Round 1-Captain's Office **Please make a Perception check on your turn***
Sisu, reaching out tries to swing her claws at the skulls infront of her and misses as the float out of the way. Flying forward the 3 skulls aim to attack. Blue vs Sisu: 1d20 + 1 ⇒ (16) + 1 = 17
Red vs Chellian: 1d20 + 1 ⇒ (9) + 1 = 10
Green vs Malakos: 1d20 + 1 ⇒ (7) + 1 = 8
Heading back through the main chamber to the western hall you come across another guard room. U5 There is a winch affixed in this room as well and is locked in place. Looking down the hall you can see that the portcullis is raised allowing access to the room as the end of the hall. The guardroom across the hall contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby,
Initiative:
Malakos: 1d20 + 2 ⇒ (4) + 2 = 6 Sisu: 1d20 + 1 ⇒ (8) + 1 = 9 Chellian: 1d20 + 1 ⇒ (2) + 1 = 3 Rahela: 1d20 + 4 ⇒ (16) + 4 = 20 Niralzi: 1d20 + 6 ⇒ (7) + 6 = 13 Skulls: 1d20 + 2 ⇒ (3) + 2 = 5 Round 1-Captain's Office **Please make a Perception check on your turn***
As you enter this room the skulls on the table start to rattle and shake as they slowly rise up off the table and fly towards you. Please make a Perception check on your turn
Perception check DC 15: you feel a sudden splitting headache and the 4th skull fragments on the table begin to rattle and shake.
GM roll:
1/2S 3/4W: 1d4 ⇒ 1 Heading south back through the main chamber you come across a room that is almost identical to the room with the flaming headless skeleton. Unlike the other room this room doesnt have the same burn damage as its counterpart. It does have winch controls to open the portcullis in the next room however they are burnt enough that the iron gate droped and became stuck in place. The control are hopelessly ruined as a result. they are too heavy for mending to fix but make whole can restore them Several hours of work supplemented by an appropriate craft check and new gears and parts can also fix it. At the end of the hallway U11 the portcullis allowing entry into this room is down and jammed. Lift or Break DC 28
Ugh piazo ate my post! :( Between the lot of you watching Chellian struggle with the bloodied handaxe, you believe that she is most likely cursed. You think it might be something to do with the fact that she slayed him with his own weapon. And that for some unbeknownst reason that curse didnt fall off when he was slain. As you are all moving about the room trying to help Chellian, Malakos you notice a quick glint of light or something flash at the bottom of the pit with your darkvision. Its a DC 15 climb check to go down or you can use rope to get down. you can take 10 if needed. At the bottom of the pit:
at the bottom of this 30 foot pit you find the remains of what you assume is the Lopper and an extra human skull along with 300 gp, a broken masterwork heavy crossbow, a masterwork longsword, a +1 heavy mace, a stone of alarm, and a ring of keys are we heading back to town to rest? or rest here? or continue back to the main basement chamber to explore the other 2 wings?
does anyone want to try the perception check again? also how are y'all on spells? want to continue or rest? or do you want to go down the pit? its about 30 feet down DC 15 Perception check:
as you look about the room you glance into the Oubliette you notice a small glint that reflects off the light. IF you make the check: at the bottom of this 30 foot pit you find the remains of what you assume is the Lopper and an extra human skull along with 300 gp, a broken masterwork heavy crossbow, a masterwork longsword, a +1 heavy mace, a stone of alarm, and a ring of
keys.
Chellian moving after him takes another swing with his old weapon, cutting deep into his incorporeal form. Rahela's force dagger hit him with perfect accuracy causing him to shriek in pain. Niralzi, knocking a different arrow than she normally uses, aims and lands squarely where a ghostly heart would. Cauign him to shriek out once more and his whispy ghostly form vanished. yay! you guys beat the Lopper! Chellian, when you return to normal size you attempt to drop the Lopper's handaxe but no matter how hard you try to cannot release it from your hand. You try to change hands and drop it from your non-dominant hand and again it seems as if it is stuck in your grasp. Will save for Chellian: 1d20 + 1 ⇒ (7) + 1 = 8 **face palm** my dice dont want to roll well for you :( While you are trying to drop the handaxe you suddenly start to feel horrible sharp pains in your neck for a moment. It then fades away. you take 1 point of CON damage DC 15 Perception check: as you look about the room you glance into the Oubliette you notice a small glint that reflects off the light.
