Dungeon Delve I

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Log Info

  • Title: Dungeon Delve I
  • Emitter: Vaalyun
  • Characters: Amythyst (Level 5), Escanor (Level 2), Gull (Level 2), Morgan (Level 5), Yelrona (Level 5)
  • Place: A tomb beneath the countryside.
  • Time: June 10, 2018
  • Summary: A farmer's child has gone missing in an abandoned tomb. The heroes have been sent by the Adventurer's Guild to explore the subterranean structure and bring the boy back safely from the crutches of the undead.
  • APL: 5 (4.8)
  • Encounter 1: Lightning Bolt Trap (CR4, DC28 Find/Disable)
  • Encounter 2: 3 Wights (CR3), 2 Vukodlak (CR3) (Encounter Level 8)

Two days ago, a farmer's son disappeared, not down a well, but into an ancient tomb complex outside the small village where they reside. He sought help from the only available source, and the Adventurer's Guild has sent our heroes to investigate. The Tomb, a sort of necropolis for a society long vanished from the area, has not been explored in the recent past, but rumors over the years say that undead lurk within, hiding from the destructive rays of the sun.

When the party first arrives at the tomb, it is a circular, marble building. Covered in branches and moss, it seems far too small to get lost in - more of a mausoleum than anything else. The bronze doors, coated with the miasma of passing years, stand open. Inside, a slab has been pushed aside, and a child's toy sits nearby it, hauntingly abandoned. The only way down is the chute revealed by the moved slab.

WHEEEEEE! The chute twists and turns, and it deposits the adventurers safely in a room, dimly lit only by a bit of glowing fungus. It is chilly, with damp stone walls of ancient make. From what you can see, the room is a rectangle about thirty feet on a side, with a single closed door to the east. Headless statues litter the corner and edges of the room, the crumbled heads at their feet. A line of faces, looking demonic, are on the east wall.

GAME: Gull casts Mage Armor. Caster Level: 2 DC: 15

GAME: Amythyst casts Mage Armor. Caster Level: 5 DC: 15

GAME: Morgan casts Mage Armor. Caster Level: 5 DC: 17

Upon entering this room, and seeing the east wall, Amythyst casts mage armor upon herself to protect herself. "This looks promising......and I mean that in a sarcastic way. All we've got is this door, it seems."

Gull stands up and looks around the tomb, idly fingering his dagger. After a brief pause, he makes a brief arcane chant, and a subtle field appears around him, quickly fading from view. "Well, I can try to determine if anyone has been here, but if the trail is two days old, I'm not sure the scent will still be around. Anyone else have any better tracking ideas?" With a wild 'CAW!', his seagull familiar, Agewe, flies down the tube behind, coming to a hopping stop on the ground, head craning.

Yelrona moves cautiously to the closed door and listens at it, trying to discern if there's any movement on the other side. Before doing so she prays to Tarien for Guidance.

GAME: Yelrona casts Guidance. Caster Level: 5 DC: 13

Morgan enters the area and casts the ledgenery mage armor "well, I been asking the guild for something like this for a while." shes happy to be doing something that is not in the bloody sewers.

Escanor was one of the adventurers sent by the Guild to help out the farmer with his son. Great axe on his back and breastplate armor worn, the Aesir Bloodrager laughs a mighty laugh as he jumps down the shoot. Landing, he looks around, tilting his head. "hmmm.." and he tries to look for some tracks the old fashioned way, no magic needed.

The door is just a door. Wooden, but like doors tend to be in dungeons, surprisingly still in good working order. It does not appear to be locked. Little scrapes on ground in the dust indicate that it has been opened recently.

Amythyst takes a deep breath. "well....I guess one of us can go in first. anyone have a light?"

Yelrona listens at the door, trying to discern if there's any movement on the other side.

There is nothing moving on the other side. It is quiet... as a tomb.

Yelrona nods. "Outside of a dog," she says to nobody in particular, "a book is a woman's best friend. Inside of a dog, it's too dark to read." As though in response, one of her arrows lights up.

GAME: Yelrona casts Light. Caster Level: 5 DC: 13

Gull snorts. "While I do believe you, I have a hard time imagining trying to read inside of a dog." He steps forward to the door, nudging it open.

