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Ch08 - The Haunted Tower of Sowell.

Posted by FritzholmFor group 0
Fritzholm
GM, 1497 posts
toss the dice
and have fun
Thu 10 Oct 2013
at 15:53
  • msg #1

*** Ch08 - The Haunted Tower of Sowell ***

Our heroes gather in the Pliffa common house and plan out their trip to the Haunted Tower of Sowell.

The most obvious route would be Pliffa to Goldenpoint to Volge to Crim to Kammarra to the Tower of Sowell.  On horseback, with reasonable weather and only overnight stops you can get to Crim in 7 days.  That's your last chance to stock up on free food provided by your clanmates.  That last two legs of the journey would take an additional 4 days one way.  You might want to assume you'll be heading to Rankor Heights afterwards.

Please check your personal equipment and that on the cart.  Now is the time to purchase any mundane equipment you might need, or to get rid of soemthing you don't want to carry all the way across the Triplefang lands.  The group account consists of 680 Fgp and 207gp.  You will be able to stock up at any of your stops along the way, most notably Goldenpoint.  I'd also like to know if you'd like to take a different route or spend extra time someplace.
Glumr
player, 969 posts
  Woodland
  Ninja
Thu 10 Oct 2013
at 16:28
  • msg #2

Re: *** Ch08 - The Haunted Tower of Sowell ***

OCC - Few things.
  1. Is the 'What's on the cart' thread correct enough to use?
  2. Can you update the map, it's missing a few labels.
  3. The route you specify takes us south through triplefang lands.  What if we went east through the mountains and then went south to the tower.
  4. Are there any settlements or points of interest in the region that we would have knowledge about but have not gone to?

Glumr sits down with his packs,removing all the items and laying them out side by side to survey all of his equipment.  Talita is with him, slightly under foot and hand, investigating all the human items and just enjoying being close to her companion.  While slightly in the way, Glumr loves the little fox and having her crawling around him makes him feel good.  Truly a blessing from Ehlonna.
This message was last edited by the player at 16:29, Thu 10 Oct 2013.
Fritzholm
GM, 1500 posts
toss the dice
and have fun
Thu 10 Oct 2013
at 16:59
  • msg #3

Re: *** Ch08 - The Haunted Tower of Sowell ***

1) I cleaned up the cart listing up a little.  According to Glumr's character sheet (which I also cleaned up) he's carrying both the forge portal plate and the green crystal shortsword.  If anyone else thinks they have one of these, let's get it on the right sheets.
2) Maybe
3) Yes you can go through the mountains, but it's very slow, more dangeorus, and you can't bring your horses.  This include Moonlight.  Ask Holly how she feels about that.
4) Trellor is north of the tower on the other side of the eastern mountains.  It's a Ferisedan port town.  That's about all you know about it.
Glumr
player, 971 posts
  Woodland
  Ninja
Thu 10 Oct 2013
at 20:25
  • msg #4

Re: *** Ch08 - The Haunted Tower of Sowell ***

1) No.. Holly had the forge plate... Glumr has the Trog plate.  Right?

3) I doubt she'd be on board for that.   So the pass near Kammerra is the only pass through the mountains the triplefang know of?

Thanks Fritz!!
This message was last edited by the player at 20:26, Thu 10 Oct 2013.
Fritzholm
GM, 1501 posts
toss the dice
and have fun
Thu 10 Oct 2013
at 21:53
  • msg #5

Re: *** Ch08 - The Haunted Tower of Sowell ***

You guys sold the trog plate to the dwarves.
Holly
player, 739 posts
Protect the Land
to protect your Children
Fri 11 Oct 2013
at 12:15
  • msg #6

Re: *** Ch08 - The Haunted Tower of Sowell ***

Holly watched as the others prepared for their next long trip. The chance to spend time with Moonlight and others had been very healthy, and now she was ready to move on. By the discussions they had had on the route, it looked like she would have a chance to visit Volge and see if anyone there knew more about Marina the Hunter.

Watching Glumr go through the items on the cart, she suggest selling some of the trophies from their run ins with goblins and some of the other more useless items to allow space for more food and useful items.

"The route we travel will be long, especially with the cart, but I think we need to consider what we can buy in Goldenpoint. Some healing potions and such items might be available." Holly says, trying to think through what they might need further on.




1) Holly does indeed hold the forge plate.
3) Not happy if we can't have Moonlight along. Only just got back with him!! Not going near Silvergate is my only other request!

Sell:
goblin longspear (small)
7 goblin javelins (small)
4 suits of goblin leather (small)
4 small packs
6 small vicious game traps
6 raw wildcat pelts

This message was last edited by the player at 12:24, Fri 11 Oct 2013.
Glumr
player, 972 posts
  Woodland
  Ninja
Fri 11 Oct 2013
at 13:25
  • msg #7

Re: *** Ch08 - The Haunted Tower of Sowell ***

Glumr agrees with Holly on all.
Fritzholm
GM, 1502 posts
toss the dice
and have fun
Fri 11 Oct 2013
at 14:48
  • msg #8

Re: *** Ch08 - The Haunted Tower of Sowell ***

The goblin stuff isn't worth much to the Triplefang provisioner.  She offers you 30 silver and will throw in plenty of beeswax for you to plug your ears.  She'll give you a silver each for the pelts.
Sunna
player, 153 posts
Fri 11 Oct 2013
at 18:17
  • msg #9

Re: *** Ch08 - The Haunted Tower of Sowell ***

I agree with Holly, too.
Fritzholm
GM, 1503 posts
toss the dice
and have fun
Mon 14 Oct 2013
at 04:15
  • msg #10

Re: *** Ch08 - The Haunted Tower of Sowell ***

You saddle up, well rested, with your newly enchanted weapons, and head south.  The trip to Goldenpoint is a short one compared to your recent journey to Sloss Hinterplatz and back.  Travel goes smoothly.  The weather is mostly warm and dry with the exception of a shower at the beginning of your first day.  The sky is clear when you arrive at Goldenpoint.  You can see all the stars in the sky and just a faint sliver of moon.

It has been over 2 months since you were last here.  You're well regarded in Goldenpoint.  Glumr and Holly are known for rescuing the temple's champion, Arkus.

Talk around the fire at the longhouse is that Heinrich has sent settlers to Gollag.  The Ferisedan villagers are mixed on their opinions of the situation.  Scouts further south report no sign of Ferisedan warriors being sent.

If you'd like to make any purchases in the morning, a list of items for sale can be found here:

http://triplefang.yoyo-pete.co...u.php?id=goldenpoint
Holly
player, 741 posts
Protect the Land
to protect your Children
Mon 14 Oct 2013
at 11:36
  • msg #11

Re: *** Ch08 - The Haunted Tower of Sowell ***

Holly suggests that they stock up on Holy Water, due to the likelihood of them meeting undead and incorporeal beings in the Tower, suggesting one each and two spare if they can afford it.

[Holly would have taken the opportunity to cast Detect Magic on her new Sickle at their first camp on leaving Pliffla]
Glumr
player, 974 posts
  Woodland
  Ninja
Mon 14 Oct 2013
at 13:35
  • msg #12

Re: *** Ch08 - The Haunted Tower of Sowell ***

Upon receiving beeswax, Glumr rolls a ball and places it into one of the empty coin pouches he has.

---

Glumr would like to get 2 flasks of holy water for himself, and wouldn't mind grabbing a potion, or two, or cure light wounds.   Does anyone object?
This message was last edited by the player at 13:36, Mon 14 Oct 2013.
Fritzholm
GM, 1504 posts
toss the dice
and have fun
Mon 14 Oct 2013
at 15:31
  • msg #13

Re: *** Ch08 - The Haunted Tower of Sowell ***

Holly casts Detect Magic and scrutinizes her sickle.


According to my list you each have two potions of Cure Light Wounds except for Sunna who has just one.  The party treasury consists of 680 Fgp, 207 gp, and 36 sp.  Spending 185gp would get you 6 flasks of holy water (1 each and 2 extras on the cart) and a Cure Light Wounds potion (for Sunna).  Does that sound good or would you like to purchase more?

When you explain your interest in the holy water for use in fighting undead, Bardi gives you some quick lessons on how to use it.  There are 3 techniques.  The first is lobbing the flask so that it hits the monster and shatters.  He suggest a soft overhand motion to deliver enough force to break the flask without hurting your accuracy.  This technique works best against animated corpses.  The second technique is a high arcing underhand lob into a group of undead.  This is very easy and catches many undead in the splash, but isn't very harmful.  The third technique is to break the flask's wax seal yourself and pour the holy water directly onto the undead monster.  This is the most dangerous technique since you need to be so close to the monster, but is the most effective against ghostly undead that have no physical body to shatter the flask against.  You practice each of the three techniques with wooden flasks and a practice dummy.
Glumr
player, 975 posts
  Woodland
  Ninja
Mon 14 Oct 2013
at 15:46
  • msg #14

Re: *** Ch08 - The Haunted Tower of Sowell ***

Glumr is okay with that.
Fritzholm
GM, 1505 posts
toss the dice
and have fun
Mon 14 Oct 2013
at 16:44
  • msg #15

Re: *** Ch08 - The Haunted Tower of Sowell ***

Please update your character sheets to reflect the new holy water (and for Sunna the additional potion)
Fritzholm
GM, 1506 posts
toss the dice
and have fun
Tue 15 Oct 2013
at 03:43
  • msg #16

Re: *** Ch08 - The Haunted Tower of Sowell ***

On the road to Volge you pass two young Triplefang families heading for Gollag with a pair of wagons pack with supllies, and some livestock.  The couples are about your age.  One of the couples has a swaddled baby too young to walk.   They're upbeat about seeing new scenery and carving out a nice place of their own.  It strikes you that the end of winter would be a better time to start a new farm.  Glumr and Holly remember Elsie, Holda, and Dain Ferisedan's meager farm of sorts in Gollag and hope this new Triplefang settlers end up as better farmers.

You arrive in Volge the next afternoon.  It's good to be back home.
Farden
player, 572 posts
the paranoid guy
male fighter
Tue 15 Oct 2013
at 05:52
  • msg #17

Re: *** Ch08 - The Haunted Tower of Sowell ***

OOC: Sorry for not being around. I've got the crystal sword on my equipment list. Anyone else want to hold it?

During the journey to Voulge, Farden has been pondering the spirit's riddle. Deciding to play it safe, he stocks up on more trail rations, waterskins, a spare lantern, and extra sunrods.

OOC: Buying another 3 sunrods, 1 lantern, 3 waterskins, 10 trail rations, total cost: 21 gp. Put these items on the cart.

Also, since 'deafness is a blessing', he's been experimenting with various convenient ways of blocking one's ears. He's tried cotton, earplugs carved from wax, and cork. Now, he is going to try sprigs of parsley. He had once heard a tale of a great warrior who stuffed his ears with parsley to ignore a horrendous noise, and Farden wants to see if it works...


This message was last edited by the player at 05:53, Tue 15 Oct 2013.
Fritzholm
GM, 1507 posts
toss the dice
and have fun
Tue 15 Oct 2013
at 08:01
  • msg #18

Re: *** Ch08 - The Haunted Tower of Sowell ***

Triplefang will provide you fine young adventurers with food for free, so no need to pay for the trail rations.  There's a small lantern on the cart already if that makes a difference.  Are you buying these items out of your own cache of silver, or using the group funds.  If they're yours, please put them on your character sheet, noting that you store them on the cart.  If they're for the group I'll take the cost out of the party funds.

Farden and Glumr experiment with various ear plugging methods.  (Which is which in the comic, I wonder. :-)  )  They settle on two workable possibilities.  First off is simple shaped globs of beeswax.  It's good for +2 protection against sonic attacks, but badly hampers communication and listen rolls.  The second option is a fluffy cotton-like weed stuffed into the ears with tallow wax dripped on to seal it.  This takes more preparation, but is good for +4 protection.  This blocks all verbal communication and makes listen rolls impossible.  Additionally it nullifies the positive effect of bardic music.  Holly and Sunna both have ideas about magical protection from sonic attack that they might elaborate on if asked.

What would folks like to do now that you're back in Volge?  Do you just want to stay the afternoon, evening, and overnight or linger a bit longer?
Holly
player, 742 posts
Protect the Land
to protect your Children
Tue 15 Oct 2013
at 08:26
  • msg #19

Re: *** Ch08 - The Haunted Tower of Sowell ***

Holly goes in search of her family, to ask about someone called Marina the Hunter, trying to find out anything that might be useful about her family history. She also is determined to talk with Snow, to tell her of their adventures since she had left to return to Volge and to find out how she was doing.

Will also drop in on Elder Elana, to pay respects and to ask about Marina.
Farden
player, 573 posts
the paranoid guy
male fighter
Tue 15 Oct 2013
at 08:42
  • msg #20

Re: *** Ch08 - The Haunted Tower of Sowell ***

Farden is making the purchases out of the party funds, he already has his own lantern and sunrods. He'll also ask Holly and Sunna if they have any magical methods of noise suppression.

Farden will prefer to overnight at Volge, since there is no particular rush.

OOC: Internet cookies to those who recognized the comic in my previous post.

Glumr
player, 976 posts
  Woodland
  Ninja
Tue 15 Oct 2013
at 13:05
  • msg #21

Re: *** Ch08 - The Haunted Tower of Sowell ***

Glumr takes the time in Volge to visit his mother.  He toys with the idea of meeting with Elana but decides he doesnt want to take the chance of having his group deflected for Triplefang business.

Glumr also makes a point to visit Alma.  She was a cute girl he always had a fancy for.  Glumr decides to take her some wildflowers and tell her how good it is to see her.

OCC - Familiar but cant place it.  :/  Going to drive me crazy.

Also, if you dont have use for the crystal blade, I'll take it as it's better offensive than my oddly handled scimitar.

This message was last edited by the player at 13:06, Tue 15 Oct 2013.
Fritzholm
GM, 1508 posts
toss the dice
and have fun
Tue 15 Oct 2013
at 15:07
  • msg #22

Re: *** Ch08 - The Haunted Tower of Sowell ***

OOC: I'm certainly old enough to recognize Asterix and Obelix.
Holly
player, 743 posts
Protect the Land
to protect your Children
Tue 15 Oct 2013
at 19:14
  • msg #23

Re: *** Ch08 - The Haunted Tower of Sowell ***

OOC: Would have been more impressed with the original, rather than English version, but Asterix was a childhood cartoon worth reading!
Elana
NPC, 11 posts
Triplefang Eldress
Wed 16 Oct 2013
at 16:48
  • msg #24

Re: *** Ch08 - The Haunted Tower of Sowell ***

You all drop in on Elana at her cottage to fill her in on the current state of your adventures.  Holly leads with a question about the mysterious Marina whose spirit inhabits Holly's weapon.

"Hmmmm, I do remember a Marina, but she was not Triplefang.  They might know more about her in Silvergate if you speak with some of the older raiders.  Raiders will often bring a hunter or two along to provide food on longer voyages incase they can't pillage enough food along the way.  She might've traded furs in Silvergate too."

"How strange that her spirit has returned in this manner," comments the eldress.

"I take it that your dealings with Coal went well then.  How is the young enchantress doing?"
Sunna
player, 154 posts
Wed 16 Oct 2013
at 17:58
  • msg #25

Re: *** Ch08 - The Haunted Tower of Sowell ***

Sunna visits her family, too, while in Volge.

OOC: RL is very busy at the moment but I hope to be able to write something more than this short post tomorrow.

I do hope the comic is not referring to Sunna the bard (for the horrific noise) ;)

Farden
player, 574 posts
the paranoid guy
male fighter
Thu 17 Oct 2013
at 05:46
  • msg #26

Re: *** Ch08 - The Haunted Tower of Sowell ***

Sunna:
I do hope the comic is not referring to Sunna the bard (for the horrific noise) ;) </Orange>


OOC: It is referring to a bard, but not Sunna :)


Farden will drop in on Snow after making the purchases, see how their former teammate is doing.
Holly
player, 744 posts
Protect the Land
to protect your Children
Thu 17 Oct 2013
at 12:21
  • msg #27

Re: *** Ch08 - The Haunted Tower of Sowell ***

Holly considered a visit to Silvergate to gather more information on Marina, but was aware they would not likely be welcome from some quarters after their removal of the book from a certain Empire Traders office. That might have to wait until they had found a golem to trade with. So for the moment Holly put aside that thought and instead answered the Elders other questions, "Coal was very helpful, we now have weapons able to help us in our next stage, with a visit to the Tower of Sowell. We are looking to travel near the south lands again, and I'm wondering if you have any news from down there? As for Coal, she seems a little distracted, but very supportive of the community up there and helped us quite a lot once we had caught her unfortunate cookie accident." Holly went on to describe the hunt for the cookie man.
Glumr
player, 977 posts
  Woodland
  Ninja
Thu 17 Oct 2013
at 13:45
  • msg #28

Re: *** Ch08 - The Haunted Tower of Sowell ***

"I dont know if you have heard"  Glumr says once there is a pause in the conversation "We had a fight with a Beasttamer.  He seemed cursed by the unnatural, changed into some type of cat-man-beast.  He attacked us with cats bearing the mark of Kramashir.  We defeated him and upon his death he changed back to the besttamer man.  We told an elder who had us take the body to Coal for disposal.  I thought that my Elder here in Volge should know, if you already havent."
Elana
NPC, 12 posts
Triplefang Eldress
Fri 18 Oct 2013
at 15:20
  • msg #29

Re: *** Ch08 - The Haunted Tower of Sowell ***

quote:
"We are looking to travel near the south lands again, and I'm wondering if you have any news from down there?"


"Heinrich is pleased.  Tora's campaign is gaining momentum.  Raiders have been heading down to Crim to join up.  They're not planning on attacking into the Dark Woods, but the southern border is safer now."

quote:
"He seemed cursed by the unnatural, changed into some type of cat-man-beast.  He attacked us with cats bearing the mark of Kramashir.  We defeated him and upon his death he changed back to the besttamer man.  We told an elder who had us take the body to Coal for disposal."


"Sounds like a werecat.  They carry a disease.  That could be why Karden wanted the body destroyed quickly," says Elana.
Fritzholm
GM, 1509 posts
toss the dice
and have fun
Fri 18 Oct 2013
at 15:40
  • msg #30

Re: *** Ch08 - The Haunted Tower of Sowell ***

Everyone but Farden has family in Volge they plan to visit.  Please post an entry here with a little description of how that goes.  Hopefully this will help flesh out the family members a little.

I'm going to start a conversation with Snow thread on the In character side conversations topic.  Farden and Holly both mentioned visiting her.  Glumr and Sunna are welcome to come too if they'd like.

Glumr, please make a CHR roll to see how your visit with Alma goes.  +2 for bringing her flowers.
Sunna
player, 155 posts
Sun 20 Oct 2013
at 07:14
  • msg #31

Re: *** Ch08 - The Haunted Tower of Sowell ***

Sunna is glad to see her family again, though she is a bit anxious if she has learned enough in the Harper's Guild for her father to be satisfied with her progress so far.

As expected he is not too happy about her having left the Harper's Guild without letting him know beforehand. Sunna can't help but notice, though, that he seems to be proud of her nonetheless, even if he tries not to show. Her mother Astá, however, is happy to have her back, if only for a short time and promises to prepare her favorite food the next day: apple pie.

Rós seems to be busy with other things, especially a Triplefang boy of her age who she's meeting with. Though she says that he's only a friend of the family the sparkle in her eyes when she talks about him tells another story.
This message was last edited by the player at 17:53, Tue 22 Oct 2013.
Holly
player, 746 posts
Protect the Land
to protect your Children
Sun 20 Oct 2013
at 17:01
  • msg #32

Re: *** Ch08 - The Haunted Tower of Sowell ***

Holly was glad that the works of Heinrich and Tora were making gains against the goblins in the south, and listened intently when Elana mentioned werecats. That got her thinking back to her discussions with Kayaq a few days ago, and she again wondered what druidic animal she would be linking with in the future. Perhaps this trip to Crim would give her a chance to find out.
Glumr
player, 979 posts
  Woodland
  Ninja
Mon 21 Oct 2013
at 19:04
  • msg #33

Re: *** Ch08 - The Haunted Tower of Sowell ***

While in Volge, Glumr visits with his mother. While she's older, she's still vibrant and hard working.  He finds it interesting that her duties in the village seem to bring her into contact with Snow.  Sounds like she butts heads with her much much less than Glumr did.  Not much has changed for her.  But that is good Glumr decides.  She's safe and living a good life here.

Glumr also makes it a point to visit with Snow with the others.  Even though they argued, he does like his cousin.

He also makes it a point to visit with pretty Alma.  He spends the morning outside of the village, picking wild flowers and arranging them to look as nice as he can make it.  He cleans himself up in a stream best he can and goes to visit her and finally tell her how he feels.

Glumr rolled 19 using 1d20+2. Alma <3.
Fritzholm
GM, 1510 posts
toss the dice
and have fun
Tue 22 Oct 2013
at 06:58
  • msg #34

Re: *** Ch08 - The Haunted Tower of Sowell ***

The party hadn't made specific plans to leave the next day, but it seemed reasonable.  Late morning rolls around and Farden tries to gather everyone up to head south for Crim.  Alas, Glumr is nowhere to be found.  Holly and Sunna are happy to spend another day in Volge.
Farden
player, 576 posts
the paranoid guy
male fighter
Tue 22 Oct 2013
at 07:32
  • msg #35

Re: *** Ch08 - The Haunted Tower of Sowell ***

Farden is wondering if Glumr somehow managed to find trouble. He should know about Glumr's family, so he'll check in with them to see where the man has got to.
Fritzholm
GM, 1511 posts
toss the dice
and have fun
Tue 22 Oct 2013
at 15:53
  • msg #36

Re: *** Ch08 - The Haunted Tower of Sowell ***

"I don't know where he's disappeared to just now," says Glumr's mother.  "He asked a few questions about Miss Snow.  Maybe he's gone to see her.  Our Glumr is very excited about your adventures.  He went on talking about a magic book of Legends and a tower full of ghosts.  Try and keep him out of too much danger, Farden."

You're a little concerned that Glumr is running his mouth about the Tome of Legends, but dear old mom is probably the safest person to spill such secrets to.

You check with Snow.  She hasn't seen him today, but she's not surprised he's causing you trouble.  "He's your problem now," she says.

Dead end.  If only you had a tracker.  Maybe you can borrow Holly's horse.
Fritzholm
GM, 1512 posts
toss the dice
and have fun
Tue 22 Oct 2013
at 21:17
  • msg #37

Re: *** Ch08 - The Haunted Tower of Sowell ***

Glumr does eventually turn up having a very late lunch with a young female friend of his.  He says he'll be ready to head to Crim in the morning.  Sunna is glad to have had the extra day in Volge, since she is now stuffed with fresh baked apple pie.  Another night at home does everyone's morale good too.

In the morning you say your good-byes, saddle up, and set off.  Travel goes smoothly over the Triplefang grasslands.  Late on the second day you come across a vast stretch of scorched land hit by wildfire this summer.  Luckilly, it's wild country far from any clusters of Triplefang farms or ranches.  You don't like to see the destruction, but you know it is part of nature.  New life will spring up in the next year or two.

You begin to think about things such as night watches and sleep schedules.  You're still in your relatively safe home lands, but soon you'll be leaving Triplefang lands.  You don't know what you might encounter closer to the Dark Woods, beyond the eastern mountains, or along the shore.

On the evening of the third day you ride into the village of Crim.
This message was last edited by the GM at 05:02, Mon 02 Mar 2015.
Fritzholm
GM, 1514 posts
toss the dice
and have fun
Wed 23 Oct 2013
at 07:03
  • msg #38

Re: *** Ch08 - The Haunted Tower of Sowell ***

There are more raiders and warriors in Crim than you remember from your last visit.  They are building some fortifications and new barracks for the new arrivals as well as a shrine to Harix.  Everyone is pitching in.

You had hoped to visit with Mord, who has made quite a name for himself, but he's off in the borderlands with Tora's troops getting more famous.

This is your chance to stock up on free food.  One pound feeds a person for a day, so 4 per day for the group.  Animals can fend for themselves in most terrain.  By your minimum estimate you'll be out there at least 4 days out and 4 days back with a day at the tower, but it could certainly take longer.  How much do you want to take?
Glumr
player, 982 posts
  Woodland
  Ninja
Wed 23 Oct 2013
at 13:32
  • msg #39

Re: *** Ch08 - The Haunted Tower of Sowell ***

40 pounds would give us a few extra days.  I'd say that.  Maybe some extra if we have room/weight for it. 
Sunna
player, 157 posts
Thu 24 Oct 2013
at 03:38
  • msg #40

Re: *** Ch08 - The Haunted Tower of Sowell ***

I think that 48 pounds for the group would be better, if we're not planning to hunt on our way to restock some supplies.
Unless you said 40 pounds for each member of the group :)

Glumr
player, 983 posts
  Woodland
  Ninja
Thu 24 Oct 2013
at 16:05
  • msg #41

Re: *** Ch08 - The Haunted Tower of Sowell ***

I meant total.  48 is great. 
Fritzholm
GM, 1515 posts
toss the dice
and have fun
Thu 24 Oct 2013
at 21:11
  • msg #42

Fox cottage

In the morning you load sacks and small barrels of preserved food onto the cart and journey onwards.  First stop, Reynard's cottage.

"Please come in," offers Reynard's voice from within.

You open the door and let yourselves in.  There's no place to sit other than the bare floor, but plenty of room for all of you to stand (or float) around.  All the shutters are closed, but before the door shuts all the way Reynard shimmers in the dark.  For a moment you're afraid his fur has come aflame.  He flicks his tail at the fireplace lighting kindling. And then he sits facing you and his form returns to normal.

"It's good to see that Talita has brought you back to me in one piece," he says.  "And brought a trio of enslaved wisps and memories with you.  Such a thin protection from the horrors of everlasting unlife.  Let us hope it is enough."

The words are a bit chilling.

"You had to do quite more than just trade silver with the enchantress child to get those, didn't you?"
Glumr
player, 984 posts
  Woodland
  Ninja
Thu 24 Oct 2013
at 23:02
  • msg #43

Re: Fox cottage

"You are correct my friend." Glumr starts off, a bit astonished by the foxes fire.

"We had to procure goods for her.  We traveled north to the Dwarves.  We faced much danger.  There were many good points, an unfortunate low point, but all and all the journey was good and beneficial."

Glumr wonders what Reynard would know about xyzeryx.

"We hope these wisps, as you say, will help our weapons protect us on the next leg of our quest.  We also have blessed water with us.  Is there any advice you might have for us?"
This message was last edited by the player at 23:03, Thu 24 Oct 2013.
Fritzholm
GM, 1516 posts
toss the dice
and have fun
Fri 25 Oct 2013
at 05:42
  • msg #44

Re: Fox cottage

quote:
"We traveled north to the Dwarves."


"Yes, you were curious about golems and their origins.  Did the dwarves shed any light on this for you?"

quote:
"Is there any advice you might have for us?"


Reynard ponders this quietly for a while.

"The task you are about to undertake appears to be just a treasure hunt.  As chance and fate would have it, the adventure will turn out to be a pivotal moment in history.  The Sowell family may be gone, but there are others artists of necromancy among the eastern islands.  Once such calls himself Thibideau.  He will come for the secrets of the tower, but you will get there first.  If you succeed, he will not find what he is looking for when his day comes.  Thibideau will become your enemy one day.  Depriving him of this power will tip the scales…" Reynard pauses.

"Well, lets say fortune will still be on his side, but less so.  Be thorough in your search.  If you leave only with what you came for, Thibideau might still get his prize."

Reynard stands up a yips at the floating eye.

"This is a pivotal time in other respects.  Your cursed harper friend is no closer to escaping his current form than he was the last time I warned him that his time was short.  If nothing is done he will not survive the tower."

"Do you delay your quest and risk fumbling a chance to thwart a future enemy in order to try to save a single friend?  Either path has its share of regret.  Perhaps you will find another way."
This message was last edited by the GM at 16:45, Sun 20 Apr 2014.
Holly
player, 748 posts
Protect the Land
to protect your Children
Fri 25 Oct 2013
at 12:02
  • msg #45

Re: Fox cottage

Holly feels a chill go through her as Reynaud passes on the news that perhaps harper friend would not survive the visit planned to the tower. Holly moved towards Scott, trying to think what to say and do. It seemed they might need to make a difficult choice, and Scott had been a member of their little family for a long time it seemed to her.

"What can we do for Scott, that would bring him back?" Holly asked, looking expectantly at Reynaud and the others.
Glumr
player, 985 posts
  Woodland
  Ninja
Fri 25 Oct 2013
at 13:54
  • msg #46

Re: Fox cottage

A Glumr realizes he has goosebumps from hearing what Reynard says.   Indeed his mind has not been on the floating eye, wrapped up in the adventure to the dwarven lands and now he worries that it seems the tasks at hand have a potential dark cloud hanging over them no matter which direction they go.

Help Scott and a necromancer comes to power.  Go to the island and Scott my die or may be stuck in this form.  Glumr feels the weight of the decision pressing on him.  He wishes could have stayed in Volge with Alma, but if he did, it would be ignoring the path set for him to stop the unnatural.

quote:
"Did the dwarves shed any light on this for you?"


"Not in the way you would expect.  It seems priest magic gives life into the materials the creature is made from.  They follow he will until the magic dissipates.  Elhonna has blessed me with similar command of natures creatures."

Glumr pauses.. Then continues, looking displeased.

"A man demon creature called xyzeryx interfeared with our travels and we were forced to be his pawn through threat and trickery.  In his bidding I witnessed golems come to life and then fade back to earth.  He forced us to acquire a helm.  In return he gave us a strange bow which will aid us in the tower.  I still fear the reason he wanted the helm or if that will give aid to the unnatural's goals."


"Perhaps Scott should not go to the island.  We can make haste, return with our goods and treasures, find what this necromancer is looking for to prevent it increasing his power, return and help Scott.   Do you know if the item the necromancer seeks could help us return our friend to human form?  I fear that I do not know whom or what to seek to help him."
Fritzholm
GM, 1517 posts
toss the dice
and have fun
Fri 25 Oct 2013
at 15:24
  • msg #47

Re: Fox cottage

"Sure you could leave him here with me for a short while, postpone his demise.  That would give you time to take care of other matters.  It seems as though you would rather not think about such things, but not thinking about a problem neither solves it nor makes it go away."

"Oh," says the fox. "Now it sounds like I'm scolding you.  I don't mean it that way.  No human has enough time to solve all the problems they discover no matter how well intentioned they are."

"What do you know about this floating minstrel?  Perhaps you already have a few clues that might help."
Sunna
player, 158 posts
Fri 25 Oct 2013
at 15:52
  • msg #48

Re: Fox cottage

Sunna feels a chill crawling down her spine at the words of Reynard. She remembers the words of the women back in Rankor Heights and takes a deep breath.

"You sound as if there is no way to solve both problems in time", the young bard finally manages to say. "But you do know more about this... curse than we do, am I right?"
Sunna can't answer the question about Scott, since there's very little she knows about him, besides from him being cursed somehow.
Glumr
player, 988 posts
  Woodland
  Ninja
Fri 25 Oct 2013
at 16:44
  • msg #49

Re: Fox cottage

"If the necromancer obtains this item, it sounds like that could off set the natural balance of things.  It might be better for the greater good to prevent that from happening.  And then on our return, we stop at nothing until we find a cure for our friend."

"You've been an oracle of wisdom to us Reynard.  I still do not understand what you are, but you have only shown us good will and help.  Anything you can impart to us these matters would be of help.   We are not sure where to turn to cure or find out about his infliction.  Likewise, the item the necromancer seeks, is there anything  more you can tell us.  At least how we might know it when we see it?"
Farden
player, 577 posts
the paranoid guy
male fighter
Sun 27 Oct 2013
at 17:58
  • msg #50

Re: Fox cottage

"Reynard, you just told us a fucking necromancer is going to get his hands on something dangerous, and then you tell us if we try to stop him we'll be unable to help our cursed companion. Are you trying to make us miserable?" growls Farden.

He then takes a deep breath. "Sorry, I know its not your fault. If the tower is dangerous to Scott, let him wait here for our return. We'll go, put a spanner in this necromancer's plans, then come back.

As for curing him... honestly Reynard, I think we need a little help. I myself don't have the first clue where to start."

Holly
player, 749 posts
Protect the Land
to protect your Children
Mon 28 Oct 2013
at 08:48
  • msg #51

Re: Fox cottage

Holly looks over at the fox, and asks, "Is there enough Scott in there still to know what is happening and to make a decision for himself? If so, I would ask Scott to make the decision on whether he wants to join us in the trip to the Tower."

"If, as I suspect, we need to make the decision, then I would save Scottfard now, and worry about possible consequences later. This necromancer is another threat, like the south lands and the Unnatural. We cannot be everywhere at once, and returning Scott to his original self is something I would very much want to see. A Harper would be a great allie in the future, especially if we are to put our names in the Book."

Fritzholm
GM, 1520 posts
toss the dice
and have fun
Mon 28 Oct 2013
at 20:21
  • msg #52

Re: Fox cottage

quote:
"Reynard, you just told us a fucking necromancer is going to get his hands on something dangerous, and then you tell us if we try to stop him we'll be unable to help our cursed companion. Are you trying to make us miserable?"


"A little misery is just the thing.  It shook you up, did it not?  Spurred you to action," Reynaud says bluntly.  "I've told you that your floating musical friend is cursed.  I proposed two options - find the warlock who cursed him and convince him to undo his spell, or find a powerful priest to break the curse.  You can be forgiven for not finding a mysterious unknown warlock, but surely you can find a priest.  Will your mighty priest do the deed purely out of good will or will you need a bargaining token?"

OOC: The harpers also provided you with some hints, which can be found here.
http://triplefang.yoyo-pete.co...ndering.minstrel.eye

The fox turns to Glumr, who asked about the item.

"Let us get down to specifics.  Knowing the details will help you find what you seek.  Thibideau will come to the tower looking for The Celestial Needle known to some as The Dragon's Tooth, but that is just nonsense.  It is a pointed rod of silvered metal with no connection to teeth besides its shape.  The needle is used to tap into the power of the full moon.  It allows the creation of unusual and powerful undead by those who would otherwise be only able to create mundane animated corpses.  Perhaps it can too tap into the power of the sun.  This would explain why the priest of Pelor sought it.  Many things in necromancy have a dual purpose."

"The needle is about the length of your bow and has not seen use in a long time."

Next he turns to the minstrel eye.

"Arrows," he says.

You're not sure what to make of it.  Was he answering a question the eye asked, but none of you could hear?

"While I'm being specific you might as well know.  Human archers will be the ones to kill the eye."

The fox's words are punctuated by the most unexpected and unsettling dissonant shower of terrifying sounds you have ever heard.  It is all you can do to keep from crying out in startled fright.
Farden
player, 578 posts
the paranoid guy
male fighter
Tue 29 Oct 2013
at 10:09
  • msg #53

Re: Fox cottage

Farden clapped his hands to his ears to shut out the sound, then waits until the eye calms down (I'm assuming it was the eye that made the noise).

"Ow! What was that?"

Sunna
player, 159 posts
Tue 29 Oct 2013
at 16:47
  • msg #54

Re: Fox cottage

Sunna wondered how the fox could know all these things about future events. She listened to his words intendly and glanced over to the floating eye when he mentions arrows.

Sunna made a hasty step backwards, almost bumping her head on the ceiling, and looked around wide-eyed for the source of the noise. With the eye being just an eye it was hard to say if it was the source of this, still Sunna whispered "Stop it, please" in its direction.
Fritzholm
GM, 1521 posts
toss the dice
and have fun
Tue 29 Oct 2013
at 18:43
  • msg #55

Re: Fox cottage

The horrifying cacophony (that word is hard to spell) is over shortly after it begins.  Talita runs out the door flap.  Even Reynaud is startled.  It is safe to assume the wall of sound was the eye's doing.
Sunna
player, 160 posts
Tue 29 Oct 2013
at 19:14
  • msg #56

Re: Fox cottage

Sunna sighed with relief that the cacophony was over. But knowing how someone was going to die, even when in the far future, was unsettling. She took a deep breath and turned to Scott.
"No one wants that to happen, Scott. We just have to figure out what to do now. There's this tower, where it's safer for you to stay away from. And then there's to find a priest to break the curse."

They would have to deal with Scotts curse rather sooner than later but if the fox was right there was also a necromancer to deal with. Or rather an item the necromancer was searching for to get out of his reach. Splitting the party to help both Scott and find the needle was stupid, it would possibly help Scott sooner but would certainly do more harm than good to the rest of the group.

"You said that it might help to leave Scott somewhere safe when we're going to the tower, Reynaud, is that true?" It would only buy them some time, but Sunna didn't want to say that aloud. They would still have to find a powerful priest. Sunna thought about the towns they had visited so far. There had been priests they had spoken to. But as far as she knew the topic of Scott had never come up in a discussion.
Fritzholm
GM, 1522 posts
toss the dice
and have fun
Tue 29 Oct 2013
at 22:05
  • msg #57

Re: Fox cottage

"Leaving the magical, musical eye here for now would be safer than taking him to the tower, yes," says the fox.

"And we can listen to harper tunes I have not heard for a very long time."
Holly
player, 750 posts
Protect the Land
to protect your Children
Wed 30 Oct 2013
at 10:15
  • msg #58

Re: Fox cottage

Holly had been thinking back to the visit with the Harpers, and other things as the others chatted. The discordant music of the Eye brought her back to the here and now, and she helped Sunna try and settle Scott down again.

"This Celestial Needle might be something we can use to get the Priests of Pelor to act in Scott's favour, although the words of the harpers song about how Scottfard walked into the flames and the old cat died the next day worry me a little more." Holly wondered if it meant the ability to live for 200 years was passed on one to one, and at that point the old one died. Which brought up the question of whether it was really Scott in there, or some old, old enemy they didn't want to release! Like the original curser of Scott in the other tales.

"Reynaud, would giving the Needle to the Pelor priests be a good thing? You say it might be linked to the Sun. Does that mean it might have the ability to destroy undead?"
Fritzholm
GM, 1523 posts
toss the dice
and have fun
Wed 30 Oct 2013
at 15:16
  • msg #59

Re: Fox cottage

"Sun worshippers are most numerous.  If they cannot find a use for the Needle, they should at least be able to protect it."
Farden
player, 579 posts
the paranoid guy
male fighter
Thu 31 Oct 2013
at 19:09
  • msg #60

Re: Fox cottage

"You know, Reynaud, one of these days you're going to have to explain how the heck you know these things. It's as if you've made it your business to find out everything that we might need to know on our quest. I'm just wondering why and how you're doing all this." Farden's tone is extremely mild and polite - something quite unusual from the normally blunt warrior.
Fritzholm
GM, 1525 posts
toss the dice
and have fun
Sat 2 Nov 2013
at 04:49
  • msg #61

Re: Fox cottage

Reynaud bows to Farden, which looks strange indeed from a fox.

"Knowledge is my domain.  It should come as no surprise to you that I know much of what you need, as it is just the tip of the iceberg.  I see the large and small, and remember the future almost as well as the past, which at times is a bit spotty.  Asking how I know these things is like asking how the rain knows when and where to fall, but the why is much simpler."

"I don't normally interact with humans, but I like the smell of you.  Someday I will impress by saying I knew these Triplefang heroes, and you will impress by saying you knew Reynard.  Perhaps they will doubt both of our stories," He says with a wry smile.

"But you, you will have proof."

"Furthermore, I will want your assistance again, so I had better make myself useful."

It looks like you're wrapping up your visit with Reynaud.  Is there anything else you'd like to say or ask before continuing eastward?
Fritzholm
GM, 1526 posts
toss the dice
and have fun
Tue 5 Nov 2013
at 07:00
  • msg #62

Ch08 - The Haunted Tower of Sowell

You bid Reynaud farewell and continue towards Kammarra.

One the first night Farden spots wildcats in the distance on his watch.  They don't attack, and they keep their distance from your fire.  In the morning Glumr sets off to track them.  You end up traveling 4 or 5 mile out of your way to the north.  Glumr watches them for a while and reports back.  Holly and Glumr decide that the wildcats are behaving normally.  Nothing to worry about.  It's good to see there are still plenty of uncorrupted wildcats out there.


You ride into Kammarra early on the third day.  This is later than you planned.   Since nothing is going on in the small Ferisedan fishing village you decide to press on instead of staying overnight.  The road from Kammarra to the coast is an excellent road.  This has little effect on the horses' speed, but the cart moves easier and you don't have to do any pathfinding.

Just as you're looking for a place to set up camp for the night you catch up to another traveller.  As luck would have it Sunna knows him.  It's Lewellis Ferisedan, a harper from the guild in Rankor Heights.

"Wow Sunna, fancy meeting you out here on the eastern road," says the harper.  "They miss your charming smile and mellifluous tunes at the Cobra.  It's a shame you had to run off.  Then again, more work for boys like me."

Lewellis beams and puffs on a pipe.  He's got himself a knowing grin, short brown hair, and close cut facial hair.  Lewellis is about Farden's age.  The harper is traveling light as most do.  He's got his knapsack, lyre, and a light sword, and is dressed in journeyman's leathers.

"I'd give you a hug if you'd climb down off that horse," Lewellis says to Sunna.

He looks around.

"I suppose that goes for the rest of you too," he jokes.

"Hey wait."  Lewellis snaps his fingers a couple times in Farden's direction.  "Farden Triplefang, right?  Right?"
Glumr
player, 990 posts
  Woodland
  Ninja
Tue 5 Nov 2013
at 17:00
  • msg #63

Re: Ch08 - The Haunted Tower of Sowell

Glumr is happy to run into someone familiar, even if he personally has not met the fellow before.   He sparks some of his rolled leaf and leaps down from his horse, the sweet smoke trailing behind him and a smile to greet the stranger.  He waits for Sunna or Farden to acknowledge the man before introducing himself.
Holly
player, 752 posts
Protect the Land
to protect your Children
Fri 8 Nov 2013
at 15:07
  • msg #64

Re: Ch08 - The Haunted Tower of Sowell

Holly is wary of a traveller on the road, as are the others, but when it becomes clear that the Harper knows Sunna she relaxes and goes back to watching the world around them, her mind moving over some of the thoughts that had been with her since her trip from Pliffa. Sensing her mood perhaps. moonlight had been more attentive than usual and had stayed close to the group.
Sunna
player, 161 posts
Fri 8 Nov 2013
at 18:11
  • msg #65

Re: Ch08 - The Haunted Tower of Sowell

Surprised Sunna looks at the traveller.
"Lewellis Ferisedan! Is that really you?" She laughs and jumps off her horse. "What a coincidence, meeting you on the road. Where are you headed?" She's about to ask more question, but then pauses and takes a deep breath. "But let me introduce you to the others, first."

"Friends, I'd like you to meet Lewellis Ferisedan, a fellow harper. Lewellis, these are Holly, Glumr and Farden Triplefang. Your guess was right." Though she is a little surprised that Lewellis knows Farden, she doesn't show it.
Farden
player, 580 posts
the paranoid guy
male fighter
Sat 9 Nov 2013
at 06:02
  • msg #66

Re: Ch08 - The Haunted Tower of Sowell

"Yes, Farden's my name. But I don't believe we've been introduced before." replies Farden genially, as he dismounts.
Fritzholm
GM, 1528 posts
toss the dice
and have fun
Sat 9 Nov 2013
at 20:10
  • msg #67

Re: Ch08 - The Haunted Tower of Sowell

Lewellis gives Sunna the big hug he promised.

"I'm heading to Trellor to deliver messages and bring the under-entertained masses several nights of prime music and verse.  You're off to the same place, I imagine.  Mind if we travel together?"

"Aye Farden, I've only seen you in passing in the city before today.  We harpers try to remember names and faces.  Keeps the mind sharp.  Holly, Farden, and Glumr.  You must be the Triplefang who returned the special songbook.  Very heroic!  You have our thanks."

"And who's this," he asks of your fox.
Glumr
player, 992 posts
  Woodland
  Ninja
Tue 12 Nov 2013
at 13:42
  • msg #68

Re: Ch08 - The Haunted Tower of Sowell

Glumr smiles "Well met my friend.  This is my friend Talita and I am Glumr.  Talita has agreed to accompany me while I walk these lands.  She is committed to fight the unnatural, as am I.  She's my friend and companion."  Glumr says, proud that one of Elhonna's creatures is with him.

"So Lewellis, I then take it you are a harper and performer to know of such deeds and likewise the acquaintance of Sunna?" Glumr says with a smile as he steps forward to greet the man.
Fritzholm
GM, 1529 posts
toss the dice
and have fun
Tue 12 Nov 2013
at 15:35
  • msg #69

Re: Ch08 - The Haunted Tower of Sowell

"Two things there are, no doubt you know, to which a fox is used."
"A rooster that is bound to crow.  A crow that’s bound to roost."
"And whichsoever she espies, she tells the most unblushing lies," sings Lewellis to Talita.

"That is not to mean your small friend here is untrustworthy.  To the contrary, it speaks to the wit and charm of the fox.  Not unlike the harper, if I might praise our guild in the same breath."
Holly
player, 753 posts
Protect the Land
to protect your Children
Tue 12 Nov 2013
at 16:05
  • msg #70

Re: Ch08 - The Haunted Tower of Sowell

Holly smiles at the comments from Lewellis, hoping that Talita, or Glumr for that matter, were not offended by the song. Holly wondered if Lewellis knew what Talita was to Glumr, and was about to ask when Moonlight slid forward and rather harshly nudged Lewellis nearly off his feet!

Holly laughed at Moonlights actions, quickly saying to the Harper, "Moonlight would like a song about him as well Lewellis, he doesn't like being left out." With that, Holly gave a low whistle to call Moonlight to her and once the horse was stood beside her again she stroked his mane and said to him in a low voice, "Now, now Moonlight, I'm sure he didn't ignore you deliberately. But nudging him like that is bad manners. I might not have any apples left now!" With that Holly held her hands out to show them empty, which had Moonlight quickly nuzzling the saddlebag where he knew she would have at least one apple for him. Laughing, Holly stroked the hair that fell between his ears and then rubbed his muzzle a little.
Glumr
player, 993 posts
  Woodland
  Ninja
Tue 12 Nov 2013
at 17:13
  • msg #71

Re: Ch08 - The Haunted Tower of Sowell

Glumr smiles "Aye. With men I know like her, I might find myself in poor company.  But with her, her motives are simple and pure.  I have no worries there.  She is a clever one though."

Glumr laughs as moonlight begs for attention from Lewellis.
This message was last edited by the player at 17:13, Tue 12 Nov 2013.
Fritzholm
GM, 1530 posts
toss the dice
and have fun
Tue 12 Nov 2013
at 19:40
  • msg #72

Re: Ch08 - The Haunted Tower of Sowell

Lewellis sure didn't expect to get nearly bowled over by a disgruntled horse, but he acts quickly to remedy the situation.

"Bless the horse from hoof to head"
"from head to hoof, and tail to mane"
"Bless the horse, as I have said"
"from head to hoof, and back again," he sings, gesturing grandly.

"How's that, big guy?" he asks Moonlight.

