| Theodor Kass |
Theodor nods to the doctor. Since we are dealing with the undead, that wand will probably be very usefull in a near future. He then looks at the objects. Are those the cursed itens you guys mentioned before?
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
| Dr. Stefan Von Herzog |
Stefan cautiously reaches toward the spellbook, hesitates a moment, then picks it up. He opens the book and attempts to determine anything about it.
Stefan does not currently have read magic prepped...
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
| GM Harker |
As Dr. Von Herzog begins to look through the spellbook to decipher the magical writing, the first thing to catch his attention is the presence of his name written numerous times all over the inside margins of the book. Strangely, when he looks away, the writing seems to disappear until he looks directly at the book again.
Due to this disquieting effect, Dr. Von Herzog has a -2 penalty vs. fear effects until further notice. There may also be further effects that are not immediately apparent.
With the damage done to the book, most of the arcane writing is too distorted to make out, but there does appear to be 9 spells still legible. Using his knowledge of spellcraft, he identifies Comprehend Languages, Dispel Magic, and Summon Monster IV. The other 6 remain elusive, but he knows he can try to decipher them again tomorrow.
Stefan's Spellcraft 2nd Spell: 1d20 + 9 ⇒ (20) + 9 = 29
Stefan's Spellcraft 3rd Spell: 1d20 + 9 ⇒ (9) + 9 = 18
Stefan's Spellcraft 4th Spell: 1d20 + 9 ⇒ (5) + 9 = 14
Stefan's Spellcraft 5th Spell: 1d20 + 9 ⇒ (5) + 9 = 14
Stefan's Spellcraft 6th Spell: 1d20 + 9 ⇒ (3) + 9 = 12
Stefan's Spellcraft 7th Spell: 1d20 + 9 ⇒ (7) + 9 = 16
Stefan's Spellcraft 8th Spell: 1d20 + 9 ⇒ (7) + 9 = 16
Stefan's Spellcraft 9th Spell: 1d20 + 9 ⇒ (17) + 9 = 26
| Bert Shieldworn |
I assume it is best for all of us to take one item?
Bert looks over the trinkets, but doesn't see anything that interests him. "You think we should split this up? If so, I can carry the hammer, I think."
Bert is used to taking orders, not terribly smart, he's not dumb..or unwise, just more like a good soldier, who follows orders for the most part
| Teilaenthis Arcanos |
"Let me see those items that could be considered weapons... I can sometimes learn something by handling them."
Teil will conduct object reading/battle readings on the items.
| GM Harker |
Teilaenthis identifies the ax as a +1 Handaxe, but he is also mentally assaulted of images of terrified victims being ambushed unaware and having their heads savagely removed with the ax. After this terrible vision, he realizes it would be especially effective against beheaded undead, such as the flaming skulls you've previously fought. Moreover it would be capable of greater harm against the spirit of the Lopper and any other effect of his manifestation.
Although the smith's hammer is not magical, Teilaenthis does receive a vision of the hammer coming down on a surprised dwarf woman's head, and then a tremendous flood of grief and regret. The vision continues as the previous owner collects all the pieces of her skull, but cannot find the last piece. It finally concludes with a number of other woman having their skulls bashed with the hammer, but the anguished owner never finding the right the piece to complete the first woman's skull. Teilaenthis is quite sure that if the hammer is brought near the ghost of the Mosswater Marauder, it would significantly weaken it.
| Bert Shieldworn |
Well see I use a shield and a polearm or spear, so the axe doesn't do me much. If you prefer the hammer over the axe, just ask, Bert will take whatever, being a good member of the team. Although, I suppose if I run out of bless weapon, the undead beheading axe might come in handy.
| Tara Eliade |
Tara steps to the side to allow Teilaenthis to take hold of the two weapons, as she watches him cautiously for any signs of harm. When nothing bad befalls the teifling immediately, Tara lets out a sigh of relief. Tara keeps an eye on Stefan as the picks up the chain and holy symbols with a quivering hand. For a moment panic flits across her face as her father's last moments play out in her mind's eye before she forcefully shakes her head and steps away from the closet. "I think that one each would not be unreasonable. That will leave two of us still fully functioning. Hopefully those two will keep the rest of us from losing our minds." Offering everyone a forced cheerful smile, Tara begins to examine the dozen holy symbols in an effort to keep her mind off of the hard battles that are to come.
