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    30 KB Necromancer Quest II Daerth 01/25/11(Tue)19:08 No.13657814  
    Your name is Daerth Shatterbones.
    You were an apprentice Necromancer until the day that your mentor got murdered by an angry flash mob.
    After summonning a familiar, crafting an epic clay golem and a skull totem from your old mentor, you warded your sister's house.
    It is now a new day here at Raven's Hallow, and you have the responsability to find the truth behind the recent deads and clear your mentor's name.

    Welcome to Necromancer Quest.

    > You are a Necromancer
    > You have access to both arcane and divine spell up to level 3.
    > Your speciality is Necromancy, your domains are Death & Repose
    > You have summoned a raven familiar, and have crafted a Masterwork Clay Golem.
    > You no longer have Undead HD TBR
    > You have 5g
    >> Daerth 01/25/11(Tue)19:09 No.13657823
    It is late morning when your sister wakes you up. There was no sign of intrusion from the ward all night.
    Your clay golem is still keeping guard, and will do so until a new order. Your sister knows better than ask any question about yesterday night.
    Your sister offers you breakfast, but you need to delay it until you've meditated and studied your spellbook
    You spend the first half hour relaxing and meditating, renewing your link with the spirit world - the voices of a thousand deads welcome you with warmth.
    Then when you're done meditating, you open up your spellbook to better shape the power given to you.
    > You are slightly hungry
    >> Daerth 01/25/11(Tue)19:10 No.13657830
    Here's a sample of the spells known to you. You cannot learn new spells until you find a copy.
    - Ghost Fire (Light/Spark) (N)
    - Bone Teeth (Magic Missile) (N)
    - Defending Bone (N)
    - Detect Undead (N)
    - Deathwatch (N)
    - Speak with dead (N/R)
    - Hide from Undead (N)
    - Blindness/Deafness (N)
    - Deathwine (N)
    - Defoliate (N)
    - False Life (N)
    - Ghoul Touch (N)
    - Spectral Hand (N)
    - Cause Fear/Scare (N/D)
    - Deathwatch (N/R)
    - Bless/Curse Water
    - Gentle repose (R)(N)
    - Spiritual Weapon (N)
    - Disrupt Undead (N)
    - Touch of Fatigue (N)
    - Detect Magic
    - Identify
    - Ray of Frost
    - Bleed/Stabilize (N)
    - Raise Dead (N/D)
    - Alarm
    >> Daerth 01/25/11(Tue)19:23 No.13657953
    First Quest thread if you need to catch up.
    >> Daerth 01/25/11(Tue)20:07 No.13658425
    Things bumpin' threads in the night
    >> Magus O'Grady 01/25/11(Tue)20:33 No.13658749
    i've actually been looking forward to this all day.

    OK, we're awake, refreshed, and fully charged with supernatural power beyond the ken of the mere bumpkin villagers who murdered our master.

    Time for four things:

    one: Breakfast. Even mages gotta eat.
    two: Consult with our Mentor's spirit and the spirits surrounding his old house, find out exactly which villagers participated in the arson.
    three: Investigate the mayor's daughter's death.
    four: Have every villager who participated or abetted in our master's murder strung up and hung until dead, then reanimate their corpses and force them to perform manual labor for the village for the next hundred years while their spirits rot in hell.

    Which are we doing first? I want to say number one.
    >> Daerth 01/25/11(Tue)20:37 No.13658790
    last bump
    >> Magus O'Grady 01/25/11(Tue)20:38 No.13658810
    ight be too early. Last night's thread was a bit later in the evening, IIRC. Might take some time for interested parties to get online or find it.
    >> Daerth 01/25/11(Tue)20:46 No.13658896
    Vengeful, are we?

    You start the morning with a quick breakfast. Eggs, bread, and fruits. Refreshed and fully charged, you ask advice from your mentor. He politely suggest to find the cause behind the recent death and to seek an audience with the mayor.
    However, you know communing with the spirits won't be able to give names, such information is beyond them for now.

    These are the known places to investigate at:
    - Your old home
    - Sister's house
    - Mayor's house
    - The local inn/tavern
    - The general store
    - Altar to Pelor
    - The graveyard
    >> Anonymous 01/25/11(Tue)20:48 No.13658909
    Would check out either the Mayor's place or the graveyard first. We don't really have any good reasons to be looking elsewhere.
    >> Daerth 01/25/11(Tue)20:49 No.13658922
    Taking notice. Starting the next ones at 10-11 PM instead
    >> Magus O'Grady 01/25/11(Tue)20:51 No.13658942
    yeah, mayor's place. We can keep the golem in hound-mode so it doesn't attract too much attention, right?
    >> Daerth 01/25/11(Tue)20:56 No.13658994
    In broad daylight they will notice its a clay golem, no matter what form it takes.
    Bonus to Intimidate in humanoid form.
    >> Magus O'Grady 01/25/11(Tue)20:57 No.13659004
    we don't need to intimidate yet. Keep it looking relatively benign until things get dangerous. No sense agitating the bumpkins.
    >> Daerth 01/25/11(Tue)21:10 No.13659119
    You pack up your stuff and put the armor on. After saying your thanks to your sisters, you leave the house and head toward the mayor's home.