"Thank the 4 gods you aren't traveling with a tiger."
Farden
player, 581 posts
the paranoid guy
male fighter
Wed 13 Nov 2013
at 05:00
  • msg #73

Re: Ch08 - The Haunted Tower of Sowell

Now that they had a real live bard singing at them, Farden suddenly realizes how much he appreciated the fact that Scott could only produce music. It's not that he disliked singing, but in the middle of conversation?
"It's flattering that you've heard of us Lewellis. Tell me, do you know any tales of the Tower of Sowell? That is our next destination."
Holly
player, 754 posts
Protect the Land
to protect your Children
Wed 13 Nov 2013
at 10:09
  • msg #74

Re: Ch08 - The Haunted Tower of Sowell

Moonlight seems to approve, as he shakes his head up and down vigorously and stomps his feet a little before settling down again and pushing his head towards the apple he suspected was hidden in Holly's saddlebag.

Holly laughs, glad for a moment of respite from the worlds worries and slips her hand into the bag to pull out an apple for Moonlight, letting him gently take it from her hand before she returned to watching the world around them as the others talked with Lewellis.
Fritzholm
GM, 1531 posts
toss the dice
and have fun
Wed 13 Nov 2013
at 11:50
  • msg #75

Re: Ch08 - The Haunted Tower of Sowell

Lewellis suddenly turns from jovial to somber at the mention of the tower.

"The Tower of Sowell?  Oh, it's a cursed place for sure, haunted by the unspeakable.  No one who goes there, let me be clear about this, NOT A SOUL ever returns.  Death or worse awaits."

Lewellis shakes his head in frustration.

"Sunna, you mustn't go there.  I implore you.  You are a bright and reasonable person.  How could you be drawn in by the siren song of hidden jewels?  Going to the tower is madness!  Suicide!"
Holly
player, 755 posts
Protect the Land
to protect your Children
Wed 13 Nov 2013
at 12:23
  • msg #76

Re: Ch08 - The Haunted Tower of Sowell

'And yet we will go Harper.' Holly thinks to herself. The discussion seems a mute one from Holly's viewpoint. There seems a need, a dire need if Reynaud was to be fully believed, that if they didn't go now there would be more suffering for the clan. Holly desired like the others a chance to make a name for herself, but she also knew that the balancing of the forces within the world fell partly on her order, and she was beginning to see some of the mysteries that had originally led her onto this path of being a Druid.

Turning to Lewellis, Holly says, "We all make a free choice here Lewellis. For reasons I won't go into I will be going, as I know the others will as well. We are not asking you to join us, unless you feel like accepting a challenge that might end in all of our deaths?" Holly looked the Harper over, trying to see how he reacted to the challenge she had placed on him.
Sunna
player, 163 posts
Wed 13 Nov 2013
at 17:56
  • msg #77

Re: Ch08 - The Haunted Tower of Sowell

Sunna shakes her head in response to Lewellis' question about travelling together, but waits for Glumr to introduce Talita. She grins at the songs for fox and horse, but quickly turns solemn again as Lewellis asks her not to go to the tower.

She glances over at Holly as she challenges the harper.

"I don't think that it's a wise thing to bet on such a thing", she says quietly.
"Be assured, Lewellis, I chose to go there on my own free will, but as much as I appreciate your warning, I can't turn from that path now."
Fritzholm
GM, 1532 posts
toss the dice
and have fun
Wed 13 Nov 2013
at 22:51
  • msg #78

Re: Ch08 - The Haunted Tower of Sowell

OOC:  Interesting coincidence that you used "turns solemn".  When I wrote "Lewellis suddenly turns from jovial to somber at the mention of the tower." I originally used solemn instead of somber and changed it.

"There is always time to change your path.  Fate has not condemned you to die so soon.  There are many things worth risking your life for, but this is not a mere risk.  This is as certain as drowning yourself or launching yourself off a high cliff.  Who could possibly benefit from your death but the forces of darkness bent on seeing our world grow a candle dimmer?"

"Surely you know as well as I do the insurmountable horrors that infest that tower.  Banshees and wraithspawn are no common shambling corpses.  I will not deny that you are a magical prodigy, dear Sunna.  Perhaps you have an acoustic trick up your sleeve, but nothing will keep them from leaching away your essence and enslaving your spirit and body separately."

Lewellis is noticeable shaken and distraught.

"You need to talk some sense into your friends.  Their quest can wait just a short while.  Go speak with Genessa, or consult an elder.  They will give you the same advice as I.  Do not go to the Tower of Sowell."

"No thank you, Holly.  I am not so foolish as to sail out to that forsaken island to have the forces of the damned consume me."

He turns to Sunna and adds.  "And shouldn't you be either.  If they must go, maybe, at the very least, you would reconsider.  I will gladly forgo my own quest and return with you to Rancor Heights if it will keep you from meeting your doom."
This message was last edited by the GM at 22:55, Wed 13 Nov 2013.
Glumr
player, 994 posts
  Woodland
  Ninja
Thu 14 Nov 2013
at 15:11
  • msg #79

Re: Ch08 - The Haunted Tower of Sowell

Glumr frowns.  He worries that perhaps they have misjudged the dangers of the next leg of their expedition. Thoughts of Reynard lessens the worry a bit.  Surely the wise creature would not send them off to their deaths on a quest without hope.  Of course not, he reassures himself.  The goddess Ehlonna, fate as Lewellis says, or whatever it might be called has painted a grim picture of what could come and made it clear that he has been chosen as a player in this forbidding game.

"I understand your fears Lewellis." Glumr replies to the mam "but believe me when I say that there is more here than the desires for a few gems and rich baubles that may be hidden in those ruins.  You are right in what you say.  Fate has not condemned us to die.  There are larger forces in play here and 'fate', as you say, will deliver a far darker future for our clans if we choose the safest path for ourselves. 'Fate' has shown us more than one future and our actions will greatly influence the one we arrive at.  Unfortunately for us, the right path for us is not the easy or safe one.  But it is also not a path condemned with death.  Aye it is full of danger and hardships, but the gods we follow and the determination in our hearts will guide us through to safety."

Glumr looks to Talita.  The somber mood that passed over the group has caused her to slink down and hide behind Glumr, not knowing what to expect from the tension in the air.
Fritzholm
GM, 1533 posts
toss the dice
and have fun
Thu 14 Nov 2013
at 16:59
  • msg #80

Re: Ch08 - The Haunted Tower of Sowell

Lewellis continues to speak eloquently on the subject of not dying in the Tower of Sowell.  He is clearly a talented orator and has each of you doubting your planned course of action at one point or another, but in the end your resolve outweighs your fears.  You are convinced that you have prepared the tools to survive your expedition into the tower where others have failed and that laying your hands on the needle and other treasures within will help you in ways worth the peril.  Additionally, such a trial will surely harden you for even more daunting battles to come.  Lewellis finally sees that he cannot sway you and instead, somewhat morbidly, wishes you luck.

The harper stays with you when you camp that night.  Even though he shifts the tone of the evening with amusing tales form Rancor Heights and jaunty tunes, dark horrors creep into your nightmares.  No one sleeps very well.  There is wakeful company on nearly every watch shift.
Holly
player, 756 posts
Protect the Land
to protect your Children
Fri 15 Nov 2013
at 10:17
  • msg #81

Re: Ch08 - The Haunted Tower of Sowell

Holly didn't like the mood that settled over the camp, but didn't kow how to change it and became more inwardly looking as she sometimes did. There a thought crossed her mind that she wished she had not come up with and pushed it down and away. That was something she did not want to consider.

With her watch, Holly used the time to go through the skills and spells she knew from her training that would allow her to keep the others safe in the days to come. It settled her mind to consider the benefits that Obad-Hai blessed her with, and she worked through how best to spend her time and energy. When the dawn broke, Holly was ready to prepare for another day.
Sunna
player, 164 posts
Fri 15 Nov 2013
at 15:28
  • msg #82

Re: Ch08 - The Haunted Tower of Sowell

The night passes awfully slow for Sunna. There's so much to think about. Lewellis seems so certain about their fate, but Reynard told them that they could change something important with their visit to the tower. But will they be able to find what they are looking for?
Every time she manages to drift into sleep she awakes only a short time later with the feeling of having escaped death only barely in a dream.

Once the sun rises Sunna gets up. There's no reason trying to get some more sleep now.
"Morning", she whispers to Holly as to not disturb the others in their sleep, and begins to prepare breakfast.


OOC: Solemn was the first word that came to my mind and I didn't have the time to think about it twice :)
Farden
player, 582 posts
the paranoid guy
male fighter
Sat 16 Nov 2013
at 06:59
  • msg #83

Re: Ch08 - The Haunted Tower of Sowell

The bard's continuous harping on the dangers of the trip was greatly irritating to Farden. He had already decided to carry out the job, and having someone trying to stir up his fears doesn't sit well with him. Only politeness keeps him from decking the fellow.

When morning comes,he greets the others and sets about swiftly preparing breakfast and breaking camp. The sooner they're on the road, the less time he'll have to tolerate Lewellis' company.
Sunna
player, 166 posts
Sun 17 Nov 2013
at 05:26
  • msg #84

Re: Ch08 - The Haunted Tower of Sowell

The horse seems to sense Sunnas mood and skittishly tries to avoid being saddled until Sunna distracts it with a carrot.

"For how long will you stay in Trellor?" she asks Lewellis. "Maybe we'll have some time to meet you there on our way back." Of course she knows how Lewellis thinks about their journey, but she hopes that he's enough of an actor not to let it show again.
Holly
player, 757 posts
Protect the Land
to protect your Children
Sun 17 Nov 2013
at 10:52
  • msg #85

Re: Ch08 - The Haunted Tower of Sowell

Holly awakens with the gentle words of Sunna and slides out of her bedding and takes in the morning. Moving close to Sunna, she asks, "you ok? Lewellis seems a little protective of you." Holly doesn't want to open up an more wounds, but is interested in finding out more about who Lewellis is.
This message was last edited by the player at 21:53, Tue 19 Nov 2013.
Fritzholm
GM, 1535 posts
toss the dice
and have fun
Mon 18 Nov 2013
at 04:53
  • msg #86

Re: Ch08 - The Haunted Tower of Sowell

"I intend to stay there for at least a week, perhaps longer if something interesting turns up.  I'd like to get a feel for the subtle currents before I return."

He doesn't say anything after that.

You travel along the road for a while until Farden urges you to head for the shore to find a boat.  You can see the open sea from here.  There was said to be a small fishing village along the coast somewhere

"I'm glad I got to see you again, Sunna," says Lewellis.  "Good luck."  But he looks sad as he turns back to the road, not expecting to ever see any of you again.



You don't find a village, but you do spot a shallow lagoon with a boathouse.  Four mysterious riders and a cart approaching attracts attention at the boathouse and you are met by 6 armed men well before you reach the structure.  From here you can see a couple other small buildings.  Two of the armed men are wearing symbols of Harix on their armor.

"OK, that's far enough.  Who are you and what are you doing here?" calls out their leader.
This message was last edited by the GM at 05:48, Tue 04 Nov 2014.
Farden
player, 583 posts
the paranoid guy
male fighter
Tue 19 Nov 2013
at 08:27
  • msg #87

Re: Ch08 - The Haunted Tower of Sowell

Farden is going to drop back and let the more well-spoken members do the talking.
Sunna
player, 167 posts
Tue 19 Nov 2013
at 20:14
  • msg #88

Re: Ch08 - The Haunted Tower of Sowell

Sunna looks at Holly. "He doesn't know the reason why we have to go there", she replies, "and to be honest, from his point of view, it's just, well, dangerous, with nothing to be gained. Since he knows me a bit better than any of you he just wanted to warn me, that's all, I guess."


When the group approaches the boathouse Sunna urges her horse to go faster to get in front of the group.
She greets the armed men with a smile and jumps off her horse. "Well met. I'm Sunna of the Triplefang tribe and these are my companions Holly, Farden and Glumr, also of the Triplefang tribe." There is a short pause as she nudges the horse a step backwards. "We would need to lend a boat for some time - and perhaps a place to stable the horses for that time, too. Do you happen to know if there's a boat available?" For now she refrains from telling them of their quest, though she suspects that followers of Harix would like such a tale.
Fritzholm
GM, 1536 posts
toss the dice
and have fun
Wed 20 Nov 2013
at 17:02
  • msg #89

Re: Ch08 - The Haunted Tower of Sowell

The armed men were not particularly tense to begin with, but they relax when Sunna dismounts and introduces you.

"Hello Sunna Triplefang, I am Vanguard Jurgen Ferisedan.  We have no formal stables, but you can leave your horses here if you wish.  They'll be safe.  As for borrowing a boat," he looks around at the other men.

Before Jurgen can finish his statement one of the others asks "Are you followers of Harix?"

This is a good time for Sunna to make a Diplomacy roll if she'd like to try use her skills to influence their helpfulness.
Sunna
player, 168 posts
Wed 20 Nov 2013
at 19:08
  • msg #90

Re: Ch08 - The Haunted Tower of Sowell

OOC: Sunna rolled 21 using 1d20+10. Diplomacy.
Fritzholm
GM, 1538 posts
toss the dice
and have fun
Wed 20 Nov 2013
at 19:39
  • msg #91

Re: Ch08 - The Haunted Tower of Sowell

OOC:  Thank you.  Please continue with your conversation.
Glumr
player, 996 posts
  Woodland
  Ninja
Wed 20 Nov 2013
at 19:45
  • msg #92

Re: Ch08 - The Haunted Tower of Sowell

Glumr dismounts and tends to his packs while Sunna talks to the men.  He puts all the candles in his pack.  Makes sure his pouches have the beeswax and flour as expected. Makes sure the rope and his climbing gear is in place.  Makes sure he has enough smoking leaf.  When all looks good he tightens his pack up, and rubs his horses neck waiting to see what is next.

Talita keeps herself entertained by trying to be under Glumr's feet as he works, and peeking in his pack to see and smell all the items of curiosity.  He has to shoo her out of the way more than once.
Sunna
player, 169 posts
Wed 20 Nov 2013
at 20:22
  • msg #93

Re: Ch08 - The Haunted Tower of Sowell

Sunna flashes Jurgen a smile and then turns to the other man who asks about their belief.
"We do honor Harix as part of the pantheon, but as we are mostly travellers most of us hold the gods of nature and woodlands in high regard." Sunna glances over at Farden, not certain if he sees himself as follower of Harix. "I hope you don't hold it against us that we are not as skilled in the ways of battle or seafaring as a follower of Harix?"
Fritzholm
GM, 1539 posts
toss the dice
and have fun
Wed 20 Nov 2013
at 22:28
  • msg #94

Re: Ch08 - The Haunted Tower of Sowell

"It's not that he holds it against you," says the vanguard.  "This is a temple of Harix.  If you're neither Ferisedan nor worshippers,  why have you come *here* for a boat?"
Holly
player, 760 posts
Protect the Land
to protect your Children
Thu 21 Nov 2013
at 19:45
  • msg #95

Re: Ch08 - The Haunted Tower of Sowell

Holly knows some of her family had supposedly worshipped Harix, being of the sea raising side of the Triplefang clan, and she said, "The Followers of Harix are renowned for their ships and their raids, and your boathouse was the first we came across. It seems that that is a good omen for us."
Fritzholm
GM, 1540 posts
toss the dice
and have fun
Fri 22 Nov 2013
at 18:55
  • msg #96

Re: Ch08 - The Haunted Tower of Sowell

Jurgen nods.

"I see.  Where is it that you'd like us to take you?"
Farden
player, 584 posts
the paranoid guy
male fighter
Mon 25 Nov 2013
at 10:45
  • msg #97

Re: Ch08 - The Haunted Tower of Sowell

Farden will help Glumr see to the horses while Sunna talks to the guards.
Holly
player, 761 posts
Protect the Land
to protect your Children
Mon 25 Nov 2013
at 12:51
  • msg #98

Re: Ch08 - The Haunted Tower of Sowell

Holly looks to the others, and then continues, "That is where our problems start. We seek passage to the Tower of Sowell, or at least to a landing site near it. Will the followers of Harix rise to the challenge?"
Fritzholm
GM, 1541 posts
toss the dice
and have fun
Tue 26 Nov 2013
at 16:47
  • msg #99

Re: Ch08 - The Haunted Tower of Sowell

Jurgen winces.  The others look various shades of dismayed and irritated.

"I'm sorry.  There's no way we're taking a boat anywhere near that place.  It's teeming with death.  That's a one way trip for the passengers, the crew AND the boat," says Jurgen.

"Look, the rumors of treasure out on that cursed island are just that, rumors.  We've seen countless bands of fortune hunters like yourself."

"Yeah, and lost a few of our own men trying to help the clan," adds a third  Harix follower.

OOC: The diplomacy roll was successful.  They'll be amenable to an arrangement that doesn't cost them any lives or property.  The tricky part will be figuring out how to swing that.
Holly
player, 762 posts
Protect the Land
to protect your Children
Tue 26 Nov 2013
at 20:52
  • msg #100

Re: Ch08 - The Haunted Tower of Sowell

Holly half expected the reaction, but it was still a little bit of a shock. Considering for a moment, she comments, "I cannot blame you. I fear the place myself, but we must go. How close will you be able to get us to it, assuming that doesn't put your boat at risk." Holly remembers from some of the tales of her mother and father that the boat was held in higher esteem than most of the crew, so she use that as the line to see how far they would go.

Holly is considering a ploy, one that might gain them the favour of the followers of Harix, but wanted to talk to the others first before expressing it. Hoping they might get them a little closer, Holly waited for Jurgen to answer her question.
Sunna
player, 171 posts
Wed 27 Nov 2013
at 04:41
  • msg #101

Re: Ch08 - The Haunted Tower of Sowell

The answer is not surprising, still Sunna had hoped that followers of Harix would be willing to take them over. That they're not willing to do that makes the task not only more difficult, but also adds the feeling that it's a lot more dangerous than she'd hoped, too.

"What was it that the fortune hunters were seeking there?" she asks curiously. "Gems, gold?" Though they were essentially mere fortune hunters when they set off to this place, now another task, maybe more important than the original one, had been added to it and Sunna feels that it might be good to let the followers of Harix know.

She turns to Holly and the others, speaking in a rather low voice.
"Holly, do you know how to handle a boat?"
Fritzholm
GM, 1542 posts
toss the dice
and have fun
Wed 27 Nov 2013
at 17:06
  • msg #102

Re: Ch08 - The Haunted Tower of Sowell

quote:
"I cannot blame you. I fear the place myself, but we must go. How close will you be able to get us to it, assuming that doesn't put your boat at risk."


"We could take you within sight of the tower, if it's visible.  Within earshot of the wailing.  No closer.  Do you plan to leap off the boat and swim to the island?"

A couple others chuckle at the idea of swimming from the boat to the haunted, corpse infested island, but Jurgen looks like he believes you might be considering it.


quote:
"What was it that the fortune hunters were seeking there?  Gems, gold?"


Jurgen nods.

"I can only tell you the rumors we've heard.  The Sowells were rich and the undead creatures were placed on the island to protect that fortune forever.  So far, they're doing a very good job."

"I don't see any point in protecting your gold and silver after you pass away."

Being a harper, Sunna might very well know more about the rumors of treasure in this tower than Jurgen does.  Feel free to make a Bardic Knowledge roll.
Sunna
player, 172 posts
Wed 27 Nov 2013
at 18:04
  • msg #103

Re: Ch08 - The Haunted Tower of Sowell

"No need for that, we plan to return", Sunna says firmly. "If we're not back after an amount of time still to be discussed, I think it would be safe to assume that we won't be coming back. Still, we have to discuss getting there first before discussing leaving the tower, right?"

Sunna looks at Jurgen and his companions. "What if the undead protect something more important than gold? Something that could change the course of history?"

OOC: Sunna rolled 24 using 1d20+7. bardic knowledge.
Farden
player, 585 posts
the paranoid guy
male fighter
Fri 29 Nov 2013
at 04:10
  • msg #104

Re: Ch08 - The Haunted Tower of Sowell

Farden seems to have thought of something...

"What are the currents like hereabouts? Anyway you can tow a small boat or raft near to the tower, and let us row the rest of the way?"

Glumr
player, 998 posts
  Woodland
  Ninja
Tue 3 Dec 2013
at 14:56
  • msg #105

Re: Ch08 - The Haunted Tower of Sowell

Glumr nods in agreement.  "I have a lot of gear, and dont want to go into things with it all wet...Plus it's heavy, which could make swimming difficult...  And then there's our return back to land here."
Fritzholm
GM, 1543 posts
toss the dice
and have fun
Wed 4 Dec 2013
at 17:12
  • msg #106

Re: Ch08 - The Haunted Tower of Sowell

Jurgen is a pragmatist.  Sunna convinces him of the merit of Farden's suggestion.

"You build the raft and we will tow it out close enough to the island," he offers.

The followers of Harix haven't asked for any compensation for this service, but you can tell they do not expect you to return.  Your horses and cart are certainly more than enough to make towing a raft worth their while.  What worries you is that they have no real motivation to help you get back safely.
Holly
player, 764 posts
Protect the Land
to protect your Children
Thu 5 Dec 2013
at 12:36
  • msg #107

Re: Ch08 - The Haunted Tower of Sowell

Holly sees that a compromise is possible, but need to ask something in addition, "How far is it back from the Tower to the mainland, or somewhere someone would be willing to pick us back up from?" If it was resonably close, and they managed to survive the perils of the Tower, Holly hoped the Tower would provide them with a way off again, even if it involved building another raft.

Holly understood that they couldn't expect Jurgen and the others to stay in place for them, "I don't know if time is affected on the Tower, what seems a day there might be a week out here, or worse. I don't think we can ask anyone to wait for us, but we do need to know we have a way back."
Glumr
player, 999 posts
  Woodland
  Ninja
Thu 5 Dec 2013
at 18:08
  • msg #108

Re: Ch08 - The Haunted Tower of Sowell

OCC - Not knowing how far it is.

Glumr asks "Could we tie a rope to something on the mainland, and then tie the other end to our raft on the beach?  Then we can pull ourselves to shore.  Or is it farther than a rope can tie?"
This message was last edited by the player at 18:08, Thu 05 Dec 2013.
Fritzholm
GM, 1544 posts
toss the dice
and have fun
Thu 5 Dec 2013
at 20:49
  • msg #109

Re: Ch08 - The Haunted Tower of Sowell

"This isn't like crossing a river," Jurgen says to Glumr.  "The Island is not visible from here even when it is visible.  Rope is out of the question.  What we can do is return the same time the next day and wait around an hour or two to see if you made it.  You can use the raft to meet up with our boat."

It shouldn't be too hard to build a raft.  There's a sparse, but long tree line not far from here.  The terrain on this coast is different from the grasslands you're used to.

"If you run up against magical time rifts you're on your own."

You know, that statement hints at a reasonable level of occult savvy from the vanguard.
Glumr
player, 1000 posts
  Woodland
  Ninja
Fri 6 Dec 2013
at 16:27
  • msg #110

Re: Ch08 - The Haunted Tower of Sowell

"That sounds fair, but say we do run into these magics or are simply delayed?  If we are not there on the first day, then please come back the following two, the same way and same time.  If in 3 days we have not returned, then we ask you wait a fort night before declaring our goods as your own.

If the island is invisible, then you need to come to the same point because though you might not see it, it and those on it might see you.   If the island uses magic to truly not be there, then I ask you to come for three days on it's return.

You must trust us when we say that we are a bit different than those who have ventured to the island only to never return.  We will return, but we depend on you to help us cross the waters.  Since I do not know what we will encounter or how these magics work, I ask you to give us the most flexibility to be picked up.

Hopefully we will simply be waiting for your return the next day, but when magic is involved like this, I cannot predict our timings.
"    Glumr says, stating his plan to the vanguard as well as his companions.
Fritzholm
GM, 1545 posts
toss the dice
and have fun
Fri 6 Dec 2013
at 16:49
  • msg #111

Re: Ch08 - The Haunted Tower of Sowell

Jurgen shakes his head.

"We'll be back once the next day.  After that we'll assume you're dead."
Holly
player, 765 posts
Protect the Land
to protect your Children
Sun 8 Dec 2013
at 22:41
  • msg #112

Re: Ch08 - The Haunted Tower of Sowell

"Very comforting!", Holly says low enough that hopefully Jurgen and his followers won't hear. She didn't blame them, but for her and the others, they didn't know how long the adventure in the tower would take, and one day didn't seem enough.

"Could I suggest a compromise. Jurgen, if you will take us there, and return three days later to collect us, we would then accept we have enough time to get in and out and find you. Will that suit you? After that, the cart and horses can be put to the use of the Tribes, as you see fit. Although if I die, you'll likely know it as Moonlight here will know and will likely be kind enough to let you know before he runs back home. He is a free animal, and will not be harmed." Holly said, hoping that her words would not be needed and that she would survive another adventure without her friend.
Glumr
player, 1001 posts
  Woodland
  Ninja
Mon 9 Dec 2013
at 16:05
  • msg #113

Re: Ch08 - The Haunted Tower of Sowell

Glumr nods in agreement with Holly, a bit frustrated the vanguard isnt as motivated as he would like.
Fritzholm
GM, 1546 posts
toss the dice
and have fun
Mon 9 Dec 2013
at 16:46
  • msg #114

Re: Ch08 - The Haunted Tower of Sowell

"Sure.  Three days will be fine," Jurgen agrees.

You set up camp near the boathouse and set to work on building a raft.  None of you really know what you're doing but some of the Harix followers help you out with advice.  For the most part they just go about their business.  You borrow a second axe and  use up 200 feet of rope.  You also buy 4 oars for 2gp.  That evening you float your raft into the lagoon to test its ability to keep the 4 of you afloat.  It's stable enough on calm waters and will likely do the trick on the sea unless the winds kick up or there's a storm.  Even then you can still cling to it and not drown.

The next day the Vanguard claims the winds are not right for a trip out the the island.

The day after that they get the boat out.  It has a short mast and a square sail typical of short voyage boats.  They deem Farden to be the only capable rower among you and man the boat with 7 of their own men.  you and the Harix followers sail out, raft in tow, to where the island is supposed to be, but there's nothing there but clear seas.

"This is how it often is," Jurgen says with a shrug. "Who can predict the coming and going of a ghost island?  Surely not I."

They pull the sail down and row back to the Lagoon.  That takes a lot longer than traveling under wind power.

It's the same story on the 3rd day.  You go out, find nothing and return.

However, on the fourth day you approach an erie mist.  The skies are darker up ahead.  You're not sure what to make of the unsettling weather.  A strange glow shines from inside the mist.

Jurgen points to the glow.

"That's your tower.  This is your last chance to reconsider."

Please let me know if you are making any special preparations previous to sailing out to the tower such as taking items from, or leaving items on the cart, or preparing different spells.
Glumr
player, 1002 posts
  Woodland
  Ninja
Tue 10 Dec 2013
at 16:15
  • msg #115

Re: Ch08 - The Haunted Tower of Sowell

"In three days, what if this island is not there?  You will have to come back until you see the island, just like we did to find it now." Glumr asks Jurgen when he has opportunity.

OCC - Could be done any time, not necessarily on the boat right now.  Glumr is worried they will come back and the island will not be visible, and the group will be left for dead.

Fritzholm
GM, 1547 posts
toss the dice
and have fun
Thu 12 Dec 2013
at 08:48
  • msg #116

Re: Ch08 - The Haunted Tower of Sowell

Jurgen just shakes his head.  He is getting fed up.

"I keep telling you.  We are going to come back here ONCE on the off-chance you pull off some miracle and don't get yourselves killed like all the others.  This is your quest, not ours.  Go to your damned island or don't."

OOC: So everyone is happy with their current equipment / spells / etc, and no one is making any special preparations?  There's stuff on the cart you bought specifically for this.  I'm pretty sure you don't want to just leave it all behind.
Holly
player, 766 posts
Protect the Land
to protect your Children
Thu 12 Dec 2013
at 09:30
  • msg #117

Re: Ch08 - The Haunted Tower of Sowell

Holly steps in between Glumr and Jurgen, and says to her cousin, "Glumr, they are helping us as best they can. If it takes more than three days, we will find our own way back. If it is less, we can wait. I suspect we will lift the curse on the island if we live, so others will come when it is no longer vanishing. Let Jurgen come as agreed."

Turning to Jurgen, Holly says, "Three days. The island should be visible from then, if we are successful. If it isn't, then I consider your promise kept. Thank you for bringing us this far."

[Holly will have redone her spell list, but haven't had a chance to revise yet. By the weekend I hope and intend. As to other gear, I would hope we have it with us, but we do need to be identify what we have.]
Glumr
player, 1003 posts
  Woodland
  Ninja
Thu 12 Dec 2013
at 17:52
  • msg #118

Re: Ch08 - The Haunted Tower of Sowell

Before leaving Glumr grabs a few items from the cart and adds them to his pack.
     1 flask of holey water (someone else should grab the other)
     1 sunrod (again someone else might want to grab 1 or 2)

OCC - We will need torches or lamp and oil.  Glumr has his ever burning torch and a light cylinder and a sunrod.    figure it might be nice to light it and throw for light on our targets.

Glumr has no spell change.


Glumr is annoyed with the situation. He says to Holly in a hushed voice "How can you be sure?  I mean it took 3 days to find the island.  I'm worried we're going to be left for dead.  But if this is our only choice, worse case we're paddling I guess."
Holly
player, 767 posts
Protect the Land
to protect your Children
Thu 12 Dec 2013
at 18:55
  • msg #119

Re: Ch08 - The Haunted Tower of Sowell

"We will have friends out here if we need them Glumr. Obad-Hai and Ehlonna will see to that. That and my magic." Holly knows Glumr is trying to keep them safe, but Holly believes they have done what they can, and knows she can call forward denizens of the water if needed to aid them.

"Now, lets get ashore before we run out of daylight or fog." Holly says, grabbing an oar and wondering what her mother would make of the scene if she had been alive.
Glumr
player, 1004 posts
  Woodland
  Ninja
Thu 12 Dec 2013
at 19:29
  • msg #120

Re: Ch08 - The Haunted Tower of Sowell

"Fair enough" Glumr says to her in agreement.  He waves to the vanguard and grabs an oar to row the raft ashore.
Sunna
player, 173 posts
Sat 14 Dec 2013
at 07:14
  • msg #121

Re: Ch08 - The Haunted Tower of Sowell

Sunna takes some stuff off the wagon, too. She doesn't really feel ready for the task and is both annoyed and glad when the island doesn't appear on the first day. By the third day she's glad that it's finally there, even with all the stories of people never coming back.

OOC:
- 1 flask of holy water
- 1 sunrod
- 1 waterskin
- enlarge potion (who knows, maybe we could need it)
- rope, if there is any of it left



"It will be a story worth telling, when we return", Sunna says before picking up an oar herself.
Farden
player, 587 posts
the paranoid guy
male fighter
Sun 15 Dec 2013
at 06:42
  • msg #122

Re: Ch08 - The Haunted Tower of Sowell

While the party is busy hanging around Harix, Farden will have two more flasks of holy water blessed by the local priests (subtract 50gp from party fund).

He's also going to load up the raft with the 30lb of lantern oil, on the principle "when in doubt, set it on fire". Finally, he's going to suggest they bring the messenger falcons along. If nothing else, they can let the fellows in Harix know if they are still alive.
Fritzholm
GM, 1549 posts
toss the dice
and have fun
Tue 24 Dec 2013
at 17:53
  • msg #123

Re: Ch08 - The Haunted Tower of Sowell

Jurgen agreed to take you within sight of the island, so you're not hopping onto the raft just yet.

The boatmen take down the sail and paddle into the mist towards the glow.  You are soon engulfed in the haze.  There's sunlight enough to tell it is still daytime, but little more.  It gives you a feeling of unease and the sort of chill not brought on by cold, but by waking in the middle of the night to some quickly forgotten terror.  The mist is also strange in that it doesn't move when you wave your arm though it like smoke or fog does.  It's as if mist just passes through your arm.  Creepy.

But then you hear a wail that makes the creepiness of the mist pale in comparison.  It's a far off sound that makes everyone in the boat stop at the same moment and just stare out into the haze.  It's quickly followed by  a much louder, closer sounding inhuman wail that is so terrifying that half the boatmen spin around and start paddling the other direction.  There's instantly panic.

"We're doomed!"  "There's no way out!"  "We have no bearings.  There's no way to find our way back!"

The boat lurches and sways on the calm waters as the crew descends into terrified chaos.

Everyone make Will Saves.
Sunna
player, 174 posts
Fri 27 Dec 2013
at 09:33
  • msg #124

Re: Ch08 - The Haunted Tower of Sowell

Sunna spins around, looking for the source of the wailing sound.

OOC: Sunna rolled 25 using 1d20+5. Will Save.
Glumr
player, 1005 posts
  Woodland
  Ninja
Fri 27 Dec 2013
at 14:47
  • msg #125

Re: Ch08 - The Haunted Tower of Sowell

Glumr rolled 6 using 1d20+3. Will Save from the Wailers

Panic fills Glumr's heart for what are arrows and swords going to do against such sounds.  He looks for any way out of the situation.  There's nothing.  It's hopeless.

"The cursed island is our doom!" Glumr cries, a strange panic in his voice.
This message was last edited by the player at 14:47, Fri 27 Dec 2013.
Farden
player, 588 posts
the paranoid guy
male fighter
Mon 30 Dec 2013
at 06:29
  • msg #126

Re: Ch08 - The Haunted Tower of Sowell

"I've changed my mind! This was a terrible idea! Let's get out of here!"

11:58, Today: Farden rolled 11 using 1d20+2. will.
Fritzholm
GM, 1550 posts
toss the dice
and have fun
Tue 31 Dec 2013
at 09:02
  • msg #127

Re: Ch08 - The Haunted Tower of Sowell

Sunna keeps a cool head.  As scary as it is, it's still just a sound, and sound is her element.  She peers back into the mist, sure that the sound must be coming from inside a pit or tunnel somewhere on the island.  It can't be near as it sounds.

"Settle down men!" shouts the vanguard over the din or panic and confusion.  "Get your oars out of the water now!"

The vanguard looks a little scared too, but he's not letting it rattle him.

"We're not lost.  That erie light is all the marker we need.  Once we let these Triplefang off we merely row directly away from that glow and we'll be free of the mist."

The men follow his command and lift their oars out of the water.  Many of them are still frightened, looking around at the foggy murk around them, expecting some horror to leap out at them at any moment.  At least the boat has setled even if the boatmen's nerves haven't.

Perhaps Sunna can do something to calm them.
Sunna
player, 175 posts
Wed 1 Jan 2014
at 15:51
  • msg #128

Re: Ch08 - The Haunted Tower of Sowell

"It's not as close as it seems", Sunna says, surprised at how calm her own voice sounds.

The wailing sound makes her remember a song she once listened to, sung by a very skilled bard. Maybe this one could make the whole situation seem less threatening, there was a lot of hope and strength in this song and Sunna tries her best to make some simple changes to the text while still keeping the song as hopeful and powerful as she remembers it to be.
Her voice  is just loud enough for those of the boat to hear at first and grows a little louder with every verse.


The moonlight it was dancing
On the waves, out on the sea
The stars of heaven hovered
In a shimmering galaxy

A voice from down the ages
So in haunting in its song
These ancient stones will tell us
Belief must make us strong

The mist it wrapped around us
As we stood there on the shore
And listened to this voice
Like we never heard before

Our battles they may find us
No choice may ours to be
But hold the banner proudly
The truth will set us free

We wondered where our Gods were
In the face of so much pain
We looked up to the stars above
To find them once again

Is it not our place to wonder
As the sky does weep with tears
And all the living creatures
Look on with mortal fear

It is ours to hold the banner
Is ours to hold it long
It is ours to carry forward
Belief must make us strong

This message was last edited by the player at 15:53, Wed 01 Jan 2014.
Fritzholm
GM, 1551 posts
toss the dice
and have fun
Thu 2 Jan 2014
at 01:56
  • msg #129

Re: Ch08 - The Haunted Tower of Sowell

The song does help.  There is a swell of courage inside each of you upon hearing the harper's inspiring words and music.  To Glumr, Farden, and Holly it's a bit strange hearing lyrics in such a situation.  They've become so accustom to the eye's lyricless fanfares and marches.  Still the effect of Sunna's song is the same, maybe even more masterful.


Soon Jurgen has control again and they are back to the job of paddling.  For a while it's hard to tell if you're getting any nearer to the strange glow or not, but eventually you make out the shadowy outline of a small island with a prominent tower.

"This is close enough," states the vanguard.

The four Triplefang pile onto the makeshift raft, oars in hand.

"We'll never be able to meet up inside this confounded mist, so we'll be just up wind of it 3 days from now.  I wish you luck."

With that you cut ties with the Ferisedan boat and paddle towards the island.
Glumr
player, 1006 posts
  Woodland
  Ninja
Thu 2 Jan 2014
at 15:57
  • msg #130

Re: Ch08 - The Haunted Tower of Sowell

Glúmr hears Sunna's voice.  The words enter his thoughts and shortly he realizes that it has distracted him from the thoughts of those sounds coming from the island.  He shakes his head, hoping that will clear the confusion he's feeling.  Not sure why he was so panicked, Glúmr grits his teeth and grabs an Oar and positions himself to start rowing once the others are ready.
Sunna
player, 176 posts
Thu 2 Jan 2014
at 17:12
  • msg #131

Re: Ch08 - The Haunted Tower of Sowell

"Thank you. See you in three days, then."

With a last wave towards the Ferisedan boat Sunna gets ready to start rowing herself. She feels strangely calm now, maybe because she realized only now that there might be a chance to get through all this, despite everyone saying that certain death awaits on this island.
Once everyone is ready to row Sunna begins humming a song often sung by boatsman to keep in time with rowing or pulling up an anchor.
Holly
player, 770 posts
Protect the Land
to protect your Children
Fri 3 Jan 2014
at 15:36
  • msg #132

Re: Ch08 - The Haunted Tower of Sowell

The wialing, the panic and the fear in both Glumr and Farden's voices held Holly in fear as well. Normally one to overcome such worries, she feels herself falling into a doom filled vision of the future, before Sunna pulls them through. Moving to stand beside her cousin, Holly waits until the song is down, and places her hand on Sunna's shoulder, saying, "Thank you."

With the raft now full of Triplefang and supplies, Holly takes up her oar and following Sunna's simple beat begins to row towards the tower and the light.
Fritzholm
GM, 1552 posts
toss the dice
and have fun
Fri 3 Jan 2014
at 21:25
  • msg #133

Re: Ch08 - The Haunted Tower of Sowell

Thankful of calm waters, you row the raft successfully to very short, rocky, sandy beach.  There's only about 10-15 feet of beach between the water and a rocky cliff face that rises up to the foot of the tower.  You're unsure at first as to wether this is where you want to make landing.  However, the cliff is far from a vertical face.  Glumr believes you should all be able to get up the cliff safely.  He can make the first climb (DC 14) and take a rope up for the rest of you.  Additionally, there doesn't appear to be a welcoming party of undead here.  You'd like to get to the tower as unmolested as possible and save your strength for what lies inside.
Sunna
player, 177 posts
Sat 4 Jan 2014
at 15:19
  • msg #134

Re: Ch08 - The Haunted Tower of Sowell

Sunna smiles back at Holly, thankful that she could be of help.

Glancing up at the tower Sunna wonders where the source of the wailing sound might hide. But she shakes off the thought and concentrates on the problems down here: getting up the cliff safely and tying the raft down somewhere. She doesn't want the raft to be washed away by a wave.
"Is there something we could do down here to secure you on your way up?" Sunna asks Glumr and unrolls a coil of rope.
Farden
player, 589 posts
the paranoid guy
male fighter
Tue 7 Jan 2014
at 05:53
  • msg #135

Re: Ch08 - The Haunted Tower of Sowell

Sunna:
"Is there something we could do down here to secure you on your way up?" Sunna asks Glumr and unrolls a coil of rope.


"I'll get out a blanket. While Glumr climbs, we'll stretch it out as a net underneath to catch him if he falls."
Holly
player, 771 posts
Protect the Land
to protect your Children
Tue 7 Jan 2014
at 08:55
  • msg #136

Re: Ch08 - The Haunted Tower of Sowell

"Don't take any chances Glumr." Holly says, moving to take a corner of the blanket Farden is spreading out. With three people to hold it, Holly considers it of little practical use, but at least it might mean Glumr doesn't kill himself if he did fall.
Sunna
player, 178 posts
Tue 7 Jan 2014
at 09:41
  • msg #137

Re: Ch08 - The Haunted Tower of Sowell

"Not that we expect you to fall, of course." Sunna hands the rope over to Glumr. "From my point of view it looks rather difficult, but I'm not very experienced in climbing. In fact, this is my first try in climbing a cliff." She smiles apologetically and then moves over to Holly and Farden to take the third corner of the blanket.
Glumr
player, 1007 posts
  Woodland
  Ninja
Wed 8 Jan 2014
at 15:58
  • msg #138

Re: Ch08 - The Haunted Tower of Sowell

"Dont worry, I should be able to make this without too much trouble."  Glumr tells his friends.  He hopes all the practice he did comes to play in this dangerous climb.

Glumr rolled 28 using 1d20+9. Climb the rock face.

Glumr pulls his silk rope and climbing kit from his pack.  In a few moments, he has the line secured with him, and is quickly scaling the rock face.  The ease in which Glumr does it makes everyone question if the difficulty was imagined or if Glumr's climbing simply makes it appear that way.

Shortly, Glumr is a ways up the rock face, climbing confidently, trailing the line behind him.
This message was last edited by the player at 19:49, Wed 08 Jan 2014.
Fritzholm
GM, 1553 posts
toss the dice
and have fun
Wed 8 Jan 2014
at 20:40
  • msg #139

Re: Ch08 - The Haunted Tower of Sowell

quote:
"In fact, this is my first try in climbing a cliff."


OOC: It was mostly glossed over in the narrative, but you've all had some recent experience climbing.  Your journey to and from Sloss Hinterplatz involved a considerable amount of non-road mountain traversal, some of which required climbing as opposed to just walking.  None of this needed any skill rolls.  It was just assumed you took it slow and managed it.  This cliff isn't much steeper than what you encountered in the mountains, but it's more rugged.

From the top of the short cliff Glumr gets a better look at the tower, or what's left of it.  It's in ruins, which is strange since you could see the outline of the whole tower from the water and that strange glow still hovers up in space where the top of the tower should be.  There are crumbling outer base walls still 15-20 feet high in most places.  The complete tower was considerably larger than Coal's tower.

With the rope to help out, the rest of you can make it up one at a time without having to roll.  Who goes up first and who last?
This message was last edited by the GM at 20:41, Wed 08 Jan 2014.
Holly
player, 772 posts
Protect the Land
to protect your Children
Thu 9 Jan 2014
at 09:50
  • msg #140

Re: Ch08 - The Haunted Tower of Sowell

"Sunna, you better go up next, then the packs and then Farden. If I get into trouble I can call upon nature and then use the distraction to climb the rope." Holly says, taking a moment to fold the blanket up and look at there surroundings, wondering what animal life still survived on the cliff and beach.
Fritzholm
GM, 1554 posts
toss the dice
and have fun
Thu 9 Jan 2014
at 17:46
  • msg #141

Re: Ch08 - The Haunted Tower of Sowell

As Holly looks around at her surrounding the first thing that strikes her is the complete lack of plants.  It's just barren rock and sand.  There are no birds in the sky either, but the poor visibility due to the strange mist would account for that.  This place is rather unnatural and creepy.
Sunna
player, 179 posts
Thu 9 Jan 2014
at 18:40
  • msg #142

Re: Ch08 - The Haunted Tower of Sowell

Sunna nods, takes a deep breath and reaches for the rope to climb up the cliff.


OOC: At least it's the first cliff to climb on a cursed island :-D
Fritzholm
GM, 1555 posts
toss the dice
and have fun
Fri 10 Jan 2014
at 06:37
  • msg #143

Cliff Battle round 0

There's something coming out of the mist, six of them.  Glumr notices them first since he's closer and Sunna has only just finished climbing up the cliff.  They look like walking human corpses.  The corpses are very quiet, almost silent, and seem to glide more than shamble.  Holly and Farden are still down below and can see nothing that's going on above besides the fact that Sunna made it up safely, but Farden is in the process of climbing the rope.

Anything that's not right next to you in this mist is considered concealed (a 20% miss chance).  Up to about 20 feet you can make out shapes and some details.  For a few more feet you can make out shadows and outlines, but little more.  Who knows what else is lurking beyond 25 or 30 feet?

Glumr and Sunna need to roll initiative.

http://zachery.path.med.umich....ang/cliff_battle.jpg
Glumr
player, 1008 posts
  Woodland
  Ninja
Fri 10 Jan 2014
at 17:54
  • msg #144

Re: Cliff Battle round 0

"Um.....  Sunna?" Glumr says as he notices the forms coming out of the mist.

Glumr rolled 10 using 1d20+4. Initiative - Entry to Island of the Dead.

OCC - I didnt update my character sheet with the enchanted weapon stats and cant seem to find the post that explained it.

Fritzholm
GM, 1556 posts
toss the dice
and have fun
Fri 10 Jan 2014
at 18:14
  • msg #145

Re: Cliff Battle round 0

OOC:  The +1 bow is +1 to hit and +1 to damage.  The masterwork was already +1 to hit, so the extra point of damage is the only notable difference.  Of course there's the matter of your weapon effecting spirits and overcoming certain types of damage resistance too.
Holly
player, 773 posts
Protect the Land
to protect your Children
Mon 13 Jan 2014
at 10:23
  • msg #146

Re: Cliff Battle round 0

Holly is perturbed by the lack of animal or vegetable matter down where she is, wondering if it was the nature of the place or something more unnatural.

Waiting at the bottom of the rope, Holly wonders what else they might find on their journey.
Sunna
player, 181 posts
Mon 13 Jan 2014
at 17:02
  • msg #147

Re: Cliff Battle round 0

Sunna looks up as Glumr speaks up and hurries to get on her feet.


OOC: Sunna rolled 8 using 1d20+2. Ini.
Fritzholm
GM, 1557 posts
toss the dice
and have fun
Tue 14 Jan 2014
at 09:23
  • msg #148

Cliff Battle round 1

Init
----
18 Undead
10 Glumr
 8 Sunna

OCC:  Ugh.  They got above average on nearly every roll.  Makes it look like I'm fudging the rolls, but I'm not.  Stupid die roller.

The fight starts badly for our heroes.  Glumr and Sunna are caught off guard by the animated corpses pouring out from the erie mist.  Before they can even draw their weapons, the vile undead creatures are all over them.  Sunna narrowly dodges out of harms way of undead 1's charge, but undead 4 whacks her across the forehead and shoulder with a blunt, rusty sword.  Glumr is swarmed by opponents on all sides but only two of them (undead 2 and 5) attack.  Without time to get into a reasonable defensive position he's unable to fend off the attacks.

These things are unlike anything you've fought before.  They appear to have no regard for their own safety or wellbeing, intent only on harming the living.  Undead 1 and 2 have left themselves the most vulnerable of the six.  Undead 4 and 5 appear to be quicker, made only of dry bones and unburdened by the weight of dead flesh.

Sunna takes 6 points of damage and Glumr takes 10.  (Ouch!)

Farden may make a climb roll (DC 14 at his normal +3.  A skilled climber, I assume he wouldn't have needed to remove his armor and gear for what looked like a simple climb.)  If he succeeds he can move into F13 in round 2 or as soon as Sunna vacates the square, whichever is later.  If he does not attempt the roll or fails it he can finish his climb on round 4 assuming that Sunna has moved by then.  The only harm in attempting the roll comes if Farden rolls a 1, which will cause him either to fall or cling to the rope for the rest of the combat.

