| DM Trawets |
The party searches the belfry and creature but find nothing of any value or use. As they move downstairs and pass where Ebin's corpse was they notice it is gone. Volta has the key for the steel door on the first floor and unlocks it and Groff opens it. From the door way you can see two doors to the left, one straight ahead and it appears the hallway opens into a cell block.
| Volta Delbove |
Volta moves up towards the first door on the left and checks it out, disarming any traps if there are any. He does NOT open the door.
Volta says, "The door should open easily but half the time I do so, something evil tries to rip my head off. I like my head where it is. So if some brave heroic warrior would do the honors..." Volta trails off the snark but seems more like just tired and very, very young.
Perception: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7 Add +1 if a trap.
If any traps:
disable device: 1d20 + 13 ⇒ (4) + 13 = 17
| DM Trawets |
Groff carefully opens the door. This open-air chamber resembles a large cage. On the other side of the bars lies a dug-up potter’s field where the bodies of criminals rest in unmarked graves. Beyond, the wind-blasted desolation of Beldrin’s Bluff beckons. Cracked buildings slump against each other in the distance, many already collapsed into piles of rubble. Shadows move between the old stores and dance in the broken maws of their cracked front windows. For a second, a few pairs of red eyes peek out from the inky black, only to be swallowed up again. The cage here is empty save a stocks, where painfully hobbled criminals wallowed to the joy of onlookers, who spent their own frustrations by hurling rotting fruit at the accused. Suddenly, a moaning issues forth from the dug-up graves and bloated rotting fingers reach up and claw toward freedom. Six corpses, nooses draped about their necks, push to their feet and lumber toward the bars, picking up stones as they come.
| Volta Delbove |
Volta stands behind Groff and anyone else willing to step up, while pulling out his crossbow and arming it.
"I hope anyone gets out of this alive, that would be a miracle. Seriously, Cayden we could use one now." Volta replies, starting out be bit sourly but ending more desperately sounding.
| Volta Delbove |
Volta says, "Clear line of fire!" Volta making sure that no one is in the way, fires from around the edge of the doorway at one of the undead.
Attack with Crossbow: 1d20 + 4 ⇒ (6) + 4 = 10
Damage with Crossbow: 1d8 ⇒ 6
If roll is 19-20 do x2 damage if confirmed.
Critical Confirmation Roll: 1d20 + 4 ⇒ (12) + 4 = 16 only to confirm critical hit.
Critical Damage Roll: 1d8 ⇒ 3 Only on confirmation of critical hit
| Nokayoma Kanna |
Kanna lifts her bow and fires at the same one that Volta targeted, putting two arrows to flight in the span of less than a breath.
Bow Attack: 1d20 + 3 ⇒ (2) + 3 = 5 Damage: 1d6 ⇒ 4
Bow Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 ⇒ 6
| DM Trawets |
Groff takes careful aim and hits one of the bars square in the center. Volta shoots at the same one and it doesn't penetrate its skin. Kanna fires twice and manages to sink one arrow into the creature but seems to do little damage, much less than he through a hit like that would do. The creatures throw the stones they picked up missing everyone badly.
Attack: 1d20 - 4 ⇒ (3) - 4 = -1
Attack: 1d20 - 4 ⇒ (14) - 4 = 10
Attack: 1d20 - 4 ⇒ (15) - 4 = 11
Attack: 1d20 - 4 ⇒ (3) - 4 = -1
Attack: 1d20 - 4 ⇒ (6) - 4 = 2
Attack: 1d20 - 4 ⇒ (10) - 4 = 6
| Nokayoma Kanna |
Kanna fires again at the same one she had previously wounded.
Shortbow Attack: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d6 ⇒ 1
Shortbow Attack: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d6 ⇒ 3
| Volta Delbove |
Volta goes with Seldion and checks out and unlocks the door after disarming any found traps.
Perception: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 Add +1 if a trap.