Know Religion: 1d20 + 9 ⇒ (2) + 9 = 11
| Theodor Kass |
Well see I use a shield and a polearm or spear, so the axe doesn't do me much. If you prefer the hammer over the axe, just ask, Bert will take whatever, being a good member of the team. Although, I suppose if I run out of bless weapon, the undead beheading axe might come in handy.
Nah, its fine. Thought maybe you could put it to better use. Its not great for any of us lol.
Theodor picks up the axe.
| Sophie Kundegard |
Sophie nods approvingly.
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| GM Harker |
Among the holy symbols represented on the chain are Pharasma, Sarenrae, Shelyn, Abadar, Desna, Irori, Cayden Cailean, Nethys, Calistria, Norgorber, Asmodeus, and Gozreh.
Okay, Stefan is taking the spellbook, Tara has the holy symbols, Theodor is picking up the handaxe, and Vivian is taking the flute. Who is taking the hammer?
Also, what's your next destination?
| Dr. Stefan Von Herzog |
Stefan's studying of the spellbook is broken by a sudden look of fear and frantic turning of pages. He looks slightly shaken when he shuts the tome. "This is the spellbook of The Splatter Man. It seems to still hold a fragment of his psyche."
He seems to shake off the fear for now. "I believe there is still one more room on this floor we have not yet explored. Let us go there, then we should try to find passage into the dungeons."
| GM Harker |
I'll assume Bert meant the hammer, although if this is incorrect, then he'll have to work out with Theodor who is carrying what.
With all the items picked up by one of the members of the group, you depart from the item storage room to visit the one room left unexplored on the first level. Finding the door unlocked, the group enters to find this stark room contains a low stone bench against the north wall and a ruined desk to the west that sits under three narrow, barred windows. An old brass brazier lies on its side to the south, surrounded by several rusty branding irons.
As the group begins to look around the room, Bert, Stefan, Theodor, and Vivian all detect the rising smell of burning flesh. Bert and Vivian are the only ones quick enough to react to the strange odor. With her recent experiences, Vivian believes this is probably a haunt.
Bert Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Sophie Perception: 1d20 ⇒ 12
Stefan's Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Tara's Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Teilaenthis' Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Theodor Perception: 1d20 - 1 ⇒ (16) - 1 = 15
Vivian's Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Bert's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Sophie's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Stefan's Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Tara's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Teilaenthis' Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Theodor's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Vivian's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Surprise Round)
Teilaenthis
Bert <= Up
Vivian <= Up
Tara
?????
Theodor
Stefan
Sophie
Bert and Vivian can take a Surprise Round action (1 move or 1 standard).
| Bert Shieldworn |
I believe I just messed up the map, trying to see where to move. Bert will move into the room, halberd and shield at the ready.
Bert moves into the room, searching for an opponent.
| GM Harker |
Unable to prevent the Haunt from manifesting, Vivian shouts out a quick warning to the others. Unfortunately most of those in the room are still caught somewhat unaware by the malevolent energy of the area, as four rusty branding irons begin to float up into the air and turn red-hot at their tips.
The four irons then launch themselves at Bert, Sophie, Teilaenthis, and Theodor respectively, but they are all blocked by the armor worn by their targets. Afterwards, the metal rods clatter to the floor in their original places, once again cold and inert.
Attack on Bert: 1d20 + 2 ⇒ (5) + 2 = 7
Attack on Sophie: 1d20 + 2 ⇒ (6) + 2 = 8
Attack on Teil: 1d20 + 2 ⇒ (10) + 2 = 12
Attack on Theodor: 1d20 + 2 ⇒ (1) + 2 = 3
Ready for the basement?
| Sophie Kundegard |
Sophie jumps when the iron strikes the breastplate hidden under her clothing with a clang. Once the irons are on the floor she taps her nose and assesses them, then bends down to pick one up. She raps it on the floor, then shrugs and rises to follow the others down to the basement.
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| GM Harker |
With the cold spot haunt currently not active, the group cuts through the auditorium to arrive in the room with the hole leading to the dungeon.
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. Pieces of burnt bone from the encounter with flaming skulls yesterday still litter the area around the cavity.
