PrP: Dire Discovery

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Log Info

  • Title: Dire Discovery
  • Emitter: Benthus
  • Characters: Verna lvl9, Lyrana lvl4, Jessamy lvl3
  • Place: Somewhere not very far from the city of Alexandria
  • Time: Nov 21, 2014
  • Summary: Hired by the Guild of Adventurers, what could go wrong??
  • APL: 5
  • Encounter 1: 11 x CR1 ghouls, CR 7
  • Encounter 2: 1 x CR8 Mohrg, CR8


Verna's quest objective: You have been summoned to the temple of Vardama by your superiors for a special mission. You are told that a mass of undead creatures are gathering around the borders of the city. If left unchecked, they will become strong enough to mount an assault on the city itself. The outcome would not be favourable for the city, if not completely deleterious. You have been tasked to perform a 'purging', a term not often used but, in your circle, it means the total elimination of an undead infestation. This usually results in area-wide obliteration by fire, be it magical, divine or mundane. Usually, in these operations, civilian casualties are high. But wisdom and experienced has already thought you that most of the civilians caught in the middle, whether corrupted by malignant magic or not, are already doomed. By granting them a swift death, you have provided them mercy.

Another task that needs to be done is for you to check on one of the secret catacombs located in the area that you are to perform your purge. You are aware of these secret catacombs because you have been given this information by virtue of your skill and rank. Not even the other members of the faction are aware of this secret. You are advised to keep this secret at all cost, even from your companions.You have to see if the wards that keep the sleeping dead in their place have not been spotted, or worse, tampered. If these catacombs have been compromised, then you must do everything in your power to submerge the place and keep the dead buried, until a more permanent option can be made available.

A third task is for you to locate three other members of the Vardaman faction who were tasked to scout the area before it has become clear that the area is infested with undead. Their location and extraction is of great importance as there are not many Vardaman's left in existence, and the continued culling of their numbers would assuredly result in the destruction of the faction, or the loss of a deity. You must make safe their return to the temple.

One of the Vardaman' priests is now talking to you:

"You will be escorted by a Daeusite priest by the name of Lyrana. Her skills in channelling are quite promising. Make use of her in your mission. Do whatever is necessary to keep the dead in their slumber. Understand that certain sacrifices have to be made, even if it means the blood of comrades have to be shed."

"You will also have a Serrielite lancer along for this mission. Her name is Jessamy. She is relatively new and inexperienced, but she can serve you well with her ability to detect evil at will. Use her to the best of her ability, for the dead take on many forms, some of which may pass undetected by the normal eyes."

"You have been granted several magical scrolls that would bring about destruction to both the living and dead. Use it in your expurgation of the undead. Let not one single trace of their existence remain. Now, go and make haste with this eradication."


        • Start of Actual plot

(From the point of View of Verna)

Just as you and your two companions are heading towards the site where the undead are said to be located, you sense something strange in the very air around you. Just as you were about to inform the rest of your team mates of your misgivings, the earth around burst open and the undead that have been hiding underneath rise up and attack.

The enemy has the element of surprise and were able to get near you before any of you could draw up a proper defense. Some of these undead manage to rake you with their razor sharp claws while others manage to bludgeon you with their flailing arms. But their attack is only good for a couple of rounds, and some of them have not even managed to get close. When you unleashed your god-given fury upon them the battle was quickly brought to an end. Some are set on fire. Some are turned to dust. Some are cut to pieces. Some still reflexively twitch even when the negative energy that has brought about their unnatural life has ended. The battlefield is now clear, and it is only you and your companions that remain standing.

(Verna's Insight) These are normal skeletons and zombies you have fought. You know that they can surprise the unwary by popping out of darkened corners, or rushing you in a cold dark cavern. But bursting out of the ground like that is more specific, waiting for just the right moment to be in striking range. No. These are not normal skeletons and zombies. These were summoned specifically for your group's arrival. But who would know about this? This was supposed to be a low-profile mission with the team selected at a moment's notice. No one should have been able to know about your passing through this area. No one could have planned for this ambush unless... Is it possible that there is a traitor in your midst? Another Barnatos in the making? Your faction has suffered so much already. That someone would dare to wipe you and your brothers and sisters to extinction fills you with barely restrained fury. But who can you trust? (End of info)

Verna regains her breath and calm now that the unexpected and sudden rising flood of abominations is annihilated. That surprise allowed some minor injuries, but they can be quickly mended. It is a gathering of clergy after all. "This was no simple act of happenstance," she notes as her hood turns to pan across her compatriots. "This was an intentional ambush. Be wary. It appears that our presence, and likely our purpose, is expected. There appears to be a cunning force at work behind this growing infestation." All the more reason to ensure it is eradicated fully and to inspect the crypts.

Lyrana nods her head. The wargolem looks around, "It would seem so, I would not think they would have done that had there not been something behind it." she says as she looks around, "At least I have not had any do anything like that before." She nods, "Ready to assist you." she offers.

The female Serrielite paladin in the group seems slightly out of breath. She resheates her sword and draws close to the rest, keeping a careful watch of their surroundings.

Verna's hood dips as she nods. "Stay close and alert. There will be many more abominations to put to rest, but allow magic and the Lady's judgment to prevail. While a single undead may be weak, we can be overwhelmed by masses." As the surprise attack potentially gave a glimpse into.

The Serrielite paladin nods her head. "Shall we proceed then?"

As you and your two companions reach the edge of the area said to be occupied by the ravenous undead, you can see a thick fog ahead. In the thick fog, you can vaguely see and hear the figures moving about. Your presence, though, is still undetected.

(Lyrana's Insight) You are aware of a settlement nearby composed of two families and several farm workers. It would be wise to establish the identities of the people inside the fog before any destructive force is brought to bear. (End of info)

(Verna's Insight) You can't identify who or what is moving behind the thick wall of fog, but you have read books of the undead taking advantage of fogs to get near their target and kill them. And if these creatures are not undead, their proximity to the undead creatures plaguing the area has likely contaminated them. (End of info)

The serrielite paladin looks troubled and eyes her two team mates for a course of action.

Lyrana frowns as she senses figures in the Fog, "Tis a dark miasma for such a fog to come upon us as we seek out out mission," she speaks softly, "Can we tell who it might be?"

The serrielite paladin understands that it is her cue to use her powers. Concentrating a little bit, she focuses her gaze on the figures that are moving in the shadows. She gets startled before regaining her composure. "Ma'am, there are several evil entities with the fog. I counted six of them."

"It is unfortunate, and likely too hindering to be natural or coincidence," Verna sounds displeased. "Hold here for a moment," she bids before uttering a short, rote incantation to possibly determine whether the fog or it's contents are magical in nature.

GAME: Verna casts Detect Magic. Caster Level: 9 DC: 14

The serrielite paladin seems surprised that Verna would draw closer to the fog. She draws out her sword but remains where she is standing. "Don't go too far." She whispers.

Lyrana has her mace out but for the most part, is watching and waiting, she might just do her channel after all it only affect undead if she tries to harm , but she holds for the moment, following the orders of the lead priest.

You paged Verna with 'You sense that there is a bit of magic, but with the fog impeding your vision, you can not identify what school of magic it may be. But it feels like necromantic power, which only a Vardaman could sense.'

