Lilo Deepburrow
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Lilo yawns pinches the bridge of his nose and squuezes his eyes tight in an effort focus his mind on the task ahead.
"Well maybe if we gather up the bones we'll be able to figure out what to do next.has anyone an idea of how long ago this occured?"
| Nazard |
As you make your way into the remains of the village, you find more skeletons, and can see legs or arms protruding from within some of the huts.
Feel free to make the appropriate checks and look under the spoiler if you succeed. Only one Perception check is necessary; open the highest DC spoiler you qualify for.
| Rommin Hawkridge |
Survival 1d20 + 7 ⇒ (19) + 7 = 26
Heal 1d20 + 5 ⇒ (4) + 5 = 9
Perception 1d20 + 14 ⇒ (12) + 14 = 26
It looks like this happened a few years ago. With a puzzled look on his face, Rommin adds And it was either a rival tribe, or the people of this tribe fell upon themselves.
Rommin will point out the evidence that lead him to this conclusion. If Nazard's okay with it, just read the spoilers assuming Rommin told you what they contained.
| Nazard |
Survival 1d20+7
Heal 1d20+5
Perception 1d20+14It looks like this happened a few years ago. With a puzzled look on his face, Rommin adds And it was either a rival tribe, or the people of this tribe fell upon themselves.
Rommin will point out the evidence that lead him to this conclusion. If Nazard's okay with it, just read the spoilers assuming Rommin told you what they contained.
That's fine. Nice rolls, Rommin!
Lilo Deepburrow
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"Curiouser and curiouser" Lilo comments.."Was it some madness or were they bespelled..I guess we will never know. We should lay the poor souls to rest though..but what gods should we consign them to Pharasma I suppose..she'll guide them to where they should have gone "
| Noche'Wa the Wild Mouse |
Survival: 1d20 + 9 ⇒ (15) + 9 = 24
Peception: 1d20 + 9 ⇒ (17) + 9 = 26
Noche'Wa, reaches the same conclusion as Rommin. He looks around for the little one: "You can to the earth and the trees Rommin. It is a very sacred talent."
In a mix of Skraeling and common, Noche'Wa trying his best to speak, but a lot of words are still beyond his reach, he goes on: "The girl mentioned returning to the embrace of Father Nuaha, which was the earth's embrace. She also mentioned a White Star Woman and hoping to return to the Greatfather's Lodge. I don't know Pharasma." The last part said with a little burst of laughter.
If it happened so long ago, why now?
| Nazard |
So, do we have a party decision on a course of action? Explore huts? Bury skeletons? Look for more clues?
With a little looking about, you count 48 skeletons, though there may be more in the huts. The southern hut is completely collapsed, whereas the other three are merely leaning precariously. The western hut is the one mentioned with a leg bone sticking out. The skeletons seem to be a mix of adult and children of both genders. Noche'Wa estimates that this is the appropriate number of bodies for a village of this size.
| Noche'Wa the Wild Mouse |
Noche'Wa blushes somewhat: "Well, I only know what the little one told us about Father Nuaha...." He then smiles and adds: "But I'm sure the little one will throw things at us if we don't do it right! Ah! Ah! Ah!"
He then moves his mount towards the hut: "Let's look into the huts first, maybe we'll find tools."
| Nazard |
Lilo casts his spell and rotates about the village, checking for magic. Other than the few things the party is carrying, he detects no auras.
Rommin begins circling the village, looking for tracks and clues. He makes it partially around without discovering anything, before...
Landis approaches the western most hut (the one with the leg bone protruding from the doorway. He puts his hand on the tattered hide (Will Save: 1d20 + 2 ⇒ (10) + 2 = 12) before he freezes on the spot, staring off into the distance.
Landis' knees buckle briefly and he turns around with a look of pain on his face.
| Landis Thatch |
Wondering why this stranger has turned on him, Landis dives into the open doorway, to keep the man from shooting him more. "Betrayal"! "Betrayal"! "We have been deceived"!..."To Arms" Landis screams at the top of his lungs, as he dives to the side out of the doorway.
Then feeling about for the arrows in his back, he stumbles towards the back of the hut, looking for a back way out. Hammer firmly clenched in his hand, he looks for somewhere to take cover and looks about frantically trying to figure out what is happening.
1d20 + 5 ⇒ (18) + 5 = 23 Perception.
| Landis Thatch |
The shadows inside the hut seem to writhe and move about. Landis (and those just outside the hut) hear a faint babbling and whining sound.
There is no back way, although it would be easy enough to make one in the decaying hide walls.
Landis makes an exit through the back of the hut, and looks for a place to take cover while he assesses his injuries.
He then looks back at the betraying native, and screams at him from his concealed position. "Put down that bow, and come and fight me like a real man". "Even with the arrows you shot into my back I can take care of the likes of you".
| Nazard |
The babbling and whining sounds coming from the hut are now audible to everybody, and those of you outside the hut can see the shadows next to its walls start to writhe about. What looks like 2 flying, ethereal skeletons whirl about inside the hut. Everybody within 60 feet of the hut, which I think is everybody, needs to make 2 Will saves at DC 15 or be fascinated. If you fail the save, roll 2d4 to find out how many rounds the effect lasts for you. If you fail both, the durations are not cumulative.
