Eddred Maristan |
Fortitude save: 1d20 + 4 ⇒ (17) + 4 = 21
"Be at peace, spirit. Speak your words and depart, for the sun is bright and you do not belong here."
Spirit Lore: 1d20 + 7 ⇒ (14) + 7 = 21
Black Tom |
Nice rolls. You had me worried there for a moment.
You all take 8 points of negative damage except for Hilde who takes 14. Tindertwig also takes 3 points of bleed damage. But then Eddred's authoritative voice and arcane knowledge manages to banish the spirit.
The blood image dissolves into a spray and wafts in a spiral upwards, disappearing into the darkness above, but Hilde and Tindertwig can see it clinging to the trapdoor above.
You all get 80 xp each.
Except for Eddred, you each have a chance to try to staunch Tindertwig's bleeding before he takes more damage.
Hilde Forgedottir |
The dwarf tries to treat her injury, but doesn't have the skill.
Medicine check for treat wounds: 1d20 + 5 ⇒ (4) + 5 = 9
"I won't be much good in a fight, I'm afraid."
Henry Shepard |
Henry starts trying to help out Tindertwig.
Medicine: 1d20 + 5 ⇒ (15) + 5 = 20
"Nice going, mister Eddred."
Eddred Maristan |
"Vengeful spirits are somewhat common in Nidal. Thankfully less so in my adopted Ravounel. When we are hale enough to continue, I should like to discuss the face of the spirit. Did you notice her resemblance to the woman in the paintings? We have some researching to do, I think."
Tindertwig&Dirtbag |
Tindertwig pukes on the ground. Blood (along with breakfast, lunch, dinner, second breakfast, third lunch) colors the ground like a Van Gogh.
Mees no feelings toos guud.
Flat Check DC 15: 1d20 ⇒ 1
Flat check DC 15: 1d20 ⇒ 10
Hero point! Flat check DC 15: 1d20 ⇒ 1
The goblin seems to still be bleeding....
EDIT: Dirtbag begins choking...
Fort(T) DC 20: 1d20 + 5 ⇒ (4) + 5 = 9
Henry Shepard |
"Um, I think that discussion might have to wait," Henry claimed as he continued to try to staunch Tindertwig's bleeding. "Do we have any more of those healing drinks?"
Stop Bleeding: 1d20 + 5 ⇒ (5) + 5 = 10
Black Tom |
Well, I think it is clear that you will not be very fit for fight regardless of how the dice fall, so I am going to handwave this. The rules for bleed are pretty unforgiving.
After a concerted effort you manage to stop Tindertwig's bleeding but you are all so beat up that you decide to retreat to Otari.
Wrin looks concerned to see you so beat up, and even more so when you tell her what happened. She casts Heal and heals you all 15 points of damage, so it is up to you to decide if you have had enough for one night or if you want to investigate the lighthouse cupola before the haunt resets.
Henry Shepard |
"Thank you, miss Wrin. I'm sure I speak for everyone when I say we appreciate your support."
Henry looked to his companions. "Do ya'll fancy one more excursion tonight to the top of the lighthouse? It's a bit scary, honestly, but I think now's probably the best time.
Eddred Maristan |
Eddred (momentarily still an alchemist) says "I have only one more batch of reagents. So I'm not going to be much help. Why is it important to go now?"
Tindertwig&Dirtbag |
Tindertwig scratches his arse; yawning and slapping away Dirtbag's tongue.
Wees woulds likings ta sleeping under da trees da retink our current path in tis life.
Dirtbag nods in agreement.
Hilde Forgedottir |
"Would that vengeful spirit you dealt with return? It nearly killed Tindertwig, and wounded all of us. If we can find what we need to know before it comes back, so much the better."
Eddred Maristan |
You're right. There was a hint that it would.
GM, I rolled well on the Spirit Lore check. Do I know how soon that haunt is coming back?
Black Tom |
Having learnt a few new tricks you confidently set out to explore the lighthouse. The door to the lighthouse proper stands open just as you left it and you are dismayed to see that the bloodstain on the floor is back.
Do you want to enter or do you want to look elsewhere?
Eddred Maristan |
Eddred who has always borne a longbow and a strange symbol of a starry circle within an iron ring hanging from a leather thong about his neck spends several minutes marshaling facts about spirits in his head. When he is ready, he nods. "Let's go. This is a thing which should no longer be. It's time is long since passed. We must sweep it away to return these ruins to peace and stillness."
Holding his iron symbol aloft, Eddred enters the lighthouse.
"Spirit, depart! Seek the River of Souls and Pharasma's judgment. The Waiting Void commands your departure!"
