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The Big House


Starhawk

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spacer.pngFather Raziel de' Fatale

AC1 HP 23/27 Fort 4 Ref 2 Will 7 Init 0 Perception 6

Level 3 Init 0 HP 23/27 DR - Spd 30 ft.
AC 16/17 (melee/ranged) Touch 10 FF 16/17 CMD 1 Fort Ref 2 Will 7 CMB +4 BAB 2 Power Points 0/0 Action Pts 0
MW Morning Star +5 (1d8+3, x2)
Composite Long Bow +2 (1d8+2, x3)
Sickle +4 (1d6+3, x2)
Mithril Chain Shirt, Darkwood Buckler (+4 Armor, +1 Shield)
Str 14 Dex 10 Con 12 Int 10 Wis 19 Cha 16
Condition Normal

 

CLERIC CHANNEL ENERGY

Channel Energy 7 times per day (1/7)

DAILY DOMAIN POWERS

Animal Domain (Insect) - Exoskeleton 7 times per day (2/7)

Plant Domain (Leshy Caller) - Grant +4 sacred bonus Leshy's next attack 7 times per day (7/7)

DAILY SPELLS

0 LEVEL: Create Water, Guidance, Resistance and Stabilize

1st LEVEL: Calm Animals (Domain) 1/1, Cause Fear 1/1, Endure Elements 0/1, Shield of Faith 1/1

2nd LEVEL: Hold Animal (Domain) 1/1, Defending Bone 0/1, Spiritual Weapon 0/1

MAGIC ITEMS

Cure Light Wounds Wand (41/50 Charges) 1d8+1

When Heva asks which undead smell the worst, Father de' Fatale mentally contemplates the wide variety of undead but quickly comes to the conclusion that it is likely one or more Ghasts inside the house.

Calling out so the entire party can hear and confirming what Edwin revealed, Raziel says, "In fact, Ghasts are by far the most common stinky undead but there are many kinds. I would have to smell the odor myself to even try to identify the exact type."

Continuing, the Priest of Erastil adds, "Nonetheless, my experience and training inform me that all Ghasts and Ghouls paralyze their foes. However, Half Elves and Elves are immune to the paralysis caused by Ghouls, but not to the stronger Ghast paralysis."

"But, even if they are Ghouls, even then a band of Ghouls is often led by a such a Ghast. You will be able to tell most likely from the extent of the foul fumes once directly exposed, because Ghasts stink and nauseate everything around them, while Ghoul odor is merely unpleasant by contrast," the minister adds.

"I realize that's not a lot of specific information, but I it's the best that I can do. My advice is to expect and prepare the worst and, gods willing, hopefully it won't be that bad," the holy man says hopefully almost like he is saying a prayer. "Edwin should be able to identify them more specifically.

Actions for the round

Free: Speak

Swift:

Move: As shown on map

Move Action:

Standard:

Immediate:

CONTINUING EFFECTS: None

Edited by Terran (see edit history)
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Screenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngScreenshot_20240115-091914.png.5932cf21a5dcfc501fd9e2bd3fd48260.pngEd Billings - Some Ranger Fella and his Trusty Hound Dog

AC: 18 [16] HP: 29/36 Fort: 6 Ref: 8[6] Will: 6 Init: Perception: 8

Zebediah Edvard Billings IV
Male NG Human Ranger Level 3, Init 4, HP 36/36, Speed 30, AC 18, Touch 14, Flat-footed 14, CMD 19, Fort 6, Ref 8, Will 6, 

CMB +5, Base Attack Bonus 3

MW Composite Longbow (+2) 600gp (40x Arrows / 20x Incendiary Arrows) +9 (1d8+2, x3)
MW Longsword 315gp 8 (1d8+2, (19-20)x2)
Light Mace 5gp 8 (1d6+2, x2)
MW Chain Shirt (250gp) (+4 Armor, +4 Dex)
Abilities Str 15, Dex 18 [15], Con 14, Int 10, Wis 14, Cha 8
Condition (-3 Dex)


 

"Locked up tight as the skin of a gooseberry, I'm afraid," Ed replies, in his typical, languid, drawl, making only brief eye contact with the armored half-elf who peers out from his visored helm.

