Xerice Lockhart |
is it only a yes no question?
-Posted with Wayfinder
Our Mysterious Benefactor |
No, it can be any question. The board is a Ouija type, with the alphabet and a YES or NO spot on it.
Xerice Lockhart |
than ask it how to banish it/lay to rest id say
-Posted with Wayfinder
Zanu Turok |
Oh, I forgot to mention this, but I still am a bit hurt from a few fights ago, just one will do please before we get our rest to return spells to us to make use of them. It'd be appreciated
Ezechias |
Apologies, I was certain it was only a yes/no question. All the better!
Ezechias concentrates, and communicates with the spirit.
"How do we banish your soul to rest?"
Our Mysterious Benefactor |
The board begins to shake as the planchette whirls across the letters.
REST WHY WOULD I WANT TO REST FREEDOM I WANT FREE FROM THIS HELLHOLE DESTROY THE WOMAN DESTROY THE WARDENS WIFE FREE ME FREE ME FREE ME
The planchette gives a sudden lurch and flies into the air to land at the feet of the corpse.
Xerice Lockhart |
"Well at least we know his spirit is still here..." Xerice says dryly.
"Unless anyone has an idea on what to do I suggest moving on, maybe the other spirits are easier to vanquish."
Ezechias |
"It was worth a try. Let's move on as you suggest. Maybe we'll be able to banish him once we've dealt with his physical manifestation?"
Ezechias leads the group towards the next door.
Our Mysterious Benefactor |
As you move out of the door, Cireth feels a slight chill down his neck.
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold. From somewhere down this hallway you can hear faint piping music and the stirring of tiny wings.
Caesare Montoya |
"Wasn´t one called a Piper and didn´t we find some flutes. Be prepared for bardic music. Logically, if we are deaf, it wouldn´t work. Caesare takes a candle and lights it to jury rig plugs.
Cireth Aldwulf |
Well that was dramatic. [/dice] Cireth mentions as the board goes flying.
[B]Perhaps the wings we hear are more of those giant mosquitoes.
Let's go check it out
Our Mysterious Benefactor |
Moving forward toward the faint sound of piping you see even more skeletons, one to each cell. All bear signs of burning. Most of the cells are closed, but five stand open or have fallen down. Suddenly the piping grows louder and seems to become disconcerting, shaking you to your core!
Cireth Will: 1d20 + 2 ⇒ (6) + 2 = 8
Caesare Will: 1d20 + 3 ⇒ (10) + 3 = 13
Zanu Will: 1d20 + 3 ⇒ (6) + 3 = 9
Ezechias: 1d20 + 7 ⇒ (3) + 7 = 10
Xerice Will: 1d20 + 5 ⇒ (14) + 5 = 19
Sonny: 1d20 + 6 ⇒ (1) + 6 = 7
Everyone except Xerice is shaken by the song! -2 penalty on attack rolls, skill checks, saves and ability checks!
With a lurch, all of the skeletons in the cells come to life, but the five in the cells with broken doors are free to leave their cells!
Initiatives!
Cireth: 1d20 + 5 ⇒ (19) + 5 = 24
Zanu: 1d20 + 9 ⇒ (3) + 9 = 12
Xerice: 1d20 + 2 ⇒ (14) + 2 = 16
Ezechias: 1d20 ⇒ 9
Cesare: 1d20 + 4 ⇒ (13) + 4 = 17
Sonny: 1d20 + 1 ⇒ (2) + 1 = 3
Foes: 1d20 + 6 ⇒ (19) + 6 = 25
Round 1:
25 Skeletons
24 Cireth
17 Caesare
16 Xerice
12 Zanu
10 Piper
9 Ezechias
3 Sonny
The skeletons rise and begin to march toward the party! The skeletons near the doors reach through the bars to claw at you!
Skeleton vs Xerice: 1d20 + 2 ⇒ (7) + 2 = 9
Skeleton vs Xerice: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Skeleton vs Ezechias: 1d20 + 2 ⇒ (10) + 2 = 12
The skeletons scratch and scrape, but none penetrate your armor!
Cireth, Caesare, Xerice and Zanu are up! Ezechias and Sonny are on deck!
Xerice Lockhart |
Xerice withdraws away from the skeletons.
ending up south of zanu
Zanu Turok |
zanu will shift south if possible and cast acid splash on the skeleton behind him. this includes cover penalty and firing into melee penalty
hit: 4 - 4 + 1d20 ⇒ 4 - 4 + (15) = 15 vs touch
dmg: 1d3 ⇒ 1
Our Mysterious Benefactor |
NPCingCireth grows claws and slashes at the northern skeleton!
