| Zed Ulmin |
Kazamir, I believe.
| Valavastra Cross |
yes, it was Kaz
Produce Flame: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10for: 1d6 + 4 ⇒ (6) + 4 = 10
Vala hurls another globe of fire at Delphine, but her fear of hitting Zed or Hazel may spoil her aim outright.
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: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: inflict light wounds [ ] [ ], know the enemy* [ ], produce flame (CL4) [X]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues [ ]
Ongoing Effects
Monstrous Insight (2/10): +2 to hit, +2 AC vs Delphine
Produce Flame (2/4 minutes)
| Kazamir Rhuul |
Yup, I have those.
Kazamir steps to the east, drawing a vial of holy water from his belt pouch. He targets the ghoul and throws.
ranged touch in to melee: 1d20 - 2 ⇒ (16) - 2 = 14
2d4 ⇒ (3, 1) = 4
"The Iron maiden is a haunt, Constantin! It's not Kendra!"
he shouts, trying to break through the haunt's influence.
| Hazel Stokes |
Round 2
Completely caught by surprise as the ghoul-like creature pounces and attempts to shred her with its long claws, Hazel is forced to let go of Constantin as she brings her arms up to defend herself. "I didn't do anything to you! GET OFF!" she cries as she falls back and draws her starknife, touching her fingers to the blade. The weapon begins to glow with a familiar green light as she calls, "Vala, Kaz, stop him! We'll deal with her!"
5 foot step away from Delphine, move action to draw her starknife, a standard action to invoke her Holy Strike blessing.
| GM-JZ |
Round 2 - Enemy
Delphine simply shrieks when Hazel talks, a guttural, inhuman sound full of jealousy and hate.
Claw 1: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Claw 1: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Rend auto damage: 1d6 + 3 ⇒ (4) + 3 = 7
She once again leaps on the woman, ripping savagely at any piece of exposed flesh and sending streams of blood flying.
At the same time, Kaz notices the manacles recovered earlier rising from his satchel on wisps of ethereal energy. They flip open and suddenly try to clamp onto the investigator's wrists!
Touch attack: 1d20 + 3 ⇒ (14) + 3 = 17
cmb: 1d20 + 8 ⇒ (2) + 8 = 10
They click firmly shut and he feels them tightening on his wrists but not to the point they could yet cause damage.
Round 3 - Heroes
| Zed Ulmin |
Zed's onslaught is relentless.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d10 + 8 ⇒ (10) + 8 = 18
| Hazel Stokes |
Round 3
There's not even time for Hazel to scream as Delphine tears into her with her claws, splattering blood all over the floor and her nearby companions. "Won't...go down...that easy!" she gasps as she calls upon Desna's blessing to protect her from the vengeful ghoul. Adopting a defensive stance, she attempts to strike back at her attacker.
Attack (Starknife; Holy Strike Blessing, Fighting Defensively): 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Holy Strike Damage: 1d6 ⇒ 6
But the sheer amount of blood lost within just a few seconds is clearly taking its toll on the young woman, leaving her dizzy and disoriented which throws off her swing.
Using a Fervor point to swift cast Protection from Evil and then using a standard action to fight defensively, which should add another +2 to her AC until next round.
| Kazamir Rhuul |
Kazamir is surprised - yet strangely unsurprised - as the shackles attack him. He does his best to lever his wrists out of them quickly...
cmb: 1d20 + 2 ⇒ (19) + 2 = 21
...and if he succeeds, he grabs them just below each cuff, like grabbing a venomous snake.
| GM-JZ |
Zed brings his axe down once again, crunching with the sounds of breaking bones on the back of the ghoul's neck. With little or no flesh there to absorb the blow it crushes the top of her spine like a dry tree branch and she collapses to the ground.
As soon as she does so, the manacles writhing around in Kaz' hands drop limp.
The danger is not over, however.
As Constantin approaches the iron maiden it yawns open. To the rest it is obviously empty but for him the image of a bound and struggling Kendra is plain as day.
He reaches inside to help her when the lid slams shut, sealing him in.
Immediately he realises he has been tricked by an illusion and though the spikes have been removed, he can still feel the agony of them ripping into his flesh.
Damage: 3d6 ⇒ (4, 5, 3) = 12
Constantin Will save: 1d20 + 6 ⇒ (8) + 6 = 14
The damage is bad but the save is a good thing - avoided a curse effect to deal a permanent -6 strength!
Round 4 - Heroes
| Kazamir Rhuul |
Cursing sulfurously, Kaz drops the manacles and leaps to the doors of the iron maiden, retrieving another vial of holy water as he goes.
The former constable smashes the vial directly onto the torture device.
touch attack: 1d20 + 2 ⇒ (18) + 2 = 20
holy water damage: 2d4 ⇒ (4, 3) = 7
| Zed Ulmin |
For the record GM, a tetsubo basically looks like a baseball bat with metal studs in it.
