| Drake Windfall |
He walks along the patio looking up and down to see any more threats. He also picks up the different weapons and wraps the blades with some cloth before putting them half into a leather bag on his side. He only picks up the bows and two swords.
| Drake Windfall |
Ref: 1d20 + 9 ⇒ (20) + 9 = 29
Ref: 1d20 + 9 ⇒ (15) + 9 = 24
He avoids both of the swords and asks, "Anyone have detect magic to figure out these swords?"
| Imrik Farstrider |
Imrik will detect magic and try to figure out the swords. As he does he says, "Let's go through the door. It seems like the easiest path for now."
Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18
Spellcraft 2 if needed: 1d20 + 6 ⇒ (10) + 6 = 16
| Visayn |
Visayn braces himself and trying to remain calm says "Discoveries await us, that is certain. I will lead the way."
Through the door
| Calin Milotti |
"These swords may help us in future combat. If we can't determine what they are quickly, we must remember to come back here and try again after we clear this area."
Calin turns to Visayn. "I'm right behind you. We will face whatever comes together."
| GM Wolf |
Imrik tells about the simple sword with the green glow. "There are actually two magical items. The green gem is called a weapon augment crystal which this looks to be a lesser version means you need to have a magical weapon to use it. The sword seems to be a simple +1 short sword. This lesser augment crystal adds 1d6 damage to your attack. It is a simple move action to take it off and move action to put it on a new weapon. Drake if you would."
"I am not sure what that other blade is but there is another augment crystal on it! I am not sure what it does."
spell craft: 1d20 + 6 ⇒ (1) + 6 = 7
spell craft: 1d20 + 6 ⇒ (3) + 6 = 9
| Drake Windfall |
Drake does indeed go forward and pick up the blade being shocked and his hand turns red as it momentarily burns. Rounds later the damage is gone.
He offers the short sword and acid augment crystal to anyone who is willing to try it!
He then goes and picks up the black fiery short sword. He is burnt as the flames ignite on the sword but after a few thrusts he is ready to put it away. He takes the augment crystal off and puts it on his bow. Then using the cloth puts the blade into his leather sack of loot.
1d20 + 4 ⇒ (11) + 4 = 15
| GM Wolf |
Visayn walks over to the door with the rest of the group following and... opens the door...
Area T4b is a short hallway ending in a reinforced iron and wood door—unlike the other doors in Harrowstone, this particular door remains quite stout and locked (hardness 5, hp 20, Break DC 25, Disable Device 30).
Past another stuck door you find...[ooc].
T4. The Western Cellblock:
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.
ladder leading up to the trap door above remains sound, something prevents the trap door from being opened without a DC 22 Strength check.
This is an empty privy once used by the guards. Nothing
of interest remains within today.
the rubble above prevents the trap door from being opened
without a DC 22 Strength check. If the door is opened, a
cascade of rubble pours down—all creatures directly under
the door must make a DC 15 Ref lex save to avoid taking
1d6 points of damage (a creature on the ladder receives no
save to avoid this damage). If the giant stirge in R8 has not
yet been defeated, the creature quickly follows the rubble,
eager to attack whatever is coming up from below.
------
1d4 ⇒ 4 rounds
the angry spirits of the prisoners here waken
as well, animating their skeletons into undead. Each cell
here contains a single skeleton, but fortunately for the PCs,
most of the cells remain closed and locked—skeletons
within cells cannot exit, although they can try to claw at
anyone adjacent to their door (doing so grants the victim
a +4 bonus to his AC from cover, though). Several of the
cells, however, are open, and from these cells four skeletons
emerge to attack the
The person with the flute, will save
Perception DC 15 (to notice the faint sound of
mournful flute music and the eerie flapping of tiny
leathery wings)
hp 18; Trigger proximity; Reset none (see below)
Effect Once active, the Piper of Illmarsh manifests
as a disembodied, mournful dirge played upon
a flute. The dirge can be heard throughout this
floor of Harrowstone, but can only physically affect
those within the western cellblock itself—the halls
facing one of the cells in the western portion of
this floor. Each round, all living creatures (except for
stirges) within this area must make a DC 14 Will save
at the start of their turn to avoid being shaken by the
effect. Once per round on the Piper’s turn, one randomly
chosen humanoid in the area is also targeted by a hold
person effect (DC 14 Will negates)—those who fail this
save not only stand motionless, entranced by the music,
but also experience a vision of the ghostly Piper himself
as he approaches, attended by a flock of stirges. Once
a victim escapes this hold person effect, the cumulative
effect of the fear caused by the Piper’s slow, inexorable
approach forces the victim to immediately make a DC 14
Will save to avoid taking 1d6 points of damage as blood
momentarily flows from a dozen tiny punctures that
spontaneously open along his arms and neck. The Piper’s
haunt may only target a specific creature once per day
with this hold person effect.