    At the entrance you are intercepted by two town guard. At first they mistook you for an adventurer, but they quickly recognize you as one of their own. With a serious look, you state that you have came for an audience with the town mayor.

    They seem hesitant at first, but you insist the reason as a matter of life and death. They accept to let you in, but ask you to leave the clay golem outside during the audience.
    >> Magus O'Grady 01/25/11(Tue)21:14 No.13659158
    that's fine. It can wait outside and smash its way in if needed.
    >> Anonymous 01/25/11(Tue)21:23 No.13659255
    Not like we can't defend ourselves without it.
    >> Daerth 01/25/11(Tue)21:29 No.13659333
    The mayor makes you wait a few minutes before finally receiving you. He doesn't seem happy to see you. Well, now the time to find the truth. What do you ask of him?
    >> Anonymous 01/25/11(Tue)21:31 No.13659354
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    >Daerth Shatterbones
    >> Anonymous 01/25/11(Tue)21:33 No.13659381
    how much hes willing to pay for us to solve the problem our master would have taken care of for free?
    >> Anonymous 01/25/11(Tue)21:34 No.13659393

    ...that's Hank.
    >> Anonymous 01/25/11(Tue)21:35 No.13659399
         File1296009312.jpg-(28 KB, 768x768, captainkirksquint.jpg)
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    No? Are you stupid?
    >> Anonymous 01/25/11(Tue)21:36 No.13659414
    >you insist the reason as a matter of life and death
    >Necromancer Quest
    I laughed. Our profession means that anything work-related is a matter of life and death.

    Does he want to find out who or what killed his daughter? Because we can discover that for him. And our mentor had nothing to do with it.

    Coincidentally, this guy just let a good man be burned to death by his citizenry while his town guard stood by and did fuck-all. He's a worthless piece of slime and deserves to be slain and his spirit sped on its way rather quickly, before his gross negligence allows the ruthless and agonizing murder of more innocent people.

    But let's not say that last part.
    >> Daerth 01/25/11(Tue)21:37 No.13659426
    Something I missed? I just randomly picked his last name
    >> Anonymous 01/25/11(Tue)21:39 No.13659443
    Tell the mayor that we're here to the clear our master's good name, and to bring the real criminal to justice.

    And think to ourselves that he should be ashamed of himself for letting a lynch mob form and get out of hand, and he's one of the reasons why people don't deserve heroes.
    >> Magus O'Grady 01/25/11(Tue)21:44 No.13659494
    Before we meet with him, let's cast about with our magical senses (detect undead and detect magic) and see if anything is amiss in the castle.

    My 'political quintuple-cross double-bluff' sense is tingling, and that usually only happens when I play Shadowrun. Something is very fishy here.
    >> Anonymous 01/25/11(Tue)21:50 No.13659560
    He's kind of right in front of us, right now.
    >> Daerth 01/25/11(Tue)21:50 No.13659569
    "My name is Daerth. Last night my mentor got blamed for something he'd never do, and was killed in a lynch mob.
    I am not here to place blame, only to investigate the cause behind this all. And let me tell you, there is something out there lurking into the nights, and it is putting your citizens into danger.
    That being, I hope doing so to clear Delvar's name, and have his remains proprelly immolated. Can I have your cooperation?"

    "I'll be frank, I don't like you or those dark arts you've turned to, but if you say you've come to help..."
    "You can start by telling me how it all started."
    "My daughter was found dead in her room last night, her body nothing but a dry, decayed husk. As if the life was sucked out from her."
    Any more questions you want to ask him?
    >> Anonymous 01/25/11(Tue)21:54 No.13659618
    Were there any strange sounds that night?
    Did anyone see anything? Feel anything?
    Did his daughter complain of feeling tired or was she acting out of the ordinary in any way?
    >> Magus O'Grady 01/25/11(Tue)22:03 No.13659736
    Who would have reason to harm her?
    Who would have reason to harm you?
    Has she had any suitors lately?
    Has anything in any of the storage rooms spoiled unexpectedly?
    Was anyone else harmed?
    Were there any guests to the manor that day?
    Did anyone have any unusual nightmares?
    Had she been acting strangely that day?
    Had she left the building yesterday? If so, where did she go?
    Has anyone else behaved oddly?
    What did last night's guards see? Hear?
    Not shown up for work?
    Did anyone show up for work too early yesterday?
    Has anyone in the village taken unusually sick recently?
    Has anyone else been harmed in such a way?

    True justice grinds slow and fine like a millstone. We'll find the first murderer, then we'll punish the others.
    >> Daerth 01/25/11(Tue)22:09 No.13659785
    He clearly remembers what he described as an awful shriek that fateful night. No one saw anything, the moment they rushed into the daughter's room she was already dead. And no, the mayor tells you she was acting perfectly normal before then.

    He thinks of no one that would had wanted to harm her. She had no suitor, she was still very young. He had not made any enemy until that night. Not that he knows of. He hasn't received any news of any death yet. There were not any guests for a week. Everyone heard a shriek that night.

