Contrary Mari, Part 4
Log Info
- Title: Contrary Mari, Part 4
- GM: Telamon
- Characters: Dirk, Dolan, Seyardu, Silmeria
- Place: Karda's Ford
- Time: September 15, 2023
- Summary: The party makes the final discovery in the tragic tale of Contrary Mari, and face their final challenge that stands between them and putting her to rest.
- Karda's Ford, afternoon
The courtroom is still chilly, the walls now pocked with holes drilled by the undead gunslingers' bullets. That soft creaking still fills the air, but there's no sign of the gunslingers themselves; they evaporated into ectoplasm upon being destroyed.
The tall stand for the gallows still looms over you like an ominous shadow, the trapdoor hanging open from where it suddenly released, despite no hand on the lever and no one in the noose. Now and then, there's a barely-heard murmuring, and perhaps a sob. But no more ghostly remnants of rage rise to attack you -- for the moment.
Holstering her gun, Silmeria looses a long, slow sigh when nothing further moves to endanger them, after the trapdoor clacks open. "...I swear," she mutters, removing her spectacle and rubbing the bridge of her nose, "if every haunt was still among the living, I'd advise them to take up bard school... Too bloody good with the theatrics..."
Replacing her glasses, Silmeria wanders to the gallows, frowning up at the imposing edifice. "...Ordinarily I'd not comment on one's methods for ensuring justice... but it seems to me that whoever decreed this setup? Perhaps a touch too interested in wringing fear out of the populous. So... what have we here, then..." The Speaker then begins to examine the gallows for... anything, really. Scratches, writing, a big sliding panel labeled 'Do Not Touch: Evil Secrets Inside,' but even a spattering of old blood would be sufficient for her needs.
Seyardu takes some time to look over herself and the others, keeping on hand resting on her polearm. 'Everyone is alright? Let me know if anyone needs some healing." She calls out, joining the others in looking at the gallows. "What brought those other spirits here, I wonder?"
Dolan's skin prickles as he gathers his wits, still bleeding from multiple shot wounds, but still upright, and after a minute or two, he straightens. The chill of the room is palpable, especially in open wounds, but he ignores it for the moment, letting it clear his head and give him a moment to think. The sobbing and murmuring gives him pause, and he looks around him. "She's still here, in this room, too. I heard the trap door open. We should still check the other two doors."
He rubs his arms gingerly, where he can, and looks at the door leading back out, then, on seeing Silmeria inspect the room, does the same, starting in a different spot.
Dirk had taken opportunity of his time outside to steal a couple quick sips from his hip flask, looking hither and yon for signs of trouble. He'd just gotten comfortable enough to fill his pipe, but no sooner had he struck the match to light the tobacco, he heard gunshots. "Gah!" He snatches up his thunderbelcher and hauls his tubby dwarven ass back to the courtroom, hurriedly stuffing his pipe back into his hip satchel as he trundles up the stairs. BOOM! He kicks the door open and leaps inside, thunderbelcher up to his shoulder and eyes narrowed. "Where are they? Let me at 'em!" But... there's only his friends there. Blink. Blink blink. "Er..." He lowers his firearm, looking confusedly at the others. "Did... did I just imagine the sounds o' gunfire in here, then...?"
GAME: Silmeria rolls perception: (8)+21: 29 GAME: Dirk rolls Perception: (20)+17: 37 GAME: Dolan rolls perception: (11)+18: 29
The gallows is of sturdy wooden construction, with well driven metal screws to hold it together. It stands on a kind of bandstand, not a solid box, presumably to help with cleanup as needed. The chill is noticeably stronger around the gallows -- any who approach can feel it.
Dolan's observation feels unusually apt. Mari may have died, but it's hard to say if she ever left.
Gloves come off, and Silmeria slowly waves a hand near the gallows... then her other hand at the extreme edge of her reach in the opposite direction. Pursing her lips, she lets out a quiet sigh, looking from Dolan to Seyardu. "...Well, I do believe we've found the anchor... what do you think, Corona?"
Her head turns as Dirk bursts into the room, a wide smile on her lips. "Naught but vengeful spirits with guns uglier than their hearts, Dirk... But I must say, it's good to have you with us."
And the Speaker is very, very careful to put her gloves back on before she touches the gallows, but she does lay a hand on the wood, as if across the forehead of a fevered child. "We'll get you free yet, Mari... Have patience, help is here and after your truth." With that, she turns from the gallows, nodding. "I agree, Corona, that we do need to explore the rest of the courthouse; I simply think it'll be back here we need to be, when we're ready."
