Darius Redgrave |
"C'mon young Grergof, put your back into it." Darius jests as he stands ready to kick the door in along with Brother Grergof.
Brother Grergof Varsk |
Sorry busy day at work so couldn't check this till now.
If you are sure, I can break this down. It will not be fast or quiet. But if you are sure...
Grergof hands Aada his lantern, Puts away his scimitar and draws out his flail.
You may want to step back.
Then he swings a massive two handed blow against the door.
Damage + Power Attack: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15
That's adjusted damage due to his strength damage. He will repeat until the door breaks as I doubt the door will successfully dodge him taking 10 to hit.
GM Foxy |
After five minutes of thrashing at the door it is finally bent so much that the bolts give up and the door falls with a loud crash into the room.
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.
Brother Grergof Varsk |
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
As the door comes down Grergof peers in, but does not see much due to the darkness and sweat dripping into his eyes.
He quickly scans for evil and if he finds none steps back to reclaim his lantern.
There is a bunch of stuff tagged in there. Possibly the prisoners personal effects? I couldn't tell. He states removing his helmet and clearing the sweat from his brow.
Spugnoir2 |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
It looks like there is a concealed room here. Spugnoir snaffles the goodies and lets the others examine them
May I have these lockpicking tools?
Darius Redgrave |
"Well done Grergof! That's a supreme effort. Now what have we here?" Darius remarks as he steps into the room.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
"Well spotted Spugnoir! Yes I won't contest you taking the thieves tools. I'm sure you'll make better use of them than I."
Spugnoir2 |
Does anyone have an eye for antiques?Appraise Perhaps these would make good trade goods. Then we could examine the area past the bars and the door there. Leads to S18
GM Foxy |
Sorry I didn't notice the leads to S18
Walking back through the corridor separated with bars Spugnoir leads the group back into the foyer. There again the burnt ghostly faces of the prisoners come flying through the doors and slam the doors shut. Even though anybody knows this already it is still scary. After one minute the doors open again and Spugnoir leads the group along the other side of the bars to the next room.
The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
Brother Grergof Varsk |
Brother Varsk again holds up the lantern and says:
I will watch for you all again. You can look around. That hole most likely leads down to a basement that was controlled by the prisoners. I suggest we avoid it today.
Stand and watch with my lantern and scimatar out for anything dangerous.
Note I also check the position of the sun, how much time do we have until sunset?
Brother Grergof Varsk |
While he is watching, Grergof will scan for evil.
Brother Grergof Varsk |
Oh yes, something clearly lurks down the hole.
Time of day?
Darius Redgrave |
"I think let's check this level and the one above before adventuring below. If the cause of all this does lurk below we should be at full strength before confronting it."
GM Foxy |
As the group moves north to the door they pass the hole in the ground. Just as they are there three flaming skulls fly screaming out of the hole. These are like human skulls just that tey fly and are on fire.
Initiative Skull: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Skull: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Skull: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Grergof: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Darius: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Spugnoir: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Aada: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Hailiss: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Lucy: 1d20 + 2 ⇒ (7) + 2 = 9
Some may act before the skulls
Darius Redgrave |
Crap can't remember how many Channels I have left for the day but gonna use one anyway. Think I have like one or two left.
Darius shacked to see the flaming skulls retaliates and holds his sword before him and a burst of light flashes from it. "Eat some of Iomedae's holy light bone heads!"
Channel Positive Energy DC14: 1d6 + 2 ⇒ (6) + 2 = 8
GM Foxy |
Will Save: 1d20 + 2 ⇒ (8) + 2 = 10
Will Save: 1d20 + 2 ⇒ (16) + 2 = 18
Will Save: 1d20 + 2 ⇒ (20) + 2 = 22
Aada's aim is off by far. In the burst of holy energy one of the skulls explodes and the other two are visibly weakened. The skulls fly towards the group to smash into them.
Attack Darius: 1d20 + 1 ⇒ (2) + 1 = 3
Attack Spugnoir: 1d20 + 1 ⇒ (4) + 1 = 5
Darius Redgrave |
Darius sidesteps the skull that attacks him. He winces a little at the creak in his back. "I'm getting too old for this." He mumbles to himself.
Spugnoir2 |
Quick Stats
HP 18/18
AC 14/12/12 (16/12/14 with Mutagen)
Saves F5/R5/W2(4 fear) (+2 vs. Poison)
Weapon in Hand Morning Star
Special effects: Mutagen
Bombs:4/6
Spugnoir tries whackign a skull
Attack: 1d20 + 1 ⇒ (13) + 1 = 141d8 ⇒ 4
Brother Grergof Varsk |
I'm guessing it 's my turn.
So Grergof slashes at the remaining skull with his scimatar.
Scimatar - Power Attack + Furious Focus: 1d20 + 5 - 1 + 1 ⇒ (1) + 5 - 1 + 1 = 6
Damage + Power Attack: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
However he swings wildly as his mind is not really focused on hitting the flaming skulls. Rather he is curious about the creatures.
Religion to know about skulls: 1d20 + 5 ⇒ (8) + 5 = 13
what type of undead are these? Some form of skeleton? These clearly need to go into my journal. I wonder if they burn flesh like the blackened skeletons we saw earlier?
GM Foxy |
The group moves further north and through the door into the next room. A huge stone furnace dominates this room, large enough for a child to climb inside. Above it a A soot-caked copper plaque reads 'Ember Maw'. An ancient fire has burned away the entire east wall the room, providing a panoramic, if eerie, view of the lake beyond. That same lake has gradually expanded into the room, flooding its eastern half.
Perception Darius: 1d20 + 6 ⇒ (11) + 6 = 17
Perception Spugnoir: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Aada: 1d20 + 7 ⇒ (10) + 7 = 17
Perception Hailiss: 1d20 + 0 ⇒ (4) + 0 = 4
Perception Lucy: 1d20 + 0 ⇒ (12) + 0 = 12
Spugnoir2 |
We got another haunt I think! The stove is looking like a leering skull and it smells like burnt flesh!
Spurnoir drinks his Targeted Bomb Admixture Extract
No Splash but double INT bonus to damage
Darius Redgrave |
"Aada's right! Let's try exercise this one with a siphon, we're gonna have to use them sometime." Darius says, steadying himself for the conflict.
Hailiss |
Taking a haunt siphon from her belt pouch, Hailiss makes sure she's at least as close to the furnace as Aada before she twists the cap on it, releasing a torrent of white mist that swiftly collapses into the vial again.
Haunt Siphon Damage: 3d6 ⇒ (3, 5, 1) = 9
Darius Redgrave |
Darius marches up to the Ember Maw, holds out his hand and says "Say hello to Iomedae's open hand of Justice!"
Cure Light: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Brother Grergof Varsk |
Is it gone? Does anyone know how long it takes for these things to come back?
He brandishes his scimitar, but has a sinking feeling that it will do nothing against the fire.