Gaarm |
I am good with going back to the prison once the rest of the group has gathered everything.
Naxx |
Unless there's a clue about going somewhere else that I missed, I'm with Gaarm ...back to the prison it is
Gaarm |
Gaarm heads back to the prison complex
I don't think we finished the skull room so head back there?
Gaarm makes his way back to the room with the flaming skulls as he climbs down the rope once again. This time the man seems more confident with a new set of armor, shield and glowing sword.
Let's finish this to help relieve this town once and for all.
Once the group is ready Gaarm opens the door.
Naxx |
"Are we sure we want to come back here? I remember those skulls keep getting up..and we still don't know how to stop them from doing that..maybe explore something else first?"
Gaarm |
Sure Naxx. We can come back here later. Which direction should we go?Truthfully I was none to eager to greet the fire once again.
Naxx |
Well we haven't found a way to get to the north side yet..try the south east part?[ There's a door we haven't opened yet.
Gaarm |
Gaarm nods at Naxx. South it is then
Gaarm makes his way south and opens the door leading east.
Naxx |
Naxx follows after Gaarm
"Let's do this"
GM Bold Strider |
Sir Thomas: 1d20 + 3 ⇒ (19) + 3 = 22
Nizvit: 1d20 + 5 ⇒ (11) + 5 = 16
Naxx: 1d20 + 5 ⇒ (17) + 5 = 22
Gaarm: 1d20 + 3 ⇒ (2) + 3 = 5
Phyton: 1d20 + 2 ⇒ (11) + 2 = 13
As you reenter Harrowstone, Sir Thomas and Naxx seem to get the same idea at once. Something had been eating away at them, but they had finally figured it out, nearly simultaneously. Something was quite odd in the Property Room. The two men lead the group back there and they investigate the far wall and find a secret door.
The secret door has a small latch that reveals a key hole. Sir Thomas' first key unlocks the door and the group finds a small vault with only five items. There is a blood-stained magical handaxe with a tag that says "The Lopper"; a collection of holy symbols looped by an iron chain with a tag that says Father Charlatan; a spellbook that looks like it has contracted rot with a tag that says Professor Hean Faramin/Splatter Man; a masterwork light hammer that looks like it was used in a forge with the tag Mosswater Marauder; and a silver flute with a tag that says Piper of Ilmarsh.
Does this change your desired action? (I forgot to roll the Perception when you checked the Property Room.)
Gaarm |
yup we will deal with this first
Gaarm looks over the equipment before him. These must have been their murderous weapons and items that the prisoners had when they were arrested.
Can you make heads or tails of the items Nizvit?
Gaarm |
Nope that is all I was asking was to detect magic on the items :)
[b]Perhaps we could use these items to help us against freeing this prison.
The flute may be good in Naxx's hands.
The holy symbols for Sir Thomas
Nizvit could use the spellbook.
Sir Thomas and myself or whomever wants could carry the bloody handaxe and hammer.
What do you guys think?
Sir Thomas the Benevolent |
We should take these with us, they may be of assistance in finaly putting some of these haunts down.
I will carry but not use whatever no one else wants.
Naxx |
"That is a nice flute, I'll take it with me"
Knowledge (Local? Using bardic knowledge)To check if I know anything about this flute - might be the pied piper's flute?: 1d20 + 1 ⇒ (17) + 1 = 18
GM Bold Strider |
Mold has destroyed most of the book’s contents, but nine spells do remain viable: comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV.
Flute: Naxx; Spellbook: Phyton; Hammer: Sir Thomas; Axe: Sir Thomas; Holy Symbols: Sir Thomas?
Gaarm |
Sounds good to me
Naxx |
"So where to now? Other then the locked room it seems we've explored everything here?"
Gaarm |
Let us head back down below. We have yet to explore the southern half of the complex.
Gaarm will move back down to the southern room.
The room I am at on the map
Naxx |
"Lead on, I've got your back"
Sir Thomas the Benevolent |
As do I.
Tom keeps a keen eye out for any signs of danger.
perception: 1d20 + 4 ⇒ (15) + 4 = 19
Gaarm |
Gaarm opens the door before him and peers into the room.
Naxx |
"Anything of interest behind the door?"
Asks Naxx from the back of the group
Nizvit the Kobold |
back.
The little kobold eagerly takes the book
"Much magic. Nizvit will take if Nizvit may?"
-Posted with Wayfinder
GM Bold Strider |
Sorry for the delay. Feeling a bit burnt out from my last few weeks in law school before graduation and finals, plus the various ailments I have seemed to contracted. I will do better.
Gaarm and Co. investigates the room and finds that this room has been ravaged by fire. Several smoldering corpses litter the room and the winch mechanism seems to be smashed to pieces. An investigation of the porticullis to the southern wing finds that it is stuck.
Lift or Break DC of 28; Hardness 10/HP 60
Gaarm |
It's cool :) Hope you feel better soon.
Gaarm attempts to unstick the portcullis. Setting his shield aside he lifts the door with all of his might.
Take 20 for 24
Sir Thomas the Benevolent |
It will take some effort to break through this porticullis. Gaarm perhaps you can pry it up. I will assist.
aid another: 1d20 ⇒ 19
Sir Tomas adds all he can to the effort.