"Yeah," Dolan agrees. Looking at him makes it clear that the guns were most certainly not a phantasm, although Silmeria's clothing also bears a few marks. He, too, had looked up sharply when Dirk burst into the room, grinning. "There you are, Dirk. Yeah, right enough, this is where she's probably at. Let's see if we can get her to tell us what we have to do to free her. Why she's still here. And - what got into that Sunguard's mind. There's something else going on." The memory of the change in the Sunguard's writings in his diary still sticks clearly in his mind. "Maybe she can help us find the rest. I'm thinking demons."
"Be at ease Dirk, the threat is gone, at least for now." Seyardu answers, keeping an eye on the room just in case.
"If she is here still, perhaps we can converse, but I worry about the outside forces which were mentioned, earlier. It seems there may be more to this."
Dirk boggles a little bit. "Ghostly... gunslingers? Och, are you lot all right?" He indulges in just a moment of dwarven papa-bear'ing before he goes to join the others at the gallows. He tips back the brim of his tricorne, peering at the contraption with a hairy eyeball. Not really hard to do, considering the bushy thickets he calls eyebrows. "They keep it inside the courtroom? 's a wee bit morbid, innit?" he mutters, tugging nervously at his beard.
He lumbers around the platform, leaning in and knocking at the planks. "Hrm." He hops up on tiptoes to peer at the open trap in the center. Then, he takes the next logical step, considering his shorter stature. He hunkers down to look under. That's when he startles, and then peers closer. "What the..." He tosses an astonished look over his shoulder, then back to beneath the gallows. "Shhh, easy now, we're nae goin' tae hurt ye." He leans in closer, gingerly extending his hand under the planks. "There's a lad now, c'mere, ps ps ps ps, here kitty kitty kitty..."
A moment later, he sucks in a breath, startling back from the gallows. It's fortunate he's so nimble on his feet, that could have easily ended up with an embarassing ass-plant on the floor. "Beards o' me fathers!" he gasps. He looks back at the others, pointing a shaking finger at the gap beneath the gallows' planks. "There was a wee kitty cat under there! Lookin' straight at me! An' then..." He looks back, swallowing hard. "It just... disappeared." He gives his beard another tug as he headtilts. "Wait... wait a tick. Mari was a witch." He looks back to his comrades. "Witches have familiars."
Rising from the gallows, Silmeria turns, approaching Dolan and drawing a slender baton of bleached wood. "How bad is it, Dolan?" she says gently. "Are we still at rubbing dirt on it? Because it looks like you could use a bit of healing, and I'd rather dear Seyardu's magic be saved for moments of real danger if possible."
Her attention is snagged by Dirk's calling, and at first she watches him with curiosity... but then Dirk reminds them of witch familiars, and her eyes widen. "But did it die with her, I wonder? Keep an eye out, Dirk. Spirit or flesh, it'll likely be our guide to solving this tale."
"I can spare healing magics if needed, and I would rather everyone is healthy." Seyardu adds, squinting a bit more at Dirk's response. "There are animals? It is not surprising given yhe age of the building, yet, the notes mentioned her finding a cat, but they did not mention what happened to it, did they?"
Dirk shakes his head. "I couldnae tell ye fer certain," he says. "But... I've got the feelin' it was wantin' us tae follow it." He gives Silmeria a firm nod. "Aye, I agree. There must be summat it's wantin' us tae see." He looks up and around with a worried frown. "But Kitty-cat, we cannae follow ye if we cannae see ye." He hunkers down to peer under the gallows again. "Where did ye get off to, then?" he grumbles. "C'mon kitty, ps ps ps ps..."
"I'm okay for now, Silmeria." Dolan's answer is half-absent, as he peers where Dirk was reaching, then, strangely, reaches up to the artificial eye in its expressionless, scarred setting. He looks around him, turning as if to see everything, then drops his hand, turns fully back towards her, and sighs. "You're right, though. I probably better not ignore it, in case there is a demon in this place we need to tangle with, but - I need to see what's under there. This might look a bit freaky."
