Rynjin |
Cassiel heads around the western side of the building, and comes across a balcony of sorts.
A large, rectangular block of stone rests on a weather-beaten stone balcony, while ruined wooden benches line the eastern wall under a row of tiny, barred windows above.
A stout wooden door sits in the wall near the northern end of the balcony.
A set of stairs leads up onto it.
Behind you lies another watchtower. Even the mos unobservant of you notices a veritable horde of rats infesting the tower from top to bottom, glaring at you with beady eyes.
They chitter and shriek as you get within about 15 feet of the tower, but do not attack.
Ezekiel Andervalst |
Ezekiel tries to open the door.
Rynjin |
Ezekiel moves in toward the door, and the rats disappear from the windows and ledges.
He opens the door.
Hundreds of rats come pouring out, nipping and biting at him.
1d6 ⇒ 4
Take 4 damage, gimme 2 Fort saves. Initiative?
Ezekiel Andervalst |
The other door. The stout wooden one.
Also, where's the link to the Roll20 thing?
Rynjin |
Ah, gotcha. Might've wished you stayed with the rats m8.
As soon as Ezekiel steps foot on the balcony, something stirs. Two ghostly arms appear from nowhere, and a wicked looking scythe appears between them, and swings at him viciously, but misses.
1d20 + 3 ⇒ (6) + 3 = 9
Initiative time, f'reals now.
Ezekiel Andervalst |
I'M DOWN TO CLOWN
With a thunderous roar, Ezekiel heaves his mighty earthbreaker up and brings it down with devastating force on the haft of the scythe.
Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
RAAAAAAAAAAAAAAAAAAAAAAAAAAGE
ATTACK: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 3d6 + 10 ⇒ (4, 1, 2) + 10 = 17
Rynjin |
Summon Monster has a 1 Round cast time, so your eagle won't appear until next round.
1d20 + 1 ⇒ (6) + 1 = 7
The scythe takes a hard hit from Ezekiel but doesn't appear to be unduly inconvenienced. It swings at him again, but misses once more.
1d20 + 3 ⇒ (10) + 3 = 13
Ezekiel again, then the eagles show up.
Ezekiel Andervalst |
Ezekiel unleashes another blow of inconceivable down to clownage. Have a few rounds.
Round 1:
1d20 + 7 ⇒ (15) + 7 = 22
3d6 + 10 ⇒ (3, 1, 2) + 10 = 16
Round 2:
1d20 + 7 ⇒ (18) + 7 = 25
3d6 + 10 ⇒ (6, 5, 2) + 10 = 23
Round 3:
1d20 + 7 ⇒ (14) + 7 = 21
3d6 + 10 ⇒ (3, 6, 3) + 10 = 22
Dem rolls.
Rynjin |
Shoukichi learns nothing new.
Ezekiel pounds the scythe again, and it starts to show signs of wear.
Cassiel's eagle hits the scythe with all it's got, but doesn't leave a mark on it.
Your Eagle can't roll high enough to bust its Hardness. Except max damage on a crit.
The scythe takes another swipe at Ezekiel but misses once more, and Ezekiel's final hit puts the thing to rest, the scythe shattered and broken on the ground.
1d20 + 3 ⇒ (10) + 3 = 13
He inspects the door, but it appears to be locked. It can be disabled, or simply broken down if you're so inclined.
It's less sturdy than the scythe was.
Ezekiel Andervalst |
Ezekiel gathers up the remnants of the scythe and rests after his rage.
"What now, Cassiel? Take this to Grimburrow as proof of a haunting?"
Rynjin |
You do so.
He inspects it, even casting a spell to Detect Undead, but what little necromantic magic had animated before has long since faded by the time you get it to him.
Nevertheless, he takes your claim seriously.
"Now, you're entirely certain it was something undead? Animated Objects are not unheard of as far as being animated by magic, rather than spirits. We'll look into this further, but I don't expect to find anything. Even if it were haunted all trace will have long since faded."
Ezekiel Andervalst |
After asking for the remains of the scythe back, Ezekiel says "Also, there where a bunch of weird rats in a tower. Is there a sort of ghost that controls rats?"
Rynjin |
"Yes...the rats. No, sadly those are just normal rats. We've investigated them before. Killed two townsfolk who went to smoke them out about 10 years ago and we've left them alone ever since. They won't leave the tower and nobody really wants to go to Harrowstone anyway, so it works out fine."
Steef Krafslayer |
Steef wakes up in a back alley, after wandering away and getting lost in the small town for a few days.
Well crap, I done it again. Tell me where I need to be and I'll be there.
Rynjin |
The +4 does not apply here since you are not researching one of the research topics (they don't have books on things they didn't know about, duh).
But Cassiel's check is good enough to know it was an Animated Object, and it was definitely Haunted.
For future reference, you can make Knowledge checks while you're fighting something so you know its strengths/weaknesses...
Rynjin |
Let me break character for a sec here, what is it you hope to get from Grimburrow? I'm not going to have him send in a squad of priests to help clear out Harrowstone. He's old and slow, but still far too powerful for him to do that and this still be fun (around 7th level). If you convince him (using Diplomacy, or harder evidence), he might give you some help in the form of items, however.