Naxx |
"Here let me help"
Aid another: 1d20 + 0 ⇒ (17) + 0 = 17
GM Bold Strider |
Gaarm, Sir Thomas and Naxx lift the gate slowly and the rusted metal makes a loud creaking noise. Phyton finds a nearby metal bar and is able to wedge it into the gate to keep it anchored in the up position.
Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.
Initiative:
Sir Thomas: 1d20 + 2 ⇒ (18) + 2 = 20
Nizvit: 1d20 + 3 ⇒ (2) + 3 = 5
Naxx: 1d20 + 1 ⇒ (16) + 1 = 17
Gaarm: 1d20 + 4 ⇒ (8) + 4 = 12
Phyton: 1d20 + 1 ⇒ (18) + 1 = 19
Perception:
Sir Thomas: 1d20 + 3 ⇒ (9) + 3 = 12
Nizvit: 1d20 + 5 ⇒ (19) + 5 = 24
Naxx: 1d20 + 5 ⇒ (3) + 5 = 8
Gaarm: 1d20 + 3 ⇒ (12) + 3 = 15
Phyton: 1d20 + 2 ⇒ (6) + 2 = 8
Sir Thomas notices that blood begins to drip down the wall to the south, near the water.
Initiative:
S-1st: Sir Thomas
S-2nd: Haunt
1st: Sir Thomas; Nizvit; Gaarm
2nd: Haunt
3rd: Phyton; Naxx
Sir Thomas the Benevolent |
Sir Thomas wants to end the haunt before it starts. He channels positive energy to harm the haunt.
channel: 1d6 ⇒ 2
Gaarm |
Gaarm does what he knows best and slashes at the wall. What should we do with this Sir Thomas?
Longsword: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d8 + 5 ⇒ (4) + 5 = 9
Nizvit the Kobold |
WS: 1d20 + 3 ⇒ (10) + 3 = 13+2 vs fear
He calls out
"Letterzzz are ztart of namezzz. Maybe ztand at name letterz?!"
-Posted with Wayfinder
Gaarm |
Oh crap didn't even see it on the map. I will double move then towards the letters.
Will save: 1d20 - 1 ⇒ (6) - 1 = 5
Sir Thomas the Benevolent |
will: 1d20 + 7 ⇒ (17) + 7 = 24
Trying to think of what to do. Perhaps Tom remembers something.
Know Religion: 1d20 + 7 ⇒ (13) + 7 = 20
Naxx |
Will save: 1d20 + 3 ⇒ (1) + 3 = 4
Will save Ramas if needed: 1d20 + 2 ⇒ (1) + 2 = 3
GM Bold Strider |
Naxx, Ramas, Gaarm and Nizvit feel searing pain through their skulls as their minds become a bit clouded. 2 Wisdom Damage.
Sir Thomas thinks that you must defeat the spirit of this room, likely the Splatter Man, to quell this haunt permanently.
Initiative:
1st: Sir Thomas; Nizvit; Gaarm
2nd: Haunt
3rd: Phyton; Naxx
Still need a Will Save from Phyton.
Sir Thomas the Benevolent |
Sir Thomas channels once more. Push back the evil of this place.
channel: 1d6 ⇒ 5
Nizvit the Kobold |
"uhg... nizvit no feelzzzz zzzoo good... plaze bad.... what need nizvit to do?"
-Posted with Wayfinder
GM Bold Strider |
Nizvit's thoughts on the haunt are correct as the letters begin to spell out: "TH; NI; GA; PH; NA; RA". With the etching of another letter, everyone's mind seems to become more clouded.
Need a Will Save from Everyone; Two from Phyton.
Initiative:
1st: Sir Thomas; Nizvit; Gaarm; Phyton; Naxx
2nd: Haunt @ 7 damage
Two Wisdom Damage: Nizvit, Naxx, Gaarm, Ramas
Sir Thomas the Benevolent |
will save: 1d20 + 7 ⇒ (17) + 7 = 24
Everyone else clear the room. It will have a tough time hurting me.
Phyton Empyraster |
Will: 1d20 + 3 ⇒ (10) + 3 = 13
Will: 1d20 + 3 ⇒ (4) + 3 = 7
Phyton grips his head, but then channels positive energy, follows Sir Thomas's lead.
Channel: 1d6 ⇒ 2
Gaarm |
Will save 2: 1d20 - 1 ⇒ (2) - 1 = 1
Gaarm begins to back out of the room as he feels less sure about himself. Not paying much attention to himself or anything around him he turns and begins to run out of the room in the most direct approach.
Double move out. Ouch Wisdom hurts Gaarm
Nizvit the Kobold |
WS: 1d20 + 2 ⇒ (1) + 2 = 3
Nizvit also moves out of the building, clutching his head
"Get out of my mind you horrible thing! You are not welcome!
Naxx |
Taking Sir Thomas suggestion Naxx and Ramas double time it out of the room
Will save Naxx: 1d20 + 3 ⇒ (19) + 3 = 22
Will save Ramas: 1d20 + 2 ⇒ (11) + 2 = 13