Davos, remember to take into account the -4 for soft cover, causing the Disrupt Undead to miss.
Round 2 - Enemy
As the burning skeleton rounds the corner, Morbar and Jon smash their weapons into the conflagration. Jon in particular, demolishes several ribs with his powerful swing.
As they shield their faces from the heat, Morbar gets a good look at the thing. Even without flesh and missing a head, the way the creature moves is unmistakeable. He trained with this creature almost every day for 50 years - how could he not recognise the balance and change of weight as it swings its weapon? How could he not recognise... his brother Rogar!
1d3 ⇒ 3
Earthbreaker, Sebastian, pa: 1d20 + 6 ⇒ (6) + 6 = 12 Miss
Jon, Sebastian and Morbar each take 1d6 ⇒ 3 fire damage from being adjacent. DC 15 reflex save for half.
Out of the gloom in the northern cellblock you begin to see a faintly shimmering image. It's a man. Tall and lean, topless but wearing the faded cotton pants of one of Harrowstone's prisoners. His eyes are two wide white pits and his mouth is impossibly big and wearing a grin that is almost literally ear to ear.
Ahhhh... new playmates! It's been so long I can't even remember my last one. Of wait yes I can. Good old Officer Dwinhak there, but I see you've already made his acquaintance.
That grin gets even wider, taking up his entire face.
I heard him talking about taking over his mum's smithing business. Apparently he's keen to get "a-head." AHAHAHAHAHAHAHA!!
Beside him is a massive axe, resting on it's head as if standing on some invisible table. It raises slowly and deliberately and he clutches it with obvious delight.
Round 3 - Heroes
The sound of drumming echoes through the corridors, intermixed with the clash of steel and grunts of pain in some weird orchestra of battle.
Above it all you start to hear an odd, ghostly voice from somewhere in the northern cellblock.
Ooooo! A lively tune! I'm inspired to sing.
I'm gonna kill you today,
Yeah this is to the tune of happy birthday for some reason.
Although high pitched and grating, the song fits the rhythm of the drum perfectly, making it all the more disturbing
Taking Caras action on her behalf
Cara begins drumming, the noise reverberating through the narrow corridor and filling you all with inspiration.
Inspire courage +1 hit, dam and saves against fear
Sebastian you can't stand in T50 because it's through the portcullis so I put you in U49
Round 1 - Enemy
The flaming skeleton plumbers forward, bouncing off the table and stumbling over a partially broken chair. However it's monstrous hammer still looks deadly despite the creatures blindness.
Steps into U48.
1d3 ⇒ 1 Morbar
Everyone may take their readied actions and normal round 2 actions. Morbar if the readied actions kill this thing that hit will be negated.
Also, Morbar, Jon and Sebastian each take 1d6 ⇒ 5 fire damage from being adjacent to it at the start of your turn. DC 15 reflex save for half
Round 2 - Heroes
The thrush chirps happily in Cara's grasp. Despite the horrors you have seen, this little creature at least demonstrates there is some hope, even in the darkest of places.
The door to this guard room hangs slightly ajar. Sebastian nods to the others as he grasps the handle and bursts in, expecting anything.
Perhaps that is..... except what actually greets him.
Standing amid a few rickety chairs beside a rotten but serviceable table, stands a squat, broad, thickly boned skeleton standing less than five foot tall. For some reason it stands without a head and it's right hand loosely grasps a two-handed hammer almost as tall as itself. Angry flames wreath it's bones, fire spreading across it like some hungry creature.
Without a head, it does not appear to sense Sebastian's entry and simply stalks around the room. Once it turns to face him, it appears to somehow know he is there, hefting it's hammer with murderous intent.
Round 1 - Heroes
Determined to finish Harrowstone once and for all, the party are set on hunting down the Lopper and putting an end to him.
They return to the chamber with the four corridors, each with a brass name plat above. This time they turn to the north, through the corridor that is marked as "The Oubliette."