Morgan likes when some one opens doors for her, even more so when its in a zombie ridden tomb "I do have to say I like the stone work down here."

There is nothing on the other side of the door, save for a long hallway. From the light provided by Yelrona's spell, you can see that it goes on for at least sixty feet, and is about ten feet wide. It runs straight for as far as the light allows you to see.

Escanor eventually just looks like he's going to open the door, but Gull does it for him! He draws his massive great axe, and he's watching Gull's back apparently. "Be careful and silent." he Aesir warrior whispers softly. "I will cover you."

Yelrona unlimbers her bow and positions herself near the back of the group.

Amythyst taps Escanor on the shoulder. "you first. the rest of us aren't suited for....up close and personal.' She says as she looks down the hallway.....

Escanor nods lightly to Amythyst as he moves along the way to the front, axe still in hand as he moves down the hallway. His eyes and ears peeled for anything that might decide to sprout up.

GAME: Escanor rolls Perception: (18)+7: 25

GAME: Escanor rolls reflex: (12)+3: 15

GAME: Vaalyun rolls 5d6: (17): 17

Escanor leads the party out into the corridor. They make it about 30 feet down the hall before there is, well, not a click, but a sound the magic users in the party will recognize as a spell triggering, followed by the ghostly wail of a magical alarm. A lightning bolt sizzles across the hallway, and while Escanor manages to throw himself flat, it still singes him across the back. The magical rune is still visible on the floor when he stands up.

Yelrona assumes the alarm will summon more mobile defenses, and keeps her eyes and ears peeled for any signs of their approach.

Morgan sighs as the alarms go off "Note to self learn more about alarms like this and how to detect them."

Gull keeps an eye on the damage the lightning bolt did to Escanor, but doesn't move to assist just yet. "Strange that this could have been here without the child triggering it. Someone must have been here to welcome the child in."

Amythyst makes a bit of a face. 'welp....if they didn't know we were here before...they do now. Keep your eyes peeled."

There is not, as of yet, the appearance of any sort of roaming monsters. The alarm goes silent after a few seconds, but yes, whatever is down here now knows that they have company. Just ahead, the corridor branches. You can make either a hard right, to the south, or can continue on straight into another pool of gloom. From the dim light beyond the radius of the spell, it appears the corridor turns right up there as well.

Gull sighs, then looks ahead. "Well, shall we go south or continue east and then go south? I'd just as soon turn south now."

Escanor dives out of the way, but lightning scorches his back, and he takes a moment as he winces in pain. "Motherf-" he looks fine for now though, twirling his axe as he looks around. "Unless someone has a way to disband the runic spell here, I suggest we go right."

Yelrona carefully examines whatever markings might be left of passing creatures that weren't obliterated by Escanor's passage, to see whether she can determine if there's a typical way those who trad this corridor avoid the rune.

Yelrona frowns.

GAME: Morgan casts Detect Magic. Caster Level: 5 DC: 16

Yelrona says "Well, let's see if this works." She asks Tarien for guidance as she steps down the corridor, doing her best to avoid the rune.

GAME: Yelrona casts Guidance. Caster Level: 5 DC: 13

Morgan takes second place as her eyes glow blue "lets go a bit slow."

Escanor takes third place, walking behind Yelrona and Morgan, axe still in hand as he looks forwards. Magic was not his friend.

Gull follows in fourth, ready to help anyone who gets hit by lightning.

Amythyst looks to Escanor and tilts her head. "Not going to lead the way, huh?" She then looks to Morgan. "lead the way......"

GAME: Gull rolls athletics: (20)+3: 23

GAME: Yelrona rolls survival+1: (16)+11+1: 28

GAME: Amythyst rolls acrobatics+2: (4)+3+2: 9

GAME: Morgan rolls acrobatics+5: (1)+4+5: 10 (EPIC FAIL)

Yelrona admires Gull's athleticism, especially by contrast to, um, other things.

GAME: Morgan rolls reflex: (4)+4: 8

GAME: Amythyst rolls reflex: (13)+5: 18

GAME: Vaalyun rolls 5d6: (12): 12

Gull seeing the lightning catch Morgan in a bad way, Gull moves close, muttering arcane words under his breath, his hands suffused with a soft, blue light.