Looking down, it appears to be a 20 foot drop to some water below. Navigating the hole without a rope appears initially difficult at first, but once past the jagged edges, it seems a rather average climb over ruined stone and timber. In game mechanics, you'll need to make two climb checks: The first is difficult, the second is easier. You'll also probably need a light source down there if you don't have darkvision.
| Sophie Kundegard |
Sophie pulls out some silk rope and an everburning torch. She hands the torch to Vivian, "Here, girl. Lead on." Then she hands the rope to the nearest muscle "Now boy, hold this tight or fasten it to something. I don't want you dropping that girl or myself when I follow behind her."
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| Vivian Deberth |
Thankies.
Vivian ties the rope and then start to descend
Taking 10 in Climb, if possible, would get her to 15, or she can take 20 (25 total). How hard is the task?
| Dr. Stefan Von Herzog |
Stefan casts a spell. Four orbs appear in his outstretched hand, each glowing brightly with an eerie greenish radiance. With a gesture, he sends them floating around the room and down the hole, providing illumination.
Dancing lights
"Perhaps we should secure an end of that rope to something substantial..."
Looking down the hole, he remarks, "Hmm. Regrettably, I've never had any particular predilection toward athletics..."
He then attempts to climb down the rope.
Climb: 1d20 - 1 ⇒ (18) - 1 = 17
| Sophie Kundegard |
when Sophie goes down after Vivian she will take 10 for 10 all the way down
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| GM Harker |
Okay, to make things easier, the climb order will be in order of who posted first. So that would be Vivian, Sophie, Theodor, Stefan, and Teil.
Combat starts when Vivian touches the bottom, so only Vivian and Sophie can take 10 on the Climb check. We'll say Sophie is halfway down the rope, so will either need to make a move action or drop 10 feet to get to the bottom. Everyone else is still up on top when it starts. From the ground floor, you can only see what's in the rectangle that Vivian is currently standing in. You can find the link to the dungeon map later in this post.
This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room. To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet above this ruin. To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.
As Vivian touches the ground, the room fills with a cacophonous roar of screams and howls, echoing throughout the chamber the cries of pain and despair. Then the surface of the dark pool of water begins rippling around the ruined lift, as two slimy, shifting masses composed of what looks like sticky rope or cloth emerge from the water. Dripping and horrible, they move to attack.
It's Knowledge (religion) to identify these creatures.
A link to the dungeon level can be found here. As stated above, Vivian is on the floor of the dungeon room, Sophie is halfway down the rope, everyone else is still on the ground floor. You cannot take 10 during combat, so if you want to climb down, you'll have to make a Climb check. Otherwise, you can make ranged attacks only on rectangular area Vivian currently standing in.
PC Initiative
Bert's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Sophie's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Stefan's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Tara's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Teilaenthis' Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Theodor's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Vivian's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
1d20 ⇒ 10
Initiative (Round 1)
Stefan <= Up
Tara <= Up
Sophie <= Up
Vivian <= Up
Teilaenthis <= Up
Bert <= Up
2 Dripping Enemies
Theodor
Stefan, Tara, Sophie, Vivian, Teil, and Bert are up!
| Sophie Kundegard |
I don't see the link to the dungeon map. Btw, you could use one link for all the maps and have each one on its own slide
going to let Vivian go first, then Sophie will act.
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| Tara Eliade |
"That doesn't sound good." Tara mumbles to herself as she hears the loud noise issue from the hole. "Miss Deberth, are you well?" she attempts to shout of the roar.
Tara will hold her turn, as there is not enough space on the rope nor am I confident that I can clear that fall without needing to use up all my healing.
| Sophie Kundegard |
Hearing the noise but unsure what is happening, Sophie takes one hand off the rope, casts a spell, taps her own forehead and then drops to the ground. There she also taps Vivian. "Careful girl, if these are undead, I just made you invisible to them. They'll see us both if you take action against them."
cast Hide From Undead on herself and Vivian. Wasting third target unless the charge can be held somehow. Dropping to the ground as a free action. Drawing Longspear as a move action. Thanks to her claws, Sophie also threatens adjacent spaces. She will take AoOs if she determines that her spell failed for some reason.
1 2
3 4
landing spot: 1d4 ⇒ 4
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| GM Harker |
Sophie, would you care to make an Acrobatics checks to soften your fall from 10 ft.? Also, after falling you're prone on the ground as I've indicated by placing your icon on its side.
Teil, please make a climb check if you want to go down the rope. You move one-quarter speed and need both hands to move down. The climb is 20 ft., but you can safely jump off at the last 5 ft. (after climbing down 15 ft.).