    Frankly thats all he can tell you himself. Maybe the mayor will let you talk to his daughter's spirit, but you may need a bit of diplomacy. (Roll 1d20)
    >> Anonymous 01/25/11(Tue)22:10 No.13659795
    rolled 4 = 4

    Diplomacy roll.
    >> Magus O'Grady 01/25/11(Tue)22:12 No.13659810
    rolled 4 = 4

    rolling diplomacy.
    >> Daerth 01/25/11(Tue)22:13 No.13659825
    He sneers and refuses her daughter's spirit to be summoned. You try not to press the issues. Maybe there might be another solution.
    >> Anonymous 01/25/11(Tue)22:14 No.13659838
    since this probably wont work. Ask if she has been outside of the town in the past day or two, whatever attacked her may have fixated on her there.
    >> Magus O'Grady 01/25/11(Tue)22:15 No.13659842
    That's fine. there are other spirits we can call on. I'm sure the last dozen mayors and their families are hanging around here somewhere.

    [wow, two 4's in a row for the sae thing. 4chan ust REALLY want to make this tough on us]
    >> Daerth 01/25/11(Tue)22:16 No.13659851
    The mayor replies his daughter is not allowed to leave town unsupervised.
    >> Anonymous 01/25/11(Tue)22:17 No.13659860
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    >post some Diablo 2 necro pictures a while back on /tg/
    >return, find this thread
    Makes me happy.
    >> Anonymous 01/25/11(Tue)22:18 No.13659865
    sounds like hes evading the question
    >> Anonymous 01/25/11(Tue)22:18 No.13659877
    That's not to say that she didn't leave.
    He is sure that she did not sneak out?

    I think that'll be most of our questions for now.
    After this, we should find a secluded place and begin communing with the dead. See if they can point us towards any concentrations of necromantic magic.
    >> Daerth 01/25/11(Tue)22:20 No.13659895
    Your best option would be Commune with the Dead. While the answers are a lot less precise than a specific spirit, you can see the whole picture more easily. Plus, its private. 3/days now.
    >> Magus O'Grady 01/25/11(Tue)22:22 No.13659921
    well, what are the names of the last three butlers of the house (most likely to hang around), and the last five mayors?
    >> Daerth 01/25/11(Tue)22:26 No.13659956
    Throw a sense motive dice (1d20) please.

    You conclude the interview with the mayor.
    He politely ask you to bring around a town guard cohort if you are sincere in helping. You may also try a spell before leaving.

    Honestly haven't kept track of it.
    >> Daerth 01/25/11(Tue)22:28 No.13659977
    I think we should check the daughter's room and try detect magic/undead.
    >> Magus O'Grady 01/25/11(Tue)22:29 No.13659985
    rolled 6 = 6

    rolling motive. Knowing my luck, someone else better throw in too.

    As for the spell, I suggest Detect Magic.
    >> Daerth 01/25/11(Tue)22:29 No.13659991
    ffff didn't happen /-\
    >> Anonymous 01/25/11(Tue)22:30 No.13659995
    rolled 12 = 12

    real subtle nudge there
    >> Anonymous 01/25/11(Tue)22:30 No.13659998
    rolled 3 = 3

    Sense Motive.

    Agree to having a guard minder.
    >> Magus O'Grady 01/25/11(Tue)22:30 No.13660000
    crap, I just thought of something: He won't let us summon the girl's spirit, but can we examine the corpse? We promise not to raise or alter it in any way, he can even have a guard watch us while we do the examination.
    >> Daerth 01/25/11(Tue)22:32 No.13660013
    Here's the result of your sense motive rolls:
    He really does look like he's hiding something.

    Confirm Detect Magic?
    >> Anonymous 01/25/11(Tue)22:33 No.13660026
    hey, how big is the town and how many guards are employed? also what is the source of the towns wealth? mabey one of the less moral necromancers were hired by a rival town
    >> Magus O'Grady 01/25/11(Tue)22:34 No.13660035
    Identify. one of the few non-necromantic spells we know, is also one of the greatest forensics tools ever. 8 hour casting time, but it should tell us the exact nature of what killed her, if not who or what produced the effect.
    >> Anonymous 01/25/11(Tue)22:34 No.13660039
    >> Daerth 01/25/11(Tue)22:36 No.13660058
    From your local knowledge : Its a small hamlet, its source of income is trade and services, and there's about half a dozen townguards.
    >> Anonymous 01/25/11(Tue)22:37 No.13660070
    Could Identify do that? I was only familiar with its ability to identify magic items.
    >> Daerth 01/25/11(Tue)22:40 No.13660098
    It only identify magic items.

    You accept the townguard assistance. Then you decide to check for magical auras. Detect Magic finds a faint magical trace in the kitchen.
    >> Anonymous 01/25/11(Tue)22:42 No.13660119
    Go into the kitchen, see what's generating the aura.
    >> Magus O'Grady 01/25/11(Tue)22:43 No.13660132
    it tells you soe of the history and properties of the item. Everyone just uses it to figure out what magic gizmo does what, but yeah, it has a ton of uses. I once used it to do a field test to determine if something was a gold nugget or just pyrite. It should tell us if her death was due to poison, magic, supernatural-creature-effect, or Other. If it was just a wiki of magic item properties, it wouldn't take 8 hours to cast.
    >> Daerth 01/25/11(Tue)22:44 No.13660145
    You inspect the kitchen and find the source of the magical aura. Its a decanter of endless wine. Its probably unrelated to the case.
    >> Magus O'Grady 01/25/11(Tue)22:44 No.13660147
    really? I remember it offering a lot more info than that. not as much as Legend Lore, but some. Huh. Might have my editions crossed.
    >> Daerth 01/25/11(Tue)22:46 No.13660162
    Honestly on 3.5e it was the same I believe.
    Maybe you mistook it with another spell, or divination.
    >> Magus O'Grady 01/25/11(Tue)22:49 No.13660187
    my random edition-knowledge goes all the way back to 1992. There's no telling which spell or version I was thinking off.

