| Brother Grergof Varsk |
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
What are the symbols Mr. Redgrave? Could this be the cell of Father Charlatan?
Just to be explicit, I am scanning each body/cell for evil as we check them to see if there is any additional information that can be gained.
| Brother Grergof Varsk |
Spugnoir move sideways NOW! Grergof shouts dropping his scimitar.
Grergof immediately lunges at the spirit attempting to LOH/Disrupt Undead and continues: The prisoners spirit is trying to get you!
Grergof shouts: The dead man's spirit has got him! and points at Spugnoir.
| GM Foxy |
I hope you don't mind me to coose atempt one.
Grergof warns Spugnoir about the ghost and attempts to infuse the haunt with positive energy.
Touch LoH: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 ⇒ 4
| Brother Grergof Varsk |
Mr. Spugnoir, are you alright? The spirit is still grabbed on to you!
Religion: 1d20 + 5 ⇒ (19) + 5 = 24 to determine what I can about this spirit.
| Darius Redgrave |
"What spirit?!" Darius says and looks around.
If Darius sees nothing he will then cast Detect Undead to try locate the spirit.
| GM Foxy |
| Darius Redgrave |
Darius slowly moves towards the haunt and Spugnoir. "Spugs, hold still. It's right behind you. Grergof, do you have those manacles we found earlier?"
| Darius Redgrave |
Darius moves ever closer to the spirit and from behind him what he had in his hand from earlier, produces an opened haunt siphon towards the ghost. "Spugs, get down!"
Haunt Siphon Damage: 3d6 ⇒ (1, 2, 4) = 7
The dice are not in my favour today.
| Brother Grergof Varsk |
Mr Redgrave, save the syphens . if you can shield him from evil that will harm this haunt....
Wait it has done nothing aggressive yet....
Addressing the spirit Brother Varsk says:
can you understand me? Nod if you do.
Ready to Disrupt Undead if it does anything aggressive, but if not wait for a response.
| Brother Grergof Varsk |
Yes. Yes Mr. Spugnoir. That is exactly what the haunt looks like.
Attempt to disrupt it one more time:
Touch: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 ⇒ 5
| Brother Grergof Varsk |
If nobody else has any ideas, try this again.
Touch (LOH): 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 6
That is a good idea after we get it off you. But I do not want to take the body away from the Harrowstone. So maybe make a pyre from the rubble we can find?
| Darius Redgrave |
"Grergof... maybe take out those holy symbols on chains we found earlier and see if the ghost reacts to them?" Darius says, slowly moving to the side of the ghost to flank it.
| Brother Grergof Varsk |
Assuming the haunt is still around.
Hmmm. Seems like a reasonable idea. I don't want to give it to it but....
Grergof steps back, sets down the lantern and pulls the tangle of holy symbols out of his backpack.
| Brother Grergof Varsk |
@Spugnoir I don't think you can see the ghost. It seems to only be with detect evil/undead that we can see that
As he waits for a reaction Grergof thinks back:
According to the wardens wife all we can do is dismiss them she is the only one who can put them to rest.
Speaking of which, I think she also said using these would curse the user. What we are doing seems to be working, I'm just going to finish this rather then risk the curse.
Touch (LOH): 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 ⇒ 2
| Brother Grergof Varsk |
Look to see if anything happened to the item as I put it away.
Let's finish exploring up here before we head down again. Then we can talk to her again and find out if what we did here helped as well as if she would want the items.
| Darius Redgrave |
"Nicely done Gergof. We still have far to explore. But yes let's go through this floor before we speak to Vesorianna again."
| Brother Grergof Varsk |
Grergof picks up his scimitar and lantern.
Move on and start looking into/scanning for evil all the doors/cells on the outside wall of T4.
I think this is where I detected a source of evil when we were outside on the balcony, so be ready.
| GM Foxy |
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.
| Brother Grergof Varsk |
Grergof stops and points ahead.
Something lurks there. Be ready
When everyone else is ready he slowly walks closer near the evil to take a look.
