Hazel Stokes |
Almost as if on cue, Hazel can hear the sound of a door opening and she looks up to see Constantin and the others slowly parade into the house. Though she looks relieved to see everyone still in one piece, she immediately jumps to her feet and gives them an anxious look.
"Well...? What happened? What did Father Grimburrow say?"
Kazamir Rhuul |
Sorry, folks, It looks like I lost a long catch-up post, here. I'll be back and able to post more tonight, but in the meantime, can we assume that we have all brought each other up to speed? I don't want to hold anyone up...
GM-JZ |
Sure.
If what you say about Vesoriana's spirit is true and that this Splatterman character is spelling out her name day by day until he finishes and destroys her, what becomes of the town then? She warned that he would become even more powerful if she is not there to hold him in check and you have seen what he can already do by possessing Benjen. To leave that man in such a state for so long... he must have been under the spirit's influence all this time. No wonder he always looked so tired and strained, I bet the Splatterman prevented Benjen from even knowing what he had been doing all this time. So awful. Kendra says.
You have to finish this somehow.
Any further activity before resting and heading back to Harrowstone? If not, we will resume from the last room you dealt with unless tell me otherwise. Also, I think I will GM Raj until the end of this book to make sure you are not underpowered and then look for a replacement player in between Books 1 and 2
Zed Ulmin |
Well I'm 12 hp down and the only one capable of healing myself, so I say we go to bed.
Zed Ulmin |
ILWs: 1d8 + 3 ⇒ (2) + 3 = 51d8 + 3 ⇒ (3) + 3 = 6
That combined with a full night's rest should bring me to full hp. I am down 2 of my 4 first level spells for the day.
Very busy couple of days coming up. My posting may be sparse.
Hazel Stokes |
"Galus looked like he'd been starved and who knows what else, so the Sheriff being possessed all this time makes sense," Hazel agrees grimly. "And if so, things are definitely worse than any of us thought." She looks at the others. "Don't know about you, but I'm ready to put a stop to it."
Yep, I'm good to resume from where we left off inside the prison if everyone else is. Vala, if you have any healing left for today would you care to hit Hazel with it if no one else needs it worse? If not, I'll burn a spell the next day :)
GM-JZ |
The next morning the day dawns with a pale, milky light, the sun straining to break through a shroud of clouds that hang low on the horizon but at least for now the rain has stopped.
Old River snores loudly beside the fire that has burned out during the night, twitching in dream every now and then, his breath wheezing with every exhale as it had last night after he was healed. Following the thrust of Benjen’s knife, you wonder if the dog will ever be the same or if, like the sheriff himself, he has just become another victim of the villains at Harrowstone who continue to hurt the innocent even after their demise.
After checking their gear for the hundredth time, the party makes it’s way along the now familiar gravel path out of town and toward the prison, sitting like a crouched cat atop it’s hill, daring them to brave it’s depths once more.
As you approach you note that the memorial looks more or less untouched, the blood that was fresh there yesterday has been mostly washed away by the rain, leaving just an odd brownish-red sheen to parts of the statue.
Once again you steel yourselves to enter the prison and find, to your surprise, that the front doors are this time quite accommodating and swing open easily without any protest or slamming.
You cleared the west side of the ground floor but are yet to enter any of the east nor find a way up to the first floor or down to the basement level. I can’t post a map at the moment but in the foyer there were two doors headed east that you bypassed. You headed north out of the foyer to a room with a set of double doors that you entered that led to a short corridor form which you headed west. There are three doors in that corridor also leading east.
In summary, you have 5 doors to choose from, 2 immediately upon entry to the foyer and 3 in the corridor north of you
Valavastra Cross |
With another level under our belts and the holy waters we recovered during our last foray, do we think it's worth spending a few of those sanctified vials to permanently banish the haunts from these doors?
As the group approaches the derelict prison, Vala draws the new cloak Constantin had picked up for her tight around her neck as she shields herself from a slithering whisper of stale wind. "Oh, but this place is truly dreadful. Good heavens, let's be careful in there. I don't know that I could bare seeing any of you in the state you found poor Benjen." She shudders then as she thinks of the sheriff then breaks the thought by looking pointedly at the others. "Maybe we should start by recovering those items Vesoriana had mentioned? The ones tied to the worst of the villains who were kept here."