    Still, examining the body for traces of magic would be a good start. We could rule out some possibilities.
    >> Anonymous 01/25/11(Tue)22:51 No.13660210
    alright, how about we ask our master what he thinks might be causing it. also, check if they(the mayor's family) has any servents or if the girl had any friends
    >> Daerth 01/25/11(Tue)22:53 No.13660229
    From the description the mayor gave, your mentor think the source is vampiric in nature. But he is not certain of it, and suggest caution.
    >> Anonymous 01/25/11(Tue)22:57 No.13660268
    While the Detect Magic is still in effect, let's check the girl's bedroom, see if there are any traces of magic.
    Unlikely, but we should be thorough.
    >> Anonymous 01/25/11(Tue)22:59 No.13660286
    and the servent/friend who we can try to learn what the mayor seceret is from?
    >> Daerth 01/25/11(Tue)23:01 No.13660304
    You tell the guardsmen you wish to inspect the victim's room. He guides you to it. As soon you enter the room you feel the chill of the dead hanging near. The air is definably colder in this room. You can feel a faint magical aura hanging, and the room's window has been smashed by what looks like a relatively large creature. The victim's body is all deshivereled.. and the head is missing out.

    > You are filled with a sense of dread.
    >> Anonymous 01/25/11(Tue)23:02 No.13660312
    >and the head is missing out.
    The head is missing?
    Can we identify the traces of magic?
    >> Anonymous 01/25/11(Tue)23:04 No.13660327
    there was a lot missing from the mayors discription.
    >> Daerth 01/25/11(Tue)23:07 No.13660371
    Roll knowledge spellcraft (1d20) to identify magic traces.
    >> Magus O'Grady 01/25/11(Tue)23:08 No.13660385
    Cast Detect Undead. see if the dread is actively being generated by something nearby, or is it a lingering effect of something else.
    >> Anonymous 01/25/11(Tue)23:09 No.13660391
    rolled 15 = 15

    Rolling spellcraft
    >> Daerth 01/25/11(Tue)23:16 No.13660486
    Whatever magical energies here are surely the result of a necromantic reaction. It was so faint you were surprised you picked it up, and even more to realize its origin.

    You decide to cast detect undead and locate the source of the dread... there is something in the attic, and its clearly undead.
    >> Anonymous 01/25/11(Tue)23:20 No.13660542
    >undead in attic
    Well, I'm sure that this well be just fine!

    Ask the guard, if he knows of anything necromantic that's SUPPOSED to be in the attic. And congratulate him, that it's his lucky day to help us in the quest to put errant souls to rest!

    Then we tell him that bringing our golem with us will mean something else for whatever's upstairs to attack, rather than him.
    >> Anonymous 01/25/11(Tue)23:22 No.13660565
    have the house evacuated and the other guards summoned, warn them about the probable vampire and that burning down the house would be the mostlikely way to ensure it is killed(sunlight will kill them right?) we will guard the bulding to ensure that the beast does not escape
    >> Anonymous 01/25/11(Tue)23:25 No.13660590
    Aren't we jumping the gun here? We should make sure that it really is a vampire, and not just a family heirloom that has necromantic origins.
    >> Anonymous 01/25/11(Tue)23:26 No.13660604
    my idea is warn the mayor then try to talk him into letting us burn down his house. the guard can play messenger while our golem takes a more combat suite form and we ask our master how best to fight this vampire(why else would it be in the attic in the day time)
    >> Daerth 01/25/11(Tue)23:26 No.13660605
    As the thought of burning the house enters your head, Delvar warns you that two wrongs doesn't make a right.
    >> Magus O'Grady 01/25/11(Tue)23:27 No.13660614
    Hmm.... I'm doubting Vamp. Vamp wouldn't take the head. This is something unusual. Alert the guards. I'll want half of them barricading the doors and wondows on the lower floors. the other half are to surround the house with bows and fire on anything attempting to fly away.

    Request that our Golem be allowed entry. We'll want it in front when we confront the beast.

    I have a sneaking suspicion as to what it is, though.
    >> Anonymous 01/25/11(Tue)23:28 No.13660623
    it may not make a right but if it is some sort of vampire it should make it dead without anyone else dieing
    >> Daerth 01/25/11(Tue)23:28 No.13660633
    How do you wish to warn the mayor? Spell? Guard? Familiar? Don't you wish to make sure its a vampire first?
    Is it really worth risking burning the mayor's house to the ground? (P.S: Your CRL is around 5)
    >> Anonymous 01/25/11(Tue)23:30 No.13660648
    >in the attic, and its clearly undead
    not some sort of necromantic object but a undead creature, burn it and we may be able to avoid any more loss of life
    >> Anonymous 01/25/11(Tue)23:31 No.13660649
    Let's talk to the mayor first. Tell him that we detect necromantic magic in the attic, and if he knows of any magical family heirlooms or anything that it might be.
    Ask to be allowed to bring our golem inside so that we can have it take point when we go upstairs.