Malakos, saying the magic words shot out a powerful ray of fire,as it blasted towards him and hit, the Lopper screamed out in fear. Chellian's swing with his old weapon hit home. after it hit you could see the fire in his eyes. Sisu, trying some amazing acrobatic moves to avoid the Lopper, but his inhuman movements were too quick and he swung to attack. AoO touch vs Sisu: 1d20 + 7 ⇒ (19) + 7 = 26
Round 2-The adventurers vs the Lopper The Lopper- 22 damage
Before he moves he roars and you all watch him as some of his wounds start to heal. Moving over he raises his weapon and attacks Sisu. he 5 foot steps GM Roll: 1d6 ⇒ 3 touch vs Sisu: 1d20 + 7 ⇒ (15) + 7 = 22
perfect you got my hint ;) The portcullis to this room is raised. Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below. Upon entering the room you hear a soul-chilling shriek and see, slowly rising up from the pit in the center of the room a ghostly like creature yielding a bloody axe. Initiative:
Malakos: 1d20 + 2 ⇒ (5) + 2 = 7 Sisu: 1d20 + 1 ⇒ (2) + 1 = 3 Chellian: 1d20 + 1 ⇒ (1) + 1 = 2 Rahela: 1d20 + 4 ⇒ (19) + 4 = 23 Niralzi: 1d20 + 6 ⇒ (8) + 6 = 14 The Lopper: 1d20 + 7 ⇒ (12) + 7 = 19 Round 1-The adventurers vs the Lopper The Lopper
DC 15 KN Religion:
You know from looking at him that this is an incorporeal un-dead, known as a wraith. and that only magic or magic weapons can harm it DC 20 KN Religion:
You know that there is something about this wraith inparticular that makes it stand out fro other "regular" wraiths. You also know that when a wraith slays his victim she raises from the dead as an un-dead zombie under the control of the wraith. Rising from the pit and moving forward, The Lopper sees Chellian wielding his old handaxe and moves forward, with calm grace and attacks her in an attempt to take it back. Acrobatics to avoid AoO: 1d20 + 9 ⇒ (2) + 9 = 11 [ooc
Things started to take a turn for the better after Chellian runs up screaming and lays waste into the flaming skeleton, reducing it to a smoldering pile of bones. Sisu's unconscious body gladly takes the healing channels from Rahela causing her blood to being to cauterize and the wounds to slowly start to heal. WHEW! so scary...i WAS so worried i was going to kill you *yikes* Looking around the room, you find nothing of note in this room. Im going to "move" us to the next room U4, but we need to heal up Sisu :) and to answer your questions from the discussion...you guys did find a "bloodstained handaxe" in the vault upstairs. you guys dont have any other info for it but i will tell you it acts as a +1 handaxe ____________________U4 The portcullis leading into the next room is raised. Several iron doors line the walls of this large, empty room. In the middle of the room, a hinged ten-foot-square metal grating lies over a dark pit in the floor. A thick rope has been tied to the grating and dangles into the pit below.
Round 2-the Guard's room-Bold may go Niralzi
Attack vs Sisu: 1d20 + 6 ⇒ (20) + 6 = 26 yikes!
miss chance, high hit: 1d100 ⇒ 21
Damage: 3d6 + 27 ⇒ (4, 4, 4) + 27 = 39
He swings his fiery handaxe and with a terrible blow it cuts Sisu down.
