| Rynjin |
Azrin opens a door.
Behind door number 1 U5 is another guardroom, with another winch. This one presumably raises the portcullis at the end of the hallway.
A Move action to unlock it, a Full Round to turn it and bring up the portcullis.
The second room U6, is a more fleshed out guardroom.
This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.
2d20 ⇒ (13, 1) = 14
Ezekiel notices that there seems to be a secret door on the opposite side of the room.
| Rynjin |
1d20 ⇒ 7
As Azrin walks into the room, a ghostly form begins to rise up from the dwarf's corpse, sobbing and wielding a hammer, A ghostly skull floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.
1d20 + 8 ⇒ (20) + 8 = 28
The skull is a dwarf woman's skull.
The ghostly figure swoops down on Azrin, swinging his hammer at him.
1d20 + 3 ⇒ (9) + 3 = 12
The hammer connects, giving Azrin a searing headache and sending a ghostly fragment of bone shooting from his head. It flies through the air and tries to fit itself to the missing piece of the floating ghostly skull, but to no avail. The piece of skull disappears into nothingness.
1d6 ⇒ 4
Azrin takes 4 damage and is Staggered.
Immediately afterward, the pieces of skull on the table rise up, forming themselves into 3 complete skulls, held together by ghostly energy.
3d20 ⇒ (13, 14, 14) = 41
3d20 ⇒ (2, 14, 8) = 24
Ezekiel
Steef
Skull
Azrin
Skull Skull
Round 1: Fight! Ezekiel is up, followed by Steef.
| Ezekiel Andervalst |
STEP UP M80
1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
3d6 + 13 ⇒ (1, 1, 2) + 13 = 17
| Steef Krafslayer |
"Right then-let's get the skulls!"
Steef follows his own advice.
Flurry 1: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flurry 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
| Rynjin |
Steef plugs the last two, severing the ghostly connections.
2d6 ⇒ (4, 3) = 7
The Marauder screams loudly in pain and dashes at Steef.
1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (18) + 3 = 21
2d6 ⇒ (2, 6) = 8
He swings his ghostly hammer, knocking an enormous fragment of Steef's skull out, the pieces shattering and reconfiguring, each trying to fill the gap in the female dwarf's skull. But, as with Azrin, they all have some small imperfection and disappear after failing to fill the gap properly.
8 damage and you are Staggered, Steef. Azrin, you're up.
| Rynjin |
That won't do anything. Haunts can ONLY be harmed by Positive energy, besides special circumstances (that circumstance in this case was the Skulls being destroyed. As they are all dead, Channel or Cure Light is your only recourse). The exception to these are Haunts that are less Haunts and more "ghosts with a different effect", but the Marauder is definitely a Haunt. So if you want to change your action, go ahead.
| Carrion Crown Treasure Monster |
Azrin's holy energy suffuses the whole room, blinding everyone for a brief second.
When it fades, the Marauder is gone, as if he'd never been, only the corpses and shattered skulls remaining.
The stone secret door remains locked, and Steef finds that unlocking it is just barely beyond his reach. However, with Azrin's divine Guidance he is able to jimmy the lock open, just barely.
Inside, there are several exceptionally well made, but mundane items (6 suits of Masterwork Chainmail, 6 suits of Masterwork Studded Leather, 4 Masterwork Longswords, 2 Masterwork Heavy Crossbows, 4 Masterwork Heavy Maces, and 120 crossbow bolts).
In addition, there are several magical items (10 +1 Crossbow bolts, 4 potions of Cure Moderate Wounds, a wand, and a rope that detects as magic).
Spellcraft to identify the wand and rope.
| Carrion Crown Treasure Monster |
I'm gonna assume you used Guidance on both of those, because why wouldn't you?
Azrin identifies the wand as a Wand of Hold Person (11 Charges) and the rope is a Rope of Climbing.
| Ezekiel Andervalst |
Ezekiel will take one suit of studded leather.
| Rynjin |
Many of the iron doors along the walls within the cellblock hang open, revealing empty cells within.
You remember form your history lessons that Reaper's Hold is where prisoners scheduled for "advanced interrogation" were held.