The short corridor ends in another closed portcullis, through which you can see another cell block with multiple doors and a thick, closed trapdoor in the centre. A single iron door sits in the west wall.
I forgot about the cloak. It's a shield cloak.
Shield Cloak wrote:
The wearer of this rough, gray cloak can, as a move action, grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.
+1 mithril dagger, +1 ring of protection, +1 keen longsword (very nice) and a nobles vigilant pillbox (takes a neck slot)
Davos was one point away from outrightdeath. I had empowered summon monster 2 and magic missiles up my sleeve as well as corrupting touch. Even with six characters I thought this would be a tough encounter if I played him as his intelligence suggested (20). That's why I took out the spellcasters first and was then going to break down the melee guys
It was hideous laughter that changed everything
The Splatterman tries to cover his face as he flinches away from Sebastians onslaught. Even though his fists pass through the spirit, he can somehow feel the crunch of bone beneath his strikes.
Eldritch smoke pours of the Splatterman as he staggers back.
YoU ThInK YoU'Ve wOn. BuT yOu aRe FoOlS! YOU CANNOT KILL WHAT DOES NOT LIVE!! he screams defiantly, preparing to withdraw through the wall at his back.
In the murky water of the oubliette, Jon seizes his grim reward. He drops how mace and takes the skull in both hands.
Time to die, bastard!
Then, with a strength he barely knew he possessed he crushes the remains in his hands, the feeling of the jaw bone being torn free, the orbits and crown disintegrating between his fingers is more than gratifying. He sees a tiny red light in the eye socket flicker briefly like the last embers of a fire, before it is extinguished forever.
Sebastian watches in confusion and revulsion as he sees Ferramins head collapse in on itself. Bone crumbles beneath some unseen force, before the spirit explodes in a shower of white sparks that blow away like dust on the wind.....
So ends Hean Ferramin, The Splatterman. Everyone may gain 1 Hero point and 1 Power point
We still need to do this in rounds because Jon is on a time limit. Rounds remaining - 13/24
Everyone except Sebastian and Jon have Round 11 actions to take
Round 10 - Enemy
Sebastian, shouldn't your damage be 1d6+3+1+1?
Desperation is written all over the face of the Splatterman now. Sebastian drives the hardened edge of his hand into the killers throat and feels gratifying resistance. The strike would have crushed the larynx of a living man and even Ferramin grips his throat and splutters;
I cAn'T dIe, nOt AgAiN!
He swings at the monk.
Corrupting Touch: 1d20 + 5 ⇒ (17) + 5 = 22
Sebastians training is his own worst enemy. Instinct causes him to deflect the blow but where Ferramins ghostly hand sweeps through, the flesh begins to darken and decay, as if aged 100 years in a moment.
Round 11 - Heroes
Jon rounds 15/24
Round 9 - Enemy
The heroes savagely attack the defenseless Splatterman, their enchanted weapons biting deeply into his spirit-flesh.
NoOoOoOo! I WiLl NoT Be StoPpEd HeRe, NoT By YoU!....ThE WaRdEn'S Wh*oRe MuSt DiE By My HaNd, I MuSt Be FrEeEeEeEeEeEe!
Corrupting touch, Morbar: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
The ghost drifts aside, back into the wall.
Effectively a 5 foot step which does not provoke an attack of opportunity
Round 10 - Heroes
The problem is Cara he is prone so gets +4 to AC against ranged and he is in melee combat so without precise shot you get a -4 penalty. You may be better off just stabbing him with a ghost touch arrow as an improvised dagger. You take -4 to hit and it only does 1d4, but you are more likely to hit him overall.
Round 8 - Enemy
The Splatterman collapses in gales of chilling laughter. Caradwen seizes the opportunity and fires an arrow at the spirit only to see it deflect harmlessly off the wall through which he partially emerges
The others move into position to strike!
