The smoky, filthy rootops of Underbridge sprawl below this dizzying perch. The conical roof supports an onyx statue of an angel. Towering like a god, her weathered features are caked with grime, making her seem almost demonic in countenance. At the far end of the hollow space under the roof, in the angel’s shadow there is an opening. Here the Arcane Eye sees a nest of cushions, silk sheets, and a line of several small chests. But more importantly it sees a large snake-like creature resting on the silk cushions. The creature has a head like that of a human woman with flowing dark black hair. It is wearing an intricate mask.
What does Elektra do with this information. Entrance into this area is along a rickety set of wooden stairs attached to the outside of the tower. The rickety stairs leads to a rooms below the top section of the tower, and then to an area with the tower bells below that. In other words there are two levels of wooden stairs attached to the outside of the tower.
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
If KnowNat is allowed:
KnowNat:1d20 + 11 ⇒ (14) + 11 = 25
Elektra will look over the mask and her displeasure is oh so evident in her face. "I am not sure we should sell them, they are symbols of norboger and made with misery and pain. They are magical, though and worth something. Alas, I am not sure our reputation and good standing.... will survive if we sell them."
You are not familiar with this creature. I used your previous roll and applied your Knowledge Nature modifier. With Knowledge checks, you do not get a reroll. If we had been in ftf play, I would have told you what Knowledge check to roll.
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
"Well we could move up the tower and if we are close I port Brandark and Stone up while Garreth and Flynn come from down the last few meters. This way we can flank her"
I can sell them if we want, my reputation is vaguely known at best, advantages of having multiple identities. All do is disguise myself, nothing i haven't done before
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
@Flynn I think it would be best if they where not put back into evil hands.
@Elektra Then on wards to the breach.
Stone will draw his weapons and follow Crash and Smash into the tower.:)
It's Brute and Force, Stone....sheesh! :P Garrath moves to where the mask is, picks it up, puts it on the floor and smashes it under his foot. Assuming it's like a masquerade mask, and hard, if it's leathery, he'll use a dagger.
Destroying the various Skinsaw masks will be easy.
I will assume this will be done either back at the Lumber Mill or overnight at the Kaijitsu Estate.
But now you have this shaky looking tower that appears as if it could tumble over at any minute staring down at you. A pair of double doors leads to its lowest level.
DC 20 Local:
You notice a pub across the street from the tower. You will casually discover that the pub has ongoing bets as to when the tower will collapse. There is another wager on how many people it will kill when it falls.
Flynn checks the door. It is neither trapped or locked. He does not here anything beyond the door.
When Brandark opens the door and enters the room, he finds the air inside the clock tower is dusty and dry. Swaths of rubble and mounds of plaster lie in heaps on the stone floor, particularly in the southwest corner. A single wagon sits to the northeast, and six partially collapsed offices line the northern and eastern walls, their doors hanging askew and their ceilings caved in. A wooden staircase winds up into the cavernous space above. High overhead, four immense bronze bells hang from sturdy crossbeams.
DC 15 Survival check:
You notice that despite the place’s general appearance of ruin, a fair amount of foot traffic has been through the area—the floor bears several Medium humanoid footprints and a pair of enormous misshapen prints that defy easy classification.
You notice hiding in the shadows in the far corner of the northeast colapsed office a large odd looking creature. In the shadows it is hard to define its form.
Tracks...things have been here recently Flynn says aloud noticing the shadows in the corner he whispers don't look directly at it, but something is in the corner, large it's hiding in the shadows
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Does low-light and darkvisison help? "Hello, come out to the light."
Moving in such a way that she has always some of her friends between the thing and herself, Elektra prepares for the worst.
Darkvision definitely helps. Once noticed, Brandark will see the creature clearly. Low-light characters will still have issues with something in shadows. But once noticed, you can point out the strange creature to one another.
@Brandark:
Brandark can clearly make out a misshapen monster, something from a child’s nightmare. A jumbled mass of body parts incorporating as much cow and horse as man. Its considerable girth is topped by an idiot head that leers and drools like a grotesque baby. Its face is cruelly stitched, the lips sewn partially together. It is dressed in straw and dung-covered rags that give off the sickly sweet smell of decay that wafts into the larger area. A trio of what appear to be carved pumpkins hang from cords on the creature’s belt, but a second glance reveals these to be horribly bloated human heads with a sick yellow tinge. It looks like an oversized scarecrow.
Does anyone move into the room where this thing stands almost motionless?
Garrath moves alongside Brandark, approaching the animated thing. He brings his greatsword down in a cleaving move, attempting to rend the thing to bits.
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
Stone will move just north of Brandark then he will bless the party.
Bless:
EFFECT
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
The large terrifying creature hacks at the big Barbarian with its scythe. It totally misses with it forward hack, but nearly critically strikes Garrath with it upward stroke.