Zed Ulmin |
Zed nods and opens the proposed door.
GM-JZ |
Best be careful. Raj growls as Zed reaches for the door. Ain't never dealt with anythin' as tricky as these buggers. the warriors adds, drawing his twin daggers.
Zed pushes the door open with a creak. A short corridor littered with debris and dimly illuminated by a partially shuttered broken window ends in a rusted, but very stout looking iron door.
You approach, and after Kaz has satisfied himself that the door is not trapped, attempt to open it. Unsurprisingly though, it is locked and does not budge. The investigator realises that the lock is very complex and he could only open it with aid, whether magical or mundane.
Disable Device DC 30
Zed Ulmin |
Disable Device DC 30
You mean break DC lower-than-that?
Smash: 1d20 + 3 ⇒ (17) + 3 = 20
Zed Ulmin |
Trained only skills require trained assistance. With a break DC of 28 we're going to need to find a key. Do the doors look easier to break than the lock? I find that's a funny design flaw sometimes. Expensive lock, cheap door.
Zed Ulmin |
Yup. Rule of left. Every door shall be scanned with detect magic, detect undead, and eyes. Onwards!
GM-JZ |
Well rule of left takes you all the way back to the doors north in the corridor.
The iron door may as well be a brick wall. So for now, the party leaves it and seeks another means to get further into the complex. Returning to the foyer, they head along the corridor and to the double doors they left earlier and find they swings open easily.
Several mouldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. judging from what remains of the room's decor, this must have been the prison infirmary.
There is a single exit, to the east.
Zed Ulmin |
Zed takes a look around the room then moves towards the only exit.
Perc: 1d20 + 9 ⇒ (5) + 9 = 14
GM-JZ |
Zed and Raj move cautiously into the room with the inquisitor nodding to the private rooms to the west.
I'll check them. Raj says quietly in reply.
A search of this cluttered room reveals several useful objects - a pair of fully stocked healer's kits, 2 vials of antiplague, 3 doses of soothsyrup, 3 doses of bloodblock, 3 doses of smelling salts and 4 potions of cure light wounds.
Some of the objects on and near the moldy cots begin to rattle. At first it could be attributed to a slight breeze stirring some of the empty jars and rusty implements but within minutes they rise up into the air, floating and rotating slowly.
Suddenly, there is an ear piercing scream and a rush of wind. You shield your faces from the sudden cloud of dust.
When it clears you are met with an horrific sight.
A partially transparent, near-skeletal image of a broken prisoner looms in the centre of the room, chilling you all to your core before suddenly vanishing again.
Spirit: 1d20 + 1 ⇒ (9) + 1 = 10
Kazamir init: 1d20 + 0 ⇒ (12) + 0 = 12
Vala init: 1d20 + 0 ⇒ (3) + 0 = 3
Hazel init: 1d20 + 3 ⇒ (4) + 3 = 7
Raj init: 1d20 + 6 ⇒ (8) + 6 = 14
Constantin init: 1d20 + 1 ⇒ (7) + 1 = 8
Zed init: 1d20 + 2 ⇒ (17) + 2 = 19
Round 1 - Heroes
It appeared in E24
Hazel Stokes |
Last point of Str damage healed
1 HP of damage healed with rest
Will use one spell to heal self further before heading out to the prison
Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8 Fully healed.
Remaining spells for the day:
1st - Bless, Divine Favor, Protection from Evil
Orisons - Guidance, Light, Read Magic, Stabilize
Round 1
Starknife in hand, Hazel spins around in time to glimpse the spirit before if vanishes. "Another haunt? Or something stronger than that?" she hisses to the others as she watches for the thing to show itself again.
Kn. Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Valavastra Cross |
Vala shudders as the shriek washes over her, but she holds her ground and waits for the spirit to reappear.