Will: 1d20 + 8 ⇒ (17) + 8 = 25
As suddenly as it began, the laughter ceases as the Splatterman comes to his senses.
Round 9 - Heroes
1d4 ⇒ 3
Jon's frantic search continues. This time his hand finds a small metallic object - a ring.
Rounds remaining 17/22
Round 7 - Enemy
The Splatterman reappears through one of the north walls, just as Cara completes her spell.
Will: 1d20 + 8 ⇒ (2) + 8 = 10
Ok, this could be your chance![/dice]
Ferramin raises his hand to cast another spell but Cara's enchantment grips him and he finds himself crippled with laughter - the sound of which is the most chilling thing you've heard so far.
[ooc]Round 8 - Heroes
Jon sinks straight to the bottom of the shaft and immediately begins to lament his decision.
Even with the light on his mace, the visibility through all the muck at the bottom of the oubliette is next to nothing. He can, however, feel several solid items with the soles of his feet. They could be the remains he is looking for or something else entirely.
Rounds remaining = 23/24
Round 6 - Enemy
As Cara and Sebastian work to revive their fallen comrades and Morbar tries to distract the ghost, incredibly Jon strides and leaps into the freezing water of the oubliette, the light on his mace growing dim in the murky water.
At LeAsT OnE Of YoU HaS SeNsE. BeTtEr To TaKe YoUr OwN LiFe ThAn SuFfEr At My HaNds!
The Splatterman reaches out with a long, ghostly finger and runs it along Morbar's shield arm. The place he touches instantly turns black with decay and grows cold and numb. The blackness begins to spread up his entire arm and he watches in horror and agony as his flesh begins to harden and flake, like old dry paper, before crumbling in parts to dust.
JoIn YoUr BrOtHeR iN HeLl!
Corrupting Touch: 1d20 + 5 ⇒ (11) + 5 = 16
Morbar you may make a DC 17 Fortitude save for half damage
The Splatterman then takes a step back into the wall and out of sight.
Round 7 - Heroes
It is a full round action to feed someone a potion, sadly. Sebastian you can pull out the potion and open it this round (6) and spend all of next round (7) feeding Markus.
Also, Davos and Markus are down, Jon just jumped into the water to sink like a stone, Morbar hacking away at the Splatterman. This is getting epic!
Just Cara to act
Round 5 - Enemy
The magical assault decimates Davos, blowing a hole in his chest the size of an apple that spews blood. His legs give way beneath him and he collapses in a heap. It is only the quick actions of Cara that save his life.
The Splatterman floats through the wall and out of sight.
As Markus and Jon bolster Sebastian, the evil spirit once more appears, this time only partially extruding from the wall.
AnD NoW FoR ThE MeDdLiNg PrIeSt! DoN'T WoRrY, ThE LoRrImOr Wh*Re WiLl JoIn YoU SoOn EnOuGh, AfTeR I'vE GrOwN BoReD oF DeStRoYiNg HeR MiNd!
Empowered magic missile on Markus
Once more, bolts of arcane force lash out. This time in the shape of a weeping Kendra. Their melancholy faces turn into a sneer of hatred as they slam into Markus, splintering ribs and driving the Priest got the ground.
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 7
Markus takes 21 damage and falls unconscious on -6
Round 6 - Heroes
Round 4 - Enemy
Even as the white arrow streaks through his and Davos' flames engulf the spirit, Ferramin still laughs chillingly.
I tHiNk I'Ll pAy A ViSiT tO tHe LorRiMoR HoUsEhOlD aFtEr ThIs, SeE HoW ThAT b*ItCh ScReAmS. MaYbE iT'Ll bE JuSt lIkE tHe ShErRiFf. Oh HoW He ScReAmEd!
He turns his cold stare on Davos and sneers;
BuT FiRsT... DIE! PaThEtIc hEdGe WiZaRd!
Empowered magic missile all on Davos, each one the professors undead face, biting and tearing into you flesh.
