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ThreadNecro5
2017-03-16, 04:02 PM
OOC thread:
http://www.giantitp.com/forums/showthread.php?518508-Make-Necromancy-Great-Again-(Out-Of-Character)

The idea here is to allow for a little IC interaction while you all head inside, probably look around a little, and then begin the dungeon crawl

You all met up around midday at around the time when the fishermen and swamp-dwelling farmers came in with stocks of fish, crab, snail and the other staple meats of the land. It was a basically normal day in the seaside city of Mayrturr. As you made your way deeper into the city the less normal elements that have surfaced of late make themselves known. The shadow of the odd stiff shambling through an ally. A patrol of the spireguard the nobles sent to clear the undead, their decent armour and weapons and trademark mask marking them apparent from the glorified militia that guards the lower reaches normally, makes their way through the streets. At one point some noble magic-user even makes themselves known, flanked by the guard and accompanied by a pair of Lafe, A child transporting some goods and a grown adult towering overhead seeming to guide them. More Lafe are sporadically encountered on one errand or another, the slave-giants living as they have been since the nations founding.

Soon you all come to the sizeable construction located by your divine master. The streets are mostly clear so any noise that escape the building is likely to be unheard. From your current position some open sky can be seen towards the horizon, while above you the ever expanding towers and spires above rise as if to impale the sky itself. From where you stand some rain can be heard but the dense construction overhead means little of it will bother you in the network of narrow streets, stairways and plazas.

Your orders were to investigate the building, seeking the catacombs beneath, and clear them of threats originating from the large concentrations of necromantic energy within. Afterword Apoths will enter using the gate he has had dwelling within shadows, creating a portal to his plane, and then Theron's congregation can be called and operations begin in earnest.

The building itself is, like most, a stone construction with some quantity of wood used in the ceilings. It consists of about three separate dwellings in it's current state. two cube-shaped houses beside each other and a larger cuboid dwelling overlapping with both. Several shuttered windows lie within reach and there seems to be about three doors within sight.

Tuvarkz
2017-03-16, 05:55 PM
Bellisar half-pushed his way amongst the crowd, and although his size, fancy sword and armor were quick to catch people's eyes, a single look from his face were just as quick to make most decide that it was better not to annoy the big, scary guy.

Reaching the building, he tapped the outer wall, grinning. Looking at the rest of the group, he stated: "Can get in. Want me to open the door from the inside?"

Feralventas
2017-03-17, 12:49 AM
Tessara looks over the old facade of the building, mulling the appearances from the outside over, pointedly Not looking the warrior's direction. "I don't think it'd be so good for anyone if you're caught alone in there with some of the shamblers we've seen along the way," she comments. "It shouldn't take too long to get the door open so we can all move in together anyway. We'll make a moment of it for the early arrivals.

She seems to stand tall among the gathered followers, but doesn't contrast so much from the others about in traveling clothes still. Fewer weapons and certainly less imposing ones hang at her belt, a small walking stick in hand instead. "Or are you just eager to see the new place?"

Viirin
2017-03-17, 07:39 AM
Theron patted a nearby young man on the shoulder and said something quietly to him. The young man seemed to have something... off about him, but he walked away as soon as Theron was done saying whatever it was.

He turned back to Bellisar. "If you'd like to, I certainly can't stop you. However, Tessara makes a valid point." A slight breeze fluttered Theron's heavy robe; its shiny metal plating and red runes catching the eye.

"But if it's all the same, I wouldn't mind opening the door myself. I've been in there before." He lifted his oddly-designed lantern, and pushed a little sliding door on its front, letting the light out.

Triskavanski
2017-03-17, 01:33 PM
Skorth-kor looked around at the large folks bundled up to hide his lizardy nature. Stupid flesh tones being all dislikey and stuff. "Well whatever way we do.. They're not our shamblers.. So I could blow them up. Or I could blow up the door. "

Tuvarkz
2017-03-17, 02:58 PM
Seeing a valid point in the two's arguments, the tiefling nodded, and decided to wait for the full group to move in. Perhaps he was getting a tad too eager about putting his new techniques to the use. After all, many of them wouldn't work on the dead and he could find himself at a disadvantage.