With that, he reaches up to the artificial eye again, and rotates it - to the right, pulls it out a little, rotates it to the left, pulls it out a little more, then to the right once more, and finally pulls it completely out, displaying an object that is set into and backed in steel and brass, with tiny catches and locks and holes in the back of the socket and the back of the prosthetic eye both. It is quite unnerving to look at, and once it is out, he lets out a deep breath and pulls a square of silk from his belt pouch. This, he wraps around the prosthetic, tucks it away, and pulls out a similar silk-wrapped item. This proves to be similar in nature, backed with steel and brass, but instead of the golden-amber hue, the gem is cabochon-cut, and deepest black. This, he inserts with a process the reverse of the removal, concentrating quietly, and when it is done, blinks several times in the way of one adjusting their vision. The square goes into the belt pouch, and he cinches it closed. "If either of you can help, I'll be thankful to you. I have a little, but probably not enough."
GAME: Dolan rolls perception+3: (10)+18+3: 31 GAME: Dirk rolls perception: (12)+17: 29
GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds. GAME: Silmeria used a Wand of Cure Moderate Wounds.
As Dolan is swapping out his visual aids, Silmeria moves to just inside the field of vision of his good eye, murmuring an activation word and tapping at Dolan's shoulder a few times. Then, with the new eye installed, Silmeria grins at Dolan. "Very nice, Corona. Good hunting."
With that, she turns to Seyardu, wand turning lazily in her fingers as she approaches the priestess. "You've taken sterling care of us during battle, Hearthguard," she says gently. "Allow me this small repayment." And the wand is used again, and again, until the only sign of wounds taken, is the blood on her clothing.
"There is no repayment to be made, it is my job and pleasure to help others." Seyardu waves away while the others, with their better vision investigate further. "Regardless, thank you. Let us see this done, yes?"
One by one, the bullets emerge from healed flesh and drop to the stone floor with small clinks, bruising melting away, until nothing but the blood on his clothing remains. He draws a deeper, easier breath this time, and lets it out. "Thanks. There's something under there." He offers a suddenly cheeky, easy grin to Silmeria, and turns his attention to the bandstand itself.
He peers in, closing his flesh and blood eye to rely on the artificial one, and nods once, quickly. "I see it. It's looking at something on the underside of the platform."
Dirk tries his very best to not get weirded out by Dolan's eye-swapping. But the old snowbeard can't quite suppress a brief queasy expression. "Och... does... does that hurt?" he can't help but inquire. He gives his beard another tug and himself a shake. He hunkers himself back down to peer under the gallows, letting his natural darkvision adjust to the gloom beneath. "There ye are! C'mere kitty-cat, we're here tae help," he coos. Ever one to toss caution to the winds, he sets his thunderbelcher on the floor and gets down on hands and knees, crawling his way under the platform. "Gah! Damn it, gone again!" he grumbles. He wiggles his way forward, until he's beneath the trap door. "What is it ye want us tae see?" he wonders. He turns onto his back so he can look up through the trap door from beneath.
GAME: Dirk rolls Knowledge/Arcana: (4)+3: 7 GAME: Dirk rolls Spellcraft: (11)+9: 20
The creaking seems to lessen a bit, but the sobbing is more audible now. It doesn't seem to be coming from any one direction, but from the walls, the ceiling... the gallows itself.
Once the priestess is fully healed, Silmeria chuckles. "You're very welcome, Hearthguard, and you're absolutely right."
Turning back to watch Dolan and Dirk investigate the underside of the gallows, and the cat therein, she lowers herself into a crouch, craning her neck to try and see what they might see. "Excellent! What is it? Writing? Please tell me it's a name, or something in records... Mari sweetheart we want very much to help, and I'm sorry you can't just tell us your story, so do please be patient with us thick-headed living folk, yes?"
Dolan waits for Dirk to finish crawling underneath the platform, then joins him, on hands and knees until he needs to crawl on his back, hopefully to see what the khazad is seeing. "What do you see, Dirk?" he calls as he approaches.
GAME: Dolan rolls knowledge/arcana: (13)+11: 24 GAME: Dolan rolls spellcraft: (5)+15: 20 GAME: Dolan rolls spellcraft: (16)+15: 31
Dirk lets loose a gasp of breath and a startled "HEEK!" He looks ready to start scrabbling away from underneath, but something catches his eye. He squints up at it, reaching out a fingertip to trace an arc over the understide of the gallows plank. "Dolan! C'mere, lad!" he calls. He wiggles to scootch himself over to admit the Corona. "Does... does that look like a wardin' diagram tae you?" he asks, pointing out the markings etched into the wood. He peers at some flaps of leather nailed to the wood as well. Now not only is Dirk a ranger, he's also a tanner. His cheeks turn pale and he gulps as his hefty middle gives an angry-sounding gurgle. "That... that's nae cow leather," he says in a sickened tone.