GAME: Gull casts Cure Light Wounds. Caster Level: 2 DC: 15

GAME: Gull rolls 1d8+2: (3)+2: 5

Morgan muters about how bad it is to have a wizard in the front and she proves it as she trys to stumble and hits the rune "Oh this is so horiable." then she is zaped as she says a few bad words.

  • CLINK!* 'CRAP!' And Amythyst dives for cover as another lightning bolt zaps their way. One of her toes gets singed and she grumbles. "DAMMIT I hate going underground." She growls a bit as she stands up. "If this is another fucking noble that got his fucking wife killed, I'm gonna send another noble to the fucking morgue."

The trap claims it's final victims, and now the whole party is past it. There is no magic indicating further traps up ahead - unless they're mechanical, at least - but there are now the two options of right or straight ahead.

Yelrona looks down the two branching paths to see if she can make out any differences between them

Morgan is not feeling to well "some one else take the path."

The right-hand fork goes on about thirty feet and then doubles back in the direction they just came from. Perhaps there was another exit out of the first room? Straight ahead leads onwards a bit further, before turning right.

Yelrona describes the forks. "I would suggest the straight fork, though we should remember the other on our way back."

Escanor looks to Morgan, nodding lightly as he moves forward ahead of her. "Alright." He seems to be managing the pain from the lightning blast quite well, his eyes looking down both paths. "Going straight. Agreed, easier to follow our way home." and he leads the way forward! moving down the hallway going for the straight fork.

Morgan offers the lead her chalk to mark the passage.

Yelrona looks suddenly embarassed, puts the glowing arrow in her quiver, and pulls a small gem out of an opaque pouch. It is glowing with a magical light. She tosses it into the air and it begins orbitting her head.

Sixty feet past the fork, the corridor turns a sharp right. Ahead, through an archway, it opens up into a larger room. Still there is no magic apparent, but there is noise ahead.

Yelrona raises her hand to request a halt, and whispers "There's something ahead of us. I can fire the Light arrow out ahead to see what there is to see, but it will make our position obvious. Which it probably is already. Any objection?"

Escanor accepts the chalk and starts marking the ewalls as they make their way, before he hears those sounds. Pausing, he turns his head back to the group. "Be ready." and he marks the last wall before he moves forward, axe in hand. ready for combat. then he looks to Yelrona "Do it."

Hearing no objections, Rona strings the glowing arrow and fires it through the archway, aiming in the general direction of the noise.

Morgan stops as she hears the sounds "this is not good, lets hope its just a big rat."

Amythyst says, "Sounds in a tomb is never good." She then smiles to Yelrona. "Good idea. Maybe we'll catch a glimpse.""

The light soars through the archway and into the room ahead, illuminating it. There is another archway at the other end, closed off shortly afterwards by a rockfall. While some of the room is hidden from view still, what is not are two sets of glowing red eyes attached to feral, black-furred creatures with the features of a wolf and horse, combined into a horrid mish-mash leading to a fanged muzzle. Vukodlaks. The light, though, causes another sound from within the room - horrible, discordant, wordless moaning. Something else is in there.

Amythyst says, "And....that is a glimpse I didn't want to see...."

Gull grunts. "It was never going to be easy. If it was easy, they wouldn't pay us to do the legwork."

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Vaalyun has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Vaalyun to instruct you further.

For in-combat commands, type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Vaalyun advances the initiative order.

Round One - Init 25.

It is now Vukodlak 2's turn! Wight 1 is next!

The first of the Vukodlaks is on point, and no sooner has the arrow whizzed past him than he turns to gallop across the room. He doesn't quite make it far enough to cut off the door, but his red eyes flare and as he stops, he growls loudly, those red eyes fixating on the first of the adventurers.

GAME: Escanor rolls will: (7)+2: 9

GAME: Vaalyun advances the initiative order.

Round One - Init 21.

It is now Wight 1's turn! Amythyst is next!

From the area of the room concealed by the angle of the arch, another form shambles into view. A rotting, putrid, skeletal corpse with the same glowing red eyes as the other creatures. It looks at the party and begins to shamble towards them.

