Bishop Warley listens to Donovans, then speaks up:
"This is a... frankly really old symbol, though they are often passed from hand to hand, and can be... generic. Meaning that the followers of separate religions can often use them so they cannot really be used to identify anything. With that being said, however, you are a human, and you are a priest. That is clue enough. Unless you are some kind of an apostate, or a follower of a very niche religion, the likelihood of which is immensely slim, then you, as with every nine hundred and ninety-nine humans out of a thousand, are a follower of the Light. Meaning, that you are part of this very church, and pray to the Light that is all within us. I can tell you all about it, but it will, of course, take time. So..."
He goes to a table, and picks up a book. It is leather-bound, with this symbol on its cover:
"This is the Book of Light. I am certain you have read it a lot, and it should help you remember who you are. I envy you, you know... Getting to read the Holy Book, and experience the Light's love for the first time... Anyway, you can keep it, read it and ask me anything about it if you want. However, the matter of the catacombs is indeed pressing, so, if you don't mind, we should proceed".
OOC: If you want to know anything about the Light, or its tenets, or the history thereof, it is within the book, so ask me about it and I will provide you with a passage where the asnwers to those questions are.
With this, he leads you to a door, which continues into a hallway. You walk for what feels like at least a mile, descending ever so slightly. Then, you approach a large metal door.
"The creatures are beyond it. If you fail, we will be unable to help, so good luck, and may you all walk with Light".
The doors are opened, and you go in, with the doors immediately shutting behind you. Thankfully, the candles that lit the catacombs are still alight, so you can see well enough. Inside, beyond a small hallway, you see a room, littered with coffins. The room seems to end in another hallway to your left, but, more interestingly, there are three shambling creatures moving within. They look like this:
These mummies seem to have notices you, however, they are extremely slow to react, meaning that there is no reason to roll initiative, and the party has automatically won. Here's the positioning before the first round:
(OOC: The coffins are considered difficult terrain, meaning that you can go through them but they cost two movement points, while the big brown square in the middle is a pillar that holds the roof, so it is unnavigable and can be used as a cover).
OK well those are truly terrifying and I am not sure I enjoy seeing let alone fighting the undead.
Aka nervously responds, "I do not like these creatures one bit and hope to never see them again." As three green balls of force begin to circle around his head and he points at the nearest creature (i17). They fly out to the creature, detonating along its torso, hopefully making sure it does not come any closer.
1st level Magic Missile: 7
[OOC: ahhh, yes, there are my typical rolls coming in.]
Regi jumps a little at the door slamming shut behind them and upon seeing the mummies, he judges the distance, not thinking he can close it he hesitates slight but pulls out his bow.
As Mordai's missiles swirl around aiming down the mummy at i17 Regi steadies his bow and follow suit.
This post has potentially manipulated dice roll results.
Donovan furrows his eyebrows at the undead. He could turn them, but they’d just run away and then the party would have to run after them. Best deal with them here. He calmly walk up to f13 and casts Spiritual Weapon making a bright reddish glaive appear in f19 which swings at the mummy in e18.
Attack: 9 Damage: 9
As a bonus action he moves the weapon to h18 and swings at the mummy in i17
Morgan runs to g15, to be the first line of defense and not to allow the enemies to attack his friends. He uses his action to dodge any incoming attacks.
Mordai's spell is as unsuccessful as it can be, but it does strike the Mummy on i17, dealing 7 damage. Half a second later, the same Mummy is hit by an arrow coming from Reginald, dealing a further 15 damage.
The spiritual weapon summoned by Donovan is just barely able to hit the Mummy on e19, dealing 5 damage, then striking the already twice-hit one, dealing a further 9 damage.
The Mummies start shambling on towards the party. The one that used to be i17 moves to g16 and attacks Morgan. It strikes at him with his rotting fists twice:
Attack 1: 11 or 21, whichever is lower. Damage, if hit: 6 (half bludgeoning and half necrotic).
Attack 2: 22 or 6, whichever is lower. Damage, if hit: 7 (half bludgeoning and half necrotic).
The Mummy from e19 moves to f16, attacking Morgan as well:
Attack 1: 22 or 11, whichever is lower. Damage, if hit: 6 (half bludgeoning and half necrotic).
Attack 2: 15 or 15, whichever is lower. Damage, if hit: 6 (half bludgeoning and half necrotic).
Finally, the Mummy from j22 moves to h18. It unleashes a swarm of flies from itself towards Morgan, which surround him and attempt to overwhelm him with the noxious smell they carry. They deal 7 poison damage, or half that, with a CON save with a DC of at least 13.
