shield(cl5)
Drink potion of Bull's Strength(cl3)
Drink potion of Owl's Wisdom(cl3)
Drink potion of Protection from Evil(cl2)
Lastly, I ready an action to rage once the door is open and have my blade in hand.

AC27 and then AC25 once in rage
HP58 and then HP78 once in rage

Gorum
GM, 90 posts
Our Lord in Iron
Sun 5 Jun 2022
at 20:36
  • msg #8

Battle 3: A Knight's Grave

As the party gathered around the door and readied themselves for battle, Veana threw open the door.  On the other side lay the crypt's main chamber, a wide, sparse, low-ceilinged room with a raised dias in the center.  On the dias was a raised altar adorned with a brass aurochs, the divine symbol of Baphomet: Demon Lord of conspiracies, and Master of the Ivory Labyrinth.  Human remains, both old and new lay piled upon this altar in horrific sacrifice.

A more pressing concern then the demonic altar, however, was the pair of sinister figures standing in front of it.  The first was a massive suit of black plate armor, adorned in spikes and the red-gold heraldry of the Olinscu family.  The long, jagged glaive in it's hands was rimed with frost, and the unearthly chill filling the air grew stronger as it glared at the party.  A gleaming buckler was strapped to one arm, and a curved scimitar on it's hip filled out it's armament.  Of the creature beneath the monolithic armor, nothing could be seen beyond a pair of glowing blue lights shining from the sights of it's helmet.

The second figure had clearly once been a woman of noble birth, and was dressed in the remains of a voluminous and expensive gown, that was now torn and stained with age and filth.  Her teeth had grown into long fangs and her hands into sharp claws.  She was hunched over beside the altar, holding an unholy symbol of Baphomet over her head as she watched the party enter.  Even from across the room, an unbelievable stench of rotten flesh emanated from her undead body.

The armored figure raised his glaive malevolently.  "FOOLS.  THIS IS YOUR END."

OOC: Everyone but Veana beat the enemy's initiative, and can take their turn.  You can't ready actions before initiative is rolled, so those don't count.

The Dias is 3' and can be vaulted with a DC 10 acrobatics check by spending 10' movement, or with a full move action and no check.  Same with the altar in the middle  The ceiling is about 10' high throughout the whole tomb, raising slightly to stay 10' above the dias.  Since everyone has either a personal light source or darkvision, I won't be tracking light levels unless something makes it more relevant.  The interior doors are simple wooden doors with no locks.


NameInitiativePositionHPACTouchFFFortRefWillCMDNotes
Koyrai21H1527/27171215+2+4+512Mage armor, Antiplague, Antitoxin, Prestidigitation, ashen path
PebbleAs KoyraiH1513/131815150+3+69ashen path, Construct, Imp Evasion
Patagogi15F1358/58271318+12+6+624Longarm, Shield, Bull's Strength, Owl's Wisdom, Protection from Evil(included), ashen path
WardAs PatagogiF1329/29181515+4+3+39Ashen Path, construct, imp evasion, bodyguard (Pata gets +2 AC vs first 4 attacks, included)
Puck14G15(ceiling)29/29191515+4+8+219Ashen Path, Spider Climb, FF: Dex and darkvision
Taliesin17F1446/46221422+9+5+1115Ashen Path, Protection from evil (included), Mage armor, Feather Step, Longstrider, Ironskin, Ashen Path, Shillelagh, Owl's Wisdom, Totem Transformation (senses), bottled sunlight, BB Pill
Fandor24F1532/32312023+8+12+524Protection from Evil (included), Mage Armor, Feather Step, Longstrider, Ironskin, Ashen Path, Greater Magic Fang, Cat's Grace, Blur, Vine Strike, Light
Uluchi29G1353/58221419+10+9+314Blood Boiling pill, Ashen path
Veana10G1546/46261226+13+8+1122Ashen Path,Shield of faith +2, Eagle's splendor, Bull's strength, potion of invisibility, Meditation tea (+2 vs mind affecting)
            
Lord Olinescu13G1894/9429929+19+9+1625Magic Weapon, Savage Maw, magic fang (slam), Bull's Strength, Eagle's splendor, Shield of faith, SR 18, DR10/magic, Immune to Cold & electric, Undead traits, Sacrilegious aura 30 ft (Desecration + DC 17 Concentration for positive energy), +4 Channel resistance
Lady Olinescu13H2155/55241519+10+7+1322Within aura of sacriledge, 10' Stench (DC 17 fort or sickened), undead



13:19, Today: Gorum rolled 21,15,14,17,24,29,10,13 using D20+8,D20+1,d20+11,d20+6,D20+8,d20+9,d20+2,d20+4.  Inits(Koy,Pat,Puc,Tal,Fan,Ulu,Vea,baddies).
This message was last edited by the GM at 06:35, Tue 07 June 2022.
Taliesin
Player, 58 posts
Human Druid
Saurian Shaman
Mon 6 Jun 2022
at 01:29
  • msg #9

Battle 3: A Knight's Grave

"Ya need more light in 'ere!" Taliesin yells after the undead rulers of the lands are revealed. "Golau dallu!" he continues as he swiftly takes and crushes a couple of daffodil petals in his off-hand, and a disorienting flash of light appears just in between the rulers and lightly scorches them.

Then a couple of whistles leave Taliesin's mouth as he points to the Lady with the rod in his hand. Fandor quickly springs into action, rapidly navigating the inner room to reach the undead in question. While Fandor's attempts at weaving around the other undead are barely too slow, his bite connects thanks to the woman being disoriented by the preceding burst of light. Two tendrils of vine attempt to bind her as Fandor releases his jaws, but she manages to get the vines off herself.

OOC:
Tal Actions:
- STANDARD: Cast Burst of Radiance at GH19-20 intersection. Lord makes the save and is dazzled for 2 turns. Lady fails the save and is blinded for 2 turns. Both also take 11 damage due to being evil.
- MOVE: Not taken
- FREE: Handle Fandor to Attack Lady

Fandor Actions:
- MOVE: I21, Acrobatic Attempt vs Lord failed, provoking an AoO from him. Vault check auto-succeeds. Makes the save against stench.
- Standard: Bite with Piranha Strike, 17 barely hits (Lady is blinded; loses Dex bonus to AC and -2 to AC) dealing 10 damage. Lady makes the save against Vine Strike.

Rolls:
 Taliesin rolled 23 using 1d20+7.  Lady Reflex vs DC 20.
 Taliesin rolled 17,6 using d20+10,d6+4.  Fandor Attack/Damage vs Lady.
 Taliesin rolled 22 using 1d20+8.  Fandor Fort vs DC 17.
 Taliesin rolled 25 using 1d20+16.  Acro vs CMD 27.
 Taliesin rolled 2,11 using 1d4,5d4.  Duration, Damage.
 Taliesin rolled 32,10 using d20+12,d20+7.  Lord and Lady Reflex vs DC19.
EDIT: forgot vine strike damage
  Taliesin rolled 4 using 1d6.  Vine Strike Damage (whoops)

This message was last edited by the player at 00:30, Wed 08 June 2022.
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