    And I still want to freak the town guard out.
    He's going to be having a bad day.
    >> Anonymous 01/25/11(Tue)23:35 No.13660691
    like I just said, send guard to mayor try to talk into burning house down to avoid fight with dangerous undead thing. NOT SET BUILDING ON FIRE WITHOUT CONSULTING ANYONE
    >> Daerth 01/25/11(Tue)23:38 No.13660714
    Very well. You return to the mayor and inform him that you found trace of necromantic magics in the attic. He denies any knowledge of magical heirloom. Then you think, logically, that whatever is in the attic is a creature, either controlled or feral.

    You then summon your golem at your side. No need for permission, they'll understand. You suggest that they barricade the doors and windows, and shoot anything flying out today, or until you return.

    You wish the golem to take an humanoid form, and make a sign for the guardsmen to follow you to the attic. As you open the door, you can feel the chillness of the death hanging around. It is pitch black inside, so you decide to take out your lantern. Light it up with Ghost Flame?
    >> Anonymous 01/25/11(Tue)23:38 No.13660728
    also, ask our teacher about creatures that may have done this that are not vampires and why they might hang around in the attic after the murder.
    >> Daerth 01/25/11(Tue)23:40 No.13660743
    Allright. So you consulted. The mayor's answer that he refuse to burn his house unless you have no choice. If you don't return, he'll probably burn it down. But for now, he believes in you. Just not trusting.
    >> Magus O'Grady 01/25/11(Tue)23:40 No.13660751
    or anything that would animate the head of its victim as a spawn.
    >> Anonymous 01/25/11(Tue)23:41 No.13660759
    >use Ghost Flame
    I suspect that if it was a regular flame, it would get blown out, or worst case, set the building on fire while we're still in it.

    Have the golem go first.

    And I just realized! We're fighting an undead, and we have Hide from Undead! Let's cast it!
    >> Anonymous 01/25/11(Tue)23:42 No.13660769
    >that you found trace of necromantic magics in the attic

    >there is something in the attic, and its clearly undead.

    which is it? did we sence some sort of necromantic enchanted object or a undead creature?
    >> Daerth 01/25/11(Tue)23:46 No.13660827

    Lets see. You cast ghost flame (spark) and light up the lantern with a silvery flame. It expel no heat and doesn't burn you on touch. You use it to light your way up.

    You decide to send the golem first as a decoy. Then you cast hide from undead on both you and the guardsman, and reassure him it wont attack. You walk down the attic and try to spot the creature.

    Spot check (1d20 +3)
    >> Servant of the Emperor 01/25/11(Tue)23:47 No.13660844
    rolled 58 = 58

    Rolling spot check.
    And i agrre, Hide from undead, and all the ghoul in the attic sees is a tasty guardsman.
    >> Daerth 01/25/11(Tue)23:47 No.13660850
    Its the last one: undead creature.
    >> Servant of the Emperor 01/25/11(Tue)23:48 No.13660852
    rolled 1 = 1

    Ha. 1d120 my mistake.
    >> Anonymous 01/25/11(Tue)23:48 No.13660858
    rolled 11 = 11


    Rolling for Spot Check.
    >> Servant of the Emperor 01/25/11(Tue)23:49 No.13660867
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    Guess i wont be rolling tonight.

    Would you happen to offer players a free botch roll per session?
    >> Anonymous 01/25/11(Tue)23:50 No.13660874
    rolled 7 = 7

    Rolling for spot check. And let's make sure our mace is readied.
    >> Daerth 01/25/11(Tue)23:52 No.13660902
    Welp, you all missed the DC.
    Your first roll was the equivalent of a 10.

    You wave the lantern around, but find no traces of the creature as the shadows dance on the wooden attic.
    >> Magus O'Grady 01/25/11(Tue)23:53 No.13660910
    rolled 5 = 5

    as long as we're pre-buffing, what about Spiritual Weapon? And False Life?

    rolling spot
    >> Anonymous 01/25/11(Tue)23:54 No.13660921

    Can we remove the Hide From Undead spell from our golem without attracting attention ourselves?

    If so, do that. Maybe it'll lure the thing out of there.
    >> Anonymous 01/25/11(Tue)23:55 No.13660938
    Hide from Undead is only on us and the guardsman.
    You know the two who actually could be hurt by undead.
    We're using the golem as bait.
    >> Servant of the Emperor 01/25/11(Tue)23:55 No.13660947
    Say "Do you see any-" While dramatically turning your head slowly to look at the guardsmen.
    >> Anonymous 01/25/11(Tue)23:59 No.13660994
    look up first, theres always something on the celing
    >> Anonymous 01/25/11(Tue)23:59 No.13660996
    Could we use Detect Undead again to pinpoint its location?
    >> Daerth 01/26/11(Wed)00:00 No.13661011
    Actually it was cast on the guardsmen and you, not the golem. And said guardsmen just rolled a 18 on Spot.

    He points the creature with his finger, his breath unsteady from the terror. Hanging from the attic's roof is a rotten human head, with bat wings for ears and disheveled green hair. It has a few tentacles hanging from the non-existent neck, used to grip itself to the roof. It is watching the golem with its malovent eyes.

