
Brother Grergof Varsk |

I guess I have no choice but to use this cursed Hammer....
Grergof reaches into his pack and pulls out the hammer.
Then he swings at the ghost.
Hammmer - Power Attack: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage + Power Attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
The above stats are assuming this is a light hammer.
Religion: 1d20 + 6 ⇒ (7) + 6 = 13

Brother Grergof Varsk |

No go with the spirit, maybe I need to use the hammer on the skulls that just reassembled.?
That is what he will do next round, attempt to bash one of physical skulls with the hammer.

Brother Grergof Varsk |

Let's try this...
Grergof steps over to the table and smashes at one of the skulls.
Hammer - Power Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Damage + Power Attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

GM Foxy |
Grergof whacks one of the flying skulls reducing it to splinters. The ghost cringes on that.
Will Save Grergof DC 13: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

GM Foxy |
One of the remaining skulls lets out a bone chilling scream.
Will Save Darius DC 10: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Will Save Spugnoir DC 10: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
But Darius and Spugnoir aren't scared of that and Grergof doesn't care anyway. The other skull attacks
Darius, Grergof, Spugnoir: 1d3 ⇒ 2
Provoking an attack of opportunity from Grergof as it enters his space.

Darius Redgrave |

Darius moved towards the skull that Spugnoir attacked and tries to smash it with his new sword with a two handed overhead chop.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Brother Grergof Varsk |

Gregof swings the hammer at the skull.
AoO: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9

GM Foxy |
Spugnoir hit the skull for limited effect. The other two miss their targets.
The ghost raises his hammer again to let it go down on
Darius, Grergof, Spugnoir: 1d3 ⇒ 2
Touch Attack: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
But misses Grergof again.
The skull slams into Grergof.
Slam: 1d20 + 1 ⇒ (6) + 1 = 7
The other one slams into Spugnoir.
Slam: 1d20 + 1 ⇒ (5) + 1 = 6
But both to no effect.

Darius Redgrave |

Darius moves to flank the last skull and goes to bat.
Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 (+2 Flanking bonus unless it provokes AOO then I won't move but will still attack from where he is or move to attack position if necessary)
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Brother Grergof Varsk |

As Darious crushes the last skull opposite Grergof, The monk also swings the hammer.
At the last minute he releases the hammer and throws it at Darius's head!
Hammer (Thrown) - Improvise Weapon: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Luckily it bounces off of his helmet and clatters against the wall.
Oh Gods above! It tried to make me brain you! I'm so sorry I....
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
As he stairs in horror at the hammer he notices the wall was damaged where the hammer hit it.
Oh Lady, it even affected the wall, look! and he points at the place where the wall was hit by the hammer.

Brother Grergof Varsk |

Gregof walks over to pick up the hammer.
This needs to be melted down so it can't be used again.
As he looks at the wall he says:
Hey you two look at this. The hammer knocked the wall, It seems like there is something here....

GM Foxy |
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There are no visible traps and trying the keys from the oubliette unlock the door without incident. Opening the door reveals a natural alcove.
The alcove itself contains several armor stands, weapon racks, and a wooden chest, all of which still hold dust-caked but perfectly functional suits of armor and weapons, and a few magic items. In all, there are six suits of masterwork chainmail and six suits of masterwork studded leather armor, four masterwork longswords, four masterwork heavy maces, two masterwork heavy crossbows, 120 crossbow bolts, a case of 10 crossbow bolts, a wand, 4 potions of cure moderate wounds, and a rope.

Spugnoir2 |

Hmmm..I could use one of these suits of studded leather, but I don't know what this wand is. How about we take this opportunity to head back to town and rest and catalouge these items?
Spugnoir will help carry the items to the hole and lift them upstairs. We should come back with say a cart to haul these to town. Then he will wriggle out the window and head back to town when his allies are ready.

Brother Grergof Varsk |

hmmm, I suppose this is considered Salvage so by rights it is ours... There is more here then we can carry in one trip.
We should grab some good stuff on the first trip. I would like one of the suits of Chainmail.
I'm guessing the wand, potions and box of bolts are all magical. So we should at least take those.
Can one of you detect magic?

Brother Grergof Varsk |

Brother Varsk packs up one suit of Chainmail, the potions, box of bolts, wand, a long sword and the rope. When everyone is ready he makes sure the door is locked again before they leave for town.

Darius Redgrave |

Darius also helps with carrying whatever he can, and throws one of the suits of chainmail over his shoulder for himself and a heavy crossbow and some bolts. "This will come in handy. I'm sure we can find something at the Professors house to load all this stuff up. I suspect that the townsfolk may want to keep some of it to outfit their own soldiers."

Brother Grergof Varsk |

I thought about handing it over to the Sheriff but maybe it would be better to offer some of the suits and weapons to the town console for them to determine what to do with them.

