| Phyton Empyraster |
No, I knew nothing of this AP before now. Just made up the name.
Phyton stays quiet, but scans the area for an magical auras. "Well, we're here. Where to? Inside?"
| Gaarm |
Yes but stay on guard.... This place doesn't feel right. Garrm shivers as he rubs his skin again.
| Sir Thomas the Benevolent |
Well it would not make much sense to come all the way up here just to turn around. I think it is in we go. he says as he steps through the door.
| GM Bold Strider |
Not sure if you mean the warden's home or the prison. Going to assume the warden's home since that is where you said you were scoping out.
Sir Thomas steps inside the decrepit building and sees that nearly anything that could possibly have value was looted from the place. What he assumes to be chairs and tables are smashed in the corner and charred from a fire. There is a wooden frame with a torn picture on the floor just inside. It is ripped in half and shows a beautiful black-haired woman holding the hand of a man in near a lake. She looks like she is enjoying herself.
1d10 ⇒ 5
Wind whips through the rafters and the ceiling creaks ominously, which might have caused a man of lesser faith to jump, but Sir Thomas just looks around the room stoically.
It will take ten minutes to fully investigate the house. Do you continue to investigate or do you head somewhere else?
| Nizvit the Kobold |
The little lizzard votes for looking through everything properly
-Posted with Wayfinder
| Sir Thomas the Benevolent |
Sir Thomas looks around the house for clues. He takes a mental note of the woman in the picture, curious who she is. Perception to scope out: 1d20 + 3 ⇒ (12) + 3 = 15
| GM Bold Strider |
No need for perception.
As you look around the house, you find odds and ends. Bits of cloth and scraps of moldy food litter the area, likely the work of vagrants. On the second story, Gaarm finds the other half of the picture. A knife protrudes from the middle, anchoring the picture to the floor. Surrounding the torn photograph is a series of blood runes in a circle.
1d5 ⇒ 3
Gaarm moves downstairs to tell everyone that he found something, but as he steps off the stairs onto the lower landing, the building collapses onto itself.
Everyone takes 1d6 ⇒ 6 bludgeoning damage from the falling debris. Reflex save for half.
The group stands amongst the fresh rubble, lucky that the section of roof above them had long ago rotted away.
1d5 ⇒ 1
Nizvit hears soft laughing in the wind. DC 12 Will or shaken for 5 minutes.
EDIT: Just remembered that you went to town today, Sir Thomas. You have used 1d3 ⇒ 1 channels already to gain Trust in the city.
| Nizvit the Kobold |
RS: 1d20 + 1 ⇒ (15) + 1 = 16
WS: 1d20 + 1 ⇒ (19) + 1 = 20 +2 vs fear
He grunts a bit but he manages to escape the debree. But still. Wounded badly. He looks around suddenly
"Did anyone elze hear that? Nizvit heard zomething laughing... thiz iz not funny..." the kobold groans as he slowly gets up, dusting himself off
-Posted with Wayfinder
| Sir Thomas the Benevolent |
Reflex: 1d20 ⇒ 18
Sir Thomas dodges nost of the debris and then stands up and calls forth the holy energy of the Empyreal Lords.
Bring light and grace to this place of evil.
Channel: 1d6 ⇒ 6 Nice
He reaches down and helps Phyton to his feet.
Is everyone alright?
| Nizvit the Kobold |
2/5HP. Thats problem being a small frail spell caster...
He nods aftwr his wounds were healed up
"Nizvit thankz Zir Thomaz. Nizvit zorry for not being az tough az zurfaze dwellerz... Nizvit muchz better at arcane artz... not all thiz fighting and rockz falling on little Nizvit..."
full healed again
| Sir Thomas the Benevolent |
Ah, we all have our talents Nizvit, not everyone can be as tough as Gaarm, or as smart as you.
| Naxx |
Reflex save: 1d20 + 3 ⇒ (8) + 3 = 11 (I don't see a DC listed for the save..so no clue if I took 6 or 3 damage. But seeing how we got 6 heal from a channel.. I don't think it that matters a whole lot right now)
"This place does not seem to be very structural sound..."
| Nizvit the Kobold |
He turns to Naxx
"No mizz, Nizvit heard laughing. Nizvit thinkz thiz plaze a big trap or zomething cauzed it to fallz on uz"
-Posted with Wayfinder
| Gaarm |
reflex save: 1d20 + 2 ⇒ (7) + 2 = 9
gaarm crashes through the debris, taking the brunto of the fall as he lands right on top of Nizvit.
After some initial healing from Sir Thomas Gaarm stands and brushes Nizvit off. I am sorry little one, the stairs must have had a weak spot. I hope I did not hurt you too badly. Though I did find half of a picture with a knife stuck into it in a circle of blood...
| Sir Thomas the Benevolent |
Sir Thomas will take a look at the picture and cirlce of blood.
Any religious significance?: 1d20 + 7 ⇒ (16) + 7 = 23
| Sir Thomas the Benevolent |
Well, we're not finding the picture now.