Coretron03
2017-03-17, 06:02 PM
Varian followed along, ever so slightly hovering above the ground as he walked. They had finally arrived here so they could carry out their mission of great importance. He commanded he wight over to him. Still in good condition, still animated and still disguised. He ushered him to go newr the door to wait until the group entered. Almost ready to begin clearing the area he fueled his enchancments, with large swaths of transmution and abjuration powering up around his body, giving him a small tinge in colour.

I don't think blowing up the door will be nessceary, it appears unlocked. Rusted, but unlocked. You can surely blow shamblers up when we are inside, just try to not hit anyone important.

Tuvarkz
2017-03-19, 05:45 AM
The group now gathered, Bellisar nodded to them, and opening the door, started to head inside, pacing his steps so that others could easily catch up to and follow behind him.

ThreadNecro5
2017-03-20, 02:40 PM
Once the door is opened the interior reveals itself. Of the three buildings the original construction was made into you appear to be within the cuboid, easily the largest. While the abandoned structure lacks light, those who require it get what they need from Theron's lantern.

You face in from one long corridor that forms the main room. like the majority of the structure the floor and walls are stone. Down the corridor, on the left, are three windows spaced evenly with the external shutters covering them. The room is about ten foot wide and contains two more adjoining rooms. One is almost immediately to your right on entering, and on examination prove itself locked, while another sits on the far end of the room. Their walls do not appear to be original parts of the structure and are coated in plaster, likely with wood underneath. On the same lines the already high ceiling here also does not seem original.

Between the two adjoining rooms is a stairway leading up. It is wide and of hardy stone construction seeming to be an original piece, as is the rear wall. In the wall the separates the locked room form the stairway the plaster is crumbing and a hole large enough to get an arm through is percent, showing the plaster there is lacking in other material to provide reinforcement.

Feralventas
2017-03-23, 02:01 AM
Tessara touches her hand to the hilt of her weapon before reaching up to her eyes for a brief moment, then steps inside after the others; the light of the lantern spilling and casting shadows as she searches for matters and concerns beside illumination. "Let's see what we can find here hmm....Any which way'd do I guess.


Greater Detect Magic active for 11 minutes.

ThreadNecro5
2017-03-23, 04:56 PM
Tessara:
Opening your senses to the flow of magic around you it takes you a moment to filter out the background field of necromancy, the birth-cry of the art has spilled great sums of it around the world but that is fading to a normal level. The natural bleed of magic from the surrounding mundane material also gets filtered out.

Now properly able to take in any features of note you find the floor is thick enough to block the spell, preventing any attempts to peer into the catacombs themselves. The stone walls too prove themselves proof to the magically enhanced sight. What does makes themselves known is some potent source of magic in the locked room with the partly broken wall. Whatever it is it seems to be located slightly lower than the floor, suggesting a downward passage that goes below the stairs. In the same room is the remnant of a spell, the dim aura can be noted in the centre of the room.

Coretron03
2017-03-23, 06:04 PM
Now that the party risked danger Varian decided to cast a somewhat weak, but useful enchantment spells. Drawing his wand currently invested with part of his life force and his rod, useful for extending the duration of spells. "Tessara and Bellisar, I currently have a small enchancment spell to cast on you two, so hold still" , then casts the spell on them, empowered by the rod.

After finishing the casting and recognising the spell Tessera cast, a useful identification spell he asked "Do you see anything of value or significance here?"

Used up 2 of the 3 free charges on my wand of heroism and rod of extend, Tessara and Belisar are affected by heroism for the next 7 hours granting them +2 on attack rolls, saves and skill checks. Varian auto succeeds on the spellcraft roll to identify due to having a high enough spell craft modfier. No UMD checks required because of the essence invested in them.

Feralventas
2017-03-27, 08:56 PM
Tessara nods, not contesting the offered aid and waiting just a moment for Varian's gestures to complete while her eyes finished their first inquiries. "This place remembers its history well....There's something rather grand a little lower down in *That* direction," she says, gesturing toward the associated door. "Careful where you step in the middle here though; I'm not sure what but there's something remaining more active rather than remnant."

Despite her wordy warnings, Tessara opts to check the less precarious-seeming hallway with the windows first, approaching and testing the door after giving the dim bit of spellcraft one last look.

