Caelynn Everbloom |
"Intent is what can make a terrible accident into murder." Caelynn pointed out as she turned to look at her friends. "But Mathias is correct, right now is not the time for philosophical debate. While I do not want us using these items something has settled upon my mind... if another should come upon these while we are away since we did unlock the door, they could meet a grim fate. Mathias can you lock the door back?" She asked.
Burgen Brandstone |
"I still be thinkin' we should take them," Burgen states "Iffin' we can get that door open, whos ta say the next folk can't? I agree that they are probably a might bit dangerous, but I'd rather have them on hand then leave um behind. Wrap them in a blanket or somthin' so's we don' be thouchin' um if you think it best, but leaving behind weapons givin' off magic auras, necromantic or no, is a mistake."
Quinn Dealnegru |
"If it only takes avoiding direct contact then we can split the weapons between those with gauntlets. unless one of you wants to carry them all."Quinn says indicating Rego, Caelynn, and Mathias.
Rego Darksome |
"Good and Evil... Tell me, when you use spells upon me what do you see? Dark energy heals me and positive energy harms me. Yet, I stand on the side of the weak and downtrodden, despite the disdain most have for me due to what I am. What I am was forced upon me by chance not by choice.
I cannot believe that good and evil are all encompassing all living beings live in a grey zone between. All have good and evil within, it is the force we feed that determines whether we act for something more than our own selfish desires. A man can be a Bandit for greed or to feed his family, one is morally repugnant, well to some, the other the choice of someone in desperate times.
Killing someone removes any chance they have to be redeemed.
Regardless, this discussion gets us nowhere. I agree we should go but these items needs come with us.
I will bear the burden of whatever curse may befall those that touch them, perhaps my gauntlets will protect me".
Rego gathers all the items, carrying those he cannot fit in his backpack.
Rego Darksome |
Rego follows Quinn's lead.
GM PDXCook |
I have added all of you to the map. The squares are 10x10.
A huge stone furnace dominates this room, large enough for a child to climb inside. An ancient fire has burned away the entire east wall the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.
Everyone please roll Perception and Initiative.
Rego Darksome |
Rego hovers by the doorway looking around the room for, well anything out of the ordinary.
Perception 1d20 + 6 ⇒ (13) + 6 = 19 - Initiative 1d20 + 2 ⇒ (14) + 2 = 16
GM PDXCook |
For Caelynn Perc: 1d20 + 5 ⇒ (14) + 5 = 19 Init: 1d20 + 6 ⇒ (15) + 6 = 21
A huge stone furnace dominates this room, large enough for a man to climb inside. An ancient fire ha burned away the entire eat wall of the room, providing a panormaic, if eerie, view of the lak beyond, The same lake has gradually expanded into the room, flooding its eastern half.
A copper plaque above the furnace entrance reads "EMBER MAW".
Everyone can take a turn at this point and let me know where your are moving to in the room.
Caelynn Everbloom |
"This room does not feel right. I suggest we move through quickly." Caelynn said "This was likely the starting place for the fire, if any place bares a haunt it is likely here." Swiftly she moved to the other side of the room and opened the door.
I'm on my phone and can't move my pawn on the map. Please someone move it for me?
Quinn Dealnegru |
"The way things are going I doubt there are as many unhaunted rooms in this place as I have fingers on one hand."Quinn complains as he sticks beside Caelynn."I just hope have enough holy power to endure them all tonight. I'd hate to have to come back tomorrow, and I'm not camping here."
Rego Darksome |
Rego peers at the plaque, "EMBER MAW". Does that name have any special or significance based on anyone's research of these horrific events?"
Holding in the same place for now.
Burgen Brandstone |
Burgen moves next to Rego and examines the furnace itself.
"This 'ere furnace must have been quite the sight when all lit up," He sighs wistfully"Too bad we can't stack a fire and warm it up, but we lack the time and the wood." He shakes his head sadly.
GM PDXCook |
You four can act now.