    >> Servant of the Emperor 01/26/11(Wed)00:03 No.13661055
    "Adorable! I mean, Gasp.". Disput undead? Or Bone Teeth
    >> Anonymous 01/26/11(Wed)00:04 No.13661059
    Goddammit, I knew it. As soon as you said the head was missing.

    Awesome though.
    >> Magus O'Grady 01/26/11(Wed)00:05 No.13661079
    I think our highest damage spell at the moment is Magic missile (the necromancy variant, Bone Teeth). I vote we open up with that once the Guardsman is in position to Piniata it. His attack will be our cue to take a swing. the golem hangs back and once it notices us, flanks in and grapples it, enveloping it in its unliving bulk for study.
    >> Servant of the Emperor 01/26/11(Wed)00:05 No.13661081
    I always liked The Thing.
    >> Anonymous 01/26/11(Wed)00:06 No.13661082
    Does the guard have a crossbow?

    Plan: We hit it with Disrupt Undead, then the golem starts wailing on it as we fire off Bone Teeth spells.
    >> Daerth 01/26/11(Wed)00:07 No.13661091
    Teeth is a lot more effective in term of damage.
    At your level you get 3 missiles.
    >> Anonymous 01/26/11(Wed)00:07 No.13661093

    Would Disrupt Undead be helpful in this scenario?

    If not, cast Blindness at the head, and process to magic missile/golem smash it.
    >> Anonymous 01/26/11(Wed)00:10 No.13661127
    have the golem attack it, if possible do nothing that may reval our presence. I have no idea what it is but the golem should be able to crush it
    >> Daerth 01/26/11(Wed)00:12 No.13661144
    FYI at the moment its kinda out of melee reach.

    Allright so I've got
    1) Blindness first.
    2) Magic Missile
    3) Disrupt Undead to finish.


    Or do you prefer
    1) Magic Missile
    2) Disrupt Undead
    >> Anonymous 01/26/11(Wed)00:13 No.13661166

    First option sounds good.

    It won't be flying too well if it can't see for shit.
    >> Anonymous 01/26/11(Wed)00:13 No.13661169
    Option A sounds most reasonable. Blinding it means that it does less damage, theoretically.
    >> Anonymous 01/26/11(Wed)00:14 No.13661173
    Blindness, Magic Missile, Disrupt Undead.

    It's important that we prevent the thing from being able to effectively attack either us or the guardsman.
    >> Anonymous 01/26/11(Wed)00:14 No.13661175
    the golem should be able to shape shift to reach it
    >> Magus O'Grady 01/26/11(Wed)00:15 No.13661190
    close the door behind us so it can't escape that way first. I don't think Disrupt undead has the firepower we're looking for. I think Bone Teeth is our heavy hitter in this situation.
    >> Daerth 01/26/11(Wed)00:20 No.13661247
    Allright. You wish for the golem to become taller. He now has more reach, but pack less of a punch.

    After a couple taps on the guardsmen's shoulder, you begin your first spell - blindness. The dread vargouille shriek as it is blinded by your spell.

    Throw 1d20 for fortitude saves.
    >> Daerth 01/26/11(Wed)00:22 No.13661265
    Actually, its not supposed to be affected by blindness (Its an undead variant), but I'll let it pass for now since I noticed it too late.
    >> Anonymous 01/26/11(Wed)00:22 No.13661268
    rolled 12 = 12

    Come on, fort save!
    >> Daerth 01/26/11(Wed)00:26 No.13661305
    You passed the worst of the shriek and was left unaffected, just barely. The guardsmen wasn't so lucky and is completely paralyzed.

    The undead vargouille is erratictly flying around without control of where it want to fly.

    I suppose you now want to follow up with Bone Teeth...
    very well. 3d4 please.
    >> Anonymous 01/26/11(Wed)00:27 No.13661325
    rolled 3, 4, 1 = 8


    Rolling for Bone Teeth.
    >> Anonymous 01/26/11(Wed)00:31 No.13661364
    be sure to keep the shield ready to deflect should it come too close
    >> Daerth 01/26/11(Wed)00:33 No.13661382
    Silver streaks of light slowly fly from your fingertips to the erratic creatures, striking it for 4, 5, and 2 damage. Your golem then smash it with its extended arms for 9 damage. The damage is barely enough, but the vargouille falls down with a whimper. It is slain.
    >> Anonymous 01/26/11(Wed)00:35 No.13661407
    Alright, well, what all do we know about undead vargouilles?
    >> Daerth 01/26/11(Wed)00:36 No.13661429
    Roll 1d20 +4 (Knowledge (Religion)
    >> Anonymous 01/26/11(Wed)00:38 No.13661444
    rolled 7 = 7

