Set in the land of Ravenloft, a band of intrepid heroes searches for a way home, but their fate may be inextricably tied to a vain, power-hungry madman. Uses the Pathfinder ruleset.
Erfan is far too out of sorts at this point for anything resembling rational behavior. Unless he is physically escorted by the others, he wanders aimlessly about in the fields outside the fairgrounds, giggling to himself and talking to crickets.
Res answers Nathaniel, "I'll watch the gnome. We can use Eliva's dark vision upfront." Res leads Erfan to the funhouse. He and Erfan stay in the back of the group. In an attempt to muffle Erfan's giggling, Res hands Erfan a honey roll, hoping that chewing food will keep the gnome quiet for a while as they explore. "Here Erfan, munch on this honey roll for a while" he suggests to the gnome.
Eliva leads the way through the winding corridors of mirrors. All the while, the frantic organ music grows louder and louder. It is apparent that this long, circuitous route is covering the entire space of the original farmhouse that makes up the front portion of the funhouse, filling it like a maze.
Eventually, some ambient light begins to reach the corridor again. The path of mirrors opens up into a small chamber, dimly lit by two torches. Between the sconces, the gaping maw of a huge smiling clown face serves as a doorway to what lies beyond. The brightly colored eyes and crimson lips ought to be cheerful, but seem somehow off. Those painted eyes gleam with madness and hunger. A wooden door behind the gaping rictus sits ajar, allowing bright light and loud music to spill into your small chamber.
Suddenly, a shrill laugh reverberates through the chamber and fades away as quickly as it came. It has no known source, seeming to come from everywhere at once.
You notice a spatter of dried blood on the floor. Something is very wrong. With your experience with traps, you spot the telltale signs of a mechanical trap in this location: It is a Filthy Slasher Trap. If anyone were to approach the clown face doorway, a rusty blade would emerge from wall to slash at them. There is almost certainly some type of override - possibly past the trapped doorway so that those within can deactivate it to allow safe entry. You suspect you may be able to jamb it with a Disable Device check, but doing so poses the risk of triggering the trap.
Still muffled in her shawl, Angalia points out the trap to the others.
See spoiler above.
Stifling a laugh, she moves to the door and looks at ways to disable it. Her grin as she finds a small pebble and jams it into the mechanism rather matches the clown's on the door.
1d20 + 11 ⇒ (20) + 11 = 31 - Disable Device.
"Fun, fun, fun! Let's get in there and make them all laugh."
Perception: 1d20 + 8 ⇒ (2) + 8 = 10, further +2 vs humans.
Nathaniel shivers involuntarily at the shrill laugh and the demented clown face, glancing around quickly and almost jumping at shadows.
“Good job Angalia,” he murmurs as his friend finds and jams the trap, although he is a little disturbed and concerned at her turn of phrase – all the more reason to find a cure for this affliction quickly.
He tries the door, and, if he can open it, steps through. Still taking 10 on stealth and perception if appropriate.
Res hangs back with Erfan waiting for Nathaniel to signal the group forward. No reason to take a chance of Erfan belting out a guffaw at an inopportune moment.
The door, which is slightly ajar, opens freely onto a brightly lit room. Festive organ music fills the chamber which is brightly painted in a broad palette of colors. The floor is a pattern of concentric circles, which seem not painted, but rather formed out of distinct rings of polished wood. A double door faces you on the opposite wall, while a smaller door is set to the left of the entrance. In the near right corner, a wooden ladder ascends 10 feet to an organ loft, where a magnificent organ is playing seemingly of its own volition.
Across the room, the twins Zaria and Zorya stand wielding a dagger and staff, respectively. Oleg the strongman stands on one of the colored rings with his giant hammer slung over his shoulder, while Nik the overseer stands at another, wearing his usual sneer. They seem fixed on the door through which you entered, as if expecting you. The shrill laugh again seems to peel through the room, even over the clamor of the organ.
The colored rings represent the colored circles on the floor. The organ loft is in the southwest and is 10 feet up, accessible by the ladder.
Nik sneers, "Your meddling will cost you dearly," and brandishes his blade.
Eliva Angalia
Nik
Oleg
Res
Nathaniel
Urdrin
Zaria and Zorya
Tiffana
Erfan
(*you'll find out*)
If you're curious about how Zaria and Zorya will work, they are a custom template I have created. For now, all you need to know is that they have separate HP and defenses so that you must target one or the other (unless you are casting an area spell), although they share a square. They are only allowed one move between them, but have separate standard actions and act on the same initiative.
We may as well resolve it now, since that hits regardless.
Oleg takes an arrow to a fleshy area, but barely winces. He cuts an intimidating figure.
Seething with indignation, Nik hurls a dagger at Nathaniel. 1d20 + 3 ⇒ (13) + 3 = 16. 1d4 + 1 + 2d8 ⇒ (1) + 1 + (1, 3) = 6 damage and Nathaniel has bleed 2. The dagger strikes a vital area and Nathaniel struggles to stop the bleeding.
