Vertielle Siepar |
1d20 + 1 ⇒ (14) + 1 = 15
I am afraid, Miss Kendra, that it is not just us.
Vertielle snaps her figures and utters an indecipherable word. With a flourish of the wrist, a dancing werelight appears overhead the figure.
Gkirkhan |
Init: 1d20 + 5 ⇒ (11) + 5 = 16
Gkirkhan, not sure what's going holds until Vertielle's light reveals that the man is Gibs.
"Dem, I thought dot he vas locked up."
Gkirkhan walks forward drawing his hammer.
"Put down de butterknife befores hyu hurt hyurself."
Despite his words, he's almost hoping the old man causes trouble, almost.
Ready action: If gibs doesn't drop his weapon by the end of the round, OR he tries to hurt someone, he smacks him with the hammer.
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Whiff.whiff.whiff...
Damage (just in case): 1d8 + 6 ⇒ (3) + 6 = 9
The_Ninja_DM |
previous: damage to Old River1d4 + 1 ⇒ (1) + 1 = 2 HP: 6-2=4
Old River: initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Round 1:
Wood
Que
Gkirkhan
Evangline
Vertielle
Gibs
Old River
Gibs starts to rant, in a strangely harsh voice "Yes, yes, kill me if you can, she will still die and we will be free! Bring blood and fire upon this town!"
Gibs[will: 1d20 + 2 ⇒ (15) + 2 = 17
He tries to break the grapple. cmb: 1d20 + 5 ⇒ (14) + 5 = 19
Vertielle Siepar |
Vertielle jogs forward. As Que sweeps the old man's legs and Evangline begins to truly get a better hold, her face turns dark.
Be still!
The air turns electric with her words, and your skin prickles. Gib's eyes dilate and unfocus for one moment, hopefully all Evangline needs to hold him.
The siphon! It may draw out the beast inside!
Daze DC14
The_Ninja_DM |
Gibs reflex_save: 1d20 + 2 ⇒ (2) + 2 = 4
And the war razor goes flying out of Gibs hand as he flourishes it.
You then all dog-pile on the poor possessed fool, pinning him until the sheriff arrives.
The Sheriff arrives just in time to hear Gibs say, in that same odd voice "Next round is mine."
The voice trails off into maniac laughter, then suddenly ends, leaving a now aware Gibs finding himself pinned on the ground by strangers. He starts to struggle, loudly calling for the sheriff.
The_Ninja_DM |
Kendra steps over and hugs Gkirkhan. "Don't let it get to you. With everything youi've been doing since you got here, forgetting that is minor."
As explanations are made, the crowd grows. They are upset and muttering, but at this time they don't seem to be directing their fears to you. They seem more upset that the dog was injured. The councilwoman you met the other day steps up.
"I think we should all go home and rest. Let the law handle this." As the crowd starts to demand answers and that 'something be done, NOW', she continues "I am going to ask the other councilmembers to hold a town meeting tomorrow at sunset. That should allow for anyone who wants to attend to make it. If you have any -constructive- ideas about what to do about the current situation, bring them to the meeting."
She turns to you. "You folks are strangers here, and really have no direct concern with our affairs. However, I invite you to attend as well. If you have any ideas about what's happening, or what to do about it, please, advise us."
As the crowd disperses, she signals you to wait. "I din't want to panic the crowd any further, but there have been several undead incidents tonight. Father Grimburrow and his acolytes are monitoring the Restlands. I, myself, would appreciate any aid such experienced adventurers as yourselves might bring."
As she finished, Gibs pushes past her and, still looking confused, steps in front of Ghirkhan. "I was possessed? I tried to kill myself? I hurt Old River?"
The_Ninja_DM |
@Wood: as far as you can tell, Gibs was affected first due to the fact he lives closest to Harrowstone. However, unless the root cause is addressed, the influence of the prison will continue to spread. What you don't know is why this is happening now. You also suspect that unless he's removed from the influence or the root cause ended, Gibe will continue to fall victim to it.
@Evangline: Old River jumps up and licks you face in gratitude.
Wood the Wizard |
"The evil comes from the prison; unless we go in there and put the evil away, it will slowly spread throughout the town."
Wood gets a dramatic look and tone.
"Life as the people know it here will never be the same if we don't go to Harrowstone Prison, the source of wicked fire that released five of the most wicked prisoners and killed the prison guards."
Dramatic music plays
"Let's get a good night sleep and put this evil down."
Vertielle Siepar |
Vertielle curtsies to Wood. Thank you!
...right after we attend the town council meeting. Hopefully, we will be able to recruit some additional arms.
Vertielle absently pets the dog's head.
What to do about Gibs?
I know it's unlikely townfolk will accompany us, but, in horror genres, there's often those that die to illustrate the gravity of the horror, and to escalate the suspense. I like that element, but don't want to die.
The_Ninja_DM |
Gibs blinks and shakes his head, looking confused. He turns and kneels beside the dog, who flinches away, then -very cautiously- sniffs Gibs before wagging his tail and licking his hand.