If any traps:
disable device: 1d20 + 13 ⇒ (2) + 13 = 15
Unlock door:
disable device: 1d20 + 13 ⇒ (2) + 13 = 15
Volta is done with opening doors. "Anyone want to open this door? I give 3 to 2 something terrifying pops out!" Volta steps back to allow the brave hero to volunteer.
| DM Trawets |
Gloom reigns here, and the room scorns light. An unnatural cold pervades this place, cutting right through cloth and flesh. A raised gallows with a noose hanging from its crossbeam stands sentinel in this room where hundreds of souls died either with a quick snap of the neck or jerking freakishly. The air in this dark chamber is absolutely still and unusually cold. The silence suddenly breaks when a single creak echoes from the rickety stairs of the gallows. Another follows, and dust shakes from the steps as a figure comes into view. His hands are bound before him and he lurches with a palsied gait as he comes. His head is shrouded in a black bag, hanging impossibly at a right angle off his mangled neck. A sound like an old door hinge or leather dragged over wood curdles from his shredded throat and he reaches for you with arched fingers curled into white claws.
Init Groff: 1d20 + 1 ⇒ (7) + 1 = 8
Init Volta: 1d20 + 4 ⇒ (16) + 4 = 20
Init Ianfir: 1d20 + 3 ⇒ (5) + 3 = 8
Init Nokayoma: 1d20 + 4 ⇒ (2) + 4 = 6
Init Finngarth: 1d20 + 1 ⇒ (10) + 1 = 11
Init Seldion: 1d20 + 2 ⇒ (11) + 2 = 13
Enemy: 1d20 + 4 ⇒ (4) + 4 = 8
| Volta Delbove |
Volta takes his crossbow into both hands and fires at the figure. "Taking the shot!."
Attack with Crossbow: 1d20 + 4 ⇒ (18) + 4 = 22
Damage with Crossbow: 1d8 ⇒ 3
If roll is 19-20 do x2 damage if confirmed.
Critical Confirmation Roll: 1d20 + 4 ⇒ (18) + 4 = 22 only to confirm critical hit.
Critical Damage Roll: 1d8 ⇒ 4 Only on confirmation of critical hit.
| Volta Delbove |
Volta looks at the result and shrugs. "Anyone got any magic that can fight a ghost or spirit or something I can't hit at all? If not close the door and move on if it comes through the door we die, nothing we can do about it. So don't worry about it."
If no one steps up to fight the apparition Volta signals for the door to be closed and moves on to the next point of interest.
| Volta Delbove |
Volta nods at Seldion saying, "Sure why not. I'll open the last door we see, some warrior can open it and ,if you can, check for magic thereafter, maybe we'll catch a lucky break for once and there'll be something we can use to fight the unbeatable."[/b]
Volta goes to the last door, and does his routine...
Perception: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25 Add +1 if a trap.
If any traps:
disable device: 1d20 + 13 ⇒ (17) + 13 = 30
Unlock door:
disable device: 1d20 + 13 ⇒ (6) + 13 = 19
... then steps aside for someone else to open it.
| DM Trawets |
As the party turns from the door and moves down the hallway the jurors get a look into the room and see the creature. Patrissa screams and runs down the hallway the way they came followed by the two men yelling as well. The creature flies from the room after them and chases them into the main area and out of sight.
| DM Trawets |
As the screams from the jurors echo from the main hall you continue down and see several rusted iron cages take up most of the area. The barred doors are open and a few swing eerily, although no wind blows down here in
the dark. In the lane stretching between these cages lies a headless skeleton, one arm folded beneath it awkwardly, the other outstretched from its side.
| Volta Delbove |
Volta stiffens as the screams echo but puts it aside knowing he can do nothing about it, as helpless as he has been all along.
Volta follows Kanna, checking carefully about.
Perception: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13 Add +1 if a trap.
If any traps or doors need opening:
disable device: 1d20 + 13 ⇒ (15) + 13 = 28
"Master Seldion, could you check about for magic, if we find something, maybe it could be of some use ... to avoid that fate that echos even now."
| Volta Delbove |
Volta looks around and nods, "Sure, I don't have any better idea. I guess will see the bloody bits along the way." On that cheery note Volta tries bounding after Seldion but only manages a tired shuffle.