    Alright, rolling.
    >> Daerth 01/26/11(Wed)00:42 No.13661485
    From what you heard, studied, and seen today.
    They are capable of flight, they retain their shriek ability, and victims are raised as spawn unless immolated.
    >> Anonymous 01/26/11(Wed)00:44 No.13661504
    Ask our master if it's likely this is the end of things, or whether there might be a greater threat out there. Though, try to keep this discreet from the guard since it might be suspicious to be talking to a skull.
    >> Servant of the Emperor 01/26/11(Wed)00:45 No.13661509
    Grasp the head by its rotten hair and lift it up. Mayor's Daughter?
    Either way, we know the culprit of the murder, A creature akin to this.
    >> Anonymous 01/26/11(Wed)00:46 No.13661516
    Alright, I'll instruct the golem to collect our slain foe and paralyzed guard, and bring our findings to the mayor.
    >> Daerth 01/26/11(Wed)00:48 No.13661536
    You raise the creature by its rotten hair and inspect the visage. Its definably a child's head. What you have slain today was but the victim. There is still a threat out there.
    >> Servant of the Emperor 01/26/11(Wed)00:51 No.13661564
    Toss the rotten dome at the guardsman, "The Murderer i assume. It does not bode well, as now, there is at least one more. The Mayor's daughter's beheaded skull is now flying around. In town, or with whoever summoned it, i cant be sure.
    >> Daerth 01/26/11(Wed)01:00 No.13661651
    >Alright, I'll instruct the golem to collect our slain foe and paralyzed guard, and bring our findings to the mayor.

    You show the remains to the mayor, describing the creature that have slain her daughter...
    "So this is what killed poor Melissa?"
    "Actually no, this is naught but the victim. The creature his still out there lurking into the dark. If we do not stop it now, there will be more victims like her."
    You poke the vargouille's head.
    "Offer her a decent funeral. Via immolation. The same to the remains of Delvin. As soon as possible, before dusk falls."
    "Very well.."
    "And we'll discuss my rates once this is over"
    >> Magus O'Grady 01/26/11(Wed)01:14 No.13661778
    well, it's a good start.
    >> Daerth 01/26/11(Wed)01:16 No.13661798
    (( btw you have 4/2/1/2 spells left ))
    >> Daerth 01/26/11(Wed)01:21 No.13661828
    The village:
    > Your old home
    > Sister's house
    > Mayor's house
    > The local inn/tavern
    > The general store
    > Altar to Pelor
    > The graveyard
    and more
    >> Anonymous 01/26/11(Wed)01:28 No.13661877
    I have a hunch as to what the mayor was hiding. May we ask him again if there is anything he knows that might help us in our search for the first creature?
    >> Anonymous 01/26/11(Wed)01:31 No.13661908
    If we still get the vibe that he's ignoring/hiding something from us, I'd also like to ask around the manor. The staff might be more open to persuasion.

    Persuasion of the "Do you want your head to pop off and fly around?" type.
    >> Daerth 01/26/11(Wed)01:37 No.13661949
    I'm going to ask for a gather information roll
    >> Anonymous 01/26/11(Wed)01:40 No.13661981
    rolled 91 = 91

    >> Anonymous 01/26/11(Wed)01:41 No.13661987
    rolled 12 = 12

    fuck. went full retard there.
    >> Daerth 01/26/11(Wed)01:45 No.13662017
    You ask around the manor and ask the right questions at the best of your abilities. You learned that the mayor was never really trusting the path you've taken with your mentor. In fact, he was just barely tolerating it.

    Until the creature attacked, at wich point he had a direct hand into leading the flash mob. Beside that you find nothing else suspect.

    Also found an interesting trivia: that decanter of endless wine was a gift from a traveling sorcerer.
    >> Anonymous 01/26/11(Wed)01:48 No.13662048
    Keep the bit about the mayor leading the mob in our back pocket for now, and perhaps deal with it later.

    What do we know about the transformation? Assumed instant? If so, the wine is now suspect, and we should ask who has had it so far.
    >> Daerth 01/26/11(Wed)01:53 No.13662099
    It takes about 24h for a drained victim to turn into a vargouille spawn.
    >> Anonymous 01/26/11(Wed)01:56 No.13662119
    .... why wasn't she buried?
    >> Daerth 01/26/11(Wed)01:59 No.13662147
    they were busy raging?
    >> Daerth 01/26/11(Wed)02:03 No.13662180
    maybe 1 hour, halted by sunlight, would make more sense.
    >> Magus O'Grady 01/26/11(Wed)02:03 No.13662183
    there's something more going on here. we need to find the name of that 'wandering sorcerer' and examine that decanter of wine. Say nothing to any of the guards or the mayor, but from this moment on, everyone in town is a suspect.
    >> Magus O'Grady 01/26/11(Wed)02:04 No.13662190
    We need to go back and look at the girl's room again. Is there any glass on the floor from the window?
    >> Anonymous 01/26/11(Wed)02:05 No.13662204
    mmk, sure
    Was the head gone when the body was found?

    Gentlemen, if you were an angry, screamy, flying head, where would you hide?
    >> Daerth 01/26/11(Wed)02:14 No.13662280
    Yes. There is glass everywhere, inside the window.
    How will you examine the decanter? Identify? Spellcraft?
    >> Magus O'Grady 01/26/11(Wed)02:17 No.13662303
    okay, so the window was broken from the outside. Scratch one theory. Identify should suffice for examining the decanter.
    >> Daerth 01/26/11(Wed)02:21 No.13662341
    You cast identify on the decanter of endless wine. The only modification found was water to wine. The wine shows no sign of magical poisoning. In fact, taken away from the decanter, the wine itself has no magical proprieties. You conclude the decanter is unlikely the source of the affliction
    >> Anonymous 01/26/11(Wed)02:27 No.13662402
    >> Magus O'Grady 01/26/11(Wed)02:28 No.13662407
    two more theories gone. Maybe i'm over-thinking things and we just need an old fashioned manhunt.
    >> Daerth 01/26/11(Wed)02:30 No.13662426
    You wish to commune with the dead?
    >> Anonymous 01/26/11(Wed)02:34 No.13662473
    Sounds like we're short on ideas at the moment, so yes. Unfortunately, I'm personally short on questions to ask, aside from the extremely general questions.