So, the Mummy that is now on h16 has taken a total of 31 damage and is not looking particularly well (though is far from dying), the one now on f16 has lost 5 HP, while the one now on h18 is unhurt.
Mordai a little embarrassed at the lack luster of his previous spells decides to step it up a notch as a green orb dropping with acid forms in one hand and then a 2nd one forms in his other hand as he lobs them at the same zombie he attacked previously.
With the unhurt mummy moving into the same square where his spiritual weapon is (spell duration 1 minute) Donovan yells “be struck down by the Light foul undead!” and the spell’s attack on the h18 mummy.
Attack: 18 Damage: 6
Then uses its bonus action to move it to f17 to strike at the f16 mummy.
Morgan is able to resist the flies, as a result of which, even though he was attacked by all three Mummies, he has taken only 3 damage.
Both of Mordai's spells hit, dealing the mummy on h16 19 damage. The Mummy is starting to become unraveled and with Morgan bashing it as well, collapses onto the ground. However, its death is not its end, as the flies like the ones another Mummy threw at Morgan, erupt from the body, dealing all living creatures within 20 feet *So, Donovan and Morgan) 14 damage, or half that on a successful CON save with a DC of 13.
Donovan's first strike deals 9 damage to the mummy on h18, while the second hits the one on f16 and deals it 10 damage. At the same time, Reginald deals a further 13 damage to the one on f18.
As a result, the Mummy on f16 has taken 28 damage, while the one on h18 was dealt 9 damage. The third Mummy is dead.
The f16 Mummy does not move, but uses all of its strength to hit Morgan. As a result of pouring all of its power within this strike, it attacks Morgan three times.
Attack 1 - 11, damage, if hit - 7 (half bludgeoning and half necrotic).
Attack 2 - 23, damage, if hit - 7 (half bludgeoning and half necrotic).
Attack 3 - 17, damage, if hit - 5 (half bludgeoning and half necrotic).
The second Mummy shambles towards as well, coming to h14 and attacking Morgan:
Attack 1 - 22, damage, if hit - 7 (half bludgeoning and half necrotic).
Attack 2 - 18, damage, if hit - 10 (half bludgeoning and half necrotic).
OOC: Botting both Morgan and Donovan, so, in order to save time, I'll have them be moderately effective. The both strike at the mummies, dealing 10 damage to each of the Mummies.
Reginald lets loose an arrow, which impacts directly inbetween where the target's eyes would have been, had they not been removed during mummification. The blow is enough to dissipate whatever magic was holding the creature in one piece, with it crumbling down onto the ground, dead once more.
Mordai's magic missile is very effective as well, hitting the Mummy squarely in the chest,knocking it back. The monster falls on its back and is unable to rise back up, with whatever life or un-life inhabiting it leaving the taped-up body, killing him for good.
With all the mummies dead, the party has a chance to look around the room. The bishop was right, there is nothing of any real value here, with corpses being the only things within the coffins. The corridor to the east continues into another room, but it goes down a bit as well, which means that it is impossible to see within from this room. However, a rather unsettling wail can be heard from there.
OOC: The party has a choice. They can either rest here, turn back, or venture forward to the next room.
The party moves on from the room filled with coffins and enters a narrow corridor, which goes down steeply. Once you leave the corridor, you find yourselves in a room lit by five large brass braziers and two major columns supporting its ceiling. More importantly, however, there are two creatures hovering inside. They seem to be ghosts or specters, as they are semi-transparent, with their features barely resembling anything humanoid.They look like this:
The creatures are just hovering around inside the room, not paying attention to the party, as if being oblivious to your presence. They are on squares v13 and y12. here's the positioning:
Bishop Warley listens to Donovans, then speaks up:
"This is a... frankly really old symbol, though they are often passed from hand to hand, and can be... generic. Meaning that the followers of separate religions can often use them so they cannot really be used to identify anything. With that being said, however, you are a human, and you are a priest. That is clue enough. Unless you are some kind of an apostate, or a follower of a very niche religion, the likelihood of which is immensely slim, then you, as with every nine hundred and ninety-nine humans out of a thousand, are a follower of the Light. Meaning, that you are part of this very church, and pray to the Light that is all within us. I can tell you all about it, but it will, of course, take time. So..."
He goes to a table, and picks up a book. It is leather-bound, with this symbol on its cover:
"This is the Book of Light. I am certain you have read it a lot, and it should help you remember who you are. I envy you, you know... Getting to read the Holy Book, and experience the Light's love for the first time... Anyway, you can keep it, read it and ask me anything about it if you want. However, the matter of the catacombs is indeed pressing, so, if you don't mind, we should proceed".