Readied Action
Disrupt Undead: 1d20 + 2 ⇒ (14) + 2 = 16for: 1d6 ⇒ 6 -4 to hit if it appears in melee
HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets:
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues* [ ]
Ongoing Effects
Kazamir Rhuul |
knowledge/Religion: 1d20 + 10 ⇒ (5) + 10 = 15
perception (+5 vs. haunts if appropriate): 1d20 + 10 ⇒ (17) + 10 = 27
Kazamir scans the room, searching for some hint as to the source or epicenter of the spirit's manifestation.
Zed Ulmin |
Zed jumps at the sudden appearance, then begins scanning the room with detect undead.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
GM-JZ |
Kaz knowledge check assuming he relays this info. This is not a haunt. It is a full torso free floating apparition - a Poltergeist. These spirits are naturally invisible (it will not reappear) but it can dismiss this invisibility to reveal itself and cause great fear among those who see it. It is incorporeal - your non-magical weapons will not harm it and it uses powerful telekinesis to hurl objects at victims.
Based on the fact you now know it will not reveal itself unless to use it's fear aura, would you like to retcon your readied actions?
In round 1 you detect the presence of undead, Zed
Hazel Stokes |
Not sure about a retcon, but Hazel has the Weapon of the Chosen feat which would allow her starknife to damage incorporeal creatures. If some of the others have a means of hitting it I'm happy to try and take it down, if not we can grab the supplies and retreat for now; whichever seems best.
Constantin Ionescu |
Well it's sure not stacking books.
Constantin concentrates and steels himself against the unnatural horror of the ghostly monstrosity.
Casting remove fear on myself! If I manage to save vs. its fear power, I might be able to hurt it with mind thrust I using the Will of the Dead class feature, which allows the power to affect undead.
GM-JZ |
Round 1 - Enemy
The nightmarish visage rises out of the debris. The party stands firm but unable to see their enemy remains tense and ready.
Suddenly a storm of implements fly through the air toward them.
Scalpel, Zed, FF: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Miss
Plate, Constantin, FF: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Hit
Damage: 1d3 ⇒ 1
Brick, Hazel, FF: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Hit
Damage: 1d4 ⇒ 3
An old rusty scalpel whizzes through the air towards Zed's throat but he ducks it quickly while a broken ceramic plate cracks Hazel on the jaw and a piece of broken brickwork slams into Constantin's knee.
Round 2 - Heroes
It is still invisible so I have not altered the map
Valavastra Cross |
Vala ducks in alarm as the debris sails through the room and strikes her comrades, "If it won't reveal itself, we should retreat! There's no use standing around here letting it pummel us to bits!" She then moves back toward the way they'd come in by, watching carefully for any projectiles.
move & total defense
HP: 21/21
Negative Energy Resist 5
AC: 18 (14 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets:
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues* [ ]
Ongoing Effects
total defense: +4 dodge bonus to AC
Kazamir Rhuul |
"Agreed! Everyone grab something useful and beat a retreat!"
GM, did we actually pick up the objects Raj found? If so, I say we bolt. Hopefully, it will not follow, and hopefully, we do not need to destroy it to get to where we need to go.
Zed Ulmin |
"I can pin down its location if you give me another moment!" Zed shouts.
Hazel Stokes |
Seems like anyone who knows the Disrupt Undead cantrip could attempt to target the panel it was in.
Round 2
Hazel says nothing, her eyes watering from the pain in her jaw, but nods in response to Vala and Kaz's calls to retreat. However, she's not inclined to fall back without at least attempting to give as good as she got. While the others start moving out of the room she approaches the area where the thing had appeared and calls out, "Lady Starsong, guide my strike!" Her starknife seems to glow as she swings...
Attack (Starknife; Weapon of the Chosen): 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Miss Chance: 1d100 ⇒ 16
Miss Chance: 1d100 ⇒ 81
Move action to F24, swift action to activate Weapon of the Chosen, standard to attack. Not sure if I want to roll low or high on the miss chance but the feat allows a reroll if there's a miss due to concealment so I put both rolls there. I think all my ducks are in row, but let me know if I've forgotten something!
GM-JZ |
What about holy water or those haunt things? Raj hisses, keeping his eye out for more missiles.
Hazel slashes at the darkness and, guided by Desna's hand, is greeted by the feeling of the blade ripping cloth and a shriek of pain.
