Brother Grergof Varsk |
Yes indeed that is a fine looking sword. And unbleamished after years under water. It may well be magical! Mr. Redgrave, since you take so well to the longsword, if it is magical perhaps you want to replace your existing sword?
Darius Redgrave |
"Thank you Brother Grergof. If there's no objection I would gladly use the sword. It would be a superb weapon to bring Iomedae's justice to the wicked. Perhaps there's more down there." he says as with a wave of his hand he casts a spell that causes his eyes to glow subtley.
Casts Detect Magic and looks around the room and down the well.
Darius Redgrave |
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"There's definitely more stuff done there. Some of it magical and could be useful."
Brother Grergof Varsk |
Grergof steps away from the water, takes off his backback and weapons and stands them next to the wall.
I suppose someone needs to swim down there to make sure that none of the items are cursed.
He also takes off his shield leaving only his armor and gauntlets on.
Then he walks to the grate and yanks at it.
It should be rusted sitting in the water for all these years, so I should able to pull it up...
Take 10 on the strength check, and if that doesn't work, take 20 on the strength check to open the grate.
GM Foxy |
The grate is not locked and opens rather easy. As Grergof jumps in he sinks easily to the ground.
Brother Grergof Varsk |
I was going to strip off my armor before jumping in, so as not to take the armor penalty, I just wanted the gauntlets to protect from rust/ripping up my hands. But Oh well...
Grergof swims down to the bottom and starts looking around.
2 rounds to swim down, then 5 rounds of searching (7/26 rounds holding breath)
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
yahtzee!!!!!
Gregrof grabs both the dagger and ring.
Then if he does not find anything else he tries to swim up to the surface.
Swim: 1d20 ⇒ 18 if Take 10 will not work. Round 8/26 holding breath
Swim: 1d20 ⇒ 13Round 9/26 holding breath
Stam Truthfinder |
Stam will hand the long sword over to Darius, "The blade is extra sharp, looks to be of elven make if I may be correct." +1 keen longsword
Spellcraft Ring: 1d20 + 11 ⇒ (19) + 11 = 30
spellcraft dagger: 1d20 + 11 ⇒ (14) + 11 = 25
The dagger is extra potent and the ring will offer your a mild bit of magical deflection, should be enough to keep some vital areas protected."
Brother Grergof Varsk |
The dagger also seemed lighter then normal in the water, is there anything magic that would account for that?
Hmmm these would go best to a mage so from a meta game perspective this should be go to Stam, but having just met him Grergof would not pipe up and say that.
GM Foxy |
Once Grergof is back into his armor there is the secret door left to investigate. Behind it the rough stone walls of this natural cavern drip with moisture, leaving stagnant pools of water on the uneven floor.
Perception Grergof: 1d20 + 3 ⇒ (19) + 3 = 22
Perception Darius: 1d20 + 6 ⇒ (12) + 6 = 18
Perception Spugnoir: 1d20 + 8 ⇒ (4) + 8 = 12
Perception Stam: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative Grergof: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Darius: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Spugnoir: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative Stam: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Not A. Puddle: 1d20 - 5 ⇒ (5) - 5 = 0
Everyone but Spugnoir may act before Not A. Puddle in the surprise round (one Standard Action).
Brother Grergof Varsk |
Grergof who is in the lead draws forth his flail but rather then attacking throws his arms out to keep everyone else back.
Watch out there is something wrong with that puddle! It's not moving right!
He is detecting evil, but I would guess there is nothing to detect.
Stam Truthfinder |
"Puddles are not my specialty, I have heard of things like this but never looked into them much."
Stam will pull out his scroll of burning hands, putting his index and middle finger over Grergof's shoulder, "I will try this."
Burning Hands: 1d4 ⇒ 3
Darius Redgrave |
"What the?" Darius says while loading and taking a shot with the new heavy crossbow he has.