Holly hears what sounds like a beating beginning up on the cliff.  She can see Sunna dodging frantically, but can't see anything else of what's going on.

http://zachery.path.med.umich....ang/cliff_battle.jpg
Farden
player, 590 posts
the paranoid guy
male fighter
Tue 14 Jan 2014
at 15:11
  • msg #149

Re: Cliff Battle round 1

"Guys, get back down here! It's too risky to climb up in the face of opposition!"

OOC: Glumr and Sunna should just climb back down and then we'll taunt the zombies. Let's see if they have any climbing skills!

Farden is delaying his initiative after Sunna and Glumr, to see what they do. If they decide to stick it out in combat, only then will Farden climb up to join them.

Climb check failed, anyway.

Glumr
player, 1009 posts
  Woodland
  Ninja
Wed 15 Jan 2014
at 18:20
  • msg #150

Re: Cliff Battle round 1

OCC - Is G13 a movable space?
Can I take a 5 foot step to h12, to prevent AoO, and climb?

Fritzholm
GM, 1558 posts
toss the dice
and have fun
Wed 15 Jan 2014
at 21:01
  • msg #151

Re: Cliff Battle round 1

You'd need a balance check DC 10 (you will not be flat footed, however) to stand in G13.

Glumr can take a 5 foot step to h12, and climb down the cliff not using a rope.  Undead 4 would be able to make an AoO for the climbing.  going down is easier than up.  DC12.

My bad.  Farden's climb DC with the rope should've been 10, not 14.  Did you roll a 1?  This could get interesting.

Sunna would draw two AoOs to climb down the rope, and by climb I mean a swift controlled slide down the rope.

Sunna
player, 182 posts
Thu 16 Jan 2014
at 04:30
  • msg #152

Re: Cliff Battle round 1

Sunna would try to get down as fast as possible and slide down the rope.
Glumr
player, 1010 posts
  Woodland
  Ninja
Sun 19 Jan 2014
at 08:13
  • msg #153

Re: Cliff Battle round 1

Fritzholm:

Glumr can take a 5 foot step to h12, and climb down the cliff not using a rope.  Undead 4 would be able to make an AoO for the climbing.  going down is easier than up.  DC12.
Doesnt the 5 foot step negate the AoO?  Since the climb will be my action move this round after the undead has already moved?

The undead startle Glumr.  He turns around and goes over the edge, climbing down away from the undead.  He looks to Sunna as she comes down the rope.

Glumr rolled 15 using 1d20+5. Climb down.
This message was last edited by the player at 08:14, Sun 19 Jan 2014.
Holly
player, 774 posts
Protect the Land
to protect your Children
Mon 20 Jan 2014
at 08:43
  • msg #154

Re: Cliff Battle round 1

Holly sees Farden on the rope, and jumps back a little when she thinks he is about to fall. Stepping aside, Holly decides it is time to call upon a little assistance, and then realises she hadn't prepared the right spell for the day. Cursing, she slips loose the sickle and prepares to defend herself if more undead approach her from her lower position.
Fritzholm
GM, 1559 posts
toss the dice
and have fun
Mon 20 Jan 2014
at 20:48
  • msg #155

Re: Cliff Battle round 1

OOC: A 5 foot step never itself draws an AoO, but actions that leave you defenseless such as casting a spell, tying your shoe, or climbing still draw AoO.

As Glumr nears the cliff edge he lets down his guard for a moment to climb and the nearest corpse takes a swing at him, but this time he's ready for it.  He hops up and over the corroded blade, catching the rocky edge and flipping down out of the boney monster's reach.  Sunna very narrowly ducks under a powerful slash by the menacing carcass that charged her earlier.  She hops onto the rope and slides down as quickly as she safely can.

(Disregard the damage roll.  I had originally forgotten Sunna's dodge feat.)

Sunna is glad to be wearing a strong pair of leather gloves as well as curboili cuisses.  Sliding down the rope at speed would really tear through normal clothing and skin.  However, her trip comes to an abrupt, expected stop as she runs into Farden, who has gotten a hand tangled in the rope.  She gasps, clinging onto the rope with both arms and legs, afraid that she might've knocked Farden to a painful or fatal rocky fall, but the very problem that caused the jam keeps Farden from harm.  He dangles from one hand just below her.

Holly and Glumr see the accident.  Before they can figure out a way to offer assistance Farden loops the rope around one foot and frees his trapped hand.  Both he and Sunna are able to descend the rest of the way to the beach safely.  Glumr reaches the bottom of the cliff a little while later.

There is no sign of the corpses following you down.  They haven't even cut your rope.  You're not sure how much you trust them not to cut it if you try climbing back up.

It looks like you're all safe for now.  Both Glumr and Sunna are wounded, but none of the injuries are crippling or life threatening.
Holly
player, 775 posts
Protect the Land
to protect your Children
Tue 21 Jan 2014
at 21:26
  • msg #156

Re: Cliff Battle round 1

"What happened up there?" Holly asks, listening to their replies and growing concerned. "Well, that is unusual. Shall we try and find another way up, that doesn't involve us climbing, or shall we try again now we know what is up there?"
Fritzholm
GM, 1560 posts
toss the dice
and have fun
Fri 24 Jan 2014
at 08:03
  • msg #157

Ch08 - The Haunted Tower of Sowell

Here you stand, trapped on a slim strip of sandy beach with a cliff topped by murderous corpses on one side and the erie mist-shrouded sea on the other.   Morale is low, having just suffered wounds, a swift and totally unexpected defeat, and a clumsy retreat.  Glumr and Sunna have little to tell Holly beyond "We were ambushed by undead."

Now is the time for someone to step up, not only with a plan, but also some inspiring words to get the group motivated and ready for action.
Farden
player, 591 posts
the paranoid guy
male fighter
Sat 25 Jan 2014
at 05:23
  • msg #158

Re: Ch08 - The Haunted Tower of Sowell

Farden rubs his shoulder, working out the strain from getting caught up in the rope. "Right then, now that we know what's on the other side, we can make plans. The way I see it, we have a very nice, convenient cliff here. I say our best climbers go partway up the side and secure themselves to the face, then use lassoes or grappling hooks to rope zombies one at a time and yank them off the edge. We'll have people on the ground to chop the critters to bits once they land.

Or instead of lassoes, we can use the extra lamp oil I brought and just set them on fire, but that can get a bit tricky."


As he is speaking, Farden is pulling off his armor. Clearly, he plans to be one of those doing the climbing.

OOC: With my armor off, I've got a +8 to climb.
Sunna
player, 183 posts
Sat 25 Jan 2014
at 07:49
  • msg #159

Re: Ch08 - The Haunted Tower of Sowell

"The people who used to lived there certainly didn't have to climb up there, don't you think?" Sunna looks at Holly. "Finding another way up sounds like a good idea to me. They're not coming down, so we do have the time."

She turns to Farden.
"Fire sounds like a good plan to clear some of the mist up there, too. We weren't able to see much further than 30 feet or so. We couldn't even see the tower that is supposed to be there."

Sunna looks up at the cliff again and rubs her aching shoulder. "Well, no one said it would be easy.

But we already found out that here's a rather safe place. One we could retreat to if need be. That's a huge advantage."

Fritzholm
GM, 1561 posts
toss the dice
and have fun
Mon 27 Jan 2014
at 22:27
  • msg #160

Re: Ch08 - The Haunted Tower of Sowell

So...  Farden wants to climb and pull corpses over the edge.  Sunna wants to find another way up, and likes fire.

I think we need the other two to chime in with their support or fresh ideas before I can move you forward.
Holly
player, 776 posts
Protect the Land
to protect your Children
Tue 28 Jan 2014
at 09:10
  • msg #161

Re: Ch08 - The Haunted Tower of Sowell

Holly is at a loss to suggest anything. She isn't sure if it is an effect from the tower, or simply that she was having a bad day. Thinking on the two suggestions from Sunna and Farden, she says, "We could perhaps move the raft around the island to find somewhere better to land, but I suspect if we do then there will be a similar welcome party waiting for us. It might be easier to land, but there are likely to be more undead for us to battle and we might be outnumbered ten to one. I don't like the idea very much Farden, but I think your lasso attempts will at least tell us if there are more of them, and whether they can communicate or are being controlled. I suggest we let Farden try out his plan. If they don't die from the blunt trauma of the impact we can finish them off one at a time. What do you think Glumr?"
Glumr
player, 1012 posts
  Woodland
  Ninja
Wed 29 Jan 2014
at 15:33
  • msg #162

Re: Ch08 - The Haunted Tower of Sowell

"I agree with you Holly."  Glumr says as he ponders the options. "We are close to the tower from here.  Considering our welcome party, we might have too many to fight through if we find another landing point.   Are there any creatures around we could speak with?  Maybe they could give us some insight in how to reach the tower."

"Beyond that, Farden's plan sounds like it has potential.  We know they are up there and we can take our time to see how these walking corpses deal with us.  I'll join you in your climb."
Sunna
player, 185 posts
Wed 29 Jan 2014
at 18:05
  • msg #163

Re: Ch08 - The Haunted Tower of Sowell

Sunna nods. "Let's try it, then."
Fritzholm
GM, 1562 posts
toss the dice
and have fun
Fri 31 Jan 2014
at 04:26
  • msg #164

Re: Ch08 - The Haunted Tower of Sowell

The hemp rope that you used to climb and descend the cliff is still hanging there.  Glumr and Farden both have silk ropes they can use for this pull-the-undead-over-the-edge plan.  We'll call this a ranged trip attack.  It's easier to do with a grappling hook, so Glumr gives his hook to Farden, since he is confident in his well practiced rope skills.  Both men make their way slowly and carefully up the cliff to either side of the rope.

We will assume take 10 successes from these skilled climbers for the sake of speed and simplicity.

Sunna and Holly stand on the beach with their weapons drawn ready to chop up fallen undead.  Glumr and Farden secure themselves in place as best as they can near, but not too close to the top.  They squint into the think mist looking for shadows or movement.   At first they see nothing but then Glumr sees a vague, looming darkness in the mist.

Glumr, please make a rope use roll (DC 12) to use the non-weighted rope correctly, then a range touch attack (BAB +4, DEX +4, range -2), and an opposed STR check.
Glumr
player, 1013 posts
  Woodland
  Ninja
Fri 31 Jan 2014
at 21:22
  • msg #165

Re: Ch08 - The Haunted Tower of Sowell

Glumr rolled 24 using 1d20+9. use the non-weighted rope correctly.
Glumr rolled 25 using 1d20+6. range touch attack.
Glumr rolled 2 using 1d20. opposed STR check.  (And everything was going so well)

Did I do this all correctly GM?

Fritzholm
GM, 1563 posts
toss the dice
and have fun
Sat 1 Feb 2014
at 06:15
  • msg #166

Re: Ch08 - The Haunted Tower of Sowell

Glumr loops the rope out into a wider and wider oval until he finally slings it up over the cliff edge, letting just enough slack go behind the thrown loop.  The rope flies true to the target, wrapping around it.  Glumr gives the rope and tug to tighten it.  Then he leans back to yank the corpse off the ledge, but he loses his balance and has to grab into the cliff with both hands.

"A little help, Farden!" Glumr calls out.

Farden can't quite see the corpse from his angle, but he can see exactly where Glumr's rope went, which is almost as good.

Farden, please make a ranged touch attack (BAB +4, DEX +2, range -4), and an opposed STR check.
Farden
player, 592 posts
the paranoid guy
male fighter
Mon 3 Feb 2014
at 11:02
  • msg #167

Re: Ch08 - The Haunted Tower of Sowell

OOC: Can I simply reach over and give Glumr a helping hand?

Farden will do his best to snag himself a zombie, and then yank hard on the rope. If he can't catch anything with the hook, he'll try and grab Glumr's line and pull that instead.

16:31, Today: Farden rolled 12,15 using d20+2,d20+3. touch attack, STR check.
Fritzholm
GM, 1564 posts
toss the dice
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Tue 4 Feb 2014
at 15:49
  • msg #168

Re: Ch08 - The Haunted Tower of Sowell

OOC: I envisioned the two of you further apart on either side of the original rope, but it matters little.

Farden hooks the already lassoed corpse and gives it a hard yank.  The thing stumbles forward and tumbles over the cliff edge.    Both Glumr and Farden frantically feed slack to their lines.  When the corpse hits the beach it shatters into a scattered mess of dry bones.  There's nothing left for Holly and Sunna to hack or pound on.  Glumr and Farden reel their ropes back in and wait for another corpse to come edgeward.

Several minutes pass without any noticeable activity.  That didn't thin the herd of undead out much at all, but at least you know the coast is clear if the team's two best fighters want to make their way onto the cliff.  You could time it so that Holly or Sunna would reach the top of the rope at the same time.  The battle might go better if you're not caught by surprise.
This message was last edited by the GM at 06:24, Wed 05 Feb 2014.
Holly
player, 777 posts
Protect the Land
to protect your Children
Wed 5 Feb 2014
at 12:15
  • msg #169

Re: Ch08 - The Haunted Tower of Sowell

Looking up to see whether the boys were looking to loop another dead one, Holly has to remind herself they are men, and then quickly looks down again.

Moving to the bones, she tries to discern how long they might have been undead, and whether they were human or other in their original form. Rolling a bone over, she begins to hope they could defeat these creatures, if she understood whether they were skeletal or zombie constructs. It just seemed so confusing to her eyes.

[Holly rolled 8 using 1d20+7. KN:Nature check on type of undead etc.]
Glumr
player, 1014 posts
  Woodland
  Ninja
Wed 5 Feb 2014
at 19:13
  • msg #170

Re: Ch08 - The Haunted Tower of Sowell

Glumr looks down to the girls then yells over to Farden "Do you want to hit the summit all together with the girls?  Or should I sneak up and take a peak over the ledge and see what's up there?"
Fritzholm
GM, 1565 posts
toss the dice
and have fun
Thu 6 Feb 2014
at 04:01
  • msg #171

Re: Ch08 - The Haunted Tower of Sowell

The bones are dry and old.  There's no trace of flesh at all and the bone material has begun to become more stone-ish. It's a shame that Holly didn't get to look at the skeleton intact, but maybe she can tell something from the individual bones.  The first one she picks up is strangely, but clearly a fox bone.  The next one is also a fox bone, but from a fox MUCH larger than typical foxes.  Fox, fox, fox...  This humanoid skeleton was assembled completely (except the skull) from bones from different sized foxes,

but why?
Sunna
player, 186 posts
Thu 6 Feb 2014
at 04:20
  • msg #172

Re: Ch08 - The Haunted Tower of Sowell

Sunna looks around for the weapon the skeleton might have had. At least one of them had a sword, she remembers. Not that she wants to use the weapon, she just wants to make sure that none of the undead will use it again.
Fritzholm
GM, 1566 posts
toss the dice
and have fun
Fri 7 Feb 2014
at 05:53
  • msg #173

Re: Ch08 - The Haunted Tower of Sowell

Sunna finds a sword near the pile of bones Holly is examining. It's the shorter type that warriors favor on boats, and is a cautionary tale for taking good care of your weapon. It's blade edge is pocked with nicks and notches and is horribly dull.  The metal is also weakened by rust. Even the fitting into the hilt is a bit loose. At least the hilt is in decent shape.

Glumr awaits opinions on what tact he should take.  You can tell he anxious to get to the tower.
Holly
player, 778 posts
Protect the Land
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Fri 7 Feb 2014
at 10:12
  • msg #174

Re: Ch08 - The Haunted Tower of Sowell

Hearing Glumr's call across to Farden, Holly stands up again and calls up, "Glumr, scout and if it looks ok we all go over together."

Holly moves over to Sunna as she awaits word if it is safe to climb and looks at the sword. "Sailors sword, possibly some poor soul wrecked and ended up here. The undead there is mainly made of fox bones. What that means I do not know, but my suspicions are ones I do not want to contemplate at the moment. Shall we get ready to climb if the way is clearer up ahead?"
Glumr
player, 1016 posts
  Woodland
  Ninja
Fri 7 Feb 2014
at 14:42
  • msg #175

Re: Ch08 - The Haunted Tower of Sowell

OCC - Can Glumr make a listen and/or spot check from where he is?
Sunna
player, 188 posts
Fri 7 Feb 2014
at 16:18
  • msg #176

Re: Ch08 - The Haunted Tower of Sowell

"Foxes?" Sunna asks in disbelief. "That's... odd." For a brief moment she wonders what Reynard would say to that but then shakes her head. "Let's get ready. Looks as if the way is clearer now. I suppose the others don't want to be pulled over the edge." She grins and then tries to break the sword she found.

If that's not possible Sunna will put it to the ground again and kick some sand and pebbles over it before getting ready for another climb.
Fritzholm
GM, 1567 posts
toss the dice
and have fun
Fri 7 Feb 2014
at 17:47
  • msg #177

Re: Ch08 - The Haunted Tower of Sowell

Listen - The undead who attacked you and Sunna were just about silent.  You can hear water, wind, and the sounds of your fellow Triplefang.  You don't expect to hear the undead.

Spot - You are welcome to move to the top edge of the cliff and peak over.  No spot roll necessary.  However, visibility is poor.

Something else has been bothering you.  You're pretty sure that thing you and Farden pulled over the edge had no eyes (or ears) how did it "see" you?  That's an important consideration in stealth.  Hiding from people is usually a matter of keeping quiet and staying out of their line of sight.  With animals, being downwind from them is important as well.  How do you hide from the dead?
This message was last edited by the GM at 19:44, Wed 12 Feb 2014.
Fritzholm
GM, 1568 posts
toss the dice
and have fun
Mon 10 Feb 2014
at 05:44
  • msg #178

Re: Ch08 - The Haunted Tower of Sowell

Glumr winces in pain as he climbs up to the top of the cliff.  His side, wounded in his last trip up here, is still bleeding.  He peeks over the edge and scans the scene.  It's still and almost peaceful.  The rope is tied off securely where he anchored it.  There's no sign of living corpses.  Then again, he can't see more than 20 or 25 feet into the mist.  He's got a bad feeling they could be lurking just beyond his gaze.  He looks up. For a moment Glumr can make out the edges of the tower ascending to the strange glow at the top, but then the image fades back into the mist, leaving just the glow and the grey murk.
Fritzholm
GM, 1569 posts
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and have fun
Tue 11 Feb 2014
at 22:08
  • msg #179

Re: Ch08 - The Haunted Tower of Sowell

Who is going up the rope first?  Holly?  Sunna?  Neither?
Holly
player, 779 posts
Protect the Land
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Wed 12 Feb 2014
at 09:00
  • msg #180

Re: Ch08 - The Haunted Tower of Sowell

With a plan in place, Holly takes the rope first and climbs to join the others and to see what is awaiting for them at the top. She runs through her prepared spells, preparing to use some fire magic if it becomes necessary. It was hard going, and Holly was very glad for the help of the rope aware her lack of upper body strength meant she was not a great climber.

[Holly rolled 10 using 1d20+0. Holly climb check.]
Glumr
player, 1017 posts
  Woodland
  Ninja
Wed 12 Feb 2014
at 15:24
  • msg #181

Re: Ch08 - The Haunted Tower of Sowell

Fritzholm:
Listen - The undead who attacked you and Sunna were just about silent.  You can hear water, wind, and the sounds of your fellow Triplefang.  You don't expect to hear the undead.


Glumr thinks about the undead that ambushed him and tries to recall if he heard footsteps or shuffling, or if the creatures were dead silent.

He uses some simple gestures and signals his friends that it seems clear but he cant see far.  His side hurts. The thoughts of where his healing potion is are in his mind.  He hopes to hold out so the girls can use their gifts to heal him.

Glumr has an idea.  What if he ties rags to his arrow heads and soaks them in holy water.  It might be worth a try when he has time to fiddle with things.

OCC - On his perch, can Glumr ready an arrow, or even attempt his idea while he waits for the others?
This message was last edited by the GM at 19:43, Wed 12 Feb 2014.
Fritzholm
GM, 1570 posts
toss the dice
and have fun
Thu 13 Feb 2014
at 20:59
  • msg #182

Re: Ch08 - The Haunted Tower of Sowell

In his very recent encounter, Glumr felt like the undead just glided up on them.  He never heard them coming at they were almost on top of him and Sunna.

Glumr thinks back to his holy water training back at Goldenpoint.  There were 3 effective techniques:
* throwing the flask to break it on an undead
* lobbing the flask into a group and splashing them all
* pouring it directly onto an undead
This wet rag idea doesn't sound like it would deliver much holy water.  It *might* be as effective as the group splash method, but against just one target.  Bardi also said the splash method was the least damaging.  This said, you are welcome to *try* anything.  Keep in mind that holy water is an expensive and valuable item.

Glumr, Farden, and Holly time it so that all 3 arrive up on solid ground at the top of the cliff at the same time.  They are all 3 fully prepared for undead to come charging out of the mist.  There's at least a moment now to brace or prepare something.
Sunna
player, 189 posts
Fri 14 Feb 2014
at 05:00
  • msg #183

Re: Ch08 - The Haunted Tower of Sowell

Sunna waits until Holly is on solid ground before she starts climbing, too.
Holly
player, 780 posts
Protect the Land
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Fri 14 Feb 2014
at 10:05
  • msg #184

Re: Ch08 - The Haunted Tower of Sowell

"The undead are made of animal bones, except the skulls", Holly passes on her findings to Glumr and Farden on top of the climb, and adds, "Bludgeoning rather than cutting should work best I think, as they look more skeletal than zombies. Is that what you guys spotted when you were up here first Glumr?"

Pulling her magically enhanced sickle into her hand, Holly waits to see what arrives.
Glumr
player, 1018 posts
  Woodland
  Ninja
Fri 14 Feb 2014
at 13:52
  • msg #185

Re: Ch08 - The Haunted Tower of Sowell

"No, they were more like walking human corpses than human like skeletons from other bones"

Glumr draws an arrow and thinks about the spirit archer that will help guide his arrows.  He hopes Coal's enchantments work as she said.  He'd feel better if it was Elhonna's blessings helping, but there is yet no reason to doubt the spirits.
This message was last edited by the player at 13:53, Fri 14 Feb 2014.
Fritzholm
GM, 1571 posts
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Mon 17 Feb 2014
at 04:46
  • msg #186

Cliff battle - take 2 - round 0

Holly and Glumr are both right as 3 familiar looking corpses whoosh out from the mist at our heroes.  Two of them are somewhat fleshy corpses and the third, nothing but bones.

Everyone please make initiative rolls at +4 for being poised and certain of the attack this time.  Additionally, you can not be caught flat footed this time.
Fritzholm
GM, 1572 posts
toss the dice
and have fun
Tue 18 Feb 2014
at 08:54
  • msg #187

Cliff battle - round 1

Init
----
Farden 25
Sunna 18
Undead 17
Holly 15
Glumr 10

Farden gets the jump on these corpses.  The instant he sees one he moves in to cut it off.  As he approaches he sees the murky shadows of two more.  Since he left his armor at the bottom of the cliff he decides to use an expert weapon defense instead of a more offensively efficient attack.  Even so, the spirit sword carves a sizable chunk out of the corpse's torso, nearly cutting it in half.  The blow would've been fatal to a man, but doesn't quite drop the corpse.  It looks like the thing will need to be hacked up even more.

Farden easily fends off the corpse's counterattack with a deft parry.

Holly and Glumr are also beset upon by undead.  The more nimble of the two attacks Holly with a small spiky club, but misses wildly.

Sunna may make a climb roll (DC 10)  If she succeeds she can move into F13 in round 2.  If she does not attempt the roll or fails it she can finish her climb on round 4.  The only harm in attempting the roll comes if Sunna rolls a 1.

I need round 1 moves from Holly and Glumr and a round 2 move for Farden.

http://zachery.path.med.umich....ang/cliff_battle.jpg

One note:  Though you can hear the commotion, Glumr cannot see Farden or what he's fighting at all through the mist, and Holly can barely make out Farden's location and hints of movement.
This message was last edited by the GM at 09:04, Tue 18 Feb 2014.
Holly
player, 781 posts
Protect the Land
to protect your Children
Tue 18 Feb 2014
at 09:09
  • msg #188

Re: Cliff battle - round 1

Holly is surprised by the speed of the attack, and slightly worried she has to resort to figthing rather than the magic she had thought to use. Concentrating on the thing in front of her would probably have been best though, as he swing with the sickle misses and she has to defend herself against the next attack. She considered stepping around it, but wanted to give Sunna a chance to climb up and join them.


[Holly rolled 5 using 1d20. Attack F11 Sickle. MISS]
Sunna
player, 190 posts
Tue 18 Feb 2014
at 18:11
  • msg #189

Re: Cliff battle - round 1

Sunna does her best to climb as fast as she can, but to not much avail.

OOC: Sunna rolled 3 using 1d20. Climb.
At least it's not a 1

Fritzholm
GM, 1573 posts
toss the dice
and have fun
Tue 18 Feb 2014
at 19:36
  • msg #190

Re: Cliff battle - round 1

Holly:  Still a miss, but don't forget to add your +4 to hit  (BAB +3 and magic weapon +1)

Sunna:  On the positive side, it's safer on the rope.

Fritzholm
GM, 1574 posts
toss the dice
and have fun
Mon 24 Feb 2014
at 22:47
  • msg #191

Cliff battle - round 2

OOC:  In the interest of moving the game forward I'm going to take Glumr's turn for him.  I'm more disturbed by Farden's mysterious 3 week absence.  Hopefully he returns soon.

Much as Glumr wants to try out his spirit infused bow, it's not the right tool for close quarters fighting on a cliff's edge.  He tosses the bow to the ground away from the drop off and draws his scimitar.  With a deft slash, Glumr cuts the corpse across the throat and shoulder.  While the blow would've been devastating to a human it has only a small effect on the animated corpse.

Glumr's hit was within the threat range for the scimitar, but undead are not effected by critical hits.  The attack does 2 points of damage.


Farden hacks at the damaged corpse's other side, cutting the rest of the way through its torso.  The corpse falls to the ground in two unmoving halves.  Farden backs away a bit to rejoin the group and hopefully keep from getting swarmed by any more corpses.  Holly can see him a little better now.

He narrowly dodges one corpse's attack, but get grazed by the other one.  Farden grumbles about not having his armor.  Holly and Glumr are attacked too.  Glumr easily avoids harm, but Holly takes a solid and painful thump from the spiked club.

Farden takes 2 points of damage and Holly takes 6.

I need round 2 moves from Holly and Glumr and a round 3 move for Farden.

http://zachery.path.med.umich....ang/cliff_battle.jpg
Holly
player, 782 posts
Protect the Land
to protect your Children
Mon 24 Feb 2014
at 22:59
  • msg #192

Re: Cliff battle - round 2

Holly finds that her abilities with her sickle have seemingly left her, and that sums up her day. Her blade misses the undead in front of her, and Holly hopes Sunna can get up the rope before she starts suffering damage. For the moment she knows she has to stand her ground.


[Holly rolled 8 using 1d20+4. Holly attacks F11 with Sickle.
Even worse than last time! The gods are not with me at the moment it seems!]

Sunna
player, 191 posts
Tue 25 Feb 2014
at 18:13
  • msg #193

Re: Cliff battle - round 2

Sunna tries to get to her friends as fast as she can.
Farden
player, 594 posts
the paranoid guy
male fighter
Tue 25 Feb 2014
at 18:18
  • msg #194

Re: Cliff battle - round 2

Farden takes a moment to ready his shield (he did have it stowed away on his person, even if he left his armor behind). Maintaining his defensive stance, he takes a quick swing at the undead facing him, before taking a step back towards his comrades.

Declare Dodge on #3
Move: ready shield, full CE, current AC: 18 (19 vs #3)
Standard: atk on #3
23:45, Today: Farden rolled 18,8 using d20+5,d8+6. atk, dmg.
Free action: 5' step to FE9

This message was last edited by the GM at 20:14, Wed 26 Feb 2014.
Glumr
player, 1019 posts
  Woodland
  Ninja
Wed 26 Feb 2014
at 15:58
  • msg #195

Re: Cliff battle - round 2

Glumr swings the curved scimitar around again, deftly cutting into the undead creature.  Glumr follows the spin of his curved blade, twisting around to put a little distance between him and the creature.

"Group up on Holly!!"  Glumr yells to Farden.  "We need to stack up so we can get Sunna up here."

Glumr eyes his bow on the ground near Holly.   He needs to get some space between him and the creature and get help from his spirit archer.  This scimitar is not what he intended to use on these things.


Glumr rolled 16 using 1d20+4. Scimitar Attack!!
Glumr rolled 6 using 1d6. Damage to Undead 2.

Fritzholm
GM, 1576 posts
toss the dice
and have fun
Wed 26 Feb 2014
at 20:55
  • msg #196

Cliff battle - round 3

Farden and Glumr carve away at the corpses, successfully defending themselves while retreating towards Holly.  The Druid is less lucky.  Her skeletal attacker hits her in her left arm with the spiked weapon. Better than taking a shot to the head, but not nearly as good as blocking with a shield.

Holly takes another 3 points of damage.

I need round 3 moves from Holly and Glumr and a round 4 move for Farden.  Sunna will arrive at F13 just after Farden's turn, having used her move action but will still have a standard action available.

http://zachery.path.med.umich....ang/cliff_battle.jpg
This message was last edited by the GM at 20:59, Wed 26 Feb 2014.
Farden
player, 595 posts
the paranoid guy
male fighter
Thu 27 Feb 2014
at 06:06
  • msg #197

Re: Cliff battle - round 3

Seeing Holly in trouble, Farden takes a step back to hack at the undead engaging their druid.

Current AC: 18(19 vs #3)
5' step to F10
Attack #4 (-4 CE, +2 flank)
11:32, Today: Farden rolled 26,12 using d20+7,d8+6. atk, dmg.

Fritzholm
GM, 1577 posts
toss the dice
and have fun
Thu 27 Feb 2014
at 16:33
  • msg #198

Re: Cliff battle - round 3

One side note:  Farden's action wont have happened yet when Holly's action comes up.  If she takes down her opponent we'll use Farden's damage on #3 and his dodge on #7.
Holly
player, 783 posts
Protect the Land
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Thu 27 Feb 2014
at 18:51
  • msg #199

Re: Cliff battle - round 3

Holly almost cries out when she is cut, but bites her tongue as she thinks back to something Coal had told her about the spirit within her sickle. "Marina, aids me, for there is hunting to be done", and then swings the sickle blade through an opening in the undead's defences. Holly feels slightly disappointed when her strike again misses, and she begins to wonder if she should have come here today.

[Standard Action - Attack F11.
18:49, Today: Holly rolled 8 using 1d20+4. Attacking F11. ]

Glumr
player, 1021 posts
  Woodland
  Ninja
Fri 28 Feb 2014
at 18:14
  • msg #200

Re: Cliff battle - round 3

Glumr swings his curved blade down on the zombie for a second hit.  It connects, but glances off, delivering far less damage than his first swing.  Glumr frowns.  He wishes he had his bow in hand.

Glumr rolled 17 using 1d20+4. Zed 2 Scimitar Attack!!
Glumr rolled 1 using 1d6. Zed 2 Damage.
Glumr move to H11.

Sunna
player, 192 posts
Fri 28 Feb 2014
at 20:36
  • msg #201

Re: Cliff battle - round 3

Once she has solid ground under her feet again Sunna positions herself to aid Holly.

She draws a deep breath, filling her lungs with the misty air, now that her lungs are not pressed against rope and stone. There is no time to think of a specific song or melody, but visualizing the misty surroundings turning into a sun-swept cliff helps her to begin with a rather powerful and joyful tune, not unlike the song she sang on the boat, but without words - for now.

OOC: If possible Sunna will draw her weapon.
If not, she will only begin a Bards Song (Inspire Courage).

Fritzholm
GM, 1579 posts
toss the dice
and have fun
Sat 1 Mar 2014
at 10:29
  • msg #202

Cliff battle - round 4

Bardic Music (Inspire Courage) requires at least 3 ranks of perform.  Your main perform skill is wind instruments, so your masterwork flute is the obvious choice.  I'm going to say it requires at least one hand to play.  While using bardic music you cannot cast spells with verbal components, use activation words, or engage in activities which require two hands (such as loading a crossbow).  However, the effects of Inspire Courage last for 5 rounds after you stop playing.

Since your BAB is 1 or higher you may draw a (one handed) weapon as a free action.


Farden's attack catches Holly's tormentor off guard, smashing its bones with tremendous force.  The animated bones clatter to the ground in a destroyed pile.  He quickly spins around to fend off the other two corpses following behind him.


Sunna's strong flute song rings through the mist much like it did on the boat earlier.  You feel a surge of morale.  The fight is turning in your favor!

Everyone now receives a +1 to hit and damage.

I need round 4 actions from Holly and Glumr and a round 5 actions for Farden and Sunna.


http://zachery.path.med.umich....ang/cliff_battle.jpg
Holly
player, 784 posts
Protect the Land
to protect your Children
Mon 3 Mar 2014
at 11:47
  • msg #203

Re: Cliff battle - round 4

"Thank you Cousin". Free from attack, Holly calls forth her knowledge and her magic to form a small ball of flame in her hands, rolling it gently at the exposed undead fighting Farden. The ball grows quickly as it advances and hits the undead, flames leaping up and burning the creature and its clothing. Holly concentrates on maintaining control of the ball of flame as the fight continues.

[Free Action - 5 Ft step to E12.
Standard Action - Cast Flaming Sphere in E11 and rolling it to E9.
E9 gets a Reflex Save.
Holly rolled 6 using 3d6. Fire Damage on E9. How low can my rolling get!!
Holly HP 23/26.]

Farden
player, 597 posts
the paranoid guy
male fighter
Tue 4 Mar 2014
at 05:58
  • msg #204

Re: Cliff battle - round 4

Realizing that smashing bones might require a bit more blunt force trauma, Farden drops his sword and draws his club. Taking a more aggressive stance, he takes a swing at the skeleton in front of him.

Dropping sword, drawing club. Dropping CE.
Current AC: 14 (15 vs #3)
Club attack on #3
11:28, Today: Farden rolled 22,6 using d20+8,d6+4. atk, blunt dmg.

Fritzholm
GM, 1580 posts
toss the dice
and have fun
Tue 4 Mar 2014
at 15:21
  • msg #205

Re: Cliff battle - round 4

This one is my bad.  I don't think I described your opponents well enough.   The 3 remaining corpses are somewhat meaty.  The only two so far that were down to just bones were the one Farden just smashed and the one you guys pulled off the cliff with your ropes.  I'll assume Farden is still attacking with the spirit sword.
Sunna
player, 193 posts
Tue 4 Mar 2014
at 16:51
  • msg #206

Re: Cliff battle - round 4

Sunna continues her flute song for a few more moments and moves away from the cliff's edge and closer to Farden.

OOC: Continue Bards Song
Move to G11

My bad. I guess I have to buy "Perform: Sing" next level, or I'll make the same mistake again and again :(

Glumr
player, 1022 posts
  Woodland
  Ninja
Wed 5 Mar 2014
at 04:53
  • msg #207

Re: Cliff battle - round 4

Glumr swings his curved sword down on the undead creature for a third time.

OCC - Had some trouble with the dice roller.
Glumr rolled 20 using 1d20. Damage to Undead 2.
Glumr rolled 19 using 1d20. Damage to Undead 2.
Glumr rolled 7 using 1d6+1. Actual Damage Undead 2.

Fritzholm
GM, 1582 posts
toss the dice
and have fun
Wed 5 Mar 2014
at 17:07
  • msg #208

Cliff battle - round 5

OOC: DOH!  This is Glumr's second would-be critical if undead weren't immune.

quote:
Holly rolled 6 using 3d6. Fire Damage on E9. How low can my rolling get!!


OOC: There's more bad news.  The sphere does 2d6 not 3d6.  At least it sticks around for 3 more rounds.

11:25, Today: Fritzholm rolled 18 using 1d20-1. reflex save (DC 16).

The corpse sees the ball of fire moving its way and glide-steps to the side at the last moment.  This is the most graceful thing you've seen these otherwise clumsy corpses do.

Glumr's hacking finally wears down the corpse and it slumps to the ground in a pool of rancid blood and ichor.

Farden also takes down a corpse with his determined sword slashes.


OOC:  The bardic music song helped in taking down both of those corpses.  The added point of damage was just enough. :)

The last remaining corpse decides to attack Holly's ball of fire, which has no effect at all, but three more corpses glide out of the mist. The quickest and boney-est of the three catches Glumr off balance and cuts his leg with a small axe.

Glumr takes 3 points of damage.


I need round 5 actions from Holly and Glumr and round 6 actions for Farden and  Sunna.

http://zachery.path.med.umich....ang/cliff_battle.jpg
Farden
player, 598 posts
the paranoid guy
male fighter
Fri 7 Mar 2014
at 10:58
  • msg #209

Re: Cliff battle - round 5

Farden steps closer to Glumr, planning to help him, while hacking at the corpse nearest to him. As he does, he calls out, "Guys, can you hear something whispering about a breach? I think maybe someone's coordinating these undead towards us, we might have to run for it."

CE +4 AC -4 atk, still using sword.
Current AC: 18(19 vs #8)
5' step to G10, attack #8
16:28, Today: Farden rolled 24,12 using d20+6,d8+7. atk, dmg.

Holly
player, 785 posts
Protect the Land
to protect your Children
Fri 7 Mar 2014
at 12:29
  • msg #210

Re: Cliff battle - round 5

Holly was rather astonished that the undead creature was agile enough to get out of the way of the fire, but she concentrated on the sphere and tried again before moving it across Farden's front to attack his other opponent and moved it on to attack the creature in front of Glumr as well. Heading it back into the middle, Holly continued to concentrate on keeping it under control.


[Holly moves Flaming Sphere - E9 (attacking No.7), F9, G9 (attacking No.8), H9, H10 I10 (attacking No. 9) for total of 30 feet.
Holly rolled 7,5,4 using 2d6,2d6,2d6. Flaming Sphere Dmg as it moves - Ref Save possible.
No.7. poss dmg = 7; No.8. poss dmg = 5; No. 9 poss dmg = 4.]

Fritzholm
GM, 1584 posts
toss the dice
and have fun
Fri 7 Mar 2014
at 16:19
  • msg #211

Re: Cliff battle - round 5

This from the description of Flaming Sphere
http://www.d20srd.org/srd/spells/flamingSphere.htm

"If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage."

So you can only target one enemy per round.  I'll let you choose undead7 or undead8.  This time the corpse failed its REF save and will take 7 points of damage.
Holly
player, 786 posts
Protect the Land
to protect your Children
Fri 7 Mar 2014
at 17:04
  • msg #212

Re: Cliff battle - round 5

Brain out of synch. Been looking at Pathfinder rules. Doh!
Will leave it to attack Undead 7.
Sunna
player, 194 posts
Fri 7 Mar 2014
at 17:57
  • msg #213

Re: Cliff battle - round 5

Upon hearing Fardens comment Sunna frowns, puts down the flute and switches the sword to her right. She strains to listen into the mist and makes a step forward.

OOC: move/step to G11, switch sword and flute. Listen.
Glumr
player, 1026 posts
  Woodland
  Ninja
Mon 10 Mar 2014
at 12:58
  • msg #214

Re: Cliff battle - round 5

Glumr swings his sword again, this time at the creature that came out of the mist.    It connects, the curved blade bouncing off the bones that compose the creature.

Glumr rolled 23 using 1d20+4. Attack Undead 9.
Glumr rolled 4 using 1d6+1.

Can I listen as part of the combat round?

Fritzholm
GM, 1586 posts
toss the dice
and have fun
Mon 10 Mar 2014
at 20:26
  • msg #215

Cliff battle - round 6

Init
----
Farden 25
Sunna 18
Undead 17
Holly 15
Glumr 10

Fire burns undead 7.  Farden slashes undead 8.   Glumr hacks at the bones of his opponent, but he can't generate the power and leverage with the odd curved sword that Farden got with his spirit longsword to smash through bone.  The attack would've carved into the meatier undead, but seems to have no effect on this one.


The undead continue to close in, attacking Sunna, Farden, and Glumr, but our heroes are able to defend themselves completely.

Holly and Glumr can make listen rolls as a free action along with their other round 6 actions.  I need round 7 actions for Farden and Sunna.

http://zachery.path.med.umich....ang/cliff_battle.jpg
Holly
player, 787 posts
Protect the Land
to protect your Children
Mon 10 Mar 2014
at 21:28
  • msg #216

Re: Cliff battle - round 6

Holly continues to concentrate on the flaming sphere, allowing it to follow up behind the undead creature it had previously burnt, and she hopes by doing that the creature will not see it coming...

Something does register in her senses though, even as she concentrates...


[Holly rolled 10 using 2d6. Damage Undead 7 with Flaming Sphere.
Holly rolled 23 using 1d20+7. Listen - No companion =+7. ]

Sunna
player, 196 posts
Tue 11 Mar 2014
at 04:34
  • msg #217

Re: Cliff battle - round 6

Sunna glances over at the unmoving undead to Fardens feet and then stabs at the undead right in front of her.


Sunna rolled 13 using 1d20+7. attack undead7.
Sunna rolled 7 using 1d6+1. damage.

This message was last edited by the player at 17:13, Tue 11 Mar 2014.
Fritzholm
GM, 1587 posts
toss the dice
and have fun
Tue 11 Mar 2014
at 07:59
  • msg #218

Re: Cliff battle - round 6

OOC: Actually a 13 is a hit.  These corpses may be durable, but they aren't particularly quick or armored.  Go ahead and roll damage.
Glumr
player, 1027 posts
  Woodland
  Ninja
Wed 12 Mar 2014
at 19:10
  • msg #219

Re: Cliff battle - round 6

Glumr spins his curved sword in for another crack against the undead.  He tries to make out what farden is talking about.

Glumr rolled 18 using 1d20+4. Attack Undead 9.
Glumr rolled 4 using 1d6+1. Damage to Undead 9.


Fritzholm
GM, 1588 posts
toss the dice
and have fun
Thu 13 Mar 2014
at 15:55
  • msg #220

Cliff battle - round 7

The magical ball of fire follows the burning corpse, keeping it bathed in flames.  Glmur's sword continues to clatter harmlessly against the fleshless corpse's bones.

"Switch opponents with me!" Farden tells Glumr.

Farden drops his sword and draws his club to work on the dry bones, but this one is quicker than the other corpses and it evades the club.



Sunna jabs a mighty thrust into the chest of the burning corpse in front of her.  The blow doesn't seem to damage the corpse much, but it was teetering anyhow.  Once Sunna pulls back her weapon it slumps to the ground.


For a second straight round the undead counterattacks are ineffective.  It looks like our heroes have adjusted to the corpses strange, but predictable fighting style.

Let's have Holly's and Glumr's round 7 action and Farden's and Sunna's round 8 action.

http://zachery.path.med.umich....ang/cliff_battle.jpg
This message was last edited by the GM at 15:59, Thu 13 Mar 2014.
Holly
player, 788 posts
Protect the Land
to protect your Children
Thu 13 Mar 2014
at 17:50
  • msg #221

Re: Cliff battle - round 7

Keeping the fire ball under her control, Holly brings it to bear on the next undead dealing with Sunna, and brings it into contact without too much effort.

"There's nothing out there! We stand and fight." Holly shouts out, confident there was nothing going on out in the mist, and hopeful the others would take note. They were now taking down the undead, if slightly slower than wanted, but they were going down.

[Holly rolled 5 using 2d6. Dmg to Undead 6 - REF Save poss.]
Glumr
player, 1028 posts
  Woodland
  Ninja
Thu 13 Mar 2014
at 20:07
  • msg #222

Re: Cliff battle - round 7

"Aye!" Glumr yells back to Farden..  Glumr plants his foot and spins his around farden, leading with his sword.  Glumr follows the blade and plants it deep into the creature that Farden was just fighting.


Glumr move to G10.
Glumr rolled 23 using 1d20+4. Attack Zombo 8.
Glumr rolled 7 using 1d6+1. Damage

This message was last edited by the player at 20:07, Thu 13 Mar 2014.
Sunna
player, 197 posts
Sat 15 Mar 2014
at 11:34
  • msg #223

Re: Cliff battle - round 7

A little surprised Sunna looks at the enemy that now lies on the ground in front of her, then turns her attention back towards the remaining foe in her reach.
Careful not to touch the burning sphere she stabs at the creatures chest.

OOC Sunna rolled 14,2 using d20+7,d6+1. attack + possible damage.
Fritzholm
GM, 1589 posts
toss the dice
and have fun
Sat 15 Mar 2014
at 21:54
  • msg #224

Cliff battle - round 8

Undead6 stays just far enough away from the ball of fire to keep from bursting into flames.  The ball fizzles and dies out, having used up all it's magical energy.  Glumr blow fells the corpse Farden had already badly damaged.  Farden continues to have trouble with the very troublesome Undead9, nearly dropping his club in the process.  Sunna stabs at Undead6.  She sinks her weapon harmlessly into decaying flesh.  This feels very unsatisfying.  Perhaps this is the wrong weapon for the job, but what other choice does she have?

"Glumr, go help the ladies.  Surround it if you can.  Holly, use your sickle," suggests Farden.  His voice has an air of frustration.  You can charitably chalk that up to his lack of success fighting this clattering stack of bones.

Farden preemptively knocks his opponent's weapon down with his shield, thus making it totally ineffective offensively.  Sunna hops back just far enough that the corpse in front of her cuts her armor and not her flesh.

Round 8 actions for Holly and Glumr.  Round 9 actions for Farden and Sunna.
(long combat)


http://zachery.path.med.umich....ang/cliff_battle.jpg
Sunna
player, 198 posts
Sun 16 Mar 2014
at 04:05
  • msg #225

Re: Cliff battle - round 8

Sunna makes a step to the left to make some room for Glumr and Holly, then swings her shortsword around in a wide arc, trying to cut through the rotten flesh.

OOC: step to D11
Sunna rolled 21,7 using d20+7,d6+1. attack + possible damage.

That was the last round of Bard's Song for Sunna and Farden, right?

Fritzholm
GM, 1590 posts
toss the dice
and have fun
Sun 16 Mar 2014
at 21:43
  • msg #226

Re: Cliff battle - round 8

You've been fighting with a one-handed weapon.  I'm fine with you playing the pipes with your off hand.  We can say the song is still going.
Holly
player, 789 posts
Protect the Land
to protect your Children
Mon 17 Mar 2014
at 12:26
  • msg #227

Re: Cliff battle - round 8

Holly almost sighs when the spell runs out and she can stop concentrating on it. She had hoped to keep it going a little longer, but now she needed to get on with helping Sunna out with the undead in front of them. Holly is tempted to pull out her sling, knowing she is more capable with that in her opinion, but listens to Farden's call and instead draws her sickle again and steps forward to replace Sunna and to strike at the undead.

[Move Action - Draw Weapon (Sickle). Free Action - 5ft move to replace Sunna in E11. Standard Action - Hit undead 6 in D10.
Holly rolled 24 using 1d20+4. Attack Undead 6 with Sickle.
Holly rolled 6 using 1d6+1. Dmg Undead 6 with Sickle. ]

Farden
player, 599 posts
the paranoid guy
male fighter
Thu 20 Mar 2014
at 05:01
  • msg #228

Re: Cliff battle - round 8

With a growl of frustration with this bag of bones, Farden switches to a full offense and takes a swing with his club, but once more the undead manages to evade.

