Darius Redgrave |
Darius goes in again with a backhanded chop of the axe at the ghost.
Attack: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Dammit! Third times the charm if I don't die this round.
Brother Grergof Varsk |
Gregof steps 5' back, and pulls out his bow. Then fires a magic arrow at the creature.
Bow - Shoot into melee + Smite Evil + Magic Arrow : 1d20 + 4 - 4 + 3 + 1 ⇒ (13) + 4 - 4 + 3 + 1 = 17
Damage + Arrow + Smite Evil: 1d6 + 1 + 3 ⇒ (1) + 1 + 3 = 5
we'll see if that hits...
Brother Grergof holds out his hand to Darius:
I was never great at this thing... Do you want me to try the Axe?
Darius Redgrave |
"Here Grergof, take the axe!" Darius yells and passes the bloody axe to Brother Grergof then turns and faces the ghost and with a hand out "Time for you to go see Pharasma."
Channel Positive Energy 6/6 (DC14): 2d6 + 3 ⇒ (6, 6) + 3 = 15
Brother Grergof Varsk |
In reply Grergof reaches out and tries to grab more of the ghost's essence.
Disrupt Undead + Smite Evil: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29
Confirm Crit: 1d20 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Damage + Smite Evil: 1d6 + 3 ⇒ (3) + 3 = 6
Oh too bad so close...
Your time is done spirit. It is time for you to be judged at the boneyard.
Then he grabs the axe.
GM Foxy |
1 person marked this as a favorite. |
Will Save: 1d20 + 7 ⇒ (13) + 7 = 20
The wave of positive energy rips quite a bit of the ghost's essence away and Grergof gives it the rest. The translucent creature dissolves into the air and is gone.
Darius Redgrave |
Darius slumps against the wall, a little winded.
"Erk, well that took a bit out of me. If it weren't for your quick thinking and aid, Mr Spugnoir, I'm sure I would have been done for. I need a moment to catch my breath."
Some minor wounds can be seen on Darius. He looks over to Brother Grergof.
"Perhaps that axe could be of use to us against the others we encounter?"
Spugnoir2 |
It was probably connected to The Lopper and thus won't have any real special powers against other beings. We would need to examine it more when we have the chance
I can try to heal using mundane methods if people want to. We could take a break of about an hour.
Brother Grergof Varsk |
Grergof'S shoulders slump, down.
I am not majorly hurt, but I feel exhausted. I do not know that I could face another spirit without a night's rest. May I suggest that we look around this room, then stop by the friendly spirit to make sure she will be OK tonight and then head back to town.
I could really use a good meal and a bath. Plus maybe we can examine the items more with someone in town.
Darius Redgrave |
"I can probably heal us up to full health but then I might not have anything left for further. If we spend a night out and return, will we not have to go through all the respawned haunts and such heading back to this point?"
Brother Grergof Varsk |
As Gregof looks around he talks to the other two.
I would hope not. The warden's wife told us that she could keep the spirits of these 5 from re-manifesting if we dispelled them. So that should not be a problem, but that is also what I wanted to check with her on.
As for getting back here, Mr. Spugnoir cleared out the plants around the window. So unless it grows super fast, we should have a safe way to get in and out without having to trigger that cold haunt.
Hmmm, I don't see a body like the other times. The ghost came from down in the grate. We should look down there and see if that is where the body lies.
GM Foxy |
Assuming someone still has the sun rod and holds it over the oubliette
The Lopper’s remains lie in a heap at the bottom of the oubliette, along with about 30 feet of old rope. In addition, a fair amount of gear and other treasures lies among the Lopper’s bones.
The oubliette is about 30feet deep.
Spugnoir2 |
How about we check the gear? I don't know if it is safe but we can use a new rope to get down. Spugnoir holds out the rope and will tie it to a secure location to lower into the cell.
Darius Redgrave |
"Good idea. Lets just check for that body then we can double back. How many charges you sill have on that wand Spugnoir? Carge me up and I'll head down and check it out. Just cover me."
Brother Grergof Varsk |
Gregof tries to pull open the grate so Darius can get down in the pit.
If he can get it open he pulls out his bow and knocks an arrow, and stands over the pit to cover his companion's descent.
Darius Redgrave |
"Thank you sir." Darius says and swigs the potion before helping to tie up the rope. Then begins his decent. Provided we open the grate of course.
Brother Grergof Varsk |
If there are bars or iron doors that are still well attached to the floor/ceiling? If so we tie the rope to that. It's 50 feet of rope so there should be plenty of length to get around the door and then over the 10 feet to the pit and down to the bottom.
Darius Redgrave |
Darius looks down the ominous hole and ties the rope around his waist.