    Anyone else?
    >> Anonymous 01/26/11(Wed)02:39 No.13662521
    Seems like we should let the local Pelor holy men know about about the undead threat, seeing as they are probably equipped to deal with it as much as the guards
    >> Anonymous 01/26/11(Wed)02:46 No.13662601
    Confront the mayor about his leading the mob.

    Maybe not productive, but something to do.
    >> Anonymous 01/26/11(Wed)02:49 No.13662628
    Man, up the mayors! Town needs a new leader if this guy is in charge, let him rot.
    >> Daerth 01/26/11(Wed)02:50 No.13662633
    You decide to commune with the dead to seek information. They reply in an unified, whispering voice.
    "Blessed by Pelor's rain"
    "A child released from her abode"
    "But the woodsmens are not alone"
    "While horrors lurks by the hollow"

    You then leave the decanter behind while you walk to Pelor's altar. You inform the local priestess of the undead threat, and she warmly thanks you. She will see to ward the village houses tonight. As a reward, she hands you three bottles of holy water.

    > You get 3x Holy Water Bottle
    >> Anonymous 01/26/11(Wed)02:54 No.13662677
    Interesting. Does our mentor have any insight on this commune?

    Good to see that the church isn't biased against us.
    >> Daerth 01/26/11(Wed)02:55 No.13662682
    Also wanted to add: you no longer have to fear flash mobs or anything of the kind. You should be treated decently from now on everywhere in the village.
    >> Daerth 01/26/11(Wed)02:56 No.13662691
    No more than you do

    Also she might be - you're a local after all.
    >> Anonymous 01/26/11(Wed)02:57 No.13662696
    Smile warmly to the priestess, leave a coin donation and leave on a handshake to ensure a friendly relationship with the church. Get her name.
    >> Daerth 01/26/11(Wed)03:00 No.13662724
    You smile warmly, donate two silver pieces, and leave on a firm handshake. Her name is Adela. But you knew that already, you sly dog.
    >> Anonymous 01/26/11(Wed)03:00 No.13662726
    I guess that means the creature is in the woods. Good thing we didn't sleep there. An interview with any woodsmen or rangers if we can find any about town.
    >> Anonymous 01/26/11(Wed)03:04 No.13662768
    "Blessed by Pelor's rain" concerns me. The rest can easily be read as
    -girl killed by beastie
    -it's in the woods
    -people not safe

    Earlier we mentally noted that everyone was suspect. Why not the nice, unassuming church lady?
    >> Daerth 01/26/11(Wed)03:07 No.13662799
    If she was implicated in an evil act as creating those undead vargouilles, she would simply lose her powers.
    And she just handed you holy water.
    >> Anonymous 01/26/11(Wed)03:09 No.13662824
    I too have no idea what "Pelor's rain" means. Should've asked the priestess before we'd have to walk back in looking like an idiot.

    Noted that she could be the villain, but I see no reason for it.
    >> Anonymous 01/26/11(Wed)03:12 No.13662859
    Pelor's rain, it could mean he's going to be smiting some undead motherfuckers. Maybe fire raining down on the village from the sky?
    >> Daerth 01/26/11(Wed)03:13 No.13662864
    Gonna be closing this session soon. Getting sleepy.

    Anything you want done?
    >> Anonymous 01/26/11(Wed)03:13 No.13662870
    Go back and ask the priestess what Pelor's rain could mean. Fuck being embarrassed, people's lives could be on the line.
    >> Daerth 01/26/11(Wed)03:18 No.13662914
    The priestess points to the altar. The lower part is a sun-shaped bowl, with an in-curved glass roof. She explains that the altar is blessed by the grace of Pelor, and is designed to collect rain water.
    >> Anonymous 01/26/11(Wed)03:25 No.13662976
    Huh. Red Herring?
    >> Daerth 01/26/11(Wed)03:27 No.13662996
    You conclude that Pelor Rain's line was less of a hint and more of a suggestion from the spirit world. You take a note to yourself, spirits can be jerks.
    (( More or less ))
    >> Anonymous 01/26/11(Wed)03:28 No.13662999
    Could be. Could be important too.
    Never rule anything out completely, just work with what ya've got so far.
    >> Anonymous 01/26/11(Wed)03:30 No.13663022
    Interview some woodsmen on happenings witness woodwise
    >> Anonymous 01/26/11(Wed)03:31 No.13663024
    We're back to the manhunt, I think.
    >> Daerth 01/26/11(Wed)03:39 No.13663098
    Allright. I'm gonna end the session for tonight.
    Quest 3 tomorrow at 10 PMish EST
    Also removing Bless/Curse Water from spellbook.
    (We don't channel energy, we got commune instead)
    >> Anonymous 01/26/11(Wed)03:43 No.13663126
    ok then. thanks
    >> Magus O'Grady 01/26/11(Wed)03:47 No.13663173
    well, critter-hunt at this point.

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