| Jominda Fallenbridge __ |
Finally Jominda opens her eyes and coughs. Looking around she asks almost without voice "Where am I?" As she realizes that she lies in front of her apothecary she remembers what happened and screams - still almost without without a voice - "Gibbs, noooo!" reliving the horror of last night.
| Darius Redgrave |
Darius shows up last on the scene. Having been caught up in his daily devotion to Iomedae. In a slight jog he comes up to the town square and see's the sheriff head off with the loaded crossbow.
thinking that Spugnoir and Grergof must have the commotion under control, whatever it may be, Darius heads off after the sheriff.
| Brother Grergof Varsk |
Grergof grabs the wand of hold person out of his pack and roughly shoves it into Darius's hand.
Damnit try to use this, there is a life to save!
With that he throws himself between the combatants and tries to push the Sheriff back.
Bull Rush: 1d20 + 7 ⇒ (5) + 7 = 12
By all the Hells! If you kill him without due process you will he no better then him! Is that what you want to give Jominda? A murderer!
I don't care if I take AoOs
| Sheriff Benjan Caeller |
The sheriff stops in the midst of his attack. "Go out of the..." the sheriff shouts and starts a swing with the pommel of his sword against Grergof. But again stops halfway in sentence and movement letting his sword sink.
"Nothing my arse. You cut Jominda and left her to die. And that is what will happen to you too. Even if it takes a few weeks until you hang from the gallows." he shouts back at Gibs.
For an AoO to happen someone must be willing to take the opportunity
| Brother Grergof Varsk |
Mr. Gibbs, you stand accused of a very serious crime, and many in the town is out for blood. Miss Fallenbridge lies almost dead and has pointed the finger of guilt squarely at you. Given your current state. he motions at his bloody clothing. even you must admit it looks bad. For your own protection untill this whole thing is sorted out, I strongly suggest you come with us and confine yourself to a jail cell. That way tempers can simmer down and the truth of everything that happened can be revealed.
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
| Brother Grergof Varsk |
Grergof tries to grab him.
Grapple: 1d20 + 7 ⇒ (4) + 7 = 11
Stop him!
| Gibs Hephenus |
Spugnoir is always shortly behind Gibs but doesn't manage to grab him. After about a quarter mile of running Gibs finally gives up to run. Being of good health and having a good constitution pays off.
Instead he slashes at the half orc with his razor.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
| Brother Grergof Varsk |
Gregof runs up to catch up with the two outside.
Ok I think by RAW I can do non lethal with power attack but In case I can't I'll do this both ways.
Grergof draws out his flail as he is running and pulls up next to Gibbs. Then he plants his feet and swings at Gibbs trying only to knock the wind out of him.
Heavy Flail - Power Attack + Furious Focus - Nonlethal: 1d20 + 7 - 1 + 1 - 4 ⇒ (14) + 7 - 1 + 1 - 4 = 17
Damage + Power Attack: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19
Grergof runs up and attempts to tackle Gibbs.
Grapple: 1d20 + 7 ⇒ (15) + 7 = 22
| GM Foxy |
Grergof reaches where Spugnoir got Gibs and strikes him down with his fist
NL Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Gibs tries to prevent that
Slash: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
cutting Grergofs arm, but goes down anyway.
Gibs out cold. You can carry him back.
| Brother Grergof Varsk |
That was exactly my take on it too... it works by RAW but makes no sense.
Grergof slings Gibbs over his shoulder fireman carry style and heads to the jail making sure to get the razor away from his hand first.
We need to get him in jail. Spugnoir can you grab the razor and close up the house? It should probably stay closed someone can search it properly. If not this razor there may be another cursed item in there.
Sheriff can you help me get him safely in a cell where he deserves to be?
It will also be better for everyone if the townsfolk in the square hear from you how you apprehended Gibbs.
Then I think we have a bit to talk about.
| Sheriff Benjan Caeller |
"They don't need to hear anything." the Sheriff replies but leads the way to his office. There he opens a cell and after Grergof dumps Gibs inside he locks the cell door.
Seeing the question in Grergof's eyes he answers without being asked. "No I won't kill him. I'll leave that to the hangman." He then takes a seat behind his desk. Out of a drawer he produces a bottle and a glass. He pours himself a drink and downs it in one gulp.
| Brother Grergof Varsk |
Need, no. But it may settle a few fears if you do say something.
And thank you for not killing him, I realize just how hard it was to hold back after what he did.
But I want you to know this is almost over.
The spirit of the Splatterman must be getting desperate as he knows we are closing in on him...
But I forget you are not up on current events.
We confirmed that your troubles are coming from the Harrowstone. There is some sort of battle of spirits going on in there ever since some necromancers took away the spirit of the warden who was keeping everything bottled up.
The warden's wife, one Vesorianna Hawkran, is trying to keep them in, but 5 dead prisoners were fighting her. Each of those five spirits has one or more cursed items that made people try to repeat their crimes.
We have put four of the five to rest for now, but the Splatterman is still in the dungeon someplace.
Since Mr. Gibbs actions match the Splatterman crimes so closely, I suspect he may have one of these cursed items causing him to do things.
If we can put that spirit to rest and return the warden's badge to Mrs. Hawkran we should be able to settle the spirits that trouble this town forever.
If we do that and remove any cursed items from Gibbs house, your town should be safe.
I know it's a lot to take in...
But I wanted to tell you before we leave to confront the Splatterman. If we do not return, we have fallen and you will know what you need to do to keep the town safe.
If the warden has no more questions, I will leave and head back to my companions.