OOC: Dropping CE, declare dodge on #9
Current AC: 14, 15 vs #9
10:29, Today: Farden rolled 10,9 using d20+8,d6+4. club attack, dmg.
Gorrammit....

Glumr
player, 1029 posts
  Woodland
  Ninja
Thu 20 Mar 2014
at 13:53
  • msg #229

Re: Cliff battle - round 8

"Okay...I'm moving!" Glumr yells to Farden.  He runs at the undead attacking the girls, leading with his curved sword.  Glumr raises his weapon and soon as he is in front of it he hits the creature with a powerful slice.

Glumr move to E10
Glumr rolled 18 using 1d20+4. Attack Undead 6.
Glumr rolled 7 using 1d6+1. Damage Undead 6.

Fritzholm
GM, 1591 posts
toss the dice
and have fun
Thu 20 Mar 2014
at 21:32
  • msg #230

Cliff battle - round 9

Glumr and Holly hack major chunks out of the tripleteamed corpse.  Even Sunna's stab seems to do a little damage.  This corpse is close to finished.

The undead offensive drought continues.  Our heroes are unharmed again this round.

Lets have round 9 actions for Holly and Glumr and round 10 actions for Farden and Sunna.  Everyone still has the advantage of Sunna's music.

http://zachery.path.med.umich....ang/cliff_battle.jpg
Holly
player, 790 posts
Protect the Land
to protect your Children
Thu 20 Mar 2014
at 22:39
  • msg #231

Re: Cliff battle - round 9

Holly tries to take advantage of the numbers game, but finds her attack simply bounces off the bones, and Holly simply tries to distract it for the others.
Glumr
player, 1030 posts
  Woodland
  Ninja
Fri 21 Mar 2014
at 14:42
  • msg #232

Re: Cliff battle - round 9

Glumr swings his curved sword down in a powerful arc and connects with the creature making a resounding wet thud.  Glumr hopes the creature goes down so he can make a break for his bow.

Glumr rolled 15 using 1d20+4. Attack Undead 6.
Glumr rolled 5 using 1d6+1. Damage to Undead 6.

This message was last edited by the player at 14:45, Fri 21 Mar 2014.
Fritzholm
GM, 1592 posts
toss the dice
and have fun
Fri 21 Mar 2014
at 17:36
  • msg #233

Re: Cliff battle - round 9

Yes.  Glumr's hit drops the corpse.  This frees Sunna up to do something else.
Sunna
player, 199 posts
Sun 23 Mar 2014
at 12:28
  • msg #234

Re: Cliff battle - round 9

Now that the undead in front of her is finally down, Sunna moves over to Farden to help him with his foe.

OOC: Doublemove to J10, without provoking an AoO if I'm not mistaken (taking the long way around the undead)

Thanks for allowing the Bards Song to still be in effect :)

This message was last edited by the player at 15:26, Sun 23 Mar 2014.
Fritzholm
GM, 1593 posts
toss the dice
and have fun
Sun 23 Mar 2014
at 20:12
  • msg #235

Re: Cliff battle - round 9

Yep.  That's a legitimate move.  Farden goes before Sunna, though, so the flanking won't come into play until next round.  (If Farden doesn't finish it this round.)
Fritzholm
GM, 1594 posts
toss the dice
and have fun
Tue 25 Mar 2014
at 16:37
  • msg #236

Cliff battle - round 10

12:28, Today: Fritzholm, on behalf of Farden, rolled 22 using 1d20+8. to hit undead 9.
12:28, Today: Fritzholm, on behalf of Farden, rolled 9 using 1d6+4. club damage.


Farden shatters the bones of the peskiest and last of this wave of animated corpses.
Fritzholm
GM, 1595 posts
toss the dice
and have fun
Tue 25 Mar 2014
at 16:55
  • msg #237

Ch08 - The Haunted Tower of Sowell

Farden looks around, trying to catch his breath.  It's hard to see much of anything in this thick mist.

"I tied your armor to the end of the rope," Sunna tells Farden.

"Thanks."

Farden hurries over to the rope and begins hauling it up, hand over hand.

"That was a mess," Farden calls out loudly over his shoulder. "But we learned a few things.  We need to do a better job next time if we run into them again.  No knives, spears, arrows, or those little swords.  They're worthless against those corpses, and don't bother aiming for the heart, just chop away on the fleshy ones.  Use axes and cutting swords.  For the skeletons, hit them hard with a mallet or hammer.  One of them was using a spiked club.  Someone grab that.  We'll need it."

"Oh, and one other thing.  If you get a chance, surround them like Sunna did at the end."
Holly
player, 791 posts
Protect the Land
to protect your Children
Tue 25 Mar 2014
at 17:19
  • msg #238

Re: Ch08 - The Haunted Tower of Sowell

Holly listened to Farden, even though what he was saying was something they all knew and could all put in place when given the chance, but Holly knew the situation in getting up the cliff to this plateau had hardly been normal. Slipping her sickle back into it sheath, Holly considered her spell options and then drew out her sling. At least that was one weapon that would be useful in their next encounter.

"So Farden, what did you think you heard in the mist? I heard nothing, and I wasn't engaged in combat at that point. Could you pinpoint where it came from?"

Turning to Sunna, Holly said, "Thanks for the inspiring music."

Holly prepares to move cautiously forward behind Farden when he has put his armour on. "Anyone need any healing, or are we ok for the moment?" Holly asks.
Glumr
player, 1031 posts
  Woodland
  Ninja
Tue 25 Mar 2014
at 18:22
  • msg #239

Re: Ch08 - The Haunted Tower of Sowell

"I could use a little" Glumr says to her.   "I never got to try my spirit arrows.   However, I would be happy to keep that club for close encounters unless someone else wants it."
Farden
player, 600 posts
the paranoid guy
male fighter
Wed 26 Mar 2014
at 06:28
  • msg #240

Re: Ch08 - The Haunted Tower of Sowell

Farden picks up his discarded sword and stows it as well as his other gear, then starts strapping on his armor.

"I just heard something whisper the word 'breach'. I didn't get a direction on it. Come on, let's gather up our gear and keep moving."
Fritzholm
GM, 1596 posts
toss the dice
and have fun
Wed 26 Mar 2014
at 17:58
  • msg #241

Re: Ch08 - The Haunted Tower of Sowell

You cast a healing spell or two and gather up your gear.  Then you hustle to the tower, not wanting to run into any more roaming bands or animated corpses.  Form your original vantage point you thought you could make out the tall silhouette of the tower with its unnatural glow at the top, but the closer you get the more obvious it is that the mighty walls have crumbled and in no way extend up to the glow.  You have no idea what is actually suspending the source of the glow.  The walls still extend up 20 feet or more in places, but you find an area where rubble has collapsed outwards from the wall leaving a low crack accessible by a pile of stones and debris.  It's big enough for humans to climb up and through.  In fact, there's evidence that others have come this way.  The stones are stained a deep crimson.  That must've taken a lot of blood - much more than a single human could provide.

Healing:  Everyone was injured in some fashion in that skirmish.  Glumr took the most damage.  Holly and Sunna can cast any healing spells they want to before you reach the tower.  Just post what spell you're casting on whom and roll your dice.
HP:
Farden 28/30
Glumr 10/23
Holly  17/26
Sunna 16/22

Holly
player, 792 posts
Protect the Land
to protect your Children
Thu 27 Mar 2014
at 20:37
  • msg #242

Re: Ch08 - The Haunted Tower of Sowell

[Use Lesser Restoration to cast CMW on Glumr. 2d8+4
20:33, Today: Holly rolled 11 using 2d8+4. CMW on Glumr.

Use Goodberry to cast CLW on Holly. 1d8+4
20:33, Today: Holly rolled 10 using 1d8+4. CLW on Holly.]


"Sorry Glumr, but that's the best I can do at the moment", Holly says as she uses one of her spells to call down Obad-Hai's healing powers to aid her cousin. She then turns the healing powers on herself to restore some pride and to give herself a chance to catch her breath. "Perhaps Sunna can help you out a little as well Glumr, I'll save the other healing until later."

Looking up, Holly says, "Perhaps we should get inside quickly, before more wanderers find us."
Sunna
player, 200 posts
Fri 28 Mar 2014
at 05:21
  • msg #243

Re: Ch08 - The Haunted Tower of Sowell

Sunna takes a look at Glumrs wounds after Holly has used her healing spell. "How do you feel, Glumr? It looks a lot better to me."

She glances at her own side, which still hurts from a blow of one of the undead, then carefully moves her arms to see if she could continue as is. After a moment she nods, puts away the shortsword an loads the crossbow. Just in case.

OOC: If I'm not mistaken Glumr is now on 21/23 HP and a CLW would be a bit too much, while Cure Minor Wounds tends to be a life-saver when things go wrong.

Upon seeing the blood stained stones Sunna stops in midstep. She looks up to the strange glow and then back at the blood. "I wouldn't be surprised if the blood is also mostly that of foxes", she murmurs.
"Maybe the voice meant this breach?" Sunna asks Farden in a low voice and points at the crack in the broken wall. "Do you want to get in first?"
Glumr
player, 1032 posts
  Woodland
  Ninja
Fri 28 Mar 2014
at 14:21
  • msg #244

Re: Ch08 - The Haunted Tower of Sowell

"I'm doing much better... Not good as new, but I should live."  He says with a grin and a wink.  Glumr ties the club to his gear and holds his bow and a notched arrow, happy to have it in his hands again.

OCC - Stats for the club?
Fritzholm
GM, 1597 posts
toss the dice
and have fun
Fri 28 Mar 2014
at 18:19
  • msg #245

Re: Ch08 - The Haunted Tower of Sowell

OOC: Simple, light weapon.  4 pounds.  1D6 bludgeoning damage.  x2 critical.

Sunna and Glumr cover the crack/entrance while waiting for a brave soul to venture within.
Fritzholm
GM, 1598 posts
toss the dice
and have fun
Mon 31 Mar 2014
at 00:09
  • msg #246

Re: Ch08 - The Haunted Tower of Sowell

quote:
"Do you want to get in first?"


Farden nods to Sunna.  He doesn't like disregarding the obvious warning of torrents of blood having stained the rock here, but there's currently no clear threat.  He scrabbles up of pile of stones and through the crack.  Here he finds a spiral stairwell hugging the outer wall.  The collapse has sealed the stairway going down so completely that it has formed a small cistern full of calm water.  Going up looks like the only option.  It is too dark here to tell much more, but it's safe enough that Farden waves the others in.

You'll need a light source and a traveling order (the staircase isn't very wide) to continue onwards.
Glumr
player, 1033 posts
  Woodland
  Ninja
Tue 1 Apr 2014
at 15:50
  • msg #247

Re: Ch08 - The Haunted Tower of Sowell

"I have the light cylinder if anyone wants to use it" Glumr says as he pulls his ever-burning torch out.

OCC - Can I stick the torch in the back of my pack giving me hands free?  If so, will have bow and arrow at the ready.
Fritzholm
GM, 1599 posts
toss the dice
and have fun
Wed 2 Apr 2014
at 15:44
  • msg #248

Re: Ch08 - The Haunted Tower of Sowell

The torch can be tied to your backpack.  It can't burn you.  Still, strapping the light source to your body blocks a lot of the light.  It's best if someone holds it and can move it around.  You or whoever else carries it can drop it to free up a hand if need be.
Sunna
player, 201 posts
Wed 2 Apr 2014
at 17:19
  • msg #249

Re: Ch08 - The Haunted Tower of Sowell

Sunna will take the torch for now, then. She's not the one to be in the front row at first, anyway.
Fritzholm
GM, 1600 posts
toss the dice
and have fun
Wed 2 Apr 2014
at 18:48
  • msg #250

Re: Ch08 - The Haunted Tower of Sowell

Deciding there's nothing worth scrutinizing here, Farden leads the way up the stairs followed by Sunna, Glumr, and Holly.  The inner and outer walls, as well as the stairs are extremely well crafted and solid.  They remind you of your time in Sloss Hinterplatz.  It makes you wonder what force, be it the long slow passage of time, some sort of natural disaster, a massive battle, or an act of magic, that caused this grand structure to fall to ruins.

About a flight up you reach a wooden door in the inner wall.  Settling of the walls has not thrown off the smooth tolerances of this well crafted door's fit onto the surrounding doorway.  It looks to open by pushing inwards. Before anyone does pushing of any sort, Sunna tilts her head and moves the torch over to the outside wall.

"Is that a girl?" she asks very quietly.

You follow her eyes up the stairs and sure enough there's a girl.  You only glimpse her bluish dress and light bluish-blonde hair from behind as she's walking up the stairs.  She's too big to be a small child, perhaps 10 or older.  A moment later she's out of your sight, leaving behind a barely visible, distant blue tint to the stairway.
Farden
player, 601 posts
the paranoid guy
male fighter
Mon 7 Apr 2014
at 13:53
  • msg #251

Re: Ch08 - The Haunted Tower of Sowell

"Great, now we're seeing mysterious children. For the record, no one is to go off alone to try and catch up with them even if they seem alone and hurt. We're moving forward with all due caution."

So saying, Farden continues to lead the way forward while checking for traps and ambushes, shield up and swords out. Coming to the stairway, he slowly heads up, tensed for trouble.
Sunna
player, 202 posts
Mon 7 Apr 2014
at 22:00
  • msg #252

Re: Ch08 - The Haunted Tower of Sowell

"What about that door?" Sunna asks quietly and points to the door at the inner wall. At least this direction doesn't lead towards the strange girl. Sunna looks up again, trying to figure out how far they have come and how far the undamaged part of the tower will continue.
Holly
player, 793 posts
Protect the Land
to protect your Children
Tue 8 Apr 2014
at 08:24
  • msg #253

Re: Ch08 - The Haunted Tower of Sowell

Holly nods, agreeing with the sentiment Farden had expressed, and in a way glad that Snow was not with them. She suspected that her cousin would not have listened. The image of the girl tugged on Holly's own conscience, although she let it slip from her easily enough.

Sickle in hand, Holly was ready to take the torch if needed, and to defend herself if it came down to it.
Glumr
player, 1034 posts
  Woodland
  Ninja
Wed 9 Apr 2014
at 14:28
  • msg #254

Re: Ch08 - The Haunted Tower of Sowell

The child makes Glumr feel uneasy.  "Do you think she's a spirit from the necromancer's family?  There's no way a girl is living out here." Glumr says in a whisper.  "This is creepy."

Glumr goes to the door, examines it and listens to see if he can hear anything through it, then looks to where the girl went. "So try the door, or follow the creepy girl."  Glumr whispers.  "I guess I vote door."

OCC - Old stone place like this must have dust?  Do we see our foot steps?  Did the girl leave any?  Can Glumr detect anything has moved through there to reinforce his suspicion of her being a spirit?

Glumr rolled 6 using 1d20+5. Listen at Door.
  DERP
This message was last edited by the player at 14:28, Wed 09 Apr 2014.
Holly
player, 794 posts
Protect the Land
to protect your Children
Wed 9 Apr 2014
at 17:41
  • msg #255

Re: Ch08 - The Haunted Tower of Sowell

"If she is a caster, she can produce food and water. Enough to survive anyways. But I agree, lets try the door. I'll keep an eye out for her." Holly says, turning to look up to where the girl had been, wondering if it was real, or as Glumr suspected a spirit.
Fritzholm
GM, 1601 posts
toss the dice
and have fun
Wed 9 Apr 2014
at 23:05
  • msg #256

Re: Ch08 - The Haunted Tower of Sowell

OOC: The tower ruins are leaky.  Water appears to wash over the stairs on a regular basis.  They are a touch damp now.  That said you are an extraordinary tracker.  You may make a tracking roll if you'd like. Expect the DC to be quite high, that is if the girl even leaves tracks.

Glumr puts his ear to the door.  It is silent as a tomb.  He puts a finger to his lips and everyone holds their breath for a moment.  You know that noise the undead didn't make when they moved?  Well you're not hearing that sound now either.

Glumr stands up and opens the door.  There is an open room here with wooden walls, a warped wooden floor, and most of a ceiling.  A few faint beams of unnatural glow pierce through the bigger holes in the ceiling.  All of the furnishings in the room have been removed leaving only some very minor debris and a big empty space.  Just as your mind is making note of the emptiness a blue tint fills the room.  Literally out of the blue objects, sounds, and people take shape.

There is a large table in the center of the room bathed in the light of an opulent chandelier holding dozens of candles.  The table is set with several loaves, a stew or soup that you can actually smell, a cooked bird, and goblets of wine.  5 women, 2 men, and 3 children are gathered around the table, some standing and some seated.  You do not recognized anyone, but they clearly all know each other.

A lady in an elaborate gown, the style of which you can not place, holds up her cup.  She is perhaps old enough to have very young grandchildren or perhaps she is younger and the blue tint of her light hair makes her look more elderly than she is.

"The stones are simply transcendent.  Their effect is beyond our expectations," she says, lavishing her praise on a couple with their backs to you.

"Quite so.  Not only do they keep the wolves and goblins at bay, but even that pesky leach Imlay has been driven off," adds a seated gentleman in a fine coat and hat.

A laugh goes up at his comment.  You notice a dour looking boy sitting at the far end of the table was the only one not to laugh.  He merely stares off dolefully.  You turn to look at what he's gazing at, but there's nothing there.

"Yes.  You've outdone yourselves.  We're once again in your debt," says the woman, taking a sip from her cup.

"I can't in good conscience take any share of credit for this one.  The stones were fully Kelney's work.  Is she not the consummate enchantress?" says the male of the couple with their backs to you.

The female turns to him smiling.  Now that you can see her face, even just from the side, she draws your focus and attention away from the rest of the room.  Her hair and eyes are as deep a blue as you can imagine.  Her skin is flawless and her profile striking.  Less important details around the room grow fuzzy and are lost.  Kelney gets up, leaning over to quickly hug her husband before stepping back from the table to make room to curtsy in such a way the includes not just those as the table, but you standing at the door too.

Another jovial laugh goes up from everyone but the boy.

"You won't stay in our debt for long, dear Wynnie.  I'll ask for a favor in return soon enough," says Kelney.

As she turns away from you the stolen details return to the others in the room, balancing them out.

"You remember the Windblown Chief's Premier?"  Kelney asks leadingly.

Wynnie coughs, choking slightly on her wine.

"mom," interrupts the boy.

Everyone turns with a startle not unlike that of the first time you heard Reynard speak.  Wynnie looks a bit relieved at the well-timed distraction.

"i'm hungry," he states flatly.  Somehow, this emotionless utterance sends a shiver up your spine.

Kelney slips her way around the table to him, once again drawing you in with her room-filling presence.

"I know," she says, slathering comfort on the boy.

A full bowl of food sits in front of him on the table.

This message was last edited by the GM at 23:07, Wed 09 Apr 2014.
Glumr
player, 1035 posts
  Woodland
  Ninja
Fri 11 Apr 2014
at 14:30
  • msg #257

Re: Ch08 - The Haunted Tower of Sowell

Glumr doesnt like this view into the past, or spirits or whatever he may be looking at.  He looks to his friends, unsure of what to do.

He watches the blue dinner play out and wonders who they are.  He suspects the Howell family but what really is curious to Glumr is the comment the boy makes.

He whispers to his friends "The boy...There is something not right about things.  Considering they were necromancers, do you think something happened to the boy and they brought him back or raised him from the dead... or something?..   I wonder what he is hungry for if its not food"
This message was last edited by the player at 14:31, Fri 11 Apr 2014.
Fritzholm
GM, 1602 posts
toss the dice
and have fun
Fri 11 Apr 2014
at 14:56
  • msg #258

Re: Ch08 - The Haunted Tower of Sowell

The blue tint slowly recedes and the scene fades.  When the room has returned to normal you have the odd feeling that nothing actually happened, yet you can still remember it.

Looking into the room you can see another door on the wall ahead and to your right and there is an empty doorway near the stone wall around to the left side of the room.

Taking the stairs up from here is also an option.
Sunna
player, 203 posts
Sat 12 Apr 2014
at 14:25
  • msg #259

Re: Ch08 - The Haunted Tower of Sowell

Sunna nods to Glumrs remark about the boy.
"I suppose they don't call it the Haunted Tower for nothing." She glances at the now empty room again. "But I don't know if I really want to know what happened to the boy. Another question that came to my mind was: what kind of stones where they talking about?"

"Hm, shall we take a look behind that door now?" Sunna points to the door to the right in the 'dinner room' and would, if no one objects, carefully move over and listen.
Fritzholm
GM, 1603 posts
toss the dice
and have fun
Tue 15 Apr 2014
at 17:05
  • msg #260

Re: Ch08 - The Haunted Tower of Sowell

You all enter the empty former dinning hall.  the floor is badly weathered, but sturdy.  Sunna listens at the interior door and hears nothing.  She pushes at the door which sticks, requiring her to give it a hard shove twice to get it open.

This room is not only a good deal smaller, but badly damaged.  It looks like less than half of the room remains intact.  The rest has collapsed.  The outer stone wall has square wooden pegs driven into it, several of which are missing.  The wall itself is still complete up to about 7 to 10 feet above the floor.  The inner wooden wall is much worse off, almost completely destroyed, and the floor isn't in much better shape.  There are only a few splintering boards left of the ceiling.  The whole room is exposed to open air.

Sunna takes careful steps on the safe part of the floor, allowing the rest of you to look in as the air goes bluish.

Shelves full of all manner of small bags, boxes, and glass containers form along the outer wall and cabinets appear on the opposite wall.  The room is lit by 4 strong, steady glowing blue spheres hanging down from the ceiling.  Kelney stands near a counter or tall workbench.  Her husband appears right in front of you, so near that Sunna hops back against the wall with a startle to avoid him.  Neither of them is dressed as elaborately as before.  However, Kelney is wearing the same necklace of jewels as before, but there are now more gemstones than there were.  Her husband appears to be wearing some type of soft leather armor.

Kelney glares at her husband.

"Augustine WHAT," she says, biting back anger. "have you done to your eye?"

You see his right eye is covered by a rather handsome eye patch, matching the armored tunic.

"It is gone, my dear.  Don't worry.  I will find a suitable replacement," he answers.

"Gone?"

The enchantress narrows her eyes, calculating as anger slowly turns to concern.

"Gone where?  A sacrifice to the Queen of Thorns?  I warned you not to call on her."

"What's done is done, dear Kelney.  She offered me a fair exchange and I needed the boost.  We can't all be as naturally gifted as you.  In fact, none of us can.  I need assistance here and there to keep up."

Kelney steps around the counter and takes Augustine's left hand, holding it out and placing it on her right shoulder.  The move strikes you as a touch odd and it's as if Augustine is stuck in that pose for a while before the scene continues.

"You don't need to 'keep up'.  We are combined as one, together unmatched.  My glory is yours and yours mine," she says with a small, heartmelting smile.

"Stay away from The Queen," she adds much less sweetly.

This message was last edited by the GM at 18:50, Tue 15 Apr 2014.
Holly
player, 795 posts
Protect the Land
to protect your Children
Wed 16 Apr 2014
at 08:41
  • msg #261

Re: Ch08 - The Haunted Tower of Sowell

The story unfolding is beginning to intrigue Holly as it continues to unfold in front of them under the strange blueish light. She wonders about the references being made to the Queen of Thorns and her own suspicions as to the little boys ailment from the previous seen. For the moment, Holly doesn't want to disturb the events by raising them with the others.
Fritzholm
GM, 1604 posts
toss the dice
and have fun
Wed 16 Apr 2014
at 15:31
  • msg #262

Re: Ch08 - The Haunted Tower of Sowell

Once again the blue scene fades away.  Holly cautiously walks past Sunna to look over the broken edge of the floor.  Below you is the ground floor.  It must've had a very grand high ceiling in its day, but now it's a half uncovered wide open space teeming with milling corpses.  Holly's eyes grow wide.  The fight against under a dozen of the corpses had been troublesome.  This looks like maybe 5 times that many, maybe more.  Something to avoid at all costs.  It would take an army to clear this place out, and who knows how many more corpses are wandering in the mist outside the tower.

However, over to the far side you can barely make out a huge hole in the ground floor.  You might be able to drop a rope into the hole from a very thick wooden support beam that spans the entire diameter of the tower.  The mighty beam is the only thing that remains of the other side of the second floor, but there's no clear way to get to it from here.  Perhaps it's reachable from another part of the tower.
Sunna
player, 204 posts
Thu 17 Apr 2014
at 10:40
  • msg #263

Re: Ch08 - The Haunted Tower of Sowell

Sunna watches the ghostly scene with a mix of curiosity and horror. It's as if the tower itself is telling her a story. When the scene has vanished she looks around in the room once more, shuddering at the sight of the corpses down below, and then turns to the others.
"Seems as if we can't move on here. Lets try the other door in the dining hall, shall we?"
Fritzholm
GM, 1605 posts
toss the dice
and have fun
Thu 17 Apr 2014
at 20:08
  • msg #264

Re: Ch08 - The Haunted Tower of Sowell

The group goes back through the empty dining hall to the doorless archway near the stone wall.  It's hard to tell how large the room you enter was meant to be.  Only the outer stone wall and parts of the floor remain.  A pair of small shallow puddles have pooled in two of the bent floor boards.  All four of you enter the room, staying close to the outer wall where the floor looks strongest.  You expect to see another blue-ish vision here and you are not disappointed.

Impressive banners and cloth tapestries hang down the outer wall.  Fur rugs cover the floor.  A roaring blue fire crackles in an unusually shaped hearth in a part of them room that has long since fallen away.  You can smell the woods burning and feel the warmth from across the room.  Equally so there's a muted chill seeping in from outside.  Augustine is slumped in a comfortable armchair.  He looks older or exhausted or both.  His eye patch is gone, but so is his left arm.  In his right hand he holds a silvery blue metal staff, perhaps 4 feet long, with a sharp point at its bottom end.

Kelney is in the room too.  While Augustine is wearing a full winter longcoat, Kelney is wearing only a few light, thin summery cloths the shade of blue to match her eyes.  However, she is wearing an awful lot of bling.  Bracelets, an anklet, rings, her very impressive necklace and even jewelry in her light blue hair.  One of this couple is not dressed for the temperature in the room, but with both the sensations of warm and cold here you can not tell which one.

"Oh dear, oh dear me.  Something is quite amiss, my dear.  Yes, not right at all, I fear," Kelney recites, flitting around the room as her husbands eyes follow her wearily.

"I cannot put my finger on the missing detail, though I fear it is quite large and glaring.  A piece of you is a piece of me.  I can feel the loss.  Something you're not wearing?" she continues.

Augustine is of little help.  He looks away from her without answering, but not for long.  His eyes return to watch her shortly afterwards.

Kelney twirls distractingly and seemingly pointlessly, but at the end of her spin she has snatched the silvery-blue staff from her husband's hand and cocks it back like a javelin.  He looks caught by surprise by the move, but somehow past caring.  The enchantress jabs the staff forward ferociously, sinking it deep into the grand armchair where Augustine's left shoulder should be, but isn't.  The staff sticks out straight ahead as though he were holding his left arm extended.  For an instant you can see his arm there instead of the staff, but a moment later it is the staff again.

"YOUR ARM!" she yells, in a sudden rage.  "And I KNOW just where it has gone.  The Queen.  The Queen.  THE QUEEN took it, did she not?"  Kelney swats at nothing in the air.

"No, you GAVE it to her," she howls in anger.  "Your arm is MINE.  You have no right to give it to her."

"I had no other choice," Augustine barks back.  "We have obligations, commitments, duties.  We have promised our powers to many, but you..."  he trails off.

"But I play games with chip and pawn and make men dance from death to dawn," she finishes, no longer furious.  A serenity washes over her and she returns to flitting around the room humming.

The blue scene slowly fades away.

Farden
player, 602 posts
the paranoid guy
male fighter
Sun 20 Apr 2014
at 09:58
  • msg #265

Re: Ch08 - The Haunted Tower of Sowell

"This is starting to get disturbing. Like a shipwreck in slow motion, an inevitable tragedy." mutters Farden. "By the way, I clearly heard someone speaking a few rooms back, saying that the man in these visions, Augustine, is still alive. How impressive that is I'm not sure, seeing as how we have no idea how long ago these visions occurred. Assuming they're even real."

OOC: Is there any way to guess a the time period of the visions judging by the patterns of clothing? Also, what's the knowledge check for the details on the name "Queen of Thorns"?
This message was last edited by the player at 10:02, Sun 20 Apr 2014.
Sunna
player, 205 posts
Sun 20 Apr 2014
at 15:38
  • msg #266

Re: Ch08 - The Haunted Tower of Sowell

"At least part of it, I guess", Sunna says and points at some scratches on the wall right next to her, saying 'MAKE MEN DANCE FROM DEATH TO DAWN'.

"But you said you heard a voice. From where? When?" Sunna asks curiously.

Sunna looks around in the room once more, wondering if there is another way to go than just turning back - and then taking the stairs up.

"Does anyone know anything about this Queen Kelney keeps referring to?" The bard looks thoughtfully in the distance, trying to remember if she has heard anything about an entity called Queen of Thorns.

OOC: I just looked into the bits&pieces thread and look what I found: Kelney :D
Fritzholm
GM, 1606 posts
toss the dice
and have fun
Sun 20 Apr 2014
at 19:43
  • msg #267

Re: Ch08 - The Haunted Tower of Sowell

Sunna's Bardic Knowledge is probably your best bet for info on The Queen of Thorns and the time period.

Sunna may make a Bardic Knowledge roll and a Knowledge History roll.
Farden may make a Knowledge History roll and a Knowledge Arcana roll.


The degree of success of the Bardic Knowledge will effect the DC of the Knowledge History checks.

You've checked everything on this level.  Up the stairs appears to be the only reasonably easy to get to place you haven't checked.  You doubt there's much of the tower left above you.
Sunna
player, 206 posts
Mon 21 Apr 2014
at 06:46
  • msg #268

Re: Ch08 - The Haunted Tower of Sowell

OOC:
Sunna rolled 26 using 1d20+6. Who is the Queen of Thorns (knowledge history).
Sunna rolled 25 using 1d20+7. Who is the Queen of Thorns (bardic knowledge).
I guess Sunna did pay attention in history class :D 

Fritzholm
GM, 1607 posts
toss the dice
and have fun
Mon 21 Apr 2014
at 15:22
  • msg #269

Re: Ch08 - The Haunted Tower of Sowell

There are many references to The Queen of Thorns in historical verse and sagas.  She must either be very long-lived or the title gets passed on through the ages.  You filter out what you consider to be the facts from the nonsense.

The Queen of Thorns is a strange red humanoid demon covered in sharp spikey thorns.  She deals mostly with female harpers, sorcesses, and goblins.  The Queen tends to stay out of various church business.  She has often been seen as troublesome and demanding with a nerve grating voice.  Her title of "The Queen" is derived from the air of vast superiority she assumes, treating everyone as her inferiors.

The Queen of Thorns deals in exchanges of arcane powers and items.  Her extensive magical powers include dimensional (and possibly time) travel, teleportation, the ability to sense people and items over vast distances, control of the elements including powerful elemental blasts, power to control humans and magical creatures as well as to fool the senses.  She also has a vast array of magical devices at her disposal.

Intriguingly, you know of a ceremony that can be done by arcane spell casters (like yourself) to summon The Queen of Thorns.  It might even work. Of course, be careful what you wish for.  Summoning The Queen is terribly dangerous.  She  is just as likely to demand you serve her, or blast you into smoldering coals, as do anything useful.
This message was last edited by the GM at 19:00, Mon 21 Apr 2014.
Fritzholm
GM, 1608 posts
toss the dice
and have fun
Mon 21 Apr 2014
at 15:40
  • msg #270

Re: Ch08 - The Haunted Tower of Sowell

Nailing down when the Tower of Sowell was built is tricky.  The clothing fashion in the scenes is unknown to you, probably dating from before the first contacts with the Empire.  Luckily, you remember some direct references to a sorcerous married couple who played important roles in the clan wars.  Male sorcerers are very rare in clan history, and this one is referred to as an "augarist".  That sounds like Augustine to you.  The clan wars took place before the birth of your elders, but after the war with the goblins and subsequent creation of The Dark Woods.

There are Dwarves still alive from the time of the clan wars, but no humans should've survived that long.  Then again, there are some strange time-spanning oddities out there.  Take Scottfard for instance.

There are also several mentions of The Queen of Thorns from the time of the clan wars.  This can't be a coincidence.
Fritzholm
GM, 1609 posts
toss the dice
and have fun
Mon 21 Apr 2014
at 15:44
  • msg #271

Re: Ch08 - The Haunted Tower of Sowell

If you've got any other questions about history or The Queen let me know.  Those were a pair of boss rolls, so you can squeeze more info outta me if you need it.
Sunna
player, 207 posts
Fri 25 Apr 2014
at 03:25
  • msg #272

Re: Ch08 - The Haunted Tower of Sowell

"Maybe this Queen was somehow able to help Augustine survive that long", Sunna muses and tells the others what she remembers from stories and legends regarding both Queen and her guess about the time the tower was built.
"But I don't know how it would help us with our search here, at least for now. Shall we take a look upstairs? And could you show me where you heard that voice on our way, Farden?"
Farden
player, 603 posts
the paranoid guy
male fighter
Fri 25 Apr 2014
at 08:44
  • msg #273

Re: Ch08 - The Haunted Tower of Sowell

"I heard the voice just after the second vision. In the place that looked like a dining hall." replies Farden distractedly, as he is racking his brains trying to figure out how long ago these visions were, and anything else he can add to Sunna's knowledge.

14:14, Today: Farden rolled 14,6 using d20+2,d20+2. know: arcana, know: history.

Fritzholm
GM, 1611 posts
toss the dice
and have fun
Fri 25 Apr 2014
at 16:22
  • msg #274

Re: Ch08 - The Haunted Tower of Sowell

You're impressed with Sunna's knowledge of The Queen.  It jives with what little you've heard about her, mainly that she's a spikey red screamin' demon.
Fritzholm
GM, 1612 posts
toss the dice
and have fun
Fri 25 Apr 2014
at 17:32
  • msg #275

Re: Ch08 - The Haunted Tower of Sowell

You walk back through the empty dinning room to the stairs and follow them up where you first saw the girl.

The stairs lead up to another door, but the tower walls are very badly damaged up here and the broken and crumbling stairs don't continue much past the door.  You can look up and see the erie shining glow.  It doesn't look like it's that far away and shines strongly enough to cast dim shadows through the mist.

Farden, who led the way, deftly leans his shoulder into the door to knock it open.  A blue glow similar to the others engulfs him and the area past the door much more suddenly then it had before.

Farden screams in terror.


While Farden holds his ground the blue form of a man staggers back from where Farden is standing with a look of horror on his face.  The blue-ish man is not Augustine.  You reflexively get out out of his way, but not before seeing what the man saw through the door.

The girl in the blue dress is lying face down on the floor in a pool of blood.  The back of her head is cracked open from a violent blow by a heavy object.  Her left arm has been torn or cut off at the elbow and the hungry boy from the first vision is chewing remorselessly on the severed arm.

"Your..." the man stammers  "Your boy is a... MONSTER!"

You turn to see that the man has taken a few steps down the stairs and is now facing Kelney Sowell, who is about 6 feet from the man.  She is dressed in magnificent robes (different from what she wore in the dinning hall) and her signature jewelry.  She looks vibrant, breathtaking, and somehow awe inspiring.  She raises her arms and commandingly intones a few short arcane phrases.  The man looks to his left and right in a panic.  He steps backwards one step up the stair, but his heel catches on the edge of the stair and he falls back against the stairs.  Two blazing rays shoot from Kelney's raised hands and burn two massive holes through the man's chest.  The man arches up for a moment and then slumps lifelessly, his shirt catching flame.  The damage to his chest and shoulder is so severe that his left arm falls off completely.  Kelney walks past the man's body, idly dousing the upstart flames with a magical spray of water, to go check on her son.

This message was last edited by the GM at 17:33, Fri 25 Apr 2014.
Sunna
player, 209 posts
Sat 26 Apr 2014
at 04:15
  • msg #276

Re: Ch08 - The Haunted Tower of Sowell

On the way back through the dining hall Sunna looks around for any source of the voice Farden had heard earlier but hurries to catch up with the others.

When the blue scene suddenly appears Sunna almost jumps back in surprise, then takes a deep breath and stares at the scene. For a moment she wonders why everyone except Kelney and her boy seems to lose their left arms one way or the other and shakes her head at the thought.
"Something was not right even before it became the Haunted Tower", Sunna whispers to the others and nods at Kelney and the boy, expecting the scene to fade any second. Something was not right with the boy and Sunna suspected that Kelney had something to do with it. How could a child turn into... this? Assuming that the boy was Kelneys child and not something else from the start.
This message was last edited by the player at 04:17, Sat 26 Apr 2014.
Fritzholm
GM, 1613 posts
toss the dice
and have fun
Sat 26 Apr 2014
at 05:53
  • msg #277

Re: Ch08 - The Haunted Tower of Sowell

The others are willing to stop in the empty dining room and let Sunna have a look around.

"Where were you standing when you heard the voice?" Sunna asks Farden.

"Wait.  It wasn't in here.  It was that room, over there," Farden answers pointing to the door on the right side of the room.

The two of them go back to the door and Farden stands where he watched the blueish scene unfold with his sword and shield at the ready just as they are even now.

"It was after they struck that strange pose with his arm extended, just before she told him to stay away from The Queen."

Sunna searches around meticulously for any clue of the source of the voice Farden heard, while Farden tries to stand still where he stood.


Sunna, you may make a search roll.
Sunna
player, 210 posts
Sun 27 Apr 2014
at 12:46
  • msg #278

Re: Ch08 - The Haunted Tower of Sowell

"Over there you said..."

OOC: Sunna rolled 7 using 1d20+1. Search..
Nothing, I fear.

Farden
player, 604 posts
the paranoid guy
male fighter
Tue 29 Apr 2014
at 09:36
  • msg #279

Re: Ch08 - The Haunted Tower of Sowell

As Farden watches the man get blasted, he tries to recognize what the spell is, but comes up blank.

15:04, Today: Farden rolled 11 using 1d20+4. spellcraft.


Later, as Suna is searching the room, Farden speaks up. "Umm... I just heard the whisper again. It asked what the 'nightingale' was searching for - I think it means Sunna - and said that there's nothing to find here."

He pauses to think for a minute, then remarks, "A ghostly voice that gives a guided tour. Anyone ever hear about something like that?"
Holly
player, 797 posts
Protect the Land
to protect your Children
Tue 29 Apr 2014
at 14:35
  • msg #280

Re: Ch08 - The Haunted Tower of Sowell

"It could be simply a ghost", Holly says and then adds, "Or perhaps our enchanted items are trying to guide us, considering how Coal enchanted them..."
Fritzholm
GM, 1614 posts
toss the dice
and have fun
Tue 29 Apr 2014
at 15:24
  • msg #281

Re: Ch08 - The Haunted Tower of Sowell

OOC: Sunna's search for the voices Farden is hearing took place before you went up the stair and saw the scene of the man getting blasted.

Holly's idea about the enchanted weapons makes sense.  Farden *has* had his sword drawn each time he's heard the whispers.
Fritzholm
GM, 1615 posts
toss the dice
and have fun
Tue 29 Apr 2014
at 15:53
  • msg #282

Re: Ch08 - The Haunted Tower of Sowell

Once the blueish scene fades away you carefully walk into the 3rd floor room.  The floor on this level is in bad shape.  The wood has been directly exposed to the elements and clearly subjected to some devastating, violent physical assault.  (It will require closer examination to tell more.)   The main support beam has been destroyed and only the structure of the floor below is holding it in place.  Both the interior and exterior walls are ruined.  You can see what's left of a doorway near the exterior stone wall, but there's little or no floor there.  You could enter that room by stepping over the collapsed inner wall.  That part is near the center of the tower, so you might be able to get down to the second floor beam from there.
Sunna
player, 211 posts
Tue 29 Apr 2014
at 18:25
  • msg #283

Re: Ch08 - The Haunted Tower of Sowell

Sunna considers Hollys words for some moments and then nods slowly. "You could be right about that, Holly. It feels strange to being guided through a haunted tower by ghosts, though."

"I wonder what the source of this destruction was", Sunna says,
then looks up and tries to judge the distance to the eerie glow, that has to be somewhere near now.
Then she turns around and examines the walls and floors a little closer. Anything that gives her a few more moments not to think about the way down and the things wandering around down there.
Fritzholm
GM, 1616 posts
toss the dice
and have fun
Tue 29 Apr 2014
at 18:47
  • msg #284

Re: Ch08 - The Haunted Tower of Sowell

Sunna steps to where she has a clear look at the glowing sphere above her.  It's hard to accurately judge the distance since she has no idea how big it is but her best guess is within 20 or 25 feet.  It would take throwing or firing something at it to judge the distance more accurately, but you're not completely sure that's a good idea.

The floor and stone walls give you some clue as to what happened.  There's no real sign of charring or fire damage.  The grain of the wood where it's broken off is snapped downwards and the outer walls show signs of being broken outward (though there has been a considerable amount of erosion too.)  That's the opposite of what you expected.  Most defensive walls are destroyed inward from outside.
Holly
player, 798 posts
Protect the Land
to protect your Children
Tue 29 Apr 2014
at 19:04
  • msg #285

Re: Ch08 - The Haunted Tower of Sowell

"Perhaps not ghosts as the tales tell it, but spirits bound to our items and to us in some way wanting to help out. Or get out!" Holly adds with a little sense of worry. Drawing her sickle, she says, "I wonder whether we should search downwards more?", and listening for any whispers that might be coming from around her.
Fritzholm
GM, 1617 posts
toss the dice
and have fun
Wed 30 Apr 2014
at 21:51
  • msg #286

Re: Ch08 - The Haunted Tower of Sowell

When Holly steps over the destroyed remains of the interior wooden wall to get a better look at potential ways down into the depths of the tower base a familiar blue tint fills the air once again.  This time it's out over empty space.


Two men stand just inside a balcony with the thick, oaken, shutter-like doors thrown wide open.  One man is clearly Augustine with his arm intact but once again sporting the eye patch. The other man you don't recognize.  He is shorter and older than Augustine Sowell.

The shorter man is looking out to the sea or a courtyard it's hard to tell because of the thick mist, which was clearly not an issue when this scene took place.

"They're dead?" asks the man in disbelief.

"Not really.  They were once dead, but no longer.  They're ready to do battle again.  More durable this time.  Just don't expect any heroics or creativity."

The man turns and passes Augustine a pouch that he seem reluctant to give up.  The magician pours a few blue gemstones out into his hand and back into the pouch before handing the man a very light blue carved charm a bit smaller than a knife.

"This will let you command them.  When the last one falls the totem is worse than useless.  Pitch it into the sea as soon as you can."

The man nods at the advice and tucks the charm inside his vest.

"Where is your lovely wife?  The tower is less radiant without her presence."

"She has gone to Trellor.  You have no doubt heard of her sister's...  disappearance.  They have family there," answers the sorcerer.

"Ah, Trellor.  That is good to hear.  My clansmen are full of tales of a breathtaking witch leading four flaming tigers at the Battle of Low Plains turning the rain to a shower of fiery rock.  It not the first rumor of the sort either.  I was beginning to worry that...  Well, the Low Plains are nowhere near Trellor.  That puts my mind at ease."

Augustine narrows his lone eye at the man.  His tone turns icy serious.

"If you ever hear a clansman imply this witch you speak of might be my beloved Kelney and don't correct him in the strongest possible way, I swear your tongue will be forfeit if not your whole throat.  Am I clear?"

The man swallows hard.  He is about to answer when he flickers and fades away, but Augustine, the balcony, and doorway remain.  With the man no longer there Sowell's gaze falls directly on Holly.  He holds out his left arm pointing straight at her.

"You should not be here," Augustine says in the same forbidding tone.


The bluish scene disappears instantly.
Fritzholm
GM, 1618 posts
toss the dice
and have fun
Wed 30 Apr 2014
at 22:10
  • msg #287

Re: Ch08 - The Haunted Tower of Sowell

There is a moment of unsettling silence and then winds begins to blow, lightly at first but growing in force, from two opposite directions.  The air swirls and howls through the ruined tower.  Two dark, terrifying, gray apparitions shoot up from the very walls of the castle into the air.  They are human sized personifications of tattered death and malevolence wrapped in shredded ethereal gray cloaks.  Their arcs crest and both horrible spirits dive down at you.

Everyone make initiative rolls.
Sunna
player, 212 posts
Wed 30 Apr 2014
at 22:33
  • msg #288

Re: Ch08 - The Haunted Tower of Sowell

Sunna watches the scene with interest and starts to think about stories she'd heard about a Battle of Low Plains when Augustine suddenly points at Holly. Surprised Sunna makes a step back just in the very same moment as the ghosts appear. "Watch out!"

OOC: Sunna rolled 20 using 1d20+2. Initiative.
Fritzholm
GM, 1619 posts
toss the dice
and have fun
Tue 6 May 2014
at 21:27
  • msg #289

Tower battle - round 1

OK, lets get this started and hopefully Farden will join in.

Init
----
Glumr 22
Sunna 20
Grey Spirits 14
Farden 7
Holly 7

The malevolent grey spirits are flying a good deal above you.  Please add 10 feet to the distances on the map when targeting them right now.  Glumr and Sunna can act now or wait until a spirit swoops in closer. (within point blank range or brace for a melee attack, for example)  Either way you'll probably go before the spirit, so get your rolls done now.

http://zachery.path.med.umich....ower_flr3_battle.jpg
Sunna
player, 213 posts
Wed 7 May 2014
at 05:03
  • msg #290

Re: Tower battle - round 1

Sunna watches the spirits, carefully taking a step backwards, away from the edge of the floor and aims at red eyed one, waiting for it to come a bit closer.

OOC: step to H11, load crossbow (not certain if I did it before) and shoot once spirit 1 is in range. I'm not certain if the "Descindar" thing is helpful against these things, since they are sort of corporeal right now, right? Sunna will try it nonetheless.
Sunna rolled 21 using 1d20+6. crit?
Sunna rolled 26,7 using d20+6,d8+1. attack spirit 1, possible damage.

Glumr
player, 1037 posts
  Woodland
  Ninja
Fri 9 May 2014
at 16:10
  • msg #291

Re: Tower battle - round 1

Glumr puts his back to Sunna and draws and fires two arrows in rapid succession at the other spirit.  "Sunna, head toward the door way!!!  Farden, lend us a shield?!??!" Glumr yells to his friends as he steps toward Farden.


Glumr rolled 21 using 1d20+9. Arrow 1 @ Spirit 2.
Glumr rolled 29 using 1d20+9. Arrow 2 @ Spirit 2.
Is this a critical (being ghosts and whatnot I'm not sure)?

Glumr rolled 9 using 1d8+2. Damage Arrow 1  (+1 point blank & +1 from enchantment?)

Glumr rolled 28 using 1d20+9. Arrow 2 Critical @ Spirit 2.  Critical Hit?!?!
Glumr rolled 12 4*3 using 1d8+2. Critical Arrow 2 Damage (Triple critical multiplier?)

Hope the crits work.  And too bad I didnt get that 9 for the critical damage.