Kendra Lorrimor __ |
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Finally you manage to cart everything from the Harrowstone to the Lorrimor House. Kendra greets you with a large pot of tea and a bowl of freshly baked cookies.
Over tea and cookies she listens to the new stories you have to tell about the Harrowstone. As you mention some magic items her curiosity is peaked. "Might I see them? Maybe I can tell what they are."
Given the opportunity she casts detect magic on all the stuff and sorts it. She puts everything magic on the table for further identification. Some of the magic items are obvious - like the wand. But some are a surprise - like the mace and the rope. Using her magnifying glass she further examines the items.
Spellcraft Stone: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft Mace: 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft Wand: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft Crossbow Bolts: 1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft Wand (Identify): 1d20 + 8 + 10 ⇒ (9) + 8 + 10 = 27
Spellcraft Rope: 1d20 + 8 ⇒ (12) + 8 = 20
As she is done she puts the magnifying glass down and explains "This is a stone of alarm. The mace and the crossbow bolts have some simple magic enhancement (+1) and this wand has eleven charges of Hold Person. Last but not least this rope is a rope of climbing."
Looking at all these things Kendra adds "That's an interesting collection of items you found at the prison."

Brother Grergof Varsk |

Thank you Miss Lorrimor. While you are identifying items, is there any chance you can also tell us the properties on thie bloody axe you saw earlier? We know it is magic, and we're told by the spirt of the warden's wife that it was cursed, but effective against the remaining spurts that are troubling the Harrowstone.

Darius Redgrave |

"Much obliged for the assistance Kendra. It has... been a trying day and my weary bones need a rest." He says before taking a bite of another cookie. "These are delicious. Yum. Some of these things will be a big help when we head back in to Harrowstone tomorrow again."

Kendra Lorrimor __ |

Kendra picks up her lens again. "Yes. Just give me a moment.
Casting detect magic again she examines the axe.
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
"This is strange." she tells with a confused expression on her face. "On first sight it seems like a simple magical axe."
"But behind that that it has a weaker bane property against undead heads like the ones we have seen at the town hall meeting."
"But I strongly advise against using this weapon. It is indeed cursed and the curse will befall it's wielder once it successfully hits. But I can't tell what this curse will be." Kendra tells her findings and waits for Grergof to put the axe away again as she is not going to touch that bloody thing.

Brother Grergof Varsk |

Thank you Ma'am. Considering that using the Mosswaters's Hammer almost made me repeat his crime, my guess is if I hit with this, it probably will either turn on me, or attempt to make me lop off someone else's head.
I think we can all agree that needs to be left until a truely desperate situation.
He carefully puts the axe away.
Miss Lorrimor, maybe you can help us with something else. We were debating what to do with this collection of items we have gathered. Do you think the sherrif or town console would appreciate some of these finely crafted weapons or armor?

Kendra Lorrimor __ |

"I don't know. You can ask them. Maybe they take it, or maybe they are too superstitious to take anything from the Harrowstone." Kendra replies.
"Jorfa trades in such stuff. Maybe she would buy it. If she is not too superstitious too."

Kendra Lorrimor __ |

Kendra disappears in the kitchen again and soon the house is filled with a delicious scent of onions, garlic and other fresh seasoning in a pot roast.
For dinner she serves stewed turnips with mashed potatoes and the pot roast and a bottle of fine red wine. During the dinner some conversation is had but Kendra avoids the topic of Harrowstone to talk of something normal for a change.
As it gets late Kendra excuses herself "I'm going to bed now. Have a good night's sleep. See you tomorrow."

Brother Grergof Varsk |

Grergof turns in early and tries to get his rest so he is ready to go before dawn.

Brother Grergof Varsk |

Grergof is up before dawn saying his dawn prayers, so he hurries down to answer the door.

Sheriff Benjan Caeller |

As Spugnoir and Grergof answer the door they face a really upset Sheriff. "What took you so long. I thought you wanted to end this horror. Whatever it is you're doing do it quicker!" he shouts at them. But suddenly he turns away and leaves without saying another word. He walks back into town in direction of his office.

Brother Grergof Varsk |

Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16
Grergof calls out:
Sheriff wait, come in for a couple minutes and tell us what happened. I'm guessing there was another attack and someone got hurt?
We also have much to tell you: We know the cause of these disterbances as well as a possible solution that will end these troubles forever.
He opens the door wider and motions inside.
Come In, and we can help.

Brother Grergof Varsk |

Brother Varsk finishes his morning prayers, gathers his equipment and comes downstairs ready to leave.
If Kendra is downstairs he asks her to please try to find out what happened last night.
If they have not already told her he also fills her in on the Whispering Way taking the warden's spirit, Wardens Wife, the need for the badge, and the one remaining spirit they need to kill. He ends with:
If we do not return tonight, quickly find someone else to clear out the dungeon and return the badge to Madam Hawkran. For we have fallen and I do not know how much longer the spirits can be contained. If they were to slip out, you would all be in grave peril.
Turning to his companions he says:
Today for good or for ill, we end this.