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Half-naked, Kendra bursts into Ereviss' bedchamber, grabs him and shakes violently.
Other party members, make a Perception DC 7 check to wake, as you were sorta expecting something like that to happen. Spellcasters who need the rest don't have to if they don't want to.
Jevault can see unnatural rage and fear cross the mans face, his fingers hooked into claws; then the man drops his brush and pail (spilling blood!) and flees screaming across the roadway and through a hedge there.
Other party members, make a Perception DC17 check to wake, as you were sorta expecting something like that to happen. Spellcasters who need the rest don't have to if they don't want to.
The metallic smell of blood startles Jevault out of a daze. (Which seemed unnnatural somehow).
When the tower begins its stately roll down the slope...
1d20 ⇒ 9
Llaen easily moves along with the motion of the tower, running along the wall. He is unable to help Nakoda as he had intended, as she braced herself against a doorway. A screaming Cyphermage flew by him, just within reach.
1d20 ⇒ 15
Zane also easily jumps and runs along the walls, riding the towers motion. A blast of dust and pebbles from a crack in the walls strikes Zane in the face. DC12 Fort save to avoid being blinded 1 round. If blinded, you can either brace, or just do nothing and be jostled back and forth on the way down.
1d20 ⇒ 20
Nakoda braced herself against a doorframe and easily rode out the first full revolution.
1d20 ⇒ 7
[npc]Bron braced automatically when the tower started rolling. A limp Cyphermage and a couple of Akatas flew by him along the way. One slammed into him for 1d4 ⇒ 2 damage and tried to bite him, but its mouth snapped shut in front of Bron's nose and was carried away before it could do anything else.
1d20 ⇒ 2
[npc]Kharn just wedged himself in the stairwell and rode the motion of the tower. Two Akata manage to grapple his legs, but can't do anything else this round. Several other Akata bounced off of his legs, trying even as they were hurled through the air to attack him, but they failed and were carried away.
Samaritha tries to jump and run along with the tower like Llaen and Zane do, and does an adequate job of it until she is hit by a flying Akata for 1d4 ⇒ 4 damage, stumbles and starts to roll and tumble helplessly. She takes 1d6 ⇒ 1 crush damage along the way.
Each round, all creatures can make one of three choices on their turn as to how they wish to account for the rolling motion of the tower.
That's right, you have to do it again as the tower picks up speed!
Giving the ants a wide berth, the surviving crew swarm across the deck, hacking and chopping the grapples and spikes holding the ships together.
Congratulations! You all gain a level. Post what you take in Discussion.
[npc]Phillip, along with Annie, ascends the ladderway from the bilge to the deck and chucks the detonator mechanism overboard for safety's sake.
...Dgrim hacks the Pirate Captain down like he was a tree.
For a moment, the battle falls silent.
Then, the pirates break. Between the horrible ants eating their crewmates and their captain falling, they scream in fear and bolt. Half of them drop what they're holding, and all of them run for their own ship. Those who make it across past Ghirrak dive down the hatchways and ladderways, then slam them shut and bar them. One or two who didn't make it down in time pound on the hatchways screaming to be let in before throwing themselves over the side to the nonexistent mercy of the sharks.
The sun is setting to the west, your ships are still locked together, and the Brotherhood blockade fleet is sailing towards you out of the northeast.
Nakoda is slammed to the ground hard. Slightly dazed, and significantly hurt, she drew her sword and got to her feet. She shouts "UP! THIS IS NOT OVER!”
Zane used his increased speed to adjust, jumping in the moment of the collapse. He landed running along the wall towards the top floor. Just like Inception…
Using Feather Fall, Llaen seems to hang in the air as the tower falls and touches down gently on the western wall.
Bron used his other hand to break his fall when needed, he duck and rolled as he continued to try and make movement to the top of the tower and the others.
On the ground floor, the flood of Akata stagger and pile up against the wall, but are otherwise unharmed. They immediately get up again and move to swarm Kharn and anyone else who was still in the stairway leading up from that floor.
The good news is, the tower landed intact.
Engineering DC12 or Intelligence DC15:
In fact, it’s unbelievable. Any normal tower would have come apart and buried you in rubble. Could it be… Azlanti in construction? You have heard stories of the strength of their towers, and it is quite old…
There is a moment of quiet. Then…
You feel the tower slip under your feet. Then the tower begins rolling down the steep slope toward the waters of the lagoon below. Immense cracks begin radiating up along the sides of the tower as it follows a landslide of rock and rubble downward. Any inside the tower are carried along for a harrowing ride, but the tower’s shape serves to help slow the fall somewhat. The Akatas clinging to the side of the tower scramble for purchase—you see through the window apertures some tumble away to join the rocks and dirt on the fall into the sea below, while others cling to the outside of the tower only to be crushed as it rolls over onto them.
Each round, all creatures can make one of three choices on their turn as to how they wish to account for the rolling motion of the tower.
