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Forums of the Coast • Part 1: The Crusader's March - Page 21
Page 21 of 27

Re: Part 1: The Crusader's March

Posted: Fri Sep 19, 2014 4:56 pm
by Sajuuk
(Assuming Henric doesn't drop G7 somehow...)

Cernandlon moves to have a clearer line of fire at the Ghoul and lets an arrow fly.
(Attack [Vital Strike]: 1d20+13 = 20)
(Damage: 1d8+4+1d8+1d6+1 = 19 magic piercing damage)

Re: Part 1: The Crusader's March

Posted: Fri Sep 19, 2014 10:22 pm
by Squall255
Henrics acid wounds the ghoul, and Cernandlons arrow finishes the job thudding softly into the ghoul's chest cavity.

2600 xp to all. See Char Discussion thread for current total.

Re: Part 1: The Crusader's March

Posted: Fri Sep 19, 2014 11:31 pm
by Zanaikin
After the fight (and she stops being paralyzed), Epicette casts Detect Magic to survey the room, and especially for that negative energy presence that was probably responsible for keeping the ghouls so strong...

( Perception 9+16 = 25 )
( Spellcraft 14+18 = 32 )

Re: Part 1: The Crusader's March

Posted: Fri Sep 19, 2014 11:51 pm
by Mr_Praetorian
Daveed takes a few moments to shake the rage out of his mind. His eyes and sun-mark going back to normal.

He then surveys the room, with a rather disappointed look.

"Why do I get the feeling that something worse lies even deeper within?"

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 2:27 am
by Squall255
When you search among the ghouls, you find the following (list is TOTAL found):
2x Scroll Summon Monster V
2x +1 Studded Leather armor
2x Flail
184 GP
6x Studded Leather Armor

You find nothing among the gargoyles.

Now that you are able to observe the room without the threat of ghoulish assault, you see that the vaulted ceiling reaches nearly thirty feet overhead, and smashed stained-glass windows stretch in narrow bands above the doors. The statues in the corners appear to be angels though their faces and wings are cracked and broken almost beyond recognition. The walls are covered with disturbing shapes and runes that have been scratched into the stone and the altar is befouled with grime and filth.

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 2:52 am
by Laharl
Henric snaps his fingers a few times to clean up the altar with Prestidigation.

(Any relevant Knowledge check for those runes?)

"Hmm, looks like some of this is on here a little more solidly than usual. I think it'll take more than plain old elbow grease or the magical equivalent thereof to clean this one."

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 4:46 am
by Mr_Praetorian
"We'll deal with the alter after we've finished cleansing the evil from this place."

(Once everyone has placed themselves on the map, Daveed opens the next set of doors).

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 4:52 am
by Zanaikin
Epicette smacks the Desecrate aura with a Dispel Magic first (using a mythic point).
( Dispel check 14+7+2 = 23 )

( Knowledge religion 10+7 = 17 )

EDIT:
"Desecrated in the name of the Keb... eh, god of the ghouls. Guess we haven't seen the last of them here."

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 11:45 am
by Squall255
The Desecrate spell vanishes and the last bit of grime sloughs off of the altar as everyone feels a bit stronger. The party notices that Daveed's sun mark and eyes flare a little when the desecrate spell ends.

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 3:27 pm
by Mr_Praetorian
Daveed takes one more good look around, before pushing the doors to the next room open.

(Perception: 1d20+15= 32)

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 3:45 pm
by Squall255
While inspecting the wall near the doors, Daveed finds a small switch that opens a passage under the altar. There is a musty smell of stale air in the alcove beneath the altar.

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 3:46 pm
by Zanaikin
Epicette takes a tiny piece of wood from the room's debris, casts Light on it, and tosses it in...

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 3:49 pm
by Squall255
You see a small 10x10 storage room lined with shelves of potions, mostly labeled Cure Light Wounds. There is one shelf of Cure Moderate wounds (6 total). There are enough Cure Light Wounds potions to outfit your armies with 2 uses each should you choose to use them for that (approx 300 potions).

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 3:56 pm
by Mr_Praetorian
Daveed takes the Cure Moderate Wounds potions and gives one to each party member except for Malorix (whom he gives two), and then flips the switch, resealing the secret room.

"We'll come back for them once our work here is done." He says, moving back towards the unopened doors, and opening them when everyone is in position.

Re: Part 1: The Crusader's March

Posted: Sat Sep 20, 2014 4:00 pm
by Squall255
3 stone tables stand in the room, though any sitting tool seems to have been turned into a pile of splinters. Leather straps and restraints stretch across the surface and there is a knotted rope descending from a small hole in the ceiling (~1.5 inch diameter)