Yedan's Troubleshooters

Morgan Sorrowful

"Determining the living source of the problem, if there is one will proof difficult. But whoever it is, has control over undead, so it will be someone with either magic abilities or a magic item that allows control. But undead are not my area of expertise."
Morgan says and looks at the professor.

[sblock=Mini Stat Block]
Morgan Sorrowful

---

HP: 11/11
AC: 18, Touch 12, Flat Footed 16
Initiative: +2
CMB: +2
CMD: 14
Fort: +4
Ref: +3
Will +5
Speed 20'

Spells prepared (save DC = 13 + spell level):
0 - Detect Magic, Guidance, Light
1 - Cure Light Wounds x2

Concentration Check: +6

Club (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2)X2
Scimitar (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2) 18-20/X2

Perception +7

dies at -14

-4 sp
[/sblock]
 

log in or register to remove this ad

"Their actions make perfect sense to me," chirps Bastion. "The undead are driven by primal emotions, the foremost being rage. Having meddled in their revenge, it is quite possibly that such feelings were triggered."

The old man rubs his chin. "Let's find someone to rest for a couple more hours, and then we can perhaps head back to the graveyard to investigate. I'm guessing our subje-, I mean, our foe, has likely returned to that haunt."

If you can stand the smell, Jaran's house woud still be open. Staying at Lirev's might be a good way to incense the villagers even further, so if rotting bodies bothers you, you could probably hunker down in any clear spot on the edge of the village for the few hours until morning, being hardy adventurers.
 
Last edited:

"Professor, since you are the expert in such matters, we will defer to your judgment. The only thing left to do now is figure out a tactical strategy. Indulge me for a moment my friends as I think out loud....

The last undead we fought were more cunning than one might have expected of creatures with rotten flesh. Our approach should be the same as the barn. Box it in while leaving a clear path for the spell casters and myself. Colvin, Morgan, and Evret should seek to meet it head-on and surround it. Even the centipede may be used to impede the creatures progress. Morgan, you should have your centipede flank the beast for you and Colvin and Evret can work as another flanking pair.

Space allowing, Mezcia, Bastion, and myself can form a single line for firing, that way none of us will obstruct the other..."
as Whyre talks, he begins drawing in the dirt...

OOC:
D= Dwarf

1 2 3 4 5 6 7 8
O O O O O O O O B
O O B O O O O O C
O O M O O O O O D
O O W O O O O O E
O O O O O O O O F
O O M 1 E O O O G
O O 4 D 2 O O O H
O O C 3 A O O O I
O O O O O O O O J



"If we are aligned thus, myself, Mezcia, and Bastion can all fire cleanly at the creature. If we leave the numbered spots open, then any of the casters can find a clear shot. If the dwarf attempts to move, all four of those surrounding him will be able to strike the dwarf as he moves. The melee maneuver I call 'four corners. The firing line is known to me simply as 'firing line.'

We must not let the dwarf attack the spell casters so I will position myself at the front of the line.

The dwarf is most likely heavily armored when corporeal. So those in melee will have to make a decision about whether to fight defensively or at all. We rangers have a saying, 'The quicker the kill the safer the hunt.' But each man must assess his own risk.

One option might be to disarm the creature if you are skilled in such maneuvers Colvin or Evret. Unarmed, the dwarf would pose little threat.

If we find Morgan's shillelagh can affect the creature when so struck, the others in melee might consider aiding Morgan's ability to hit. "
OOC: I'm talking about Aid Another for offense


"Right before we enter the graveyard, Morgan can give me the magic stones. Before we approach the crypt, I recommend Morgan cast Guidance on himself and others. Also, I recommend Colvin and Evert use clubs as the creature may be resistant to edged weapons.

My final suggestion is we take one of the Granthum bodies up to the graveyard and attempt to draw the creature to the open graveyard where it first appeared. We do not want to fight the creature underground if we can avoid it.

Does anyone have a sling? "
 

Morgan Sorrowful

"I can enchant up to three stones and they can be thrown, too. A sling would only increase the reach. The magic will last for half an hour. The club enchantment last only a mere minute, same for the guidance. In a pinch, I would enchant my weapon and attack with it as long as the magic last and don't stop to pray for guidance."
Morgan explains.

[sblock=Mini Stat Block]
Morgan Sorrowful

see Shillelagh or Magic Stone.
Also I dislike spamming divine magic, sending a prayer every few seconds to keep up the effect on a bigger group.