Sarianna dishes as she serves you a thick and spicy meal of local fare.
There are no other patrons at the inn to react to Jevault at the moment. Sarianna treats Jevault normally, probably because she is exposed to more outsiders than the typical local.
Everyone make an Acrobatics check DC15 or fall prone as the tower topples.
No one is able to get very far when the tower slams into the ground with a hollow BOOM, throwing every creature against the western wall.
Bron splatters one Akata before retreating 10’ up the stairway.
Llaen spears the creature again, killing it.
Nakoda resumes her warchant.
Zane holds his action, waiting for anything more to happen.
Kharn makes all his AoO attacks as Akata surge towards him, splattering two Akata as they charge.
At the top of the tower another Akata pushes the corpse of the first one aside as it collapses, eager to grapple with Llaen.
At this point even through the chaos of battle, you all sense something wrong.
On the ground floor:
those present hear (and feel!) gigantic exploding pops from underneath the floor of the tower, followed by the groaning of stone on stone. The room seems to tip somehow.
At the top of the tower:
those present feel the sway suddenly give way. The tower is falling!
Brysons ants continue to occupy the remaining pirates, Ant 1 taking a big bite of one. And three more ants appear as reinforcements.
[npc] Ghirrak Ironfist_____
Realizing the wheel of the pirate ship is useless at the moment, Ghirrak runs over to the near assault gangplank to pry it up.
Gull Street Annie_____
Annie thanks those who hauled her out of the water and channels positive energy, healing many of the crew. She then goes below to help Phillip.
Warning Annie off, Phillip concentrates on the mechanism. Jamming one part with a piton and blocking another with a pick, Phillip slips a hand into the interior of it and pulls out a small tube of purplish liquid that fizzes at any motion.
The small tube is actually an Alchemist’s catalyst, a critical component they use to create their alchemical bombs.
Just off the town square is the Outward Inn.
You see a lantern sitting by a drowsing deputy over by the Harrowstone monument. Looks like the Sheriff is on the case to find out who is painting those letters in blood.
The common area is completely dead, so to speak, when you come in. The proprietor, Sarianna Vai jumps and stifles a shriek in surprise as you come in after dark.
The next morning, you discover the councilors trying to wipe off a bloody letter ‘O’ off the memorial statue.
You didn't lose the Wood Shape spell. You were thinking of how best to do it when help arrived.
Shaping a single hull strake as a handhold is a gimme; you wouldn't need to roll. Same with larger single pieces of wood, like the keel, small masts, spars and gunwales; or the hulls of small boats.
The hull of a large ship is complex and difficult to shape with this spell; requiring more difficult spellcraft rolls the more you want to do with it.
Shaping a series of handholds along the hull from the water to the deck, you would need to roll Spellcraft DC10 + 1 per foot of handholds.
Shaping the hull to open and swallow Annie and Jon into the Hold would have meant a Spellcraft DC40+.
Shaping the deck to be more difficult terrain (a ships deck starts at difficult) is free for one 5 foot square, and Spellcraft DC10+1 per extra 5 foot square (you can do one 5' square per cubic foot you can affect.)
Running up to the wheel, you realize you cannot control the ship from here until you cut the two remaining grapples and two remaining assault gangplanks holding the two ships together. Even then you'll have to make a Profession:Sailor to separate the ships with their rigginge entangled.
Annie's wave of healing rolls over the battered crew of the Savage Kraken, reviving some thought dead and revitalizing some wounded to fully active again.
Annie sees a wierd green light coming from a hatch in the deck of the hold. Descending into the bilge, she sees Phillip staring at a 50 gallon barrel with a complex mechanism sitting on it's top.
Disable Device DC15 or Knowledge:Engineering DC12:
Clearly this is the work of a criminal genius.
There are three triggers on this thing, one trigger is on a balance and will trip when the angle of the barrel changes by 15 degrees. Typical in a sharp turn, or even just rough weather. Another trigger will fire after a set time has passed, you can hear the rapid ticking of the unwinding spring; and naturally there is no visible time readout to tell you how much time you have left. And the third… yep, the third is connected to the rest and will fire of one of the other two is disabled.
You will have to make two Disable Device and one Sleight of Hand checks.
What will you do?
Bron and Kharn retreat about ten feet up the stairway and take up the blocking position. Kharn realizes that in his
One of the Cyphermages on the second floor calls out.
[npc]Samaritha jumps over the Cyphermage sliding down the stairway, then she snaps an Acid Splash at the Akata Llaen is engaging.
Akata vs. Llaen
Perception DC12 at the top of the tower:
It's not your imagination. The tower is definately swaying far more than it should.
Perception DC14 at the bottom of the stairs:
You feel more than hear a series of grinding popping sounds below you. Are the creatures tunneling?
I hope you all had a very happy holiday season!
"Ow, who bit me?" Shark 1 turns from Jon and Annie and towards Shark 2. "You! I bite you too!."