Round 2 - Enemy
Glass, Hazel: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Hit
Damage: 1d4 ⇒ 4
Brick, Raj : 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Hit
Damage: 1d4 ⇒ 3
Cup, Zed: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Hit
Damage: 1d3 ⇒ 1
Another storm of debris comes whipping out of the gloom.
Round 3 - Heroes
On this round you can pinpoint the Poltergeist, Zed
Zed Ulmin |
"There, it's right there!" Zed yells, pointing out the exact location of the creature.
Hazel Stokes |
Round 3
"Ow!" Hazel yelps as a heavy glass smashes against her shoulder. Noting that the spirit still hadn't shown itself even after taking a blow from her starknife, she snarls, "This thing fights dirty! Come out where we can see you!"
Sidestepping around the spot where the spirit still seems to be hiding, she attempts another strike with her weapon.
Attack (Starknife; Weapon of the Chosen): 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Miss Chance: 1d100 ⇒ 93
Miss Chance: 1d100 ⇒ 77 In case the first roll misses...
Rinse and repeat the same thing; 5 foot step to E25, swift to activate Weapon of the Chosen and standard to attack.
GM-JZ |
Wouldn't be able to use Magic Missile Kaz as it has total concealment whilst invisible.
Round 3 - Enemy
Hazel once again pierces the ether and draws a howl of pain from the unseen spirit.
As Zed points out where the spirit resides, Raj pulls a torch from his pack and strikes a flint against it, the flame at first guttering and then bursting in to life.
Burn to death did you, bastard? he shouts into the darkness, waving the torch around in front of him. Well good enough for you! Do you still like a lick of flame?
Whether he intended it or not, his gambit works perfectly.
Screeching in rage, the spirit reappears before you all - the same horrid, skeletal visage.
Hazel, Will save: 1d20 + 5 ⇒ (14) + 5 = 19
Constantin, Will save: 1d20 + 6 ⇒ (18) + 6 = 24
Zed, Will save: 1d20 + 5 ⇒ (16) + 5 = 21
Kaz, Will save: 1d20 + 5 ⇒ (20) + 5 = 25
Vala, Will save: 1d20 + 7 ⇒ (13) + 7 = 20
Raj, Will save: 1d20 + 2 ⇒ (18) + 2 = 20
Wow!
But even in the short time they have known eachother, the group has learned that the terrible experiences they have shared over the last few weeks have steeled their souls and even in the face of the terrible thing they stand firm.
Round 4 - Heroes
Vala and Kaz, feel free to take round 3 and 4 actions together
Constantin Ionescu |
Constantin's readied action goes off! Payoff! :D
As the spirit manifests, there's a sharp intake of breath from Constantin -- for a moment it almost seems as if the horror of the apparition has overwhelmed him. Then his face twists into a frown and he leans forward slightly as if pushing against an invisible wind. His hands clench and he lets out a ragged scream of forced effort. The air in front of him seems to whip and wave as invisible forces clash.
Very dramatic for little damage, Will save for half, I know. ;)
Mind Thrust I: 3d6 ⇒ (2, 3, 6) = 11 (Will save DC 14 for half)
Kazamir Rhuul |
A faint, silvery image of a Third Eye flickers across Kazamir's forehead. From it, a pair of quicksilver motes flash, darting into the hazy, horrific figure.
Magic Missile2d4 + 2 ⇒ (1, 1) + 2 = 4
We can just consider Kaz holding action through round 3 into round 4
Valavastra Cross |
Vala shakes her head in disbelief as the group holds their ground in such unfavorable circumstances. Unwilling to abandon them though, she tries catching the poltergeist as Zed calls out its location.
Round 3
Miss Chance (1-50 miss): 1d100 ⇒ 27
Disrupt Undead: 1d20 + 2 ⇒ (6) + 2 = 8for: 1d6 ⇒ 4
Round 4
Miss Chance (1-50 miss): 1d100 ⇒ 66
Disrupt Undead: 1d20 + 2 ⇒ (3) + 2 = 5for: 1d6 ⇒ 1
HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 15/50 remaining
Healing Hex targets:
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues* [ ]
Ongoing Effects