| GM Wolf |
Although this cell is rather spacious, it contains no concessions
to comfort. A skeletal body dressed in the rotting remains of a
prisoner’s robe lies slumped against the eastern wall, wrapped
in numerous chains on which are affixed numerous weights
emblazoned with several different holy symbols.
Notice Perception DC 20 (to notice the soft jingling of chains
being jostled)
hp 22; Trigger special (see below); Reset none (see below)
Effect Father Charlatan’s haunt is subtle and unusual—when
it manifests, it requires a bit of trickery on your part.
Initially, the haunt targets a single person (either the
first person to touch Father Charlatan’s journal
or his remains, or the last person to attempt
to leave the cell), automatically haunting that
person but having no other immediate effect.
Detect chaos, detect evil, or detect undead
reveals the presence of the haunt on this
person (such observation reveals the
haunt as the Father’s ghost standing immediately behind
the haunted PC, his hand upon that PC’s shoulder). The
haunt remains inactive until the next time the haunted
PC is damaged by a trap or a creature, at which point the
haunted PC must make a DC 15 Will save or immediately
fall unconscious. Success prevents this effect, but the PC
must continue to make DC 15 Will saves each time that he is
damaged thereafter to avoid falling unconscious.
When a PC succumbs to this haunt, grimly inform that
player that the damage dealt by the attack was enough to kill
her, then ask the player to come with you to another room
where the rest of the players can’t observe you. Once that
player has been separated, inform her that her character
“wakes up” some time later in a coffin with a pleasantlooking, red-haired priest of that PC’s faith standing over
her. The priest informs the PC that she has been resurrected
after her body was recovered from Harrowstone, but that
several months have passed and the PCs’ companions have
long ago moved on. Allow the player to
tell you what her character wishes to
do, but regardless of the action she
takes (be it to query the priest, to
flee, to attack, to cast a spell, to
attempt to disbelieve an illusion,
or whatever), have her attempt a
DC 15 Will save. Success indicates
that her action is successful and
causes 1d6 points of damage to the
haunt, while failure indicates it is not
and that she takes 1d6 points of damage as horrific
pains shoot through her body. Be creative in how
you describe the results of the Will save—the point
is to leave the player a bit confused as to why she’s
making Will saves but that, obviously, successful
saves are good while failures are bad.
After each Will save, regardless of its success or not,
return to the main group and inform them that their
companion is not, in fact, dead, but that the PC has
dropped to the ground and has become wrapped in
ghostly chains decorated with numerous holy symbols.
The chains are slowly tightening about the PC’s body,
causing her to thrash about in great pain and distress.
Run through a round of combat with the PCs, allowing
them to take their actions normally (either continuing the
combat in which the haunted PC succumbed to the haunt,
or attempting to damage the haunt itself) for that round. At
the end of that round, return to the player of the haunted
PC and ask for another round of actions and another DC
15 Will save to determine whether the player takes
damage or the haunt does. Continue this back and
forth until either the haunted PC dies (in which case
Father Charlatan’s haunt returns to area T6 to await
another victim) or the haunt itself is reduced to 0 hit
points, at which point the ghostly chains around the haunted
PC fade and that PC awakens (although she still takes any
damage that was dealt by the haunt).
Obviously, this haunt’s impact on the party can vary—if
it occurs during a combat, it can be quite dangerous, but
if it occurs as a result of the haunted PC simply taking
damage from a trap or accident, the PCs will be able to
focus entirely on the problem at hand rather than on any
distracting battles also going on. If the PCs notice the haunt
before it activates (perhaps by using a divination spell, as
detailed above), they can attempt to damage it normally.
Weakness In addition to taking damage normally from
positive energy, this haunt can be damaged by certain spells
cast upon the haunted PC. Protection from chaos, protection
from evil, aid, or remove fear each deal 1d6 points of damage
per casting—at your discretion, similar spells could have
this effect as well.