"Lyranna, make use of the Sun's power, if you would." Verna discerns far less than she desired, but accepts this. "It would be foolish for us to engage them within the fog."

Lyrana purses her lips a little, "We would have to get a lot closer, into the fog for me to affect any undead." she says as she tries to figure out how far in the figures are.

Lyrana nods, "Probably only a dozen feet before I could get most of them." she says and then she shakes her head a bit. "Can hit a couple from here."

"Then we will advance that far, cautiously," it could be nothing, a group of minor entities, or something much more serious. Verna does not wish to make the bold wager and be proven wrong.

There are not many of them, only six as your Serrielite companion have said, and you with your companions make swift their destruction. The thick fog still makes it hard to see anything ahead of you. Just as you were about to move on through the fog, you hear something shuffling through the mist. It is getting very close to where you are.

The Serrielite paladin moves towards the front of Verna, placing herself between the Vardaman priestess and the incoming threat. "Identify yourselves!"

"Damnable fog..." Verna mutters, despite their ease of success against the now-proven abominations within it. Through which they must travel to continue on. That is, until sounds of approach. "Stay close," she strongly advises, looking to be sure she still has eyes upon her companions. Then she would call to the unknown, yet the Serrielite has now done as much.

Lyrana blinks just a little, "Well whatever it is, knows that we are here." she shakes her head a bit. She looks around, keeping alert, she doesn't want to be jumped again.

"Please! Don't kill us. We are trying to escape! The dead, they have risen up. They have attacked the farm where we lived. Killed all our farm animals and nearly killed us. Hobart, one of our farm workers was bitten by one of those monsters. He doesn't look well, and he has developed a fever. I think he is dying. Please! Help us!"

Verna scowls, though ther hood and he fog hides much. "We will tend to him, and yourselves. Come." She will remain wary until they are more visible and identifiable. The injured will be examined first, but she intends to include all as a precaution.

The Serielite paladin draws an arm to bar Verna's passage and in the fog slowly shakes her head at her. She points at the figures that are hidden in the fog and whispers a word to the group. "Evil."

Lyrana moves to provide defense, but then frowns at the words from the Serielite and purses her lips, "Great, thinking undead." she murmurs and shakes her head.

Verna glances to the Serrielite paladin and Lyrana, in turn. Her words are a harsh whisper. "A ruse?" That is not something she commonly deals with: crafty or disguised undead. Subtlety is no generally in their repertoire. "When they are near enough, turn or destroy them." Verna shall use her own tools, or those granted, to do so, if necessary.

Lyrana shakes her head, "It bears resemblance to something before." she does wait for them start to get close and then sweeps them with positive energy.

There is a horrible scream coming from the people ahead of you, like someone is being set on fire. And then more screams as the radiant powers coming from the war golem begin to encompass those behind the lead figure. The figures continue to writhe in agony before all is silent...

After the incident, the trio continue on their journey...

You and your companions have crested a hill and see the valley spread before you. On the valley itself is a multitude of restless undead, moving around in random directions and unmindful of your presence on the hill. There are a hundred or so of them shambling across the valley floor.

(Verna's Insight) It is time to make use of the scrolls that your faction has given you in order to bring destruction to this swarm of undead. It would take all the scroll that you have in your inventory to eliminate this infestation. But it would be enough. The dead have no fear for their safety and they will be naturally drawn to life. In short they will march towards you and towards their destruction. (End of info)

The Serrielite paladin looks at the valley below and is lost for words. She shakes her head slowly, shock and awe in her eyes, "There are so many of them."

Lyrana shakes her head, "Too many." she murmers and shakes her head a bit.

"Hold here," Verna calls as they reach the hilltop and she witnesses the masses below. "They will come to us, and to their rest." She retrieves the scrolls given her by the temple and readies the first. "Stand firm." Verna will wait as long as possible to make the most efficient use of the tools in which she was entrusted, but still prevent the front from reaching her companions.

Like moths to a flame, the undead turn as a whole as they detect the presence of a living, breathing creature. The begin to shamble and crawl towards the crest of the hill...

Lyrana does as she is told, prepared to protect Verna and wait as they come closer.

And so Verna picks up one of the scrolls in her bag and breaks the seal before uttering the words of powers that would begin the expurgation of the undead. As the souless creatures continue to climb up the steep portion of the hill, the servant of Vardama begins to draw powers stored in the parchment and leashes a surge of powerful electrical chain lightning that spreads from one walking corpse to the next. Each corpse touched by the curving surge of electrical energy begin to shudder and then explode into pieces. As the undead are clumped close together, a series of violent explosion rock the valley and only stops when the distance needed for the bolt is too far to reach another undead.

The process continue on for a while after wave after wave of undead are brought to their destruction.

After Verna has completed using up all her destructive scrolls, the valley below is almost empty of all the undead. The ground has been blasted, charred and left smoldering with the undead all but wiped out. Despite the visible evidence of the undead swarm's complete destruction, the job is not complete yet. The group still needs to make sure that no lingering trace of the undead is around to seed another infestation.

(Verna's Insight) As you survey the destruction all around you, you catch a glimpse of the symbol of Vardama in one of the fallen corpses near you. As you approach, you realize that it is the fallen form of your compatriot, Absolution Gaius. He has been a staunch defender of the faith and a solid rock by which many of your faction members have depended on during times of sorrow. To see this good man brought to the very being you have dedicated to destroying, fills you with impotent rage. You look around you, searching for something, for Absolution Gaius is part of the three men team sent to investigate the undead rising. You search through the valley of the undead for the presence of two more men. Absolution Zurich, and Mourner Diamedes. You can not find them among the dead. This is good. There is still hope. You ponder where they could be. Then a thought came to mind. These two faction members are as good as you. They are likely given the secret location of the catacombs located in this region. If anything, they would go there and make sure that that place is made secure. You orient yourself to your surroundings. Much has changed because of the destructive magic that you have brought forth on this valley, but you manage to find which direction leads towards the catacombs. It is further north. (End of info)

Lyrana nods, "Very nice, and where do you think we should start looking for any remaining."

Once the masses are decimated, Verna secures the now expended, yet still guarded, scrolls. She steps past several of the nearby remains, yet pauses at one bearing a pendant identical to her own. Crouching, she delays the search just long enough to utter a proper blessing and arrange the remains as respectfully as she is able in the short span. "One moment..." Verna then moves a midst the array of corpses, rapidly studying each one for familiarity before moving forward down into the valley. When she comes to the final body, she pauses in thought before turning to move, "North."

The group sets for north, following Verna's lead...into a dark and misty forest.

After about an hour's worth of hard trekking through rough terrain, your group halts upon sighting of something unnatural. In the gloom of the dark and misty forest, you manage to get the outline of many hunched figures crowding over something. A slow breeze passes through where the hunched creatures are located and towards your group. The smell of death and decay is overpowering. The hunched creatures seem to stop whatever they are doing. One of them smells the air above him, and then points into your direction. Like a swarm, these creatures break into a run, running on all four limbs, towards you.

