| Rynjin |
Cassiel's funeral is in the morning.
Grimburrow performs a service much like the one he gave Lorrimor. Nobody else is in attendance besides the priest and you, along with Kendra. It seems none of you will be mourned by these villagers if you are killed.
After the service, the day is yours to do with as you please. Ezekiel is still quite hurt, but can walk around easily enough.
| Ezekiel Andervalst |
Ezekiel speaks to Grimburrow after the service. "The body didn't walk away, did it?"
| Ezekiel Andervalst |
Ezekiel visits the magic stuff seller.
"I found the defacer. He is dead."
| Rynjin |
"Have you seen any strange occurrences recently? The talk of the town seems to be about the statue."
"Now and then, if you visit Harrowstone near sundown, you can hear the ghost of the warden’s wife wailing and sobbing from somewhere within the ruins. She haunts the prison now, forever mourning her husband and attempting to frighten anyone who intrudes on the prison."
| Ezekiel Andervalst |
"I forgot his name. He was being controlled by some evil power that gave him youth and strength."
| Ezekiel Andervalst |
Carefully taking the book, "Thank you, uh, I forgot your name too. Bye!"
| Ezekiel Andervalst |
Rest and heal.
| Rynjin |
So, assuming Shoukichi casts CLW on you every day, you should heal 2 HP tonight, then 1d8 + 2 ⇒ (1) + 2 = 3 1d8 + 2 ⇒ (6) + 2 = 8 1d8 + 2 ⇒ (3) + 2 = 5 tomorrow.
Total, 18 healing the first night after everything, putting you at 25 HP.
So, second day, 2 HP from rest, plus 1d8 + 2 ⇒ (3) + 2 = 5
You're at full HP, and Shoukichi's down one spell (of his 3). Want to rest another day so everyone's at full strength (and spells)?
| Ezekiel Andervalst |
Sure.
| Ezekiel Andervalst |
NuCube when will you arrive?
| Azrin Nemarosa |
The next morning there's a knock on the door.
It's an acolyte from the temple, wearing a wooden Pharasma spiral and a bandolier with some flasks of holy water.
"Good morning. My name is Azrin Nemarosa. You probably don't remember me, but I helped prepare your friend Cassiel's funeral a few days ago. I am truly sorry for your loss, but I hope it will be some consolation that, after such a long life, his soul is finally at rest."
"But I'm not here just to pay my respects. I understand that Cassiel was killed by undead creatures while you were exploring Harrowstone. If you are planning to go back there, I think it would benefit you greatly if I came with you. I would be honored to help wipe away the infestation of the undead from that place."
| Ezekiel Andervalst |
Ezekiel gives Azrin a brushing handshake.
"So we go to Harrowstone, yes?"
| Steef Krafslayer |
Sorry, exams and stuff. I'm done now though!
"Nice to meet ya, Azrin. It'd be great for you to come along. I'm Steef, and this little guy here" he gestures to the dog "is Moose. Say hi, Moose!" He waves Moose's paw at Azrin.
| Ezekiel Andervalst |
Ezekiel clomps back upstairs.
"This is where he died."
| Rynjin |
Wow you really did that
1d20 + 1 ⇒ (9) + 1 = 10
...Is what Ezekiel was GOING to say, but as soon as he walks in the room he stops cold with his mouth half open.
You are Paralyzed and unable to move.
The stirges move in more quickly than their master, and begin biting you all over as you are helpless to stop them.
The skeletons in the cages begin to rattle ominously again, but none seem able to escape their cells...yet.
| Ezekiel Andervalst |
GLORIOUS BARBARIAN WILL THROW IT OFF
WILL: 1d20 + 1 ⇒ (6) + 1 = 7
WILL: 1d20 + 1 ⇒ (4) + 1 = 5
EXCUSE ME
WILL: 1d20 + 1 ⇒ (10) + 1 = 11
WILL: 1d20 + 1 ⇒ (20) + 1 = 21
Ezekiel rips open the door to the nearest cage and smashes the first skeleton.
Rage.
STRENGTH CHECK: 1d20 + 6 ⇒ (15) + 6 = 21
SMASH?: 1d20 + 8 ⇒ (18) + 8 = 26
SMASH!: 3d6 + 10 ⇒ (3, 5, 2) + 10 = 20
| Steef Krafslayer |
"Oh, for the love of...
Steef marches up to Ezekiel and punches him as hard as he can. "I'M NOT LOSING ANOTHER FRIEND, DAMMIT! SNAP OUT OF IT, YOU PIECE OF S@!@!"
| Ezekiel Andervalst |
The f~~* do you think you're doing?
When you're hit with a status effect you don't just go "Lol I'ma roll my save until I get one that passes and then ignore it".
Cassiel rolled a save every round. The skeletons are stuck. A pile of beef is blocking the door.
I mean, since it was frozen-in-place save-every-round then I figured it was basically hold person. No need to let your jimmies get rustled.
| Azrin Nemarosa |
"Ezekiel, wait!"