Development This haunt is particularly unusual, and
against parties who have no way to damage a haunt (either
because they lack resources or any ability to deal positive
energy damage), it can be particularly frustrating for the
non-haunted players. In such a case, you should consider
allowing the non-haunted players to aid another on the
haunted PC’s Will saves by taking actions such as Heal
checks to attempt to revive the unconscious PC, Knowledge
(religion) checks to pray for help, or even Intimidate checks
to try to shock the unconscious PC back to wakefulness.
These checks can grant the haunted PC a +2 bonus on his
Will save each round with a DC 10 success. Alternatively,
a DC 15 Knowledge (religion) check can reveal that the
stricken PC has become haunted by a spirit, and could
suggest that casting spells like protection from evil or similar
spells upon the haunted PC might help.
This guard area is blocked from the cellblock by an arc of iron
bars. Within sits an old wooden table and a few chairs.
The stairs at area T1a lead down to area S10.
Wooden benches once lined this large hall, but several are
now stacked in a jumble and others are overturned in disarray.
Weakened by fire, the entire east wall has collapsed away,
creating an unintended entryway to a wooden deck beyond.
The view of the lake beyond would be beautiful if the silence
were not so eerie.
notice and reach of the piper’s haunt (see area T4), three
of his beloved pets dwell here nevertheless. These stirges
attack anyone who enters the area—if the PCs can defeat
these three stirges before they attempt to explore the cells
of the western cellblock itself (area T4), they’ll have an easier
fight on their hands. If the stirges have already responded
to a fight in area T4, they are not encountered here.
4 ectoplasmic bodies reside here too after the fight begins or as they search the coffins.
| Visayn |
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
"Drake, I didn't notice earlier your tattoo. Its pretty awesome." he says before hustling over benches of mess hall where he looks for signs of haunts.
| Drake Windfall |
He pauses and touches the tattoo of the Striking Viper. He casually states, "Oh yeah, it is pretty cool."
Will save: 1d20 + 4 ⇒ (5) + 4 = 9
You can tell something is affecting Drake. He is doing his best to explain it away.
| Imrik Farstrider |
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
"That is an interesting tattoo...But I don't remember seeing it before."
Imrik says as he considers Drake's actions.
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21
| Drake Windfall |
The sense motive check was a DC 13.
He seems confused for a moment and says, "I don't know what you are talking about, I have had that tattoo for years."
He is having a horrible time lying. You know he is lying.
| Calin Milotti |
"Ah, Imrik, glad you were able to determine what these magic items are. I'll take one of the augment crystals if no one else wants it.
Calin follows Visayn deeper into the area. "Lots of rooms to check here. Let's slowly sweep and stay together."
| Visayn |
Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16
"Drake, something is wrong with you and I want answers. Its not about tattoo itself, but the strange way you seem to dodge questions of it." he says as he curiously returns to talk with Drake
| Calin Milotti |
GM Wolf wrote:The door does not open. It seems to be a particular door that remains quite stout and locked (hardness 5, hp 20, Break DC 25, Disable Device 30).How are you getting through the door?
You are welcome to pick on Drake more!
Oh, that's my fault. I missed that part of your description and saw that Visayn was deeper into this floor.
"Is anyone skilled with a lockpick? I'd prefer the quieter approach and avoid banging the door down if we can."
| Imrik Farstrider |
Sense Motive: 1d20 + 5 ⇒ (2) + 5 = 7
Imrik nods and waits to see if Drake will respond to Visayn.
| Drake Windfall |
Drake grits his teeth and in his eyes you can tell that gig is up. He begins to raise his bow.... but lowers it a moment later. He sighs and relays, "I am in charge of your friend. I am a cursed sword as he resisted me I imposed by will upon him and he failed. Thus the tattoo formed. He is really bad at lying."
| Visayn |
"Hmm, interesting situation. Will you help us destroy the undead in this prison, cursed sword?"
| Drake Windfall |
"Oh yes these vile undead who have held me for too long. Who of you does best with a light weapon. The sylph perhaps?"
| Calin Milotti |
"A cursed sword that's taken over Drake? Something is afoul." Calin rushes over to Drake. "Drake, can you hear me? Are you in there?"
Calin then takes a close look at Drake's new weapon.
Religion check: 1d20 + 6 ⇒ (17) + 6 = 23
"No one else touch one of those weapons we just found!"
| Drake Windfall |
"Oh he is in here alright, but I have the wheel right now." his voice off.
| Imrik Farstrider |
"I find it hard to trust Drake while possessed, but I am not sure I am prepared to confront him over it." Imrik says as he looks warily at the elf.
| Calin Milotti |
Calin puts the sword back down. "I don't see any religious significance to help determine the cause of the curse. It may be something arcane."