Round 1-the Guard's room-Bold may go Niralzi
Sisu's first claw seemed to hit its mark and cause some damage. Malakos' holy water missed and only splashed a drop on the fiery skeleton. Rahela's xbow bolt hit but didnt seem to effect him much. Attack vs Sisu: 1d20 + 6 ⇒ (11) + 6 = 17 miss chance, high hits: 1d100 ⇒ 32
Damage: 1d6 + 9 ⇒ (1) + 9 = 10
He raised his handaxe ready to bring it down upon Sisu, but it lands right next to her hitting the stone floor.
towards U3 and U4 it is! Following down the north hall you find a door to the west hanging slightly ajar. Within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots. On the north wall is a winch which raises and lowers the portcullis at the end of the hallway. Initiative:
Malakos: 1d20 + 2 ⇒ (11) + 2 = 13
As you walk in the room a headless burning skeleton rises and readies to attack. Round 1-the Guard's room-Bold may go Niralzi
As you walk in the room a headless burning skeleton rises and readies to attack.
Will Saves for Skeletons: Yellow: 1d20 + 2 ⇒ (4) + 2 = 6
With a powerful divine assistance from Pharasma, Rahela raises her holy symbol and with a blast of light all the skeletons drop to the floor and their bones shatter. So where to next? lol
Moving from their final resting places the skeletons of the old prisoners move up and attack you. Yellow vs Niralzi: 1d20 ⇒ 18
Green vs Chellian: 1d20 ⇒ 5
Blue vs Chellian: 1d20 ⇒ 14
Pink vs Chellian: 1d20 ⇒ 2
Red vs Niralzi: 1d20 ⇒ 11
White vs Malakos: 1d20 ⇒ 11
Blue dashes vs Rahela: 1d20 ⇒ 17
Sisu AoO vs Black + Inspire: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Black vs Sisu: 1d20 ⇒ 1
Sisu AoO vs Dark Green + Inspire: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Dark Green vs Sisu: 1d20 ⇒ 15
Sisu's attack with her spear seemed to hurt the skeleton but not hard enough to stop it from attacking her. Round 1 Fight in the central Chamber-Bold may go....you are all flat footed this round... Niralzi- 6 damage
Yes you would have got AoOs but chellian killed them... Chellian's quick moving and powerful attacks cut both of the creatures in two and their slimy bodies splashed into the murky water. Searching around the edge of the water and in the shallow areas, you find nothing but rubble and lots of shattered bones mixed in with the debris. AS you head out of this chamber and down the hall you do notice that unlike the two floors above you the walls and floors here are unusually free of dust. Moving down the hallway you come to a central dungeon chamber. Four dark hallways exit from this large empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while ten skeletons dressed in scorched prisoners' robes lie on the ground. DC 12 Perception:
you notice scratches along the rubble and stone blocks, showing their futile attempts to dig out the deadfall from below. GM Roll:
1d20 + 2 ⇒ (18) + 2 = 20 Perception checks:
Perception Checks Malakos: 1d20 + 1 ⇒ (2) + 1 = 3 Sisu: 1d20 + 4 ⇒ (8) + 4 = 12 Chellian: 1d20 + 5 ⇒ (9) + 5 = 14 Rahela: 1d20 + 4 ⇒ (3) + 4 = 7 Niralzi: 1d20 + 4 ⇒ (1) + 4 = 5 Initiative:
Malakos: 1d20 + 2 ⇒ (1) + 2 = 3
Standing and looking at the 4 hallways you hear the sound of bones scraping on stone as the ten skeletons rise up and ready to attack Round 1 Fight in the central Chamber-Bold may go Niralzi
Moving their slimy oozing bodies forward, the two remaining creatures slam themselves into Chellian and Sisu. Attack green vs Chellian: 1d20 + 3 ⇒ (5) + 3 = 8
Attack yellow vs Sisu: 1d20 + 3 ⇒ (17) + 3 = 20
Round 2 -Hell's Basement-bold may go
You seem to recall from your studies that these undead humans respond better to weapons that slash, like swords versus other kinds of weapons. Chellian's powerful attack was enough to destroy the disgusting creature, Rahela's crossbow bolt flew through the area it was previously standing. Sisu's spear hit the creature squarely in the chest but the sharp tip wasn't strong enough to pierce though its skin. Round One-Hell's Basement-bold may go ***Remember we are now level 3 and dont forget to update your character profile :)*** Chellian