GAME: Vaalyun advances the initiative order.

Round One - Init 20.

It is now Amythyst's turn! Morgan is next!

GAME: Amythyst rolls ranged: (13)+5: 18

GAME: Amythyst rolls 4d6: (17): 17

GAME: Vaalyun advances the initiative order.

Round One - Init 19.

It is now Morgan's turn! Wight 2 is next!

GAME: Amythyst casts Scorching Ray. Caster Level: 5 DC: 16

GAME: Morgan casts Haste. Caster Level: 5 DC: 19

Morgan left hand raises as the right one fingers streaches out as she she says in a hollod sounding voice "zhaan temep tzarafari."all her compaions are filled full of energy to move faster.

GAME: Vaalyun advances the initiative order.

Round One - Init 18.

It is now Wight 2's turn! Escanor is next!

Seeing the undead menace start shambling towards them, Amythyst just decides to blast it with a scorching ray. It hurts it a lot, but it doesn't feel pain. "Well...that explains a few things." She says softly. "Blast 'em.."

Escanor saw those eyes and it's like he just froze! He's not a coward...what was this feeling? This was fear? Why couldn't he MOVE! Escanor's only action is to grip his axe tighter. He's apparently frozen in terror as he watches the battle go onward. Come on man, compose yourself!

Somewhere out in the gloom and darkness is the sound of another moan and shuffling feet. Whatever creatures are out there, though, it's not visible yet.

GAME: Vaalyun advances the initiative order.

Round One - Init 18.

It is now Escanor's turn! Vukodlak 1 is next!

GAME: Vaalyun advances the initiative order.

Round One - Init 12.

It is now Vukodlak 1's turn! Yelrona is next!

The second vukodlak likewise turns at the arrival of the party. It heads towards them, but vanishes out of sight, concealed by the walls supporting the archway.

GAME: Vaalyun advances the initiative order.

Round One - Init 12.

It is now Yelrona's turn! Gull is next!

Yelrona declares herself the bane of undead and fires as many arrows as she can at the nearest Vukodlak. "Hold fast! Let them come to us!"

GAME: Yelrona spends ONE use of BANE.

GAME: Yelrona rolls ranged +1+2-2+1: (16)+5+1+2+-2+1: 23

GAME: Yelrona rolls ranged +1+2-2+1: (17)+5+1+2+-2+1: 24

GAME: Yelrona rolls ranged +1+2-2+1: (10)+5+1+2+-2+1: 17

GAME: Yelrona rolls 3d8+6: (23)+6: 29

GAME: Yelrona rolls 3d8+6: (10)+6: 16

GAME: Yelrona rolls 3d8+6: (11)+6: 17

"Not laughing _now_, are you?" Yelrona mocks the fallen creature.

GAME: Vaalyun advances the initiative order.

Round One - Init 7.

It is now Gull's turn! Wight 3 is next!

GAME: Vaalyun rolls 1d20+5: (7)+5: 12

GAME: Vaalyun advances the initiative order.

Round One - Init 3.

It is now Wight 3's turn! Vukodlak 2 is next!

GAME: NEW ROUND!

Vaalyun advances the initiative order.

Round Two - Init 21.

It is now Wight 1's turn! Amythyst is next!

GAME: Vaalyun rolls 1d20+4: (16)+4: 20

GAME: Vaalyun rolls 1d20+4: (10)+4: 14

GAME: Vaalyun advances the initiative order.

Round Two - Init 20.

It is now Amythyst's turn! Morgan is next!

The shambling wight moves up into Escanor's grill, and balls its bony fists before slamming downward at teh armored man. Fortunately, he hits only armor, though he smells foul indeed.

GAME: Amythyst rolls 3d4+3: (11)+3: 14

GAME: Amythyst casts Magic Missile. Caster Level: 5 DC: 15

GAME: Vaalyun advances the initiative order.

Round Two - Init 19.

It is now Morgan's turn! Wight 2 is next!

When the wight gets up close to Escanor, Amythyst throws a trio of magic bolts at the wight, making it crumble into ash and bone. "Calm down, Escanor. We're here to back you up."

GAME: Morgan casts Bull's Strength. Caster Level: 5 DC: 18

GAME: Vaalyun advances the initiative order.