Caelynn Everbloom |
"Haunted!" Caelynn said in almost as a judge who had given a verdict. Swiftly she raised a hand high over her head and called out "Lady of Fate! Let it not be today!" Her hand glowed as she swiftly moved foreword and touched the furnace, positive energy flowing freely to it.
one use of Fervor, 3 left
Fervor: 1d6 ⇒ 4
Rego Darksome |
Rego, draws the Looper's Bloodstained Axe and releases it at the furnace!
Hand of the Acolyte - 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
The axe rebounds into the Cleric's hand after striking the furnace.
The Hand Axe strikes the Furnace, "We'll need to destroy it like we destroyed the block in the coop!"
GM PDXCook |
The face begins to contort and the sound of a raging fire fills the room.
It spits a fan of fire into the room catching Rego, Beren, Quinn, and Ingrid.
Fire Damage Quinn: 1d6 ⇒ 4
Fire Damage Rego: 1d6 ⇒ 2
Fire Damage Bergen: 1d6 ⇒ 3
Fire Damage Ingrid: 1d6 ⇒ 1
Reflex DC 12 for half damage.
After the flames die down the furnace grows silent and the face disappears.
Rego Darksome |
Rego attempts to roll backwards 1d20 ⇒ 8 but fails and is singed by the flames.
He shakes his head at Ingrid, "I do not know but if the coop was any indicator, that would not be the end of this Haunt..." He holds the axe up considering whether to launch it once more at the furnace.
Quinn Dealnegru |
Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
Quinn blocks the flames with his shield. The flames are hotter then expected and his arm is singed.
"That, was a cliché." Quinn answers Ivy with mild disappointment as he blows on his left arm to cool it down.
With the prompting of Caelynn Quinn opens the door he is next to and walks in.
GM PDXCook |
Quinn moves in the next room and finds several moldy cots strewn around this room. Judging from the rest of the room's décor this must have once been the prison's infirmary.
Burgen Brandstone |
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
Burgen hops back, patting out his beard with well practiced motions. "Blasted thing! Thas' not the way ta behave!" Burgen smacks the furnace with a hand. He then points at Rego, "Lad! You do na' go smackin' a stone furnace with an ax! Ye'll blunt the blade and are mor'in likely to snap the handle. Ye use hammers an' picks on stone!" He shakes his head in exasperation. "I don't think it will try nothin' more if we get movin'" He then walks over to the door grumbling to himself.
Rego Darksome |
Rego is staying put in the doorway eyeing the Furnace.
He shrugs at Burgen, "Well... it's not my axe.
Did we hear anything at all about rumors of a Furnace being used in any way based on our research so far?" Rego asks the group as he recalls nothing about it.
Burgen Brandstone |
"Tha's not the point Lad," Says Burgen stepping up next to Rego, "It's about usin' yer head and thinkin' before jumpin' to action. Not only should ye treat yer tools with respect; did we all, not five minutes ago, agree tha' wieldin' the magical, probably cursed, weapons would be a bad idea?" He looks at Rego closely, to make sure his words are reaching him.
GM PDXCook |
Rego Init: 1d20 + 2 ⇒ (10) + 2 = 12
Caelynn Init: 1d20 + 6 ⇒ (8) + 6 = 14
Ingrid Init: 1d20 + 3 ⇒ (6) + 3 = 9
Quinn Init: 1d20 + 3 ⇒ (13) + 3 = 16
Bergen Init: 1d20 + 4 ⇒ (16) + 4 = 20
Mathias Init: 1d20 + 4 ⇒ (12) + 4 = 16
Evil Spirit Init: 1d20 + 1 ⇒ (1) + 1 = 2
As you begin to look around the room there is an evil howl. In the center of the room rises a twisted, nearly skeletal ghost of what must be a broken prisoner.
DC 14 will save or become
Rego Will Save: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Caelynn Will Save: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Ingrid Will Save: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Quinn Will Save: 1d20 ⇒ 8
Bergen Will Save: 1d20 + 7 ⇒ (5) + 7 = 12
Mathias Will Save: 1d20 + 1 ⇒ (20) + 1 = 21
The party is up at this point. Those of you who are fightened need to roll a d4 to see how many rounds it will last.