"THE FULL DEAD CAN GET TO STINKIN PRETTY BAD TOO, IF YA GIVE EM' LONG ENOUGH!" Ed hollers to Heva on the roof, before the mage makes a more scholarly assessment of the situation.

Seeing as there's not much for the ranger to do, he steps back from the house and begins having a look about the perimeter for tracks, alternate entrances and for any indication of what might've happened there.

Or who or what might be inside.

'BUGLE! Find me a trail boy!" he calls to his dog after a couple sharp whistles.

OOC

Ed (10) Handle Animal = 15

Dog = (w/scent) (10) Survival to find tracks =15

Ed Survival to find tracks = 16

Ed Perception = 15


ACTIONS 

Free:

Swift:

Move:

Standard:

Full Round:

Edited by Eborne1 (see edit history)
Name
Survival
16
d20+10 6
Perception
15
d20+8 7
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Glad that the group is finally starting to work together, Torren acquiesces and slides down the rope with ease. "Yeah, that sounds like a good idea." He says to the mage. "Send your familiar thing and lets see what it can see."

Name
Climb down
20
1d20+6 14
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The familiar flies up to the roof and then in through the window. It comes out moments later and returns to Edwin reporting that the attic space is clear and that it couldn't find out more because the roof hatch is closed thus preventing it from doing so. It also reports that the attic space would be very dark had not a shutter been opened.

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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren thinks a bit. "Alright. How about this. I'll go up and enter the attic. Then I can open the hatch and you can try again with your familiar. If there's immediate danger, I can just bail or climb onto the roof."

Torren will reclimb the rope and enter the attic space, keeping low so he doesn't crack his dome on the low ceiling. IF theres no objection, he'll go ahead and open the hatch leading to the floor below.

Edited by Penchant (see edit history)
Name
Climb the rope
16
1d20+6 10
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Heva

AC17, HP28/28, F+4, R+5, W+4, Init +6, Song 6/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer)

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 


As the shutters swingopen, Heva scampers up the rope to the roof. While the familiar explores the attic, Heva will walk the perimeter of the roof to observe the surrounding lands from the vantage point. She will be looking for the graveyard and any other useful features.

Action

perception

 

 

Edited by Starhawk (see edit history)
Name
perception
22
1d20+5 17
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Heva immediately notes a hill, or more precisely a mound, a precise hemisphere, covered with peach blossom trees in full blossom. The trees seemingly sprout from a bed of flowers. It sits atop an otherwise shrub and low tree'd ridge, running, straight as an arrow, north to south, about a half mile from the village. The ridge does not run over the little hills it encounters, such that it looks like a wall connecting towers. What the land is like beyond the ridge is unknown since nothing of it peeks above the ridge. A way off in the distance is higher land, perhaps ten miles further off. Further still is a low mountain.

[This is in Notes. Billings saw it before the Temple fight and never mentioned it. If PCs don't mention things it goes into Notes.]

Edited by Starhawk (see edit history)
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Torren opens the hatch and sees a set of wooden loops attached to the wall below him, constituting a ladder of sorts. The only light down there is what is coming through the open shutter across the attic space and down into the corridor below, which is to say not much at all. Without a light source, he cannot see either end of the corridor but he can see a double set of stairs some ten foot and ten feet off.

Edited by Starhawk (see edit history)
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Raziel, Drew, Theo, Billings, Edwin and Cyl at ground level, look up.

What they see is a building with a sloped roof, albeit with a flat rim on the periphery, enough space for a single person to walk all the way around. The sloped roof is not steep, so the attic is likely a low headspace area. The roof surface is of the baked clay type, commonly found in places with a profound lack of slate.

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image.jpeg.7c3e7757c341fb7505732bfec89d2261.jpegHeva

 

AC17, HP28/28, F+4, R+5, W+4, Init +6, Song 6/10. 1st:0/4.  Dex Dmg 3 (-1 to modifer)

 

AC 18, Touch 14, Flat-footed 14, CMD 17, Fort 4, Ref 5, Will 4, CMB +3, Base Attack Bonus 2

mw longbow comp. (+1 str) +7 (d8+1, x3)

cestus +6 (1d4+1, 19-20x2) mithral chainshirt (+4 Armor, +4 Dex)

Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 17 Condition None

Skills: +11 disable device;+10 sing(sense motive, bluff),diplo; +8: acro,escape,UMD, Ride; +7animal;+5appraise,climb,swim, perc, know(D,E,L,N)Ling

 


"We might not be looking for graveyard." Heva yells down from the rooftop. " Four furlongs from the village there appears to be a barrow. We might want to check it out after we decide to do with this building.

