The_Ninja_DM |
Once again, patience pays off as Que opens the hidden vault. Inside, showing sings of the ravages of time, are five objects:
a blood-stained handaxe
a tangled collection of a dozen or so holy symbols
a moldy spellbook, many of it's pages ruined by age
a smith's hammer
a tarnished silver flute
Given the time spent searching the records and opening the various locks, evening is fast approaching. What do you wish to do?
Que Xuang |
Que shivers a bit about the thought of spending the nigght in thte haunted prison.
"Yes, we should return to Kendra's house and rest the night. We can also use the time to learn more about those items we just found."
She seems to be in deep thoughts for a moment.
" I can't help, but those items: A handaxe, the holy symbols, a spellbook, smith's hammer and the silver flute.... seems we have found the signature tools of the five most prominent prisoners. We should check those items for any enchantment or perhaps lingering connection to the ghosts."
Vertielle Siepar |
Vertielle gingerly wraps the flute in a cloth, careful not to touch it directly.
The professor's library has information on magical items, and I think I saw a book concerning necromantic energies corrupting or possessing items very dear to the departed. It merits research.
Additionally, the spirits are sure to strike out against the town. We should be there to aid.
She turns from the stash, then back, as a thought occurs to her.
Removing these items may weaken the spirits.
As she leaves the small space, she is contemplative, and, before departing the prison proper, finally stops.
Let's use the spirit board to see what troubles that haunt. It may be used only once daily, but, I feel we should deal with it now, rather than tomorrow.
The_Ninja_DM |
To use the spirit board, the person using it must set the planchette on the board and rest their fingers lightly on the planchette. Concentrate, as if maintaining a spell, for 2d6 ⇒ (5, 6) = 11 rounds to allow the planchette to attune to the area and the ambient spirits. Once the planchette starts to move on it's own, the user(s) may ask questions. The person touching the planchette must make a will save. The person asking the question makes a percentile roll.
Vertielle Siepar |
Will 1d20 + 4 ⇒ (2) + 4 = 6
Percentile 1d100 ⇒ 22
Vertielle kneels in the foyer on her cloak, placing the board in front of her. She unclasps the box the planchette rests in, lifting it gingerly and placing it on the board. After a minute or so, the brass arrow begins to move of it's own accord.
What is it that imprisons your spirit?
The_Ninja_DM |
Vertielle sets up the spirit board and begins to try to commune with the spirits of the place. After what seems like a long time, the planchette begins to move and she speaks. The plancette responds, spelling out one word:
H - A - T - E
1d100 ⇒ 3
@Vertielle; as the device spells out that one word, you feel odd; as if you are flooded by rage. Your skin flushes briefly with a flash of
heat, then everything is normal.
@rest of the group: After she asks her question, Vertielle suddenly stiffens, an odd play of emotions briefly running across her face, ending in a look of hatred unlike any you have ever seen or expected to see on her, before she suddenly seems normal again.
Int checks, please
Vertielle Siepar |
Vertielle shivers, pointedly erradicating all trace of the expression from her face by rubbing it with her wrists, fingers shaking.
Well... I...
She takes a few deep breaths, composing herself.
I'm not sure that helps terribly. We'll have to remember to be more specific in the future.
Vertielle Siepar |
Sense Motive 1d20 + 1 ⇒ (6) + 1 = 7
Nailed itttt
Vertielle smiles a little as she stands up and pats Gkirkhan on the chest, which is as high as she can reach.
Let's go get a drink, eh?
Vertielle totally speaks Orc.
Bluff 1d20 + 4 ⇒ (10) + 4 = 14
Wood the Wizard |
"Kendra, Harrowstone is a bad place with bad things haunted by bad spirits. Your father was extremely brave to go alone. We are challenged in a large group."
Wood looks a little concerned.
"By the way, I see blood everywhere now. I am haunted by petty feelings, but I think I can master them. Gkirkan, not that I need to tell you, but if you see me doing anything really bad, knock me out. Remember, I am somewhat strange, so I mean something really, really bad that is beyond my normal strange behaviour. Singing drinking songs qualifies by the way."
Wood smiles. "Thank you for the hot meal, Kendra. We are definitely making progress."
The_Ninja_DM |
As you enjoy your meal and the warmth of a safe place, you hear a knock on the door. You hear footsteps as Pytor goes to answer it.
Kendra seems puzzled and a little concerned. "Who could that be? I hope it's nothing serious."
She stands up and walks to the door as odd sounds -of a struggle?- come from the hallway. She opens the door and looks out, then pales to white and faints.
Gkirkhan |
Gkirkhan snarls something in a tongue that at least one of you recognize. He stands up and readies his sword as he follows Kendra to the door.
"Ho boy."
reflex to catch Kendra while not skewering her: 1d20 + 3 ⇒ (18) + 3 = 21
He lays her down gently as he looks out the door.
Gkirkhan |
Initiative: 1d20 + 5 ⇒ (11) + 5 = 16 CHARGE! (charging the zombie and power attacking)
Attack: 1d20 + 7 - 1 + 2 ⇒ (20) + 7 - 1 + 2 = 28
Confirm: 1d20 + 7 - 1 + 2 ⇒ (1) + 7 - 1 + 2 = 9
Damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
"RAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR~"
Gkirkhan flies into a rage and charges the zombie. He brings the greatsword down upon what's left of the zombie's skull.
The_Ninja_DM |
As you cautiously collect the Professor's mortal remains and start out toward the Restlands, you do hear further sound of combat from the direction of the temple.
As you head to the sounds you see the temple under asault. Two of the three main priests stand in the doorway, facing a mixed group of 4 zombies and 6 skeletons. The skeletons appear to be burning, which is what is damaging the temple defenders.
You note that the halfling acolyte is trying to drag a form (from the hair, Father Grimburrow) away from the combat. Two of the skeletons are in pursuit.
You are coming up from behind the group.
Initiatives:
Burning skeletons: 1d20 + 6 ⇒ (10) + 6 = 16
Fast Zombies: 1d20 + 0 ⇒ (9) + 0 = 9
Vertielle Siepar |
Init 1d20 + 1 ⇒ (19) + 1 = 20
Vertielle, seeing the skeletons burning the defenders, rushes forward to aid, drawing her whip as she goes.
Bludgeon them! Watch the claws, she calls out, doing her best to aid from a distance.
Activate Naturalist against skeletons.
Gkirkhan |
Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Round 1: charge & Power attack
Attack: 1d20 + 6 - 1 + 2 ⇒ (13) + 6 - 1 + 2 = 20
Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17
Gkirkhan drops the Professor's body to the ground and rushes towards the the skeletons. While Vertielle advises using something blunt, Gkirkhan reaches for his sword. Something ugly seems to have been released in him. His eyes dance with fires of rage and his voice is heavy with cold fury.
I know what follows is going to be a little long for one round so imagine it happens over the next several