Religion: 1d20 + 7 ⇒ (5) + 7 = 12 Uh-oh.
Henry Shepard |
"Huh. Well that's a bit anti climactic. I'd ask if we beat it last night, but it wouldn't be here if we did, would it?" Henry asked, scratching his head.
"We could take out that other skeleton orb thing if this thing's going to keep behaving."
Tindertwig&Dirtbag |
I would suggest Hero Point; but, the reset is not up yet...lol!
Tindertwig and Dirtbag both gird their loins, as Eddred enters the lighthouse; with a Childs toy in his hands.
Dirtbag makes a questioning growl at Tindertwig.
The goblin looks at the crocodile and just shrugs his shoulders.
Mees no bees knowings whats da girds or da loins bees.
Both just follow the weird dude still holding aloft a wooden Childs toy....
Exploration Mode: Search (Perception +5)
Tindertwig&Dirtbag |
Tindertwig nods seriously-like to Hilde. The goblin reaches into his pack to produce...(one moment; looking....reaching for...got it!) a crowbar!
Dirtbag just shakes his head in disgust.
The goblin gives the crocodile a what?! look.
Dirtbag kicks at the goblin's pack.
Tindertwig shakes his head, reaches into the pack, producing the thieves' tools.
Dirtbag smiles.
They both nod--still all serious-like--to the group.
Search +5 for both
Tindertwig&Dirtbag |
The goblin looks at his hands; each holding a crowbar and the other thieves' tools. He looks at Dirtbag (who is seen grooming). He looks at Hilde.
Youeses bees betters. Mees kins helps.
Aid Another DC 20 Thievery(T): 1d20 + 8 ⇒ (8) + 8 = 16
Dirtbag does creep away from this experiment. The crocodile gives Tindertwig a thumps up; although, he nods in the negative to the others.
Hilde Forgedottir |
The dwarf frowns at the lock. "I figure I have maybe one chance in four of opening that without the key. That reminds me--where did we put those two bronze keys we found?"
Black Tom |
One of the bronze keys does the trick and the trapdoor creaks open. You emerge in a large, circular room.
Rows of black metal bars encase this chamber like a cage. Shimmering waves of force flicker between the bars and gives the illusion that softly glowing glass encases this entire area. The floor to the north has an iron trapdoor; otherwise, this room appears empty save for a human-sized encasement of glass and iron that flickers and glows with an unsettling, almost nauseating pale blue shimmer — Gauntlight’s lantern!
Fortunately there is no sign of any ghost, or any other creature. There are no visible exits other than the trapdoor that you entered through.
Hilde Forgedottir |
The floor to the north has an iron
trapdoor....
Is that the trapdoor we came in through? If so, is it really iron on one side and bronze on the other?
Hilde Forgedottir |
"Can any of you figure out what that is, and what it's doing?"
Hilde ponders her studies of arcane lore while she waits for an answer.
Do you want to roll the Recall Knowledge check, BT?
Tindertwig&Dirtbag |
Dirtbag rolls over onto his back, laughing at the face of Tindertwig; as the goblin watches Hilde produce a key!
Whats da f+$*s!
Dirtbag giggles for a full minute. Tindertwig slowly places his tools and crowbar away....
Gauntlight’s lantern!
The unmistakable sound of s*@%ing one's pants is clearly heard from the goblin!
Dirtbag continues to roar with laughter!
Roseguard Lore: 1d20 + 4 ⇒ (15) + 4 = 19
Henry Shepard |
"Right now it just looks like it's glowing, but menacingly. Which isn't a helpful observation, so, sorry for that one."
Not wanting to stare at the light for too long, Henry walked around the lighthouse and looked out of the windows, trying to find the town in the distance.
Hilde Forgedottir |
The dwarf finishes jotting down a few notes for Wrin, then puts away her writing kit. "Let's go deal with that other skeleton. There's a room there we haven't seen yet." Once everyone is out of the upper chamber, she locks the trap door on her way out.
Black Tom |
You lock the door to the cupola and return to the clammy temple. The dead body lies as it did, next to the secret door. The smashed skeleton lies where it fell but the other skeleton seems to have moved back to its original position or left entirely.
Any preparations before you check the corner?
Eddred Maristan |
Eddred casts Magic Weapon on his bow just before they go in.
Ready.
Black Tom |
Battle map updated. I tried to put you in a reasonable position.
The skeleton hides in the very same corner as last time, but this time it is standing up. However, it is slow to react as you come into view.
Its initiative is 9 so if you beat that, you can act.