1d4 + 1 ⇒ (3) + 1 = 4 6
The spell devastates Davos, leaving him in a crumpled, bleeding mess.
Davos falls unconscious on -11. Can't do map but Davos is in BD50
The Splatterman drifts silently away. Sebastian catches a glimpse of him floating through the wall north of him and into the eastern cells and out of sight.
Round 5 - Heroes
50% miss chance, caras arrow, low is hit: 1d100 ⇒ 75 Miss
Cara looses an arrow that streaks across the cellblock like lightning. Her shot is perfect, straight at his black heart. And yet in the last instant it does not slam into his chest but fly straight through him and clatter against the far wall. Similarly Morbar and Davos attacks pass through the spirit although he hisses at the touch of Sebastians holy water.
Round 3 - Enemy
He moves away to the far reaches of the cellblock and casts another spell, sending more screaming faces toward his enemy. Now in BG52, only those with dark vision and Davos can see him.
Sebastian, Markus, Davos and Jon all take 5damage
Round 4 - Heroes
Round 2 - Enemy
Sebastians lithe body acts on muscle memory as the wall collapses and he dives to safety. Most of the others are battered by falling debris however and have to haul themselves back to their feet.
As the dust clears, the enemy finally reveals himself. From the flooded oubliette rises the pencil thin Splatterman. Ferramins ghost does not appear in ragged prisoner robes as the others have, but rather in a smart, elbow patched jacket and shirt complete with tie. But whatever civility his dress suggests is dispelled by the utter malevolence in the red eyes that burn within the pale, shimmering face.
The sound of his words are drowned out by the last of the damaged walls crumbling to dust. The effect however, is absolutely evident.
Four screaming skulls of pure arcane force fly from his hand. They appear to be those of your lived one's but with the eyes crawling with worms and flesh peeled back to the bone.
Ill leave it up to the targets exactly who they see but each one is appropriate to you.
This is a maximised magic missile so Davos, Cara, Jon and Markus each take 5 damage
Davos, Cara - remember to make your reflex saves for the crumbling walls too.
Round 3 - Heroes
Destroyed spellbook: 1d6 + 8 ⇒ (6) + 8 = 14
From somewhere the Splatterman growls in rage and pain.
FoOl! YoU WiLl PaY DeArLy FoR ThAt, ElF! YoU ArE NoThInG BuT a MeRe ApPrEnTiCe CoMpArEd To I! I wIlL BuRn YoU DoWn!
Cara moves in and opens her haunt siphon, it's eldritch smoke filling the chamber and combining with Markus' burst of holy fire to wipe the names from the walls. In an instant, the blood is gone, as if were never there.
Haunt damage: 3d6 ⇒ (1, 3, 6) = 10
But it comes at a cost. The magical forces keeping the walls stable were bound to the blood and in it's absence large cracks appear along the brickwork before the whole structure rumbles and groans. Dust and bricks begins to fall from the ceiling just before several of the cell walls collapse in a deafening cacophany, showering you all in stone and rubble.
Everyone takes 3d6 ⇒ (3, 6, 4) = 13 damage with a DC 16 reflex save for half.
The entire chamber is now considered difficult terrain.
Davos, Morbar and Cara are beginning to feel more and more that the dreadful writing is stealing their very soul and that physically destroying the names might save them.
Sebastian is already busily scratching at the first letters of Jon's name beside him.
You will need to attack the letters to destroy them and damage the haunt
Round 1 - Enemy
That dreadful voice calls out again:
DiD yOu LiKe WhAt I dId wItH yOuR fOrEiGn FrIeNd? OoOoOHh.... He wAs So AfRaId tO DiE! Oh AnD I UnDeRsTaNd tHe LaWmAn iS hAvInG a DiFfIcUlT TiMe fOrGeTtInG mE? Ha! I sNaPpEd hIs mInD lIkE a TwiG!
Everyone make another DC 16 will save. Failure indicates that you take 2 points of wisdom damage and another letter of you name appears.