Looking down into the pit you are able to tell that it is about 20 feet deep. Malakos you are able to see that at the bottom of the pit is a pool of dark murky waters. You guess that over time and because of the floors above crumbling into the lake it is seeping into the dungeon below. Malakos finishes tying off the rope and after casting light on it it illuminates the pit. The light shows the jagged wooden rim of the hole and the blacked timber and stone of the lift shaft. Any of the machinery that powered the lift tumbled into the dungeon below during the fire. With the help of the knotted rope you are all able to make it successfully down into the dungeon below. This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room. To the north, the twisted remains of a wood and iron life lie in a heap in a shallow portion of the pool. The jagged hole in the roof yawns above you. And to the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel. As soon as you drop from the rope the whole room erupts in a cacophonous roar of screams and howls, the echos of the souls who were burned to death here. Stopping as fast as it started you notice that the surface of the dark water begins to ripple. As two spirits rise up ready to attack. Initiative:
Malakos: 1d20 + 2 ⇒ (11) + 2 = 13
Round One-Hell's Basement-bold may go ***Remember we are now level 3 and dont forget to update your character profile :)*** Chellian
"Yes my name is Vesorianna, and I dont believe that the Splatter Man can leave the prison so you are probably correct in that he is likely possessing someone in the town." Taking your leave of Vesorianna, you explore the two remaining rooms on this floor S12 and S13 These rooms were once the Laundry room, filled with several rusty iron tubs, along with washboards, metal buckets and heaps of moldy clothing. The last room along this hall is an a derelict privy with nothing of interest to find. ___________________ The next morning you have a filling breakfast with Kendra and as you make your way back to the prison one of the sheriff's deputies lets you know that another attack has been made against the memorial statue in town and that another bloody letter was written along the bottom. __________ Once back in the prison you find that the stairwell leading down to the basement is filled with rocks and debris. Knowing that this was the deadfall that the Warden triggered during the riot. DC 15 Kn Engineering OR DC 20 Perception:
to manually move all the rubble would take 3 days of hard labor with the proper tools and magic assistance. Looking back at the notes Sisu kept while clearing this floor the only other area to get down to the dungeon below is the pit in the old training room. S18 The pit is 20 feet deep and you know from Vesorianna's story that the lift for it is at the bottom. Climbing down requires 3 separate Climb checks a DC 30 to navigate the overhang and then 2 DC 10 Climb checks to navigate the stone and timber wall. YOu can also use a rope to assist. The rope option still needs a DC 10 Climb check
"Well, what I do know is that since those black robes cultists removed my husbands spirit from the prison, is that the spirits of all the murderers and sadists trapped here have grown more and more powerful. Since he left I have taken over his role of containing the spirits within the walls of Harrowstone. I can feel 5 very distinct spirits within these walls, I assume that they are the notorious 5 criminals that died here. I have watched you take down 2 of those key spirits, the Piper and Father Charlatan. After you defeated their spirits I have been able to keep them from manifesting again." "I believe that if you can bring me the symbol of my husbands office over the prison, like his warden's badge, I should be able to banish the haunts and spirits from Harrowstone. This should not only free me from this world and re-unite me with my beloved but also end the haunting of Harrowstone for good." She looks off in the distance longingly. " As I mentioned before I cannot leave this room but there is a room to the southeast of here with a secret vault that houses 5 objects that once belonged to the 5 and can be used against them. But becareful using them, as they will aid you in defeating the inmates, they are unlikely caused by the unholy link to them." " also, one last thing The Splatter Man is slowly eating away at me and my resolve. and if he succeeds I fear that if he succeeds at whatever his plan is he will completely destroy me.." she trails off as she finishes
I added the art for her on the maps :) "Investigate the prison you say? Well recently there has been much going on here, however I should probably start at the beginning." She pauses briefly and gestures for you to take a seat before she starts her story. "I suppose I should start at the beginning that way you might have a better understanding of what is going on and can cleanse this place of all the evil here. Twice a year the guards of this prison would round up prisoners from across Ustalav and convoy them here to Harrowstone. The second convoy of 4461 brought some of the most evil and horrible prisoners Harrowstone had yet to house. Among them where five notorious convicts: The Lopper, The Splatter Man, Father Charlatan, the Piper of Illmarsh, and the Mosswater