The door at the end leads into another room.
Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.
Azrin gets this easily with a take 10:
The man's death was not an easy one. His bones have been broken, hands severed, hips and shoulders dislocated, jaw shattered, and numerous long, thin needles were driven into his eyes, ears, elbows, hips, and knees.
3d20 ⇒ (17, 4, 5) = 26
1d20 + 5 ⇒ (15) + 5 = 20
1d20 ⇒ 5
Azrin catches, out of the corner of his eye, one of the hands from the basket moving in on him like some horrid mockery of a spider.
What he does not see, however, is the SECOND one which suddenly lunges up, trying to grab him by the throat, but fails, merely scratching him with its elongated fingernails.
Azrin, take 2 damage.
2d20 ⇒ (18, 2) = 20
3d20 ⇒ (9, 16, 13) = 38
Steef notes the lid of the Iron Maiden slowly creaking open.
Ezekiel
Crawling Hand
Steef
Azrin
Crawling Hand
Ezekiel! You are up!
| Ezekiel Andervalst |
My bite has the grab ability. Since they're just hands, could I still use my hammer with one trapped between my glorious teeth?
| Ezekiel Andervalst |
Nvm I misread animal fury.
SMASH: 1d20 + 8 ⇒ (17) + 8 = 25
3d6 + 13 ⇒ (1, 6, 5) + 13 = 25
Chomp: 1d20 + 4 ⇒ (10) + 4 = 14
1d4 + 4 ⇒ (1) + 4 = 5
Ezekiel brings them hammer down on the closer hand thingy.
| Rynjin |
Ezekiel smashes the hand into hand-paste.
He also chomps a few fingers off the second one.
Nevertheless, that one lunges at Azrin again.
1d20 + 5 ⇒ (14) + 5 = 19
1d20 ⇒ 19
It latches around his neck and squeezes, crushing his wind pipe.
Azrin, take 2 more damage, and you are now GRAPPLED. You are also being STRANGLED, which means you may not speak or cast spells or use abilities that require a Verbal (V) Component.
Steef, you're up.
| Ezekiel Andervalst |
Steef, you have precise shot, right?
| Steef Krafslayer |
Of course. But he's still being grappled, which makes it a teensy bit harder to hit...
Steef narrows his eyes and aims carefully at the hand strangling Azrin, loosing a single shot at it.
Perfect strike
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
| Rynjin |
Actually it makes it EASIER to hit. Both parties lose AC from being Grappled.
Steef nails the hand, sending it flying off of Azrin's neck. Its fingers curl in toward its palm as it stops moving.
3d20 ⇒ (17, 1, 9) = 27
Azrin notes that there is another secret door along the eastern wall, behind the Iron Maiden.
As well, now that the danger is gone, you notice there are a few interesting things shoved unceremoniously into various orifices of the corpse on the table.
Of note is a metal disk, bearing the seal of Harrowstone prison. It appears to be Warden Hawkran's Badge of Office. It was used to break his jaw, and now rests inside the shattered remains of his face.
As well, there is a ring of keys shoved inside of his pelvis. They should serve to open any of the locked doors or safes in the prison.
| Ezekiel Andervalst |
"Seems like a trap. I'll go first."
| Rynjin |
1d20 ⇒ 14
Ezekiel marches forward, and almost stumbles over a creature in the tunnel. It is a gray, almost transparent cube, filling up most of the space in the tunnel.
2d20 ⇒ (4, 6) = 10
Zeke you're up. It has an Init modifier of -5, I can guarantee you it goes last. Everyone else is up after Zeke.
| Ezekiel Andervalst |
Ezekiel smashes it with his hammer.
1d20 + 8 ⇒ (19) + 8 = 27
3d6 + 13 ⇒ (2, 6, 2) + 13 = 23
| Ezekiel Andervalst |
oh gawd its invincible
| Steef Krafslayer |
"Wow. Doesn't even look like you made a dent in it...that doesn't happen often..."
Steef flurries.
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
| Rynjin |
The f&%$ing thing has AC 5. It NEEDS a lot of HP.