Perception to see if I notice anything to give me a clue of what is ahead: 1d20 + 2 ⇒ (7) + 2 = 9
| Darius Redgrave |
Darius grips his longsword ever tighter. A spell on the edge of his lips.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
| GM Foxy |
Initiative Darius: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Grergof: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Spugnoir: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Skeleton: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Skeleton: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Skeleton: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Haunt=10
The skeletons of the prisoners in the cells of this area rise up and come towards the corridor. Three of the cell doors are not locked. Which becomes obvious as the skeletons step out.
Darius' turn
| Darius Redgrave |
Darius looks around at the incoming skeletons and holds his sword horizontally before him and closes his eyes. Almost instantly his sword blade begins go glow, building into a blinding light.
With a flash the light pulses outwards around and away from him towards the rattling bones of advancing undead.
Channel Positive Energy 1/6: 1d6 + 2 ⇒ (3) + 2 = 5 DC14 Save for half
| GM Foxy |
Will Save Skeleton: 1d20 + 2 ⇒ (20) + 2 = 22
Will Save Skeleton: 1d20 + 2 ⇒ (7) + 2 = 9
Will Save Skeleton: 1d20 + 2 ⇒ (3) + 2 = 5
Two of the three skeletons crumble to the ground as they are infused with the holy energy.
Throughout the floor is now heard a mournful dirge played upon a flute.
Will save Darius DC14: 1d20 + 7 ⇒ (9) + 7 = 16
Will save Spugnoir DC14: 1d20 + 2 ⇒ (4) + 2 = 6
Will save Grergof DC14: 1d20 + 6 ⇒ (16) + 6 = 22
(Spugnoir is shaken after his first action)
Will save Darius DC14: 1d20 + 7 ⇒ (1) + 7 = 8
Darius can't move any more.
| Darius Redgrave |
Darius' face is a mask of furstration and effort. "Can't...m-m-move...." Then his eyes widen in horror! "The...p-p-pi-piper...s-s-stirge-s-s...beh-ind..." he manages to finish as he struggles to move his unresponsive limbs.
| Brother Grergof Varsk |
I think the skeleton gets to go before me, but posting ahead on my turn:
Stirges! Let's deal with the skeleton then we can take care of them...
Strikes with his scimitar against anything that still stands.
Scimitar (Str damage) - Power Attack + Furious Focus: 1d20 + 5 - 1 + 1 ⇒ (18) + 5 - 1 + 1 = 23
Confirm Crit: 1d20 + 5 ⇒ (18) + 5 = 23
Damage (Str Damage) + Power Attack: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Crit Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
| GM Foxy |
A scimitar is not the best weapon to face a skeleton. but this mighty swing is too much for this already weakened specimen.
Will Save Darius: 1d20 + 7 ⇒ (7) + 7 = 14
Darius manages to shake off the effect (full round action).
Will Save Darius: 1d20 + 7 ⇒ (13) + 7 = 20
Spugnoir's turn. Only the haunt left.
| Spugnoir2 |
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:5/6
The stirges ghostly or real?
Spugnoir uncorks a holy water and splashes where Darius says the haunt is
Touch,holy water: 1d20 + 7 ⇒ (5) + 7 = 122d4 + 4 ⇒ (1, 1) + 4 = 6
Canceled
Spugnoir splashes with a holy water
Holy water, touch: 1d20 + 7 ⇒ (5) + 7 = 122d4 + 1 ⇒ (3, 3) + 1 = 7
| GM Foxy |
You only hear the music and the flapping. Only Darius got to see something. And you add your int to all splash weapons. So please change your post, so your first roll is for holy water and correct the damage roll.
Spugnoir throws a vial at the position he suspects the haunt to be splashing the holy water over an impressing area.
Will Save Spugnoir(shaken): 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Now it's Spugnoir's turn to freeze in place.
| Brother Grergof Varsk |
Religion to see if I know any venurabilites of this haunt.: 1d20 + 5 ⇒ (1) + 5 = 6
Obviously not :(
Where are they, I don't see anything!
Grergof puts down his lantern and digs out the silver pipes while looking ahead with his detect evil to see if I can pinpoint where this thing is.
Move to put down lantern and move to draw the pipes.