Marauder. My husband, Warden Hawkran, and some of the other guards were worried that the prison wasn't adequately equipped to handle such criminals. They were set for execution but the day was far off." "A few days before the 5 were to be executed they worked together and staged a desperate attempt to seize control of the prison, and try their escape. My husband and received word that the guards on duty had been over taken by the prisoners. He rushed in found that the prisoners had taken control of the lower level. He triggered an emergency dead-fall and sealed off the dungeon-which trapped everyone-including himself and the guards within the dungeon. With the only way out being a supply lift that couldn't be activated from below." She softly cries as she recounts her husband getting trapped. Wiping her ghostly tears with pale blue hands she continues. "After a few hours of waiting, my husband did not return home for dinner so I went up to the front door only to find it unlocked and strangely empty. I followed the sound of shouting and found the remaining guards firing crossbow bolts down the shaft in the training room. S18 I quickly learned that my husband was trapped down below with the crazed madmen. I begged and pleaded with the guards to lower the lift and save him and the other guards but they refused. In the panic I..I started to lose it and was able to doge the guards, run to the winch, throw the release and cause the heavy wooden platform to plummet into the dungeon. Much to my horror the lift crushed multiple guards and prisoners who were standing underneath it. The shock and horror of killing my husband with the lift took me over. The guards were then able to drag me here to this room," she gestures to the room around her, "Where they locked me inside. Back at the lift the prisoners started to climb the chains and in the panic the guards dumped barrels of lamp oil down the shaft. One prisoner was able to make it up the shaft-The Splatter Man- and when he stepped into view one of the guards threw a lit torch down the shaft and the famous fire was started. The remaining guards were able to run to Ravengro to get help but in their panic they forgot about me, locked in here to die." Wiping her tears and looking at the lot of you she tells you that up until recently the spirit of her trapped husband had been containing the ghosts. "However not long ago men and women in dark robes who spoke only in whispers came here and began to work strange magic around the foundations of the prison. Even though I cannot leave this room I am able to observe through the walls," she gestures with her hand towards the northwest wall,"as these strange people inscribed runes along the ground. Not long after their visit did I witness the death of a kind faced scholarly man. He was killed by foul magic wielded by the leader of the black robbed villains. After her was slain I watched them bash his face in with a broken piece of gargoyle from the roof above. My guess is that it makes it seem like an accident." "After killing the man they finished their ritual but what they did it was not where I could see them. I was however able to feel immediately the repercussions of their evil deeds. It felt like a horrific storm, with wind that chilled the soul, it felt as if my very being was being pulled apart. It lasted only but a moment but as soon as it passed I could no longer feel my husbands spirit within the prison's walls."
Upon the door, you see tangled mounds of moth-eaten fabric sitting upon several wooden tables, each surrounded by workbenches. Various sewing tools-shears, needles, rolls of thread, boxes of chalk, and other objects lie scattered over the floor, while the arm of what appears to be a skeleton protrudes from a stained heap of fabric to the west. DC 20 Perception:
you find a secret door in the north eastern wall Rising from the mound of moldering fabric the ghostly figure of a beautiful young woman dressed in a tattered, but lovely blue dress appears. Getting a good look at her almost everything about her in blue, her hair, the tears streaming from her pale blue eyes and even the clouds of smoke that drift from lips as she speaks. Wiping the tears from her eyes she clasps her hands and looks at the lot of you. "I'm sorry you need to see me like this," a small sob escapes her as she continues. "but I am glad to see that the town has finally sent more guards here, to deal with the uprising of the prisoners. Those," she looks out towards the hall, "cowards locked me in here when i was trying to help my husband..."
she continues to sob quietly as she turns and takes a ghostly seat upon the mound of moldy fabric.