Annie tries to reach the rope and finally grabs it! She wraps it around Spinnaker Jon.
Phillip lashes out at a pirate, slicing open a cheek and causing him to stumble back. He then grabs a line and swings across to the Savage Kraken, landing behind the lines. He immediately dives down the hatchway ladder below.
Ghirrak misses one pirate, but quickly downs two others.
The pirate captain waives his men way from Dgrim and attacks him himself. His orcish tusked grin suggests that he intends to break the line of battle himself.
Those going upstairs you see in passing on the second floor the Cyphermage that tended the wounded holding the shutters closed against a pounding assault from without. They seem to be holding for now; but Samaritha passes them on the way up the next section of stairs, which wind their way up a considerable distance.
Amidst all the noise and confustion of the battle, is it your imagination or is the lighthouse... swaying?
After those going upstairs leave, the rest start backing up the stairway. The retreat almost becomes a route when more and more of the Akata spill through the hole and attack. More coming through start to spill around the edges of your shield wall, and you hurry back until the walls of the stairway shaft close around you again, and the choke point defense is reestablished again.
Deciding that it was time to withdraw from Harrowstone entirely for the night, everyone trapes back out through the offices, through the vestibule (gritting your teeth at the figments wailing at you) and then turn through the ruins of the main entrance way.
You have the feeling of being watched, but you cannot catch whoever it is.
At the house, you dry off as best you can in front of the fire and go to bed.
[npc]On impulse, those users of spells, inspirers of Courage and users of Rage hold off for the moment.
For the next five rounds, the fight is intense.
It's not just a feeling; you can see the illuminators flicker. The whole tower is vibrating under the force of the battle.
Then the woman who tended to the wounded upstairs came down shouting for Samaritha.
You can't bring to mind anything about previous Wardens.
Perception (Searching for the key to the safe) DC10:
You cannot find the key to the safe in this office.
Intelligence DC15 (Where is the key to the safe?):
Logic suggests that the key to the safe in the Warden's office would be in the possession of the Warden.
Knowledge:Engineering or Disable Device DC13:
Yeah, this is going to be hard without a key.
To pick it: Disable Device DC30 and one hour. If you take a 20, twelve hours.
To break it open: Break DC30.
To bash it open: Hardness 15, HP 45.
You have two Akatas inside the tower ground floor, you are surrounding them and they cannot seem to move from the ground they are on right now. There are two more in the aperture behind them, but they cannot seem to come in unless one of the Akata directly in front of them makes room.
And a very Merry Christmas to you all!
In the flurry of action that followed the first Akata sliding in, the companions unloaded their held actions in an orgy of violence that left one Akata flung aside, broken into a wall, and one of the others that followed it pierced and hacked down.
Assuming no one gets impatient and just hacks their way through the door, Jevault takes his time picking at the elderly and corroded lock. And eventually after more than an hour he succeeds with a satisfying *click*.
The door opens into the Warden's Office.
No change to the background Evil here. It's like the Evil spirits elsewhere were afraid to come here.
The sense of Undeath is the lowest here that you have felt since you entered the grounds of Harrowstone. This is a space you feel safe enough that you could rest for the night in if you need to.
The spacious room smells of mildew and rot. A long desk (still intact) and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.
The door looks pretty tough; you feel it might be easier to work the lock or the hinges.
The papers might be useful for research purposes, but you need something to look up first.
You are pretty sure there are no traps. The lock is pretty sticky, but by taking your time (1 hour) you can work it open.
You can also take shortcuts using acid on the hinges if you want to expend a couple of flasks of acid to do so; or even hacking through it with bladed weapons (fatigue loss if you do).
The passage beyond appears to be a complex of offices, doorways to either side opening into rooms with decaying desks and cabinets full of moldering papers.
Surprisingly, papers deep within the piles are readable and can be used for +4 to Research rolls regarding Harrowstone.
These small offices were each dedicated to handling one of several key aspects of the prison’s operations, such as prisoner files, income, supplies, scheduling, repair requests, and so on.
At the far end of the hallway there appears to be a wardroom off to the right where conferences could be held and lunches eaten. A privy leads off to the left.
At the sudden assault of the apparitions, both Kendra and Ereviss scream like little girls. Kendra grabs Ereviss in a vise like grip as he slashes at the one coming at him with his cane. He catches it (almost as if by accident) and it vanishes in a wavering distortion of air.
Silence descends as the apparitions seem to dissolve under the slightest force, leaving only the remnants of the fear they evoked for a minute or so.
Yes, it's another Haunt; this one big enough to fill the whole room though, that's new.
Xiuj and Kendra are clearly red-faced with embarassment at having voiced their fear; but that doesn't prevent them from pressing on through the portal into a hallway.
Jevault's hand barely touches the doorknob when EVERY door to this room SLAMS open and semitransparent inmates charge towards you, faces set in a rictus of insane rage and howling incoherantly.