[roll0] for spell ID

Triskavanski
2017-03-27, 09:42 PM
Skorth-kor silently watches the others fiddle with the door. He could blow it up! Maybe.. Maybe not. He likes to think he could at least.

Tuvarkz
2017-03-28, 02:11 AM
Bellisar nodded in appreciation at the magical enhancement, and, listening to Lessara's argument, decided for the spellcasters to finish tinkering with the door. The stalker knew himself to not be particularly tough, despite his training to make himself as resilient as possible, and as such decided to not take a risk.

ThreadNecro5
2017-03-29, 06:04 PM
Tessara:
Your investigation of the fainter aura, the one that was likely where a spell was used, revels it quite a potent one. Specifically it is an illusion capable of making one or more beings appear as almost anything. The illusion is complex enough to fool all senses any observer may have. There is still the stronger of the two auras within the locked room yet to receive examination.

The spell is Veil.

Proceeding down the hallway, past the stairway, and towards the other door nothing of any great harm seems to happen within the quiet.

The door to the unexplored room even opens and there is not yet any sign of danger. Facing inside the room you can see it is a large cube of comparable size to the hallway, with the rear wall the same plastered walls that seem to show what were later additions to the building. To the far left is an open fireplace of considerable size and a chimney. Over the fire is a chunky rack of rusty metal that looks to be of a mundane sort to hang a cauldron from, which is presently in the corner of the same end of the room. The other furniture is limited to four or so large mats or cushions. Going by the nature of the furniture and the size of the place, the former inhabitants were likely giants of one sort or another and this room served as a combination kitchen-sitting room.

Now that you have opened the door a trace of rotting food can be smelled, left by whoever formerly lived here.

Feralventas
2017-04-01, 12:31 AM
Tessara furls her brow a moment, thinking over the spell's placement. "Leave that one in place now that I think of it; this place remembers what it was. I'd bet it might be useful....unless it's in use presently? Either way there's an illusion there, but I can't tell if it's someone or something hiding or the Potential to conceal something."

With that, she draws her weapon and pushes into the room where the cooking utilities and utensils were. "If someone was living here recently enough for the food to be rotting now, they'd likely be vagrants or squatters; not the sort to Leave it to rot. I wonder if something might've scared them away," Tessara wonders aloud, waving her weapon toward the last locked door concealing the stranger aura still.

Giving Open/Close a try to see if that might suffice.

ThreadNecro5
2017-04-01, 07:50 PM
Tessara:
The spell is cast and the door tries to open, but as the barest movement occurs the slightest grinding of metal can be heard as the lock prevents the door from opening.

Nothing beyond the mundane lock appears to be preventing passage, And should it prove insurmountable there is always the crumbling section of plaster-wall to potentially be of use.

Tuvarkz
2017-04-02, 02:54 AM
Hearing that the magic was just some sort of illusion, Bellisar decided that if it was just a mundane door blocking their way, he could just break it-a replacement wouldn't be expensive, he judged.

As such, the tiefling stepped in front of the door, lined up his blade, and delivered a brutal slash against the door!
((Move in front of the door, then fullround to sunder-so that I don't need to roll the attack roll. Power attacking, rolling damage))
Damage on the door
[roll0]

ThreadNecro5
2017-04-02, 02:19 PM
Bellisar:
The door boasts almost no resistance to your blade as it penetrates the wood and then continues to cut for a way. The fibrous nature of the wood means the further work is a greater effort to manage and the splintering cut is not smooth, but after making your way though most of the door's surface and pulling your blade free a great split is opened. This split leaves the upper quarter without any support and snaps the lock, allowing the now useless wooden wreck to slide open.

The revelled room is as dark as the remainder of the building but almost immediately it is illuminated. The room is about the same size as the apparent kitchen but is clearly of different use. The stone room is almost empty except for a downwards stairway on the left, heading under where the stairs up would be. On the far wall is a cupboard, open and empty, and to the right is a high desk and a large stool.

The sudden influx of light is coming from a cylindrical object on the stairway, it's elevation partly obscuring the lower quarter. What can be seen is that is appears to be floating in the air and is specifically directed at Bellisar. Beyond the magical light nothing else notable can be seen inside the room but from elsewhere, likely the stairway, a rapid periodic tapping can he heard from down the stairway, like something hard on wood.