GAME: You roll initiative for Restless Undead: Roll: 7 + Bonus: +2 = Total: 9 GAME: Verna rolls initiative: Roll: 13 + Bonus: 2 = Total: 15 GAME: Lyrana rolls initiative: Roll: 17 + Bonus: 2 = Total: 19 GAME: You roll initiative for Serrielite Paladin: Roll: 15 + Bonus: +3 = Total: 18

GAME: Benthus advances the initiative order.

     Round One - Init 19.
     It is now Lyrana's turn! Serrielite Paladin is next!

GAME: Note Flat-footed on Lyrana ended. GAME: Lyrana rolls knowledge/religion: (2)+9: 11 You paged Lyrana with 'You have seen these creatures before. You can barely make out their form, but you think these are ghouls. There are 11 of them.' <OOC> Lyrana says, "going to try sound burst till they are a bit closer. I can cast it 35 ft from me so would go just past the nearest foe and then hit anything in a 10' radius of that point, 1d8 damage to all, and fort save or stunned for 1 rd" GAME: Lyrana casts Sound Burst. Caster Level: 4 DC: 16 GAME: Lyrana rolls 1d8: (1): 1 GAME: Benthus rolls 1d20+2: (13)+2: 15 (Failed) GAME: Benthus rolls 1d20+2: (8)+2: 10 (Failed) GAME: Benthus rolls 1d20+2: (6)+2: 8 (Failed) GAME: Benthus rolls 1d20+2: (9)+2: 11 (Failed) GAME: Benthus rolls 1d20+2: (5)+2: 7 (Failed) GAME: Benthus rolls 1d20+2: (16)+2: 18 (Success) <OOC> Benthus says, "Five are stunned and take 1 damage." Lyrana sees them coming and with them all out there decides to try and slow some of them down. She calls on her god and a burst of loud sound explodes a midst the forerunners of the ghouls, "They are ghouls." she calls out.

GAME: Benthus advances the initiative order.

     Round One - Init 18.
     It is now Serrielite Paladin's turn! Verna is next!

The serrielite paladin moves towards Verna's front, drawing out her lance this time and prepares for combat. (Ready action).

GAME: Benthus advances the initiative order.

     Round One - Init 15.
     It is now Verna's turn! Restless Undead is next!

GAME: Note Flat-footed on Verna ended. GAME: Verna casts Spectral Hand. Caster Level: 9 DC: 17 "Do not allow them to touch you," Verna warns, possibly stating the obvious. She then utters a brief incantation to conjure a ghostly force to act as her proxy.

GAME: Benthus advances the initiative order.

     Round One - Init 9.
     It is now Restless Undead's turn! Lyrana is next!

GAME: Benthus rolls 1d20+3: (2)+3: 5 (miss) GAME: Benthus rolls 1d20+3: (8)+3: 11 (miss) GAME: Benthus rolls 1d20+3: (5)+3: 8 (miss) GAME: Benthus rolls 1d20+3: (7)+3: 10 (miss) GAME: Benthus rolls 1d20+3: (5)+3: 8 (miss) GAME: Benthus rolls 1d20+3: (10)+3: 13 (miss)


<OOC> Benthus says, "Paladin attacks the three that go through her reach." GAME: Benthus rolls 1d20+7: (6)+7: 13 (Miss) GAME: Benthus rolls 1d20+7: (13)+7: 20 (Hit) GAME: Benthus rolls 1d20+7: (17)+7: 24 (hit) <OOC> Benthus says, "she manages to injure two of them before they get through her reach..." GAME: Benthus rolls 1d8+3: (5)+3: 8 GAME: Benthus rolls 1d8+3: (1)+3: 4

The ghouls who were not stunned by Lyrana's sonic attack begin to encircle the small group and attack them. Try as they might, none of the pallid creatures could break through their opponent's defenses.

Serrielite paladin uses her reach weapon to attack some of the ghouls that are swarming them. She manages to stab two of them but not doing enough damage to destroy them.

     Benthus advances the initiative order.
     Round Two - Init 19.
     It is now Lyrana's turn! Serrielite Paladin is next!

GAME: Serrielite Paladin's initiative total changed to 9 <OOC> Lyrana says, "will channel to harm undead now, dc is 16, they get no channel resist bonus." GAME: Lyrana rolls 2d6+4: (6)+4: 10 GAME: Benthus rolls 1d20+5: (2)+5: 7 (Affected) GAME: Benthus rolls 1d20+5: (12)+5: 17 (Resist) GAME: Benthus rolls 1d20+5: (18)+5: 23 (Resist) GAME: Benthus rolls 1d20+5: (19)+5: 24 (Resist) GAME: Benthus rolls 1d20+5: (19)+5: 24 (Resist) GAME: Benthus rolls 1d20+5: (16)+5: 21 (Resist)

Lyrana does what she does best, she calls on Daeus and positive energy flows from her to hit the ghouls with divine fire, one of them is destroyed the others just burned.

GAME: Benthus advances the initiative order.

     Round Two - Init 15.
     It is now Verna's turn! Serrielite Paladin is next!

GAME: Verna casts Cure Moderate Wounds. Caster Level: 9 DC: 15 GAME: Verna rolls finessee+2: (14)+finessee+2: 16 (Touch attack successful) GAME: Verna rolls 2d8+9: (8)+9: 17

Verna steps back from the onslaught of ghouls and calls to the Harsh Lady. A bright spark of positive energy surges within her proxy which them darts to one of the ghouls. The life energy overpowers the negative empowering the corpse and rends it asunder.

(At this point, the plot was put on hold and then resumed with Jessamy joining the team)

GAME: Benthus advances the initiative order.

     Round Two - Init 5.
     It is now Ghouls' turn! Lyrana is next!

GAME: Benthus rolls 1d20+3: (3)+3: 6 (Miss Lyrana) GAME: Benthus rolls 1d20+3: (16)+3: 19 (Miss Lyrana) GAME: Benthus rolls 1d20+3: (4)+3: 7 (Miss Lyrana) GAME: Benthus rolls 1d20+3: (16)+3: 19 (Miss Lyrana) GAME: Benthus rolls 1d20+3: (15)+3: 18 (Miss Lyrana) GAME: Benthus rolls 1d20+3: (12)+3: 15 (Miss Lyrana)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|   Name   |   Race   |   Class   |E Lev| CHP | HP  | AC |CMD |For |Ref |Wil |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Jessamy   |HUMAN     |Pal        |  3  | 29  | 32  | 21 | 16 | 9  | 5  | 7  |
|Lyrana    |WAR_GOLEM |Clr        |  4  | 28  | 28  | 20 | 17 | 6  | 3  | 8  |
|Verna     |HALF-ELF  |Clr/MTh/Wiz|  9  | 55  | 55  | 12 | 14 | 9  | 7  | 13 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

<OOC> Benthus says, "Okay, the two ghouls on Jessamy begin to attack her. (Full)" GAME: Benthus rolls 1d20+3: (20)+3: 23 (Hit Jessamy, threat) GAME: Benthus rolls 1d20+3: (18)+3: 21 (Hit Jessamy) GAME: Benthus rolls 1d20+3: (19)+3: 22 (Hit Jessamy) GAME: Benthus rolls 1d20+3: (16)+3: 19 (Miss) GAME: Benthus rolls 1d20+3: (15)+3: 18 (Miss) GAME: Benthus rolls 1d20+3: (13)+3: 16 (Miss)

GAME: Benthus rolls 1d20+3: (4)+3: 7 (Rolling for Threat: miss)


GAME: Jessamy rolls fort: (19)+9: 28 (Jessamy fort save: success) GAME: Jessamy rolls fort: (15)+9: 24 (Jessamy fort save: success) GAME: Jessamy rolls fort: (13)+9: 22 (Jessamy fort save: success)

GAME: Benthus rolls 3d6+3: (8)+3: 11 (Damage to Jessamy) GAME: You damaged Jessamy for 11 points. 18 remaining.