As you all move out of the room the brands fly towards you and ram up against the door frame as last of you leave the room. Closing the door behind you, you leave a mark on the door for future reference. Following the curve of the hallway, the next room's door is locked. The door is relatively rotted and looks as if it could be bashed down fairly easily. S11 Beyond this door is a huge exposition, give me a DC 12 Strength check to knock down the door, and ill move us forwards that way i dont kill you with a page of text :)
As the smell of burning flesh fills your nose you notice that four branding irons rise up and come flying forward, burning red hot. Initiative:
Malakos: 1d20 + 2 ⇒ (4) + 2 = 6
Round 1-bold may go Chellian
Opening the door you find that this stark room contains a low stone bench against the north wall and a ruined desk to the west that sits under three narrow, barred windows. An old brass brazier lies on its side to the south, surrounded by numerous rusty branding irons, ranging in letters from A to Z and numbers 0 through 9. Perception if you search this room DC10:
You find a burnt but serviceable Masterwork Sap in this room. Perception DC15: You notice the rising scent of burning flesh emanating from the room
With a powerful swing she obliterates the spooky manacles, with an unearthly scream the manacles clatter to the ground, whatever animating force that possessed them now dead. Searching the room you find nothing of note, you know this was an induction room for new prisoners and as such nothing was kept here. just four rooms left on this floor, S6, 11, 12, and 13 Stepping out into the hallway you guys pass around to the last hall of doorways. Outside of the doorway S6 is a half burnt placard that reads: Regist. . .
The badly damaged and in poor repair animated manacles clink and clank as they clumsily float around, they try and slam onto 1d2: 1d2 ⇒ 1 Sisu! Slam+grab: 1d20 + 1 ⇒ (17) + 1 = 18
The manacles gently slam down onto Sisu's wrists and just as they are about to close down, grabbing her, she pulls back safe from the shackles. Round 1-fight with the manacles-bold may go Rahela
As you look inside the the room across the hall, you notice another chamber in shambles. Old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor. Perception Checks:
Malakos: 1d20 + 1 ⇒ (11) + 1 = 12
Sisu, as you enter the room you hear the sound of faint sobbing and the clanking rattle of chains. You also being to be filled with a momentary sensation of hopelessness and the strange feeling of heavy manacles clamping over your wrists. The sensation quickly passes, but a set of manacle chains rise up animate and attack. Initiative:
Malakos: 1d20 + 2 ⇒ (3) + 2 = 5
Round 1-fight with the manacles-bold may go Rahela
you definitely can crit on the ghostly chains! so yay! Rahela's shot shattered the chains and Sisu's eyes slowly open and she coughs. you guys have been able to negate Father Charlatan's ghost/haunt. you have reduced it to 0 hp. Sisu you still have all the damage that you took from the haunt. There are still items that need to be identified, that Malakos found in the back of the room. DC 19 Spell craft:
this is a scroll of lesser restoration DC 16 spell craft:
a wand of cure light wounds with 15 charges Sisu's damage- 1 non lethal, 1 strength, unconscious, 12 damage
GM roll:
1d6 ⇒ 1 The chains tighten more and Sisu thrashes and screams in pain. Sisu- 1 non lethal, 1 strength, unconscious, 12 damage re-roll for Rahela's hit to the chains: 1d6 ⇒ 3 When Rahela's hit goes off the chains seem to loosen ever so slightly. and she is able to take a deep breath. After Rahela's hit it seems as though the chains loosen again, for a moment. Gm roll:
GM damage: 1d6 ⇒ 6 The chains- 13 damage
Malakos swatting the sticky spider webs out of the way is able to spot a cabinet covered in thick webs in the northwest wall. Inside he finds a scroll, a wand and 5 vials of what he immediately recognizes as holy water. DC 19 Spell craft:
a scroll of lesser restoration DC 16 spell craft:
a wand of cure light wounds with 15 charges GM roll:
1d6 ⇒ 6 As you continue to watch over Sisu's body the ghostly chains tighten again and she writhes in pain a silent scream forms on her face. Sisu- 1 non lethal, 1 strength, unconscious, 11 damage
With all the spiders dead, Sisu still remains wrapped in ghostly chains and as you come forward to inspect her, to notice that the chains seemingly started to tighten and her body writhes around in pain. GM roll:
1d6 ⇒ 5 Sisu- Sisu- 1 non lethal, 1 strength, unconscious, 5 damage we are out of combat rounds but will stay here as we figure out how to help Sisu. DC 15 KN Religion:
you believe that Sisu has been haunted by a spirit and you think that spells like protection from evil or something of the like might help her. you can also attempt KN religion to pray for help or intimidate checks to try and wake her from her stupor. DC 12, successful ones give her a + 2 bonus on her saves.