Calin responds to Imrik. "I agree. It's hard to trust Drake. But, we may not have a choice. As long as his aim is true, he can continue with us."
"Visayn, are you able to pick the lock on the door?"
| Visayn |
"It will difficult to deal with, but I don't see other choices either. The lock, however should be easy task. I'm gonna give it a try, why not."
Disable device: 1d20 + 15 ⇒ (2) + 15 = 17
| Drake Windfall |
"I am speaking to you people. Is there not one of you that wants to weild me? If not then..." Drake says in a strange voice. Then stows his bow and pulls out the short sword. He begins hacking at the door.
| Calin Milotti |
When Calin sees that Visayn didn't have any luck with the more quiet approach, Calin draws his mace and joins Drake in the attempt to break the door. During that time, Calin clearly is trying to ignore the cursed sword that's talking through Drake.
Rolling a bunch of attacks...
Attack w/ Mace: 1d20 + 8 ⇒ (11) + 8 = 19
Bludgeoning Dmg: 1d8 + 9 ⇒ (1) + 9 = 10
Attack w/ Mace: 1d20 + 8 ⇒ (2) + 8 = 10
Bludgeoning Dmg: 1d8 + 9 ⇒ (4) + 9 = 13
Attack w/ Mace: 1d20 + 8 ⇒ (16) + 8 = 24
Bludgeoning Dmg: 1d8 + 9 ⇒ (7) + 9 = 16
Attack w/ Mace: 1d20 + 8 ⇒ (16) + 8 = 24
Bludgeoning Dmg: 1d8 + 9 ⇒ (4) + 9 = 13
Attack w/ Mace: 1d20 + 8 ⇒ (4) + 8 = 12
Bludgeoning Dmg: 1d8 + 9 ⇒ (2) + 9 = 11
| Imrik Farstrider |
Imrik lets the other two bash the door and watches to see what lies beyond.
| Drake Windfall |
"Shall we bash another door down or perhaps the rouge will be successful this time?" Drake says in the strange voice of the sword.
| Visayn |
"I'm always ready to test my skill." Visayn says trying to ignore the sword while picking lock
Disable device: 1d20 + 15 ⇒ (5) + 15 = 20
| Calin Milotti |
Rolling some bash attacks just in case the lock picking doesn't work
Attack w/ Mace: 1d20 + 8 ⇒ (10) + 8 = 18
Bludgeoning Dmg: 1d8 + 9 ⇒ (2) + 9 = 11
Attack w/ Mace: 1d20 + 8 ⇒ (14) + 8 = 22
Bludgeoning Dmg: 1d8 + 9 ⇒ (4) + 9 = 13
Attack w/ Mace: 1d20 + 8 ⇒ (7) + 8 = 15
Bludgeoning Dmg: 1d8 + 9 ⇒ (5) + 9 = 14
Attack w/ Mace: 1d20 + 8 ⇒ (11) + 8 = 19
Bludgeoning Dmg: 1d8 + 9 ⇒ (2) + 9 = 11
Attack w/ Mace: 1d20 + 8 ⇒ (4) + 8 = 12
Bludgeoning Dmg: 1d8 + 9 ⇒ (8) + 9 = 17
| Imrik Farstrider |
Imrik will detect magic and look around the hallway as Visayn moves to deal with the door.
| Drake Windfall |
He does take the lead looking for something to kill. He moves to the South down through:
T4. The Western Cellblock:
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.
| Drake Windfall |
Drake keeps moving to the South before moving to the East.
| GM Wolf |
| Calin Milotti |
I'm not sure who is carrying the holy symbols. I know Calin has the book.
Calin follows Drake deeper into the area, casting Detect Evil as they make their way. He whispers a prayer to his deity, and hopes for her blessing. "May Iomedae guide us!"
| Drake Windfall |
Drake charges North and begins to attack massive mosquitoes.
small stirges!
| Calin Milotti |
Calin follows behind Drake, letting him take the lead. As he casts Detect Evil, Calin can almost feel the evil radiating back to him.
When Drake starts attack, Calin looks around for enemies.
Are the stirges on the map? I don't see them currently.
| Visayn |
Visayn grabs the flute and starts playing. Now is the moment to put these spirits to rest.
| Imrik Farstrider |
Imrik follows and will help smash the massive mosquitoes.