OOC: If you want to know anything about the Light, or its tenets, or the history thereof, it is within the book, so ask me about it and I will provide you with a passage where the asnwers to those questions are.
With this, he leads you to a door, which continues into a hallway. You walk for what feels like at least a mile, descending ever so slightly. Then, you approach a large metal door.
"The creatures are beyond it. If you fail, we will be unable to help, so good luck, and may you all walk with Light".
The doors are opened, and you go in, with the doors immediately shutting behind you. Thankfully, the candles that lit the catacombs are still alight, so you can see well enough. Inside, beyond a small hallway, you see a room, littered with coffins. The room seems to end in another hallway to your left, but, more interestingly, there are three shambling creatures moving within. They look like this:
These mummies seem to have notices you, however, they are extremely slow to react, meaning that there is no reason to roll initiative, and the party has automatically won. Here's the positioning before the first round:
(OOC: The coffins are considered difficult terrain, meaning that you can go through them but they cost two movement points, while the big brown square in the middle is a pillar that holds the roof, so it is unnavigable and can be used as a cover).
It is your turn.
OK well those are truly terrifying and I am not sure I enjoy seeing let alone fighting the undead.
Aka nervously responds, "I do not like these creatures one bit and hope to never see them again." As three green balls of force begin to circle around his head and he points at the nearest creature (i17). They fly out to the creature, detonating along its torso, hopefully making sure it does not come any closer.
1st level Magic Missile: 7
[OOC: ahhh, yes, there are my typical rolls coming in.]
Regi jumps a little at the door slamming shut behind them and upon seeing the mummies, he judges the distance, not thinking he can close it he hesitates slight but pulls out his bow.
As Mordai's missiles swirl around aiming down the mummy at i17 Regi steadies his bow and follow suit.
Attack: 16 Damage: 8 Colossus slayer damge: 7
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Donovan furrows his eyebrows at the undead. He could turn them, but they’d just run away and then the party would have to run after them. Best deal with them here. He calmly walk up to f13 and casts Spiritual Weapon making a bright reddish glaive appear in f19 which swings at the mummy in e18.
Attack: 9 Damage: 9
As a bonus action he moves the weapon to h18 and swings at the mummy in i17
Attack: 25 Damage: 15
OOC: Botting Morgan for this round.
Morgan runs to g15, to be the first line of defense and not to allow the enemies to attack his friends. He uses his action to dodge any incoming attacks.
Mordai's spell is as unsuccessful as it can be, but it does strike the Mummy on i17, dealing 7 damage. Half a second later, the same Mummy is hit by an arrow coming from Reginald, dealing a further 15 damage.
The spiritual weapon summoned by Donovan is just barely able to hit the Mummy on e19, dealing 5 damage, then striking the already twice-hit one, dealing a further 9 damage.
The Mummies start shambling on towards the party. The one that used to be i17 moves to g16 and attacks Morgan. It strikes at him with his rotting fists twice:
Attack 1: 11 or 21, whichever is lower. Damage, if hit: 6 (half bludgeoning and half necrotic).
Attack 2: 22 or 6, whichever is lower. Damage, if hit: 7 (half bludgeoning and half necrotic).
The Mummy from e19 moves to f16, attacking Morgan as well:
Attack 1: 22 or 11, whichever is lower. Damage, if hit: 6 (half bludgeoning and half necrotic).
Attack 2: 15 or 15, whichever is lower. Damage, if hit: 6 (half bludgeoning and half necrotic).
Finally, the Mummy from j22 moves to h18. It unleashes a swarm of flies from itself towards Morgan, which surround him and attempt to overwhelm him with the noxious smell they carry. They deal 7 poison damage, or half that, with a CON save with a DC of at least 13.
So, the Mummy that is now on h16 has taken a total of 31 damage and is not looking particularly well (though is far from dying), the one now on f16 has lost 5 HP, while the one now on h18 is unhurt.
Here's the positioning after the first round:
It is your turn now.
Mordai a little embarrassed at the lack luster of his previous spells decides to step it up a notch as a green orb dropping with acid forms in one hand and then a 2nd one forms in his other hand as he lobs them at the same zombie he attacked previously.