Claw: 1d20 + 3 ⇒ (9) + 3 = 12 and Claw: 1d20 + 3 ⇒ (13) + 3 = 16 One claws lands for 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7 damage!
Zanu's acidic splash hits the skeleton, dissolving some of its bones! Caesare buffs and Xerice scoots away, trying to avoid the bad bones!
1d7 ⇒ 1 Suddenly Cireth hears the piping music intensify! Cireth Will: 1d20 + 2 ⇒ (19) + 2 = 21 Out of the corner of his eye he sees the Piper, floating slowly toward him, surrounded by his pet stirges! The song builds as they fly forward to sink their beaks into him! Cireth Will: 1d20 + 2 ⇒ (6) + 2 = 8 Suddenly, as everyone watches, holes appear in Cireth's neck and blood begins to flow freely, dealing 1d6 ⇒ 3 damage to him! Cireth Will: 1d20 + 2 ⇒ (4) + 2 = 6 He suddenly falls to the ground, unconscious!
As wounds mysterious appear on Cireth's body with no discernible source, the skeletons circle!
Ezechias and Sonny are up, then round 2!
Ezechias |
Ezechias swings his mace at one of the skeletons.
Hope: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (1) + 3 = 4
"I don't have it, I just have the axe!" yells the half-orc, smashing the brittle bones around him.
I'm not sure if anyone said they'd have it. Xerice maybe?
Our Mysterious Benefactor |
Ezechias smashes the skeleton next to him, the mace demolishing the brittle bones!
Sonny is up!
Xerice Lockhart |
im not sure how we spread them around, but lets say I have it. That way I can be useful, probably :p
-Posted with Wayfinder
Our Mysterious Benefactor |
A wave of positive energy flows from Sonny, blasting through the cells and destroying the skeletons nearby. The only skeletons that remain are those locked in cells to the north. At the same time the piping becomes discordant, reaching a screeching note before continuing, slightly diminished. At the same time, Cireth's prone form begins to thrash as invisible chains seem to constrict him and bite into his flesh, small imprints of holy symbols appearing on his skin at odd intervals!
Round 2!
25 Skeletons
24 Cireth
17 Caesare
16 Xerice
12 Zanu
10 Piper
9 Ezechias
3 Sonny
The skeletons rake and claw against their doors, but are unable to escape. Cireth, Caesare, Xerice and Zanu are up!
Xerice Lockhart |
Xerice grabs the holy symbol chain she got from the vault and puts it on Cireths body, hoping it has an effect.
know religion to see what to do : 1d20 + 3 ⇒ (16) + 3 = 19
She also takes out the flute if putting on the chain of symbols is enough, so that someone else can use it.
-Posted with Wayfinder
Caesare Montoya |
Waiting for Xerice to do anything, Caesare grabs the flute. What to do with a flute? By Asmodeus hoofs, lets play.Putting the flute to his lips he tries to playperfwind: 1d20 + 1d6 - 1 ⇒ (5) + (1) - 1 = 5
Our Mysterious Benefactor |
Xerice lays the chain of holy symbols on Cireth, whose twitches become somewhat lessened. Waiting on Cireth before I say more..
Caesare grabs the flute and raises it to his mouth. The first note is discordant, but suddenly his playing becomes mournful as he begins to play a somber funeral dirge. Caesare Fort: 1d20 + 2 ⇒ (13) + 2 = 15 Still as he plays blood begins to run from his eyes, ears and fingertips, dealing 1 point of damage to him! But the haunt's piping suddenly becomes pained and lessened as the song rings out! 1d6 ⇒ 4 However, now that he is playing, Caesare realizes that he cannot stop playing!
Cireth and Zanu are up!
Zanu Turok |
since ceasear is taking damage from the flute, zanu will try to knock the flute out of his hands without damaging ceasear. he uses his masterwork cold iron scimitar.
hit: 3 + 1d20 ⇒ 3 + (14) = 17 I did not apply any penalties I would take for trying this without injuring my ally. Sweet, hopefully that 17 will do the trick.
and if I need to roll damage. dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Our Mysterious Benefactor |
Zanu knocks the flute from Caesare's hands, ending the song. However the piping of the haunt surges as the flute's dirge ends!
I PM'd Cireth. If he doesn't post by tonight, I'll DMPC him tomorrow and move on.