Steef's arrows go a long way towards putting it in the grave, but it nevertheless comes on.
It reaches a squishy pseudopod out and touches Ezekiel on the face, deceptively slowly. It hits Ezekiel with the force of a shotgun blast to the head, and then quickly tries to engulf his entire head, though the Barbarian is able to rip out of it with relative ease. As he pulls out he notices his skin is lightly sizzling where the pseudopod touched him.
1d20 + 6 ⇒ (19) + 6 = 25
1d6 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14
1d20 + 10 ⇒ (4) + 10 = 14
14 damage, 9 Physical, 5 Acid (though I think you traded your Acid resistance away, so it doesn't matter). You're up.
| Ezekiel Andervalst |
1d20 + 8 ⇒ (12) + 8 = 20
3d6 + 13 ⇒ (1, 1, 2) + 13 = 17
Ezekiel roars, and smashes the slimy thing. I figure biting it is a bad idea.
| Rynjin |
Ezekiel finally manages to bring the creature down.
The rough passage does indeed lead back to the Nevermore. You can deduce that it was probably meant as a quick and private way to transport prisoners from the Nevermore to the Torture Chamber and back again.
Do you head down it? You can actually get into the place from here, it terminates behind the portcullis.
| Rynjin |
Several iron doors lin ethe walls of this partially ruined cell block. The doors themselves hang askew, revealing entirely empty cells. Partially burnt wooden support pillars to the north nevertheless hold up that wall, though to the south they've collapsed, allowing water to trickle in, the overflow filling up the oubliette in the middle of the floor, and forming a bigger puddle around it.
3d20 ⇒ (19, 16, 15) = 50
| Ezekiel Andervalst |
"Blood trickling from walls. Back up out of this room."
Cautiously, Ezekiel withdraws from the room.
| Rynjin |
You all beat a hasty retreat before anything worse happens.
By process of elimination, you've determined you need to go north, since that's the only place left to go.
The northern passage read "The Oubliette". A short hallway leads to another guardroom, this one's door standing slightly ajar.
Beyond, lies the Oubliette.
For those who don't know, an oubliette is essentially a hole in the ground that serves as a "cell" for the occupant. They are dropped down the hole, with food dropped in daily. Along with, often enough, less savory things, like the buckets from the privies.
But, the most pressing matter is the figure waiting just inside the guardroom. You heard it shuffling as you approached the hall, and now it has reached the entrance. It steps out into full view, a skeleton lacking a head, wielding a longsword. As it leaves the room, it bursts into flames and makes known its intention to attack.
1d20 + 3 ⇒ (13) + 3 = 16
3d20 ⇒ (5, 2, 3) = 10
Gurtis Vortch
Ezekiel
Steef
Azrin
The skeleton charges at the nearest target, swinging its sword at Ezekiel in both hands. It slices into the Barbarian's shoulder with a meaty *THUNK*.
2d100 ⇒ (54, 27) = 81
1d20 + 8 ⇒ (19) + 8 = 27
Confirm: 1d20 + 8 ⇒ (14) + 8 = 22
2d8 + 18 + 1d6 ⇒ (2, 1) + 18 + (5) = 26
Ezekiel takes 21 damage.
| Ezekiel Andervalst |
Ezekiel unleashes an earthshaking roar, and takes advantage of the creature's proximity to pulverize it.
Smash: 1d20 + 8 ⇒ (20) + 8 = 28
3d6 + 13 ⇒ (3, 6, 2) + 13 = 24
Chomp: 1d20 + 8 ⇒ (6) + 8 = 14
1d4 + 4 ⇒ (2) + 4 = 6
EDIT: 20 threatens, and I looked it up and I guess crits do work, so that's good.
Soldier Update?: 1d20 + 8 ⇒ (18) + 8 = 26
Critical Damage: 6d6 + 26 + 24 ⇒ (6, 1, 1, 3, 5, 1) + 26 + 24 = 67
Ezekiel obliterates the skeleton. I hope.
| Ezekiel Andervalst |
My chomp attack roll is too high. Should be +3 for a nine. I just copy pasted my attacks.