<OOC> Benthus says, "Okay, the Rest of the ghouls begin to mob around you all. Three head for Verna. One on Lyrana, and one on Jessamy." <OOC> Benthus says, "Rolling first for Verna's, then Lyrana then Jessamy." GAME: Benthus rolls 1d20+3: (15)+3: 18 (Miss Verna) GAME: Benthus rolls 1d20+3: (13)+3: 16 (Miss Verna) GAME: Benthus rolls 1d20+3: (8)+3: 11 (Miss Verna) GAME: Benthus rolls 1d20+3: (13)+3: 16 (Miss Lyrana) GAME: Benthus rolls 1d20+3: (7)+3: 10 (Miss Jessamy)

The Ghouls that were already engaged in battle with Lyrana and Jessamy are moving about to establish a flanking position and begin their frenzied attack on the two. Jessamy is raked by two claws and a bite, but is able to endure the paralytic enzyme that coursed through her bloodstream. Still, she took a beating.

The remainder of the attacks all failed to hit. The other ghouls shake off their stunned condition and begin to engage the team. Three converge on Verna, one on Lyrana, and one on Jessamy. All of them miss their mark.


GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Three - Init 19.
     It is now Lyrana's turn! Jessamy is next!

<OOC> Lyrana says, "dc is 16, they don't get their channel resist bonus." GAME: Lyrana rolls 2d6+4: (7)+4: 11 GAME: Benthus rolls 1d20+5: (12)+5: 17 (Resist) GAME: Benthus rolls 1d20+5: (10)+5: 15 (Affected) GAME: Benthus rolls 1d20+5: (11)+5: 16 (Resist) GAME: Benthus rolls 1d20+5: (12)+5: 17 (Resist) GAME: Benthus rolls 1d20+5: (19)+5: 24 (Resist) GAME: Benthus rolls 1d20+5: (12)+5: 17 (Resist) GAME: Benthus rolls 1d20+5: (2)+5: 7 (Affected) GAME: Benthus rolls 1d20+5: (16)+5: 21 (Resist) GAME: Benthus rolls 1d20+5: (6)+5: 11 (Affected)

Lyrana growls as they attack her, "Come get me." she yells out, "I sear you with the light of Daeus." She channels positive energy, and sears most of them, three of them burning to ash.

GAME: Benthus advances the initiative order.

     Round Three - Init 18.
     It is now Jessamy's turn! Verna is next!

<OOC> Jessamy says, "Declaring power attack on -- pick a target. Saving smite." GAME: Jessamy rolls sword: (20)+6: 26 GAME: Jessamy rolls sword: (6)+6: 12 GAME: Jessamy rolls 1d8+2: (6)+2: 8 GAME: Jessamy rolls knowledge/religion: (2)+7: 9 (DC was 5 to identify them but DM goofed up)

"Augh!" A treble cry rips from Jessamy as filthy claws amid the throng surrounding her find their mark, slipping between the plates of the bright armor plates and leaving them stained with dull crimson. The icy, unnatural chill of the grave reaches for mind and soul, but she shakes it off with a fairly snarled, "In the name of the Holy Maiden, you'll not have me so fast!"

In answer, she raises the longsword in her hand and brings it crashing down on the shoulder of one of the ghouls facing her , the sharp blade splitting it from chest to hip and leaving it to crumble away in pieces.

GAME: Benthus advances the initiative order.

     Round Three - Init 15.
     It is now Verna's turn! Ghouls is next!

<OOC> Verna will Turn Undead. Will DC 15. GAME: Benthus rolls 1d20+5: (10)+5: 15 (Saved) GAME: Benthus rolls 1d20+5: (9)+5: 14 (Failed) GAME: Benthus rolls 1d20+5: (7)+5: 12 (Failed) GAME: Benthus rolls 1d20+5: (7)+5: 12 (Failed) GAME: Benthus rolls 1d20+5: (16)+5: 21 (saved)

While this instance did not involve a surprise attack, the surge of abominations come far too close for comfort nonetheless. Verna attempts to give herself and her battered companions some breathing room (as the living must breath). Through will and knowledge, rather than the Harsh Lady's Hall, she conjures and collates a small parcel of negative energy, then subsequently tunes it's energies slightly out of phase with the norm. This morsel then detonates in a burst harmless to all, yet resonates with the energies powering the undead. The discomforting result sends the three nearest her running away.

GAME: Benthus advances the initiative order.

     Round Three - Init 5.
     It is now Ghouls' turn! Lyrana is next!

<OOC> Benthus says, "The two left on Jessamy continue their attack..." GAME: Benthus rolls 1d20+5: (17)+5: 22 (Hit) GAME: Benthus rolls 1d20+5: (15)+5: 20 (Miss) GAME: Benthus rolls 1d20+5: (12)+5: 17 (Miss) GAME: Benthus rolls 1d20+5: (4)+5: 9 (Miss) GAME: Benthus rolls 1d20+5: (6)+5: 11 (Miss) GAME: Benthus rolls 1d20+5: (10)+5: 15 (Miss) GAME: Benthus rolls 1d6+1: (4)+1: 5 (Damage to Jessamy) GAME: Jessamy rolls fort: (20)+9: 29 (Fort save: success) GAME: You damaged Jessamy for 5 points. 13 remaining.

The two remaining ghouls on Jessamy begin to tear at her with clawed hands and razor teeth. One manages to break through her defenses and draw blood into its filthy hands.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Four - Init 19.
     It is now Lyrana's turn! Jessamy is next!

GAME: Lyrana rolls melee+1: (20)+5+1: 26 (Threat, DM forget to confirm) GAME: Lyrana rolls 1d8+3: (4)+3: 7

Lyrana moves over with her mace sound in her hand and takes one of the ghouls on Jessamy from behind, bashing in its head and dropping it.

GAME: Benthus advances the initiative order.

     Round Four - Init 18.
     It is now Jessamy's turn! Verna is next!

GAME: Jessamy rolls sword-1: (8)+6+-1: 13

Another claw scrapes across bright armor and sinks into the flesh beneath, but this time the blow elicits only a grunt from Jessamy. She raises the sword to strike furiously again, but Lyrana drops her intended target before she can move, and the instant shift to correct her target throws her aim off, and the blow goes just a little wide. Still the ghouls' evil doesn't seem to be affecting the Lancer; it's as if the Maiden Herself shields her from the chill of their touch.


GAME: Benthus advances the initiative order.

     Round Four - Init 15.
     It is now Verna's turn! Ghouls is next!