Oleg looks menacing, but simply adopts a wide stance, as if daring you to come closer.
Res quickly surveys the room. He watches Angalia's knife plunge deep into Nik and Eliva's arrow scratch Oleg. Oleg appears to be the most dangerous threat at the moment, so he targets him. He pulls out Gorum's holy symbol, and prays aloud. "Gorum, help your servants in this battle. Let this riff raff feel your might so that they know what they face." A burst of energy flashes from the holy symbol and hits Oleg square.
Res casts Doom (DC 14) Will Save on Oleg. If he fails, he his filled with dread and shaken for 3 minutes.
Oleg manages to withstand Res's magic and stands firm.
Urdrin's attack is a hit. I will wait for Nathaniel before resolving everything, though. Oleg was only delaying until someone entered the room, so he'll attack after that charge.
Nathaniel (taking 2 bleed damage)
Urdrin (posted)
Oleg
Zaria and Zorya
Tiffana
Erfan
(*you'll find out*)
Eliva
Angalia
Nik
Res
Cautious since his near death experience at the hands of the Surgeon, Nathaniel takes a moment to retrieve and drink his last potion of cure light wounds, hoping to stop the bleeding.
(GMT, I can't do dice rolls on my phone, either make the roll on my behalf if you like or I will do so next time I'm at my computer).
Yes, any magical healing stops the bleed damage. If you're curious, it's the bleeding attack feat.
Nathaniel heals himself to recover from Nik's dagger, while Urdrin charges into the room, striking the strongman Oleg with a solid blow.
Oleg is infuriated by this latest attack, and his eyes blaze with a deep fury. He seems to grow stronger and more reckless. He swings his giant hammer at Urdrin.
1d20 + 9 ⇒ (1) + 9 = 10. He misses and seems angry about it.
Zaria begins to sing in violent contrast with the festive organ music.
You all have -1 to attack, damage, and saves vs fear and charm. There is no save to resist this penalty.
Meanwhile, her twin Zorya begins to babble in a strange tongue. She gazes at Nathaniel, who can feel a presence probing his psyche. He is exposed to maddening images of strange, alien powers.
Nathaniel, DC 14 Fort save please. If you fail, you are confused for 1 round.
Humming a slow lullaby as she moves forward she weaves her delicate fingers in a quick flourish while gazing through lidded eyes at Nick, "Go to sleep."
Sleep, DC14, Lullaby Bloodline Power imparts a -4 to the save.
Eliva recognizes that the dancing women are casting spells, and takes careful aim at them, ready to shoot at the first that tries to cast something.
Readied action versus Zaria and Zorya - whoever begins casting a spell first, Eliva will shoot at them in an attempt to disrupt their magic.
Attack: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Damage: 1d8 ⇒ 3
Eliva Angalia
Nik (asleep)
Res
Nathaniel (confused)
Urdrin
Oleg (raging)
Erfan (readied)
Zaria and Zorya
Tiffana
*floors move*
(As a reminder: If you're curious about how Zaria and Zorya will work, they are a custom template I have created. For now, all you need to know is that they have separate HP and defenses so that you must target one or the other (unless you are casting an area spell), although they share a square. They are only allowed one move between them, but have separate standard actions and act on the same initiative.)
As he watches the floor begin to shudder and move, Res calls out "What is this madness? The floor, it moves!" He then notices that Nathaniel seems to have entered a stupor. "Nathaniel, what is it man? Snap out of it. Are you ok?"
"I'll take care of that god-awful babbling!" Res moves into the room and steps on the blue circle near Oleg. He holds up his holy symbol, "Gorum drown out their pathetic tune with your thunder." The holy symbol flashes and a thunderous sound bursts forth next to Zaria and Zorya.
Move to N10. Cast Sound Burst at square S5 for 1d8 ⇒ 2 damage and a (DC15) Fortitude Save for everyone within a 10ft radius. Those that fail their Fort Save are stunned for 1 round.
"And are their devils with halos in beautiful capes, taking them into the flames," Nathaniel tells Tiff and Res fervently, each eye appearing to stare in a different direction. "I see that screen go down in the flames with every step, with every beautiful heel pointed."
Nathaniel babbles like a lunatic while Urdrin lands a solid blow on Oleg.
Oleg responds with a bash at the softer target in front of him - Angalia.
1d20 + 10 ⇒ (8) + 10 = 181d10 + 9 ⇒ (2) + 9 = 11
He takes a 5 foot step away.
Zorya, still babbling in a strange tongue, gazes upon Urdrin and tries to infect his mind. Erfan interferes with his magic missiles, but Eliva's arrow passes harmlessly.
That will trigger Erfan. I hope you don't mind if I roll damage. Zaria 1d4 + 1 ⇒ (1) + 1 = 2. Zorya 1d4 + 1 ⇒ (4) + 1 = 5
Concentration DC 16: 1d20 + 6 ⇒ (11) + 6 = 17 Made it.
Urdrin: DC 14 Will save or you have to do everything you can to kill your nearest ally next round.