Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius shakes off the paralysis finally and turns to see where the Piper is and doesn't even bother with his sword. Instead he reaches for another siphon and opens it up on the haunting figure and the Stirges. Or at least where they were last if he can't see them
Haunt Siphon Damage:3d6 ⇒ (2, 6, 1) = 9Thats the second siphon used
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
Does the area ahead still detect as evil? Does the green siphon detect as evil? And just to be sure, Does Grergof see anything attached or evil to any of the other characters?
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"I'm not sure why it turned green or what it does. Anyone else? Grergof, sense anything more around here? If not then Spugnoirs right. We'll have to head to the basement." Yup I don't have any spellcraft si no idea what's happened.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"Or we could go up there first. To be sure?" Darius says as he points upwards at the trap door.
Whoever climbs up the ladder finds out that the trapdoor is not locked, but something heavy seems to lie on top of it.
(Opening the trapdoor requires a DC 22 strength check.)
Grergof stems himself against the door until it opens. As it does a
cascade of rubble pours down. (all creatures directly under the door must make a DC 15 Reflex save to avoid taking 1d6 points of damage - a creature on the ladder receives no save to avoid this damage)
After the rubble comes a stirge that looks like it's the mommy of the others judging by it's size.
The stirge takes he first target available which is Grergof on the ladder.
Attack vs. touch:1d20 + 8 ⇒ (4) + 8 = 12 Damage:1d4 - 1 ⇒ (3) - 1 = 2
The stirge attaches itself to Grergof and sinks its proboscis into him and starts to suck.
Grergof takes 1 point of constitution damage.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Reflex Save:1d20 + 1 ⇒ (14) + 1 = 15YASS!!
Darius barely gets out of the way in time and dives to the floor, narrowly missing the falling debris. His eyes widen in horror as he turns around on the floor looking back to see the giant stirge attached to Brother Grergof.
Ok, I am technically grappled and climbing right? Is it possible for Gregof to grab onto this Stirge and hold it (just maintaining the grapple) then fall from the ladder so that The stirge (and if need be Grergof) take falling Damage and we are in reach if the others want to attack it? Basically I'm trying to fall on top of it from the ladder.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Darius draws his sword and with both hands on the grip, runs up to take a swipe at the Stirge as if it's a golf ball, a really really large golf ball.
"Get offa him you oversized mosquito!"
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
"That was unexpected. Everyone okay? How's that wand working for you Brother Grergof?" Darius says as he looks everyone over then stands under the ladder and looks above.
"Wonder what other surprises might be up there?"
Climbing up Grergof stands on a balcony on the roof. There is some rubble where some of the wall crumbled and a nice view over the landscape from this high point. (R8 in the Harrowstone premises map)
Any more critters up there? Spugnoir scratches his head. It seems we have explored most of the upper floors, just the basement left and it looks like we can get there throught he hole in the floor where the flying skulls came out of.
There is nothing else up there and on that floor. Also no hidden treasure. The first floor you also cleared but some of the haunts may respawn.
But as you remember the hole in the ground is no easy way to go as there is a shaft through the floor but that shaft is close to the middle of the ceiling of the lower room. Which makes it hard to climb down and almost impossible to get back up.
Hmm..If we get some extra rope, we can try to find something to secure it to and have that hang down. We do risk it getting cut by any haunts if they happen by. We should make arrangements with the sheriff so he knows we are going down and he and the Father come and check after a day or two.
I have 50 feet of rope but I would suggest we Consider that the backup.
Maybe we stop by the spirit and make sure we took care of two of the prisoners, then can we check out the hole again?
I would like to know how far down the hole goes. If it isn't deep maybe we head back to town and get a ladder and grappling hook. We use the ladder as our main means of climbing up/down and my rope/grapple as the second method to get back up if the ladder gets destroyed. But that depends how deep the hole is. A 25 foot ladder will be really heavy to carry all the way from town.
I agree. I have rope as well. Some of the other ghosts might very well be below us. We met one with a pipe and the other one with the holy symbols. So, head back and resupply?
The group moves down again and through the foyer - with an interruption of one minute - on through the room with the cold spot into the training room. The cold spot manifests but as the group just passes through they are gone before it has an effect on them.
Using a torch or something to create light the bottom of the basement room is visible. Rotten and burnt wooden beams lie around and heaps of stones from crumbled walls line the area. In the middle of the room a pool of dark murky water has collected.
Using a rope the depth can be measured as about 20 feet from the floor of the training room to the bottom of the basement room.
Way back will lead through the haunted area with the haunt already active.