Ezekiel Andervalst |
DID SOMEBODY SAY ITEMS
Ezekiel Andervalst |
Ezekiel decides that the rats have taken too many lives, and goes to deal with them.
He marches into Harrowstone, goes to the rat tower, rages, kicks open the door, and smashes the rats under his mighty earthbreaker.
Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Round 1
1d20 + 7 ⇒ (10) + 7 = 17
3d6 + 10 ⇒ (2, 4, 2) + 10 = 18
Round 2
1d20 + 7 ⇒ (17) + 7 = 24
3d6 + 10 ⇒ (3, 3, 1) + 10 = 17
Round 3
1d20 + 7 ⇒ (1) + 7 = 8
3d6 + 10 ⇒ (1, 2, 3) + 10 = 16
Round 4
1d20 + 7 ⇒ (14) + 7 = 21
3d6 + 10 ⇒ (5, 2, 3) + 10 = 20
Rynjin |
Ezekiel hits the rat swarm once.
The majority of the rats are squished under his giant hammer, and the remainder flee, too few to be any more of a threat.
Steef encounters no real news. The "Wealday Parchment" stuck up on the posting poles notes that two local lovebiirds have finally gotten engaged, and the wedding is set for a few months from now, but little else.
However, the town center appears to be a-buzz today, a band having set up there and begun playing a rousing jig.
After a few minutes of listening, something appears from off on the horizon. A pair of giant bugs sway and dance unnaturally to the music as they weave their way toward the area.
Nobody else appears to have noticed them yet, but Steef's keen senses pick them out from afar.
Steef Krafslayer |
Steef's eyes narrow as he spies the bugs getting closer. He draws his bow, but doesn't nock an arrow just yet, choosing instead to call out to the nearby townsfolk. "Those are the biggest damn bugs I've ever seen in my life...anyone else see these things?"
Rynjin |
Steef warns the crowd, and when he does the band stops playing.
The bugs jerk like someone's yanked on their strings and then begin shaking uncontrollably, going almost berserk, but not coming any closer...yet.
"Stirges! Scatter!" one of the crowd yells and they all rush inside the Laughing Demon for cover.
Rynjin |
1d20 + 8 ⇒ (5) + 8 = 13
1d20 + 8 ⇒ (17) + 8 = 25
The two swoop in on Steef, hoping for some of his delicious dwarf blood.
Curiously, they avoid even inconveniencing the musician who was playing earlier, though he looks as genuinely terrified of them as everyone else.
1d20 + 7 ⇒ (3) + 7 = 10
1d20 + 7 ⇒ (18) + 7 = 25
[ood]Versus Flatfooted Touch, both hit.[/ooc]
The two Stirges grab onto Steef and jab him with their proboscises, draining his blood like giant mosqitoes.
2d100 ⇒ (34, 30) = 64
Steef, take 2 Con damage.
Steef Krafslayer |
"Bloody hell...why does this always happen to me?" Steef tries to strike at one of the Stirges attached to him.
Attack Roll: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
"Anyone want to help, it'd be greatly 'preciated!"
Cassiel Cogito |
"There you are Steef, I've been looking all over for yo-WAAAAGH!!"
Cassiel had casually walked into the Laughing Demon, only to find Steef getting attacked by two massive bugs.
Kn. Nature: 1d20 + 8 ⇒ (3) + 8 = 11
"W-what are these things?!"
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Cassiel casts Mage Armor.
Rynjin |
They're actually Magical Beasts, so it's an Arcana roll. Same either way though.
Steef swings at one and misses the tenacious little booger.
Cassiel walks in and after his initial shock recognizes them as Stirges, vicious blood sucking creatures.
None of this info is helpful to Steef, who has figured this out the hard way.
One of the Stirges stays latched on to Steef, but the other is jostled loose by his punching.
1d20 + 11 ⇒ (3) + 11 = 14
1d20 + 11 ⇒ (10) + 11 = 21
One more Con damage to Steef. Steef, then Cassiel are up.
Ezekiel Andervalst |
After catching his breath, Ezekiel's heads back out into town - quite parched after his rage. As he approaches the Laughing Demon, he hears the tustling inside, and warily readies his Earthbreaker as he goes inside.
8 rage rounds left btw.
Assuming he arrives in time to fight a stirge, Ezekiel rages and crushes a pathetic bug under his hammer.
Round 1
1d20 + 7 ⇒ (6) + 7 = 13
3d6 + 10 ⇒ (1, 2, 4) + 10 = 17
Round 2
1d20 + 7 ⇒ (16) + 7 = 23
3d6 + 10 ⇒ (6, 1, 5) + 10 = 22
Round 3
1d20 + 7 ⇒ (15) + 7 = 22
3d6 + 10 ⇒ (3, 4, 6) + 10 = 23
Shoukichi Heisei |
Holy crap so much has happened since my eyes died from dilation
Shoukichi runs over to Father Grimburrow and starts making frantic hand gestures while waving at the general direction of Harrowstone.
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20