Round Two - Init 18.

It is now Wight 2's turn! Escanor is next!

There is more scraping and moaning coming from somewhere. But for right now, the other wight is still out of sight.

GAME: Vaalyun advances the initiative order.

Round Two - Init 18.

It is now Escanor's turn! Vukodlak 1 is next!

Morgan touches the human compaion and says "You can do it, and this should help." she says a few words in draconic that buffs him out.

Escanor looks to Morgan as she speaks to him, and with the wight-zombie attacking his armor for no damage, Escanor looks to Morgan, nodding lightly to her as he finds his courage and swings his mighty axe at the wight who tried to strike him!

GAME: Escanor rolls perception: (6)+7: 13

GAME: Escanor rolls weapon2+2: (17)+5+2: 24

GAME: Escanor rolls 1d12+3: (3)+3: 6

GAME: Vaalyun advances the initiative order.

Round Two - Init 12.

It is now Vukodlak 1's turn! Yelrona is next!

Escanor looks to Morgan as she speaks to him, and with the wight-zombie attacking his armor for no damage, Escanor looks to Morgan as the wight is dead that struck him, so he lets out a battle cry and the Aesir warrior charges forward! eventually finding the next monster to his side, he swings the massive axe at his enemy, chopping a chunk off 'im! Escanor has entered the battle!

GAME: Vaalyun rolls 1d20+7: (14)+7: 21

GAME: Vaalyun rolls 1d8+7: (6)+7: 13

GAME: Vaalyun rolls 1d2: (1): 1

The Vukodlak looks pretty annoyed by the prospect of someone taking an axe to it, and it leaps forward, it's huge muzzle closing in on Escanor's arm. It bites down hard, and armor and flesh both crunch, then there is a hideous slurping sound as the Bloodrager can feel the beast begin to feed on him, sucking down salty blood.

GAME: Vaalyun advances the initiative order.

Round Two - Init 12.

It is now Yelrona's turn! Gull is next!

GAME: Yelrona casts Cure Moderate Wounds. Caster Level: 5 DC: 15

GAME: Yelrona rolls 2d8+5: (10)+5: 15

GAME: Yelrona spends ONE use of JUDGMENT.

Yelrona yells "I request Tarien's healing grace on _you_, and call for Tarien's Justice upon all the rest of you, YOU KNOW WHO YOU ARE!"

GAME: Vaalyun advances the initiative order.

Round Two - Init 7.

It is now Gull's turn! Wight 3 is next!

GAME: Yelrona rolls melee+5: (6)+6+5: 17

GAME: Yelrona rolls d8+3: (5)+d8+3: 8

GAME: Vaalyun rolls 1d20+5: (17)+5: 22

GAME: Vaalyun advances the initiative order.

Round Two - Init 3.

It is now Wight 3's turn! Amythyst is next!

Gull once again makes some arcane gestures, gesturing at the wight, who seems to shake the Hex off without much difficulty.

GAME: Vaalyun rolls 1d20+4: (6)+4: 10

GAME: NEW ROUND!

Vaalyun advances the initiative order.

Round Three - Init 20.

It is now Amythyst's turn! Morgan is next!

One of the wights, moaning and with baleful red eyes, comes around the corner BEHIND the party, to the soft underbelly of magic users. He raises skeletal fists, and slams them down, but Morgan manages to twist her body away, and there is no impact. More loud moans of anger.

GAME: Amythyst rolls 1d20+5+4: (14)+5+4: 23

GAME: Vaalyun advances the initiative order.

Round Three - Init 19.

It is now Morgan's turn! Wight 2 is next!

GAME: Amythyst casts Hydraulic Push. Caster Level: 5 DC: 15

GAME: Morgan casts Magic Missile. Caster Level: 5 DC: 17

GAME: Morgan rolls 3d4+3: (10)+3: 13

Amythyst manages to hear the wight scrape on Morgan's force armor. She spins around and launches a torret of water at it. It is pushed back about 5 feet, which helps morgan out.

GAME: Morgan rolls 1d20+9: (18)+9: 27

GAME: Vaalyun advances the initiative order.

Round Three - Init 18.