Coretron03
2017-04-06, 09:02 PM
"That works I guess. Good job."
Odd room he though, potentially containing lost studies or items as little as importance as space for writinga diary and had a solid search around the room. As Varian moved foward with his wight he noticed the magical light.

Given the setting it seemed put of place and likely something of interest or danger so he wanted to investigate and attempt to identify. Not personally of course but through his animate corpse, so he lowered his defense and stopped hovering to empower his wight, causing it to grow in size and become tougher, more resilient and sent it over to the source of the sound and light and waited for a outcome.

Spell craft check if needed [roll0]
Perception check [roll1]
Used a swift action to rearrange essence by reducing thurstons bladeward from 4 to 2, Lava walkers boots from 1 to 0 and increasing Dark lords ring of esscence binding from 1 to 4. Wight has 22 ac if important

ThreadNecro5
2017-04-07, 07:03 AM
Varian:
Perception check results:
While the room itself is as mundane as it appears, likely cleared out of anything of note by prior occupants. The source of the light however is more interesting, peering through the light you can see that it is a lantern, a ring-shaped handle hanging limp behind the 'body' of the item. The top and bottom of the stone lantern are ringed with some gemstone of one sort or another, the exact colour or variety unclear in the light conditions. The opening from which the illumination pours is shaped like an eye, surrounded by a small triangle, above which is a elaborate rune. Put together the image is the holey symbol of Gravekeeper Angraht, god of history, the betterment of oneself, and memory, and custodian of the dead. The god has faded from popularity in the past centuries as alternate traditions to dispose of dead bodies became popular.

The other detail of potential value that can be gleamed is the noise. While happening in regular intervals it is far from mechanical, the origin likely living. Or at least formerly was, The scraping you can pick up most likely being of animate bone on wood. Perhaps with the occasion note from stone thrown in. Between this sign and the lantern this seems to be the way to what you and the others are looking for.

Wight's Inspection of the Lantern:
As the wight nears the lantern it shows no response to the creature. The Light remains locked on Bellisar.

Triskavanski
2017-04-07, 09:03 PM
The kobold silently follows the rest of the group, taking inventory of what he had to deal with undead and realizing he didn't have enough bombs to deal with other undead makers undead.. Well best to bluff out when the time comes and let the others do the heavy lifting.

Tuvarkz
2017-04-08, 05:25 AM
Bellisar, wierded out by the lantern, moved to the sides and perhaps behind a wall to see if the lantern would follow him around.

Viirin
2017-04-08, 11:57 AM
"Ho, now!" Theron shouts at the light in a friendly manner. "We were sent to help, but our friend here seems to have disrespected your home. Is there anything we can do for you?"

Theron was behind everybody, but since the undead came down the stairs, he is effectively in the front. He raises his lantern up so whatever is carrying the other lantern can be fully revealed.

ThreadNecro5
2017-04-08, 03:23 PM
Bellisar:
As you move around the lantern, while remaining suspended in it's current location, continues to rotate to track you perfectly. Even when ducking behind walls it know where you are and turns as appropriate.

Theron:
Looking down the stairs you can see that the lantern is indeed floating. Some entity however does make itself known. An odd-looking housecat specifically, making it's way up the stairs.

The cat's form blurs and fades as it makes it's way towards you until disappearing as it is sitting at your feet. At the same time another shape fades into existence in front of you, a spectral humanoid. He could almost be mistaken for living were it not of the fact light shines though its body ever so slightly. It is floating while crouched over and has a body that is disjointed, like if every joint was dislocated or reversed and the arms end in pronounced claws. Staring you dead in the eye with it's own solid black orbs from far too close it speaks.

"Disrespect?" it questions in a voice reminiscent of an echo, taking a long moment to pass its gaze over all present and eventfully following the light of his own lantern. "Ah, you refer to the ugly one. Do not worry, the light is merely an alarm. I knew someone would appear sooner or later and perhaps you can explain why I am awake, some others as well. We should be dead and resting right now. And that reminds me" it states in exasperation "What happened to the temple? Where are the initiates? Why are the corpses moving?

Triskavanski
2017-04-09, 12:46 PM
Skorth-kor, glances to the ghostly cat thing and then to the others. Well for once the corpses moving was not his fault. To which the realization lets him proudly annouce "I didn't do it."