Cireth Aldwulf |
Meant for that to go in the discussion forum. I do sincerly apologize for my absence.
Cireth is very confused. He looks around and tries to collect his thoughts.
No, that cannot be.... Cireth stretches and reaches for his magic, to see if he can still feel it, seeing if it still works for him.
You are the trickster. The charlatan!
Cireth tries to cast protection from evil on himself.
Our Mysterious Benefactor |
Cireth Will Save: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 1d6 ⇒ 4
Make a Will Save with a +2 bonus!
Suddenly Cireth's body begins to spasm and shake as the spectral chains tighten on him!
The Piper's song intensifies and 1d6 ⇒ 6 Sonny seems to stiffen! Sonny Will Save: 1d20 + 6 ⇒ (9) + 6 = 15 He manages to shake off the paralysis, but not before he can see the spectral form of the Piper of Illmarsh floating toward him, surrounded by a swarm of his spectral stirges! Sonny Will Save: 1d20 + 6 ⇒ (20) + 6 = 26 Sonny manages to fight through the fear and the Piper's spectral form vanishes before his eyes! Note: Only Sonny sees this. Everyone else can hear the Piper, but not see him!
Sonny and Ezechias are up!
Ezechias |
The roll20 map isn't working, and the googledocs isn't up to date. Could you provide us with an updated map, please? I have no idea of how things are at the moment.
Our Mysterious Benefactor |
Sonny steps forward, once more channeling holy energy, and there is a sudden shriek of pipes as the light fills the room. With a crashing crescendo, the pipes end and there is a lightening in the room's atmosphere. At the same time, the chains around Cireth seem to slacken slightly.
You concentrate on the corpse-priest, knowing now with certainty that you are right, that this is a phantom, a liar. Your force of will seems to burn into him, and for a moment he is outlined in white fire, then with a scream he burns away into nothingness! With a blink, you open your eyes to see your very much alive friends standing over you, looking concerned.
Cireth gives a moan and opens his eyes as the chains disappear! From the cells, the skeletons all crash to the floors of their cells, the animating force of them suddenly cut!
Two haunts defeated! The Piper and the Charlatan are defeated and the spirit of Vesioriana is able to keep them from re-forming. In addition, you gain a level!
Xerice Lockhart |
nice one guys :d
Xerice Lockhart |
"Two down, two more to go. Now who wants to take out those last squabbling skeletons in the cages? I suggest we take a breather after we cleared this level before we go to the cellar. I could use a hot bath."
Ezechias |
With the banishment of the Piper of Illmarsh, Ezechias takes a deep breath, then lets it out.
Sarenrae be praised, we've done it.
"Your tactical insight is a good one, we should retreat to our safe haven to rest and discuss what to do next."
Cireth Aldwulf |
Wish I had been more involved, but not the fault of anyone but me.
Assuming Cireth regains consciousness -
That was not something I ever want to repeat again. The false priest... He gets into your head with lies and false accusations. He deserved to be here.
Cireth visably shudders as he stands.
Zanu Turok |
with his new magus arcana/hex he just got from leveling up, he will use heal on himself before moving forward. heal: 1d8 + 3 ⇒ (3) + 3 = 6 it acts like cure light wounds spell
edit: best part of all, as long as I have an arcana pool, I can use it on other people, but I can only do it to each person once per 24 hour period, still can never have enough healing.
Caesare Montoya |
Grabbing the flute and putting it back into the lootbag Caesare leads the others back to the city for a good nights sleep and some hot food to fill their bellies.
Zanu Turok |
seeing that sonny is still down a bit, he will use another arcana pool on sonny. unless you forgot to update your hp. sonny heal yourself heal: 1d8 + 3 ⇒ (2) + 3 = 5
Xerice Lockhart |
shouldn't we clear and search the top level and first?
-Posted with Wayfinder
Our Mysterious Benefactor |
Exploring the rest of the level reveals a large privvy to the north and a cell with rubble and a ladder heading to a hatch on the ceiling. If you try the hatch, it's stuck. Make a Strength check to open it!
Ezechias |
Strength: 1d20 + 3 ⇒ (4) + 3 = 7
Strength: 1d20 + 3 ⇒ (12) + 3 = 15
Strength: 1d20 + 3 ⇒ (1) + 3 = 4
Strength: 1d20 + 3 ⇒ (9) + 3 = 12
Strength: 1d20 + 3 ⇒ (17) + 3 = 20
It takes several attempts before Ezechias can muster enough strength to hope and open the trap door.