Tunar Vodrat |
Tunar stares open mouthed at the figures, his previously pleasant mood over the found items quickly turning south with the ghostly images.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
"What in all of Osiriani was that about? Someone please tell me you saw that too."
Tunar looks around at Nevai a little confused at his exclamation.
Almathea |
perception: 1d20 + 9 ⇒ (19) + 9 = 28
Almathea pulls her scarf up to cover the back of her neck and she peers around, looking for where that breeze just came from.
"I think we may have found ourselves another haunt, likely tied to that ring."
Game Master Listener |
A search of the rest of the room reveals a silver anklet set with tiny gems and an ankh charm, a tarnished silver serving tray, and a small ornate vase.
The silver anklet is worth 150 gp.
The tarnished silver serving tray is worth 35 gp.
The small ornate vase is worth 75 gp.
The ring is a ring of protection +1
Tunar Vodrat |
"Oh lovely, 'another' haunt. Well, at least this one didn't seem to try and play pinball with our heads. So, anyone know what to do about it, or anything about any of these items?"
Tunar takes a small sip of ale before looking over the jewelry again.
Appraise: 1d20 + 1 ⇒ (14) + 1 = 15
He shrugs his shoulders and takes another drink.
Almathea |
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Almathea casts Detect Magic and looks over all the items they have found. "I get the feeling we should have recruited a small army of priests to accompany us and lay to rest all these spirits we keep encountering.
Thea pays close attention to the ring after she cast her spell. "Hmm, this ring appears to have a small magic upon it to make one harder to hit.
Setesh Bantling |
RAW, I can guess what happened, but Setesh has no reason to suspect ;-)
Appraise: 1d20 + 7 ⇒ (20) + 7 = 27.
"The silver anklet is worth 150 gp. The tarnished silver serving tray is worth 35 gp. The small ornate vase is worth 75 gp. We have cleared downstairs; shall we head upstairs?"
Setesh Bantling |
Right then - Let's do that, first :-)
Assuming he isn't immediately attacked, or takes a haunt to the face, Setesh will search the room (Perception 'Take 10' = 21).
Game Master Listener |
A large tiled pool sits in the center of this chamber, surrounded by sloping tiled floors. A few steps descend into the basin, which has accumulated a deep layer of sand on its bottom. Faded murals on the walls depict scenes of life along a river, with recurring themes of running water and aquatic life running through the artwork. In the northeast corner, a tarnished bronze spigot juts from the wall just above head level. Two knobs are beneath the spigot on the wall. There is a stone door that leads outside in the eastern wall.
---
A search of the room reveals nothing else.
Setesh Bantling |
"Well, it certainly looks like a pleasant enough room..."
Satisfied that there is nothing hostile or valuable in the room, Setesh cautiously moves up the stairs.
Tunar Vodrat |
Tunar whistles in approval as Setesh rattled off the values for the various pieces.
Before stoping to take in the bathroom. "Pleasant? Sure. Seems a little excessive if you ask me though, so much hard work must have went into making this. Just so someone had something 'nice' to look at while they ran water over themselves."
Otherwise he will continue following.
Nevai Alaro |
"After weeks of trekking through the vast desert, indulging in a bath is one of life's greatest pleasures. Obviously these people appreciated that. Perhaps one day you'll see what I mean," Nevai grinned as he walked by Tunar.
Tunar Vodrat |
"Perhaps I will, still seems a waste of good water though. "
Tunar shrugs to Nevai, not seeing the immediate value of a bath in general.
Game Master Listener |
The staircase breaks off into two smaller staircases that ascend to a landing on the second floor and opens into a balcony area. This balcony wraps around a twenty-foot-square opening in the floor, overlooking the inner courtyard below and connecting the rooms of the second floor. Above, a square skylight in the ceiling provides natural light to the ground floor and ventilation for the entire building. Six different sets of doors lead off of this balcony.
The staircase you've come up is in the southwest corner of the upper floor. There are double doors to the north of you leading into a room that takes up the northwest corner of the upper floor. There are also double doors directly to the east leading to a small room in the south central area. There are three sets of doors leading to rooms on the eastern side of the floor. The balcony is a five foot wide area around the central opening in the floor.
As you all reach the second floor you hear a raspy voice call out What is all that racket. Oh, we have visitors... You see a blackened, bat-winger fiend's head hovering in the central open area. Tentacles dangle from its chin and scalp. Its fanged mouth hangs agape. And then it screams.
2d4 ⇒ (4, 3) = 7
Fort Save DC 12, or be paralyzed for 7 rounds. Only the first three characters up the stairs can see the creature when it screams. The others do not have a clear view and do not have to roll
More raspy voices call out from the rooms,
Nice of them to come to us this time!
Lovely!
What...what?
Five more heads float out of the eastern rooms. Two more hover in the central open area between the balconies and three hover outside their respective rooms.
Knowledge (planes) would be appropriate.