Too many threats at once. We can't handle everything. Zed sweeps across the room to the iron maiden and drops his weapon, using both hands to try to force it open. "I could use some help..." He says through gritted teeth.
Strength: 1d20 + 3 ⇒ (16) + 3 = 19
| GM-JZ |
The haunt controlling the iron maiden only has 1hp left so I'm going to go ahead and just call this.
Vala watches with thinly veiled disgust as the ghoul contorts and curls up like a dead spider, her limbs turning black and withering as if suddenly aging a hundred years.
She shivers but has a strong will and turns back to the task at hand. She discharges a beam of white light over the iron maiden and it suddenly bursts open, spewing forth the bleeding Constantin who falls forward onto his knees.
Combat Over
| Valavastra Cross |
Vala shakes her head sadly, "That was decidedly not Vessoriana." She then kneels down beside Constantin and places a comforting hand on his shoulder as she helps him to his feet.
healing hex: 1d8 + 3 ⇒ (4) + 3 = 7
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: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz, Constantin
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: inflict light wounds [ ] [ ], know the enemy* [ ], produce flame (CL4) [X]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [ ] [ ], tongues [ ]
Ongoing Effects
Produce Flame (2/4 minutes)
| Constantin Ionescu |
Constantin stumbles out, gashes and puncture wounds leaving him badly mauled. He staggers to his feet with the help of Vala. "It was Kendra... a vision of Kendra trapped in the iron maiden. I couldn't let the haunts do that to her, it was too much..."
He stands limply, takes control of his breathing and closes his eyes for several moments as he centers himself again.
"The strain of this must all be wearing on me. I apologize for endangering the rest of you," he says. "In retrospect of course it was foolish; unless the ghosts had powerful magic, they had no way to whisk Kendra down here into a trap. But in the moment it seemed like I couldn't risk it. I had to try to save her." He smiles wanly. "Sorry."
| Kazamir Rhuul |
Kazamir smiles a little ruefully back at Constantin. "Ah, my friend, who better than you knows how supernatural forces can affect the mind. No, no fault of yours. The evil and tragedy of this place run so deep..."
He trails off, helping Constantin to his feet.
He examines the body on the rack.
perception: 1d20 + 9 ⇒ (2) + 9 = 11
| Hazel Stokes |
"Kaz is right, it's not you - it's this place," Hazel agrees, leaning against a nearby wall for support. "But that's...that's five down, two to go now. We're almost to the other end; we just have to stay strong and keep our wits."
She looks down at her shredded clothing and still-oozing wounds and winces. "Really could've done without that tussle, though..." she mutters as she pulls out one of the more potent healing potions they'd found earlier and drinks it down.
Cure Moderate Wounds Potion: 2d8 + 1 ⇒ (4, 6) + 1 = 11
| GM-JZ |
The body on the rack still wears the tatters of a suit of chainmail armor though badly rusted and full of holes.
You can quickly determine the truth of this poor man's demise. You can see evidence of broken bones, severed fingers, dislocated hips and shoulders, a shattered jaw and numerous long needles driven into his ears, eye sockets, elbows and knees.
Sitting within his broken pelvis are a set of keys - he was probably forced to swallow them. Finally, wedged into his jaw is the object which was likely used to shatter it, a thick metal disc emblazoned with the insignia of a set of scales.
| Zed Ulmin |
By the Mother... Zed mutters a prayer for the deceased man, then with a grim set to his jaw reaches in and grabs the keys and the metal disc.
| Hazel Stokes |
Hazel actually looks a little green as the extent of the man's injuries and what happened to him becomes clear. "They couldn't escape, so they took their anger out on the guards trapped down here with them..."
She turns away, a disgusted expression on her face. "No one deserves to go like that."
| Kazamir Rhuul |
"I hope that he rests easier than the others here."
Know/Loc: 1d20 + 9 ⇒ (3) + 9 = 12
He peers at the skull, then asks Zed for the disc. Assuming the inquisitor complies...
Kazamir straightens solemnly, rests a hand on the tortured skull as if in benediction.
Showing the badge to his compatriots, he say quiety, "This is a Warden's badge. I believe we have found the remains of Warden Hawkrun. When our tasks here are finished, we should gather these poor bones and ask Father Grimburrow to commit them to earth.
IN the meantime, before we go further, I suggest that we take this badge to Vesorianna. Did she not say that it would help her contain the spirits?"
| Zed Ulmin |
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
"It might be more worth our time to continue pressing on. But I'm not sure on the particulars of this spirit."
| Kazamir Rhuul |
perception: 1d20 + 10 ⇒ (17) + 10 = 27
Ah, before we go, either way... Kazamir starts, suddenly distracted by something on the southern wall. He paces toward it, squinting.