Glumr moves to H12

Fritzholm
GM, 1620 posts
toss the dice
and have fun
Mon 12 May 2014
at 22:20
  • msg #292

Re: Tower battle - round 1

Sadly, the undead are unaffected by critical hits.  It feels like we've gotten more crits here on the island then the whole rest of the campaign so far!  Yes, it's a good thing you used the Descindar power.  These malevolent grey spirits are incorporeal.


Both spirits shriek in pain and surprise when your specially enchanted bolts and arrows punch noticeable holes in their essence.  They swoop down and make easily avoided strafing runs at our two archers before flying back up into the air.

The spirits are too high to make melee attacks against, but you may wait and stand your ground (or move and stand your ground there) to make an attack if one draws near enough.

I need Farden and Holly's round 1 action (wait and attack is an option, go ahead and make an attack roll and it'll happen just before the spirits action if one comes close enough)
I also need Glumr and Sunna's round 2 actions.


http://zachery.path.med.umich....ower_flr3_battle.jpg
Holly
player, 799 posts
Protect the Land
to protect your Children
Tue 13 May 2014
at 11:33
  • msg #293

Re: Tower battle - round 1

Holly moves to stand besides Farden, drawing her sickle into a defensive position ready to strike the next time the ghosts come down. "Not sure I can do much, but here if they strike down again Farden".

[Holly moves to G14 and thens waits to attack any swooping spirits.

12:32, Today: Holly rolled 21 using 1d20+4. Held action - Sickle Attack.
12:33, Today: Holly rolled 5 using 1d6+1. Poss Sickle Damage - Held attack. ]

Glumr
player, 1039 posts
  Woodland
  Ninja
Wed 14 May 2014
at 18:21
  • msg #294

Re: Tower battle - round 1

Glumr takes another step toward his friends in hope that they might be able to hit the creatures if they try and attack him or Sunna since they are using ranged weapons.  Never taking his eyes off his target, he draws two more arrows in rapid succession and fires them at the flying creature.


Glumr move to H13

Note:  I count less than 30' to Spirit 2.  If that's wrong, then I will use Spirit 1 as to not to take a penalty.

Glumr rolled 24 using 1d20+9. Arrow 1 @ Spirit 2.
Glumr rolled 18 using 1d20+9. Arrow 2 @ Spirit 2.
Glumr rolled 6 using 1d8+2. Damage Arrow 1.
Glumr rolled 6 using 1d8+2. Damage Arrow 2.

Fritzholm
GM, 1621 posts
toss the dice
and have fun
Wed 14 May 2014
at 21:10
  • msg #295

Re: Tower battle - round 1

quote:
Note:  I count less than 30' to Spirit 2.  If that's wrong, then I will use Spirit 1 as to not to take a penalty.


quote:
The malevolent grey spirits are flying a good deal above you.  Please add 10 feet to the distances on the map when targeting them right now.


The spirits are up in the air, which adds range to the shots.  However, it's also good because you're able to shoot up into clear air instead of worrying about shooting through friendly squares.  This is more an issue for Sunna than Glumr.  We'll assume that Glumr is waiting for the spirit to swoop into point blank range again.

We still need Sunna's action and Farden's action.
Sunna
player, 214 posts
Thu 15 May 2014
at 18:09
  • msg #296

Re: Tower battle - round 1

Sunna makes another stepb backwards, away from the floors edge and towards the door, while reloading the crossbow. "Alindar."
Then she aims at the red-eyed spirit again, waiting for them to come close enough for a safe shot, yelling "Descindar."

OOC:
Step to G12
Sunna rolled 22,9 using d20+6,d8+1. attack, possible damage.

I hope reloading and making a step backwards is valid

Fritzholm
GM, 1622 posts
toss the dice
and have fun
Wed 21 May 2014
at 21:59
  • msg #297

Re: Tower battle - round 2

No sign of Farden all month.  I'm going to roll for him to move the combat along.


Glumr fires two shots at spirit2 as they swing around to make another dive at our heroes.  The shots tear more holes in the very fabric of the spirit, which leaves too little to hold the tattered mess together.  It lets out a terrifying scream as it disintegrates into the mist.  Sunna's shot pierces the center of the other spirit, damaging it badly.

The remaining spirit swoops down at Glumr to extract revenge for shooting down its fellow horror.  The agile archer is once again able to slip out of harms way at the last second.  Holly and Farden set upon the spirit before it can fly away.  The enchanted longsword and sickle rend the spirit's essence to shreds and it too dissipates into the mist with a ear piercing shriek.


Well, that was quicker than I expected.  You guys dished out a lot of damage (even without the criticals) and didn't get hit once.
Holly
player, 800 posts
Protect the Land
to protect your Children
Thu 22 May 2014
at 07:43
  • msg #298

Re: Tower battle - round 2

Holly looks down at the sickle with a little more respect for the work Coal had done in enchanting them. Asking if anyone is hurt, Holly checks herself and then takes a deep breath. It had only taken seconds for the spirits to attack and for her cousins to destroy them.

"I reckon Coal did us proud!", Holly says.
Fritzholm
GM, 1623 posts
toss the dice
and have fun
Thu 22 May 2014
at 16:06
  • msg #299

Ch08 - The Haunted Tower of Sowell

No one was injured in that fight, but Farden and Glumr still have some bumps and bruises, and Sunna is lightly wounded from the earlier fight.
Sunna
player, 215 posts
Thu 22 May 2014
at 17:28
  • msg #300

Re: Ch08 - The Haunted Tower of Sowell

"I'm fine", Sunna says with a smile.

She nods at Hollys words.
"I'm glad that we had those enchanted weapons." Looking around the room once more Sunna makes a step forward, then glances down. "I guess we'll need some rope here." Sunna judges the distance down and tries to count the creatures moving down there again.
Fritzholm
GM, 1624 posts
toss the dice
and have fun
Thu 22 May 2014
at 19:56
  • msg #301

Re: Ch08 - The Haunted Tower of Sowell

It's harder to see the undead masses from this high than it was on the second floor.  However, the collapsed floor up here makes a precarious ramp down to the massive second floor support beam.  You have plenty of rope to trail it down this slope for safety's sake.  Sunna is the first to carefully make her way down onto the beam with Glumr holding the other end tied off securely.  Once she's on the large support beam Farden and then Holly make their way down the collapsed section of floor.  The beam is meant to hold the vast majority of the weight of the second floor, so there is no worry of it collapsing under your weight.  Lastly Glumr unties and coils the rope up.  He climbs down onto beam.

From here you can see the animated corpses swarming all over the ground floor and the large hole in the ground.  The mass of corpses reminds you of the undead army the two men were discussing in the most recent bluish vision.  You wish you had that carved charm that allowed you to control them, but that was probably "pitched into the sea" ages ago.  You'll just have to avoid them if you can.  There are dozens of  animated corpses inside the tower and who knows how many more outside that could flow in through the open main doors to join in on your slaughter.

"Are we sure we want to go down into that hole?" asks Farden hesitantly.  "We should drop a light into the whole first.  See what we're getting into."
Sunna
player, 216 posts
Fri 23 May 2014
at 04:07
  • msg #302

Re: Ch08 - The Haunted Tower of Sowell

For a moment Sunna just stares at the corpses, then she turns to Farden and nods. "It's the only place we haven't seen, yet. If we want to find what we came for, I fear we have to take this way. Besides, I'm really curious to find out more about what happened. Maybe even about their reasons to create... this." With a gesture Sunna includes all the swarming corpses.
Then she pulls a sunrod out of her pack and hesitates for a moment. Despite her wish to find out more there's still this mass of undead down there and the gods knows what else below them.
Fritzholm
GM, 1625 posts
toss the dice
and have fun
Wed 28 May 2014
at 20:43
  • msg #303

Re: Ch08 - The Haunted Tower of Sowell

Sunna strikes the sunrod and tosses it into the hole.  It lands on uneven debris about twelve to fifteen feet below ground level.  The animated corpses took little or no interest in the shining object as it fell through the air.  You sit perched on the beam for a while just watching the hole.  From what you can tell there's no movement down there.  That's about as safe as you can get for now.

Glumr ties the end of the knotted rope you used to scale the cliff around the beam and lowers it carefully into the hole.  One by one you descend the rope.   You find yourselves in a man-made cavern, vaguely squarish shaped, maybe 15 by 15 feet and about 4 feet high where the ceiling isn't smashed in.  It would be further from floor to ceiling but there are a lot of rocks, stones, dirt, and wood layered up all over the floor here.  Everything is slick and damp and smells like a brine marsh.  There's an opening along one wall where debris has been intentionally cleared away and piled to the sides.  There's plenty of room to crawl through into a larger passage.
Holly
player, 801 posts
Protect the Land
to protect your Children
Thu 29 May 2014
at 08:23
  • msg #304

Re: Ch08 - The Haunted Tower of Sowell

"I'm worried that someone, or something has cleared the way. Lets be careful." Holly says as she surveys the room and hoping the undead horde above them don't decide to drop in. Letting Farden lead the way for her, Holly keeps her sickle in hand ready for anything.
Fritzholm
GM, 1626 posts
toss the dice
and have fun
Fri 30 May 2014
at 05:20
  • msg #305

Re: Ch08 - The Haunted Tower of Sowell

The passage leading away from the caved-in section full of debris has enough room to stand up fully and move around.  It's not cramped, but it is narrow enough that you should travel single file.  By the time you organize into your traveling order, Farden notices a dim, flickering light coming from somewhere around a sharp 90 degree right hand bend about 20 feet ahead.
Sunna
player, 217 posts
Fri 30 May 2014
at 08:46
  • msg #306

Re: Ch08 - The Haunted Tower of Sowell

Sunna just nods to Hollys statement, checks both crossbow and shortsword once more and picks up the sunrod. She tries to move as quietly as she can, not certain if the undead could get down here somehow.
Farden
player, 606 posts
the paranoid guy
male fighter
Sun 1 Jun 2014
at 13:54
  • msg #307

Re: Ch08 - The Haunted Tower of Sowell

Farden mentally takes a deep breath, then uses his shiny blade as a makeshift mirror to take a peek around the corner without showing himself.
Fritzholm
GM, 1627 posts
toss the dice
and have fun
Mon 2 Jun 2014
at 00:01
  • msg #308

Re: Ch08 - The Haunted Tower of Sowell

Farden holds his sword up at eye level and squints at it.  The reflection is far from perfect.  He can make out two low flickering fires and a few other darkish blobs.  They look to be pretty close, maybe 30 feet away.  Whatever it is they should be able to see your light too.

It smells strongly musty and faintly putrid here, but you don't smell any smoke.  It reminds you of the catacombs where you fought Jacob's crew.
This message was last edited by the GM at 18:50, Mon 02 June 2014.
Glumr
player, 1040 posts
  Woodland
  Ninja
Mon 2 Jun 2014
at 13:35
  • msg #309

Re: Ch08 - The Haunted Tower of Sowell

Glumr strains to hear anything around the corner while Farden peeks.

Glumr rolled 7 using 1d20+5. Listen around the corner.

In the hole, is there a non-cleared way?  Or is this a one way path?  (Just trying to get an idea of the land)

Holly
player, 802 posts
Protect the Land
to protect your Children
Mon 2 Jun 2014
at 15:10
  • msg #310

Re: Ch08 - The Haunted Tower of Sowell

Holly waits whilst the others try and work out what was going on around the corner, before whispering, "Can't wait for ever. We going?"
Fritzholm
GM, 1628 posts
toss the dice
and have fun
Mon 2 Jun 2014
at 18:59
  • msg #311

Re: Ch08 - The Haunted Tower of Sowell

The undead are eerily quiet when they aren't screaming in a way that makes you wish you were safely back in Volge.  It's downright unsettling.  You're used to the sounds of nature going about its usual business, not this nearly silent tomb somewhere between the real world and the spirit realm.

Glumr:
In the hole, is there a non-cleared way?  Or is this a one way path?  (Just trying to get an idea of the land)</Orange>


There certainly might've been.  It stands to logic that there would've been another entrance/exit.  After all, the hole couldn't have been the way you get to that room when the tower was whole.  However, you didn't stay there long.  Once Holly found a way to proceed forward you left.  You can always go back and give the room beneath the hole a good search.
Glumr
player, 1041 posts
  Woodland
  Ninja
Mon 2 Jun 2014
at 19:52
  • msg #312

Re: Ch08 - The Haunted Tower of Sowell

"I'm ready." Glumr whispers "<Cursive>I doubt there is much friendly down here...</Cursive>"

Glumr draws an arrow and notches in his spirit bow, ready to fire on anything hostile that is around the corner.
Sunna
player, 218 posts
Tue 3 Jun 2014
at 05:06
  • msg #313

Re: Ch08 - The Haunted Tower of Sowell

"Me, too", Sunna says quietly and loads the crossbow while saying a silent prayer to Ehlonna.
Fritzholm
GM, 1629 posts
toss the dice
and have fun
Tue 3 Jun 2014
at 14:50
  • msg #314

Re: Ch08 - The Haunted Tower of Sowell

You prepare for the worst and step around the corner.  The passage is wider here and the stonework of the walls is different.  It's more exact, straight and perfect.  You're a bit disturbed to see bones strewn around in clumps on the floor of the hall.  Ahead of you stand two dark spirits, each with a leashed burning wolf like the ones you fought near the caves far to the north.  They completely block the passageway.  Your lights and the light from the wolves are all that illuminates the passage.  The wolves sniff the air and snarl menacingly.

"Whooooo...  aaaaahh...  yoooooo?"  moans one of the dark spirits.
This message was last edited by the GM at 16:49, Wed 04 June 2014.
Sunna
player, 219 posts
Tue 3 Jun 2014
at 18:51
  • msg #315

Re: Ch08 - The Haunted Tower of Sowell

Sunna frowns. The last time none of the spirits wanted to talk to them.
"We're... visitors", she says quickly, "friends of the Sowell family, so to speak."
Sunna makes a short pause, giving the spirits half a heartbeat to react to her words before continueing: "We have to admit, though, that we did expect a more hearty welcome." She tries to sound as if that was the most natural almost casual thing to say.
Holly
player, 803 posts
Protect the Land
to protect your Children
Tue 3 Jun 2014
at 19:42
  • msg #316

Re: Ch08 - The Haunted Tower of Sowell

Holly supressed a laugh at Sunna's attempts to communicate their needs to the undead. It certainly was better than simply trying to fight them and the wolves. Holly kept her sickle in hand, in case it was needed, but hoped to at least keep up the good work from earlier.
Fritzholm
GM, 1630 posts
toss the dice
and have fun
Tue 3 Jun 2014
at 19:52
  • msg #317

Re: Ch08 - The Haunted Tower of Sowell

Sunna, please make a Diplomacy Bluff roll (DC 25)
This message was last edited by the GM at 01:06, Wed 04 June 2014.
Sunna
player, 220 posts
Wed 4 Jun 2014
at 04:37
  • msg #318

Re: Ch08 - The Haunted Tower of Sowell

Sunna smiles at the spirits - and crosses her fingers behind her back.

OOC: Sunna rolled 21 using 1d20+8. persuading evil spirits.
Close, but not enough.

Fritzholm
GM, 1631 posts
toss the dice
and have fun
Wed 4 Jun 2014
at 16:49
  • msg #319

Re: Ch08 - The Haunted Tower of Sowell

There's a long silence after Sunna says her piece.  Then...

"Killlll...  Vissssss.... it....  Ooooooooooors."

With that both leashes disappear and the flaming wolves charge.

Everyone roll initiative.
Sunna
player, 221 posts
Wed 4 Jun 2014
at 18:10
  • msg #320

Re: Ch08 - The Haunted Tower of Sowell

For a moment Sunna hopes that her bluff has worked - and is quite surprised when the leashes disappear and the wolves charge.

OOC: Sunna rolled 4 using 1d20+2. Initiative.
Glumr
player, 1042 posts
  Woodland
  Ninja
Thu 5 Jun 2014
at 20:06
  • msg #321

Re: Ch08 - The Haunted Tower of Sowell

Glumr too is caught a bit off guard as the leashes disappear.

Glumr rolled 10 using 1d20+4. Init against dark spirit's fire wolves.
Fritzholm
GM, 1632 posts
toss the dice
and have fun
Sat 7 Jun 2014
at 17:33
  • msg #322

Guardian battle - round 1

Init
----
spirits 19
wolves 17
Farden 14
Glumr 10
Holly 7
Sunna 4


The flaming wolves rush forward and spew forth fire from their mouths, bathing our heroes in flame.

Sunna, Glumr, and Holly may make Reflex saves (DC13).  On success take 5 points of damage.  On failure take 10.
Farden and Sunna may make Reflex Saves (DC13).  On success take 6 points of damage.  On failure take 11.
Farden may also make an attack of opportunity on overanxious flaming wolf 1.

I need round 1 actions from everyone.

http://zachery.path.med.umich....ang/guardian_map.jpg
Sunna
player, 222 posts
Sat 7 Jun 2014
at 17:37
  • msg #323

Re: Guardian battle - round 1

As the flames engulf her Sunna screams in pain.

OOC:
Sunna rolled 18,9 using d20+6,d20+6. Reflex 1, Reflex 2.
That's... 16 damage here, and that means I'm down to 0. Ouch!

Farden
player, 607 posts
the paranoid guy
male fighter
Mon 9 Jun 2014
at 19:00
  • msg #324

Re: Guardian battle - round 1

00:22, Today: Farden rolled 6 using 1d20+3. ref dc 13.
00:23, Today: Farden rolled 21,13 using d20+9,d8+6. AoO.


Farden gets caught by the flames, but he grits his teeth and slashes across the ribs of one of the wolves as it runs past.

Keeping an eye on the wolf in front of him, Farden decides to concentrate his attack on the supernatural beast he has already injured.

Current AC: 19, 20 vs Wolf 2
00:29, Today: Farden rolled 25,11 using d20+9,d8+6. attack on wolf 1.

That's 24 damage on wolf 1

Holly
player, 804 posts
Protect the Land
to protect your Children
Mon 9 Jun 2014
at 20:50
  • msg #325

Re: Guardian battle - round 1

Holly dodges most of the flames, but can feel the flames burning her skin a little, and she hopes the wolves cannot spew forth this unholy fire again soon. Holly was about to step forward and strike back with her sickle when she heard Sunna scream and nearly collapse to the floor. Holly quickly calls forth Obad-Hai's healing powers and casts the spell on Sunna, feeling the energy restore much of her cousins wounds, before making way for Glumr to step forward if he wanted to.

[Holly rolled 13 using 1d20+2. Reflex Save. 5 HP damage, on 21/26HP.
Holly casts CMW on Sunna foregoing Barkskin spell
Holly rolled 16 using 2d8+4. CMW cast on Sunna from Barkskin spell. Nice.
Stay in D10]

Glumr
player, 1043 posts
  Woodland
  Ninja
Tue 10 Jun 2014
at 03:49
  • msg #326

Re: Guardian battle - round 1

When the creature releases its fire breath, Glumr spins, shileding himself with his cloak. While the fire still burns him, he manages to avoid the worst of it.

As soon as the blast of fire clears and Glumr can draw a breath, he raises his bow and lets two arrows fly.

OCC - Does Glumr get bonus from enchanted bow?  I did not add it as wasnt sure.  Got two amazing hits though.

I shot both at Wolf 1, same as Farden, so if it goes down I will shoot at whatever is standing.

Glumr rolled 19 using 1d20+8. Reflex Save - Wolves.
Glumr takes 5 damage.
Glumr rolled 17 using 1d20+9. Arrow 1 at wolf 1.
Glumr rolled 26 using 1d20+9. Arrow 2 at wolf 1.
Glumr rolled 9 using 1d8+1. Arrow 1 Damage.
Glumr rolled 9 using 1d8+1. Arrow 2 Damage.

Fritzholm
GM, 1633 posts
toss the dice
and have fun
Tue 10 Jun 2014
at 19:46
  • msg #327

Re: Guardian battle - round 1

Your spirit weapons are +1 to hit and +1 to damage.  This does not stack with masterwork.  I tacked on the extra point of damage to each shot.


Caught in a deadly overlap of fire breath, Sunna staggers in place and collapses.  Farden destroys the first wolf with two wicked hacks of his longsword.  With Sunna fallen, Glumr has a clearer shot at the other wolf.  He times his shots with Farden movements, impaling the burning wolf twice.  The wolf sputters, coughing smoke, and topples over.  Holly pats out flames on the harper's clothing as she revives Sunna.

I need a round 1 standard action for Sunna.

Sunna can not move this round, but she can pick up and fire her crossbow from a kneeling position if she'd like to.  Alternately, she can do other standard, non-move actions in round 1


http://zachery.path.med.umich....ang/guardian_map.jpg
Sunna
player, 223 posts
Tue 10 Jun 2014
at 20:34
  • msg #328

Re: Guardian battle - round 1

Sunna takes a deep breath, reaches for the crossbow and fires it at the spirits.

OOC: Sunna rolled 22,5 using d20+6,d8+1. fire crossbow at nearest spirit (1).
This message was last edited by the player at 20:35, Tue 10 June 2014.
Fritzholm
GM, 1635 posts
toss the dice
and have fun
Wed 11 Jun 2014
at 00:46
  • msg #329

Guardian battle - round 2

Sunna's shot magically travels into the spirit realm and lodges itself into the body of the spirit.  The malevolent spirit gasps in shock.  Its fellow guardian is quicker to react.  It flies directly at Farden, swerving off into the wall at the last moment as Farden jerks his body to his left to avoid the undead horror.  The spirit Sunna shot flies into and along the wall, reaching boney ethereal hands out to clutch at her, but Sunna keeps her distance.

Grey Spirit 1 is mostly inside a wall right now, which could make hitting it troublesome.

I need round 2 actions for everyone.


http://zachery.path.med.umich....ang/guardian_map.jpg
Glumr
player, 1045 posts
  Woodland
  Ninja
Wed 11 Jun 2014
at 01:03
  • msg #330

Re: Guardian battle - round 2

Glumr, seeing the spirit behind Holly, reacts quicky.  He notches two arrows and fires in succession so fast that it's nearly a single continuous motion to his companions.

OCC - Another good round of for the archer!

Glumr rolled 25 using 1d20+9. Arrow 1 @ Spirit 2.
Glumr rolled 19 using 1d20+9. Arrow 2 @ Spirit 2.
Glumr rolled 10 using 1d8+2. Damage Arrow 1.
Glumr rolled 10 using 1d8+2. Damage Arrow 2.

Holly
player, 806 posts
Protect the Land
to protect your Children
Wed 11 Jun 2014
at 15:26
  • msg #331

Re: Guardian battle - round 2

Holly is concerned when Glumr turns in her direction and fires two arrows past her. Glancing around she sees the threat, and stepping aside she tries to snag the spirit with her sickle before realising trying to hide behind a corner wasn't going to work with these creatures.

[Holly Free Action - 5 ft step to D9.
Holly rolled 17 using 1d20+4. Sickle attack.
Holly rolled 2 using 1d6+1. Poss Sickle Damage.]

Fritzholm
GM, 1636 posts
toss the dice
and have fun
Fri 13 Jun 2014
at 17:30
  • msg #332

Re: Guardian battle - round 2

Waiting on Farden's and Sunna's round 2 actions.
Sunna
player, 224 posts
Sat 14 Jun 2014
at 06:00
  • msg #333

Re: Guardian battle - round 2

"Alindar." Sunna tries to reload the magical crossbow without being hit by one of the spirits and then points it at the spirit in the wall. "If I were you, I would leave this place", she says with a rather normal sounding voice, "you are not the only thing here that can pass through walls."

OOC:
Don't want to step in Fardens way if he wants to attack the spirit in the wall so Sunna stays where she is for now. She'll shoot if the spirit tries to move out of the wall, though, if that's possible.

Fritzholm
GM, 1637 posts
toss the dice
and have fun
Wed 18 Jun 2014
at 21:03
  • msg #334

Guardian battle - round 3

Looks like Farden is MIA again.  Let's move forward.

Init
----
Sunna 19
spirits 19
Farden 14
Glumr 10
Holly 7

Farden steps up just after spirit 1 grasps at Sunna.  He slashes at the ghostly figure, but it pulls back within the wall and Farden's sword clatters harmlessly off stone.

Glumr' and Holly's attack leave spirit 2 as shredded and tattered as can be, but it stubbornly persists in menacing our heroes.

Sunna threatens spirit 1, but it ignores her warning and lunges out at her.

Sunna fires, but the spirit reaches through her.  She feels a terrifying chill inside her chest.  The horror constricts its boney spectral fingers around the harper's heart and it stops beating.  Spirit 2 floats forward and attempts the same with Glumr, but he's too quick and slips out of the phantom's way.

Sunna may fire her crossbow just before the spirit attacks her.  The spirit has no concealment protection against Sunna's crossbow, but other weapon attacks have a 50% miss chance while it resides in a wall square.  (Others please use the percentile method I did after a potential successful hit)  She will then take 2 points of damage, and must make a DC 13 FORT save or suffer a 4 point CON drain (8 less HP).

I need Farden, Glumr, and Holly's round 3 actions, and Sunna's round 4 action.  (She now moves just before the spirits due to her delaying action in round 2)


http://zachery.path.med.umich....ang/guardian_map.jpg
Holly
player, 808 posts
Protect the Land
to protect your Children
Thu 19 Jun 2014
at 09:28
  • msg #335

Re: Guardian battle - round 3

"Glumr, let me get behind it!", Holly says, trying to flank the spirit such that they could hopefully both find a weak spot in its defences.

[Holly rolled 17 using 1d20+6. Sickle attack - Flanking.
Holly rolled 7 using 1d6+1. Sickle Damage. ]

Sunna
player, 225 posts
Thu 19 Jun 2014
at 10:33
  • msg #336

Re: Guardian battle - round 3

OOC: Sunna rolled 14,9 using d20+6,d8+1. attack spirit 1, possible damage.
Sunna rolled 8 using 1d20+2. FORT save.
Ouch!

Fritzholm
GM, 1639 posts
toss the dice
and have fun
Thu 19 Jun 2014
at 15:10
  • msg #337

Re: Guardian battle - round 3

Since Glumr goes before Holly there are a couple of options.  Either we can see if Glumr kills the Spirit (he wouldn't have a flanking bonus yet) and then Holly would be free to attack the other spirit instead, or Glumr can wait for Holly to get into position before attacking.  Then you can both get the flanking bonus.

Sunna missed with her delayed round 3 attack, but still gets a round 4 attack now too.
Glumr
player, 1046 posts
  Woodland
  Ninja
Thu 19 Jun 2014
at 15:33
  • msg #338

Re: Guardian battle - round 3

"Got it!" Glumr yells back to Holly, drawing his bow and waiting for her to make a move.
Fritzholm
GM, 1640 posts
toss the dice
and have fun
Thu 19 Jun 2014
at 15:35
  • msg #339

Re: Guardian battle - round 3

Holly's magic sickle slash finishes off the tattered remained of spirit 2, freeing Glumr to act elsewhere.
Sunna
player, 228 posts
Thu 19 Jun 2014
at 17:02
  • msg #340

Re: Guardian battle - round 3

Sunna tries to take a deep breath and feels that her hands are shaking. The word to reload the crossbow is more a murmur, then she lifts the weapon again and points it at the spirit. She makes a step back, away from the spirit and behind Farden and tries to get a shot at the spirit from there.


OOC: 5 foot step to D8
reload crossbow
Sunna rolled 25,4 using d20+6,d8+1. attack spirit 1, possible damage.

Glumr
player, 1047 posts
  Woodland
  Ninja
Thu 19 Jun 2014
at 19:11
  • msg #341

Re: Guardian battle - round 3

Glumr, seeing Holly strike the spirit and it dissolve into nothing, pivots and unleashes two arrows.  The arrows fire past Sunna at the other spirit.  The first sliding into the spirit, the second bouncing harmlessly off the rock wall.

Glumr rolled 21 using 1d20+9. Arrow 1 @ Spirit 1.
Glumr rolled 28 using 1d20+9. Arrow 2 @ Spirit 1.
Glumr rolled 79 using 1d100. Arrow 1 Hit Chance.
Glumr rolled 17 using 1d100. Arrow 2 Hit Chance.
Glumr rolled 4 using 1d8+2. Arrow 1 Damage Spirit 1.

Fritzholm
GM, 1643 posts
toss the dice
and have fun
Fri 20 Jun 2014
at 06:06
  • msg #342

Guardian battle - round 4

Normally shooting through someone or into melee without the proper feats is a bad idea, but since Sunna's arrows travel in the spirit realm after the activation word, she doesn't need to worry about hitting Farden.

Init
----
Sunna 19
spirit 19
Farden 14
Holly 7
Glumr 7

This time Farden strikes before the spirit can pull back within the wall.  He stabs and rips away a good chunk spirit 1's essence.  Holly moves to surround the other spirit, and destroys it with her enchanted sickle.  Seeing the spirit dissipate, Glumr whirls and fires two shots, which both bounce off the stone wall, but one did manage to harm the grey spirit first.  Sunna shot does not bounce, but sticks right into the spirit.

The spirit has taken a beating this round, but it did seem revitalized by draining Sunna before sustaining 3 more wounds.  It lashes out at Farden this time, but he narrowly dodges back.

"Back away from the wall!" shouts Farden.  "But be ready to strike.  Maybe we can lure it out of the wall and finish it off."  (Of course there's nothing to be gained by Sunna holding her action.)

That said, Farden moves back ready to strike the moment the spirit floats out into the open.

I need round 4 actions for Glumr and Holly.  If you're going to step and wait for the spirit, go ahead and roll your attack.  Since it'll theoretically be out in the open, no need for the 50% concealment roll.

I also need Sunna's round 5 action.


http://zachery.path.med.umich....ang/guardian_map.jpg
Holly
player, 811 posts
Protect the Land
to protect your Children
Fri 20 Jun 2014
at 11:43
  • msg #343

Re: Guardian battle - round 4

Holly, aware she is in a narrow corridor, and perhaps more prone to attack if the spirit moved through the wall to beside her, decided she needed a little extra help. Casting a spell, flames leap to appear in her hands, and she holds her sickle ready to attack anything that comes into range. "Move by Sunna", Holly says to Glumr.

[Holly Casts Produce Flame (Move Action). Attacks with Sickle if/when spirit appears (Standard Action), making 5 foot move for free if needed.

Holly rolled 5 using 1d20+4. Sickle Attack.
ROLLED a 1! Damn it!!]

Sunna
player, 230 posts
Fri 20 Jun 2014
at 13:48
  • msg #344

Re: Guardian battle - round 4

Sunna nods at Farden's words and reloads her crossbow. She takes half a heartbeat to aim and then releases the bolt.

OOC: Sunna rolled 23,4 using d20+6,d8+1. attack spirit 1, possible damage.

I hoped that the bolt would move past Farden without doing any harm to him last round. Luckily I was right about that :)

Fritzholm
GM, 1644 posts
toss the dice
and have fun
Fri 20 Jun 2014
at 14:57
  • msg #345

Re: Guardian battle - round 4

quote:
She takes half a heartbeat to aim and then releases the bolt.


Unfortunately, (very unsettlingly) your heart's not beating right now.   You feel a dull, growing ache in your chest.
Glumr
player, 1048 posts
  Woodland
  Ninja
Fri 20 Jun 2014
at 15:23
  • msg #346

Re: Guardian battle - round 4

"Aye!" Glumr says to Holly as he turns and moves next to Sunna, his back against the wall, waiting for the spirit to move out of the wall before unleashing two arrows.

Glumr move to D10.
Glumr rolled 20,19 using d20+9,d20+9. 2 Arrows at Spirit 1.
Glumr rolled 10,5 using d8+2,d8+2.  Arrow Damage

This message was last edited by the player at 15:23, Fri 20 June 2014.
Fritzholm
GM, 1645 posts
toss the dice
and have fun
Fri 20 Jun 2014
at 15:32
  • msg #347

Guardian battle - conclusion

As the malevolent spirit springs from the wall Farden and Holly beset upon it.  Sadly, their attacks go awry, so badly in Holly's case that her weapon slips from her hand and tumbles to the ground.  She nearly burns herself trying to catch it.  Luckily, Glumr fires off two deadly accurate shots that destroy what's left of the tattered grey spirit before it can do any more harm to our heroes.
Sunna
player, 231 posts
Fri 20 Jun 2014
at 17:27
  • msg #348

Re: Guardian battle - conclusion

Sunna blinks and tries to focus. "Hel-" she says, though it sounds more like a whisper, and tries to reach out with her hand. The crossbow drops to the ground. Have the others grown or why does she have to look up at them? Why is the world starting to turn?
Farden
player, 608 posts
the paranoid guy
male fighter
Sat 21 Jun 2014
at 05:04
  • msg #349

Re: Guardian battle - conclusion

"Well, at least we know these weapons work and all that money didn't go to waste." sighs Farden, as he takes a breather once the last of the spirits are gone.
Fritzholm
GM, 1646 posts
toss the dice
and have fun
Sun 22 Jun 2014
at 01:36
  • msg #350

Ch08 - The Haunted Tower of Sowell

This corridor is littered with piles of bones, discarded weapons, a few tools, and pieces of armor.  Soon, Sunna's corpse will be joining them if something isn't done to remedy her situation.
Holly
player, 812 posts
Protect the Land
to protect your Children
Mon 23 Jun 2014
at 10:32
  • msg #351

Re: Ch08 - The Haunted Tower of Sowell

Dispelling the flames, Holly moves quickly to Sunna's side, making a quick evaluation of what is wrong.

[Does Holly know if Healing spell will aid her? Or is it something more horrible than that?]
Glumr
player, 1049 posts
  Woodland
  Ninja
Mon 23 Jun 2014
at 16:00
  • msg #352

Re: Ch08 - The Haunted Tower of Sowell

Since the current danger seems defeated, Glumr slings his bow over his back and rushes over to Sunna's aid.   "I've got a couple potions of cure light wounds" he says to Holly.  "What do you think is wrong?"

OCC - Is Sunna standing?  Can I get a better description on what's happening?

>: LOOK SUNNA

Edit:  Can I make a heal roll?  Will missing the DC be bad?   Does it prevent others?  Is this ghostly magic where heal wont help?
This message was last edited by the player at 16:03, Mon 23 June 2014.
Sunna
player, 232 posts
Mon 23 Jun 2014
at 16:55
  • msg #353

Re: Ch08 - The Haunted Tower of Sowell

Sunna is on her knees and it looks as if she will fall to the ground any moment. She's very pale and has a hard time breathing. And worst of all: it seems that her heart has stopped beating - if someone examines her closely.
Fritzholm
GM, 1647 posts
toss the dice
and have fun
Mon 23 Jun 2014
at 18:17
  • msg #354

Re: Ch08 - The Haunted Tower of Sowell

At first glance, Holly suspects Sunna might be choking.  She can't seem to breathe or talk, and is getting pale, but upon closer examination, she is breathing.  Sunna is little help herself.  She seems confused and about to collapse.

Then Holly remembers seeing a drowned man pulled in from the sea when she was a child.  He was delirious and not breathing, but could still look around and blink.  The herbalist had them lay him on his chest so the water would drain out and one of the warriors stomped on the man's back a few times.  When that didn't work, they sat him up against a wall the warrior gave him kicks to the center of the chest with the heel of his boot.  After the 3 kicks the drowned man gasped as if he was sucking in a hour's worth of air in one breath.  He lived.  The stuck with her all her life.  Many years later when news came to Volge that the herbalist had died, she described the scene to Elana as a form of remembrance.  Elana told her that the drowned man's heart had stopped and the kicks to the chest had been to get it started again.

Holly is an experienced healer.  She understands the heart as well as anyone here, but it is still a mysterious thing.  She's far from certain of what she is about to try, but knows she can always resort to magic if this is unsuccessful.

"Farden, Glumr, sit her up, back tightly against the wall.  Hold her arms away from her chest," Holly orders.

Holly gives Sunna a solid kick to the center of her chest, leaving the heel in place for a moment before pulling it back and kicking her again.  The second kick does the trick!  Sunna gasps hard and thrashes with sudden new-found strength so hard she pulls her arm loose of Glumr's grip.

"It's OK.  You can let her go now."
Holly
player, 813 posts
Protect the Land
to protect your Children
Tue 24 Jun 2014
at 08:27
  • msg #355

Re: Ch08 - The Haunted Tower of Sowell

"Sorry cousin, but I had to get you going again", Holly says, kneeling besides Sunna and casting a spell to heal her some more. Looking up at Glumr and Farden and says, "Check out the passageway. We need to give Sunna time to rest, and I don't want to do it here!" Holly indicates the remains around them.

[Holly rolled 6 using 1d8+4. CLW on Sunna. Use Produce Flame as CLW]
Fritzholm
GM, 1648 posts
toss the dice
and have fun
Wed 25 Jun 2014
at 14:59
  • msg #356

Re: Ch08 - The Haunted Tower of Sowell

Farden and Glumr scout up ahead.  Once you pass where the guardian spirits once stood with their flaming wolves there are far less bones and items strewn about.  The hall clears out quickly.  There are a pair of short passages off to each side of this smooth, wide, and very well crafted main hall.  Actually, on closer inspection, they are little rooms not far off the hall at all.  The room to the left contains what looks like an empty fountain and the bones and equipment of a single body.  The room to the right contains a stone statue, but little else.  The hall continues perfectly straight and there are openings to the sides of the hall further down.
This message was last edited by the GM at 19:14, Wed 25 June 2014.
Glumr
player, 1050 posts
  Woodland
  Ninja
Wed 25 Jun 2014
at 19:16
  • msg #357

Re: Ch08 - The Haunted Tower of Sowell

Glumr looks around the hall before entering the room with the body.  He's looking for traps or footprints, anything to tell him what might have happened.  "I wonder what happened to him." Glumr whispers to Farden, gesturing at the corpse.  "There could be traps or something else.  We shouldn't go too far ahead incase we attract some other spirits to come attack us."
Fritzholm
GM, 1649 posts
toss the dice
and have fun
Wed 25 Jun 2014
at 19:23
  • msg #358

Re: Ch08 - The Haunted Tower of Sowell

Make a Search roll to check for traps and to examine the bones.  If enough time has passed to reduce the corpse to a skeleton your chances of finding tracks is all but nil.  It certainly doesn't look like there has been much activity in this room compared to the hall.
Glumr
player, 1051 posts
  Woodland
  Ninja
Wed 25 Jun 2014
at 19:27
  • msg #359

Re: Ch08 - The Haunted Tower of Sowell

Glumr rolled 16 using 1d20+6. Search the small room.
This message was lightly edited by the player at 19:27, Wed 25 June 2014.
Fritzholm
GM, 1650 posts
toss the dice
and have fun
Wed 25 Jun 2014
at 19:53
  • msg #360

Re: Ch08 - The Haunted Tower of Sowell

You don't find any evidence of a trap, but other than obvious trip wires and the like, you're not sure what you're looking for.  As for the remains the bones look as if this person died sitting against or lying near the wall.  There are scraps of robes and leather shoes.  This person was not armored, but he or she was armed.  There's a heavy spiked morningstar as well as a very well crafted knife.  The way the knife is mixed in with ribs and finger bone makes you believe they were holding it to their chest, or perhaps even stabbed themself with it.  Also in the chest area is a gold necklace with a symbol of Pelor.  You find another, larger gold Pelor symbol, a ring, and a leather shoulder sack.  Inside the sack are a map case, a half full wine bottle, A wooden container to hold 6 flasks with 2 full flasks left, a tinder box, 5 candles, 2 keys, and 84 Ferisedan silver pieces.  It smells like there might've been food in there too.  Ick.
Glumr
player, 1052 posts
  Woodland
  Ninja
Wed 25 Jun 2014
at 20:23
  • msg #361

Re: Ch08 - The Haunted Tower of Sowell

"This fellow wont need this, but it can help us" Glumr whispers to Farden.  He doesnt like robbing the dead, but this is no tomb.  Plus this gear will only help down the road.

Glumr takes the knife and ring for himself, and grabs the two keys and ties them with his others.   He takes the necklace and symbol of Pelor and puts them into the sack while removing any decomposing debris he can.  "Farden, can you carry these items?" Glumr asks as he pulls the map out to see what location it might be.

OCC - Look at the knife and ring.  Does the ring fit?
Look at the map, is it this place?

Fritzholm
GM, 1651 posts
toss the dice
and have fun
Wed 25 Jun 2014
at 21:31
  • msg #362

Re: Ch08 - The Haunted Tower of Sowell

The ring is loose on your finger.  It looks to be made of brass and silver.

The knife is excellent well-crafted clanwork.

There are three pieces of parchment in the map case.

One of them is actually a map.  It shows the eastern coast south of Trellor and has 3 marks on it.  One appears to be about where you are now.  Another is nestled up close to Trellor.  The third is along the mountains on the coastal side.

Another page has an illustration of a staff on it.  The staff is pointed at one end and the other end is blurred and left black.  Whoever drew the staff likely had no idea what the headpiece looked like.  There are a bunch of words on this parchment.  A few of the words were written later by the looks of them.  Maybe Farden can read them.


The third parchment is even more incomprehensible.  It's just covered in strange looking works.
Sunna
player, 233 posts
Fri 27 Jun 2014
at 03:21
  • msg #363

Re: Ch08 - The Haunted Tower of Sowell

"I thought I was going to die." Sunna coughs again.
"Where did you learn that, Holly? I mean, for a moment I thought you'd going to... well, kill me. But this kick to the chest, I think it helped." Thoughtfully Sunna rubs her ribs where Holly hit her. "Thank you, cousin."

Carefully Sunna stands up and picks up the crossbow. She still feels a bit odd and is quite happy to have another few moments to gather her thoughts.
"Maybe we should follow the boys", she finally says.
Holly
player, 814 posts
Protect the Land
to protect your Children
Fri 27 Jun 2014
at 09:14
  • msg #364

Re: Ch08 - The Haunted Tower of Sowell

"Oh no you don't cousin!", Holly said, gently placing a hand on Sunna's shoulder to indicate she wasn't to get up, "You are staying still for at least an hour so I can check you are really ok. The boys can look after themselves for a moment, and you are in no state for moving, let alone fighting anything else. They will be careful, Farden is with them!"

Holly kneels and gently taps Sunna where she kicked her. "As to the kick, I saw it done to bring a drowned man back to life, when his heart had stopped. Sorry for the broken ribs, but it was the only thing I could think of. The herbalist who did it probably knew more than me, but it worked, and was one of the few memories I kept from my early life."

"Now, we sit here for an hour, so I can check you are ok. Meanwhile, I have knitted the broken bones together, but I don't have many spells left to heal people with. If you have a potion, use it."

Fritzholm
GM, 1652 posts
toss the dice
and have fun
Fri 27 Jun 2014
at 15:24
  • msg #365

Re: Ch08 - The Haunted Tower of Sowell

While you can still walk around, Holly is right.  The whole heart thing took a lot out of you.  With your reduced CON you're at 12 of 14 HP right now.  The healing potion might be overkill considering you can cast Cure Minor Wounds for a song.  Even so you will need some rest.
Sunna
player, 234 posts
Fri 27 Jun 2014
at 19:07
  • msg #366

Re: Ch08 - The Haunted Tower of Sowell

Sunna slumps down again, quite content with the chance to rest some more.
"Then I'm lucky that you have such a good memory", she says with a smile. "I think some rest will help. It doesn't hurt that much now, after your spell. I still feel kind of dizzy, though. This spirits touch was... freezing." She shudders. "I don't want to experience something like that ever again."

"Would you allow me to play some songs while we're waiting?" Not that she feels ready to actually use any magic Sunna hopes that playing some easy tunes will make her feel a little better.
Holly
player, 815 posts
Protect the Land
to protect your Children
Mon 30 Jun 2014
at 08:59
  • msg #367

Re: Ch08 - The Haunted Tower of Sowell

Holly smiles, "I'd like that cousin. How about something like a nursery rythym, to soothe the spirits perhaps?"
Farden
player, 609 posts
the paranoid guy
male fighter
Mon 30 Jun 2014
at 16:04
  • msg #368

Re: Ch08 - The Haunted Tower of Sowell

Farden carefully studies all the documents, looking for clues as to the corpse's identity. On seeing the symbol of Pelor, he remarks, "Perhaps we have found our missing priest from Rankor Heights? I wonder what he was searching for all along the coast..."
Fritzholm
GM, 1653 posts
toss the dice
and have fun
Tue 1 Jul 2014
at 03:11
  • msg #369

Re: Ch08 - The Haunted Tower of Sowell

As if to answer Farden's question...

The parchment with the drawing of the staff is titled The Dragon's Tooth and has several notes on it:

  creates dread undead creatures
  wielded by the necromancer
  neither divine nor unholy

  aligned with the moon

  fetishes to control the undead
  can be created by an enchantress
  do not show The Tooth to Cordelia or Genessa

  activation word?

  shorter than previous thought
  headpiece missing?
  about the length of a man's arm
  made of silver?  quicksilver?  Mithril?



The last parchment appears to be magic writing.  It will require a spellcraft roll (DC24) to determine any more.  Might be out of Farden's depth.  Also, you have heard of cursed scrolls where even the study of them activates the curse.
Sunna
player, 235 posts
Tue 1 Jul 2014
at 13:24
  • msg #370

Re: Ch08 - The Haunted Tower of Sowell

Sunna smiles back at Holly. "As long as it doesn't make us fall asleep."
For a moment she wonders if it would be possible to weave a rhythm powerful enough to make all the undead of this place go 'sleep' again. With a sigh she puts her flute to her lips and begins a soft and slow melody, one Triplefang mothers often sing to their children. The melody sounds - and feels - strange in here and Sunna catches herself thinking if such a song was played here at all, even when the Sowells were still alive.
Glumr
player, 1053 posts
  Woodland
  Ninja
Wed 2 Jul 2014
at 14:05
  • msg #371

Re: Ch08 - The Haunted Tower of Sowell

"Let's check that fountain out, then make our way down the hall and see if there are two other small rooms like this at the other end.   Then let's go back to the girls and show them what we've found." Glumr whispers to Farden.

Glumr looks down the hall to make sure it's still clear, then crosses it to examine the fountain.
Farden
player, 610 posts
the paranoid guy
male fighter
Thu 3 Jul 2014
at 09:27
  • msg #372

Re: Ch08 - The Haunted Tower of Sowell

"Why the hell is a priest of Pelor trying to recreate a necromantic staff? Or was he seeking to destroy it? But it already seems broken.

Well, we now know how the wizard in those visions created the undead for that lord..."

Fritzholm
GM, 1654 posts
toss the dice
and have fun
Thu 3 Jul 2014
at 15:17
  • msg #373

Re: Ch08 - The Haunted Tower of Sowell

The fountain is in the center of the room with the priest's bones.  It is made of perfectly carved stone, as are the walls of the room and the hall.  The fountain is about  2.5 feet high and bowl shaped with a few decorative birds around the rim.  It has been dry for a very long time.  You're not sure how it would've been fed with water.  Maybe it was more of a small decorative pool than a fountain.  The walls of this room have small shelves and indentations carved into them.  Glumr finds traces of a wood frame around on of them.  Could it have been a display case on the wall?

The room across the hall is very similar.  It is exactly the same size and has the same sort of indentations in the walls.  Instead of a fountain there is a stone statue in the center of the room.  It's a very curvy woman in a small, flowing robe.  You don't recognize her from any of the blue tinted images.  The woman is holding a skeleton baby in the crook of her arm, which is a bit disturbing.  As usual, the stonework on the statue is flawless.  It looks amazingly lifelike.