ThreadNecro5
2017-04-12, 02:42 PM
The spectral figure slowly turns to face Skorth-kor. "I would hope not" it says sluggishly, in apparent confusion.

"In any case, If nobody has anything constructive to add you may as well follow me down. You all no doubt have your reasons for being here and we can help each other out." He rotates on the spot and begins making his way back down the way he came from, expecting you all to follow. As he passes the lantern the spirit reaches an arm out as if to brush it and the items final takes it's light off Bellisar, proceeding to follow the stranger.

Down the stairs is a small basement, seemingly carved out from the surrounding rock. That is, bar one wooden wall that is presently collapsed to the ground and has a twitching animate skeleton lodged in a gash near the centre. The twitching thing is the most likely cause of the noise from down the stairs.

Over the skeleton and behind the broken wall is a few more stairs and then you find yourself into the catacombs proper. The air is thick and mostly stagnant in the dark giant-built cavern and smells faintly of mouldering grave-goods, with the sweet tinges of a mixture of rot and fragrant spices. As you all make your way down the spirit turns to speak. "Don't mind the spiders..." he says to give an alert on what is ahead "...they're harmless". As if on cue, several specimens the size of a grown human lunge from the ceiling.

Viirin
2017-04-12, 09:59 PM
Theron, not suspecting much of any danger, follows the one... or two spirits. It's just too bad that light was an alarm and not another potently magical lantern like his current one. He could never have too many...

He did have various undead moving around the city, but they weren't rotting and no one knew they were dead. So that couldn't be what this ghost was talking about. Then again, his curiosity is why he took this quest to begin with.

Feralventas
2017-04-15, 12:14 AM
"Among other things, I should think we'll hope to find answers to what you're asking," Tessara offers to the apparition peering along its apparent path before approaching and pursuing the oddly talkative spirit. "Have you any recollection of this place or what it was? You seem to have been surprised by some of its present details."

ThreadNecro5
2017-04-16, 04:32 PM
The spirit turns to face Tessara as it walks, or rather floats, along.

"Here? It is the temple to Angraht, In life I served here and in the end it was here where my mortal remains would sit while I experience the rest eternal. And You say I seem surprised? No Wonder!" after a moment of dark , mirthless laughter he continues. "Imagine: You die promised a restful and content eternity. You receive it. Then suddenly you feel something grab you in your dreams, you open your eyes, and you wake next to your own corpse, it and that of everyone you know have got up and started moving. But that is only the beginning. I found myself this monster you see now and several others within the catacomb too have became... something else, just like some children's story of the man who slept in the shadow of a faerie menhir".

The spirit takes a private moment to calm itself before it goes any further, taking a breath despite not needing any such thing to live or even to talk.

"Also, when I died this was a thriving temple, but now? Well you saw the surface, turned into cheep housing. This place should be lit, the initiates should be attending to their duties while local children come for schooling, even that told nephilim should still live, but all I see is the impossible sight of living copses. Oh, and I said that some others came back? One of them is not anyone who was ever living, it cannot be. It seemed cordial enough but somehow wrong and then talked about wanting to eat me and has since not left the library. Then we have Acherin who has want mad! He has decided he must breach the catacombs and lead the 'chosen dead' to rise up rule the living. I have never known one of the horned folk to be se hot-blooded".

After another moment the spirit speaks again before finally quieting.

"Sorry to unload that on you all at once... It might be the stress or the fact you are the first people I've had to talk to in days. Probably days anyway not like I can track the time".


nephilim is the term for the giant-equivalent of an aasimar and are mostly known for their thousand-year lifespans. In the same way the tiefling equivalent is referred to as a gigas (known for great size, mechanically being huge or even gargantuan), and the elemental planetouched equivalents are the fire, frost, stone, and cloud giants (cloud giants only being large here) and storm giants being a bloodline blessed by the god of the sea and air (think golarion's Gozreh crossed with Cthulhu).

'horned folk' refers to the minotaurs.

Bellisar:
Sense Motive results:
To the best you can tell the spirit does not appear to intend to mislead when it speaks of it's willingness to offer aid.