There are currently five floating heads. Three are in the central open area away from the balconies. A reach weapon or ranged weapon can hit them, but they are otherwise far enough away from the edge that a normal melee weapon will not. The other three are spread out on the balcony area. Two can be reached with a single move action. The third is between the others and could be reached with a double move, though you'd have to move through the area of one of the other two floating heads. Feel free to ask any questions needed to figure out what's going on. I'll try to have a quick turnaround time on responses for this fight.
Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
And Initiative! Also, as always, Almathea may act in the surprise round.
Leto V. Derexhi |
FortSave: 1d20 + 5 ⇒ (16) + 5 = 21
What is our lineup? Not sure where Leto is atm.
Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
More flying heads! What is that horrorshow?
Leto shoots at the most convenient head, preferably the one who made that noise.
FoA: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (5) + 2 = 7
FoA: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 2 ⇒ (2) + 2 = 4
FoA: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 2 ⇒ (5) + 2 = 7
+ 1 PBS and + 1 Flagbearer bonus to all if applicable
Setesh Bantling |
Well, damn. OOC, I know what these are - this is going to be nasty :-/
Fort: 1d20 + 5 ⇒ (11) + 5 = 16.
Init: 1d20 + 3 ⇒ (7) + 3 = 10.
Round 1:
Before they have a chance to act, Setesh hustles forward and takes a swing.
MW Cold Iron Heavy Mace: 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29, for 1d8 + 6 + 1d6 + 1 ⇒ (5) + 6 + (4) + 1 = 16 damage.
Tunar Vodrat |
Fort: 1d20 + 6 ⇒ (6) + 6 = 12
Wow, that was close...
Inititiative: 1d20 + 4 ⇒ (11) + 4 = 15
Round 1, Initiative 15
Tunar lets out a roar of anger at the scream before moving forward letting fury take over, going after the one Setesh did not. Entering Rage, closing on one that can be reached with a single move.
Tunar swings his Greatsword in a mighty arc at the floating head.
Greatsword w/ Power Attack: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25
Greatsword Damage: 2d6 + 9 + 3 ⇒ (1, 2) + 9 + 3 = 15
Add +1 to hit/damage if Flagbearer is applicable.
Are there 5 or 6 heads total?
Almathea |
Init: 1d20 + 6 ⇒ (11) + 6 = 17
Surprise Round
Init 17
Almathea moves up to the edge of the balcony in front of the head.
Round 1
Init 17
Thea channels the magic in her ring to cast Burning Hands at the 3 floating heads.
Reflex for half dc 15
damage: 2d4 ⇒ (2, 2) = 4
Then she moves back away from the railing.
Nevai Alaro |
Initiative: 1d20 ⇒ 5
Nevai clambered up behind the others, drawing his crossbow when he noticed the close ones were all occupied.
Attack one of the flying ones, targeting a damaged one if there is one with a clear shot open.
Crossbow attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Erei Jentis |
Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Knowledge (Planes): 1d20 + 10 ⇒ (9) + 10 = 19
Round 1 - Initiative 19
Erei will begin to sing and then move up close enough to hit the nearest thing with his spear.
Active Effects: Flagbearer (+1 morale to attack/damage), Inspire Courage (+1)
Game Master Listener |
Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex Save: 1d20 + 4 ⇒ (10) + 4 = 14
Between fire, an arrow, and a bolt, the floating head that screamed falls to the floor below with a sickening splat. Tunar and Setesh do significant damage to their respective heads, though neither drop.
Round 1: Initiative 3
Another head in the central area screams.
2d4 ⇒ (2, 1) = 3
Fortitude Save DC 12 for everyone, otherwise paralyzed for 3 rounds.
One head attacks Tunar,
Bite: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 ⇒ 2
Fortitude Save DC 12, otherwise damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check.
And the other attacks Setesh,
Bite: 1d20 + 5 ⇒ (8) + 5 = 13
The other two heads wait to see if anyone becomes paralyzed from the scream.
Setesh Bantling |
Fort: 1d20 + 5 ⇒ (10) + 5 = 15.
Setesh continues to calmly attack the one in front of him.
MW Cold Iron Heavy Mace: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28, for 1d8 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11 damage.
Game Master Listener |
Erei, I forgot to note that from where you are, you can also reach the two flying heads hovering in the central area.
Vargouilles attack by swooping in on their opponents, shrieking them into paralysis, and then biting them with rows of razor-sharp teeth. When multiple vargouilles take up a common cause and fight as allies, they overwhelm their victim with bites and shrieks, tearing it to shreds.
A vargouille's low power and hideous method of reproduction make for a dangerous combination. Vargouilles are relatively easy to summon to the Material Plane, and once here, they can swiftly reproduce, creating more and more of their hideous kind from those who fall victim to their kiss. Vargouilles created on the Material Plane in this manner are still extraplanar creatures, and as such can be banished with the right magic.
You know their bites are poisonous and difficult to heal, even with magic.
Tunar Vodrat |
Round 2, Initiative 15
Fort Save vs Scream: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Fort Save vs Bite: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
I added +2 on for superstition, not sure if it applied though.
Tunar stands is ground, barely feeling the bite, and takes another swing at the floating monstrosity.
