| Rynjin |
Yeah...Take 20's not gonna cut it. DC 30 lock. Try to smash it, Ezekiel?
Meanwhile...
Everyone in the room (except Steef, who, huddled against the door, seems to be out of the area) is hit with another wave of negative energy.
3d20 ⇒ (19, 11, 7) = 37
1d6 ⇒ 2
Everyone takes 2 more damage. And Shoukichi takes 1 more Str damage.
Shoukichi, what's your current Str? And also...what's the weight of your gear?
| Ezekiel Andervalst |
Smash
3d6 + 10 ⇒ (3, 2, 4) + 10 = 19
3d6 + 10 ⇒ (2, 5, 3) + 10 = 20
That should suffice.
| Ezekiel Andervalst |
Ezekiel grins and smashes the relatively fragile stone or wooden frame of the door.
3d6 + 10 ⇒ (5, 3, 4) + 10 = 22
3d6 + 10 ⇒ (4, 1, 6) + 10 = 21
| Rynjin |
Ezekiel pounds ineffectually at the THICK PRISON STONE.
Hardness is roughly the same, and much more HP since it's thicker. Haven't made too much headway here.
You were about a third of the way through the door.
The Cold Spot flares again, catching everyone but Ezekiel.
1d6 ⇒ 6
3d20 ⇒ (6, 8, 19) = 33
Everyone takes another 6 damage. Unfortunately, Shoukichi has the worst luck in rolls.
Shoukichi gasps as the cold un-light washes over him, the life being drained from his body rapidly, turning pale and sickly before the others' eyes.
He falls to the ground, bereft of life. Shoukichi is dead.
| Ezekiel Andervalst |
Is he at negative HP? Can cassiel heal him?
Ezekiel continues pounding at the door.
3d6 + 10 ⇒ (3, 6, 5) + 10 = 24
"Azrin, start healing!"
steef tell people about the cold spot
| Steef Krafslayer |
"Fire-we need fire. NOW! Azrin-channel for all you got, it might make a dent in this thing, it's a cold spot."
Steef searches the room for anything he can try to ignite-or better yet, already lit fire.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
| Rynjin |
You see nothing.
Shoukichi is still alive, but has fallen to the ground, covered in ghostly chains decorated with numerous holy symbols. much like teh one you saw in the cell upstairs.
They slowly constrict around his body, causing him to thrash and writhe in pain.
DO NOT mention any of this outside of spoilers.
| Ezekiel Andervalst |
SMASH
3d6 + 10 ⇒ (1, 2, 6) + 10 = 19
KEEP ON TRUCKING
3d6 + 10 ⇒ (6, 5, 5) + 10 = 26
AND I CANT STOP
3d6 + 10 ⇒ (4, 1, 6) + 10 = 21
AND I WONT STOP
3d6 + 10 ⇒ (5, 4, 2) + 10 = 21
| Steef Krafslayer |
Heal: 1d20 + 5 ⇒ (5) + 5 = 10
| Rynjin |
On the last round, Ezekiel busts through, and everyone can rush in.
Of course, the Haunt keeps going, unless Azrin can stop it early...
1d6 ⇒ 4
3d20 ⇒ (14, 19, 19) = 52
1d6 ⇒ 5
3d20 ⇒ (14, 1, 3) = 18
1d6 ⇒ 2
3d20 ⇒ (11, 20, 1) = 32
Potential 11 damage to everyone, and Steef takes a point of Str damage.
| Rynjin |
Shoukichi wakes up in a coffin, with a pleasant looking Pharasmin standing over him.
"Shoukichi! You're awake. That's good. We Raised you after you died in Harrowstone, but you've taken a while to recover. It's been over a month!"
| Shoukichi Heisei |
"Huh? Where am I? And I was... dead? The last things I remembered was feeling pretty weak and then collapsing after some chills crept up my spine. Where exactly am I though? And where are my friends?"
1d20 ⇒ 2 For getting up
1d20 ⇒ 5 For look at self
1d20 ⇒ 10 For talking
1d20 ⇒ 10 For talking
1d20 ⇒ 9 For talking
1d20 ⇒ 7 For talking
1d20 ⇒ 1 For talking
1d20 ⇒ 7 For talking
| Rynjin |
Shoukichi gets up, and his body is wracked with extreme pain, a feeling almost as if his chest is being squeezed.
1d6 ⇒ 1
"Huh? Where am I?
1d6 ⇒ 5
The kindly priest replies.
"In the temple, in Ravengro. Don't you remember? A Haunt got you while you were in Harrowstone."
"And where are my friends?"
1d6 ⇒ 1
"Moved on. You might be able to catch them if you left now, but I'm not sure if it's a good idea in your condition."
Shoukichi writhes in agony. He appears to be close to death (-1 HP).
| Steef Krafslayer |
Assuming we can move in those three rounds while Ezekiel's breaking through the door.