<OOC> Verna will use it to impart CMW on Jessamy. (Via Spectral Hand) <OOC> Benthus says, "The three turned ghouls were running, so they are no longer engageable. So only one last ghoul left." GAME: Verna casts Cure Moderate Wounds. Caster Level: 9 DC: 15 GAME: Verna rolls 2d8+9: (8)+9: 17 GAME: You damaged Jessamy for -17 points. 30 remaining.

Verna considers utilizing further energies against the remaining engaged abomination, but reconsiders when it tears into Jessamy. "She is not yet ready to be judged," she beseeches her Mistress and delivers a welcoming breath of life to Jessamy from Her Hall.

GAME: Benthus advances the initiative order.

     Round Four - Init 5.
     It is now Ghouls' turn! Lyrana is next!

GAME: Benthus rolls 1d20+3: (6)+3: 9 (Miss) GAME: Benthus rolls 1d20+3: (12)+3: 15 (Miss) GAME: Benthus rolls 1d20+3: (4)+3: 7 (Miss) As the three ghouls who were turned by Verna run off into the darker recesses of the forest, the lone ghoul that is attacking Jessamy continues in its effort. The taste and smell of blood too overpowering for it to even turn back and fight Lyrana.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Five - Init 19.
     It is now Lyrana's turn! Jessamy is next!

GAME: Lyrana rolls melee+1: (18)+5+1: 24 (Hit) GAME: Lyrana rolls 1d8+2+1: (6)+2+1: 9 Lyrana nods, "Good, lets me whack a ghoul." she says and her mace flies again crushing the skull in of the other ghoul and dropping it as well.

The battlefield is littered with the remains of the undead plus that of another person who was being devoured by them prior to your groups arrival...

(Verna's Insight) Your fears are confirmed. It is one of the three people sent to check on the undead forces you have destroyed. It is Absolution Zurich. You are quite familiar with him since he is one of the teachers who taught you your close-quarter combat skills. He is also one of the oldest members in the order, choosing to forfeit a life of quiet peace which some of the old members have taken, in favour of strengthening the remaining faithful, a faction that has almost been brought to extinction by Barnatos.

The paladin has been dead for a while now and his body is in a state of decay. A decayed corpse is what ghouls love to feast upon.

The entrance to the catacombs is not far away now. You sense that Mourner Diamedes is still alive, but not for long. You fight the urge to move faster as you head towards that direction. (End of info) '

As the wash of healing mends flesh and bone, Jessamy breathes a sigh of relief; as the last one drops, its destruction final, she lowers her filth-covered blade and looks around. "My thanks for the aid, Verna." She's breathing hard, but the voice sounds as if she's no longer in pain. She moves over to survey the half-eaten corpse, with a sigh. "We were too late for this one, at least," she says sadly.

GAME: Jessamy rolls knowledge/religion: (2)+7: 9 (DC10: failed) GAME: Lyrana rolls knowledge/religion: (9)+9: 18 (DC10: success) <OOC> Benthus says, "Just one point away, sadly. The tabard has been shorn off that only a portion of the symbol is visible to you. You are not familiar what faction the dead man belongs too."

Lyrana cocks her head to the side as she moves over, "That looks like...a tabard of someone from the temple of Vardama." she says and shakes her head, "I could be wrong though."

Verna stops over the remains briefly and utters a brief prayer, "May your journey to Her be swift, and Her judgment reward you..." Her voice grows louder as she begins to move again, with purpose. "Come, we must make haste."

Lyrana nods her head, "Where to now?" she asks as she looks at Verna.

Jessamy says, "Yes." Quickly, Jessamy pulls a rather dirty rag from a pouch and uses it to wipe the blade clean, then sheathes it before turning to the others. "We should go."

"This way," Verna informs, pointing a gloved finger ahead. It is both very descriptive, and yet not.

After about thirty minutes of walking at quickened pace, your group comes upon a clearing. Littered around the clearing are all manners of undead. All have been destroyed either by divine power, or got smashed by a blunt weapon. In the middle of the clearing lies a grievously wounded elderly man. He has a hand cupping a huge wound on his abdomen, and the wound is still leaking blood. He has his back resting on a mound of dead bodies, to help him remain seated upright and see anything that would be coming into the clearing.

(Verna's Insight) This is mourner Diamedes. He is a celebrity in your faction. It is not only that he is a fifth generation Vardaman, he has also been instrumental in keeping the order standing during the aftermath of Barnatos' slaughtering of your people. Even when his wife and young adult son were sacrificed before the altar of Thul, he would not renounce his faith. Even when all hope is lost and the last of the Vardaman's were to be executed, he would not lose hope. He never stopped praying to Vardama for salvation, and when it came, he was at the forefront in destroying the evil that had taken over the temple he served. Should Diamedes die, then it would be a very great blow to the morale of your faction. (End of info) ' "Mourner," Verna greets the injured man as she moves briskly to aid him, "we are here to assist." While she escorts the dead to their final judgement with every respect, she also attempts to moderate the qualtiy and quantity as they should be. She offers further gifts of revitalization, care of The Lady's Hall.

Mourner Diamedes is quite lucid when the group comes upon the clearing. He immediately spots Verna and begins to weep. "No, no, you should not have come. Now you too will fall under the undead swarm that plague this area."

Jessamy trails the other two into the clearing this time, and while she starts at the sight of the injured man, Verna's quicker -- and more qualified -- to offer assistance. She hangs back, in that case, automatically assuming a watchful/guard position and allowing the clerics to see to the injured. This time, instead of drawing the longsword, she slings the sword over her back, drops the harness from her back and releases the ranseur from it, taking it in both hands in a guard pose.

Lyrana shakes her head a bit and looks around. "What swarm?" she asks as she becomes alert again if they get jumped.

Diamedes grieves, "There are thousands of them, and they are taking the underground catacomb located here."

(Verna's Insight) All the underground catacombs are connected to the main catacomb beneath the temple of Vardama. If they manage to get to the city before it has been alerted, many will die. The temple would need to be destroyed in order to seal the catacombs beneath. This is sacrilege and an option you would not want to do. The temple doesn't just serve as a symbol, it is a nexus by which the prayers of the faithful grant the goddess her powers. If the temple is destroyed, the last strands of faith that keep the goddess in her seat will be unraveled and she would lose her powers. You can not allow this to happen. You must not allow this to happen.

The entrance to the catacomb is submerged beneath a lake to prevent anyone from finding it. It also has a magic barrier that makes the entrance invisible to all undead. Only a servant of Vardama would be able to open the doors and get inside. Only a high ranking member of your faction has the power to set the doors to open. (End of info)

Diamedes groans, "Be ready, sister. One of Thul's servants is coming."

GAME: Jessamy rolls initiative: Roll: 5 + Bonus: 1 = Total: 6 GAME: Lyrana rolls initiative: Roll: 19 + Bonus: 2 = Total: 21 GAME: You roll initiative for Skeletal Abomination: Roll: 16 + Bonus: +8 = Total: 24 GAME: Verna rolls initiative: Roll: 14 + Bonus: 2 = Total: 16

GAME: Benthus advances the initiative order.