Dolan wriggles around next to Dirk and inspects the underside in silence punctuated only by his breathing. Before long, a snarled, "Fuck," emerges from beneath the platform, echoing between the boards. "Remember they flayed that poor girl. There's a warding circle down here and damned if that ain't her skin underneath it. These blackhearted sons of snakes!" The black, angry scowl is audible in his voice, and he pulls a dagger from the weapon belt at his hip and begins to cut down the leather strips, a shudder rippling through him as he does so. "I'm taking it down. Be ready for anything."
"Do be careful underneath there, the both of you." The silver makari calls over as Dolan and Dirk both disappear directly down the depths of the despicable display. "Just say the word and I will pull both of you out from there, keep that in mind."
Seyardu turns her attention more outward however, and her eyes squint further. "If you are still here Mari, know that we are all here to do what we can to help." She agrees with Silmeria, only to no longer squint, and instead glare slightly. "More signs of the unknown party, perhaps?"
Dolan answers her, and the makari sighs. "No, it would have to be after the fact then. Which means whoever did this is still around, then." They half growl.
As Dolan breaks the pattern, and begins working the gruesome remains free from their bindings, there's a definite shift in the air. The creaking and sobbing begins to abate, and the chill in the air starts to fade somewhat, to be replaced by the scent of wood and paper, the banal day to day of government.
But when the last strip pops free, there's an angry snarl that ripples across the room, and the light turns crimson. Shadows deepen at the edges of the room, as something moves, the scrape of armor and the air turns hot with malice. Someone really didn't want that circle broken, it seems, as a trio of heavily-armored forms step from the clinging shadows, drawn forth. As one, they draw massive swords, cruel red light glowing from the visors of their helms as they stare at the party...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Telamon has dropped a TIMESTOP!
Please +init, then cease all roleplay and actions immediately and wait for Telamon to instruct you further. You may earn RPP by logging a scene for a GM.
For in-combat commands, type: +thelp.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
GAME: Telamon advances the initiative order. Round One - Init 21. It is now Knight2's turn! Silmeria is next!
GAME: Telamon rolls 1d20+27: (11)+27: 38 GAME: Telamon rolls 2d6+19: (9)+19: 28 GAME: Telamon rolls 2d6: (6): 6
The second armored knight charges toward Seyardu, steel-shot feet kicking up sparks from the stone floor as he approaches. A massive greatsword comes in to strike Seyardu, limned in flame, and dealing a solid blow to the hated priestess as a hiss comes from the helmet visor.
GAME: Telamon advances the initiative order. Round One - Init 20. It is now Silmeria's turn! Knight3 is next! GAME: Silmeria rolls ranged+2+2+3: (15)+10+2+2+3: 32 GAME: Silmeria rolls ranged+2+2+3-5: (10)+10+2+2+3+-5: 22 GAME: Silmeria rolls 1d6+2+4: (6)+2+4: 12 GAME: Silmeria rolls 1d6+2+4: (3)+2+4: 9
GAME: Telamon advances the initiative order. Round One - Init 19. It is now Knight3's turn! Dolan is next!
Round One - Init 15. It is now Dolan's turn! Dirk is next!
Silmeria was angry, when it was said there was a ward under the trapdoor. She was furious, when it was suspected that the ward was written on Mari's own skin. She was incensed, when the sobbing abates and seems to confirm the theory. But then what appear to be knights from the Hells kick the metaphysical door in, and charge their priestess?
The silvery light that surrounds the Speaker flares into existence, eyes glowing with the same light as she levels her pistol. "YOU WHO GUARD THIS DESECRATION, FLEE NOW OR BE SMEARED ACROSS THE VERY FIRMAMENT." Mori pulses with light, then erupts in bell-like thunder. "IN HER NAME! IN THE NAME OF THE RESTFUL DEAD!" Once again she fires, and another hole is punched into the armor.
"GET YOU OFF THE SKIN OF THIS WORLD."
The third knight strides forward a little more sedately, sword swinging back and forth ominously as it approaches. Instead of attacking Seyardu, it stalks towards the platform, and begins to swing at the wood with savage, metronomic swings, its fiery blade splintering wood and starting to carve its way towards Dolan and Dirk.