Steef, feeling weaker by the minute, decides to get out of the room before whatever befell Shoukichi happens to him too.
| Ezekiel Andervalst |
I'll be out of town from 9th-13th. Feel free to bot Ezekiel - his tactics are pretty simple. Don't forget to heal him.
| Rynjin |
So, uh...whatchu guys doing, eh?
| Steef Krafslayer |
"Hey Azrin, can't you clerics like...do a big circle of healing thingy? Maybe you should try that."
Translation-channel to heal, maybe? We're all beat to hell here.
| Azrin Nemarosa |
I only got two more of those...but I guess this is the time for them
Azrin does the healing circle thingy twice.
2d6 ⇒ (4, 4) = 8
You are all 8 points further away from your inevitable demise.
"That's about all the healing I can do today. Think we could afford to rest and come back tomorrow?"
| Rynjin |
1d6 ⇒ 6
1d6 ⇒ 6
You are wracked with pain again, but you notice that simultaneously the red headed man begins screaming in pain as well.
Azrin's efforts (both the Protection From Evil and teh Channel) appear to have helped some. The chains are still tightening, but more slowly than before, and seem even more immaterial.
More help in that vein, or other holy things could serve to help rid Shoukichi of the spirit.
| Steef Krafslayer |
| Azrin Nemarosa |
"And for the last time, I worship Pharasma. I'm surprised you forgot that after the lecture you got from that priest at the library."
| Shoukichi Heisei |
When he looks up to the red head priest, he notices some strange occurrences happening to his skin, similar to that of frying eggs. "I'M NOT DOING ANYTHING."
1d20 ⇒ 5
| Rynjin |
You are hit with the pain again.
Te redheaded man's face contorts with rage, and he leaps upon you, wrapping his hands around your neck and squeezing hard.
"DON'T LIE TO ME!!!!" he screams.
| Ezekiel Andervalst |
I'm back.
"Perhaps we should rest for the day?"
| Azrin Nemarosa |
"I don't like leaving Shoukichi in this state for that long, but I guess there isn't much more I can do for him now."
And holy water isn't exactly cheap...
"Let's take him back to the house. I'll keep an eye on him, give him more holy water if the chains get...less incorporeal. Once I've rested I'll be able to help him more."
| Rynjin |
Also, making mention of Shoukichi's condition outside of the spoilers makes the whole thing POINTLESS. -.-
| Ezekiel Andervalst |
Hold up. Am confused. What room? It's been a while.
| Ezekiel Andervalst |
Ezekiel goes into the property room.
| Carrion Crown Treasure Monster |
A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.
Of note, there are a few valuable items.
-A set of Masterwork Thieves' Tools
-A bronze War Medallion from the Shining Crusade (worth 40 gp)
-An unframed (rolled up in a tube) painting of Stavian the First (worth 100 gp)
-A set of silver hair clips (worth 35 gp)
-A masterwork Punching Dagger
-A pouch, containing a dozen masterwork Shuriken
-A masterwork SILVER War Razor
-A wand (Spellcraft to identify)
1d20 ⇒ 15
After scanning the room, Ezekiel also barely notices a cleverly hidden vault set into the wall and covered with the appearance of stone.
Inside are 5 more items.
-A bloodstained handaxe with a label reading "Property of Vance 'The Lopper' Saetraessle".
-A collection of fine silver holy symbols, a dozen in all. The chains seem to be inextricably linked together. Sefick "Father Charlatan" Corvin's nametag is on this. Kn. Religion DC 10 to identify any of them. You may Take 10 on this check.
-A masterwork smith's hammer, with a label reading "Property of Ispin Onyxcudgel, the Mosswater Marauder".
-A masterwork flute, labeled "Property of the Piper of Illmarsh".
- An old, molded spellbook with "Property of Hean Feramin" neatly embroidered on the front. An additional label, tacked on at a later date, presumably by the guards as the other labels were, reads "The Splatter Man". Some of the spells inside are still legible, though I don't think we have any prepared Arcane Casters here.
Ezekiel can't find out anything about their properties without the help of someone who can Detect Magic.
| Rynjin |
The wand is a wand of Lesser Restoration, with 12 Charges.
Get rid of all that pesky ability damage!
The holy symbols are from various faiths: Pharasma, Cayden Cailean, Gorum, Sarenrae, Erastil, Irori, Torag, Erastil, Abadar, Desna, Calistria, and Iomedae.
All of the items from the vault are magical.
Spellcraft for each?
And Evil Brain/Shoukichi, we really need to finish your bit.
| Rynjin |
Alrighty then. You got the one for the Hammer, the Holy Symbols, and the Flute. You can try again in the morning for the others.
Edit: My bad. These particular items can't be identified by normal means. You need some way of contacting the spirits inside (such as using a Spirit Planchette, or Speak With Dead).
Just to speed things along, and since you may have forgotten, you read of a secret cache of tools to help with hunting the undead hidden in a false crypt in the Restlands (in Lorrimor's Journal). Azrin believes it is quite possible, even probable, that the previous hierarchy had hidden such items in case of emergency. A Planchette could reasonably be considered a tool against evil, since knowledge IS power, after all.