     Round One - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

<OOC> Benthus says, "Creature coming into view is skeletal in nature but looks like it has some visceral organ still attached to its ribcage. And it has a long barbed tongue coming out of its jaws." GAME: Benthus rolls 1d20+10: (1)+10: 11 (Foe 'Spring attacks' Jessamy and misses)

The skeletal creature with purple coloured viscera still attached to its ribcage faces Jessamy. Then it begins to move forward in a zig-zag pattern but heading towards the general direction of the female paladin. It evades the reach weapon that she is wielding quite easily and upon touching range of her, the prehensile tongue darts out and completely misses her face. Before she could react, it curls down and then leaps back out of her range, establishing a big distance from her and her reach weapon.

GAME: Benthus reverses the initiative order.

     Round One - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Lyrana says, "spiritual weapon at the thing" GAME: Lyrana casts Spiritual Weapon. Caster Level: 4 DC: 16 GAME: Lyrana rolls bab+wisdom: (15)+3+4: 22 (Miss) Lyrana frowns a bit and casts a spell sumoning forth a glowing longsword that moves over and attacks the skeletal thing, but it misses.

GAME: Benthus advances the initiative order.

     Round One - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Verna says, "Knowledge/Religion?" GAME: Verna rolls knowledge/religion: (5)+15: 20 You paged Verna with 'It is a Mohrg.' You paged Verna with 'Tongue attack causes paralysis at DC 21 for 1d4 *minutes*' <OOC> Verna will... "Bah. Recast Spectral Hand." GAME: Verna casts Spectral Hand. Caster Level: 9 DC: 17

"Keep your distance!" Verna warns, slightly late. To affect this for herself, she re-conjures her proxy hand-force.

GAME: Benthus advances the initiative order.

     Round One - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Note Flat-footed on Jessamy ended. <OOC> Jessamy says, "Declare Smite Evil and go after it with the ranseur." GAME: Jessamy rolls weapon2: (16)+8: 24 GAME: Jessamy rolls 2d4+1+3: (5)+1+6: 12

Suddenly, Jessamy's choice of weapon appears to have been guided by the Maiden's own hand! As the thing lashes out at her, the barbed pole between her hands seems to make it change its tactics ... and her eyes go /wide/. "May Her lance rip you from this world, foul thing!" she shouts, voice rising, and reverses the pole to strike back. The blow lands true and with the anger of Serriel behind it.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Two - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+10: (19)+10: 29 (Hits Jessamy with its paralyzing tongue) GAME: Jessamy rolls fort: (13)+9: 22 (DC21: Saves)

The skeletal creature seems to have an 'eye' for the female paladin and goes after her once again. It once again heads towards her, breaking left and then right at unexpected intervals so that it could avoid the sharp end of Jessamy's reach weapon. It bypasses her defenses and gets within touch distance. Once again, the slimmey tongue shoots out and licks her across the face. And as soon as that has been done, the creature bounds up and backwards, once again establishing a good distance between it and the female paladin. When it notices that its paralyzing saliva has not affected its target, it flings its arms downwards and stomps its feet in exasperation.

GAME: Benthus advances the initiative order.

     Round Two - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Lyrana says, "will channel damage. dc 16 save, no channel resist..etc...and the spiritual weapon will move into flanking and attack." GAME: Benthus rolls 1d20+9: (12)+9: 21 (Foe's save: success) GAME: Lyrana rolls 2d6+4: (10)+4: 14 (Half damage due to save) GAME: Lyrana rolls bab+wisdom+2: (13)+3+4+2: 22 (Miss)

Lyrana shakes her head and knows better than to get up close. She sends out a wave of positive energy which does burn the creature, and then the glowing sword moves around to flank with Jessamy and slashes at it, but still misses.

GAME: Benthus advances the initiative order.

     Round Two - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Verna will use Gentle Rest (Repose Domain) on the abomination via Spectral Hand. GAME: Verna rolls finesse+2: (5)+6+2: 13 (Miss)

Verna warned the others to attempt to keep their distance. She now attempts to aid those attempts. Calling upon The Harsh Lady's discerning eye, she sends her proxy flying towards the abomination, yet it passes between the skeletal ribs without contact.


GAME: Benthus advances the initiative order.

     Round Two - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3: (11)+5+3: 19 (Miss) Again, Jessamy lashes out at the thing with the barbed pole, but this time, the thing is too fast for her. The strike, though, is enough to make hitting her a slightly more difficult matter.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Three - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+10: (11)+10: 21 (Misses Jessamy) The skeletal creature does not give up on its attack with the female paladin. It once again moves in to attack her, swerving out of reach of her reach weapon to once again be in touch distance. It's tongue shoots out of its mouth like a frog shooting out its tongue at a fly. For the second time of the day, the tongue does not hit, but this last attack was very very close to the mark. It once again jumps back before Jessamy could get ready to attack it.

GAME: Benthus advances the initiative order.

     Round Three - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Lyrana says, "channel and the sword will attack again" GAME: Lyrana rolls 2d6+4: (5)+4: 9 GAME: Lyrana rolls bab+wisdom: (11)+3+4: 18 (Miss) GAME: Benthus rolls 1d20+9: (11)+9: 20 (Foe's save: Success, so half damage only)

Lyrana channels again and sears the skeleton for a bit of damage but she doesn't seem to be doing that much to it. The sword seems to miss as well before is fades into oblivion.

GAME: Benthus advances the initiative order.

     Round Three - Init 16.
     It is now Verna's turn! Jessamy is next!

GAME: Verna rolls finesse+2: (4)+6+2: 12 If at first you do not succeed, Verna keeps in mind as she sends her proxy out once more... to imply that the remainder of the saying is 'fail once more' as it streaks past the agile creature.

GAME: Benthus advances the initiative order.

     Round Three - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3: (6)+5+3: 14 Jessamy misses her attack on her foe using her reach weapon.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Four - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+10: (14)+10: 24 GAME: Jessamy rolls fort: (17)+9: 26 <OOC> Benthus says, "DC 21." The creature is very persistent. It weathers the storm of radiant powers that Lyrana brings down upon it and just focuses on the female paladin. It is like it is living its former life, a life of a rapist and its intended target is the blonde beauty, Jessamy. It had many, many victims, all having died a horrible and agonizing death before it could be caught and executed before it could atone for its sins. By some malignant powers or design, the creature has found favour in the eyes of Thul, and it is rewarded for its misdeeds in becoming the creature what it is now.

If it had salivary glands, its mouth would be dripping if not frothing at Jessamy. Instead, it stares at her through those dark empty eye sockets, thinking of all the evil it can still do to her if it can catch her.

And so, undaunted, or just bound by its past libido, it goes after the female paladin and this time, once again, licks her face with its sticky tongue. The sensation was deeply satisfying for the undead creature, but it still have enough control to remember to get out of her reach. So, it jumps back, way, way back, establishing once again a safe distance between it and its prized target.