Also, please make an Initiative roll at the same time.
Hickory's will save 1: 1d20 + 8 ⇒ (5) + 8 = 13; duration: 2d4 ⇒ (3, 1) = 4 rounds
Hickory's will save 2: 1d20 + 8 ⇒ (5) + 8 = 13]; duration: 2d4 ⇒ (4, 1) = 5 rounds
Hickory Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Hickory stops drawing her dagger and stares at the hut entrance, entranced.
| Nazard |
1d20+2 Will Save
1d20+2 Will Save
1d20+2 InitiativeDid Landis make it out of the hut before all this?
Yes. I can't post the map from work, but will try to get it up this evening. He's still under the other effect, however, not that his paranoid delusion would prevent him from defending himself from these creatures.
| Nazard |
Okay, giving things a kick start to get them moving...
Landis utters a few curses at Noche'Wa and his incorporeal minions, flies into a rage, steps forward, and attacks the closest creature.
Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Demon's Fate slices neatly through where Creature 1 is hovering and should have put it to rest, but instead the weapon passes right through it. Landis realizes with horror, even through his raging haze, that his weapons are going to have no effect against these monsters.
Warg and Finn continue to stare fascinated at the creatures in the hut.
Creature 1 swipes back at Landis.
Touch attack: 1d20 + 4 ⇒ (1) + 4 = 5 It's incorporeal hand doesn't even come close to hitting the raging barbarian.
Up next: Noche'Wa, Creature 2, Rommin (fascinated), Hickory (fascinated), Landis
| Nazard |
Incorporeal creatures no longer have 50% miss chances, they just receive half damage from magic weapons.
He's not disappointed as the second creature moves forward. He swings at it, but the swing is too early as he overestimates its speed. The creature then takes a swing at him.
Touch attack: 1d20 + 4 ⇒ (17) + 4 = 21; damage: 1d4 ⇒ 2 Wisdom damage
The creature's incorporeal touch doesn't inflict any physical wounds, but he feels his mind become slightly cloudy.
Rommin and Hickory continue to stare at the creatures and listening to the whining and babble.
ROUND 2
Up next: Landis, Warg (fascinated), Finn (fascinated), Creature 1, Noche'Wa
Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action. Thought this might be helpful; these particular creatures are able to approach fascinated foes without breaking the effect, though if they attack, it will break the fascinate.
Rommin is fascinated for 2d4 - 1 ⇒ (3, 3) - 1 = 5 more rounds
Warg is fascinated for 2d4 - 1 ⇒ (1, 1) - 1 = 1 more rounds, meaning he'll snap out of it just before Creature 2's action this round, able to act on his own in round 3.
| Noche'Wa the Wild Mouse |
I'm leaving for two days. Probably back Tuesday night. Feel free to dmnpc my character.
Power Attack: 1d20 + 6 ⇒ (14) + 6 = 20; 2d6 + 10 ⇒ (3, 4) + 10 = 17
If he can cleave... 1d20 + 6 ⇒ (7) + 6 = 13; 2d6 + 10 ⇒ (6, 4) + 10 = 20
| Landis Thatch |
Seeing that his weapons have no effect on the creatures, Landis decides to get himself and his dumfounded friends out of here. The ghost of the girl might have made things difficult, but these apparitions looked dangerous.
Landis takes off at a full retreat. He will run to Rommin and try to grab him and pull him with him.
"Come on"! "Quit staring, and let's get out of here"!
| Rommin Hawkridge |
Rommin snaps to at the jarring by Landis. After a split second of confusion and taking in the scene, he acts. He grabs Warg shouting We have to retreat! We can't fight these things! Not without preparing. And maybe not even then, he adds silently.
I'm guessing a move action to get to Warg and a standard to jostle him.
| Nazard |
Rommin snaps to at the jarring by Landis. After a split second of confusion and taking in the scene, he acts. He grabs Warg shouting We have to retreat! We can't fight these things! Not without preparing. And maybe not even then, he adds silently.
I'm guessing a move action to get to Warg and a standard to jostle him.
Actually, Warg will snap out of it on his own before Rommin's turn, but he can do it to some other person.
| Nazard |
Creature 1 moves up to attack Finn.
Touch attack: 1d20 + 4 ⇒ (10) + 4 = 14; damage: 1d4 ⇒ 3 Wisdom damage
Finn snaps out of his fascination now that the creature has attacked him.
Noche'Wa takes a mighty swing at the creature, and his enchanted club seems to actually affect it, as it dissipates, then reforms. He then takes a 5-foot step back to start the retreat.
Creature 2 touch attack: 1d20 + 4 ⇒ (18) + 4 = 22; damage: 1d4 ⇒ 1 Wisdom damage
Rommin moves to Hickory and shakes her free of the fascinate.
Seeing what's going on, she quickly sizes things up and starts to sing a song which counteracts some of the creatures' babbling. Perform: 1d20 + 10 ⇒ (9) + 10 = 19
Everybody who is still affected by the creatures' babbling is now free and able to act.
ROUND 3
Up next: Lilo, Landis, Warg