Viirin
2017-04-17, 12:34 AM
While everyone else was following the spirit, Theron got the idea that maybe they were being led away from something else that might have been important. There were stairs leading up, weren't there? Isn't that where that ghost came from to begin with? Maybe it would be a good idea to go look that way as quietly as possible. Since there didn't seem to be any danger anywhere, at least not anything overt, there was no need to make anyone else aware of his choice.

Tuvarkz
2017-04-17, 06:55 AM
Thinking that the spirit spoke truth, Bellisar followed along. While his first instinct upon seeing the spiders jump down was to slash at the ghostly being, he remembered-the spiders would ignore it because they couldn't eat it, and the spirit would've thought of them harmless. The onispawn grinned at the chance to test his new skills.
((Rolling initiative))
[roll0]

Coretron03
2017-04-22, 11:59 PM
"Hmm, the ability to reincarnate followers into a incoporeal form. Interesting." Varian made a mental note to research the further. The potential in such a power could prove useful, if it could be controlled. He withdrew his invested energy from the wight, causing to to shrink back to human size which reminded of the previous question. "One of such moving bodies is under my control, the wight following us. From the sounds of it you've encountered more deeper down, which is part of the reason we're here."

Sensing no deception from the incoporeal being he felt reletively safe with it. It seemed to posess little more power then emitting light and could guide us throughout the ruins, so he decided to follow it.

As the spiders dropped down he replied "To you, maybe. We are slightly more vunerable. Shouldn't be too difficult to defeat"

[roll0]

ThreadNecro5
2017-04-24, 05:30 AM
Combat:
The room is an unadorned twenty-five foot square carved from stone. Ahead of you (to the east) is a ten foot corridor leading to a closed door. To the west is another such corridor leading to an open one which appears to leads to a large room.

Despite the spiders as large as any one of you, minus the koblold, there is a notable lack of webbing and what there is looks decrepit. The three spiders themselves drop down from the celling dull grey-lack exoskeletons skittering towards you.


Tessara: 26
Varian: 21
Theron: 16
Skorth-kor: 12
Bellisar: 13
Spider A: 10
Spider B: 8
Spider C: 7
Wight: 6

Feralventas
2017-04-25, 12:55 AM
"No. No. No. No and No. I have had enough of spiders and insects and arachnids back the way we came. We're dealing with this quickly right?"Tessara says, seemingly talking down toward the weapon drawn quickly to hand as much as the rest of the party.

Move Action=Draw weapon.
Standard=casting Haste (CL11, potential 11 subjects, keeping only to known friends and compatriots).

Coretron03
2017-04-26, 12:31 AM
"Agreed, we don't have the time be be in a prolonged engagement with creatures like this" Varian said as he manipulated his power into his hands, some defensive precautions and hs wight, causing it to yet again grow in size and power as he began casting his spell, a heavily modified magic missile of his own design which sacrificed a full freedom of targets, accuracy and range for a much more focused, powerful attack and unlimited uses.

Upon completion six missiles of force energy flew at the spiders, 2 at each. His wight, although it seemed flatfooted, he ordered to move in and strike the spiders, closest one first.


Swift: Invest 5 esscence into Riven darts, 2 more in Thurstons bladeward, 3 more in Dark lords ring of esscence binding and remove 4 from Sentinel's helm.
Standard: Riven darts at all 3 spiders, 2 each (limit of the veil)


Targeting Touch AC
Spider A
[roll0]
[roll1]
[roll2]
[roll3]

Spider B
[roll4]
[roll5]
[roll6]
[roll7]

Spider C
[roll8]
[roll9]
[roll10]
[roll11]

ThreadNecro5
2017-04-26, 05:24 AM
As Varian's bolts are launched they strike true, while no spider has been damaged enough to be out of the fight, all are worse-for-ware. The one at the far end of the room even having it's exoskeleton show a few cracks, another few hits like that should take it out.

All darts hit.

Damage taken
A- 24
B- 25
C- 17

Tuvarkz
2017-05-01, 04:26 PM
Bellisar grinned savagely, adjusting his stance, before stepping forwards, delivering a brutal strike to one of the spiders!