Round 2 - Heroes
Sebastian opens the secret door and steps through.
To his surprise he finds himself in a cell, much like the others you have seen, except it doesn't look like anyone has ever occupied it. The small cot still has turned down sheets, albeit faded and ragged, and the shelves have all the usual parafanalia such as cups, cleaning kit and so on - all untouched.
Stepping through, the aasimar gently pushes on the heavy iron cell door and finds it yields to his touch with a bone-shaking creak.
He allows his outsider eyes to adjust to the deeper darkness beyond, scanning every edge and nook as the shadows human eyes would perceive simply melt away.
Several iron doors line the walls of this partially ruined cellblock - the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still bear their load to the north although to the south they have collapsed and caused several cell walls to crumble as well.
Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, the overflow filling an oubliette hole in the middle of the room to the brim.
The rest of the party move up behind Sebastian at his signal, Jon's mace shining with light although he can see nothing beyond it's meagre glow. Cara and Davos cast their own light spells but suffer with similar difficulty, finding the richness of gloom here in the deepest depths of the prison more than a little unnerving.
For long moments there is no sound save the dripping of water in the southern portion.
Then, every one of you feel your heart skip a beat and sweat stand out in beads on your brow. Several begin to tremble at the awful sound that suddenly emanates from everywhere and nowhere...
YoU CrEtInS HaVe MeDdLeD In My AfFaIrS FoR ThE LaSt TiMe. At FiRsT I FoUnD YoUr BlUnDeRiNg On ThE UpPeR FlOoRs AmUsInG. BuT My PaTiEnCe WeArS tHiN!
Even those without night vision can somehow perceive the first letters of your names written in wet, glistening blood on the walls around the cellblock.
Morbar: 1d20 + 5 ⇒ (11) + 5 = 16
At first none of you notice, too focused on trying to locate the source of the voice, but blood begins to well up in drops along the walls. Within seconds it is streaming down, turning the walls into red curtains and the floors slick with it.
Within the sheets of blood, even those without night vision can perceive the first letters of their names beginning to form in thick, clotted blood.
TeLl Me. HaVe YoU EvEr HeArD ThE ExPrEsSiOn ThE WrItInG Is On ThE WaLl?
Everyone make a will save.
Round 1 - Heroes
Unless it just dissolved them away to nothingness. Which it would :)
The walls and floor of the cavern are unworked stone. It seems as though this opening is natural, although Morbars suspicions are confirmed when Markus traces his hand across the dead end wall and feels the seam of another secret door.'
As the ooze surges over Jon, dissolving him, devouring him; Cara lines up her shot. She breathes out slowly and squeezes the trigger mechanism, sending a thick metal bolt hurtling toward the mass. Jon sees the glint from the corner of his eye and briefly perceives the blur as it passes within an inch of his face, through the writhing ooze.
All at once, the creature seems to lose cohesion and the part-liquid creature collapses under it's own mass. It slides off Jon, leaving small globs of itself to sizzle against his armor or skin before pooling in a steaming puddle on the floor of the cavern.
Round 3 - Enemy
Ooze, maintain grapple: 1d20 + 15 ⇒ (20) + 15 = 35 Wow.
Jon reflex: 1d20 + 2 ⇒ (3) + 2 = 5
The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage......... Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw.
Jon - because you have now spent one full round in contact with the ooze, your equipment begins to dissolve having been exposed to acid. Your armor and shield takes 12 damage. The hardness of the shield absorbs 5 but since a light wooden shield only has 7 hit points, yours is now destroyed. Your armor has a hardness of 10 meaning it takes 2 points from a total of 25
Shield = 0/7hp (destroyed)
Even as his flesh peels from his bones, the gallant oracle continues to rain blows on the ooze. Davos unleashes a further bolt of electricity and Sebastian's sling bullet punches a hole straight through the protoplasmic mass.
Round 4 - Heroes