GAME: Dolan rolls knowledge/religion+3: (8)+15+3: 26 GAME: Dolan casts Shield of Faith. Caster Level: 10 DC: 14
GAME: Telamon advances the initiative order. Round One - Init 13. It is now Dirk's turn! Knight1 is next! GAME: Dirk rolls Shoot+6: aliased to Ranged+2-3+6: (16)+15+2+-3+6: 36 GAME: Dirk rolls Shoot+6-5: aliased to Ranged+2-3+6-5: (14)+15+2+-3+6+-5: 29 GAME: Dirk rolls Shoot+6-10: aliased to Ranged+2-3+6-10: (11)+15+2+-3+6+-10: 21 GAME: Dirk rolls dmg+2d6: aliased to 1d12+2+6+2d6: (2)+2+6+(4): 14 GAME: Dirk rolls dmg+2d6: aliased to 1d12+2+6+2d6: (12)+2+6+(7): 27 GAME: Dirk rolls dmg+2d6: aliased to 1d12+2+6+2d6: (3)+2+6+(8): 19
The crashing above them is terrifying enough, and it doesn't take Dolan long to decide to get out of there and show himself. Quickly, he stuffs the strips of skin into his belt and reasches for the stylized platinum dragon at his throat. "More undead! These had better not be true graveknights! Whatever the fuck you are, the Sunlord's light will see you back where you belong, and then all I'll have left to find is find the shitstains that put you here," he snarls.
"Holy Knight, be my shield as I see to Your enemies," he murmurs, and sunlight briefly flashes in an ornately-shaped shield of light before him as he grabs for the blade he'd had in hand when he crawled and rolls out of the bandstand to confront the one attacking the bandstand.
GAME: Telamon advances the initiative order. Round One - Init 8. It is now Knight1's turn! Seyardu is next!
Dirk hears the sounds of battle starting up, and he's not going to be missing this one! He scrabbles out from beneath the gallows, snatching up his thunderbelcher as he goes. "Oh, hell no!" he snarls, swinging the rifle up to his shoulder. "Ye should've stayed dead, ye clean-shaven shits! Let me remedy that fer ye!" His thumb cocks back the hammer. As he does so, the golden ivies filigreed into the stock of his weapon flare with pure, wholesome brilliance. Dwarven runes offering praise to Dana and Gilead light up down the length of the barrel. With a growl, he pulls back on the trigger. CHK-BOOM! BOOM! BOOM! He racks the slide between shots, each one bursting from the barrel like strobes of radiant sunlight. The knight targeted by his wrath staggers as three faintly glowing holes are punched into its armor. "Want some more o' that, ye bastard?!" he growls, ejecting hissing, faintly glowing shells from the breech. "I got plenty o' this! COME GET SOME!!"
GAME: Telamon rolls 1d20+25: (10)+25: 35 GAME: Telamon rolls 2d6+19+2d6: (8)+19+(5): 32
The first knight reels as Dirk's trio of shots blast gaping holes in its armor. Horrifically, there's nothing there but a thin, ghastly mist that seeps out, and then the cold visor with its pitiless red eyes stares at the dwarf. Then the knight is moving, sword sweeping out and around to lash at Dirk with fire and steel, wounding the sturdy ranger -- but fortunately, missing his beard.
GAME: Telamon advances the initiative order. Round One - Init 5. It is now Seyardu's turn! Knight2 is next!
GAME: Telamon rolls 1d20+25: (4)+25: 29 GAME: Telamon rolls 2d6+19+2d6-5: (10)+19+(3)+-5: 27
GAME: Seyardu casts Mass Bear's Endurance. Caster Level: 15 DC: 22
GAME: NEW ROUND! Telamon advances the initiative order. Round Two - Init 21. It is now Knight2's turn! Silmeria is next!
GAME: Telamon rolls 1d20+25: (12)+25: 37 GAME: Telamon rolls 1d20+20: (6)+20: 26 GAME: Telamon rolls 2d6+19+2d6-5: (8)+19+(3)+-5: 25 GAME: Telamon rolls 2d6+19+2d6: (2)+19+(9): 30
GAME: Telamon advances the initiative order. Round Two - Init 20. It is now Silmeria's turn! Knight3 is next!
Seyardu grunts as one of the knights strikes her, and the cleric is slower to respond following the wound. Finally she is able to recover enough to escape up the side of the gallows, but the makari earns another nasty slash for their troubles. She raises her holy symbol outwards, as a fortifying enchantment takes hold on her allies, bolstering them against the blows of the knights. "I will do what I can to help, just give me a moment!" She shouts, readying her weapon after.
The second knight strides forward, apparently unfazed by Silmeria putting two rounds in it. With almost casual ease, it stabs at Seyardu up on the bandstand with its flaming sword, drawing blood, before whirling to strike at Silmeria in turn, its movements like a well-oiled machine, intent on murder.