It is now Wight 2's turn! Escanor is next!

GAME: Vaalyun rolls 1d20+4: (4)+4: 8

Morgan eaks as she is suprised by one as she steaps back and by luck is missed as she points at it and says "sone nil'gnos." sending three missiles at it and then moves back to defend her self.

GAME: Vaalyun advances the initiative order.

Round Three - Init 18.

It is now Escanor's turn! Vukodlak 1 is next!

The wight in the room with Gull, Escanor, and Yelrona closes in on the Witch, letting out a groan and raising his fists. He slams them down, but manages to find nothing but air. Another groan of rage fills the corridors of the dungeon.

Escanor managed to clip the Vukodlak, but he tries once again for a better strike! but as soon as he does, he finds the beasts maw clamping on his arm! Howling in rage, he enters a bloodrage. Thanks to a timely healing spell, Escanor is in much better condition...but he leaps back at the beast with a howl of rage, trying to land another blow on the beast!

GAME: Escanor rolls weapon2+2: (16)+5+2: 23

GAME: Escanor rolls 1d12+6: (5)+6: 11

GAME: Vaalyun advances the initiative order.

Round Three - Init 12.

It is now Vukodlak 1's turn! Yelrona is next!

GAME: Vaalyun rolls 1d20+7: (19)+7: 26

GAME: Vaalyun rolls 1d2: (1): 1

GAME: Vaalyun rolls 1d8+7: (5)+7: 12

The Vukodlak is hit again, it's putrid fur splitting to reveal innards that are mostly hollow, a putrid stink rising into the air from relics of what was a living thing a long time again. He looks increasingly angry - if those red eyes could get even angrier, that is. It bites down viciously on Escanor again, and sucks more of his blood, this time tearing into his chest.

GAME: Vaalyun advances the initiative order.

Round Three - Init 12.

It is now Yelrona's turn! Gull is next!

GAME: Vaalyun rolls 1d20+7: (2)+7: 9

GAME: Yelrona rolls ranged+1+2+1+2: (4)+5+1+2+1+2: 15

GAME: Yelrona rolls 3d8+2+3+1: (11)+2+3+1: 17

GAME: Vaalyun advances the initiative order.

Round Three - Init 7.

It is now Gull's turn! Wight 3 is next!

Yelrona backpedals away from the beast, avoiding its jaws, and fires an arrow into its flank.

Falling forward, Gull's robe spreads to encompass his entire body. He drops onto all fours, rapidly shifting feline, until a jaguar stands in place of the witch.

GAME: Vaalyun advances the initiative order.

Round Three - Init 3.

It is now Wight 3's turn! Amythyst is next!

GAME: Vaalyun rolls 1d20+4: (18)+4: 22

GAME: Vaalyun rolls 1d4+1: (1)+1: 2

GAME: Vaalyun rolls 1d6: (2): 2

GAME: NEW ROUND!

Vaalyun advances the initiative order.

Round Four - Init 20.

It is now Amythyst's turn! Morgan is next!

The wight that snuck up on them slams his fists down, and this time he connects hard with Morgan. Well, as hard as a creature can that is atrophied and a bag of walking bones and decayed skin. He doesn't do much damage, but there is a sense of coldness, of emptiness, of lethargy as energy is drained away from the wizard in a moment. That's going to leave a mark.

GAME: Amythyst rolls 3d4+3: (10)+3: 13

Amythyst, seeing the wight still not giving up, sends another trio of magical bolt after the wight. Just about all three of them hit the wight in the face. "Blast it Morgan. We've still got one more undead in the room."

GAME: Vaalyun advances the initiative order.

Round Four - Init 19.

It is now Morgan's turn! Wight 2 is next!

GAME: Morgan casts Magic Missile. Caster Level: 5 DC: 17

GAME: Morgan rolls 2d4+2: (5)+2: 7

GAME: Morgan rolls 1d4+1: (1)+1: 2

Morgan takes a few feet back and sends three blue bolts at the undead "I so hate undead."

GAME: Vaalyun advances the initiative order.

Round Four - Init 18.

It is now Wight 2's turn! Escanor is next!

GAME: Vaalyun rolls 1d20+4: (12)+4: 16

GAME: Vaalyun advances the initiative order.