So what's the plan?"

Heva waits on the rooftop for the outline of the plan. If the building contained ghouls and ghasts, she had no interest in close quarters fighting with a longbow. Enjoying the view was much enjoyable and significantly safer.

Action

 

 

 

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spacer.pngTheodmer Naejor
Spell Slots | Spells Prepared | AR : 3/9 | Active Effects

AC 14 HP 21/21 Fort 3 Ref 5 Will 5 Init 3

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2868783%5D%5BB%5D%5BSIZE%3D%2B1%5DTheodmer%20Naejor%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AM%20N%20Elf%20Arcanist%20(Occultist)%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2021%2F21%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2014%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2011%2C%20%5BB%5DCMD%5B%2Fb%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%201%20%20%20%0A%5BB%5D%20%20Sickle%20%5B%2FB%5D%20%2B1%20(1d6%2C%20x2)%0A%5BB%5D%20%20Light%20Crossbow%20(30)%20%5B%2FB%5D%20%2B4%20(1d8%2C%2019-20x2)%0A%5BB%5D%20%20Silken%20Ceremonial%20Armor%5B%2FB%5D%20(%2B1%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2011%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2018%2C%20Wis%2012%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Theodmer Naejor
M N Elf Arcanist (Occultist), Level 3, Init 3, HP 21/21, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 14, Fort 3, Ref 5, Will 5, CMB +1, Base Attack Bonus 1
Sickle +1 (1d6, x2)
Light Crossbow (30) +4 (1d8, 19-20x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 12
Condition None

Bison :
Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1

Offense

Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft., Reach 5 ft.
Special Attacks stampede (see aurochs), trample (2d6+12, DC 20)

Statistics

Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8


Not finding much of interest on his circuit of the building, Theodmer decided to head for the roof. Fortunately for the rather unathletic elf, the rope made the trip much easier, and he paused for a moment by the open window to get a whiff of the reported foul odor, referencing it against his knowledge before completing the trip to the roof.

 

Edited by dhemon (see edit history)
Name
Perception
9
1d20+6 3
Knowledge (Arcana)
15
1d20+8 7
Knowledge (Dungeoneering)
18
1d20+8 10
Knowledge (Nature)
17
1d20+8 9
Knowledge (Planes)
14
1d20+8 6
Knowledge (Religion)
10
1d20+8 2
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image.jpeg.d2a8e07a33a39020c39594fe43fa14dc.jpeg Torren Grimstad

AC 23 (AC 21 Greatsword) HP 39/39, Fort +5, Ref +2, Will +1, Init +1

Male NG Human Fighter

Level 3 Init 1 HP 39/39 Speed 20
AC 23 (21 Greatsword) Touch 12 Flat-footed 21 (19 Greatsword) CMD 20 Fort 5 Ref 2 Will 1 CMB +8 Base Attack Bonus 3   
Great sword, Masterwork 10 (1d10+7, 19-20/x2)
Longsword 9 (1d8+5, 19-20/x2)
20 Str Composite Long bow 4 (1d8+5, 20/x3)
F. Plate/Hvy Steel Shield +9 Armor +2 Shield +1 Dex +1 Dodge

Str 20 Dex 13 Con 14 Int 12 Wis 10 Cha 8

Condition None 

Torren pokes his head out the window only to find a wizard there, "Oh hello. No immediate threat here." He calls down to Edwin, "The hatch is open. No immediate threats I can see but it's dark."

