Thursday, February 18, 2010

FC 7 - Whatever you do ..

scene one - duck-wolves attack the food caravan
scene two - Sarge takes pity on them , assigns them to watch the tombs
"Whatever you do, don't go into the tomb"
large lock on main door. multiple traps inside, multiple doors to listen, enough secret doors to search for. Including one on the outside (into which the other guards are taken)

scene three - other guards disappear during their watch

scene four - either they go in, or one of them gets mind controlled / summoned
drivers - cloud forms - could be cloud kill (see birds fall from sky) - make spell craft roll - could be Cloud kill - RUN!

If they go for help, they find one of the leaders of their army, who is one of the teachers of the Warrior School from their youth
and get a flashback to him yelling at them for asking him a question (?)

In the tomb - secret doors, listen checks, guards to sneak up on (zombies take back stab?)
secret compartments, climbing, moving quietly and in shadows.

Eventually, they backstab some fresh zombies and peak into the final crypt. Where the see some prisoners about to be converted, and the mage turns and pulls his book from a shelf

... triggering a flashback to a parent doing the same.
.. it's the night of the big rain/mudball fight
and the parent tells the story of a brave rebel and his staunch followers, who see him turn meaner over time. but don't see the real change until it is too late.



9th
+4 +3 +3 +6
4 4 4 3 2 1
Animate Undead is a 4th level spell


0 ghost sound

1 ray of enfeeblement -1d6+4 str
chill touch (touch 1d6/lvl)
cause fear
message
spider climb

2 spectral hand
scare 5hd? 15th radius
ghoul touch (paralysis

3 vampiric touch 4d6 suckage

4 scrying
detect scrying
Fear cone
animate dead
Material Component

You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

5

Frightened

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.


ghoul touch - others make fortitude save OR

Sickened

The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

mage 9d12 - 50 hp


zombies - all fresh 8-10 hp

8 8

8 8

8 8

8 8