Heavy Crossbow attack: 1d20 + 4 ⇒ (13) + 4 = 17
Heavy Crossbow Damage: 1d10 ⇒ 10
Spugnoir2 |
HP 26/26
AC 15/12/13 (17/14/15 with Mutagen) (23/20/21 with Shield+Mutagen+PoE)
Saves F5/R5/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Morning Star
Special effects: Mutagen, POE,Shield
Bombs:4/7
Spugnoir throws a bomb at the not a puddle
Bomb,Touch,PBS: 1d20 + 7 ⇒ (2) + 7 = 92d6 + 5 ⇒ (5, 2) + 5 = 12
GM Foxy |
Darius winds up his heavy crossbow and shoots it as soon as he is ready (which is next round as loading a heavy crossbow is a full round action).
Spugnoir learns that the Not A. Puddle is also not burnt by his bombs. The thing oozes towards Grergof.
The hit of the bolt seems to harms it, but the bolt is then dissolved in a frightening speed.
Everyone else now please but Darius who has used up his action already.
Brother Grergof Varsk |
always beware GMs offering you a second attack ;)
As Darius fires his crossbow Grergof smashes at the not a puddle with his flail:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 7 - 1 + 1 ⇒ (1) + 7 - 1 + 1 = 8
Damage + Power Attack: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12
And misses badly.
Doh, was going to have him react as appropriate... butsince the first attack missed, and he doesn't have a clue what this is... I guess he learns the hard way.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 7 - 1 + 1 ⇒ (11) + 7 - 1 + 1 = 18
Damage + Power Attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Sure tease us about not getting enough loot then throw a "Not-A-Puddle" at us ;)
GM Foxy |
Moving down the tunnel you find the end of it at another secret door that is not so secret from this side and that opens into the torture chamber. As finally everything in this floor is covered the party follows Spugnoirs suggestion and visits Vesorianna upstairs (or would it be upladders?)
Carefully climbing out of the window and re-entering through the front door - to avoid passing the cold spot or the flame throwing furnace - they are pleasantly surprised that the door no longer have a will of their own. Everything undead seems to be gone.
Vesorianna Hawkran |
As the group arrives at the workshop Vesorianna already awaits them. "Thank you for ending the Splatterman. I already cleaned out the prison and it's haunted days are over. With my husband gone and the prison cleared there is nothing holding me back any more. I'm leaving - thanks to you - to my long deserved rest. Take this badge with you. I don't need it where I go and it might be helpful to you on your journey."
The ghostly figure of Vesorianna then fades away until nothing is seen of her any more. On the pile of clothes on the ground remains the badge glowing in blue light.
Darius Redgrave |
"She was a kind soul, in life it seems, and in death." Darius says, then turns to Grergof. "Wanna take the badge an get outta here? I fear that there's something more to the problem. We have yet to know who drew those runes outside. Stam would you mind having a quick look at them?"
Spugnoir2 |
Spugnoir is happy. The people of the town will certainly be happy and we can finally get some rest. He picks up the badge. We can study this after we get back.I wonder if we should get Harrowstone leveled? It might still end up the lair of bandits or worse.
GM Foxy |
As everything is done inside Darius leads Stam outside and shows him the runes on the edge of the foundation of the building.
Darius Redgrave |
"Not to worry my friend, it was worth a try. I think we shouldjust head back and bring the good news to father Grimburrow and Kendra. But I still think that whoever made these runes might still be afoot."
Spugnoir2 |
Aid another!
Aid another Know-Arcana: 1d20 + 10 ⇒ (9) + 10 = 19
Spugnoir points out a few runes. Look here, thse indicate it was part of a ritual with necromatic and abjuration magic.
Stam Truthfinder |
"Ahh i see that now too, so you think someone made these runes to activate the dead inside of there?" I can think of a few nations who would like to do so but they are far away from here."
Stam will draw the symbols down in a note book.
"So back to town for your reward? I will then head along my way to Lepidstadt if you have no further need of my services."
Brother Grergof Varsk |
You remember we are required to stay with Kendra a full 30 days right? That's what the will tells us we have to do to get the PP in Lepistadt. Honestly we would stay s couple days to make sure everything is settled down. And maybe get the sheriff and Alchemist together.