Edited by Penchant (see edit history)
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spacer.pngEdwin Arcadia

AC13 HP 27/27 Fort 4 Ref 4 Will 4 Init +6 Perception +2(alertness,familiar +12)

Edwin Arcadia
M   human wizard, Level 3, Init 6, HP 27/27, Speed 30
AC 13, Touch 12, Flat-footed 11, CMD 12, Fort 4, Ref 4, Will 4, CMB 0, Base Attack Bonus 1   
include alchemical reagent bonus Acid splash +3 (1d3+1, 20/x2)
masterwork Haramaki (+1 Armor, +2 Dex)
Abilities Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Condition: +2 trait bonus to will saves vs charm and compulsion
+2 racial bonus to survival checks to avoid getting lost 

 

Prepared spell

cantrips: acid splash, Prestidigitation, detect magic,dancing light

lvl 1: grease(used), mage armor,web bolt, ears of the city, (hydraulic push)(used)

lvl 2: create pitx2(used) (fog cloud)

wand of enlarge other charges: 49/50

School power uses: 7/8

The ghostly thrush land on the fighter shoulder, the creature speak in fluent common "he speak the truth, craaa"

"you are not a crow..."

Adressing Torren "give me a second"

Edwin point his hand at the fighter "Create lesser will-o-wisp, " and combo it with"multiplication"

One bluish will-o-wisp appear next to Torren, then a second, then a third, finally a fourth, the fighter is surrounded by the floating wisp, which cast as much light as lanters. Edwin direct them inside the window "i can move them without concentration Torren, but since i cant see inside i'll need guidance to bring them near to the hatch"

The trush, who believe to be a crow, take flight and move toward the hatch, waiting for the light to show whats down there

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_28df7068-b62f-4180-bf91-271603c67a4d.jpeg.3e99c019217305eae354e52a07e24185.jpegCyl Wradom

AC 26, HP 33/33, Fort 4, Ref 3, Will 3

 

 

, Init 2, Perception 10

 

 

Male LN Half-Elf Fighter,

Level 3 Init 2 HP 33/33 Speed 20'
AC 26 Touch 12 FF 24 CMD 23 Fort 4, Ref 3 Will 3 (Enchantments 7)/(Fear 8) CMB +7 BAB 3

Fauchard +8 (1d10+6, 18-20/x2)  
MW Silversheen, Reach, Trip, Weaponcorded
Cestus +7 (1d4+4, 19-20/x2)
Javelin (1) +5 (1d6+4, x3)

Masterwork Full Plate, Darkwood Full Shield (+11 Armor, +3 Shield, +2 Dex)

Str 18 Dex 14 Con 12 Int 14 Wis 14 Cha 8

Condition None 

The half-elf nodded at Ed's reply, though he had no idea what a "gooseberry" was. Clearly they weren't getting through this way. As the one they were calling Torren and Edwin, explored the attic, Cyl followed along with Ed and his hound. The group plan was continuing well enough, but Cyl liked to have contingencies in place. Not to mention the fact that he wasn't the biggest fan of heights, nor was climbing exactly a simple proposition in his armor and with his weapons.

His focus was on an alternative entrance to this building, either weak-looking boards, a cellar, or any other way to gain entrance from the first floor. The elfish man relied on his training and naturally keen senses to assist these new allies.

Actions & Intents

Move Action: Perception Check

Standard Action: Move with Ed around front of building

Active Effects/Conditions:

Potential Actions

 

 

Held & Worn

Right Hand: Fauchard, masterwork, Silversheen
Left Hand: Shield, Darkwood, 
Worn: Full-Plate, +1, Masterwork 

Edited by Alterangel (see edit history)
Name
Perception
26
1d20+10 16
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Cyl discovers the place is locked up tighter than a safe at ground level, after walking all the way round the building. On the east side, he too sees the mound to the East.

Edwin casts dancing lights (though this wasn't explicitly mentioned) after moving some fifty feet back from the front door to actually see the roof shutter. He knows he won't be able to move them in any meaningful way inside the building, beyond the attack, without maintaining line of sight and as soon as Torren inside the ability to maintain this will drop to zero quickly.

The Dancing Lights under direction from Torren move into the Attic increasing the illumination there. This takes a goodly portion of time given the 'No that's too far.. bring it back.. no too much to the left' instruction this requires, however it does, eventually, increase the illumination a little on the upper floor in the way Torren wants.

The thrush familiar near the hatch sees more than Torren does, on account of its low light

Theo, operating in some kind of mind fog for some reason, acquires no useful information.

 

On the roof: Theo, Heva, Torren.

On the Ground: Raziel, Cyl, Edwin, Drew, Billings.

 

Player Posts

@dhemon @Rakle @Alterangel @Terran @Penchant

 

@dtspurrier @Rudra @Eborne1

Edited by Starhawk (see edit history)
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