Ezekiel Andervalst |
SMURT PEOPLE - find out how to kill haunts PLZ
Rynjin |
By the by, no Knowledge check is going to help you with Haunts. You have to figure them out yourself. It's generally easier if you destroy one the first time to see what's up, though the majority of Haunts you can avoid. Try wiping out Charlatan or the Piper (this one no longer has any real ability to fight back, as you now) and see what happens.
Steef Krafslayer |
"Well boys, I say we should agree to just never ever go into the room with that nasty furnace again. We're not gonna make a dent in it. Maybe we should try that Piper fella again?"
Ezekiel Andervalst |
Uh, what was charlatan again?
Ezekiel Andervalst |
"I am not very clever in these things, but water puts out fire, so maybe we use holy water on the furnace? If there's some way of better... Cutting? the heat, I could pour the water."
Ezekiel Andervalst |
But I wanna kill 'em ALL. L
"How do you think we kill Char... Chur... Thing that got Shucks?"
Steef Krafslayer |
"You know what, lads? I think it's time for some good ol-fashioned revenge. Let's go kill some priests! Wait...not you, Azrin."
Ezekiel Andervalst |
I'll take point. Azrin, buff saves plz.
Rynjin |
Should be 2d6 apiece now, remember you leveled up guys. Doesn't look like any of you applied your changes.
3d6 ⇒ (4, 5, 3) = 12
The Piper briefly appears with a faint look of dismay in its eyes, and is dispersed by Azrin's holy light.
There is the faint sound of a prison cell door slamming shut, and the key being turned in the lock.
Immediately, the air feels less oppressive as one of the major Haunts is prevented from re-forming by Vesorianna's power.
Ezekiel Andervalst |
You've made no mention of "level" in the last three pages, silly rynjin. BUT COOLIO BGHOULIO
Ezekiel Andervalst |
"Good job, Azrin."
Ezekiel Andervalst |
I didn't see it :(
Ezekiel Andervalst |
NEXT HAUNT TIME
Rynjin |
Just to get things sped along...
You give Father Charlatan the same treatment.
He had 1 HP. Mark off one use of your Channel, Azrin.
The group then heads back to the Training Room, and tosses a rope down the hole to the Dungeons. It is an easy climb down for all involved, and you soon find yourself in a cavernous chamber.
While this may have once been an underground cellblock, it has long since collapsed, and it barely looks like a man-made structure at all anymore. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area.
Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room.
You come down on top of the twisted remains of a wood and iron lift, which lies in a heap in a shallow portion of the pool.
To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.
As soon as the first of you enters the room, an unholy howling begins, the screams of the damned souls of Harrowstone prison, concentrated more closely in this part of the prison than anywhere else.
But, in and of itself, this screaming is harmless.
However, soon afterward, the water begins to ripple, and two vaguely humanoid shapes rise up from the water. They don't seem friendly.
5d20 ⇒ (2, 20, 14, 2, 3) = 41
Ezekiel
Steef
Azrin
Thing 1
Thing 2
Steef Krafslayer |
Steef sends some blunt arrows at one of the things.
Flurry + Deadly Aim
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 3d8 + 9 ⇒ (3, 5, 5) + 9 = 22
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Oh my god you guys I can actually hit things
Ezekiel Andervalst |
Ezekiel positions himself between the squishy ones and himself, and, roaring with fury, attacks the closest of the creatures.
1d20 + 8 ⇒ (2) + 8 = 10
3d6 + 13 ⇒ (2, 6, 6) + 13 = 27
He misses.
Ezekiel Andervalst |
"Lead on, Azrin."
Rynjin |
Azrin enters the next chamber.
Three dark hallways exit from this large empty chamber (not counting the one you've just passed through), each striking out in one of the directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance.
A rubble-choked stairway leads up in the middle of the room, while eight skeletons dressed in scorched prisoners’ robes lie on the ground.
Scratches mar the rubble and stone blocks, testament to the prisoner's futile attempts to claw their way out of the dungeon.
Rynjin |
Azrin walks to the southern hallway. A soot-covered plaque reads "The Nevermore" over the entrance.
The larger room at the end of the hallways is barred by a portcullis.
A second room is off to the side, which Azrin enters.
Inside is a plain guardroom, heavily scorched by fire. The only thing of note inside is a winch, presumably to work the portcullis. It has been heavily damaged, and would require either magic (Make Whole) or several hours of work to repair.
DC 15 Craft or Kn. Engineering check.
Rynjin |
Shortly after Azrin inspects that room, the charred skeletons in the main intersection begin shifting.
8d20 ⇒ (19, 18, 13, 19, 8, 14, 9, 1) = 101
3d20 ⇒ (4, 18, 16) = 38
Skeleton
Skeleton
Skeleton
Ezekiel
Skeleton
Steef
Skeleton
Skeleton
Skeleton
Skeleton
Azrin
You have a Surprise Round. You may take either a Move or Standard action. Note for Ezekiel: A Partial Charge (move up to your speed in a straight line and attack instead of double speed) is an option)
Steef Krafslayer |
Steef aims at one of the skeletons across the room and opens fire.
1d20 + 5 ⇒ (17) + 5 = 22
1d8 + 2 ⇒ (7) + 2 = 9
1d20 + 5 ⇒ (2) + 5 = 7
1d8 + 2 ⇒ (7) + 2 = 9
Ezekiel Andervalst |
DEATH APPROACHES
With a thunderous roar, Ezekiel smashes a random skeleton.
1d20 + 8 ⇒ (11) + 8 = 19 Do you still add the +2 on the partial charge?
3d6 + 13 ⇒ (1, 6, 6) + 13 = 26
Ezekiel pulverizes one of the skeletons.
Steef Krafslayer |
Steef takes out the last skeleton.
1d20 + 5 ⇒ (17) + 5 = 22
1d8 + 2 ⇒ (3) + 2 = 5
1d20 + 5 ⇒ (1) + 5 = 6
1d8 + 2 ⇒ (5) + 2 = 7
Rynjin |
To the west there is a short hallway, opening out into a larger area, but it is similarly blocked by a portcullis. Two rooms lay off to either side of it.
A plaque reading "Reaper's Hold" lies above the entrance to the hall.
Belated, info on one of the items form the Planchette.
The Splatterman prizes this book above all else. He will not attack anyone holding the spellbook unless they attack him first, in which case he may do so but with several penalties. Ripping the pages containing spells out of the spellbook (there are nine in total, and it takes a Standard action) while near him will deal damage to the Splatterman equal to 1d6 damage +1 for every page ripped out simultaneously.
So, ripping out more pages will result in a single more damaging hit, but ripping them out one by one will cause more damage in the long term.
Ezekiel Andervalst |
If I rip it while Azrin channels, we should get in big hits. I'm thinking 1 page at a time.
Ezekiel Andervalst |
DUFE there's a spell called ghostbane dirge? Azrin cast plz.