Other than that this room is completely clear.  It'd be a good place for Sunna to rest (if the baby in the statue didn't creep her out too much.)  That's what Holly sent you off to do - find a place clear of junk and remains for Sunna to rest.
This message was last edited by the GM at 15:40, Thu 03 July 2014.
Fritzholm
GM, 1655 posts
toss the dice
and have fun
Thu 3 Jul 2014
at 15:38
  • msg #374

Re: Ch08 - The Haunted Tower of Sowell

Further down the hall there are two more sets of these pairs of rooms.  There are 6 in total.  The most interesting of them is the fifth room.

It too has a perfect, lifelike statue at its center, but this one you recognize.  It is Augustine Sowell.  You are sure of it.  He looks somewhat older and is very regally dressed.  The statue is holding a strange pose.  Augustine is holding his left arm extended straight out in a very odd manner.  It doesn't look like he's pointing.  His hand is flat, palm down, fingers extended together forming a tip of sorts.  Sculptors avoid extended limbs like this, since they tend to be weak and break off.  Also the arm looks a little too long, which contrasts the other perfect proportions.  Then there are the eyes.  This Augustine has no eye patch.  You don't much care for standing in front of the statue.  It feels like he's watching you.
This message was last edited by the GM at 15:42, Thu 03 July 2014.
Farden
player, 611 posts
the paranoid guy
male fighter
Sat 5 Jul 2014
at 13:32
  • msg #375

Re: Ch08 - The Haunted Tower of Sowell

The sheer quality of the stonework is beginning to give Farden the creeps. "Say, wasn't there some spell that can turn people to stone? What would the results of that look like?" he asks. He also draws his sword, and gently prods Augustine's statue.
Fritzholm
GM, 1656 posts
toss the dice
and have fun
Sat 5 Jul 2014
at 14:42
  • msg #376

Re: Ch08 - The Haunted Tower of Sowell

Farden pokes at the statue with his sword.
Sunna
player, 236 posts
Sat 5 Jul 2014
at 16:45
  • msg #377

Re: Ch08 - The Haunted Tower of Sowell

Sunna finishes the song and then turns to Holly. "Do you think we will find here what we came looking for?" As much as the story of the Sowell family and the Haunted Tower had intrigued her, by now it feels more like... well, digging in someones grave, finding just bones - and things much worse. Annoyed by her thougths Sunna shakes her head. 'I'm still alive, that's what counts!' But still, the feeling of being so close to death is not a nice one - and not an easy one to push aside, as much as one wants to.
"It's just... I thought of this place of not being so... broken. I had imagined it to be a bit more like how it looked in these visions. Though with a lot more dust of course." On the other hand, something must have happened to turn this place into a haunted place.
Glumr
player, 1054 posts
  Woodland
  Ninja
Mon 7 Jul 2014
at 14:02
  • msg #378

Re: Ch08 - The Haunted Tower of Sowell

"I dont like it either" Glumr says in a whisper, unnerved by the stone people.  "but Holly wanted a safe clean place to rest and the room with the mother status seems like the best as we will get.  We should go get them and rest there."

Glumr wonders what the statues are.  Is Farden on to something?  Are they trapped in stone?

"I wonder what he was holding?" Glumr says as he examines the statue closer, intrigued by the distortion of the arm.

OCC - Search/Examine the statue and room
Glumr rolled 23 using 1d20+6.

Fritzholm
GM, 1657 posts
toss the dice
and have fun
Mon 7 Jul 2014
at 15:32
  • msg #379

Re: Ch08 - The Haunted Tower of Sowell

It's very subtle, but the arm is not made of the same rock as the rest of the statue.  As you tap on it the arm sounds hollow.  It doesn't appear that Augustine was holding anything in his left hand.  The hand is open and the palm is facing downward.  It that position anything in his hand would've dropped to the ground.  There's nothing lying around on the ground.
Glumr
player, 1055 posts
  Woodland
  Ninja
Mon 7 Jul 2014
at 16:37
  • msg #380

Re: Ch08 - The Haunted Tower of Sowell

"This sounds hollow."  Glumr says. He tries to twist it or move it, seeing if it will turn over or give way.
Fritzholm
GM, 1658 posts
toss the dice
and have fun
Mon 7 Jul 2014
at 18:44
  • msg #381

Re: Ch08 - The Haunted Tower of Sowell

The arm does not move freely.  You're worried that applying more force might damage the statue.
Glumr
player, 1056 posts
  Woodland
  Ninja
Tue 8 Jul 2014
at 14:39
  • msg #382

Re: Ch08 - The Haunted Tower of Sowell

"Well... I dont know.  Let's go get the girls and see what they think" Glumr says to Farden.  "I kind of want to know why this is hollow.  Maybe they can tell something we cant.  Either way we can move Sunna over there to rest and show them the other items we found."

OCC - I want to break it, but could use some detect magics and the likes first.
Fritzholm
GM, 1659 posts
toss the dice
and have fun
Wed 9 Jul 2014
at 07:32
  • msg #383

Re: Ch08 - The Haunted Tower of Sowell

Glumr and Farden return to the hall where Holly and Sunna are waiting.  Sunna has just finished playing a song.

What next?  Investigate the statue of Augustine?  If so, using what methods?  Let Sunna rest first in the room with the female statue holding the skeleton baby?  Have Sunna rest in the Augustine statue room while you investigate?  Something else?
Holly
player, 816 posts
Protect the Land
to protect your Children
Wed 9 Jul 2014
at 09:41
  • msg #384

Re: Ch08 - The Haunted Tower of Sowell

In reply to Sunna (msg # 377):

"I think we have a good chance of finding it, if we are the first ones here. Don't forget what Reynard told us about an evil also seeking it." Holly looked around, listening for a moment to check they were still safe.

"It is certainly more broken that I expected as well, but something must of caused the fall of the Sowell's and their tower. More dust would make it easier to spot anyone else travelling down here, although the undead would probably stand still and not give themselves away. Anyway, I am sure the boys will spot anything before it attacks, assuming Farden is his normal careful self."
Glumr
player, 1057 posts
  Woodland
  Ninja
Wed 9 Jul 2014
at 13:34
  • msg #385

Re: Ch08 - The Haunted Tower of Sowell

OCC - I think we should let Sunna rest in the baby room and show Holly and her the maps and other items and then go investigate the statue.  I feel that most of everything is hostile here and we shouldn't aggravate things by messing with the statue until Sunna is with us.
Fritzholm
GM, 1660 posts
toss the dice
and have fun
Thu 10 Jul 2014
at 20:42
  • msg #386

Re: Ch08 - The Haunted Tower of Sowell

You adjourn to the first statue room.  Sunna lays down her bedroll against the wall so she can comfortably rest propped up.  From where she's sitting, Sunna is looking at the woman's flank.  The statue looks a bit like she's taking the first step of a dance.  Farden shows Holly and Sunna the map, Dragon's Tooth notes, and the scroll of magical gibberish while Glumr explains that they found them in the remains of Brother Howe.  They show the items they looted off the corpse (a masterwork knife, a gold necklace with a symbol of Pelor, a larger gold Pelor holy symbol, a ring, a half full wine bottle, a wooden container to hold 6 flasks with 2 full flasks left, a tinder box, 5 candles, 2 keys, and 84 Ferisedan silver pieces.)

Holly has them light one of the candles to time how long Sunna needs to rest.

Glumr goes on to describe another room like this one where they found a statue of Augustine Sowell with an oddly extended arm.

There is plenty of time to examine the map, notes, scroll, flasks and other objects, as well discuss theories and plot your next move.  This is also be a good time to have something to eat and drink.
Sunna
player, 237 posts
Fri 11 Jul 2014
at 04:48
  • msg #387

Re: Ch08 - The Haunted Tower of Sowell

Holly:
In reply to Sunna (msg # 377):

"I think we have a good chance of finding it, if we are the first ones here. Don't forget what Reynard told us about an evil also seeking it." Holly looked around, listening for a moment to check they were still safe.

"It is certainly more broken that I expected as well, but something must of caused the fall of the Sowell's and their tower. More dust would make it easier to spot anyone else travelling down here, although the undead would probably stand still and not give themselves away. Anyway, I am sure the boys will spot anything before it attacks, assuming Farden is his normal careful self."


Sunna nods. "I wonder what happened to cause all this."

When Glumr tells them of a good resting place Sunna moves over to that room. She only glances at the statue with the skeleton-baby and sighs. The people here had had very strange views on 'art'. How would a song composed by the people here sound like? Strange, like almost everything in here, or rather normal?

Sunna listens intendly to Glumrs descriptions.
"Remember the words of Reynard? That the Dragon's Tooth could maybe also tap into the power of the sun? Maybe that's why Brother Howe was searching for it", Sunna suggests and takes a look at the non-magical writings. Right now she doesn't feel up to try if there's a curse on the other one or not. "The length of a mans arm..."

"Didn't Augustine lose his left arm between two of the visions we saw?" Sunna asks and searches her backpack for her waterskin. Uncorking it she leans back against her bedroll. "The way you describe the statue of Augustine it reminds me of the vision where Kelney threw his staff at him and it stuck in the armchair, just where his arm should have been. Maybe it has something to do with the missing tip of the staff?" Thoughtfully Sunna takes a gulp of water.
This message was last edited by the player at 05:47, Sat 12 July 2014.
Holly
player, 817 posts
Protect the Land
to protect your Children
Mon 14 Jul 2014
at 13:15
  • msg #388

Re: Ch08 - The Haunted Tower of Sowell

Holly considered what the boys had found, and then to Sunna's words. "It is possible that the hollow arm holds something. And I think you were right to wait before breaking it. Sunna is right, Augustine did seem to have lost his arm. Perhaps the Dragon's Tooth is inside, or perhaps another clue. I'm intrigued, that is for sure. Now lets go look at Augustine. Sunna, you stay and rest. Call out if you need us."
Sunna
player, 238 posts
Mon 14 Jul 2014
at 16:30
  • msg #389

Re: Ch08 - The Haunted Tower of Sowell

"Maybe the arm points at something..." Sunna muses, "or the arm, or part of it, is the tip..."

"I hope that I won't need any help uncorking the waterskin" Sunna says with a grin and takes another sip.
"Be careful, cousins."
Fritzholm
GM, 1661 posts
toss the dice
and have fun
Mon 14 Jul 2014
at 16:44
  • msg #390

Re: Ch08 - The Haunted Tower of Sowell

Farden, Glumr, and Holly walk down the hall to the side room with Augustine's statue.

The statue is as advertised.  It looks amazingly lifelike.  The details are perfect except for the arm, which seems to be extended oddly and a touch too long.  Glumr points out that the stone the arm is made from is very slightly different from the rest of the statue.  Even after he points that out it's hard to tell the difference.  The arm is held out very straight with the hand palm down.   All four fingers are extended flat and together.

Augustine is dressed in leggings, boots, robes, and a short sleeve coat.  His fine clothing makes it clear that he is a wealthy man. He is not sporting the eye patch he had in one of the visions, but he does look older.  Perhaps the sculptor chose to leave the eye patch detail out.  The eyes seem even more lifelike than the rest of the statue, which is very impressive indeed.  If Augustine's vision from the past could see you, can his statue see you too?
This message was last edited by the GM at 19:15, Mon 14 July 2014.
Holly
player, 818 posts
Protect the Land
to protect your Children
Tue 15 Jul 2014
at 10:26
  • msg #391

Re: Ch08 - The Haunted Tower of Sowell

Holly runs her hand over the statue, and then the arm, feeling the texture and looking at the details. Stepping back in front of the statue, and looking into the eyes of Augustine she says to her cousins, "It is amazing. As if someone turned the real man into stone. There doesn't appear to be any wear or tear on it at all. Very strange."

Thinking back to the conversation they had had with Reynard, Holly tried to remember the words that had been said about what they are looking for.
Sunna
player, 239 posts
Tue 15 Jul 2014
at 16:43
  • msg #392

Re: Ch08 - The Haunted Tower of Sowell

Sunna uses the time to think about some of the songs she wants to compose and does some fimger exercise on the flute. It helps not to think too much about what happened when facing the spirits.
Fritzholm
GM, 1662 posts
toss the dice
and have fun
Wed 16 Jul 2014
at 04:37
  • msg #393

Re: Ch08 - The Haunted Tower of Sowell

Remembering something as important as Reynard's sage words is easy for the Triplefang.  They have a very strong oral tradition and memories that far exceed those in our modern world.  Of course, the harpers are even better at recalling details, but you've left yours in the other room.

Warnings about Scottfard's impending peril aside, the mysterious talking fox had this to say:

quote:
"The task you are about to undertake appears to be just a treasure hunt.  As chance and fate would have it, the adventure will turn out to be a pivotal moment in history.  The Sowell family may be gone, but there are others artists of necromancy among the eastern islands.  Once such calls himself Thibideau.  He will come for the secrets of the tower, but you will get there first.  If you succeed, he will not find what he is looking for when his day comes.  Thibideau will become your enemy one day.  Depriving him of this power will tip the scales…" Reynard pauses.

"Well, lets say fortune will still be on his side, but less so.  Be thorough in your search.  If you leave only with what you came for, Thibideau might still get his prize."


Oh yeah, there was a fortune in treasure rumored to be down here too.  Don't forgot about that.  Gotta fund a certain magical book purchase.

and later

quote:
"Thibideau will come to the tower looking for The Celestial Needle known to some as The Dragon's Tooth, but that is just nonsense.  It is a pointed rod of silvered metal with no connection to teeth besides its shape.  The needle is used to tap into the power of the full moon.  It allows the creation of unusual and powerful undead by those who would otherwise be only able to create mundane animated corpses.  Perhaps it can too tap into the power of the sun.  This would explain why the priest of Pelor sought it.  Many things in necromancy have a dual purpose."

"The needle is about the length of your bow and has not seen use in a long time."

Fritzholm
GM, 1663 posts
toss the dice
and have fun
Fri 18 Jul 2014
at 14:49
  • msg #394

Re: Ch08 - The Haunted Tower of Sowell

Does anyone want to do anything, or would you prefer to wait for Sunna to be done resting?
Holly
player, 819 posts
Protect the Land
to protect your Children
Mon 21 Jul 2014
at 17:07
  • msg #395

Re: Ch08 - The Haunted Tower of Sowell

"I think we need to break this false arm, and see if anything is inside. Remember that Reynard said we should take all we could find, as it will all be useful. But i'd rather do that when Sunna is ready to support us, in case there are traps or more spells to counter. Let us rest as well, and come back in an hour or so. Do you agree cousins?" Holly asked, wanting to break off the arm, but knowing Sunna's abilities would be useful if something untoward happened.
Glumr
player, 1058 posts
  Woodland
  Ninja
Mon 21 Jul 2014
at 18:00
  • msg #396

Re: Ch08 - The Haunted Tower of Sowell

"I agree" Glumr says "I assume the gear we found is from the missing priest of Pelor that came here before us.  If so... what caused his death?  The two things we just fought? Something else?   We need to figure out what he was searching for as that is our quest."

Glumr pauses, remembering his fox friend...

"But yes.. We should take whatever Thibideau is searching for as Scottfard Reynard told us, as that sounds like it might be bad someday if we do not.  I'm not sure if this is the same the priest was searching for or not.  Either way, I do not like these statues.  But perhaps they are a key to finding everything, the tooth, the pelor item, the rumored treasures."

OCC - The eye where the patch should be, what is it looking at? Could it be a button or switch?  Is there anything on the ground right under where the hand was holding something?  Does that arm want to move at all, like a lever?
This message was last edited by the GM at 02:13, Tue 22 July 2014.
Fritzholm
GM, 1664 posts
toss the dice
and have fun
Tue 22 Jul 2014
at 07:07
  • msg #397

Re: Ch08 - The Haunted Tower of Sowell

quote:
The eye where the patch should be, what is it looking at? Could it be a button or switch?


Glumr stands right next to the statue, looking along the statue's line of sight.  It's a vague bit of guesswork, but the statue isn't looking downward or upwards, so its gaze hits around eye level.  He steps over to the wall looking carefully for a button, trigger, or switch.  Whatever the statue was "looking at" is gone now, but there probably was something here once.  Somewhere between stomach and chest level there is a curved shelf that extends from the wall carved of the same stone.  There is a similar shelf slightly above your height that forms a roof of sorts over the lower shelf.  Theres a 2 inch lip all the way around the outside edge of the recess.  You believe it could've been a display for an object or objects no larger than two feet tall.

There are 2 other former displays in the room.  Both of them are empty.


You've already investigated those last two questions:

There's nothing on the ground near the hand and the arm does not move.


You decide to return to the small room where Sunna is resting.  The hall that runs past all six of these small side rooms ends in a circular room with a large circular wooden platform at the center of its floor.  This too can wait until Sunna has recovered.
This message was last edited by the GM at 20:00, Wed 08 Oct 2014.
Fritzholm
GM, 1665 posts
toss the dice
and have fun
Tue 22 Jul 2014
at 07:16
  • msg #398

Re: Ch08 - The Haunted Tower of Sowell

You sit on the floor of the room with the statue of the woman holding the skeleton baby.  You break out the hard sourdough rolls and a quarter wheel of cheese and wash it down with plenty of water.  You have a light discussion during the meal about what might make up the Sowell's treasure.  You saw a number of gems in the blue tinted visions as well as lavish jewelry worn by Kelney.  There could be several magical items created by the enchantress.  Piles of coins would be nice too.  It does, however, worry you that all the displays in these rooms are empty.

When the candle has burned down all the way Holly checks Sunna and helps the Harper to her feet.  Sunna is still feeling shaky, but Holly is confident that she's no longer in danger of collapsing.  Every one of you is injured.  Holly determines that Farden is in the worst shape.  He needs at least a Cure Light Wounds.  It wouldn't do to have him fall in battle.

Here are your current HPs
Holly  21/26
Farden 17/30
Glumr 16/23
Sunna 12/14 (was 22 before the CON drain)

Both Holly and Sunna are capable of cure spells.


Well rested and possibly healed, the party makes their way to the room containing Augustine's statue.
This message was last edited by the GM at 07:19, Tue 22 July 2014.
Holly
player, 821 posts
Protect the Land
to protect your Children
Mon 28 Jul 2014
at 16:09
  • msg #399

Re: Ch08 - The Haunted Tower of Sowell

Holly sees to Farden, casting her last effective healing spell, saying as she did, "That it for big healing. I can stop you dying, so don't go that far if you can help it." Looking at Sunna and Glumr she adds, "And that goes for you two as well cousins."

Holly taps the arm of the statue gently with her sickle and says, "Farden, I think we need to break the arm off and see if anything is inside. Will you do the honours? If this works, I'd suggest we check for any other false stonework on the other statue as well".

Holly moves outside the room, if Farden is willing to attack the arm, in case it is trapped or magically connected to more undead.


[Holly rolled 8 using 1d8+4. CLW on Farden. ]
Sunna
player, 241 posts
Mon 28 Jul 2014
at 17:03
  • msg #400

Re: Ch08 - The Haunted Tower of Sowell

After the meal Sunna feels somewhat better, though her legs still feel a bit shaky.

Sunna also helps with the bit of healing magic she has left. One cure spell for Farden and another one for Glumr, and two little healing-songs for both Holly and her

"Maybe the statue will react to the other part of the staff? Or it's just some sort of... well, disguise on the arm that can be removed, maybe by scratching the surface." Sunna muses. "We could try that first before trying to break anything. As for magical traps..." Sunna concentrates on the statue and plays a soft tune on the flute, then listens a few seconds and plays the tune again.

"By the way, does anyone know how the priest came to death?"
Still, she would move outside like Holly once Farden begins to damage the statue, just in case.

OOC:
Sunna rolled 10 using 1d8+4. CLW Glumr.
Sunna rolled 9 using 1d8+4. CLW Farden.
Cure Minor Wounds on Holly and Sunna.
And "Detect Magic" on the statue

This message was last edited by the player at 03:21, Wed 30 July 2014.
Fritzholm
GM, 1667 posts
toss the dice
and have fun
Wed 30 Jul 2014
at 05:39
  • msg #401

Re: Ch08 - The Haunted Tower of Sowell

You've all come to accept the natural miracle of Holly's divine healing, but Sunna's musical brand of cure is still quite unusual.  She plays a tune on her silvery flute that manages to intertwine melody and harmony in a way that seems impossible on one instrument and just when she has you fully swept up in the music she touches you and there's silence.  You can't even remember how the song went.  Sunna does this twice and even there second time it catches both the healing subject and the onlookers by surprise.  The shorter spell is just a few quick notes and is a bit more mundane, but it still works.

Farden and Glumr are now fully healed.

After Holly taps the statue and relates her plan, Sunna casts another flute spell and listens to the statue.
Fritzholm
GM, 1668 posts
toss the dice
and have fun
Thu 31 Jul 2014
at 19:11
  • msg #402

Re: Ch08 - The Haunted Tower of Sowell

No sign of Farden so I'm going to play him to move things forward.


Farden nods to Holly and draws his club.  Everyone clears out of the room.  He sizes up his weapon and the statue for a moment and then turns towards the exit where you're all crowded around.

"I'll be right back," he says pushing past you out into the hall.

You look at each other puzzled.

Farden does indeed return shortly carrying a heavy, spiked morningstar.  He grins just a little, hefting the weapon, and indicating that this is the right tool for the job.

He positions himself so his shield is directly between him and the statue and takes two whacks at the extended left arm with the morningstar.  The stone cracks, shatters, and is mostly knocked away onto the floor revealing a silvery pole running the length of the arm into the shoulder.  Farden drops the morningstar and warily grabs the pole.  He gives it a good wrenching twist and pulls it free of the statue.  He eyes the statue suspiciously for a few seconds before turning to the rest of the group just outside the doorway.

"That wasn't so hard."

Just then a black, ghostly cloud seeps from the back of the statue.  It quickly coelesces into an incorpereal human form with a fainter bluish left arm and one bluish eye.

Everyone please roll initiative whether or not this leads directly to combat.
Sunna
player, 242 posts
Thu 31 Jul 2014
at 19:20
  • msg #403

Re: Ch08 - The Haunted Tower of Sowell

"Be careful", Sunna warns before Farden begins to damage the statue.

When the ghostly cloud seeps out of the statue Sunna makes a step backwards, remembering the encounter with the other spirits. Then she realises the blueish arm and eye. "Augustine..." Maybe this one can be reasoned with?


OOC: Sunna rolled 11 using 1d20+2. Initiative.
Farden
player, 612 posts
the paranoid guy
male fighter
Fri 1 Aug 2014
at 07:16
  • msg #404

Re: Ch08 - The Haunted Tower of Sowell

Earlier:

When Sunna goes to heal Farden, he stops her. "Between the rest and Holly, I'm feeling pretty fit. Save it for later."

OOC: I'm at 29 after Holly's spell and a night's rest.

Farden glances back at the spirit seeping out, as he warily readies his sword and shield. "Huh. So the voice in my head was right. There still was something alive in that statue."

OOC: Getting out the sword and shield.
12:46, Today: Farden rolled 10 using 1d20+2. init.

Fritzholm
GM, 1669 posts
toss the dice
and have fun
Fri 1 Aug 2014
at 15:03
  • msg #405

Re: Ch08 - The Haunted Tower of Sowell

quote:
OOC: I'm at 29 after Holly's spell and a night's rest.


The group only rested for an hour.
Holly
player, 822 posts
Protect the Land
to protect your Children
Tue 5 Aug 2014
at 08:51
  • msg #406

Re: Ch08 - The Haunted Tower of Sowell

"Careful, that looks like Augustine's spirit. He may be able to help us find the rest of it." Holly says, rather astonished by its appearance, but having anticipated something might happen she is content to see whether the spirit talks or attacks.

[Holly rolled 9 using 1d20+1. Init. ]
Fritzholm
GM, 1670 posts
toss the dice
and have fun
Tue 5 Aug 2014
at 15:11
  • msg #407

Re: Ch08 - The Haunted Tower of Sowell

"Ha ha!  Yes, it is I.  I am revitalized!"

The ghostly form's voice is eerily spectral and sounds like it's coming from everywhere.

Init
----
Glumr 23
Augustine 14
Sunna 11
Farden 10
Holly 9

Glumr's reflexes allow him to act before the black form.  It does look like Augustine is fixing to do something magical.
Holly
player, 823 posts
Protect the Land
to protect your Children
Fri 8 Aug 2014
at 11:36
  • msg #408

Re: Ch08 - The Haunted Tower of Sowell

Holly tried to recognise the spell she saw the spirit casting, hoping she could identify to the others whether it was offensive or defensive. Deciding thinks did not look good, Holly cast a spell on herself.

[Move Action - Holly rolled 10 using 1d20+2. Spellcraft check to see what spell Aug is casting.
Standard Action - Cast Guidance on self.]

Fritzholm
GM, 1671 posts
toss the dice
and have fun
Fri 8 Aug 2014
at 16:34
  • msg #409

Re: Ch08 - The Haunted Tower of Sowell

In the interest of moving the game forward I'm going to have Glumr hesitate.

Not wanting to unnecessarily antagonize the spirit of Augustine Glumr waits to see what he does first.

Three wispy glowing green spheres appear in a triangle in front of the black form.  They remind you of the erie glow above the tower.  What a single syllable, Augustine commands the balls to fly forth.  They take 3 very different paths but all arrive unerringly at their target - Farden.

He tries to avoid one and block another with his shield but it's no use.  The ghostly ball passes right through his shield.  There is a crackling POP as each sphere hits him.  They tear at his insides and leave chilling aches in their wake.

Farden takes 9 points of damage.

"Drop the staff and scurry away, Vermin!" Augustine demands.

I'll have a battle map posted soon.  Holly, do you still want to cast guidance as your action?
Fritzholm
GM, 1672 posts
toss the dice
and have fun
Fri 8 Aug 2014
at 18:51
  • msg #410

Statue battle - round 1

http://zachery.path.med.umich....ng/statue_battle.jpg

I need round 1 actions for Sunna, Farden, and Holly, and a round 2 action for Glumr.
Sunna
player, 243 posts
Fri 8 Aug 2014
at 18:56
  • msg #411

Re: Statue battle - round 1

"What would you need the staff for, ghost of Augustine?" Sunna asks in a loud voice and then loads the crossbow, though she's prepared to run should Farden decide to retreat.
Farden
player, 613 posts
the paranoid guy
male fighter
Sun 10 Aug 2014
at 14:57
  • msg #412

Re: Statue battle - round 1

OOC: Even without a night's rest I'm at 25, 16 after that attack, let Sunna save the heals for who needs it...

"Someone run a Detect Magic to see of there's any other magic active in this place", calls Farden, not willing to overlook the possibility of misdirection after the last time the group was suckered into a trap.

Seeing as how a shield is unlikely to be useful against a ghost, Farden discards it and engages the spirit with a two-handed swing of his blade.

OOC: Dropping Heavy Shield, Combat Expertise 2, Dodge on Augustine.

Current AC: 19, Current TAC: 14 (15 vs Augustine)

20:26, Today: Farden rolled 14,15 using d20+7,d8+7. attack (CE-2), dmg.

Holly
player, 824 posts
Protect the Land
to protect your Children
Mon 11 Aug 2014
at 08:37
  • msg #413

Re: Statue battle - round 1

Holly casts the spell she had prepared, hoping it might prove some use to her in the coming battle. Hearing Farden's request, Holly says, "Mine!" and hangs back and prepares to cast the Detect Magic spell as requested.

[Holly casts Guidance on self and will stay out of the way.
Cannot see map at the moment, but not intending to move into combat.]

This message was last edited by the player at 08:37, Mon 11 Aug 2014.
Fritzholm
GM, 1673 posts
toss the dice
and have fun
Thu 14 Aug 2014
at 01:19
  • msg #414

Re: Statue battle - round 2

I will act for Glumr again.

Farden makes a mighty assault on the ghostly form, but it manages to drift out of harms way by the narrowest margin.  It looked more like a reflex than a planned defense.  Glumr, eager to bring his spirit bow to into the action fires two arrows at Augustine.  The first misses, but the second one hits.

"How in...?!?" Augustine exclaims, shocked that the arrow somehow wounded him.

He turns his attention to Glumr, almost ignoring Farden, and casts a spell on the archer.

Glumr, make a DC 16 Will Save.  If you fail skip your round 3 action, otherwise take your round 3 action as normal.

Farden may make an attack of opportunity as well and taking his round 2 action.  I need round 2 actions from Holly and Sunna too.


I'm having some trouble with the tactical map too.  I will fix this on Thursday.  In the mean time, Farden did you go around the statue to the left or to the right?
Holly
player, 825 posts
Protect the Land
to protect your Children
Thu 14 Aug 2014
at 14:42
  • msg #415

Re: Statue battle - round 2

Spell cast, Holly decided to move in and support Farden, taking the opposite way around the now broken statue to get into a position to charge the spirit, pulling her magical sickle into her hands as she moves. "Music please maestro", Holly says, asking Sunna to aid them with her magic.

[Holly moves 30 ft to a position opposite to Farden's position, such she can charge next round. Staying out of the way until Glumr and Farden can strike again.]

Seeing her moment, Holly charges in, slashing spirit with her enhanced sickle, trying to put herself into a position to distract the spirit and make it easier for Farden to strike.

[Holly will charge if possible, move and attack if not. Will try to give Farden a Flank bonus.
AC 11 for next round! Ouch...
Holly rolled 24 using 1d20+6. Charging Sickle attack (if poss) No Guidance.
Holly rolled 4 using 1d6+1. Sickle damage. ]

Fritzholm
GM, 1674 posts
toss the dice
and have fun
Thu 14 Aug 2014
at 20:52
  • msg #416

Re: Statue battle - round 2

OK, got the map file working again.

http://zachery.path.med.umich....ng/statue_battle.jpg

Farden will get his AoO and action before Holly's turn, so he won't be able to benefit from flanking this round, but he could move in such a way as to give Holly the bonus to hit this round.
This message was last edited by the GM at 05:23, Fri 15 Aug 2014.
Sunna
player, 244 posts
Sat 23 Aug 2014
at 09:31
  • msg #417

Re: Statue battle - round 2

Sunna needs a moment to think about something appropriate for this. She still keeps the crossbow in hand, though now lowered, and reaches for the flute with the free hand. Part of a song she once heard passes her mind
"I hear some distant drumbeat
A heartbeat pulsing low
Is it coming from within
A heartbeat I don't know"

but she quickly discards it as something that's not much worth here, for now. Instead she chooses to play some quick notes on the flute, part of a battle-song she knows.

OOC: Get out flute and begin bard's song.
If possible step behind Glumr to maybe get a shot at Augustines ghost some time later.

Farden
player, 614 posts
the paranoid guy
male fighter
Thu 25 Sep 2014
at 11:20
  • msg #418

Re: Statue battle - round 2

Farden continues to hack and slash at the ghost, snarling his defiance.

AoO:
16:47, Today: Farden rolled 22,13 using d20+9,d8+6. AoO atk, dmg.
That should be 15 dmg since I'm wielding the blade two-handed, and Sunna is playing.

5' step to B2

Combat Expertise: 2, Declare dodge, Current touch AC: 15
16:49, Today: Farden rolled 11,9 using d20+7,d8+7. atk, dmg.

This message was last edited by the player at 08:58, Sat 27 Sept 2014.
Glumr
player, 1059 posts
  Woodland
  Ninja
Fri 26 Sep 2014
at 20:36
  • msg #419

Re: Statue battle - round 2

Glumr feels the ghastly power hit him.  He wants nothing other to drop his bow and succumb, but he hears something..  Music.  The sounds of Sunna's flute are a sharp contrast to the spirits grasp over the room.  It snaps Glumr out of it.  He shakes his head, trying to shake of the grip of the spirit's power.  As fast as it started to come on, the feelings are gone, and Glumr regains his focus on Augustine.

Glumr grits his teeth, his eye's flash brightly, and he pulls back the string of his bow twice in rapid succession.  His hands almost a blur, two arrows fly past Holly and sink into (or maybe through) the spirit.

Glumr rolled 17 using 1d20+3. Will Save.
Glumr rolled 17,22 using d20+10,d20+10. Arrows at Augustine's Ghost.
Glumr rolled 9,6 using d8+2,d8+2. Damage to Augustine's Ghost.

Fritzholm
GM, 1681 posts
toss the dice
and have fun
Sat 27 Sep 2014
at 09:46
  • msg #420

Re: Statue battle - round 3

Farden, Holly, and Glumr all heap effective attacks from their finely enchanted spirit weapons on the ancient ghost.  A great deal of harm has been done to him, but he has absorbed the remarkable damage without collapse.

"Hold!  Hold!" he shouts, extending his empty hands, both bluish and dark.  "I have misjudged you champions.  The error is mine, and I intend to rectify it.  I have an offer for you."

You may either talk, take other non-threatening actions, or a single character may attack.
Sunna
player, 246 posts
Sat 27 Sep 2014
at 15:07
  • msg #421

Re: Statue battle - round 3

Sunna frowns and continues the flute song for a few notes longer, letting it get a lot quieter, before taking the flute aside for the moment. She doesn't trust Augustine, but if he's willing to talk, it's maybe a good sign.
"Indeed? Then let's hear what you have to offer."
Holly
player, 830 posts
Protect the Land
to protect your Children
Sat 27 Sep 2014
at 16:12
  • msg #422

Re: Statue battle - round 3

Her mind tells her that stopping now is dangerous, but she follows Sunna's lead and holds off her next attack, but still holding her sickle ready if the ghost makes any action that looks like an attack, watching to see if Farden and Glumr also hold off.
Fritzholm
GM, 1682 posts
toss the dice
and have fun
Sun 28 Sep 2014
at 03:05
  • msg #423

Re: Statue battle - round 3

"I concede the staff is yours now.  A necessary loss, but worth it.  However, I still possess its secrets - its Truephrase for instance.  I will trade that for a truce and a few bits of very common information," he says in his strange spectral voice that is easy enough to understand, but difficult to get a read on.  The sound of it does not come from his location and also doesn't echo at all.
Holly
player, 831 posts
Protect the Land
to protect your Children
Mon 29 Sep 2014
at 16:09
  • msg #424

Re: Statue battle - round 3

"Why should we trust you spirit?" Holly asks without thinking. Her instinct tells her to strike, but she holds off another moment.
Sunna
player, 247 posts
Mon 29 Sep 2014
at 16:19
  • msg #425

Re: Statue battle - round 3

Sunna, too, feels tense but as long as Augustine really wants to talk...
"Holly is right to ask that question. And as you can clearly see right now none of us is making a move to attack you. You can't, however, keep us from being wary. As I am certain you yourself are, too."
Fritzholm
GM, 1683 posts
toss the dice
and have fun
Mon 29 Sep 2014
at 19:22
  • msg #426

Statue battle - a truce?

"You literally have nothing to lose.  If the Truephrase doesn't pass muster later on, you're no worse off than you are now.  However, I assure you it is genuine.  What I ask for in return is a but a trifle.  I'll go one step further.  You needn't answer any question that makes you uncomfortable, yet none of them will.  The truce itself will surely benefit us both.  You do not want to suffer my higher magiks, and I do not wish to be spiritually perforated any further, however you are managing it.  It is only due to my own regrettable error in judgement that this fracas began in the first place."
Glumr
player, 1060 posts
  Woodland
  Ninja
Thu 2 Oct 2014
at 14:07
  • msg #427

Re: Statue battle - a truce?

Arrow notched and held ready, Glumr holds.  He is intrigued by the spirit.  He takes the opportunity of the conversation to have a better look at Augustine.  He wonders if spirits can lie, or if they even have any warrant to as they are already dead.  They probably have enough semblance of the man they once were.  Perhaps it depends on that man.  Or perhaps they are corrupted and cannot be trusted or believed.  Glumr realizes he really knows nothing of such things.  Spirits are not things he encountered out in the wilds, but more of scary stories told around fires or in ale houses.

"Let us Parley then"  Glumr says to his companions more than the spirit.  "We have come here in search of things and not to fight spirits.  Augustine can provide us with information we need."
Sunna
player, 248 posts
Thu 2 Oct 2014
at 14:14
  • msg #428

Re: Statue battle - a truce?

Sunna nods to Glumr. She still doesn't trust Augustine, but it certainly won't hurt to hear his questions, would it?
"So, what is it that you want news about?" she asks Augustine. At the same time she wonders if Augustine did expect someone else here at some point. The one who should not get a hand on some of the things here. Maybe his questions will tell them a bit more about his motives, besides not wanting to be... hurt or killed.
Fritzholm
GM, 1684 posts
toss the dice
and have fun
Thu 2 Oct 2014
at 16:15
  • msg #429

Re: Statue battle - a truce?

The ghostly form of Augustine asks several questions that range from the typical to a bit odd.

"Who are you heroes?  You seem to know of me.  Are you contemporaries of mine?  Are you in the generation of my children?  Grandchildren?"

"Can you tell me about a nearby wealthy leader of men, a nearby religious leader of men, and a nearby military leader of men?"

"If I had a physical body, where should I go first?"

True to his word he also gives you the activation phrase for the staff - Necros Alunaris Abraxis
Holly
player, 832 posts
Protect the Land
to protect your Children
Fri 3 Oct 2014
at 09:35
  • msg #430

Re: Statue battle - a truce?

Holly quickly steps in and answers the questions, hoping her answers would be enough.

"All three would be the Emperor, away in his own lands. He holds all of the worlds wealth, which we try to liberate by raids, and he leads a great military force, one that could rule the world with the right leadership I am sure. I have heard it said the Emperor is also the spiritual leader of his people, portraying himself as a living god, descended from gods. As to getting to him, I would say you needed to talk with one of his agents, a man by the name of [Name of nasty man we stole the book off in Silvergate, once I dig out my notes at home tonight]. He would welcome you, I am sure, for he is also a seeker of old things, and your knowledge might be useful to him."

"As to us, well, I believe it has been a very long time since you were alive, and I am not sure if you are one of the ancestors of our Clans, or not. But it would have been many generations ago."

"We have answered your questions, and you have fulfilled your bargain. Is there anything else you have to bargain with?"

Sunna
player, 249 posts
Fri 3 Oct 2014
at 12:51
  • msg #431

Re: Statue battle - a truce?

Sunna nods to Hollys answers, though she's not quite certain if she really likes Augustines questions about leaders. By Hollys answer Augustine now knows that there's a conflict between the Clans and the Emperor and she wonders if Augustine plans to get a physical body and if so, if he will take sides. She can't help but grab the crossbow a little firmer, but not raising it, by the thought of Augustine getting a body.
Fritzholm
GM, 1685 posts
toss the dice
and have fun
Fri 3 Oct 2014
at 18:35
  • msg #432

Re: Statue battle - a truce?

quote:
"As to us, well, I believe it has been a very long time since you were alive, and I am not sure if you are one of the ancestors of our Clans, or not. But it would have been many generations ago."


He grins when at the mention of many generations passing.  That appears to be the answer he was hoping for.

"That's good, but who *are* you?"

He also asks

"Where can I find this Agent Flavius?"


Don't forget about the Triplefang Wiki.  It's real handy for looking up easily forgotten tidbits.  You can feel free to add details too.
http://triplefang.yoyo-pete.com/doku.php?id=flavius
Holly
player, 833 posts
Protect the Land
to protect your Children
Mon 6 Oct 2014
at 10:03
  • msg #433

Re: Statue battle - a truce?

"You said we didn't need to answer anything that made us uncomfortable, and giving you our names makes me uncomfortable. Therefore I won't answer. As to Flavius, you will likely find him in the Empire, or perhaps visiting Silvergate. That is on the other side of the mountains, and on the coast. South of the river we call Ventach. He was there the last time we visited, but he is a merchant as well as the Emperor's man, so he may not be there today." Holly says, hoping the others are happy to keep their names away from this potential enemy. Throwing this spirit in the direction of the Empire would either buy them time, or get it killed, so Holly was going to be happy with either ending. For now, her instincts told her to strike him down, but she couldn't justify that without a direct threat.
Fritzholm
GM, 1686 posts
toss the dice
and have fun
Mon 6 Oct 2014
at 16:19
  • msg #434

Re: Statue battle - a truce

"There are many ways, other than your names, to describe who you are."

"Hmmmm.  Heroes who require anonymity.  I will assume you are criminals or fugitives.  This is no concern of mine," he waves his normal hand dismissively.

He nods as you describe the location of Silvergate.

"These directions will be sufficient."

He looks like his business with you is concluded.  If anyone else wants to say or ask anything.  Act now.
Fritzholm
GM, 1687 posts
toss the dice
and have fun
Wed 8 Oct 2014
at 20:57
  • msg #435

Ch08 - The Haunted Tower of Sowell

"Farewell."

You half expect him to float off through the walls, but he walks out to the hall like a normal person.

"Pardon," he says as he passes Glumr and Sunna.  (How civil of him.)

The ghostly form moves off down the hall the way you came and fades into the darkness.


There are 5 other alcove rooms much like the one you are in now.  One of them is the place you rested for an hour while Sunna recovered.  Another is the room where Farden and Glumr found Brother Howe's remains and equipment.  The remaining 3 alcoves were checked out by Farden and Glumr, but were found to be unremarkable.

They also found a larger circular room at the end of the hall.  This room has a wooden platform in the center.  They didn't do any more than take note to investigate this room later.
Sunna
player, 250 posts
Thu 9 Oct 2014
at 06:01
  • msg #436

Re: Ch08 - The Haunted Tower of Sowell

Sunna moves quickly out of the way of Augustines spirit as he passes her, trying to keep a good distance so as not to be touched by him at all, not even unintentionally. She sighs with relief once he is gone.

"This one still seems very ambitious to me", Sunna says, indicating into the direction where Augustine had gone. "Getting a physical form? Visiting leaders of our time? He does have plans." Shuddering Sunna switches her attention back to the room they are in, now. After all, there's nothing they could do about Augustines plans for now. But she keeps it in mind. Especially since Reynard said that someone else is expected to make a visit here at some point... again she glances in the direction where Augustine has disappeared.

"This guy Reynard spoke of... Thibideau. Do you think he may want to help Augustine? Get a physical form or something? I really don't like the idea of him coming back in whatever form at all."
Holly
player, 834 posts
Protect the Land
to protect your Children
Thu 9 Oct 2014
at 08:24
  • msg #437

Re: Ch08 - The Haunted Tower of Sowell

"Which is why I thought it appropriate to send him off to see Flavius. Hopefully that won't be a nice welcome for our spirit. Let the Empire deal with him, in whatever form. I'd rather have him outside of clan lands if I am to let him go. Now, lets see what else is around, before Thibideau turns up and surprises us." Holly says, glad the spirit is gone, but aware they might just have let a very dangerous enemy escape. Shaking her head, Holly wondered what her druidic brethren would say about it.
Sunna
player, 251 posts
Thu 9 Oct 2014
at 12:17
  • msg #438

Re: Ch08 - The Haunted Tower of Sowell

"I figured as much", Sunna says wih a smile.
"There was this circular room at the end of the hall you mentioned, Farden... shall we take a look?" Sunna would take a short look into the other alcoves on the way, though.
Fritzholm
GM, 1688 posts
toss the dice
and have fun
Thu 9 Oct 2014
at 20:52
  • msg #439

Re: Ch08 - The Haunted Tower of Sowell

Sunna takes a light source and makes a quick peek into each of the alcoves to see them first hand.  She'd only been in two of them so far.


There are 6 little alcoves in pairs off the to sides of the hall.  They are all the same size and shape.   None of them have doors.

One has a small, dry, fountain in the center, and the remains of Brother Howe.  It's been plucked over rather completely with little eye to preserving the scene.

The alcove across the hall from that one is the one with the statue of a voluptuous woman holding a skeletal baby.  That's the room you rested in.

The third room has nothing at all at its center, but there are some remains of what might be small shelves or display cases along the walls.  In fact almost all of the alcoves have some traces of these.  None of them contain anything.

The fourth room has statue of a girl in the center.  She may or may not be the one you saw a ghostly image of going up the stairs - the first ghost you saw in the tower.  She's about the same age and size.  The statue is very pretty.  It's more like a perfect memory of a child than a flawed realistic version, but still quite lifelike.

The fifth room contained the Augustine statue.  Debris and dust from the smashed arm litters the otherwise clean floor.

The last of the six alcoves is completely bare.  It doesn't have any shelves or indentations in the walls at all.  It's remarkable only in its total basic emptiness.
Fritzholm
GM, 1689 posts
toss the dice
and have fun
Thu 9 Oct 2014
at 20:53
  • msg #440

Re: Ch08 - The Haunted Tower of Sowell

You group back up and venture about 25 feet further down the perfectly straight, uniform hall.  At the end it opens up into a larger circular room, bigger than the alcoves, but much smaller that the full circle of the tower.  From your estimations it doesn't line up with the center of the tower either.  In fact it's probably out beyond the outer walls of the tower.  Underground, that makes little difference.  There are three iron fixtures in the wall spaced evenly around the perimeter.  They probably once held torches, lanterns, or huge candles, but now they are unused.  The floor is flat, smooth, and even.  The ceiling curves very subtly to form a flattened dome.  There's plenty of headroom here.

There is a second circle in the middle of the room.  It is a raised wooden platform a little less than a foot high and about 12-15 feet across.  It looks nice and sturdy unlike much of the wood in this place.  This room and the 6 alcoves appear to be very well protected from the elements.  It's quite dry here and there's no breeze to speak of.  You haven't even seen any sign of bugs or vermin having been here.  This sure would be a good place to store food.  Then again, that might attract bugs and vermin.
This message was last edited by the GM at 20:55, Thu 09 Oct 2014.
Glumr
player, 1061 posts
  Woodland
  Ninja
Fri 10 Oct 2014
at 14:39
  • msg #441

Re: Ch08 - The Haunted Tower of Sowell

Glumr moves to examine the platform.  He wonders if it could be covering something, like a hidden cache or perhaps a passage.
Holly
player, 835 posts
Protect the Land
to protect your Children
Fri 10 Oct 2014
at 15:00
  • msg #442

Re: Ch08 - The Haunted Tower of Sowell

"Careful Cousin! Circles hold power in as well as out." Holly says in way of warning as Glumr approaches the platform.

"Let me look for magic first, so we might be able to focus our search." With that Holly casts Detect Magic on herself and looks around the room carefully, concentrating as she goes.
Sunna
player, 252 posts
Fri 10 Oct 2014
at 15:08
  • msg #443

Re: Ch08 - The Haunted Tower of Sowell

Sunna moves abit closer to the platform, too, then turns and nods to Holly when she mentions that she'd look for magic. Instead Sunna concentrates on the ground around the platform to check if there is dust and if so, if it is hiding something, a carving on the ground for example.

"Strange that this room seems to be the best-maintained in the whole tower so far, don't you think?"
Fritzholm
GM, 1690 posts
toss the dice
and have fun
Fri 10 Oct 2014
at 15:37
  • msg #444

Re: Ch08 - The Haunted Tower of Sowell

Holly cautions Glumr and Sunna, asking them to stay back from the platform long enough for her to examine it with magic.  She casts a quick, familiar spell.


She gives her cousins the all-clear and both of them go to work scrutinizing the circular wooden platform.

Glumr and Sunna may each make a DC 10 Search roll.
Sunna
player, 253 posts
Fri 10 Oct 2014
at 16:23
  • msg #445

Re: Ch08 - The Haunted Tower of Sowell

Sunna makes certain that she doesn't touch the platform until Holly says that it's safe.