GAME: Telamon rolls 1d20+10: (14)+10: 24 GAME: Telamon rolls 1d20+10: (3)+10: 13 GAME: Telamon rolls 1d20+10: (19)+10: 29
GAME: Silmeria rolls 6d6: (19): 19 GAME: Silmeria rolls knowledge/religion+2: (20)+13+2: 35
"Sorry, Corona," Silmeria calls, "but I don't think you'll get your wish! Something's suppressing them somehow, but, graveknights they are!"
And Silmeria stands tall, summoning to her the full force of Vardama's regard. "AND BACK TO THE GRAVE THEY ARE CALLED. HIE, WARRIORS, LAY DOWN YOUR ARMS AND TAKE YOUR EASE." Somehow? She managed to make 'take a nap' sound threatening.
And accompanying her words is a searingly cold burst of silver fire, eating away at the magics tethering the creatures to this plane of existence.
GAME: Telamon advances the initiative order. Round Two - Init 19. It is now Knight3's turn! Dolan is next!
The third knight sees Dolan leap out to confront it, as a wash of silver fire scorches its armor. It raises its sword to strike at the Corona... and then pauses, as if caught off guard for a moment, confused. It brings its sword up again, but for the moment it seemed as if it could not properly perceive Dolan.
GAME: Telamon advances the initiative order. Round Two - Init 15. It is now Dolan's turn! Dirk is next!
GAME: Dolan rolls weapon1+2+3: (17)+15+2+3: 37 (THREAT) GAME: Dolan rolls weapon1+2+3: (6)+15+2+3: 26 GAME: Dolan rolls weapon1+2+3-3-5: (9)+15+2+3+-3+-5: 21 GAME: Dolan rolls 2d6+6+2+2d6 bane+6 power attack+3 destruction+2d6+6+2+6+4: (9)+6+2+(4 bane)+6 power attack+3 destruction+(5)+6+2+6+4: 53
GAME: Telamon advances the initiative order. Round Two - Init 13. It is now Dirk's turn! Knight1 is next!
Dolan is about to raise his blade to defend himself from the third one, but it's faster - and seems to be entirely confused. As if it can't - see him? Or - No matter. Deciding that the threat is not immediate, he whirls on the immediate threat, especially the one to the makari, putting shoulder and body behind his blade and letting it tear a great gash in the undead armor, viciously severing etheric energies and leaving it badly injured. A second strike fails to get through the armor, but the damage is done with the first.
GAME: Dirk rolls shoot+6: aliased to Ranged+2-3+6: (12)+15+2+-3+6: 32 GAME: Dirk rolls shoot+6-5: aliased to Ranged+2-3+6-5: (17)+15+2+-3+6+-5: 32 GAME: Dirk rolls shoot+6-10: aliased to Ranged+2-3+6-10: (5)+15+2+-3+6+-10: 15 GAME: Dirk rolls dmg+6+2d6: aliased to 1d12+2+6+6+2d6: (8)+2+6+6+(8): 30 GAME: Dirk rolls dmg+6+2d6: aliased to 1d12+2+6+6+2d6: (6)+2+6+6+(7): 27 GAME: Dirk rolls dmg+6+2d6: aliased to 1d12+2+6+6+2d6: (8)+2+6+6+(5): 27
GAME: Telamon advances the initiative order. Round Two - Init 8. It is now Knight1's turn! Seyardu is next!
GAME: Dolan rolls reflex: (8)+8: 16 GAME: Silmeria rolls reflex: (14)+6: 20 GAME: Seyardu rolls reflex+4: (9)+5+4: 18 GAME: Dirk rolls reflex: (20)+13: 33 (CRITICAL SUCCESS) GAME: Telamon rolls 6d6: (19): 19
Dirk lets loose a bellow of rage and pain as the knight's flaming blade skates off his pauldron, laying open a sickening gash in his upper arm that almost immediately cauterizes. "HYAAAGH!" Moving with his usual nimble deftness, he skips to the side, eyes narrowed in furious rage. "RIGHT, THAT'S IT, YER SCRAP!" Up comes his thunderbelcher once more. He fires a shot into the knight Dolan just wailed on, before snapping his focus over to the one that just struck him. BOOM! BOOM! BOOM! Faintly glowing shells tinkle to the ground as he shoots and racks with practiced ease. And yet... the two knights remain upright. Blink. Blink blink. "Ohh, piss up my arse!"