Twinned 1st level Chromatic Orb (Acid - 1st Orb): Attack: 23 Damage: 12
Twinned 1st level Chromatic Orb (Acid - 2nd Orb): Attack: 22 Damage: 7
[OOC: Spent 1 sorcery point or the Twinned spell]
Regi pull back another arrow at the undead at F16
Attack: 24 Damage: 7 Colossus slayer damge: 6
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
With the unhurt mummy moving into the same square where his spiritual weapon is (spell duration 1 minute) Donovan yells “be struck down by the Light foul undead!” and the spell’s attack on the h18 mummy.
Attack: 18 Damage: 6
Then uses its bonus action to move it to f17 to strike at the f16 mummy.
Attack: 23 Damage: Unable to parse dice roll.
OOC: Botting Morgan again.
Morgan's CON save - 23
Morgan does not move, instead he chooses to strike the most hurt Mummy:
Attack - 21, damage, if hit - 11
Morgan is able to resist the flies, as a result of which, even though he was attacked by all three Mummies, he has taken only 3 damage.
Both of Mordai's spells hit, dealing the mummy on h16 19 damage. The Mummy is starting to become unraveled and with Morgan bashing it as well, collapses onto the ground. However, its death is not its end, as the flies like the ones another Mummy threw at Morgan, erupt from the body, dealing all living creatures within 20 feet *So, Donovan and Morgan) 14 damage, or half that on a successful CON save with a DC of 13.
Donovan's first strike deals 9 damage to the mummy on h18, while the second hits the one on f16 and deals it 10 damage. At the same time, Reginald deals a further 13 damage to the one on f18.
As a result, the Mummy on f16 has taken 28 damage, while the one on h18 was dealt 9 damage. The third Mummy is dead.
The f16 Mummy does not move, but uses all of its strength to hit Morgan. As a result of pouring all of its power within this strike, it attacks Morgan three times.
Attack 1 - 11, damage, if hit - 7 (half bludgeoning and half necrotic).
Attack 2 - 23, damage, if hit - 7 (half bludgeoning and half necrotic).
Attack 3 - 17, damage, if hit - 5 (half bludgeoning and half necrotic).
The second Mummy shambles towards as well, coming to h14 and attacking Morgan:
Attack 1 - 22, damage, if hit - 7 (half bludgeoning and half necrotic).
Attack 2 - 18, damage, if hit - 10 (half bludgeoning and half necrotic).
Here's the situation after round two:
It i your turn now.
OOC: The Mummies await patiently, for their enemies to make up their minds, but they will not be patient for long...
Regi switches his sights to h14 pulls back the string on his bow and lets the arrow fly
Attack: 23 Damage: 12 Colossus slayer damge: 5
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Once more Mordai will summon four glowing balls of force and point his finger at the mummy at h14 as they swirl around and fly toward their target.
2nd level Magic Missile: 15
OOC: Botting both Morgan and Donovan, so, in order to save time, I'll have them be moderately effective. The both strike at the mummies, dealing 10 damage to each of the Mummies.
Reginald lets loose an arrow, which impacts directly inbetween where the target's eyes would have been, had they not been removed during mummification. The blow is enough to dissipate whatever magic was holding the creature in one piece, with it crumbling down onto the ground, dead once more.
Mordai's magic missile is very effective as well, hitting the Mummy squarely in the chest,knocking it back. The monster falls on its back and is unable to rise back up, with whatever life or un-life inhabiting it leaving the taped-up body, killing him for good.
With all the mummies dead, the party has a chance to look around the room. The bishop was right, there is nothing of any real value here, with corpses being the only things within the coffins. The corridor to the east continues into another room, but it goes down a bit as well, which means that it is impossible to see within from this room. However, a rather unsettling wail can be heard from there.
OOC: The party has a choice. They can either rest here, turn back, or venture forward to the next room.
[OOC: I am OK with moving on.]
The party moves on from the room filled with coffins and enters a narrow corridor, which goes down steeply. Once you leave the corridor, you find yourselves in a room lit by five large brass braziers and two major columns supporting its ceiling. More importantly, however, there are two creatures hovering inside. They seem to be ghosts or specters, as they are semi-transparent, with their features barely resembling anything humanoid.They look like this:
The creatures are just hovering around inside the room, not paying attention to the party, as if being oblivious to your presence. They are on squares v13 and y12. here's the positioning:
What do you do?
Mordai will whisper to the group, "We have surprise on our side, mirth as well use it right? Do we strike first?"
If we do decide to strike first, Mordai will cast a twinned 2nd level Chromatic Orb, one at each creature.
1st Twinned Chromatic Orb Fire Damage (V13): Attack: 11 Damage: 19
2nd Twinned Chromatic Orb Fire Damage (Y12): Attack: 21 Damage: 22
[OOC: well those were shitty ass damage rolls.]