Sunna rolled 19 using 1d20+1. Search.
Holly
player, 836 posts
Protect the Land
to protect your Children
Fri 10 Oct 2014
at 16:37
  • msg #446

Re: Ch08 - The Haunted Tower of Sowell

"Wow, thats some powerful magic!" Holly states as she looks and then points at the staff Farden is carrying, before checking out the rest of the room and giving her cousins the all clear.


[Holly rolled 19 using 1d20+2. Spellcraft check.]
Fritzholm
GM, 1691 posts
toss the dice
and have fun
Fri 10 Oct 2014
at 19:42
  • msg #447

Re: Ch08 - The Haunted Tower of Sowell

Holly takes a closer look at the silvery staff.


Sunna discovers an inset latch in the platform.  She pushes on it to rotate the latch, which then becomes a handle and gives the handle a good tug.  She can feel counterweights moving as she lifts a pie piece shaped section of the platform.  As the section lifts up, hinged at one side and the handle at the other, it reveals a trap door and wooden steps shift into place leading down to another much more natural tunnel.
Sunna
player, 254 posts
Tue 14 Oct 2014
at 03:04
  • msg #448

Re: Ch08 - The Haunted Tower of Sowell

"Now look at that." Sunna peeks into the darkness.
"Who wants to go first?"
Fritzholm
GM, 1692 posts
toss the dice
and have fun
Tue 14 Oct 2014
at 03:12
  • msg #449

Re: Ch08 - The Haunted Tower of Sowell

Farden is a good choice for leading you into potential danger, but perhaps someone else should carry the staff to free his hands for sword and shield.
Holly
player, 837 posts
Protect the Land
to protect your Children
Wed 15 Oct 2014
at 17:17
  • msg #450

Re: Ch08 - The Haunted Tower of Sowell

Holly offers to take the staff, and says, "if we are lucky, this will take us outside the confines of the tower and the mist. If the gods are smiling in us, this might even take us back to the mainland."

Holly is not expecting it to be that easy, but is willing to say a silent prayer to Obad-Hai.
Glumr
player, 1063 posts
  Woodland
  Ninja
Thu 16 Oct 2014
at 13:50
  • msg #451

Re: Ch08 - The Haunted Tower of Sowell

"We can hope" Glumr says to her, readying himself to go down into the darkness.
Fritzholm
GM, 1694 posts
toss the dice
and have fun
Thu 16 Oct 2014
at 18:53
  • msg #452

Re: Ch08 - The Haunted Tower of Sowell

quote:
"If the gods are smiling in us, this might even take us back to the mainland."


That would be a LONG tunnel.  On the other hand you have walked in tunnels, created by geomancy, that can span great distances via short travels, so it's not unprecedented.


The wooden stairs are in better condition than you would expect.  They lead down to a natural rock shelf from which you hop down about a foot and a half to a cavelike tunnel.  The tunnel winds forwards and a touch to the left and down.  Along the way there are two places where the tunnel has been carved at to make it taller and reinforced, but it's otherwise untouched.  There's dirt and some dampness, the occasional skittering bugs, spiderwebs, etc.

The tunnel opens up into a wide, tall chamber.  Your lantern and ever-burning torch are the only sources of light.  Even though you have not yet left the tunnel, the oddities of this cave's furnishing are revealed to you slowly as your light penetrates the darkness ahead.  There are frayed and tattered ropes threaded through iron rings sunk into the cavern walls.  They are strung haphazardly as if they have no purpose.  There are frames, small pieces of furniture, and (animal?) bones hanging in the ropes.  Boxes, books, pots, kettles, even glassware and coins are stacked together in teetering piles and chaotically collapsed heaps.  A table with a broken leg is propped up by dolls and a wooden rocking horse.  Its surface lists over unevenly.  Candlesticks and small tools have slid off the table and onto the floor long enough ago to be covered by a layer of gray dust.  A large painting of three riders, one male and two female hangs from the roof of the cavern by one corner at twists slowly in the light breeze.

"Rowena?  Myrna?  Who have you brought to see me?" asks a woman's voice from the darkness.  It sounds weak and strained as if the woman were injured or dying.

You shiver as a slight chill runs up your back.
Sunna
player, 255 posts
Sun 19 Oct 2014
at 10:33
  • msg #453

Re: Ch08 - The Haunted Tower of Sowell

Sunna follows Farden down the tunnel but leaves enough room for Glumr to get past her if he should wish to do so.

Sunna stops right when she hears the woman speak up. It takes her a moment to compose herself, the chill creeping down her spine reminding her vividly of the encounter with the two malevolent spirits. "I just feel like going back is the best idea", she whispers towards the others.
Holly
player, 839 posts
Protect the Land
to protect your Children
Wed 22 Oct 2014
at 12:12
  • msg #454

Re: Ch08 - The Haunted Tower of Sowell

"I would agree cousin, but I don't think we should leave anything unsearched. This staff might get us out of here by controlling the undead, but there may be other things just as bad left hear. I'd rather have my spells back, but I think we need to press on now" Holly says, drawing her sickle and getting ready to advance.
Sunna
player, 256 posts
Thu 23 Oct 2014
at 17:37
  • msg #455

Re: Ch08 - The Haunted Tower of Sowell

Taking a deep breath Sunna nods, then looks to Farden and Glumr, putting a finger on her lips, before she speaks in a louder voice, so that the woman might hear: "A friend of the family, who just happened to be passing by." With that Sunna makes a few careful steps forward, slow enough so that the others may try to hide the sound of their steps in hers.
Fritzholm
GM, 1697 posts
toss the dice
and have fun
Thu 23 Oct 2014
at 21:12
  • msg #456

Re: Ch08 - The Haunted Tower of Sowell

Sunna, please make a Bluff roll (DC25).  You get a +2 if you can tell me who Rowena and Myrna are and who you are trying to pass yourself off as.
Holly
player, 840 posts
Protect the Land
to protect your Children
Mon 3 Nov 2014
at 12:04
  • msg #457

Re: Ch08 - The Haunted Tower of Sowell

Holly is concerned by the voice, and considers the lack of spells she has left, before drawing her sickle out ready to defend against more incorporal spirits. She listened to Sunna, and hoped her explanation would be enough for them to not have to fight again.
Sunna
player, 257 posts
Mon 3 Nov 2014
at 13:39
  • msg #458

Re: Ch08 - The Haunted Tower of Sowell

OOC: Sunna rolled 16 using 1d20+8. Bluff. (without the +2, but it's not enough anyway)
Sorry, had to read it up, then forgot to post, then had to read it up again... and I still think I forgot/overlooked something.
Rowena and Myrna are Kelneys sisters. I think one of them disappeared, at least we were told about a disppearance of Kelneys sister in one of the blue visions.
Uhm, Sunna would try to pass herself off as Myrna.

Fritzholm
GM, 1698 posts
toss the dice
and have fun
Tue 4 Nov 2014
at 07:14
  • msg #459

Re: Ch08 - The Haunted Tower of Sowell

"Friends are but a means to an ends," says the voice, nearer and less frail sounding now.  It has singsong quality to it  "A girl pretends.  The path that bends.  Oh yes, oh yes.  The raven-laid trail of breadcrumbs descends."

Points of sparkling color appear in the darkness close enough that your light should penetrate that far, however dimly, but it doesn't.  A triple strand of tiny crimson, cerulean, gold, emerald, and white balls of light draped elegantly around her neck and along the top of her chest reveal the woman's face, hair and shoulders.  Her hair is a deep rich black, her eyes reflect the lighter shades of blue, and her skin is fair.  She would be a stunning beauty if it weren't for a disturbing sense of the uncanny.  Something is not quite right in the way her eyes dart around, her expression does not fit her demeanor, and her words do not precisely match the movements of her mouth.

"A family blends but fragments of dripping marrow unmends ossified splinters with hearts a-burst and flesh that rends."

You don't like this latest turn in the verse.

Small but brilliant points of colored light on her fingers and around her wrists show off her slender but capable hands.

"No dear, oh dear, the end is near.  Tis not a family friend I fear. One lick from tip of the tongue can hear portrayal, betrayal that condescends."

This does NOT sound good, but she takes a deep breath.  A placidity falls over her and she smiles sweetly.




And unleashes the most terrifying shrieking wail of the mad and damned.  You have heard this cry before out in the boat as you approached the island, but it was muffled by earth and walls and a safe distance.  This time you stand right in the horrifying brunt of it.

Everyone make Will saves.
Sunna
player, 258 posts
Tue 4 Nov 2014
at 15:05
  • msg #460

Re: Ch08 - The Haunted Tower of Sowell

Sunna stares at the approaching woman with eyes wide, her left hand almost absentmindedly reaching for the flute, feeling that a fight will be inevitable, while her right grips the crossbow more firmly. Then the woman starts to scream and Sunna feels instantly panic creeping up her neck, trying to overwhelm her.

OOC: Sunna rolled 19 using 1d20+5. will save.
Somehow I doubt it'll suffice.

Farden
player, 616 posts
the paranoid guy
male fighter
Wed 5 Nov 2014
at 04:27
  • msg #461

Re: Ch08 - The Haunted Tower of Sowell

09:57, Today: Farden rolled 16 using 1d20+2. will.
Holly
player, 841 posts
Protect the Land
to protect your Children
Wed 5 Nov 2014
at 12:31
  • msg #462

Re: Ch08 - The Haunted Tower of Sowell

Holly felt the pain and tried to place her hands over her ears, the sickle not helping her shut the noise out, and a bare whisper of a memory of a bed time story flitted through her mind before it was lost.

[Holly rolled 16 using 1d20+8. Holly Will Save.]
Fritzholm
GM, 1699 posts
toss the dice
and have fun
Wed 5 Nov 2014
at 17:22
  • msg #463

Re: Ch08 - The Haunted Tower of Sowell

The wail is as terrifying as anything you've ever heard.  You're frozen in your tracks with your mind reeling.  Every bit of your essence wants to flee, but your hesitate, not even sure your numbed body will respond.

Before you can run, the horrible sound is pierced by a strong, steady note.  Sunna starts playing an incredible tune that doesn't drawn out the wail, but makes it somehow less frightening.  You shake your head and thoughts of fear and terror drain away.  This is no time for panic.  This is time for action.

Everyone roll initiative.

I will post a tactical map tonight.
Sunna
player, 259 posts
Wed 5 Nov 2014
at 17:46
  • msg #464

Re: Ch08 - The Haunted Tower of Sowell

OOC: Sunna rolled 12 using 1d20+2. Initiative.
This message was last edited by the player at 17:47, Wed 05 Nov 2014.
Holly
player, 842 posts
Protect the Land
to protect your Children
Wed 5 Nov 2014
at 18:19
  • msg #465

Re: Ch08 - The Haunted Tower of Sowell

Saying a quiet prayer of thanks to Sunna, and then Obad-Hai, Holly tries to shake off the numbness.

[Holly rolled 15 using 1d20+1. Initiative. ]
Farden
player, 617 posts
the paranoid guy
male fighter
Thu 6 Nov 2014
at 03:31
  • msg #466

Re: Ch08 - The Haunted Tower of Sowell

09:00, Today: Farden rolled 14 using 1d20+2. init.
Fritzholm
GM, 1700 posts
toss the dice
and have fun
Thu 6 Nov 2014
at 10:44
  • msg #467

Battling Kelney Sowell- round 1

Init
----
Holly 15
Farden 14
Sunna 12
Kelney 9
Glumr 8


Surely, this ghostly apparition expected you to turn tail and run, or at the very least crumble into a gibbering heap.  Thanks to a well timed virtuoso performance by Sunna you got the jump on her.



The horrible wailing is ongoing, Sunna can keep up the countersong for up to 9 more rounds.  However, I believe this is her last use of bardic music for the day.  (on the boat, during the cliff battle, fighting Augustine, and just now.)

While using bardic music you cannot cast spells with verbal components, use activation words (this includes the word to send crossbow bolts into the spirit realm), or engage in activities which require two hands (such as loading a crossbow).  Otherwise you're free to move and act.

I need round 1 actions for Holly, Farden, and Sunna.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Holly
player, 843 posts
Protect the Land
to protect your Children
Thu 6 Nov 2014
at 12:46
  • msg #468

Re: Battling Kelney Sowell- round 1

Holly moves forward defensively to stand in front of Sunna, assuming she will continue with the musical protection whilst they fight off the undead creature before them. Holly asks, "Should I attempt to use the new staff?" to no-one in particular whilst holding her sickle ready for action and casting a simple cantrip to provide more light.

[Holly Move Action - moves 20 ft to H11 in front of Sunna.
Holly Standard Action - Cast Light spell on sickle]

Glumr
player, 1064 posts
  Woodland
  Ninja
Fri 7 Nov 2014
at 19:35
  • msg #469

Re: Battling Kelney Sowell- round 1

The sound of the scream stops Glumr where he stands.  It's like nothing he's heard. Terrifying and unnatural.  All he can do is think of running.  Surely nothing can fight off the maker of such noise.  The only option must be to flee.

But before he starts running, the sound of Sunna's music snaps him out of it.  Confused by his previous line of thinking, like it was from someone else, Glumr shakes off the mental fog, realizing what is really happening.

Glumr remembers the wax in his coin pouch.  This would be ideal to plug his ears if Sunna's music stops.


OCC - Is there enough wax for everyone?
Fritzholm
GM, 1701 posts
toss the dice
and have fun
Fri 7 Nov 2014
at 19:56
  • msg #470

Re: Battling Kelney Sowell- round 1

The ball of soft beeswax (mixed with another ingredient to soften it) has gotten a bit linty in your pouch, but that won't harm your use of it at all.  The provisioner gave you plenty for all four of you to use.  It takes a Full Action to roll a pair of plugs and push then into your ears.  This provokes an AoO if any enemies are threatening you.

quote:
...simple shaped globs of beeswax.  It's good for +2 protection against sonic attacks, but badly hampers communication and listen rolls.

Sunna
player, 260 posts
Fri 7 Nov 2014
at 20:31
  • msg #471

Re: Battling Kelney Sowell- round 1

Concentrated on countering the wailing sound Sunna can't really give an answer to Hollys question. Instinctively she moves a bit away from their new opponent. Could it really be Kelney?

OOC: move to G13.
And yes, last use of bardic music :(

Farden
player, 618 posts
the paranoid guy
male fighter
Sun 9 Nov 2014
at 07:33
  • msg #472

Re: Battling Kelney Sowell- round 1

Farden charges the apparition, spirit sword swinging two-handed.

OOC:
Charging, declaring dodge
Current AC:16, current TAC: 11
13:00, Today: Farden rolled 30,9 using d20+11,d8+7. charge atk, dmg.

Since its a ghost, I don't get any crit damage. Dang.

I have a question: what effect will it have on a ghost that tries to melee attack me, if I happen to upend a vial of holy water on my own head?

Fritzholm
GM, 1702 posts
toss the dice
and have fun
Mon 10 Nov 2014
at 20:52
  • msg #473

Re: Battling Kelney Sowell- round 1

Farden, you are not allowed to charge with allies in the way.

quote:
You must have a clear path toward the opponent, and nothing can hinder your movement...  if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge.


and it's 5 feet too far to make a normal move, and attack BUT...

The result of the charge is much cooler than nullifying your attack, so I'm going to make a one time exception.  As it turns out the crit *will* do you some good.



Holly steps up and sheds more light on Kelney's ghostly form.  Even so, she still looks wispy and shadowy.  Many parts of her body don't appear at all.  The parts that do are certainly more colorful and vibrant than they were for the other spirits you've encountered.  Something's different here.

Farden weaves his way past Sunna and Holly at nearly a full run, forgoing defense for offensive punch. When he swings, the ghostly form disappears and reappears about 15 feet away.  However, his longsword blitz was so lightning quick that it slashed the spirit in the split second before she could blink away.  She stops the horrifying wail and lets out a shocked shriek of pain.  (Score one for our heroes!)

Her eyes narrow into smoldering red slits of fury.

"You will pay for that with your lives!" she shouts before weaving her hands through the air and incanting a magical phrase.

Six blue fiery auras surround six human skulls that happened to be lying around amongst the slew of dusty odd items littering the cavern.  The enchanted skulls float up into the air and fly menacingly toward our heroes.  They spew blue fire at Sunna and Holly, who are able to avoid the spectral attacks, but Farden is less lucky.  He gets surrounded by 3 of the flying skulls and bathed in blue fire.  A cold burn scalds his very soul.

Farden is flanked, hit twice, and takes 6 points of damage.  Please make 2 FORT saves DC13 to keep from being set on fire.


Kelney is now in a dimly lit area.  All attacks on her (unless one of the light sources moves) will have a 20% miss chance due to concealment.  I will make this roll if required.  The skull spirits are self illuminated.  They will never gain concealment in darkness.

Kelney is clearly incorporeal.  You will need to use your spirit weapons, magic, or holy water to harm her.  The Skull Spirits you're less sure about.  The skulls seem real enough.

Dousing yourself in holy water (standard action) would give you 3 rounds in which any touch attack by the unholy would yield the equivalent of splash damage (1 point).  Inventive, but not very effective.


Init
----
Holly 15
Farden 14
Sunna 12
Kelney 9
Skull Spirits 9
Glumr 8

I need Glumr's round 1 action and round 2 actions for everyone else.

http://zachery.path.med.umich....efang/Kelney_map.jpg
This message was last edited by the GM at 20:54, Mon 10 Nov 2014.
Glumr
player, 1065 posts
  Woodland
  Ninja
Mon 10 Nov 2014
at 21:38
  • msg #474

Re: Battling Kelney Sowell- round 1

Glumr, seeing the skulls fly into motion, thinks maybe he can get a shot in on Kelney while she's distracted.

"She can be hurt!" Glumr yells to his friends "and you forgot to say it in rhyme" he says to himself as much as Kelney.

He steps forward and draws an arrow, takes a breath to aim, and fires one, and then a second in rapid succession at the spirit woman.

Glumr moves to H15

OCC - I took things as we do not get a bonus to attack from music?  Else I'd have another +1 to following roles.

Glumr rolled 17 using 1d20+8. Arrow 1 at K
Glumr rolled 16 using 1d20+8. Arrow 2 at K.

Rolling dice for Damage, not sure of her DC.

Glumr rolled 5 using 1d8+1. Damage from Arrow 1.
Glumr rolled 5 using 1d8+1. Damage from Arrow 2.

Fritzholm
GM, 1703 posts
toss the dice
and have fun
Mon 10 Nov 2014
at 23:10
  • msg #475

Re: Battling Kelney Sowell- round 1

Even with precise shot there's no way you can shoot accurately through that many occupied squares,so I'm moving you to J14 and giving you one shot instead of two.


Glumr's arrow sails through the cavern on target, but Kelney mere blinks out of harm's way to H5.  Curses!

http://zachery.path.med.umich....efang/Kelney_map.jpg
This message was last edited by the GM at 23:11, Mon 10 Nov 2014.
Holly
player, 844 posts
Protect the Land
to protect your Children
Tue 11 Nov 2014
at 09:37
  • msg #476

Re: Battling Kelney Sowell- round 1

Surrounded, Holly turns her back on Kelney for a moment to strike out at the skull attacking Sunna, hoping to strike it down before it could disrupt the supporting music from her cousin. With the skull distracted perhaps in its attempts to attack Sunna, Holly is able to swing the enchanted sickle with all her skills to try and strike it down.

[Holly attacks skull in G12.
Holly rolled 20 using 1d20+4. Strike at skull - by Sunna.
Holly rolled 5 using 1d6+1. Dmg to Skull by Sunna. ]

Fritzholm
GM, 1705 posts
toss the dice
and have fun
Thu 13 Nov 2014
at 17:33
  • msg #477

Re: Battling Kelney Sowell- round 2

We need round 2 actions from Farden and Sunna.
Sunna
player, 261 posts
Thu 13 Nov 2014
at 17:42
  • msg #478

Re: Battling Kelney Sowell- round 2

Sunna stares at the skull in front of her for a second, then slashes at the thing.

Sunna rolled 16 using 1d20+6. attack skull G12.
18:41, Today: Sunna rolled 1 using 1d6. possible damage.

Farden
player, 619 posts
the paranoid guy
male fighter
Sat 15 Nov 2014
at 17:51
  • msg #479

Re: Battling Kelney Sowell- round 2

Luckily, Farden's armor proves hard to set on fire...

23:06, Today: Farden rolled 18,21 using d20+4,d20+4. fort dc 13.

Ignoring the skulls crowding him, Farden decides to keep up the pressure on Kelney. Moving past the skulls, Farden takes another swing at the woman.

Move to G6, AC/TAC against AoOs: 21/16 (Can floating skulls even take AoOs?)

Attack Kelney with spirit sword
23:20, Today: Farden rolled 15,10 using d20+9,d8+7. atk, dmg.

Current AC/TAC: 17/12 (18/13 vs Kelney)

Fritzholm
GM, 1706 posts
toss the dice
and have fun
Mon 17 Nov 2014
at 19:37
  • msg #480

Re: Battling Kelney Sowell- round 2

Holly slashes the fiery skull with her sickle.  It feels solid enough.  Sunna is less successful.  She misses with her short sword.

Farden totally evades the floating skulls around him and presses the attack on the ghostly sorceress.  She drifts away, avoiding his spirit blade.

"You never should have come here," Kelney warns.  Her voice begins melodic and echo-y, but becomes bathed in fury.  "This tower is MINE!"

She spits out arcane words and brings her hand together near her solar plexus.  A deadly, crackling, blindingly bright bolt fires at Farden.  It continues on to fry two of the floating fiery skulls on its way to Sunna.

Farden may make an attack of opportunity on Kelney.

We can't go any further until Farden and Sunna make DC16 Reflex saves.  Take 16 points of damage if you fail, 8 if you succeed.  Oh mighty dice roller, if ever you could give our heroes a good roll, this would be the time.



http://zachery.path.med.umich....efang/Kelney_map.jpg
Sunna
player, 262 posts
Mon 17 Nov 2014
at 21:40
  • msg #481

Re: Battling Kelney Sowell- round 2

22:40, Today: Sunna rolled 22 using 1d20+6. reflex save.
Fritzholm
GM, 1707 posts
toss the dice
and have fun
Mon 17 Nov 2014
at 23:15
  • msg #482

Re: Battling Kelney Sowell- round 2

Sweet!  You still get zotzed pretty good, but you don't end up lying on the ground bleeding to death.
Farden
player, 620 posts
the paranoid guy
male fighter
Fri 21 Nov 2014
at 09:58
  • msg #483

Re: Battling Kelney Sowell- round 2

Farden takes a swing at Kelney, but is too busy dodging the worst of the lightning to make it count...

15:24, Today: Farden rolled 14,15 using d20+9,d8+7. AoO atk, dmg.
15:25, Today: Farden rolled 18 using 1d20+3. ref dc 16.

I'm taking my next turn now...


Stabilizing his footing, Farden once more approaches the spirit, taking a powerful swing at it.

15:27, Today: Farden rolled 19,13 using d20+9,d8+7. atk, dmg.

Holly
player, 845 posts
Protect the Land
to protect your Children
Fri 21 Nov 2014
at 12:50
  • msg #484

Re: Battling Kelney Sowell- round 2

Holly moves up a little to move the light source to hopefully keep the enemy in sight, and strikes out again with the sickle against one of the burning skulls. trying to keep herself between the skulls and Sunna seemed to be working for the moment, and that would hopefully give Farden and Glumr enough opportunities.

[Holly Free Action - 5ft step from H11 to H10. Standard Action - Attack Skull in I11.
Holly rolled 15 using 1d20+4. Attack Skull 2.
Holly rolled 2 using 1d6+1. Poss Dmg Skull 2.]

Sunna
player, 263 posts
Sun 23 Nov 2014
at 07:37
  • msg #485

Re: Battling Kelney Sowell- round 2

As the bolt hits her Sunna screams out in pain, almost dropping the flute. With the countersong now interrupted anyway she puts the fluite away and reaches for the crossbow once more, not daring to come too close to any of the skulls - or Kelney - at the moment.

OOC: Move to G12, put away flute, get crossbow in one hand again. Everything else will have to wait until next round.
Fritzholm
GM, 1708 posts
toss the dice
and have fun
Mon 24 Nov 2014
at 21:40
  • msg #486

Battling Kelney Sowell- still round 2!

Both Farden and Sunna survive Kelney's deadly blast, but Farden on the verge of collapse.  Sunna wishes she hadn't let him talk her out of her last healing attempt.  You all shutter to think of how badly this battle will go if Farden falls.

The remaining skull spirits converge on Farden and Holly.  Holly avoids one burst of blue flames, but gets caught squarely by the next.  Farden is better able to defend himself, but wishes he had his shield readied.  It would be very helpful against the blue flames.

Holly takes 3 points of damage.  Please make a DC 13 FORT save to avoid catching fire.

I need a round 2 action for Glumr.  Looks like everyone else has already posted round 3 action.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Glumr
player, 1067 posts
  Woodland
  Ninja
Tue 25 Nov 2014
at 21:18
  • msg #487

Re: Battling Kelney Sowell- still round 2!

Glumr, seeing Kelney teleport out of the way of his arrow, decides to focus his attention to his friends.  He fires two arrows in rapid succession, sending them at the skulls attacking Holly and Sunna.  Each skull he can drop is one less thing to hurt his friends.

Glumr moves to K13 (or J13 if the wall occupies too much space)
Glumr rolled 26 using 1d20+10. Arrow 1 at Skull 2.
Glumr rolled 8 using 1d8+2. Damage Arrow 1.
(If skull 2 goes down, then second shot would be at Skull 3)
Glumr rolled 13 using 1d20+10. Arrow 2 at Skull 2.
Glumr rolled 3 using 1d8+2. Damage Arrow 2.

This message was last edited by the player at 21:18, Tue 25 Nov 2014.
Fritzholm
GM, 1709 posts
toss the dice
and have fun
Thu 27 Nov 2014
at 09:56
  • msg #488

Battling Kelney Sowell - round 3

Glumr leans his left hip against the rock wall and fires off two quick shots, one of which strikes the floating skull dead-on, causing its blue flame to flicker and nearly go out.  The skull dips slightly, but maintains enough control of its course to avoid Holly's sickle.

I kept Holly where she was because H10 is occupied and she is doing a better job of protecting Glumr and Sunna where she is now.

Farden presses the attack on Kelney heroically.  He makes an excellent strike at her, but she magically disappears just as she would've been hit, appearing again instantly behind the pair of skull spirits.

Kelney grins wild-eyed.  She raises her colored-light-baubled hands and shouts arcane words.  4 bolts of blue flame shoot out unerringly striking every one of you.

Farden, who was already reeling from fire and lightning and his previous wounds, falls back against the pillar.  He winces, consciousness fading, and slides slowly floorward.  He grits his teeth.  For a moment it looks as if he might be able to regain his footing through sheer force of will.  Though his spirit is willing the ravages of Sowell magic are too much for his physical form to endure.   Farden falls.

Sunna is hardly better off.  She looks as if a stiff breeze could finish her, but for now she is still standing.

Farden takes 3 points, dropping him to -1.  Holly takes 2 points of damage.    Sunna takes 4 points (just 1 HP).  Glumr take 5 points.

Normally, magic missile can only strike targets within 15 feet of each other.  However, this means Kelney would've targeted Farden with all 4, which was likely to (and would've) killed him.  I figured it was better to bend the rules and give you guys a fighting chance to stabilize Farden.

The floating skull with the arrow embedded in it breaks off its attacks on Holly and turns its fire on Glumr.  The agile archer spins left to avoid the flames.

One of the skull spirits that had been attacking Farden joins in to double team Holly.  She frustratingly tries both to defend Sunna and avoid the flames herself.  She is only partially successful.

Holly takes another 2 points of damage and must make a FORT save DC13 to avoid catching fire.

I need just Glumr's turn 3 action and Holly's saving throw.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Farden
player, 622 posts
the paranoid guy
male fighter
Sat 29 Nov 2014
at 15:50
  • msg #489

Re: Battling Kelney Sowell - round 3



OOC:

Goddammm rassin frassin blink effects....

21:20, Today: Farden rolled 63 using 1d100. stabilize 1-10.

Glumr
player, 1068 posts
  Woodland
  Ninja
Mon 1 Dec 2014
at 20:58
  • msg #490

Re: Battling Kelney Sowell - round 3

"We need to get to Farden!"  Glumr yells to the girls. "Group up with me.  Holly, try to hold things back so Sunna and I can use our arrows!"


Glumr move to J14
Glumr rolled 26 using 1d20+10. Arrow 1 @ Skull 2
Glumr rolled 3 using 1d8+2. Damage Arrow 1.
Glumr rolled 11 using 1d20+10. Arrow 2 at Skull 2
Arrow 2 Misses

Fritzholm
GM, 1711 posts
toss the dice
and have fun
Tue 2 Dec 2014
at 03:51
  • msg #491

Battling Kelney Sowell - round 4

Another arrow sticks in the floating skull.  This time the blue flame is extinguished with a quiet *POP*.  The skull falls to the cavern floor.


"Kelney!" says a familiar voice that sounds like it surrounds you.  "Ignore these petty fugitives and come with me."

The dark spectral form of Augustine Sowell drifts out of the darkness into the far, dim reaches of Holly's sickle light.

"Who?!?" Kelney demands twisting left and right madly.

"augustine?..." she adds quietly, her voice hesitant and unsure.

"No!  This tower is MINE!  I will destroy these interlopers."

"Kelney, look around you.  The tower is destroyed, in ruins.  It is no longer our home.  It is our tomb!  We were trapped her for ages - tethered by our attachments in life, but no more.  Come with me.  We are free!"

Kelney does look around.  She peers upwards as if looking up through the rock to the mist and the erie green glow.  Then she turns to the dark spirit with the blue arm and eye.

"Augustine?"  she says again, unsure.



Kelney might be temporarily distracted but the remaining blue flame skulls are still menacing our heroes.

I need round 4 actions for Holly and Sunna.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Farden
player, 623 posts
the paranoid guy
male fighter
Wed 3 Dec 2014
at 06:03
  • msg #492

Re: Battling Kelney Sowell - round 4

Farden breathes a bit easier he rolls over and the weight of his armor acts like an impromptu compress.

11:32, Today: Farden rolled 1 using 1d100. stabilize 1-10.

Fritzholm
GM, 1712 posts
toss the dice
and have fun
Wed 3 Dec 2014
at 06:17
  • msg #493

Re: Battling Kelney Sowell - round 4

Please note that Farden stabilizes at the end of this round (4).  Of course, none of you know he's not still bleeding to death.  Please play as if he is still in urgent need of healing.
Holly
player, 847 posts
Protect the Land
to protect your Children
Tue 9 Dec 2014
at 11:19
  • msg #494

Re: Battling Kelney Sowell - round 4

"Glumr, help me here, I need to get to Farden!" Holly shifts to her left, moving around the skull and trying to get into a position to stabilise him. With Sunna now engaging in fighting, rather than supporting their spirit, Holly felt comfortable in trying to get to Farden. Striking out at the skull, Holly hoped to drop it to free her movements.

[Free Action - Move 5 ft to G10. Standard Action - Attack Skull 3 in H10.
Holly rolled 23 using 1d20+4. Attack on Skull 3 in H10.
Holly rolled 3 using 1d6+1. Poss Damage to Skull 3 in H10.]

Fritzholm
GM, 1713 posts
toss the dice
and have fun
Thu 11 Dec 2014
at 21:58
  • msg #495

Re: Battling Kelney Sowell - round 4

Sunna's player is preoccupied with a joyous event, so I'll take control for now.


Holly's sickle strikes the floating skull solidly, knocking it back, but not cutting it like it would flesh.  The flame dims and flickers a bit.


"I think I can get Farden and heal him," says Sunna darting around one stone pillar to hide behind another.  "You and Glumr hold off the skulls."

Sunna presses her back to the pillar, using it as cover from whatever terrible magical bolts the crazy sorceress spirit might deem to hurl at her.  Her limbs are quaking and a cold sweat drips off her forehead.  It been a very rough day.  She's been burned, blasted, and zapped by lightning - not to mention having her heart stopped by the undead.  Sunna pulls out a Goldenpoint healing potion and gulps it down.  She's going to need all the help she can get for this next stunt.

Sunna regains 8 hit points.


"Free?" says Kelney to Augustine in a near whisper.

Then she starts reciting rhyming verse again.

"Free of bonds of worlds below"
"Collecting souls from to and fro"
"Tread the trails only dead men know"
"Cursed by cries of carrion crow"
"A drop of blood enough to spawn"
"Without but a moment gone," she rattles off.

"I play games with chip and pawn"
"And make men dance from death to dawn," Augustine finishes.

It's dark and morbid, but you're glad they're babbling poems instead of blasting you with magic spells.

Unfortunately, the floating skulls continue their assault on our heroes.  The floating skull that was guarding Kelney moves up to engage Holly, and Skull Spirit 5 breaks off to go after Glumr.  It catches the nimble archer with just the very edge of its cloud of flame, singeing him.  Holly has better luck.  She manages to fend off both skulls without harm so far.

Glumr takes 1 point of damage and must make a REF save DC13 to avoid catching fire.  I also need Holly to make this roll from last round.  I'll assess the damage retroactively if you failed the save.

I need Glumr's round 4 action and Sunna and Holly's round 5 action.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Holly
player, 848 posts
Protect the Land
to protect your Children
Fri 12 Dec 2014
at 12:29
  • msg #496

Re: Battling Kelney Sowell - round 4

Holly round 5

Holly nodded as she heard Sunna make a move for Farden, but still shuffled herself closer in case Kelney did something that delayed her. Slashing her sickle, Holly felt a comfortable connection with the skull, and hoped her abilities held out long enough for them to get to Farden, and then hopefully deal with Kelney.

[Free Action - 5ft step from G10 to G9. Standard Action to attack Skull 6 in H9.
Holly rolled 21 using 1d20+4. Holly Attacking Skull 6 in H9.
Holly rolled 2 using 1d6+1. Holly - Possible Damage.

Holly rolled 16 using 1d20+2. Holly Reflex save DC13.]

Glumr
player, 1069 posts
  Woodland
  Ninja
Tue 16 Dec 2014
at 17:40
  • msg #497

Re: Battling Kelney Sowell - round 4

Glumr spins and the skull glances off of his cloak, burning him slightly but Glumr quick reflexes save him from catching fire.

"Holly, you wont clear those burning skulls... Hold them with me and let Sunna go to Farden" he yells back to Holly as he takes a step backwards while firing two arrows at point blank range into the skull that just attacked him.


Glumr take 5 foot step to I15
Glumr rolled 14 using 1d20+8. Reflex Save Fire.
Glumr rolled 30 using 1d20+10. Arrow 1 @ skull 5.
Glumr rolled 8 using 1d8+2. Damage Arrow 1.
Glumr rolled 11 using 1d20+10. Arrow 2 @ skull 5. (MISS)

Fritzholm
GM, 1714 posts
toss the dice
and have fun
Tue 16 Dec 2014
at 23:03
  • msg #498

Battling Kelney Sowell - round 5

Init
----
Holly 15
Sunna 12
Farden 12
Skull Spirits 9
Glumr 8


Glumr's arrow hits as perfectly dead-center as possible, delivering quite a blow to the floating skull, but its still battles on.  Holly whacks one of the burning skulls assaulting her, hoping to occupy their attention as much as to wear them down with repeated attacks.  Sunna dives out of her cover, singing a soothing, familiar, magical song.  She bends down to touch Farden, half expecting Kelney to roast them both with a blast of magical fire.  Farden stirs and stands, but before he can regain his bearings there's a brilliant flash.  The blinding light forces everyone to squint, shield their eyes, or look away.  An instant later Kelney and Augustine are gone.

Farden gains 10 HP, which elevates him to 8.  He'll need some serious rest soon, but he can fight on pure adrenaline for now.


Glumr has figured out the timing of the skull's attacks.  He easily avoids the ethereal fire.  Fighting two enemies at once is wearing Holly down.  Both skull spirits catch her in their bursts of flame.

Holly takes 9 points of damage and must make 2 more DC13 REF saves.

I need Glumr's turn 5 action and everyone else's turn 6 action.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Farden
player, 624 posts
the paranoid guy
male fighter
Sat 20 Dec 2014
at 04:35
  • msg #499

Re: Battling Kelney Sowell - round 5

Farden stands up disoriented from the healing. Looking around wildly he doesn't see the ghosts he'd been fighting, but he does see the skulls bearing down hard on Holly.

Moving into a stumbling run, he charges the nearest skull.

OOC: I think I have a clear line this time, so charging skull 6.

10:04, Today: Farden rolled 13,10 using d20+11,d8+7. charge, dmg.

Current AC/TAC: 15/10 (+1 dodge vs skull 6)

Holly
player, 850 posts
Protect the Land
to protect your Children
Sat 20 Dec 2014
at 10:38
  • msg #500

Re: Battling Kelney Sowell - round 5

[Holly rolled 22,3 using d20+2,d20+2. Two Reflex saves DC13. A 20 and a 1, interesting combination...]

Holly cries out in pain as the fire burns her, and she moves instinctively backwards and away from one of the skulls, trying to put out the flames whilst also swinging her sickle towards the one still within range. She can feel her skin melting from the concentrated source of heat, and hopes the skulls are destroyed soon. With a pillar between her and Sunna, Holly can only hope she can help Farden in time.


{Free Action - 5 Ft step from G9 to F9.
Attack Action - Attack Skull in F10.
Holly rolled 15 using 1d20+4. Attacking Skull in G10.
Holly rolled 2 using 1d6+1. Possible Damage on Skull in G10. ]

Sunna
player, 265 posts
Mon 22 Dec 2014
at 12:21
  • msg #501

Re: Battling Kelney Sowell - round 5

Sunna is relieved to see Kelney and Augustine go, even though this is something they will have to think about later. She hurries over to aid Holly with her two opponents, trying to get into the back of one of the skulls.

OOC: Move to I9, attack skull6 with shortsword
13:19, Today: Sunna rolled 23,6 using d20+6,d6. attack skull 6, possible damage.

Fritzholm
GM, 1715 posts
toss the dice
and have fun
Wed 31 Dec 2014
at 11:44
  • msg #502

Battling Kelney minus Kelney - round 6

Glumr retreats to the entrance of the cavern and fires two shots at the floating fiery skull.  One shot sails far to the left of it and the other far to the right.

Neither Farden nor Holly has any better luck battling the skulls, but Sunna  is able to get a solid blow in, badly damaging one of the skull spirits.

The skull fighting Glumr goes low singing Glumr's boots and trousers.  The other two are unable to burn either Sunna or Holly, but Holly is still alight with blue fire from the earlier attack.  She looks to be in very bad shape and might not be able to take even one more round of the magical fire.

Glumr takes one point of damage and must make a DC13 REF save or be caught on fire.  Holly takes 4 points of fire damage.

I need Glumr's round 6 action and everyone else's round 7 action.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Sunna
player, 268 posts
Fri 9 Jan 2015
at 17:20
  • msg #503

Re: Battling Kelney minus Kelney - round 6

Sunna slahes at the skull in front of her again.

18:20, Today: Sunna rolled 10,6 using d20+6,d6. attack skull, possible damage.
Glumr
player, 1070 posts
  Woodland
  Ninja
Tue 13 Jan 2015
at 13:51
  • msg #504

Re: Battling Kelney minus Kelney - round 6

Glumr ignites from the skull fire.   It burns his skin and fills his nose with the smell of burning hair and leather.  Despite the pain, he jumps away from the skull and pulls back his arrow and launches it directly into the skull.

Glumr rolled 11 using 1d20+8. Reflex Save Fire.
Glumr takes a 5' Step to H17
Glumr rolled 25 using 1d20+9. Arrow 1 @ skull 5.
Glumr rolled 4 using 1d8+2. Damage from Arrow 1.
Glumr rolled 25 using 1d20+9. Arrow 2 @ skull 5.
Glumr rolled 4 using 1d8+2. Damage from Arrow 2.

This message was last edited by the player at 22:06, Tue 13 Jan 2015.
Holly
player, 852 posts
Protect the Land
to protect your Children
Tue 13 Jan 2015
at 14:38
  • msg #505

Re: Battling Kelney minus Kelney - round 6

Holly screams in pain, adding a voice to her anger as she feels the fire burn her still. "GO AWAY YOU DAMNED SKULLS!" Holly shouts as she swings her sickle before moving away from the flames. Falling to the floor, Holly tries to put out the flames by rolling, hoping Farden and Sunna can keep her safe from the skulls whilst she deals with the flames licking at her.

[Standard Action - Attack Skull in G10. Free Action - Move to E8.
Action - Fall prone
10:15, Mon 05 Jan: Holly rolled 4 using 1d20+2. Reflex Save DC13 Fire out. Last turn.
10:16, Mon 05 Jan: Holly rolled 19 using 1d20+4. Attack on Skull.
10:15, Mon 05 Jan: Holly rolled 4 using 1d6+1. Possible Damage Sickle.
14:36, Today: Holly rolled 10 using 1d20+2. Reflex Save DC13 Fire out - This turn.
STILL BURNING! Ouch.]

Fritzholm
GM, 1718 posts
toss the dice
and have fun
Wed 14 Jan 2015
at 10:29
  • msg #506

Battling Kelney minus Kelney - round 7

Glumr times his shots perfectly, taking down the fiery skull in front of him and damaging the skull menacing Holly.  Holly too attacks effectively, finishing off the skull spirit nearest her, but she staggers back and collapses, overwhelmed by wispy blue ethereal fire.  Sunna cannot hit the last remaining skull, but Farden can.  He pounds it with a sweeping overhand swing that split the skull in two.

Glumr takes 1 point of damage and Holly takes 3.

The fight is over, but there's no calm yet.  Glumr and Holly are still on fire and Holly has lost consciousness.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Sunna
player, 270 posts
Fri 16 Jan 2015
at 17:33
  • msg #507

Re: Battling Kelney minus Kelney - round 7

Sunna reaches for her waterskin and tries to put out the flames on Holly with water and then tries to get one of her healing potions into Holly.
Glumr
player, 1071 posts
  Woodland
  Ninja
Fri 16 Jan 2015
at 20:31
  • msg #508

Re: Battling Kelney minus Kelney - round 7

Glumr easily taps the flames out after the threat of the skulls has been eliminated.  After extinguishing his flames, he moves to make sure Holly is doing okay.

Glumr rolled 32 using 1d20+12. Reflex Save Fire.
Fritzholm
GM, 1720 posts
toss the dice
and have fun
Fri 16 Jan 2015
at 21:03
  • msg #509

Ch08 - The Haunted Tower of Sowell

Sunna has extinguished and revived Holly.

Holly recovers 4 HP and is now conscious, but disoriented.

By my count Sunna has used her last CLW potion.

This fight took a lot out of the party.  Glumr is the only one among you who hasn't been shocked or burned within one magic healing of death.  You finally have a time to take a deep breath, rest, and regroup.

The cavern you are in is quite large.  It's natural for the most part, but the floor has been flattened out with hard packed dirt and there are six stone pillars reinforcing the ceiling.  All along the perimeter of the cavern ropes hang chaotically from iron rings.  All manner of object dangle from the haphazard web of rope including a large painting hanging from the ceiling.  Items and furniture are scattered around the sides of the room in stacks and piles.  There is another exit directly across from where you entered the cavern.
Sunna
player, 271 posts
Sun 18 Jan 2015
at 10:14
  • msg #510

Re: Ch08 - The Haunted Tower of Sowell

Sunna takes a closer look at the painting hanging from the ceiling.
"I don't know how you feel, but I'd prefer a rest soon." For all she knows there are still undead walking around, even though the two most dangerous inhabitants of the tower have left.
"But maybe we could take a short look at where the exit is leading." Sunna looks at Glumr with this words, since he's the only one who doesn't look like he's in bad need of a rest right now.
Fritzholm
GM, 1721 posts
toss the dice
and have fun
Sun 18 Jan 2015
at 11:21
  • msg #511

Re: Ch08 - The Haunted Tower of Sowell

You can only get so close while still standing on the ground.  However, there's a lot of furniture around.  You could probably find something to move and climb on for a better look.  For now I'll assume Sunna is just standing on the dirt floor.  In fact she has to move around some while viewing it because a light wind causes the painting to turn slowly one way before the rope forces it back slowly the other way.

The painting is of two women and a boy on horses.  It is quite large, easily the height of a man, allowing you to make out the details at a distance.  The women have similar features and look familiar.  It's possible that one or both of them were in the ghostly vision of the dinner party you saw earlier.  While they are both lovely and bear some resemblance to her, neither woman has the sheer radiance of Kelney Sowell.  Both women are riding uncommon white horses.  The boy is years younger than the women, possibly a son to one of them.  His horse is grey and thin.  It's very hard to tell without closer examination, but it looks different from the rest of the painting as if done by a different artist.  The landscape is expansive grasslands common to Triplefang lands.  It's daytime, but darkness is beginning to rise from the horizon.  Wait... it doesn't work that way.  You find this disturbing now that you've noticed the unnatural sky.
The painting is square, which also assaults your artistic sensibilities.  A landscape like this should be rectangular, not square.  Additionally, some vandal has punched a hole in the corner of the canvas to thread a rope through.  That aside, the painting is in unbelievably good condition if it's anywhere near as old as you suspect.

Sunna visually follows the rope suspending the painting through a tangled mess to a point where she could cut to bring down the painting.  It would be a two man job (one to cut and feed slack to the rope and one to guide the framed painting gently to rest) if you wanted to do it without damaging the artwork.
Sunna
player, 273 posts
Sun 18 Jan 2015
at 12:54
  • msg #512

Re: Ch08 - The Haunted Tower of Sowell

"On the other hand", Sunna continues, "we could first get this painting down carefully. Something about it strikes me as odd and I'd like to take a closer look at it." Be thorough in your search Reynard had said. Best not to overlook something. "But let me see if there's magic on this one, first." Sunna takes a look around and decides on a reasonably sturdy looking table to drag over and place under the painting for a better view.
Holly
player, 853 posts
Protect the Land
to protect your Children
Mon 19 Jan 2015
at 12:33
  • msg #513

Re: Ch08 - The Haunted Tower of Sowell

Holly listens, but doesn't pay much attention to her cousins as she sits recovering from the flames that nearly claimed her life. For now she is content to sit and wait for the others to say it is time to move on. It takes Holly a while to recover her thoughts, and then slips her hand into her backpack. Holly takes out one of her potions, knowing that she is of no use to anyone without spells, and even less use being so close to death. Drinking the potion, Holly lets to conforting warmth flow through her before she again relaxes.

[Holly uses one of her two CLW potions.]
Fritzholm
GM, 1722 posts
toss the dice
and have fun
Mon 19 Jan 2015
at 17:54
  • msg #514

Re: Ch08 - The Haunted Tower of Sowell

Holly recovers another 8 HP.

The furniture looks to be very finely crafted and very old.  Some of it is still in good condition and some of it is rotted away to uselessness.  Some of the furniture has been intentionally defaced.  For example there is a cabinet with the doors torn off and the words "hundred sons for one" scratched in the wood in several places, maybe by small claws.  There are a lot of items strewn about here.  Some of it looks quite valuable, but it's so disorganized.  Sunna finds a sturdy, well preserved, lacquered wood table.  She and Farden move it into the center of the cavern and Sunna climbs on to scrutinize the painting.