The first knight reels, staggering, its structure smoking and cracking. Flames lick out of the holes in it, and the visored helm turns, suddenly opening to reveal an empty void lit only by a blazing fiery eye. Then a cone of flame blasts out, washing over the heroes and their assailants. The other knights are unfazed; Dirk ducks under the blast; and the scorching fire only burns the other heroes mildly.
GAME: Telamon advances the initiative order. Round Two - Init 5. It is now Seyardu's turn! Knight2 is next!
GAME: Seyardu casts Righteous Might. Caster Level: 15 DC: 21 GAME: Seyardu rolls 1d8+15: (4)+15: 19
GAME: NEW ROUND! Telamon advances the initiative order. Round Three - Init 21. It is now Knight2's turn! Silmeria is next!
GAME: Telamon rolls 1d20+25: (18)+25: 43 GAME: Telamon rolls 1d20+20: (15)+20: 35 GAME: Telamon rolls 2d6+19+2d6: (4)+19+(4): 27 GAME: Telamon rolls 2d6+19+2d6: (7)+19+(5): 31
GAME: Telamon advances the initiative order. Round Three - Init 20. It is now Silmeria's turn! Knight3 is next!
Seyardu takes a slightly unsteady step back onto the platform, uncertain if she should trust the aged timber, along with the steadily growing number of wounds. Stopping any further seemed the prudent choice, as well as mending what she could.
"Celestial mother, mend my allies wounds, so we may see these creatures to their resting place." The cleric hisses, the symbol growing bright, and stitching back the worst of their injuries closed. <Draconic>
The second knight is nearly as bad off as the first, deep rents leaking smoke and fire. It takes its sword in both hands, the blade glowing red-hot as it stabs Dirk first, then pulls it out to slash at Silmeria, blood spattering the stone floor as a crackling hiss exhales from the helmet's visor like a gasping breath.
GAME: Silmeria rolls ranged+2+2+2: (5)+10+2+2+2: 21 GAME: Silmeria rolls ranged+2+2+2: (10)+10+2+2+2: 26 GAME: Silmeria rolls 1d6+2+2+2d6: (6)+2+2+(9): 19 GAME: Silmeria rolls 1d6+2+2+2d6: (5)+2+2+(4): 13
GAME: Telamon advances the initiative order. Round Three - Init 19. It is now Knight3's turn! Dolan is next!
GAME: Telamon rolls 1d20+25: (10)+25: 35 GAME: Telamon rolls 1d20+20: (9)+20: 29 GAME: Telamon rolls 2d6+19+2d6+2d6+19+2d6: (5)+19+(8)+(4)+19+(4): 59
Silmeria's gun sweeps around to point at the second knight's helmet. "Rest in peace," she snarls, pulling the trigger. Before the armored hulk can even finish falling to the ground, Mori's breach is opened, a new round slapped in, shut, and the Speak has turned to aim at the first graveknight. A second round roars from the barrel of the gun, but only cracks against the helmet.
Unruffled, Silmeria scoots the fallen armor aside with one foot, taking a flourishing half-turn as she steps into the freshly unoccupied space, setting her back to Dolan's. "Nearly done, Corona. Thoughts?"
The third knight seems to recover, and the angry red glow under its visor intensifies. The greatsword flashes, and slams down twice, gouging deep, charred wounds into Dolan's flesh as the undead abomination glares at him as if offended for whatever trick happened.
GAME: Telamon advances the initiative order. Round Three - Init 15. It is now Dolan's turn! Dirk is next!
GAME: Dolan rolls weapon1+2+3: (5)+15+2+3: 25 GAME: Dolan rolls weapon1+2+3-5-3: (1)+15+2+3+-5+-3: 13 (EPIC FAIL) GAME: Dolan rolls weapon1+2+3-5-3: (5)+15+2+3+-5+-3: 17 GAME: Dolan rolls 2d6+6+2+6+4: (5)+6+2+6+4: 23 GAME: Dolan rolls 2d6: (8): 8
GAME: Telamon advances the initiative order. Round Three - Init 13. It is now Dirk's turn! Knight1 is next!
