The Ancient Paths - Path I

Nae'talis covers his nose with his scarf in disgust as the stench reaches his nostrils. He does his best to ignore the added repulsiveness of his companion's vomit added to the scene as he moves to put as much distance from the ghast as possible. He then concentrates as he incants the trigger words of another spell, a green glow beginning to emanate from his finger.

[sblock]Casting Melf's Acid Arrow @ Ghast

~

Current buffs:

Mage Armor

~

Spells Remaining:

Level 0 (4 + 1)

Detect Magic **
Ray of Frost ***

Level 1 (2 + 1 + 1 + *)

Color Spray *
Mage Armor
Magic Missle **
Sleep *

Level 2 (1 + 1 + 1)

Aganazzar's Scorcher
Melf's Acid Arrow
Scorching Ray [/sblock]
 

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Dowkan hacks up some phelgm as the ghast's stench overwhelms his senses. With mucous pouring from his nose and mouth, the dwarven warrior relies on his discipline, rather than instinct, to maintain a position to protect Nae'talis and Hrolf. (ooc: Delay Poison removes the Sickened condition - a cleric with ranks in heal would know that :) )
[sblock=ooc (action)]Ready action to attack ghast once it closes[/sblock][sblock=ooc]Hip, it would be useful to have ranges inserted in the description to allow calculation for charging, range of spells etc. eg ghast is 40ft away, skeletons 50ft away. <edit> I guess the ghast is right next to us?[/sblock][sblock=sickened]The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.[/sblock][sblock=saving throw?]Did you include Dowkan's +2 racial bonus against poison in his saving throw?[/sblock]
 
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[sblock=OOC]The room is only about 20' wide in either direction. The ghast is about 10' away (the whole Stench thing), the skeletons vary from 10' to less than 10' away, and the zombies are about 10' down the corridor.
Saving Throw: Yup, I'm pretty sure I did. I rolled like a 1 or 2 for either Dowkan or Hrolf; I can't remember now.
Sickened: You mind pointing me in the right direction book- and page-wise?

On another note: I'm pretty confident in the party's capabilities; don't sell yourself short.[/sblock]
 

[sblock=ooc]Link here: sickened. And my only concern is the paralysis stuff. I reckon Hrolf can easily turn the skeletons and teh rest is about 2 rounds of work (assuming no paralysis).[/sblock]
 

Hrolf drops to his knees as the stench of the undead washes over him. With his sword point grounded the cleric pushes some of the sickness fogging his mind. Letting is shield drop to the floor, Hrolf extends his left hand towards the undead. ”Tyr commands you to stop, return to the abyss of chaos when’s you came from.”
[sblock]Turn Undead +2 Turn Check, 2D6+3 Turn Damage

I think you should add the -2 for the “Sickened”, if so than my Turn Check is +0.
Sorry, does that look stupid, I don’t want to imply that you don’t know that 2-2 = 0

I really wanted to say “You shall not pass” but I didn’t wane get into trouble.[/sblock]
 

~ The Adventurers ~

Dowkan prepares himself to chop at the ghast when she gets closer.
The six skeletons climb out of the exposed graves and make their intentions clear with wicked grins.
Hrolf raises his holy symbol of Tyr to shield off the undead attackers to great effect. The strength of the greater god compels the ghast and five of her skeletal companions to flee Tyr's vengeance.
Nae'talis flicks the dart used as his spell's focus from his wrist and it morphs into a speeding arrow of acid on a collision course towards the ghast. The magical shaft strikes the undead half-elf in the shoulder (5 Damage).
The ghast hisses at Hrolf's faith and the magical acid melting a hole in her underarm, and begins backing away to the room she came out of.
Sabriel fires an arrow from her short-range bow at the retreating ghast and over-shoots; the arrow bounces off the cavern wall behind the ghast.
While the adventurers have their attention on the departing ghast and skeletons, the two aimless zombies creep up to Dowkan's and Nae'talis' position and take swings at the pair with splintered clubs. Both miss, but it reminds the wizard and fighter of the very real threat they pose.

~ Initiative ~

(6) Skeletons - 20
~ (5) Turned (9 Rounds)
Hrolf - 14
~ Sickened (59 Rounds)
Nae'talis - 11
Dowkan - @8
~ Sickened (49 Rounds)
Ghast - 8
~ Turned (9 Rounds)
Sabriel - 7
(2) Zombies - 2

[sblock=OOC]The six skeletons joined the battle and only one escaped being Turned. Those five will retreat down the corridor the party came through, towards the rock wall.
The ghast never got a chance to get close to Dowkan, so his readied action was a dud. She is currently retreating through the wooden door to the left (10'-0").
Let me know if you need any of that big tangle of Initiative explained...[/sblock]
 

Sabriel turns her attention to the two Zombies. Her expression screws up in disgust, but she stands firm, fitting another arrow to her bow and biting her lip in concentration. She looses another arrow.
Holy water. Next time, insist bringing on holy water.... Hmmm. Holified Alchemist fire sounds neat too... she thought in a jittery kind of way.

ooc:[sblock]
I figure that Sabriel has never really encountered any undead before. I mean, she's read about them, but the reality is far worse. Hope her reactions are ok for this.[/sblock]
 
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Dowkan sighs in relief as the ghast and skeletons back away from Hrolf's faith. He moves into a position to slay the zombies and skeleton and to protect the others. (ooc: positions for use of Cleave feat and Power Attacks for 1)
 

Nae'talis steps back from the attacking zombies and watches his companions attack the undead around them. If any of the un-turned remain alive he will cast at it.

[sblock]5 foot step away from zombies. Will delay action until after Sabriel's attack and cast Ray of Frost if anything is still not down.

~

Current buffs:

Mage Armor

~

Spells Remaining:

Level 0 (4 + 1)

Detect Magic **
Ray of Frost **

Level 1 (2 + 1 + 1 + *)

Color Spray *
Mage Armor
Magic Missle **
Sleep *

Level 2 (1 + 1 + 1)

Aganazzar's Scorcher
Melf's Acid Arrow
Scorching Ray [/sblock]
 

Getting back on his feet, Hrolf hefts his shield and turns his attention to the two remaining skeletons.
[sblock]+4 Melee, 1D8
I don’t know if the Wand would remove the “Sickened” effect, can’t find it in the books, or I’m not looking hard enough. If it would do the trick than I would like to change my action from killing Skeletons with my sword to healing Dowkan. [/sblock]
 

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