Sure enough there's something wrong with the boy's horse.  While looking to see if the brush strokes match the rest of the painting she's puzzled to find there aren't any brush strokes at all.  That part of the painting is smooth and a little warped.  The boy is facing away and to the side, so you cannot make out his features.  The horse is emaciated.  You can see its bones.

Sunna plays a little song of magical inquiry.
Glumr
player, 1072 posts
  Woodland
  Ninja
Mon 19 Jan 2015
at 20:50
  • msg #515

Re: Ch08 - The Haunted Tower of Sowell

Glumr looks at the painting with his companions.  It indeed strikes him as odd as it's nothing he's ever really seen before, not that he's seen a lot of art work.

"I dont like it.  Something is wrong with it." he says to nobody as much as Sunna.

"I'll scout the way out in a bit, I want to see what happens here." Glumr tells them as Sunna examines the painting.

Glumr looks through the room, looking for anything of value, while the others eyeball the painting.


Glumr searches
Glumr rolled 17 using 1d20+8. Search.

Fritzholm
GM, 1723 posts
toss the dice
and have fun
Tue 20 Jan 2015
at 06:26
  • msg #516

Re: Ch08 - The Haunted Tower of Sowell

The original purpose for making this journey and braving the horrors of this haunted tower was to find treasure.  There's bound to be something in all this clutter.  Glumr mentally sections the cavern off into quarters and starts his search of it in the quarter with a big pile of silver coins.  He finds 4 metal buckets, dumping out nails, sand, and a large disgusting collection dried dead bugs, to fill them with silver coins.  There are thousands of them, too many to count now.  There coins are old and don't look familiar, but they're silver and about the right size, so you can spend them.  There are also some gold coins and some other, possibly worthless coins mixed in.  You can sift through them later.

There's a large chest of drawers with over 20 drawers in it.  Each drawer is full of sorted bones all the same type, with different bones in different drawers.  Glumr holds a few up to his own body.  Are these all human bones?  Nothing of value here except an engraved brass ring found in the finger bone drawer.

Glumr scrounges up 6 books.  He knows these can be valuable and/or useful, but its best to leave closer examination of them to someone else.

There is a collection of very deeply tarnished silver bowls, spoons, saucers, cups, goblets, and a large carafe.  Glumr also finds nine intact corked and waxed bottles larger than quart bottles with no labels .  Others have been cracked and the liquid inside has run out or smashed completely.  Hundreds of pointy broken glass shards have been glued to a statue of a young naked woman and the whole thing has been coated with a thick crimson stain.

He finds two rectangular locked wooden boxes that might be map cases or boxes for dueling weapons.  One of the boxes' hinges are so badly rusted and deteriorated that Glumr is able to pop the box open from the back side.  It contains 2 finely crafted thin, ornate wooden shafts about 18 inches long.  It's likely the other box holds something similar, but it's in better shape and won't open so easily.

Rounding out the list of possibily valuable goodies in this quarter are more candles here than you could ever want, 4 full sets of neck, wrist, elbow, waist, and ankle manacles with the keys, and a brass gong.

Three quarters of the cavern's junk is still untouched.

Possibly valuable
-----------------
4 buckets full of silver coins
engraved brass ring
6 books
tarnished silver cups, bowls, etc
9 sealed bottles
2 wooden lock boxes
limitless candles
4 sets of manacles and keys
brass gong
Sunna
player, 274 posts
Tue 20 Jan 2015
at 08:56
  • msg #517

Re: Ch08 - The Haunted Tower of Sowell

"I don't like it, either", Sunna says and examines the boy on the strange horse more closely.
Glumr
player, 1073 posts
  Woodland
  Ninja
Tue 20 Jan 2015
at 13:36
  • msg #518

Re: Ch08 - The Haunted Tower of Sowell

"I found a bunch of odds and ends... and silvers."  Glumr says with a grin.

"There are some odds that I dont know about.  Some books too.  I'm not learned to read, so I didnt look in them, but I heard books can have magic words in them.

Can one of you ladies tell if there are magics on these items?  Considering this family was full of magic users, I would think they would have lots of magic items.

Likewise I have to believe this random, almost unwanted, trove of coins and odds are not the treasure rumored to be on this island."
"
Fritzholm
GM, 1724 posts
toss the dice
and have fun
Wed 21 Jan 2015
at 06:02
  • msg #519

Re: Ch08 - The Haunted Tower of Sowell

Glumr continues rummaging through the collection of oddities and mundane items in search of valuables.  At first the search goes poorly.  He finds tattered, near useless sacks of dust, unknown powder, scraps of metal, and gravel.  He finds a collection of 13 small stone fetishes that might be of some value, and a lot of moth-eaten clothing.  There's clothing for children and adults of both genders.  Some of it looks to have been quite regal, but time and neglect to reduced them to rags, with the exception of 3 remarkably preserved items.

One is a very flirty, ruffly purple minidress.  This style of dress strikes you as something Coal might wear.  Purple is a very rare fabric dye and this color is more vibrant than any purple garment you've seen.  It's still soft and in perfect condition.  There is a second dress.  It's a long, slinky, full length blue dress.  The blue dress is made of a clingy, shimmering fabrick.  It's backless and wide open on the sides.  It's also seemingly untouched by time.  The third garment is a thick fur trimmed black, red, and silver leather coat.  It is wide in the chest and shoulders, almost certainly to fit an adult male.  The interior is lined with a very thin, cool grey material you've never seen before.  The coat looks like it has never been worn.

Glumr opens a battered wardrobe expecting to find more clothes, but instead  he is greeted by a *POMF* and a cloud of greyish green spores.  The spores instantly fill his eyes, nose, and throat.  He staggers back, blinded and coughing, waving his hands to try to clear the cloud.  It's no use, so he goes into a full retreat, red faced and choking.

This interrupts his search before he finished the second quarter of the cavern.

Glumr, please make two DC16 FORT saves.

Possibly valuable
-----------------
13 small stone fetishes
2 dresses
leather coat
Sunna
player, 275 posts
Wed 21 Jan 2015
at 10:08
  • msg #520

Re: Ch08 - The Haunted Tower of Sowell

Sunna turns around to Glumr. "I'm sorry, but I need some rest before I can use magic again. It was a pretty exhausting day." Not only that, with almost all members of the group having been rescued from near death. Sunna hops from the table, just as the greyish green cloud explodes in Glumrs face.
"Glumr! Are you alright?" Sunna hurries over to him but avoids to come near the cloud.
Holly
player, 854 posts
Protect the Land
to protect your Children
Wed 21 Jan 2015
at 12:21
  • msg #521

Re: Ch08 - The Haunted Tower of Sowell

"We will look at the books, but I would need some rest before moving on. My spells are almost down to providing light only." Holly says from her seated position. She takes a moment to clean and then sharpen her new sickle, glad it had worked well in their time in the tower and wondering more about its connection to the spirit world.
Glumr
player, 1074 posts
  Woodland
  Ninja
Thu 22 Jan 2015
at 19:37
  • msg #522

Re: Ch08 - The Haunted Tower of Sowell

"COUGH!!! GASP!!!!  BLARG!!!!"  Glumr stumbles back with a mouth full of spores


Glumr rolled 17 using 1d20+4. Spores!!!!!!
Glumr rolled 8 using 1d20+4. Spores!!!!

Fritzholm
GM, 1725 posts
toss the dice
and have fun
Thu 22 Jan 2015
at 20:01
  • msg #523

Re: Ch08 - The Haunted Tower of Sowell

Glumr kneels down and tries to get a few breaths of clean air.  The room dips and sways.  He feels very queasy, but manages to keep his lunch down.  Sunna gives him some water to rinse out his eyes.  After a couple of minutes of coughing and spitting out spores, Glumr feels like he can return to searching the cavern.  His eyes are bloodshot but he can see normally.  His throat is sore and his lungs burn a little.

Assuming there are no other mishaps it'll probably take Glumr about 40 minutes to search through the rest of the stuff.  Other than resting, does anyone want to do anything during this time?
Fritzholm
GM, 1726 posts
toss the dice
and have fun
Mon 26 Jan 2015
at 06:25
  • msg #524

Re: Ch08 - The Haunted Tower of Sowell

Glumr gathers himself.  He does not feel good, but there's work to be done.  More valuables must be found.

Skipping over the disgusting wardrobe full of spores he continues searching the 2nd quarter of the cavern.  He finds several solid, well made melee weapons - a flail, a morningstar, and two maces.  All four weapons were made by the same smith as is evidenced by the craftsman's mark on the hilts.  He also finds a two foot tall silvered mirror which is sure to be valuable.

Then... Jackpot!  Dumped under rotten wool blankets and a torn velvet artwork there's a statue knocked over and resting face down.  The statue is wearing some sort of shoulder pads with bejeweled chains hanging from them.  There are incredible gems of all sorts inlayed into the chains, dozens of them!  Them gems alone have to be worth a fortune.  Farden helps him lift the statue enough to get the shoulder pads off.  Not too far away he also finds a matching jeweled circlet.  Are these the fabled Sowell jewels?  Glumr was expecting something more feminine.  Strangely, he hasn't found any of Kelney's jewelry yet, unless the circlet is hers.

Possibly valuable
-----------------
2 maces
flail
morningstar
mirror
jeweled chain shoulder pads
jeweled circlet
Fritzholm
GM, 1727 posts
toss the dice
and have fun
Mon 26 Jan 2015
at 19:50
  • msg #525

Re: Ch08 - The Haunted Tower of Sowell

The next quarter of the cavern isn't nearly as bountiful.  It's a vast sea of mundane items, detritus, and decayed or broken items.  Glumr finds only a plain looking, but remarkably well preserved leather belt with a handsome buckle, and a set of glass chimes that somehow avoided being shattered like so many bottles, glasses, flasks, and tubes have been.

Possibly valuable
-----------------
belt
glass chimes
Holly
player, 855 posts
Protect the Land
to protect your Children
Tue 27 Jan 2015
at 09:42
  • msg #526

Re: Ch08 - The Haunted Tower of Sowell

Holly enjoys the rest as Glumr does the searching, although she becomes concerned by his possible ingestion of spores. She determines to check the spores out after a decent rest, and a chance to renew her spells. Being underground doesn't worry her as much as it had in the land of the dwarves, and she knows they will hopefully be off the island soon. The magic item they had recovered should at least allow them off the island without being molested by any other undead, assuming someone was willing to take a chance on using it.
Sunna
player, 276 posts
Tue 27 Jan 2015
at 10:25
  • msg #527

Re: Ch08 - The Haunted Tower of Sowell

Glad that Glumr isn't seriously injured by the spores Sunna would like to get the painting down - with Fardens help most likely - and then sit down near Holly to get some rest herself. She'd like to help Glumr with the search, but it feels right to just sit down and rest the legs a little.
Fritzholm
GM, 1728 posts
toss the dice
and have fun
Tue 27 Jan 2015
at 20:59
  • msg #528

Re: Ch08 - The Haunted Tower of Sowell

The last quarter of the cavern smells of sulfur and litharge.  There is powder all over the ground and on nearly every surface.  It's too bad you couldn't recover some of the wasted sulfur or find some quicksilver.  They are very valuable to alchemists and enchanters.  Litharge, on the other hand is worthless to the best of your knowledge. Never-the-less Sunna and Glumr do find a few intact containers.  9 of them have green symbols etched into the glass.  There are 5 bulb shaped flasks sealed with glass stoppers etched with one symbol and 4 cylindrical vials with the other symbol.  There are also two unmarked classically potion style corked flasks.

Sunna finds two intricate clockwork horses about 8 inches tall that appear to have been part of a now lost larger set.  There are also some armless crude wooden figurines and metal puzzle blocks that strike her as too mundane to be worth taking, but a ceramic nesting doll might be unique enough to sell.

The last two items Glumr scrounges up are a light and well decorated buckler, and a deeply tarnished, but well made 6 valved horn.


Possibly valuable
-----------------
5 flasks
4 vials
2 potions
clockwork horses
nesting dolls
buckler
horn
This message was last edited by the GM at 21:32, Wed 28 Jan 2015.
Fritzholm
GM, 1729 posts
toss the dice
and have fun
Tue 27 Jan 2015
at 21:03
  • msg #529

Re: Ch08 - The Haunted Tower of Sowell

Summary of loot:

large painting of riders *
4 buckets full of silver coins **
engraved brass ring
6 books
tarnished silver cups, bowls, etc  **
9 sealed bottles
2 wooden lock boxes
limitless candles
4 sets of manacles and keys
brass gong
13 small stone fetishes
2 dresses
leather coat
2 maces
flail
morningstar
mirror
jeweled chain shoulder pads **
jeweled circlet **
belt
glass chimes
5 flasks
4 vials
2 potions **
clockwork horses
nesting dolls
buckler
horn

* Magical
** These items are treasure for sure!
Fritzholm
GM, 1730 posts
toss the dice
and have fun
Tue 27 Jan 2015
at 21:07
  • msg #530

Re: Ch08 - The Haunted Tower of Sowell

After you finish searching the cavern you rest for about half hour more before you turn your attention towards moving on, what you are going to take now, what you are going to come back for, and what you are going to leave behind completely.
Sunna
player, 277 posts
Thu 29 Jan 2015
at 14:22
  • msg #531

Re: Ch08 - The Haunted Tower of Sowell

Don't know if we're able to carry everything right away, but I vote for taking at least everything marked as treasure for sure plus the painting and the books... and the dresses! :) also I'm interested in the content of the bottles, wooden boxes, vials and flasks.
Fritzholm
GM, 1731 posts
toss the dice
and have fun
Thu 29 Jan 2015
at 17:59
  • msg #532

Re: Ch08 - The Haunted Tower of Sowell

OK.  Who is taking what?  The painting will take two hands to carry.  All 6 books could be carried in two hands.   A bucket of silver coins will take one hand.  The silver bowls, potions, circlet, jeweled chain shoulder pads, and dresses can be loaded into sacks (if anyone brought any) and backpacks.

Sunna, what would you like to do to investigate the liquids?  The contents of one of the boxes is easy enough to examine.  It looks to contain 2 wands.  Detect magic would be able to tell for sure, but if they aren't magical, what use are small ornate wooden shafts in a fancy box?  For that matter you could just try casting spells with them to find out.  The other box is locked.

After you guys scoop this stuff up are you handing off to investigate the other exit and leaving the rest of the loot?
Holly
player, 856 posts
Protect the Land
to protect your Children
Fri 30 Jan 2015
at 09:08
  • msg #533

Re: Ch08 - The Haunted Tower of Sowell

Holly calls everyone together and says, "I am out of spells, so I'd like to suggest we take this as a base camp and rest up for enough time for me and Sunna to recover our spells. We don't know if we will run into anything else dangerous if we go off searching for another route out of here, and being weighed down with treasure if that happens will just add to the damage we take. We nearly lost Farden and myself in that last fight, and I'd rather have magic on my side. Perhaps Glumr can scout out our route without bringing in trouble."
Sunna
player, 278 posts
Fri 30 Jan 2015
at 14:04
  • msg #534

Re: Ch08 - The Haunted Tower of Sowell

"I'm with Holly. A rest would be great."

OOC: I suppose taking the vials and flasks with us and give them to... Coal to find out what it i would be our best bet.

Fritzholm
GM, 1732 posts
toss the dice
and have fun
Sat 31 Jan 2015
at 07:30
  • msg #535

Re: Ch08 - The Haunted Tower of Sowell

This is a terribly creepy place to sleep for the night, but Holly is right.  You guys need rest.  Only half of you brought bedding, and while there are bed frames down here, the soft parts have long since deteriorated.  You decide to "make camp" in the relatively uncluttered center of the cavern where you won't roll over into nails, broken glass or human bones in your sleep.  It's not even sundown yet, so there's plenty of time to kill before you need to sleep.  You've eaten recently enough that you're not hungry again yet.  There's plenty of time to take a closer look at the loot, or just discuss your next move after leaving the tower.

Glumr puts his everburning torch into a thick sack to hide its light and uses his small light cylinder to see by, ready to tuck it inside his duster at a moment's notice.  It's hard to be stealthy in the dark while carrying a light source, but he's going to give it a go.  He walks out past the cavern exit into the darkness and just stands there for a few minutes to let his eyes adjust before slipping silently away.

Holly's light spell flickered out while Glumr was searching the cavern, so you're using Farden's lantern now.  There's plenty of oil to last all night if need be.  Holly smiles, remembering Mord's colossal purchase of gallons of lantern oil.  It seems like a long time ago, but you've still got plenty of the oil he bought from Ironbottom back on the cart.
Sunna
player, 279 posts
Sat 31 Jan 2015
at 08:15
  • msg #536

Re: Ch08 - The Haunted Tower of Sowell

"You know, the jewels look as if they are indeed Avaldamons jewels. Property of the Ferisedan clan..." Sunna sighs. "We could, however, break the items and sell the gems individually. I guess they are worth a lot even then. Would be a shame, though."
This message was last edited by the player at 11:06, Sun 01 Feb 2015.
Glumr
player, 1075 posts
  Woodland
  Ninja
Mon 2 Feb 2015
at 18:24
  • msg #537

Re: Ch08 - The Haunted Tower of Sowell

Glumr gives his friends a wave as he leaves the room.
Holly
player, 857 posts
Protect the Land
to protect your Children
Wed 4 Feb 2015
at 08:22
  • msg #538

Re: Ch08 - The Haunted Tower of Sowell

Holly picks up one of the books, and opens it. She knows there is danger in doing that simple action, but at this point she believes she has to take the risk.
Fritzholm
GM, 1733 posts
toss the dice
and have fun
Wed 4 Feb 2015
at 17:12
  • msg #539

Re: Ch08 - The Haunted Tower of Sowell

These books are OLD.  You can hardly believe they've survived this long.  The covers are in pretty good shape but the pages are dry and brittle.  You have to be careful with them.

The first book you look at is disturbing.  Not because of its original subject, whatever that was, but because of the deranged scrawl defacing nearly every page.  When you can make it out it says things like WHERE HAS DARSIN GONE?  WHERE ARE YOU?  HOW DID HE LEAVE?  NO WAY OFF THE ISLAND!!!  The entire book is written over with this madness.  This book is clearly worthless.

The next book is much better.  The diction is strange and there are words you've never seen before, but you can make out enough to understand the subject matter.  It's notes on the spirit realm... how to go there, what it's like, what to do there, how to bring things there and back.  If this stuff works, it's item enchantment gold!  You think Coal (maybe Snow too) would love this book.
Glumr
player, 1076 posts
  Woodland
  Ninja
Thu 5 Feb 2015
at 15:50
  • msg #540

Re: Ch08 - The Haunted Tower of Sowell

Glumr returns to his friends to tell what he found.

"I'm back, this tunnel takes us to the shore.  There's portcullis to open, but I think it's still works and just needs some extra muscle to turn its wheel.   I see lots of boats through the gate which we might be able to use to return to shore."
Holly
player, 858 posts
Protect the Land
to protect your Children
Thu 5 Feb 2015
at 16:47
  • msg #541

Re: Ch08 - The Haunted Tower of Sowell

"Or at least get us out of the fog to our awaiting ship. Nice work Glumr on the books. One very interesting item we might be able to use to bargain with Coal, if we need other items like my sickle." Holly sat a little happier now they had a potential way out, and one that would hopefully get them to safety without further undead bothering them. Although she was tempted to try out the staff she was currently looking after, she also was aware its potential for being misused.
Fritzholm
GM, 1734 posts
toss the dice
and have fun
Thu 5 Feb 2015
at 20:05
  • msg #542

Re: Ch08 - The Haunted Tower of Sowell

What's your next move?  Go check on the boats?  Ignore the boats for now and get to sleepin'?  Something else?
Sunna
player, 280 posts
Fri 6 Feb 2015
at 08:43
  • msg #543

Re: Ch08 - The Haunted Tower of Sowell

Carefully Sunna takes the book Holly had just laid to the side. She frowns at the scribbling ruining the original contents, then puts the book aside.

"Oh, that's great news, Glumr."

I would still vote for resting on the island before returning. But check the boats first.
Holly
player, 859 posts
Protect the Land
to protect your Children
Fri 6 Feb 2015
at 09:29
  • msg #544

Re: Ch08 - The Haunted Tower of Sowell

"We are secure here, at least as secure as we can be. Lets leave opening the gate until we are ready to move, and that won't be until Sunna and I have restored our spells I would suggest. I don't like staying here for a night either, but we should prepare for the worst. At least if there are boats, we should be able to get away from here in the morning." Holly says, wanting to be home, but aware they need to rest after the fighting of the day.
Fritzholm
GM, 1735 posts
toss the dice
and have fun
Fri 6 Feb 2015
at 22:54
  • msg #545

Re: Ch08 - The Haunted Tower of Sowell

It is a very strange night.
Fritzholm
GM, 1736 posts
toss the dice
and have fun
Sat 7 Feb 2015
at 19:17
  • msg #546

Re: Ch08 - The Haunted Tower of Sowell

The night is not restful in the least.  Everyone is haunted by nightmares that stick vividly to their consciousness long after they wake screaming and sweating.  Staying awake doesn't dull the sense of fright and going back to sleep only plunges you back into the horrors.  It's a terrible lose-lose situation.  At least there's no shortage of people willing to take a shift at watch with their eyes wide.

You judge morning by oil burned by the lantern.  All four of you have given up on sleep hours ago.  You're more tired than when the night began.  Another night of this would not only push you past the point of total exhaustion, but it might begin to drive you mad.  Holly is able to successfully prey for her full spells at the normal time, but Sunna finds her abilities depleted.  She will only be able to cast two 0 level and two 1st level spells today.  You do not think that resting any further in hopes of regaining health is a good idea at all.
Holly
player, 860 posts
Protect the Land
to protect your Children
Mon 9 Feb 2015
at 13:21
  • msg #547

Re: Ch08 - The Haunted Tower of Sowell

Holly is glad her link to Obad-Hai isn't as forsaken as in her dream and she focuses her mind on securing the spells for the coming day, partly based on the nightmares. Her first action after that is to call upon Ebony to join her on the material plane, and Holly quickly hugs the bear and feels a little of the terror leaving her as her companion licks her hand in recognition.

Checking on the others, Holly suggests they might want to move to the exit and await the light outside to show them more of what is going on outside this dark and nasty place.
Fritzholm
GM, 1737 posts
toss the dice
and have fun
Mon 9 Feb 2015
at 15:59
  • msg #548

Re: Ch08 - The Haunted Tower of Sowell

Not that talking animals are entirely new to our Triplefang heroes, but Holly is more than a little surprised (as are the rest of you) when Ebony talks to her in Clantongue.
Sunna
player, 281 posts
Mon 9 Feb 2015
at 17:10
  • msg #549

Re: Ch08 - The Haunted Tower of Sowell

Sunna pinches herself upon awakening to see if she really is awake or still dreaming. Just to be on the safe side. At least she doesn't look like in her dream, so hopefully it really was just a nightmare.

"I can't wait to get off this island", Sunna admits, "and out of this room." When the bear speaks up in Clantongue Sunna looks at it in surprise, then turns to Holly with a questioning look.
Holly
player, 861 posts
Protect the Land
to protect your Children
Mon 9 Feb 2015
at 17:29
  • msg #550

Re: Ch08 - The Haunted Tower of Sowell

"Ebony! How are you doing that?" Holly asks, before looking around the cave again and wondering what else it might affect. Turning her attention back to Ebony, she gently strokes his head as she tries to work out what is going on...
Erma
player, 6 posts
bear
Tue 10 Feb 2015
at 18:12
  • msg #551

Re: Ch08 - The Haunted Tower of Sowell

As Erma moves closer to the others, she gives them morning greetings,  "Daylight Greetings...",  Erma sneeze, the smell of humans tended to tickle her nose from time to time.  She looks about  at the others and tries not to take offense, that they were mistaking her for Ebony.  It was true, bears probably looked alike to them.

About as much as they all looked alike to Erma.  When Erma spoke, it was with what one might think of as an 'accent'.  She tended to growl and yowl certain words out, while certain sounds just didnt seem to want to form in her mouth.

She gave Holly a dumbfounded look, "With my maaaaw.", Erma looks at Holly her jaws widening to show off her pointed teeth.  Was Holly a little slow this morning?  Usually she was considered pretty bright, for a human at least.

'Sleep on a mound of ants, and you'll get no sleep.', Erma thought to herself, but couldn't be bothered to translate the adage to human.

"Saaaau~na right.  Time to goaaawl.", Erma comments agreement with Sunna.  The Salmon never leapt into the maw of the bears who stood around.  If you wanted something you needed to go about and earn it.
This message was last edited by the player at 22:41, Tue 10 Feb 2015.
Glumr
player, 1077 posts
  Woodland
  Ninja
Tue 10 Feb 2015
at 21:52
  • msg #552

Re: Ch08 - The Haunted Tower of Sowell

Glumr is happy the morning is here.  "By Elhonna, I had the most awful dreams last night.  Everyone was dead... or dead then reanimated as if by the necromancers who lived here.  It was terrible.   Holly, can you call on Obad-hai to see what is magical so we can carry anything of worth out of here."

...BEAR TALKS...

"What?!?!  What kind of creature is this?"  Glumr says to his friends
Erma
player, 7 posts
bear
Tue 10 Feb 2015
at 22:45
  • msg #553

Re: Ch08 - The Haunted Tower of Sowell

Glancin at Glumr, Erma decides to sits on her rather wide bottom and regards the party.

They were all a little slow this morning, were humans always this slow to wake in the mornings?  Maybe they just needed some food in them and a moment to gather their wits.

Erma could be patient.  Patience was sleeping through an entire winter and dreaming of warmer weather.  Yes.  Erma could be patient.
Holly
player, 862 posts
Protect the Land
to protect your Children
Wed 11 Feb 2015
at 11:29
  • msg #554

Re: Ch08 - The Haunted Tower of Sowell

"I used my summoning spell to call on Ebony's help, something I should have had prepared for yesterday. Might have saved me some hurt. But rather than Ebony, our friend here arrived. She seems to know us... and I don't know how. Lets be careful in case its something possessing Ebony, or whatever came from the summoning." Holly looks carefully at the bear, slowly resting her hand on her sickle as she considered the spell she had cast, and the results of it. Holly knew she could potentially unsummon it, if it had come through in responce to her spell, but didn't want to consider a day without a little added protection.

"Who are you, and how do you know us? Are you a ghost?" Holly asked, wondering what evil trick was being played on them now. Perhaps she wasn't really awake yet...
Erma
player, 9 posts
bear
Wed 11 Feb 2015
at 20:24
  • msg #555

Re: Ch08 - The Haunted Tower of Sowell

It was a complicated question, or at least the answer was.  Erma was not feeling compelled to explain her existence.  Why should she?  She didn't ask them to explain how humans who's heads were so dense with thoughts they missed the obvious could survive this long in the wilds, why did she have to explain her existence?

The problems with most humans were that they over thought things.  Why contemplate what the salmon was doing in the river, instead better to enjoy the good fortune of snacking on one.

At the thought, Erma licks her maw thoughtfully.  She did enjoy a good snack now and then.  Salmon were so much tastier, and didn't leave mucky patches of blood that matted up her fur... like... other things.

"Eerrrrr~mmmaaahh", Erma tries to comment, but it was like listening to a Wookie trying to speak english.  One that required patience.  Was it worth wasting a 'speak human' spell?  Sure she could do it a few times a day, but was now really the time for it.

Erma looked from one triplefang to the other, they didnt look like the sharpest tooth in the maw, she just might have to do it to get introductions over with.  Silly human, one sniff and they should be able to tell she wasnt going to eat them, this talking stuff was really over rated.
Sunna
player, 282 posts
Thu 12 Feb 2015
at 09:17
  • msg #556

Re: Ch08 - The Haunted Tower of Sowell

"So, your name is Ermaa?" Sunna asks the bear. "Well, uhm, nice to meet you." Wherever this bear came from. But so far it - she? - had made no move to attack anyone yet, unlike any other inhabitant of this island. Question is if the bear had something to do with this island, since Holly summoned it here.
"If you don't mind me asking, Erma, were you here on this island before? Do you know this place?"
Fritzholm
GM, 1738 posts
toss the dice
and have fun
Sat 14 Feb 2015
at 05:16
  • msg #557

Re: Ch08 - The Haunted Tower of Sowell

We can keep up the bear Q&A, but let's move forward with getting off the island preparations too.
Erma
player, 10 posts
bear
Sat 14 Feb 2015
at 16:13
  • msg #558

Re: Ch08 - The Haunted Tower of Sowell

Erma decides to get up and start leaving.  It was time to go, and this wasnt a good place to linger.

"Haw~twed.", Erma lumbers up to the 'exit' and lingers there waiting for the party to gather up their material booty so that they could leave.  Humans were pretty soft and squishy without their 'things'.  The only things Erma was really concerned about were of the edible sort.
Holly
player, 863 posts
Protect the Land
to protect your Children
Wed 18 Feb 2015
at 10:42
  • msg #559

Re: Ch08 - The Haunted Tower of Sowell

Holly looks over at Erma as the bear says "haunted" and considers for a moment. "I want to get out of here as well, but without releasing anything else into the world that could harm it!" Holly is fully aware of her role in releasing some potentially devastating enemies onto the tribes, and is aware that she has no idea of whether Erma is actually a friend or foe.

Holly bangs her head for a moment, thinking of the possible consequences, before adding, "Well, if Erma was evil our ghosts would likely have taken her with them or found some other way to use her against us. I suppose we better accept her for the moment, and get away from this place. Another night like last night and I may never want to sleep again!" Holly shuddered as her thoughts returned to her nightmare. "Glumr, Farden, lets get this gate open so we can check out the boats and hopefully get out of here before more undead attack."
Sunna
player, 284 posts
Wed 18 Feb 2015
at 20:20
  • msg #560

Re: Ch08 - The Haunted Tower of Sowell

After a few moments of consideration Sunna nods. "You're right, we should get out of here." If needed Sunna would help Farden and Glumr with the gate.
Fritzholm
GM, 1741 posts
toss the dice
and have fun
Wed 18 Feb 2015
at 21:33
  • msg #561

Re: Ch08 - The Haunted Tower of Sowell

Just to be clear, are you taking all of the potential treasure, leaving it all here (for now or for good), just taking some of it?
It's a lot of stuff and not trivial to carry around.


Our heroes make their way out the exit and down a tunnel.  There's a light breeze that blows in and back out of the tunnel that smells of the sea.  You pass a few old empty cell with very badly rusted iron bars along the way.  There doesn't look to be anything of interest, so you continue onwards.  You come to a square room, smaller than the cavern, with a flat, carved stone floor.  This room is empty now other that a portcullis and a large device for raising and lowering the gate.  There's plenty of space to the sides of the room to stack crates, barrels, etc to be loaded and unload to and from boats.  In fact, beyond the portcullis you can see sunlight, a few boats, and a small set of docks.

Glumr tells you that he couldn't work the gate device by himself, but wanted to give it shot now that you have more muscle.  With Farden and Erma's help you shove the stubbornly sticky levered wheel around enough to slowly lift the metal gate.  A ratchet in the mechanism keeps it from dropping back down.  It's hard work, but eventually you get the gate fully lifted.
Sunna
player, 285 posts
Thu 19 Feb 2015
at 08:05
  • msg #562

Re: Ch08 - The Haunted Tower of Sowell

Sunna would prefer to have a way out cleared first and then carry the treasure to the gate - and possibly to the boats. Well, taking some choice items with them to the gate won't hurt, so... the gems are a must to take with her. The painting has to wait until a path is clear...
Leaving the things in Kelneys chamber for a later return doesn't feel like an option. Better to leave it at the gate if it's too much to bring on a boat.
Glumr
player, 1078 posts
  Woodland
  Ninja
Thu 19 Feb 2015
at 15:24
  • msg #563

Re: Ch08 - The Haunted Tower of Sowell

"We should move everything to the gate, separate everything of worth, then see if anything else is magical.   I dont want to leave things in here, like the jewels... who knows what could happen in this cavern now that Kelsney is gone.   Besides, there is space down there to store everything while we try to find a boat."

Glumr gestures at all the goods he uncovered.

"I like this coat and belt.  Do you ladies think it would make me look handsome?  I feel like there might be something special about them to keep so well."
Fritzholm
GM, 1742 posts
toss the dice
and have fun
Thu 19 Feb 2015
at 16:35
  • msg #564

Re: Ch08 - The Haunted Tower of Sowell

Everyone but Erma pitches in on hauling the loot to the gate.  Even with 4 people it takes a while to move everything.  Some items are large and or heavy.  Other items are fragile and require extra care.  Very little of it has been scrutinized in any but the most cursory fashion.  None of it has been appraised.  Only the painting has been examined with the use of spells.

Summary of loot:

large painting of riders *
4 buckets full of silver coins **
engraved brass ring
6 books (One worthless and one about the sprit realm/ item enchanting)
tarnished silver cups, bowls, etc  **
9 sealed bottles
2 wooden lock boxes
limitless candles
4 sets of manacles and keys
brass gong
13 small stone fetishes
2 dresses
leather coat
2 maces
flail
morningstar
mirror
jeweled chain shoulder pads **
jeweled circlet **
belt
glass chimes
5 flasks
4 vials
2 potions **
clockwork horses
nesting dolls
buckler
horn

* Known to be magical
** These items are treasure for sure!
Erma
player, 14 posts
bear
Fri 20 Feb 2015
at 18:23
  • msg #565

Re: Ch08 - The Haunted Tower of Sowell

Erma sits on her haunches.  None of this really concerns her.  She watches them with a lazy bored look, occasionally scratching behind her ear in a lazy fashion.

It was amazing that humans evolved to be the dominant species of the land.  Really what the hell did they have going for them, aside from... you know... thumbs.

o.O
Fritzholm
GM, 1743 posts
toss the dice
and have fun
Sun 22 Feb 2015
at 08:47
  • msg #566

Re: Ch08 - The Haunted Tower of Sowell

Out on the docks there are two boats you deem seaworthy.  There's another beached nearby that you could get into the water with some effort.  You're relieved that any of them are in good enough shape.  There was still a nagging worry that all the boats would be hopeless wrecks.  Parties of treasure hunters, not unlike yourselves, had gotten these boats here in one piece and the elements had not had time to destroy them yet.  It looks like you might make it back without having to meet Jergen and the other Harix followers on a raft out on the open sea.

There was still a little work to be done.  You'd need to pick a boat, scavenge or improvise 4 or more paddles/oars, and load up the whatever treasure you planned to bring.

Boat 1 - docked, small, condition good.  This boat would be easiest to control but a tight fit for 4 and a bear.  You might want to leave some gear and/or treasure behind.

Boat 2 - docked, medium sized, condition poor.  This is the biggest of the 3 options.  It's not in great shape, but you only have to limp one crummy trip out of it.  It's floating now and would be big enough to comfortably hold everyone and everything.  This boat might be tricky for your unskilled crew of four to control.

Boat 3 - beached, medium sized, condition fair.  It's not quite as large as boat 2, but should still be big enough.  You'll have to think of a way of getting it into the water. It'll be harder to man with just 4 people than the small boat.
Holly
player, 864 posts
Protect the Land
to protect your Children
Mon 23 Feb 2015
at 10:08
  • msg #567

Re: Ch08 - The Haunted Tower of Sowell

Holly looks over the boats, trying to remember anything about her early childhood, and wondering whether they should take to the water in something already afloat or try and move the best boat. Looking quizzically at Erma, Holly says to the others, "The best boat is this one on the beach, but I don't know if we would get it out to sea without our new partner giving a significant helping hand. Otherwise the only option really is the biggest boat. We need oars and paddles, but they should get us out of here."
Erma
player, 15 posts
bear
Mon 23 Feb 2015
at 21:13
  • msg #568

Re: Ch08 - The Haunted Tower of Sowell

Erma gives Holly a lazy look, obviously one of the more intelligent humans, since she considered Erma a partner and not a floor rug.

Erma gets up off her haunches, in no particular hurry, she lumbers over towards the boat by the beach.
She waits around to see what they're going to do with the boat.  Why Erma had a lot of muscle she was missing things like thumbs... If bears had thumbs they would obviously rule the world.  They were stronger and more practical than a hairless monkey.
Glumr
player, 1079 posts
  Woodland
  Ninja
Tue 24 Feb 2015
at 12:58
  • msg #569

Re: Ch08 - The Haunted Tower of Sowell

Glumr looks at his friends and the boats.  "Let's try to move the boat on the beach into the water.  Maybe we can convince this bear to lend us its strength and do some pulling." he suggests.

Glumr is puzzled about the bear, but not understanding magics, he doesnt worry about it too much.  Perhaps it's a blessing from Ehlonna and he should just value the aid it offers instead of worrying about how and why it was here.  And if it seems not to be useful then perhaps the bear could feed them and it's furs keep them comfortable on cold nights.  Either way, a divine gift it is.
Fritzholm
GM, 1744 posts
toss the dice
and have fun
Tue 24 Feb 2015
at 17:53
  • msg #570

Re: Ch08 - The Haunted Tower of Sowell

Farden lets this talking bear go ahead.  He wants to keep an eye on it.  It might look like Ebony, but something is very different.  It's clearly not articulate or conveniently knowledgable like Reynard.  That would be very useful.  The bear settles down next to the boat Holly picked out.  This did seem like the best boat.

Farden looked down the short gravelly beach, and back to the docks, thinking it through.

Farden winced.  His right side hurt badly.  It was still severely burned.  He had tried sleeping on his left side.  A good night's sleep would've done wonders. Farden had always healed quickly.  But the night hadn't gone well for anyone.  They were sore and injured and tired.  If anything hit them now they'd be in real trouble.

"We don't have much beach to work with and the water gets deep fast, so we can't pull the boat very far.  Let's just try to get the boat to here," Farden says, scraping his boot across a place where the gravel has changed its shade of tannish grey.  "The water should eventually rise enough to do some of our work for us.  We can cut the mast off this boat and one on the dock and roll it on those.  There are no sails anyhow.  We wont need the masts.  Does anyone have an axe?  Glumr, can you rig up the ropes for pulling it?"
Erma
player, 16 posts
bear
Tue 24 Feb 2015
at 21:24
  • msg #571

Re: Ch08 - The Haunted Tower of Sowell

Erma sits and watch, nothing was asked of her, which was a skill set she was perfectly willing to make us of as often as needed.

Sniffing about, she wonders if there were anything edible about, berries... fish... small critters of a tasty variety.

If she werent careful she'd waste away to nothing, and then where would she be?
Holly
player, 865 posts
Protect the Land
to protect your Children
Thu 26 Feb 2015
at 14:43
  • msg #572

Re: Ch08 - The Haunted Tower of Sowell

Holly starts to look for oars and paddles, aware of where Erma had moved to and the suggestion from Farden. "Perhaps we just try pushing it first, then see if we need rollers. I'd rather not have to stay around to cut anything up." Holly looks ominously around for undead.
Fritzholm
GM, 1745 posts
toss the dice
and have fun
Thu 26 Feb 2015
at 19:27
  • msg #573

Re: Ch08 - The Haunted Tower of Sowell

OK, if you wanna try to brute force the boat into the water I'll need everyone shoving/pulling at once and 2 successful DC18 STR checks.  Also, if Glumr can manage a DC15 rope use check I'll give him and one other PC, of his choosing, with thumbs  a +2 on the STR roll.

I'll start with Farden.

14:23, Today: Fritzholm, on behalf of Farden, rolled 19 using 1d20+3. STR check.

Wheeee!  One down.  One more success and the boat's in the water.
Holly
player, 866 posts
Protect the Land
to protect your Children
Fri 27 Feb 2015
at 11:43
  • msg #574

Re: Ch08 - The Haunted Tower of Sowell

Holly saw Farden move forward and exert his strength against the boat, and Holly quickly moved in to help. As she gave it a good shove, she found her feet slipping on the beach and she nearly found herself flat on her face. Swearing under her breath, Holly stepped aware, and considered again helping out in the pushing.
Erma
player, 17 posts
bear
Fri 27 Feb 2015
at 16:01
  • msg #575

Re: Ch08 - The Haunted Tower of Sowell

Erma watches the humans with interest.  She lingers around the back of the boat to put her shoulder into it to nudge it along but lack of thumbs is making it difficult for her to get leverage on the boat to nudge it along properly.

11:00, Today: Erma rolled 5 using 1d20. Strength Check.
Glumr
player, 1080 posts
  Woodland
  Ninja
Fri 27 Feb 2015
at 20:46
  • msg #576

Re: Ch08 - The Haunted Tower of Sowell

Glumr pulls his rope out and starts tying what appears to be random knots in the length of it.   After a bit, he attaches part of the rope to the boat and feeding bits through itself.  Soon enough, he has set up some elaborate rigging which looks like it should help pull the boat through the sand.

Glumr rolled 30 using 1d20+11. Rope Rigging.

"I tied some rope to things...  I think it will make pulling easy.  Farden let's see if we can move this."  Glumr says with a grin.

Glumr rolled 19 using 1d20+2. PUUUUUULLLLLLL!!!!!!!!!!!!!!!!!!!

Glumr pairs of with Farden and they give a mighty heave in tandem.  The boat starts to move.
Fritzholm
GM, 1746 posts
toss the dice
and have fun
Fri 27 Feb 2015
at 21:08
  • msg #577

Re: Ch08 - The Haunted Tower of Sowell

Glumr and Sunna pull the ropes while Erma, Farden and Holly push.  At first there's frustration and little if any movement, but you coordinate your efforts a little better on the second try and the boat moves!  Once you get it sliding it's easier to keep it going.  You shove it past the point Farden marked off.  Glumr and Sunna swing to the sides of the boat and help sling it even further.  Soon after, the boat splashes into the water.  You've got it in deep enough water for it's full, unloaded draft.  Glumr and Sunna tug it over to the docks and tie it off.

Holly has scrounged up three real paddles and one make-shift paddle.

You can now load in all of the potential treasure, if you'd like, board and leave this forsaken rock.

Is there anything you want to do before going?
Erma
player, 18 posts
bear
Fri 27 Feb 2015
at 21:33
  • msg #578

Re: Ch08 - The Haunted Tower of Sowell

Erma snuffles at the boat as it bobs in the water.

It looks at best dubious... and at worst a floating deathtrap.

Stepping into it, with her 'dainty' weight was bound to capsize the boat.  So instead she hops as 'lightly' as she can from the dock, aiming for the center of the boat.  Paws out stretched to belly flop on the boat, to spread out her weight as much as possible.
Sunna
player, 286 posts
Sat 28 Feb 2015
at 15:01
  • msg #579

Re: Ch08 - The Haunted Tower of Sowell

Sunna glances back at the entrance of the tower and sighs. "Maybe someone should put those creatures in there to rest some day." She goes through all the rooms they have traveled through mentally, checking for something they might have missed, but comes up with nothing. Well, except for Augustine and Kelney now able to leave of course.
She helps with loading the treasure onto the boat.

With a last glance backwards Sunna enters the boat carefully.
Holly
player, 867 posts
Protect the Land
to protect your Children
Mon 2 Mar 2015
at 12:45
  • msg #580

Re: Ch08 - The Haunted Tower of Sowell

Holly drops her paddle as she sees what Erma is about to do, and when the bear hits the boat she cannot help herself from bursting out in laughter! She holds onto one of the piers posts as tears roll down her face as the tension is broken from their time in the misty tower. "Oh, I'm sorry Erma, but that was probably not the most elegant way of getting on board the boat, but it looks effective! Maybe we should teach some of my other cousins that method when they go out raiding!" Holly slowly recovers her composure, and move on board the boat and takes up her position with her paddle to be ready when the others want to go. Looking out from the boat, Holly feels a little happier to nearly be away from the tower and the undead.
Fritzholm
GM, 1747 posts
toss the dice
and have fun
Mon 2 Mar 2015
at 21:28
  • msg #581

Re: Ch08 - The Haunted Tower of Sowell

Farden and Glumr climb into the boat and you push off.

Everyone is nervous about this relatively short trip.  There's not a skilled boatman among you, and vessel is a bit too large for crew of 4.  The eldritch mist is as thick as ever, making navigation nearly impossible.  Then there's the fact that none of you have any navigation experience.  On top of all that, the eerie green glow above the tower is gone.  This could be seen as good news, but it's bad news for wayfinding.  Once you're out of sight of land, which happens quickly, you literally have no frame of reference.

However, Holly feels a very vague tug.  The gossamer thread that connects her to Moonlight gives her some sense of where to go.  To your surprise, Farden turns out to be rather competent at adjusting and holding course.  Sunna and Glumr take up the job of propelling the boat while Holly and Farden guide it.  It isn't pretty, or fast, but you make it out of the mist and head towards land.

Too much early zeal exhausts you quickly.  You drift on the currents for a while while you rest.  The party is all still badly injured and sleep deprived.  Glumr has developed a wheeze and is subject to occasional fits of coughing.  He says that it tastes bad when he coughs.  You can check him out more thoroughly once you're ashore.  Holly takes of his paddling duties once everyone is rested.

It takes much longer than expected, but a few hours later you are within sight of the boathouse.  You get closer and closer until finally you wade out into the surf and drag the boat to shore.

The Harix followers are shocked to see you back alive.  They are sure to want to hear how you managed it.

"The gods must really have blessed you," says Jurgen who seems genuinely impressed.  "None among us expected to see your return, save for your visitor, that is."

You look at one another.  Visitor?

Jurgen laughs at your puzzled silence.

"Looks like his arrival is as much a surprise to you as your return is to us.  Follow me."

Jurgen leads you over to a man sitting at your old campsite.
Adiel
player, 5 posts
Bardic Sage
Tue 3 Mar 2015
at 00:44
  • msg #582

Re: Ch08 - The Haunted Tower of Sowell

A Triplefang young man with nearly shoulder-length hair strums his lyre, sitting cross-legged on the ground. He looks to be about twenty years of age, and he wears a sort of armored tunic, as well as a longsword girded about his waist. A pack and a quarterstaff lie on the ground beside him. When he sees Jurgen and the group approaching, he stands and smiles.

"The Triplefang adventurers. I have heard much about you, and it's good to meet you at last. I am Adíel Triplefang," he says, looking at each person in turn. There is something piercing about his gaze. When it lands on Sunna, his smile widens slightly. "Sunna. It's a pleasure to see you again, cousin."

"I've pieced together many of your reasons for coming to this place," Adíel continues simply, "And I would like to join you. I think you'll find my expertise helpful, particularly if you encounter any magical items in your quest." The high likelihood of the adventurers' having found magical items in the tower does not escape him.
Fritzholm
GM, 1748 posts
toss the dice
and have fun
Tue 3 Mar 2015
at 02:59
  • msg #583

Re: Ch08 - The Haunted Tower of Sowell

...and with that we wrap chapter 8.  Here are your experience awards:

 250 Countering the wail (Sunna)
 338 Skeletons and Zombies cliff battle
 600 Grey Spirirts
1000 Grey Spirits and Hellhounds
 400 Augustine
 500 Recover Celestial Needle
 1500 Fight Kelney and 6 skull spirirts
 500 Find Avaldamon's jewels
-----
4838 for Farden, Glumr, and Holly
5088 for Sunna

EXP
Holly 9095 + 4838 = 13933
Glumr 9200 + 4838 = 14038
Farden 8105 + 4838 = 12943
Sunna 6980 + 5088 = 12068

Everyone advances to level 5.  :-)
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