GAME: Dirk rolls Shoot+6: aliased to Ranged+2-3+6: (3)+15+2+-3+6: 23 GAME: Dirk rolls Shoot+6-5: aliased to Ranged+2-3+6-5: (13)+15+2+-3+6+-5: 28 GAME: Dirk rolls Shoot+6-10: aliased to Ranged+2-3+6-10: (10)+15+2+-3+6+-10: 20 GAME: Dirk rolls Dmg+6+2d6: aliased to 1d12+2+6+6+2d6: (5)+2+6+6+(7): 26 GAME: Dirk rolls Dmg+6+2d6: aliased to 1d12+2+6+6+2d6: (7)+2+6+6+(8): 29 GAME: Dirk rolls Dmg+6+2d6: aliased to 1d12+2+6+6+2d6: (9)+2+6+6+(10): 33
Dolan's only answer to Silmeria is a pained scream and a thump into the Speaker with his back as the force of the hit rattles teeth and bones and leaves a wound that would have been deadly without the cleric's protections. Remember to thank her later. He staggers back to his balanced stance and lunges back, retaliating with a solid blow that finds its mark in the creature's armor, and leaves another gash that isn't quite as deep this time. The second blow, though, is far off kilter, and goes harmlessly wide, together with a gasp from the Corona. Something in the movement was definitely off, and not in a good way. "I think," he begins, painfully, "that we'd better finish these fuckers off."
GAME: Telamon advances the initiative order. Round Three - Init 5. It is now Seyardu's turn! Silmeria is next!
Dirk lets loose a sigh of relief as Seyardu's healing magicks soothe his wounds. "Ahh... gods love yAAAAAAAGH!!" His gratitude is cut off as the graveknight's blade pierces his shoulder. His boots skid on the floor as the impact shoves him back a couple feet. Grinding his teeth against the pain, Dirk swings up his thunderbelcher yet again. "GO DRINK YER MUM'S DUSTY PISS, YE CLANKIN' SHITBIRD! HYARRRRRGH!" CHK-BOOM! The blessed shot blasts the knight's empty helm clean off its shoulders, sending it tumbling to the floor with a mighty KRASH! Without skipping a beat, he swings and levels his weapon on the last of the knights. "HAVE SOME O' THIS!" CHK-BOOM! BOOM! He sends two more shots into the clanker. "YE FILTHY BASTARDS! CRAWL BACK TAE HELL!"
GAME: Seyardu rolls 1d20+11+6+1-3: (18)+11+6+1+-3: 33 GAME: Seyardu rolls 1d20+6+6+1-3: (11)+6+6+1+-3: 21 GAME: Seyardu rolls 1d20+1+6+1-3: (5)+1+6+1+-3: 10 GAME: Seyardu rolls 1d8+4+9+2: (5)+4+9+2: 20
GAME: NEW ROUND! Telamon advances the initiative order. Round Four - Init 20. It is now Silmeria's turn! Knight3 is next!
GAME: Silmeria rolls ranged+4+2+3: (10)+10+4+2+3: 29 GAME: Silmeria rolls ranged+4+2+3-5: (6)+10+4+2+3+-5: 20 GAME: Silmeria rolls 1d6+4+2d6+4: (2)+4+(10)+4: 20 GAME: Silmeria rolls 1d6+4+2d6+4: (2)+4+(7)+4: 17
Seeing the other two ex-knights become ex,ex-knights, Seyardu brings up their polearm, just off to the side of where dolan is, and the cleric brings it down, hard, through where the head of it might have been in the armor. It was a well struck blow, but unfortunately, these creatures did not care much for head trauma, and it remained standing.
With a sort of hop-skip, Silmeria slides out from behind Dolan, crouching behind her shield and gun pointed at the final, battered, enemy. "As you wish, Corona," is all she says, her voice a flat and furious thing. With two pulls of the trigger, the threat is ended; one to the chest, and one to the head.
One much never miss an opportunity to make sure.
GAME: Telamon removes the timestop.
With the binding pattern broken and the grisly remnant of Mari's fate in hand, the air in the town hall is less cold and oppressive, and the creaking sound is no longer heard. Indeed, nothing moves to bother you as you make your way into the records room. Perhaps the only surprise is seeing the cat again, watching, before it vanishes once more.
Investigation of the records reveal what you all suspected: Mari was convicted unfairly. The town council and mayor used spells to cloud Haysden's memory, and bind Mari so that she could not rise and pursue vengeance. Sadly, the spell unraveled when the last of them died, and Mari had no one she could strike at to gain justice. Fortunately, adventurers are well equipped to fix this sort of thing.
Once the full story is found out, Vanguard Grigor, his eyes full of sorrow as well as resolve, leads a quiet procession to the cemetary plots reserved for the condemned. There, he reburies the scrap of Mari's flesh with her other mortal remains. Soon, those remains will be removed to a consecrated burial ground -- a final gift to the girl known as Contrary Mari.