Greatsword w/ Power Attack: 1d20 + 9 - 1 + 1 + 1 ⇒ (11) + 9 - 1 + 1 + 1 = 21
Greatsword Damage: 2d6 + 9 + 3 + 1 + 1 ⇒ (3, 4) + 9 + 3 + 1 + 1 = 21
Rage-Last Round
Inspire Courage
Flagbearer
Erei Jentis |
These bites are poisonous. Just so you know. And not a good or easy to deal with poison either.
Round 2 - Initiative 19
Erei will continue to sing and stab the nearest one with his longspear.
Longspear: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Active Effects: Flagbearer (+1 morale to attack/damage), Inspire Courage (+1)
Edit: Forgot my save.
Fortitude: 1d20 + 2 ⇒ (9) + 2 = 11
Welp, nevermind this round, paralyzed for 3 rounds.
Leto V. Derexhi |
Save: 1d20 + 5 ⇒ (19) + 5 = 24
Round 2 Ini 10
FoA: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (5) + 2 = 7
FoA: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 2 ⇒ (7) + 2 = 9
FoA: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 2 ⇒ (8) + 2 = 10
+1 PbP; +1 Flagbearer
Leto keeps shooting at the heads, this time he aims the ones who didn´t shout yet though.
Poisonous flying heads? This gets better and better! Don´t tell me their shouts are poisoning!
Nevai Alaro |
Round 2, Initiative 5
Fort vs paralysis: 1d20 + 4 ⇒ (19) + 4 = 23
Nevai reloaded and continued firing at the ones out of melee reach.
Crossbow: 1d20 + 3 ⇒ (11) + 3 = 14, Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Game Master Listener |
On round 1 delayed until they know who is paralyzed.
One of the heads flies forward and opens its maw to lay a horrifying kiss on Erei. The other retreats into the northeastern room.
Kiss: 1d20 + 5 ⇒ (16) + 5 = 21
Fortitude Save DC 16.
Setesh slams his mace into the head attacking him and it splatters apart. Tunar cuts a second floating head cleanly in half, both falling to the floor. Two of Leto's arrows slam into the creature that just "kissed" Erei and it screams as it drops to the ground below with another sickening splat.
Round 2: Initiative 3
The remaining head (slightly burnt and just having screamed) also retreats into the northeastern room.
Tunar Vodrat |
Round 3, Initiative 15
Running on fumes at this point, rage just ran out, but I have 2 rounds of persisting morale bonuses still. Also using my "Heart of the Fields" ability to ignore the fatigued condition.
Tunar follows swiftly(ish) after Setesh, going after the head, taking a swipe at it himself if he can.
Greatsword w/ Power Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 9 + 3 ⇒ (5, 2) + 9 + 3 = 19
2 Rounds of Persisting Morale Bonuses
Game Master Listener |
Sorry about that. There are two remaining heads. They've both retreated into the northeastern room. The other four are all dead (two have fallen to the floor below and two splattered all over the balcony area).
For Tunar and Setesh: A single move won't get you all the way to the heads in the room. But a double move will. If you wish to move all the way up to them, just let me know along with your next action.
Tunar and Setesh rush forward into the room and see the two heads hovering in the back corner. One screams.
2d4 ⇒ (4, 1) = 5
Tunar and Setesh: Fotitude Save DC 12 or be paralyzed for 5 rounds.
This is on initiative 10 of round 3. If anyone else is in the room on that initiative beside Setesh and Tunar, go ahead and make a Fortitde save as well. It will take a double move for Nevai and Leto to get in the room and able to see the creatures.
Tunar Vodrat |
Fort: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Gotcha, yep, will double move. Anyways, this is my last round of bonuses. Let's see if it counts.
Round 4, Initiative 15
"Scream all yer want, it won't help you!"
Tunar rushes the healthier looking head.
Full-round action to Charge.
Greatsword w/ Power Attack: 1d20 + 9 - 1 + 2 ⇒ (10) + 9 - 1 + 2 = 20
Damage: 2d6 + 9 + 3 ⇒ (2, 5) + 9 + 3 = 19
Setesh Bantling |
Fort: 1d20 + 4 ⇒ (10) + 4 = 14.
Setesh continues to ignore the creatures' otherworldly screams.
MW Cold Iron Heavy Mace: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27, for 1d8 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13 damage.
He then closes with one of the remaining heads, and wallops it.
Game Master Listener |
After resisting the final scream, Tunar and Setesh easily dispatch the last two flying heads. Looking around the room you are in:
Dust blankets this room. The walls, once brightly painted to depict life in ancient Wati, are now faded. A smaller room or alcove takes up the northeast section of the room; it was once closed off by a wooden door that since has rotted away, leaving only its hinges in the doorframe. A strong, cloying odor of decay pervades the room.
The effects of the scream wears off the others.
Setesh Bantling |
We were lucky!
"Well, that was unpleasant! Let's see what, if anything, they were guarding..."
Setesh carefully begins to search the room.
Perception 'Take 10' = 21.