(Jessamy's pose) This thing is impossibly nasty -- and impossibly fast. Even as Jessamy's next lunge at the thing goes wide, it lunges past her reach again, and this time, the barbed tongue finds its mark, lashing across unprotected skin and finding a chink in the bespattered armor. This time, the grave's chill is much, much stronger and more evil, but she stands behind the Guardian's own shield, and once again shakes it off with a shudder.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|   Name   |   Race   |   Class   |E Lev| CHP | HP  | AC |CMD |For |Ref |Wil |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Jessamy   |HUMAN     |Pal        |  3  | 30  | 32  | 20 | 16 | 9  | 5  | 7  |
|Lyrana    |WAR_GOLEM |Clr        |  4  | 28  | 28  | 20 | 17 | 6  | 3  | 8  |
|Verna     |HALF-ELF  |Clr/MTh/Wiz|  9  | 55  | 55  | 12 | 14 | 9  | 7  | 13 |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GAME: Benthus advances the initiative order.

     Round Four - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Lyrana says, "channel again" GAME: Benthus rolls 1d20+9: (20)+9: 29 (Foe's save: success) GAME: Lyrana rolls 2d6+4: (5)+4: 9 (Half damage due to save) GAME: Lyrana rolls bab+wisdom+2: (12)+3+4+2: 21 (Spiritual weapon: Miss)

Lyrana channels again positive energy flowing from her to burn the skeleton and her sword misses yet again before is ceases to exist.

GAME: Benthus advances the initiative order.

     Round Four - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Verna hopes that the third time is the charm. <OOC> Benthus nods, "Roll it, Verna." GAME: Verna rolls finesse+2: (9)+6+2: 17 (Hit. Foe is staggered for 3 rounds) Verna growls as this abomination proves more agile and generally frustrating than simply a thing which should not exist. She waits for it to return following it's darting attack and then sends the proxy at it. The immaterial hand passes through its chest, momentarily distrupting the negative energies which grant the creature animation.

GAME: Benthus advances the initiative order.

     Round Four - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3: (13)+5+3: 21


GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Five - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+12: (17)+12: 29 (Hit Jessamy) GAME: Jessamy rolls weapon2+3: (9)+5+3: 17 (AoO vs foe: failed) GAME: Jessamy rolls fort: (1)+9: 10 GAME: Benthus rolls 1d4: (3): 3 (Jessamy is paralyzed for 3 minutes or 30 rounds equivalent) The creature is thinking of all the horrible things it could do to the female paladin, which is making its tongue sleeker and lathered with copious amount of vile and paralyzing saliva.

And then its train of thoughts get shunted all to the back of his head when it suddenly realizes that it has been made weak and slow. Very much so to the point that it finds it hard to move its limbs forward. But it's dark thought are so virile and so alive that it is enough to keep it pushing forward and keep its attack on Jessamy.

It moves again to engage Jessamy, grabbing hold of the ranseur that is heading for it, having not the energy to go around it. It pulls the polearm back, drawing the one wielding it closer to it. It becomes alive as its dark thoughts is starting to take on reality. It draws its face close to hers and then slides its tongue across her face, letting it stay across her lips for much much longer since it no longer has the energy to jump back.

And this did the trick. It has caused the blonde warrior to cease all actions as her body locks up due to the paralyzing toxin that has seeped through her skin and into her veins, shutting down the nerve synapses that allows her voluntary control of her body.

The creature looks malevolently at its prize as it begins to think of the many, many painful things it can do to her...

GAME: Benthus advances the initiative order.

     Round Five - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Lyrana says, "will move up and touch Jessamy and cast remove paralysis, which I actually have prepped" GAME: Lyrana casts Remove Paralysis. Caster Level: 4 DC: 16

Lyrana shakes her head, "Don't think you are going to get away with that." she moves up behind Jessamy and chants, freeing the other from the paralysis.


GAME: Benthus advances the initiative order.

     Round Five - Init 16.
     It is now Verna's turn! Jessamy is next!

GAME: Verna casts Haste. Caster Level: 9 DC: 17 "Make haste and destroy it while it is weakened!" Verna now incants to energize herself and her allies against the abomination.

GAME: Benthus advances the initiative order.

     Round Five - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3+1: (2)+5+3+1: 11 (Miss) GAME: Jessamy rolls weapon2+3+1: (9)+5+3+1: 18 (Miss)

Jessamy's muscles relax, and she draws in a deep breath and nearly staggers. "Augh, my thanks for that," the Lancer breathes as Lyrana's touch releases her from the creature's hold. "Thul's own evil follows that thing!" She jumps back away from it and strikes again, but off-balance, even the increased speed doesn't help her, and she misses yet again.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Six - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+10: (17)+10: 27 (Attacking Verna) GAME: Jessamy rolls weapon2+3+1: (15)+5+3+1: 24 (AoO: success) GAME: Jessamy rolls 2d4+3+1: (5)+3+1: 9 (Damage to foe) GAME: Lyrana rolls melee+1+1: (10)+5+1+1: 17 (AoO: fail) GAME: Verna rolls fortitude: (6)+9: 15 (Verna is paralyzed)

The would scream its frustration if it had vocal chords. Four times did it try to ensnare its prey, and four times did it escape out of its clutches, the last one being so close to actually having it. It was about to go at its target again, feverishly following its past desires. But it was not to be, for a powerful voice that only it can hear, calls for its attention.

"DESTROY THE VARDAMAN HARLOT."

It tries to resist the urge to follow the order. It has resisted all effort in its past life to be changed or dissuaded from continuing its heinous crimes, it is not about to change in its undead state. it begins to move towards Jessamy once again. But...

"DESTROY THE VARDAMAN HARLOT, NOW!"

If it had any control of its action before, it not longer has it now. It is now, truly, a mindless zombie. It follows the command it is instructed to follow, turning its head and fixes its sight on Verna. The dogged determination that it once had for Jessamy has been switched to this new target. It will not cease its attack on her until she is dead.

It moves towards the servant of Vardama, ignoring the punishing pain that is delivered to it by Jessamy and merely shifting its form to let Lyrana's mace slide over its back. It wants Verna, but none of its past desires are fueling it to do so. No carnal pleasures. No savage sadism. Just the need to throttle the life out of the priestess.

As it gets within range of the priestess, it shoots its tongue out from its jaw and smacks her in the forehead with it. Verna immediately loses control of her body and is paralyzed. It raises its arms up and encircles her neck with it.

GAME: Benthus advances the initiative order.

     Round Six - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Lyrana says, "will channel again, 1 remaining after this" GAME: Lyrana rolls 2d6+4: (7)+4: 11 GAME: Benthus rolls 1d20+9: (5)+9: 14 Lyrana nods and throws out a wave of positive energy again burning it a lot more this time.

GAME: Benthus advances the initiative order.

     Round Six - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Benthus says, "Verna is paralyzed." <OOC> Verna attempts to Turn. "Success is dubious, at best." (Turn attempt was allowed on DM's discretion) <OOC> Verna says, "Will DC 15, and expects it also has resistance." GAME: Benthus rolls 1d20+9: (7)+9: 16 (Foe's save: Success)

GAME: Benthus advances the initiative order.