Swift to enter Black Seraph Style, 5-foot step SE as free.
Standard to use Ruby Zenith Strike on Spider C, power attacking. Sense Motive check replaces attack roll, cannot crit. On a hit, deals triple damage; and if the spider lives, free intimidate check.
Sense Motive vs AC
[roll0]
Damage (Result is *3)
[roll1] (36*3=108)
Free intimidate check
[roll2]

ThreadNecro5
2017-05-02, 01:50 PM
As his blade comes down, Bellisar finds the spider bursts like an overripe fruit. Quite literally exploding from the blow to coat the walls.

The creatures innards at not what was expected however and instead of a wet smear expanding forth to coat the everything the entire spider is reduced to fine choking power that irritates the eyes and clogs the nose. The entire creature was dried-out, and it's insides hollow and full of dust!


Spider C is dead.

I don't see it specified where Bellisar is standing so I will place him in I10.

Bellisar must take a Fortitude save.


Initiative Order:
Tessara: 26
Varian: 21
Theron: 16
Skorth-kor: 12
Bellisar: 13
Spider A: 10
Spider B: 8
Wight: 6

Map: https://docs.google.com/spreadsheets/d/1A0Xmw1NmR3Dxk_Bx5En73SrKBMw4I9CsBrp839955B0/edit#gid=0

Triskavanski
2017-05-02, 02:15 PM
Skorth-kor throws a bomb at one of the other spiders. "Why do these here?!" he screams out.

[roll0]
[roll1]

ThreadNecro5
2017-05-02, 04:04 PM
With the Kobolds bomb the Room is temporarily lit up by the effective flames. Even after the flash of orange-red light the environment retains a little lighting from the now burning spider webs on the ceiling, this however will only last briefly.

The spider itself is struck to great effect, loosing a few legs as one side of it's hollow shell ruptures. All the while the spirit that lead you all down swats ineffectually at the creatures.

It was not specified which spider Skorth-kor targeted, so I randomised it and went for spider B

The spider was hit.

Enemies Total Damage:
A- 24
B- 50


Meanwhile, Theron is Upstairs:
As Theron looks around as fast as he can, it becomes clear that this is just more of the old, shabby, house. Nothing of value is found within the bedrooms and what might have been a study.

It will take [roll0] rounds for Theron to finish looking around and join combat

Spider A:
The least injured of the spiders heads after Bellisar, skittering after him to bite fruitlessly.

Spider B:
The other spider meanwhile lunges after Tessara, scoring a solid nip at the leg followed by a frenzied 'chewing' of sorts. The creatures bite is not as onw would expect, being a dry affair rather than one dripping with venom as one would traditionally imagine. Indeed there is no sign of venom at all.


Spider A:
Bite
Hit: [roll1]
Crit?: [roll2]
Damage: [roll3]


Spider B:
Hit: [roll4]
Crit?: [roll5]
Damage: [roll6]

Coretron03
2017-05-02, 07:15 PM
The Wight makes a small move towards the spider to strike it with its slamming fist, sped up by the haste spell. Infused with negitive energy, it makes its strike.

Wight takes up a 2 by 2 space

5ft steps down one space, makes a full attack on Spider A.
Slam 1
Attack roll [roll0]
Crit [roll1]
Damage [roll2]
Slam 2
Attack roll [roll3]
Crit [roll4]
Damage [roll5]
On hit, forces a dc 20 fortitude save or target gains a negitive level, taking -5 hp, -1 on attack rolls, saves, skill checks and armour class.

Tuvarkz
2017-05-03, 03:40 AM
Bellisar channeled his unbreakable discipline into trying to resist the effects of the dust!

Immmediate: Activating counter-Sanguine Perseverance, replacing the saving throw with a Sense Motive check, same DC
[roll0]

((EDIT: Yes, I10 is where I meant with the 5-foot step SE, aka one right-down diagonal from his previous position))

ThreadNecro5
2017-05-03, 07:01 AM
Bellisar:
Shrugging of the chocking dust you can now turn your attention to the spider in your midst

Save passed

Wight:
The Wight stakes a few steps forwards and manages to land a decent hit. The spider looks worse-for-ware but not totally crushed, and strangely is in no way weakened by the supernatural aspects of the Wight's strike.


The Spider is immune to the negative-level causing effect.