"Just in case you have to pull me back up." He says.
Then turns and slowly starts the decent. Abseiling down slowly.
If possible, can I take 20 on this climb? If not then...
Climb: 1d20 - 1 ⇒ (14) - 1 = 13
GM Foxy |
1 person marked this as a favorite. |
taking 20 is not possible for actions that bear the risk of getting hurt or worse
Darius reaches the bottom of the oubliette without problems.
The Lopper’s remains lie in a heap at the bottom of the oubliette, along with about 30 feet of old rope. In addition, a fair amount of gear and other treasures lies among the Lopper’s bones. Also there lies a second skull.
These objects consist of 120gp, a masterwork heavy crossbow, a masterwork
longsword, a masterwork heavy mace, a stone, and a ring of keys.
Spugnoir2 |
Spugnoir will help Darius backup. Hmmm a rather interesting pile of things. Shall we take these out of the pit and perhaps leave the bones with our new ghostly friend? I must admit that I don't have any equipment left that can harm ghosts or haunts.
Darius Redgrave |
"Some useful stuff here. Take these up fellows."
With that Darius Uses a bedroll he has in his backpack along with the leftover rope found in the hole to wrap up all the found gear, weapons and bones and bothe skulls and tosses the other end of the rope out of the hole so that his companions can pull it out.
After that is done Darius follows suit and begins to climb out with the help of the Alchemist and Paladin.
Climb: 1d20 - 1 ⇒ (3) - 1 = 2
And his first foot against the wall slips and he clocks his noggin against the wall and is a little frazzled.
"I'm getting too old for this sh..."
Darius Redgrave |
"Okay maybe not my best idea. We'll have to do this the long way. Try now."
Darius untied the rope tied to him and ties it to the gear. For Spugboir and Grergof to take up.
["Send the rope back down for me once you've got everything."
Brother Grergof Varsk |
I wonder why there were keys down there... was the second skull a guard or did looper get get the keys somehow?
Hmmm second skull, you didn't find a badge there did you?
I hope it's not in that collapsed stair case...
Darius Redgrave |
Whew
"Nope, no badge that I could find down there. I'm not sure who the other skull might be. Maybe Vesorianna can divine who this other skull belonged to. We should probably take it to her as well."
Darius looks at the keys.
"Those might be handy to get into other places that might be locked in this place." he says as he takes another look around at the room they now stand in before looking at the rest of the scavanged goods.
"Some useful stuff in here. This sword looks well made and is better balanced than my own. May I?" He says twirling the masterwork blade before his eye falls on the stone as he raises an eyebrow.
Whats the stone look like?
Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7 (Just in case. Ugh nevermind)
GM Foxy |
Spellcraft works best with detect magic. Which you didn't prepare.
As there is nothing else to do for you here you pack the stuff and walk back to the center room. As Grergof walks past the guard room with the skull in hand asking himself 'To be or not to be...' his eyes fall on the destroyed remains of a headless skeleton.
Where to?
Spugnoir2 |
Do we want to rest? We used many resources fighting these haunts and things will probably go badly if we meet another.
I could probably use the mace if no one minds. If we continue, I suggest we go west u5 and u6
GM Foxy |
The guard room (U5) looks like the others you have seen so far. At the wall is a winch to open the portcullis. Also a table, a pair of chairs and a bed.
Moving on to the guardroom on the opposite side (U6)you see a single large table with two chairs astride it and a single sagging cot pushed up against the eastern
wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.
Perception Grergof: 1d20 + 3 ⇒ (8) + 3 = 11
Perception Darius: 1d20 + 6 ⇒ (19) + 6 = 25
Perception Spugnoir: 1d20 + 8 ⇒ (3) + 8 = 11
Darius Redgrave |
Darius slumps against the wall shaking his head "Ugh... my head hurts... this isn't a good sign." He says then looks up at the table and his eyes go wider.
"We probably should have rested. Look at the table!" he says pointing at the rattling skull fragments and drawing the masterwork sword he found.
GM Foxy |
Initiative Darius: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Grergof: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Spugnoir: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Ghost: 10 = 10
From the dead body of the dwarf rises a ghostly figure that looks just like the dwarf, wielding a hammer. A ghostly skull floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.
The skulls on the table puzzle themselves back together and rise into the air.
Everyone goes before the ghostly figure and the skulls
Darius Redgrave |
Darius waves his open hand in the direction of Spugnoir and Grergof and a subtle glow goes over them.
Casts Communal Protection from Evil. +2 AC to everyone
Knowledge Religion: 1d20 + 10 ⇒ (4) + 10 = 14
"Grergof, use the hammer we found on this one! Spugnoir aim for the skulls, that's how we'll end this haunt" Darius instructs.