Round 3-this fight in the old chapel-bold may go Sisu- 1 non lethal, 1 strength, unconscious.
Rahela when you rush up to Sisu you notice, that Sisu is in fact not dead, but that she has dropped to the ground and has become wrapped in ghostly chains decorated with numerous holy symbols. From your observation you can see the chains are slowly tightening about her body as she trashes about in pain. Gm Roll:
1d6 ⇒ 4 Malakos' magic missle goes off and hits the remaining spider, who is still up and looking angry.
Round 2-this fight in the old chapel-bold may go Sisu- 1 non lethal, 1 strength, unconscious.
Between Chellian's dagger and Niralzi's short bow the spider in the doorway falls over legs up and dies. Sisu's spear stabs one of the spiders in the room and smashes it against the wall. The remaining spider seeing its friends go down so quickly, moves up and attacks Sisu. Attack: 1d20 + 0 ⇒ (15) + 0 = 15
As the spider lunges forward you watch it land a bite on Sisu and even though it didn't look bad at all she quickly fell to the ground unconscious, and going over to her to check to cant seem to find a pulse. For SISU: please check your private message from me- BEFORE you make your post. thanks! :) *insert evil GM laugh ;)*
Round 1-this fight in the old chapel-bold may go Sisu
Unfortunately Sisu's attack got stuck in the surrounding spider webs and missed the spider infront of her. one of the spiders made his way out the door and into the hall towards the commotion and sounds of people. green gets an AoO from Sisu Blue vs Sisu: 1d20 ⇒ 8
Gm roll:
1d6 ⇒ 6 Green vs Niralzi: 1d20 ⇒ 12
Making your way back towards the main hallway of the first floor you come across a room with its door hanging by its hinges. S8 This rectangular chamber seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads. Upon first glace Rahela you notice that is was once a chapel dedicated to Pharasma. As you stand at the door and look in you notice 3 large they are small size spiders scuttle around the room and their many eyes meet yours. Initiative:
Malakos: 1d20 + 2 ⇒ (2) + 2 = 4 Sisu: 1d20 + 1 ⇒ (20) + 1 = 21 Chellian: 1d20 + 1 ⇒ (19) + 1 = 20 Rahela: 1d20 + 4 ⇒ (3) + 4 = 7 Niralzi: 1d20 + 6 ⇒ (4) + 6 = 10 Crab Spiders: 1d20 + 4 ⇒ (5) + 4 = 9 Round 1-this fight in the old chapel-bold may go Sisu
With the swing of her claws Sisu, takes down the last of the flaming skulls. Looking around the room you find nothing of interest in the room. In the middle of the room is a jagged, soot-caked hole in the floor surrounded by black scorch marks. At the southwestern part of the wall there is a set of double doors, and upon inspection you find that they are unlocked. they lead to S15 Opening the door and looking inside you find several rows of wooden benches, all spotted with mold and sagging with neglect. They all face a stage walled off from the rest of the room by a wall of iron bars. what would you like to do? |