     Round Six - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3+1: (15)+5+3+1: 24 GAME: Jessamy rolls 2d4+1+3: (3)+1+3: 7

This time, as the thing leaps past Jessamy and freezes Verna in place, the paladin's eyes go wide. "No!" This time, the ranseur lashes out, striking once as it moves past her, and again to follow it as it moves in a desperate attempt to draw attention from the older cleric. Her attacks strike true this time, but it's not enough.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Seven - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

<OOC> Jessamy says, "OK, then that is my action." <OOC> Benthus says, "Okay, Skeletal foe begins to attack Verna in earnest. Unless the three round staggered condition has not expired yet?" GAME: Benthus rolls 1d20+15: (19)+15: 34 GAME: Benthus rolls 2d8+5: (10)+5: 15 GAME: You damaged Verna for 15 points. 40 remaining.

The skeletal abomination continue to tighten its grip around Verna's throat, one hand doing most of the effort as it still is still too weak to squeeze with the other hand. But it's effect is coming to bear as the priestess eyes are beginning to bulge out and blood is beginning to stagnate in her head.

GAME: Benthus advances the initiative order.

     Round Seven - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Benthus says, "Lyrana charges in and attacks the undead monster." GAME: Benthus rolls 1d20+9: (4)+9: 13 (Miss)

Lyrana engages the skeletal foe in melee combat, but her blows are only glancing, the bones of her enemy too hard to break.

GAME: Benthus advances the initiative order.

     Round Seven - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Benthus says, "Verna is still paralyzed."

GAME: Benthus advances the initiative order.

     Round Seven - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3+1: (4)+5+3+1: 13 GAME: Jessamy rolls weapon2+3+1: (3)+5+3+1: 12 Jessamy attacks twice and misses.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Eight - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

<OOC> Benthus says, "Foe ignores the attacks by Jessamy and Lyrana, focusing on the Vardaman GAME: Benthus rolls 1d20+15: (9)+15: 24 GAME: Benthus rolls 1d20+15: (7)+15: 22 GAME: Benthus rolls 4d8+10: (13)+10: 23 GAME: You damaged Verna for 23 points. 17 remaining.

Skeletal foe continues to squeeze on the priestess' throat, strangling the life out of her.

GAME: Benthus advances the initiative order.

     Round Eight - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Benthus says, "Lyrana continues her attack." GAME: Benthus rolls 1d20+7: (13)+7: 20 GAME: Benthus rolls 1d20+7: (10)+7: 17

Lyrana attacks twice and misses.

GAME: Benthus advances the initiative order.

     Round Eight - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Benthus says, "Verna is still paralyzed."

GAME: Benthus advances the initiative order.

     Round Eight - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

<OOC> Benthus says, "Jessamy?" GAME: Jessamy rolls weapon2+3+1: (20)+5+3+1: 29 (Threat) GAME: Jessamy rolls weapon2+3+1: (7)+5+3+1: 16 (Miss) GAME: Jessamy rolls weapon2+3+1: (9)+5+3+1: 18 (Threat failed) GAME: Jessamy rolls 2d4+3+1: (5)+3+1: 9


GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Nine - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+15: (3)+15: 18 (miss) GAME: Benthus rolls 1d20+15: (13)+15: 28 GAME: Benthus rolls 2d8+5: (4)+5: 9 GAME: You damaged Verna for 9 points. 8 remaining.

Skeletal fiend squeezes some more but meets some resistance when Verna struggles upon her impending doom.

GAME: Benthus advances the initiative order.

     Round Nine - Init 21.
     It is now Lyrana's turn! Verna is next!

<OOC> Benthus says, "Again, same as before..." GAME: Benthus rolls 1d20+7: (12)+7: 19 GAME: Benthus rolls 1d20+7: (10)+7: 17

Lyrana continues to miss.

GAME: Benthus advances the initiative order.

     Round Nine - Init 16.
     It is now Verna's turn! Jessamy is next!

<OOC> Benthus says, "Still paralyzed."

GAME: Benthus advances the initiative order.

     Round Nine - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3+1+2: (19)+5+3+1+2: 30 (Flanking with Lyrana) GAME: Jessamy rolls 2d4+3+1: (5)+3+1: 9

Jessamy hits and damages her target.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Ten - Init 24.
     It is now Skeletal Abomination's turn! Lyrana is next!

GAME: Benthus rolls 1d20+15: (12)+15: 27 GAME: Benthus rolls 2d8+5: (10)+5: 15 GAME: You damaged Verna for 15 points. -7 remaining. (DYING)

The skeletal fiend continues to apply pressure on the priestess neck until she becomes limp. Drops the dying priestess as the commanding presence that took over it has now disappeared and its normal persona reasserts itself. It begins to look for Jessamy again, its baser needs not yet satiated.


GAME: Benthus advances the initiative order.

     Round Ten - Init 21.
     It is now Lyrana's turn! Verna is next!

GAME: Benthus rolls 1d20+9: (20)+9: 29 (Threat) GAME: Benthus rolls 1d20+9: (13)+9: 22 (No crit) GAME: Benthus rolls 1d20+9: (10)+9: 19 (miss) GAME: Benthus rolls 1d8+2: (4)+2: 6

Lyrana attacks and hits her target.

GAME: Benthus advances the initiative order.

     Round Ten - Init 16.
     It is now Verna's turn! Jessamy is next!

Verna is dying

GAME: Benthus advances the initiative order.

     Round Ten - Init 6.
     It is now Jessamy's turn! Skeletal Abomination is next!

GAME: Jessamy rolls weapon2+3+1+2: (19)+5+3+1+2: 30 GAME: Jessamy rolls 2d4+3+1: (6)+3+1: 10 GAME: Jessamy rolls weapon2+3+1+2: (19)+5+3+1+2: 30 GAME: Jessamy rolls 2d4+3+1: (3)+3+1: 7

Lyrana moves swiftly and applies a healing hand on Verna, bringing her back from the brink of oblivion...

GAME: Benthus rolls 1d8+4: (7)+4: 11 GAME: You damaged Verna for -11 points. 4 remaining.

Desperation can drive a man to great depths ... or great heights. Using Lyrana to flank the thing, Jessamy after several slips and misses suddenly focuses, calms, and centers. In a few quick strikes, aided by its single-minded focus on the Vardaman priestess and Lyrana's capable distraction, she finally manages to tear the unnatural gut from its rib-cage, and tears the ranseur free from it as it finally crumbles to the ground as so much ash.

Still breathing hard, she nonetheless fairly runs for Verna, joining the cleric in applying what healing she can. The gored polearm hits the grass without hesitation, her gauntlets closely following as she seeks to restore the badly injured woman.

GAME: Jessamy rolls 2d6: (6): 6 (Jessamy LoH) GAME: You damaged Verna for -6 points. 10 remaining. GAME: Jessamy rolls 2d6: (4): 4 (Jessamy LoH) GAME: Jessamy rolls 2d6: (7): 7 (Jessamy LoH) GAME: You damaged Verna for -11 points. 21 remaining. GAME: Jessamy rolls 2d6: (6): 6 (Jessamy LoH) GAME: You damaged Verna for -6 points. 27 remaining.

Verna is revived.

Diamedes breathes laboriously. "My time is almost at an end, sister. But I am glad that you are here. I do not fear for what awaits me beyond the veil. I have kept my faith with The Enduring One and know that she will accept me. But I can not lie that I fear the cold that will soon enshroud me. I ask that you hold my hand until I pass over to the next, that I should not die alone."

(End of part 1)