Along the way if asked, I will assure the townsfolk that the Sheriff has captured Gibbs and that he is currently in the cell awaiting the investigation. The implication being that the sheriff has things well in hand and that they are safe.
| Sheriff Benjan Caeller |
The sheriff pours himself another one. "You know what? I have no idea what you're talking about. Show me a man and I can fight him. And even then I'm no good to protect one." he mumbles. "Even undead if it has to be. But you won't find me fighting spirits. Tell that Father Grimburrow. If you disappear and these things continue to happen I'll leave this god forsaken town."
All in all the Sheriff is kind of depressed and not really interested in what Grergof has to say.
| Darius Redgrave |
Darius was a little distracted while everything went down but once he heard that Jominda was the one hurt, he decided to see if he could offer some aid and see if she was alright and heads back to find her.
| GM Foxy |
Meanwhile outside Jominda is brought inside her house. Still weak she is brought to her bed by Marta Avanaki. She volunteered to take care of Jominda. Father Grimburrow also stays with her for now to have an eye on how she recovers.
The people slowly but steadily leave the place. Some take a look through the open door into the Sherrif's office to catch a glimpse of the imprisoned Gibs. Finally the sun raised high enough above the hills to shine on the town square. Looking on a morning like many before. With nothing showing what happened but a few drops of blood on the ground.
| Spugnoir2 |
Back for a bit
Spugnoir helps Varsk get Gibs back to the sheriff's and listens quietly as the paladin speaks. Indeed, we should take the razor back to Harrowstone and see if they can be destroyed with the others Spugnoir will check in with Jominda once more and then head to Harrowstone when the others are ready.
| Brother Grergof Varsk |
Ok back to the guard room in Harrowstone. If there are no encounters on the way... off to the room across the way U5.
| GM Foxy |
The group heads back to the Harrowstone on the familiar path and through the new delivery entrance it is easy to avoid the respawning haunts.
The guard room on the opposite side (U5) is still as uninteresting as the last time you looked into it. But in the room where the Mosswater Marauder was - and his mummified body still is - is the winch to open the portcullis. It is still fully functional - if a bit tight - and opens the passage into the next cell block. Which is the largest cell block encountered in the prison so far. Entering and going around counter-clockwise it shows a lot of open cell doors with empty cells containing a rotten straw mattress, two buckets and a tattered blanket.
But set back in this row of prison cells is another door. Opening it and looking inside shows numerous grisly tools of torment decorate the room. From cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.
| GM Foxy |
Perception Darius: 1d20 + 6 ⇒ (19) + 6 = 25
Perception Grergof: 1d20 + 3 ⇒ (13) + 3 = 16
Will Save Darius: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save Grergof: 1d20 + 6 ⇒ (15) + 6 = 21
Darius calls out "Oh, no! Jominda!" and hurries towards the iron maiden. Which slams shut and captures Darius inside.
Out of the blood stained wicker basket jump two hands who crawl like spiders with tremendous speed towards the group.
Initiative Hand 1: 1d20 + 0 ⇒ (2) + 0 = 2
Initiative Hand 2: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative Spugnoir: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative Darius: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Grergof: 1d20 + 3 ⇒ (7) + 3 = 10
The faster one charges Spugnoir.
Claw: 1d20 + 5 ⇒ (20) + 5 = 25
Claw: 1d1 + 1 ⇒ (1) + 1 = 2
Grab: 1d20 + 0 ⇒ (16) + 0 = 16
Confirm: 1d20 + 5 ⇒ (9) + 5 = 14
The hand grabs Spugnoir at his throat.
(Leaving him unable to speak)
| Spugnoir2 |
AC 15/12/13 (17/14/15 with Mutagen)
Saves F5/R5/W3(5 fear) (+2 vs. Poison) F5/R7/W2(4 fear) (+2 vs. Poison) With Mutagen)
Weapon in hand:Morning Star
Special effects: Mutagen,
Bombs:6/7
Blarg!
Spugnoir throws his bomb at the other one
Bomb,Touch,PBS,Fire: 1d20 + 8 ⇒ (13) + 8 = 212d6 + 5 ⇒ (1, 3) + 5 = 9
| Darius Redgrave |
"GET ME OUTTA HEEEERE!!" Yells Darius from inside the iron maiden.
Then tries to force his way out.
Strength Check: 1d20 + 1 ⇒ (2) + 1 = 3
Aaaand nothing happens.
| Brother Grergof Varsk |
Ugg both of them... Which one do I...
Closest first... Must be precise.
Grergof draws out his scimitar and slashes at the hand gripping Spugnoir's neck.
Scimitar - Power Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Damage + Power Attack: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9
| GM Foxy |
Grergof precicely cuts the undead hand at Spugnoirs throat destroying it.
(Spugnoir, please a will save to not shit your pants as Grergof attacks as if to behead you ;)
Darius realizes that the image of Jominda was an illusion, but at the same time his body is wrecked with pain, as if it were being pierced in dozens of places by iron spikes.
Will Save Darius DC 14: 1d20 + 7 ⇒ (6) + 7 = 13
As the iron maiden opens again, Darius body appears to bear dozens of deep, bloodless punctures.
(Darius becomes cursed by the haunted iron maiden and has his Constitution reduced by 6 points. That's no ability damage and no ability drain.)
| Darius Redgrave |
"I don't feel so good..." Darius says and falls to one knee.
So it's not ability drain or ability damage so a Restoration wouldn't help. I need Remove Curse to get rid of the Con damage right?