"There is a door here!"
| Zed Ulmin |
Zed turns and narrows his eyes. "Well let's check that out real quick than." Zed follows instructions to find the door and attempts to open it.
| Zed Ulmin |
Zed silently holds up his hand as his skin crawls. Instead of opening the door, Zed concentrates so he can know exactly what they're dealing with.
| Hazel Stokes |
As Zed and the others investigate the secret door, Hazel fidgets anxiously. "I think Kaz and Constantin are right; we should return that to Vesorianna as quick as we can. Maybe it'll help make tackling the last two spirits easier..."
Her voice trails off as looks of unease appear to come over everyone except herself and Rajuna. "What? What's wrong?"
| Zed Ulmin |
Zed takes a step back. Alright bastard, let's play it that way. "No, I have a new trick up my sleeve. Let's go in." First Zed heals himself, then raises his arms up over the party. "Daednu edih morf!" Blue motes sprinkle along his arms and he touches each member of the party, to apparently no effect. At the end he nods. "Undead can't see you now, although intelligent undead might break through the spell. Once you attack it goes away for all three of the people linked to you, so choose carefully." With that done, Zed opens the door.
ILW: 1d8 + 3 ⇒ (8) + 3 = 11
Casting Hide from Undead twice and getting the entire party with it. Intelligent undead receive a will save (DC 13) to negate, but mindless undead automatically fail. If somebody attack, the spell ends for all recipients. Zed, Hazel, and Raj will be bonded, and the other spell will bone Vala, Kaz, and Constantin.
| Zed Ulmin |
Zed speaks in a whisper. "Avoid the water, they can't see us but they can see what we move. And stronger undead might see us anyways."
| Constantin Ionescu |
Constantin says, "Logically, if we press on now, we don't know what we will face. We might even be slain. But we do know that the way back to Vesoriana is almost certainly safe -- we've taken care of the haunts back that way. So we can be reasonably sure that we can get back to her, deliver the Seal, and then come back this way with whatever advantages it brings."
| Hazel Stokes |
Hazel doesn't resist as Zed casts his magicks on the party but she does give him a rather baffled look. "Whoa, wait a second!" she hisses, trying to keep her voice at a whisper. "Zed, what's in here that's got you so cautious? Believe me, I'm all for sending these spirits to the Boneyard where they belong but this is one of those times listening to the academics might be a good idea!"
Hazel agrees that returning the badge to Vesorianna is probably the best course of action but if everyone wants to press on or if Zed makes a convincing argument then she'll go along with it.
| Zed Ulmin |
If we want to go back that's fine. Can I wait to cast my spells than?
| Valavastra Cross |
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If somebody attacks, the spell ends for all recipients. Zed, Hazel, and Raj will be bonded, and the other spell will bone Vala, Kaz, and Constantin.
Vala is patently not ok with this kind of spell, Zed! You didn't even ask first!
Vala shudders as the door is uncovered and shakes her head as Zed asserts to press onward. "No, Zed. I can almost-" her words trail off as she seems to strain, listening intently for some sound too far off to hear. Shaking her head gently as she abandons her reverie, she reaffirms her thinking. "I would not go that way unless we're at our full strength, Zed. Over confidence and recklessness in pursuit of ending the evil here will only afford these twisted spirits more advantages over us. We cannot afford that." She pauses and nods to Constantin, "Listen to to your fellow, Zed. Constantin's suggestion is a good one."
| GM-JZ |
The party trudges back through the dirt and grime of the lower levels before struggling back up the rope to the ground level.
The prison is quiet, at least for now. Somehow the echoes of your footsteps on the cold stone are no less eerie however. Eventually you make your way back to the laundry room where a pale blue glow emanates from under the door.
Vesoriana is within, pacing anxiously though her feet float just above the ground.
She turns as you enter, worry and fear etched on her ghostly face.
You must hurry! she blurts out. I can feel the spirits of those prisoners have been defeated but Ferramin... he grows stronger by the hour now! I don't think I can hold him much longer. Look!
For the first time you notice all around the room, seemingly on every flat surface are the letters;
V.E.S.O.R.I.A.N
It is not enough that he killed my husband when he was alive, now he torments me so! By tomorrow night he will have estroyed me and there is nothing I can do to stop him! I do not fear oblivion but the Hell he would wreck on Ravengro were he to break free.... IF you cannot destroy him you must get the people out of town, you must! her tone is almost frantic now, tendrils of eldritch smoke stream off her form as if she were still caught in the fire.
| Zed Ulmin |
Zed nods sympathetically. "I understand your plight. But I have marked this spirit, there is no escape for it now. I will always know where it is, and if it wishes to survive the wrath of the Lady or Graves it must hide itself away and never harm anybody. I assure you, I will destroy this spirit or die trying."
Which direction is the spirit at right now? God I love this ability.