---

HP: 11/11
AC: 18, Touch 12, Flat Footed 16
Initiative: +2
CMB: +2
CMD: 14
Fort: +4
Ref: +3
Will +5
Speed 20'

Spells prepared (save DC = 13 + spell level):
0 - Detect Magic, Guidance, Light
1 - Shillelagh, Magic Stone

Concentration Check: +6

Club (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2) X2
Scimitar (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2) 18-20/X2

Perception +7

dies at -14

-4 sp
[/sblock]
 

Evret nods in regards to the sling question, tapping a long leather strap tied to his waist.

"If we can fight it out in the daylight, perhaps its powers will be lessened. I've heard that about undead. However, the casket eventually has to be carried down into the tomb, so if the undead don't come above ground we will be fighting them while carrying a heavy wooden box.

I'll leave any attempts to disarm the creature to others more skilled. I would rather focus on putting the creature down.

As far as accommodations for tonight, I'd rather sleep out under the stars than amongst the dead bodies."
 

Colvin listens as the others brainstorm over what to do regarding the ghost"I have a blunt weapon that will do the trick and I'm more adept at tripping than disarming, but I'm willing to try it."
 

OOC: Sorry Arrowhawk, I don't understand your map. you have You, me and Bastion in a line so the front is blocking the back.

I know I'm missing something obvious but the way I see it, I could take a 5' step to D4 but Bastion would need to move to C5.
 

Whyre accepts the sling from Evret. "Thank you." Whyre nods at Morgan..."Yes, my first choice will be to throw the stones, but as a ranger I am a believer in being prepared for all contingencies."

Whyre then turns to Colvin,
"Tripping the creature will make it harder for Mezcia and myself to successfully target the creature from range. But the advantage is that the four of you will be safer and more likely to injure the creature. After I have thrown my three stones, tripping the creature would be a valid tactic as I could close to melee and take advantage as well. I will tell you when I am out of stones and you can decide. The gods willing, the creature will be vanquished before that happens.

As far as where we sleep, outside is preferable for myself included. I can take the first watch if need be."

[sblock="OOC"]Ghost, the rules for Soft Cover are here: cover. Unfortunately this diagram doesn't show exactly our situation, but If you look at #4, the cover rules allow the attacker to choose which corner you aim from. Because you and Bastion can choose the SE corner....that allows you to trace a firing line straight down from that corner past myself and Morgan. From Mez's position, he can trace an unobstructed line to all corners of the Dwarf's square. Since the line doesn't cross an occupied square (it only runs on top of a border), nobody directly in front of you will provide Soft Cover to anything one square to the left or right of you. It's odd physics/geometry, but I think the rationale is that as the attacker, you can stand in any corner of your square to fire since you technically don't fill the entire square.

Here's an important fact for everyone who fights in melee: Because the game uses squares, it also means that you can never avoid Soft Cover if you try to fire diagonally through people. You have to line up N-S, E-W. In other words, if people line up in the 1,2,3,4 squares...it would be impossible for a ranged attack to avoid Soft Cover from any position on the same plane. As a melee combatant, it's very important to always choose a corner when attacking.

Hopefully that helps clear it up.[/sblock]
 

OOC: Thank's Arrowhawk. I think I see now.


Once Whyre has outline his tactics, Mez replies "Don't forget we have to assume that the ghost can appear anywhere and that it will appear at the best tactical position for itself. I believe that if we have Granthum's corpse, the thing will appear between the coffin and the crypt entrance to stop us going inside. One other thing, if it stays in the entrance, hang back and use ranged attack."

Mez doesn't fancy sharing a bedroom with a corpse so also suggests they sleep outside.
 

[sblock=ooc]Cool. We could also stand shoulder to shoulder starting from Whyre's position (E2-4), or each of us take a position in a N-S or E-W line from one of the corners. The key is to remember that someone/thing directly in front of you never provides Soft Cover for something one square right or left. But if you were in D4 and Bastion were in C5, you would actually provide the dwarf with Soft Cover from Bastion. Technically though, if Bastion is shooting Magic Missiles, he can stand just about anywhere as Soft Cover is irrelevant. But if we don't kill it by the time he runs out of MM's then he'll need a clear shot for his DU.[/Sblock]
 

Remove ads

Top