Round Four - Init 18.

It is now Escanor's turn! Vukodlak 1 is next!

As one more of the wights falls, the last one standing swings at the witch-who-is-now-a-jaguar. Alas, his undead muscles don't work like they used to, and the bony fist swings wide.

Escanor is taking a beating! another bite from the Vukodlak and he's wincing, but somehow, the rage is keeping him active and swingin'! Though it becomes clear he becomes more...dragon-like as he gets angrier. Needless to say, he still has a ways to go before he can make that anything useful. But in perhaps a last gasp, he tries to swing that axe once more at the Vukodlak beast! Come on, he can take it down!

GAME: Escanor rolls weapon2+2: (4)+5+2: 11

GAME: Vaalyun advances the initiative order.

Round Four - Init 12.

It is now Vukodlak 1's turn! Yelrona is next!

GAME: Vaalyun rolls 1d20+7: (5)+7: 12

GAME: Vaalyun advances the initiative order.

Round Four - Init 12.

It is now Yelrona's turn! Gull is next!

GAME: Yelrona rolls ranged+1+2-2+1+2: (4)+5+1+2+-2+1+2: 13

GAME: Yelrona rolls ranged+1+2-2+1+2: (4)+5+1+2+-2+1+2: 13

GAME: Yelrona rolls ranged+1+2-2+1+2: (10)+5+1+2+-2+1+2: 19

GAME: Yelrona rolls 3d8+2+3+1: (14)+2+3+1: 20

GAME: Gull rolls 1d20+5: (6)+5: 11

GAME: Gull rolls 1d20+5: (12)+5: 17

GAME: Vaalyun advances the initiative order.

Round Four - Init 7.

It is now Gull's turn! Amythyst is next!

GAME: Gull rolls 1d20+8: (20)+8: 28

Finally free to use her bow to full effect, Yelrona fires a volley of arrows at the beast threatening Esc, killing it.

GAME: Gull rolls 1d20: (19): 19

GAME: Gull rolls 1d20: (2): 2

GAME: Gull rolls 1d8+3: (2)+3: 5

GAME: Gull rolls 1d4+1: (3)+1: 4

GAME: NEW ROUND!

Vaalyun advances the initiative order.

Round Five - Init 20.

It is now Amythyst's turn! Morgan is next!

Gull lunges forward, biting the wight around the knee, raking one claw down its side, and knocking the wight to the ground, maintaining a grip with his mouth.

GAME: Amythyst rolls 3d4+3: (6)+3: 9

GAME: Vaalyun advances the initiative order.

Round Five - Init 19.

It is now Morgan's turn! Wight 2 is next!

GAME: Morgan rolls Ranged: (20)+4: 24 (THREAT)

Seeing the wight go down, Amythyst turns her attention towards the remaining wight, and send three bolts at it. All three hit, despite the jaguar being in the way.

GAME: Morgan rolls Ranged: (4)+4: 8

GAME: Morgan rolls 4d6: (15): 15

Morgan sighs as she moves to get a clear line and sends a scorching ray at it.

Yelona's arrow drops the last Vukodlak, and the combination of a jaguar and a bevvy of spells soon turns the final wight into a pile of bones and ash. Silence descends. For the moment, as the party gather to lick their wounds.

GAME: Yelrona casts Cure Moderate Wounds. Caster Level: 5 DC: 15

GAME: Yelrona rolls 2d8+5: (3)+5: 8

GAME: Yelrona casts Cure Moderate Wounds. Caster Level: 5 DC: 15

GAME: Yelrona rolls 2d8+5: (13)+5: 18

GAME: Vaalyun removes the timestop.

Timestop by Vaalyun has left.

Once the creatures have been slain, the party moves into the room. Other hallways branch off, leading deeper into the darkness, but the target of the present mission - the young boy - is found cowering behind the rockfall at the far end of the room. It was he that the vukodlaks were sniffing out, and the party arrived just in time to prevent the birth of a new undead. His physical injuries are thankfully minimal, but being caught in the darkness with such creatures will result in years of therapy with the Altheans. Still, he is safe and sound and, with the party's resources depleted, they carry him back up to the surface world.