Enemies Total Damage:
A- 24
B- 50

Initiative Order:
Tessara: 26
Varian: 21
Theron: 16
Skorth-kor: 12
Bellisar: 13
Spider A: 10
Spider B: 8
Wight: 6

Map: https://docs.google.com/spreadsheets/d/1A0Xmw1NmR3Dxk_Bx5En73SrKBMw4I9CsBrp839955B0/edit#gid=0

Feralventas
2017-05-16, 01:45 AM
The startled and slightly-stabbed archivist seems to take poorly to the spider's insistent attacks and endeavors to distance herself from it with more haste than before, shifting her stance to put her weapon between herself and the creature even as it seems to be gathering for another leap, then flickers from sight, only to appear some distance away, turning to face it should it still be standing. "Couldn't have been actual undead that we could make use of, just Had to be spiders."


[roll0] Concentration Check for Defensive Casting of Bladed Dash. Teleporting to L11.
Single attack while in motion.
[roll1]
Damage if applicable.
[roll2]

ThreadNecro5
2017-05-16, 06:07 AM
Tessara:
Successfully dashing away from the spider, you manage to deal a solid hit. The creature however remains standing.


Link to Map:
https://docs.google.com/spreadsheets/d/1A0Xmw1NmR3Dxk_Bx5En73SrKBMw4I9CsBrp839955B0/edit#gid=0

Monster HP:
A- 31
B- 56

Initiative Order:
Tessara: 26
Varian: 21
Theron: 16
Skorth-kor: 12
Bellisar: 13
Spider A: 10
Spider B: 8
Wight: 6

Coretron03
2017-05-17, 08:35 PM
"I wouldn't be so sure about that, they don't seem like your typical spider, pardon the size. I doubt anything living could survive down here without magical aid." he replied as he readied another casting of his riven darts. Boring to rely on such a strategy maybe, but efficient and that was all that mattered to him. The same action happened as before, except 2 of the darts fizzeled instead of striking due to the limitions imposed on it. He then attempted to identify the spiders. Somthing seemed off about them.

Using Riven darts again, making a knowledge check


Knowledge check [roll0]
Ranks in Knowledge: Arcana, Dungeoneering, History, Local, Nature, Planes and Religion, all at +21. Not making a Specific one, just making a generic roll so we don't have to do one later.

Spider A
[roll1]
[roll2]

[roll3]
[roll4]

Spider B
[roll5]
[roll6]

[roll7]
[roll8]
Edit, I don't think riven darts can crit.

ThreadNecro5
2017-05-18, 01:11 PM
Varian:
After a moment's thought, between the lack of observable poison, the prey-poor environment, the dust within hollow shells, the unmaintained webs, and the Wight having no effect beyond it's physical force, the Spiders are almost certainly undead. Rather potent ones too given that they are significantly hardier than any juvenile ogre spider should be. The animating process appears to have dried them out and hardened their exoskeletons, making crushing force a viable stratagem to speed the fight up.

Of the bolts you launch, most hit with only one sent after the spider standing alone missing. The creature is obliterated, another cloud of dust billowing forth. Of the spider struck twice, it too pops like a burst eye, only into yet more of the dust coating the room.

Post Combat:
"Odd." Says the spirit after spending the fight uselessly swatting the spiders, "They never reacted to me alone".


Knowledge check is successful, the spiders are undead.

Bellisar would have to make another Fort save but because combat ended it would have no effect.

Link to Map:
https://docs.google.com/spreadsheets/d/1A0Xmw1NmR3Dxk_Bx5En73SrKBMw4I9CsBrp839955B0/edit#gid=0

Combat Finished! Assume Theron manages to catch up.

Tuvarkz
2017-05-20, 01:54 AM
The onispawn looked at the ghost, and said: "Unless you haven't realized you're a ghost now, the reason's fairly obvious. The spiders don't have interest in what they can't eat or even attack."

ThreadNecro5
2017-05-23, 03:59 PM
"Ah. That sounds about right." says the spirit, a little quiet after the mention of its death. "You all think We should head to the library? We kept a golem there so you living should be safe from the thing inside.

"Ghost you said? That what they're calling it?" questions the spirit before it continues "That's archaic Giant if I recall".

Everyone, please state where specifically your characters wish to go next, or state where they want the spirit to take them.

Tuvarkz
2017-05-29, 07:17 AM
Bellisar nodded at the ghost, in agreement. And even if the golem proved hostile, better to fight it face on than risk getting blindsided.