Azrin watches with dismay as the barbarian charges into the room and freezes in place.
Once Zeke manages to shake it off (I'm going to assume nothing bad happened while Zeke was blasting forward in time...), Azrin casts Bless on the group.
"Haven't you realized by now that there are more dangerous things than skeletons at work here?!"
| Shoukichi Heisei |
I thought CS:GO would bring the "are you guys serious" moments, but this works too.
"You know, I'd be all for dungeoneering if we actually had some power. I'm not willing to fight an even fight again."
Shoukichi casts Detect Magic and also looks for anything flammable.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
[ooc]Don't quite know if I'll need a Perception check for this. I assume I will need to for Fine sized objects and such.[/dice]
| Rynjin |
The skeletons are stuck FOR NOW, yes.
There's 4 rounds in the intervening space there bud. And the Strength Check would be a Standard anyway so "I rip open the door and smash" isn't a thing you can do. This is why I said take things one round at a time way back. It screws things up.
9d20 ⇒ (11, 11, 5, 7, 20, 4, 2, 2, 19) = 81
The skeletons clatter forward and begin pulling at the bars, trying to bend or break them to get through.
One succeeds, pushing its way out of the cage. Thankfully, it is all the way at the end of the hallway and can't make it to a position to do any harm yet.
Initiatives. Regardless of your score, the skeleton has already acted, so you all essentially go first no matter what.
1d20 + 6 ⇒ (1) + 6 = 7
They need a 20 to break free so I wouldn't be too worried. You can smash the ones that are in the cages with no issue (or Channel and hope for a good roll to kill the majority of them, Azrin)
Shoukichi finds nothing truly flammable. If he recalls, this place has already been burned, and badly. While the damage up here isn't as extensive as the lower levels, the combination of the flames and time's ravages has destroyed most cloth and paper, and most of the wooden furniture is rotten. There may be some better preserved in rooms not so exposed to the elements.
Not that setting a fire would do a whole ton of good unless you brought lamp oil or something with you. A Dungeoneering kit has those standard.
| Steef Krafslayer |
Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Steef draws his bow. "This time...this time I'm going to do better."
Except for with dice rolls, apparently. What the hell has been going on with these crappy rolls lately?
| Shoukichi Heisei |
I've got a plan, and it involves a whole lot of fire. That is unless we get some other tools.
Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Shoukichi lets out an Inspiring speech to commemorate the death of their friend and the new beginnings of another.
Perform: 1d20 + 9 ⇒ (6) + 9 = 15
| Rynjin |
Ezekiel Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Shoukichi
Azrin
Ezekiel
Steef
Skeleton
End of Round: Skeletons try to break free again.
Shoukichi performs the performance of his people, boosting morale and making his friends better at hitting enemies!
Azrin likewise boosts his companions, praying to Pharasma for aid.
Ezekiel remains frozen in place like a good little boy.
Steef?
| Steef Krafslayer |
"Right then. Let's just deal with this guy here..." Steef readies his bow and fires at the advancing skeleton.
Flurry 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Flurry 2: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
| Rynjin |
Assuming you used your Blunt arrows.
Steef nails the skeleton right between its eyesockets, dropping it.
8d20 ⇒ (8, 20, 7, 9, 7, 6, 15, 12) = 84
Another skeleton breaks free, this one a lot closer.
Here's how I'm gonna do it. Considering you have a whole round to act, each one of you, before one breaks loose, unless two or more break free in one round I'm assuming you crush it and move on.
7d20 ⇒ (15, 7, 16, 14, 11, 10, 14) = 87
7d20 ⇒ (3, 3, 15, 8, 14, 19, 14) = 76
7d20 ⇒ (7, 18, 16, 14, 20, 2, 4) = 81
6d20 ⇒ (10, 15, 20, 17, 11, 7) = 80
5d20 ⇒ (16, 16, 14, 5, 12) = 63
5d20 ⇒ (16, 2, 8, 3, 2) = 31
And since they've been stuck in the cages for multiple rounds, you dispatch them all through the cage bars. Good job, all.
The group crushes the skeletons this time, though the Haunt still persists.
Ezekiel damage: 1d6 ⇒ 5
Ezekiel takes 5 damage when the Haunt ends, from bleeding wounds showing up everywhere, reminiscent of Stirge bites.
Where to next?
| Rynjin |
It appears this room used to be a kitchen, though it's hard to tell just by inspecting the charred and blackened remains of it.
Nothing of note remains here, besides a "hidden" pantry which bears the signs of foodstuff...long since eaten by rats and squirrels.
Next?
| Rynjin |
I didn't call for Perception checks since there really is nothing there to find. So picking a new destination or leaving are really your only options (or turning the burnt out kitchen into base camp? Iunno).
| Rynjin |
The flight of stairs leads downward, to the first floor.
Descend?
Note, there are unexplored bits on this floor, still. You don't have to stay here but keep it in mind for later in case you want to come back.
| Ezekiel Andervalst |
Let's explore the rest of this floor first. Person with the best will save goes first.