With his head down so you can't see his face, he says in a choked and puzzled tone "I don't know what's going on. I *still* think it was somethin' that Lorrimor did. But whatever it is, I think you folks just might be able to fix it."
He stands up, still not looking at you, and leaves with the sheriff.
You finally make it back to Kendra's and collapse, getting a good night's rest for the first time since the funeral.
Let me know what everyone is doing prior to the meeting.
Anyone who went to the Unfurling Scroll and looked over what was there, give me an int check.
Also, your trust level has gone up, you now get a 5% discount on items you buy and you have a bonus of +2 on all Diplomacy rolls in town. The locals smile at you, know your names, and the Outward Inn will give you a free meal once a day.
The_Ninja_DM |
Ultimately you determine that you have the following:
1 Efficient Quiver containing 29 arrows:
12 silver arrows
10 +1 arrows
5 +1 ghost touch arrows
2 +1 undead bane arrows
4 sun rods
6 flasks of holy water (on the non-magical MW potion belt)
a MW potion bandolier containing 7 potions:
5 poitions of cure light wounds
2 potions lf lesser restoration
1 scroll of detect undead
2 scrolls of hide from undead
1 scroll of protection from evil
and, of course
the brass spirit planchette
a non-magical, MW board to use it on
4 haunt siphons (single use: 3d6 hp damage to a haunt (once); 1d6 negative energy on dirct hit, + 1 pt negative energy damage in 5' splash radius)
Note: the brass planchette is the weakest of it's kind, only allowing 1 question per use, with the smallest chance of a correct answer (0-60%) and the largest chance of a backlash from the spirit world (DC 11 will save to avoid confusion).
The_Ninja_DM |
@Que; You find the following for sale at the Unfurling Scroll; 11 remaining arcane scrolls of various levels (Floating Disk, Hypnotism, Magic Aura, Summon Monster I, Darkness, Knock, Resist Energy, Scare, Tiny Hut, Tongues), 1 wand of cat's grace (13 charges), 1 wand of slow (6 charges), and a somewhat out of place flesh golem manual.
Upon examining the manual, you find a stamp on the inner back cover; property of and a signature: Montagnie Crowl.
You remember that name. That's the name of the person you are to deliver the Professor's books to.
The_Ninja_DM |
I probably will not be able to post tomorrow until after 9pm eastern. Let me know if you are doing anything else in town before the meeting. Once everyone's ready we'll start the show. Also note you have a 15% discount on things you might buy today, if you want to stock up. Father Grimburrow and his acolytes can make more holy water if you want. There is also an armory and an apothecary in town.
As sunset nears, Kendra heads to the town hall with you. (Assuming all of you are going.) The meeting hall is a large room to the rear of he building. It is about 50' x 50', with only one entrance, a 10'wide set od double doors in the center of the south wall. The north wall has a row of windows set near the roof. Also along the north wall is a raised stage about 5' off the floor and encompasing the rear 20' of the room. The room holds 12 benches, 6 each on either side of a central coridor. By sunset, the room is packed to standing room only and full of noise as the townsfolk discuss the strange events that have affected the town and them, personally. As they grow restless, demanding solutions, the four councilmembers enter and walk to the podium on the stage. Councilman Hearthmont bangs the gavel and calls the meeting to attention.
"Citizens of Ravengro, we are aware of all the -odd- events that have occured and are actively seeking solutions. We have sent to the capitol for aid and are willing to listen to potential solutions from you. Does anyone have any suggestions? Do we have any volunteers to investigate the situation to determine the cause?"
If you want to volunteer or offer ideas, speak up and make a Diplomacy check. All of you currently have a +2 to the roll due to your actions in town so far. Go ahead and speak if you want to.
Evangline Valeria Aurora |
Vertielle Siepar |
We must strive to free Mr. Gibs from possession, and rid the town of its evil shadow. We must go to the prison, where these spirits make berth by day!
Activate Sociable. Diplomacy 1d20 + 11 ⇒ (1) + 11 = 12
Who is brave enough to accompany us on this?
The_Ninja_DM |
OK, I'll need you all to place yourselves on the map.
The four councilmembers and Sheriff Caellar are on the stage.
Riff and Trestleblade are at the doors.
Kendra is sitting at G-5 next to the woman who runs the apothocary.
Zokar is standing at C-1 and his sons are standing next to him.
The female dwarf who runs the forge is at E-9,next to the couple who run the genral store.
The moneylenders are at C-5.
The teacher who runs the Unfurling Scroll is at F-6.
The innkeeper is at D-4.
Gibs is standing aganst the wall at G-10. staring at your group.
The rest of the townsfolk are scattered throughout the room.
The room is lit by a chandelier in the area covered by E5/6 & F5/6 and lanterns along the walls at B1 & 10, D 1& 10, 1& 10, F 1 & 10, and H 1 & 10. There are also tall floor sconces on stage at J 1, 4, 6 & 10 and on either side of the podium.