If we find nothing else quickly I propose, We should get moving. Let's take a look in the main building.
| Gaarm |
Gaarm brushes himself off as he helps Nizvit to his feet and begins to head towards the larger ominous building.
| Naxx |
Naxx follows after Gaarm
"Let's put some distance between us and this ruin...before the townsfolk blame us for causing the collapse.."
| Sir Thomas the Benevolent |
We did cause the collapse.
That's two for continue and one for head back, what do Nizvit and Phyton think?
| Naxx |
"I know..I just don't like to blamed for it..."
Naxx mutters a bit
I'm fine with continuing btw, I meant to move to the main building, not back to the mansion
| GM Bold Strider |
That made me laugh.
A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels.
Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.
Do you enter Harrowstone or search the grounds first?
| Sir Thomas the Benevolent |
Tom will look for any hazards as they approach the door.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Well lets go in.
Sir Thomas says as he walks in.
We best be careful of this [occ]insert danger[/ooc]
| GM Bold Strider |
Sir Thomas boldly opens the door and strides in. Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.
Nizvit: 1d20 + 5 ⇒ (12) + 5 = 17
Naxx: 1d20 + 5 ⇒ (10) + 5 = 15
Gaarm: 1d20 + 3 ⇒ (18) + 3 = 21
Phyton: 1d20 + 2 ⇒ (10) + 2 = 12
Gaarm thinks he sees the door to the north close as they enter the room, but his eyes must be playing tricks on him.
| Gaarm |
Did that door just move on it's own accord..... must have been the wind. Gaarm moves into the building. [b]I think I just saw that door move but it wouln't just move on it's own. Had to have been the wind from outside.
| Sir Thomas the Benevolent |
Lets check it out Tom says as he moves toward the door the Gaarm saw shut. He concentrates on detect evil and detect magic to see if he sees anything.
| Gaarm |
Yea this Great Golem sale bogs down the website. It did the same thing last year.
Gaarm goes through the doors straight ahead North I believe this door moved when we entered. Looks like a good of a start as any.
| Naxx |
Naxx nods
"Let's be careful though people, who knows what we might encounter"
| GM Bold Strider |
As Gaarm opens the door in front of him, a swirl of dark energy seeps into the room. All of the door in the room, save the door you entered through slams open. Spirits pour into the room and swirl around you, chanting in a tongue that none of you recognize. All of the doors slam shut immediately and the spirits disappear immediately. The room seems deathly quiet.
| Gaarm |
Gaarm steels himself as the spirits rush all over him. Small driblets of sweat roll down his face, ultimately scared as he has never encountered anything of this sort in his life. Is this some form of magic Nizvit? Perhaps we should choose a different path to go. Gaarm begins to head for the western door.
| Nizvit the Kobold |
| Naxx |
Naxx shudders
"Are we sure we want to be in here?" he asks as he nervously glances around"[/b]
Bardic Knowledge: 1d20 + 1 ⇒ (10) + 1 = 11 (did Naxx recognize anything?)
| GM Bold Strider |
If you use a Detect Spell, you should always roll the appropriate roll. Spellcraft/Perception/etc.
Nizvit sees a swirling magical aura around the doors, but the aura isn't one that has ever been taught to him.
Gaarm pulls on the western door but finds that the door won't budge. The doorknob turns and turns, but the latch just won't open.
Naxx has no idea what just happened.
1d20 + 7 ⇒ (16) + 7 = 23
Sir Thomas realizes that the poltergeists are holding the doors shut and that some holy water will should disperse the undead.
| Sir Thomas the Benevolent |
Sorry been having some issues with the site.
I believe it is some Poltergeists causing mischief and holding the door shut. Some holy water could drive them off does anyone have any, if not I could always channel.
| Sir Thomas the Benevolent |
Sir Thomas speaks out, I do not wish to hurt you, let us through and I will not have to.
Diplomacy?[/dice: 1d20 + 8 ⇒ (8) + 8 = 16
| Gaarm |
I also do not have any holy water and I am also quite low on gold
Hearing Sir Thomas' voice echo sets Gaarm on edge. Is there something else we might try?
| Sir Thomas the Benevolent |
Let's just try to push through the door, I would rather not waste channels on these idiots.
| Gaarm |
Gaarm grasps the door as he attempts to rip the door from the wall.
Strength check: 1d20 + 4 ⇒ (20) + 4 = 24
| GM Bold Strider |
Gaarm pulls on the door as hard as he possibly can, but it doesn't budge. He puts his foot up on the wall next to the door and braces to pull even harder.
Naxx hears whispering in his ear. 3... 2... 1...
The doors flies open, knocking Gaarm onto his ass. Loud, ethereal laughing echoes throughout the room.
| Sir Thomas the Benevolent |
Well that is enough of that. Channel: 1d6 ⇒ 6 DC 14 to harm undead/haunts. You have been warned. Cease your nonsense or there will be more.
| Sir Thomas the Benevolent |
Ok, Let's move on. Tom says as he opens the double door in fron of Gaarm.