DM B's PbP Game Day 4 Quests: Phantom Phenomena (1st) (Inactive)

Game Master Beckett

A series of six Quests designed for 1st-level characters.
Bizarre phenomena have tormented the people of southeastern Ustalav for decades, and these events become stronger and more dangerous every year. Hoping to uncover the origins of these flashes of red lightning and spectral hauntings, Dr. Quolorum from the Sincomakti School of Sciences has set out with a team of able-bodied assistants. Can the PCs help the professor unlock the secret that dwells above Lantern Lake?
Phantom Phenomena includes six, 1-hour adventures that take the PCs to a superstitious village, a lightning-scarred woodland, an ancient Kellid monolith, a haunted manor, an occult university, and finally into the storm-choked mountains. Experience the adventures in any order to create a unique story.

Init:

[spoiler=INIT ROLLS]
[dice=Adowyn & Leryn (1 & 2)]1d20+4[/dice]
[dice=Enora (3)]1d20+2[/dice]
[dice=Erasmus (4)]1d20+4[/dice]
[dice=Kyra (5)]1d20+0[/dice]
[dice=Oloch (6)]1d20+3[/dice]
[dice=Yoon (7)]1d20+3[/dice]
=======================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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"Leryn and I can go first" Adowyn says, drawing her sword and stepping forward.

I took the liberty of adding a token for Leryn.

Scarab Sages

|| Phantom Phenomena || || ||

The back door leads to a dark hallway within the tavern that extends some fifty feet then turns to the right (from your point of view). On the far wall you see a pair of doors, and a third one around the corner. A forth one lies on your right just before the end of the hallway.

The first leads to a dining area, with dusty dishes and silverware still laying out to be used. For just a moment, you catch a glimpse in your mind's eye of a noble woman leading a séance at this table, with a small assortment of others around, they all turn to look at you with dead, ghostly eyes. One speaks, but no sound comes from his spectral mouth, and suddenly, the room seems to burn away, as if in a sudden inferno, sending ash all around, blinding you. When you are able to look again, you see only an empty room.

The next door leads to an old stable, now sitting in the dark and great disuse. You do not find anything of interest save for another possible exit that has been chained and boarded shut from the outside. Another door reveals an old bed chamber, likely used by the tavern's last owner, but it has already been ransacked, leaving you with but one other door.

This musty common room is coated with thick layers of dust. Dozens of black candles, animal skulls, and occult idols are arranged as decorations through the room. One table near the center of the room is decorated with human skulls and a crystal ball. A spread of harrow cards lies face down on the table and two chairs are pulled up to it. One chair sits empty and the other holds a skeletal corpse.

As you approach, suddenly soft green lights begin to flicker on all around the room, and a robed figure appears, walking towards an empty chair near the motioning for you to follow.

Will Save DC 15:
You notice that the robed figure is an Illusion, not really there, but some magic creation being controlled by another. Making the save allows you to see beyond the Illusion, causing it to appear as a ghostly figure, but not one that obscures your vision in any way, you just simply realize it is not real.

Perception DC 20:
Well hidden beneath the figure's robes, you spot that he, she, or it has clawed feet and hands. You also notice, after it begins to "speak", that this creature's mouth is covered with multiple small tentacles, as though it's head where actually some sort of octopus. Please give me a Knowledge Planes check as well.

“Welcome, travelers. Have you come to seek the wisdom of my harrow reading? These are strange times and those without guidance risk great peril. Stand before my table and learn your fate.”, as the robed figure lays out nine harrow cards, face down on the table before you. . .


will: 1d20 + 5 ⇒ (16) + 5 = 21

perception: 1d20 + 3 ⇒ (4) + 3 = 7

Scarab Sages

|| Phantom Phenomena || || ||

Small note, I've updated that Will Save Spoiler a tiny bit.


Will Save: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
"Whoa.. What is THAT thing??" Adowyn exclaims, pointing out the clawed feet and the tentacle mouth.

No K. Planes.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Will DC 15: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 3 ⇒ (11) + 3 = 14

"Only Gorum knows my fate and him alone I follow ...'
Oloch casts Guidance upon himself ...


Yoon Human(child) Pyrokineticist 1 | AC 16 t14 ff13 | F+5 R+5 W+1; +2 vs fear | Init +3 Percep +5 | HP 11/15 (-0 non-lethal; burn 0)

Will: 1d20 + 1 ⇒ (16) + 1 = 17
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

@GM:

Know(planes), untrained: 1d20 + 1 ⇒ (10) + 1 = 11

Yoon giggles. "It's an illusion!"

"But a fortune reading sounds like fun. Can I go first?"

Grand Lodge

HP 57/57| AC 22 (20 T, 17 FF) | Saves: Fort: +7, Ref: +12, Will +10 | Bardic Performance 18/19 | Spells: 1st: 6/6 | 2nd: 4/4 | Breath Weapon: Available | Lore Master 1/1 | Lesser Reach 3/3

Will: 1d20 + 2 ⇒ (2) + 2 = 4 Even with the +4 from Yoon that's embarrassing.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

"After you, kiddo..."

Scarab Sages

|| Phantom Phenomena || || ||

The illusionary figure places nine cards onto the table in a square and flips three cards at a time to perform the reading. First it flips the left column (the past), then it flips the middle column (the present), and finally it flips the right column (the future). The information below presents the three cards in each column, listed from top to bottom, and the reading the illusion recites after each flip.

“The Eclipse is strong in the past. This card represents loss of purpose. I see a curious creature that fell from its original path. Now it wanders blindly, far afield under shadows of the mind.”

“Ahhhh, The Midwife. She is a conduit of creation, but she does not create alone. I see a creature in the present that also creates many things. It dreams of strange places and uses its mind to make these places real. But The Midwife is misaligned. The world will not like what this creature makes.”

“The Carnival is a card of illusions and false dreams. Danger lies in your future, but it is not the danger you expect. The Carnival is the most important card for you because it is a card for fools. It was foolish to come here. . .”

Suddenly seven skulls appear on the table around the harrow reading, which begins to fade from view just as the robed figure does. They seem to (un)light up with some sort of dark energy, then raise a foot or two from the table. Two of them burst into hellfire, and then thy each fly out to attack each of you.

Random Roll: 2d7 ⇒ (3, 7) = 10

The two flaming skulls choose to fly at both Enora and Yoon for an unknown (random) reason.

Normally there would be an init rolls here, but since it's basically a big one on one, I'm just going to say you are all up here, their first round being to fly and then move in to attack, (no AoOs).

Scarab Sages

|| Phantom Phenomena || || ||

Know Religion DC 15:
These floating skulls are a tiny undead referred to as a Beheaded. They are essentially just very small flying skeletons, that have a fairly weak slam attack, though this particular variety is vulnerable to Mind-Affects unlike most Undead, and also any Diviniation Spell that deals Damage (???) deals x2 against them.

Separate Know Religion DC 15:
Exactly as above, except that the two flaming ones do deal a little more significant damage and can in fact catch others on fire, as well as being slightly tougher.


No K. Religion

"Leryn! Attack!" Adowyn calls out as she draws her sword.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Adowyn follows the advice she gave the wolf and starts sending arrows at the nearest skull.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 ⇒ 1


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 1 Guidance
Oloch takes a swing at one of the skulls moving to attack ...
Greatsword: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 for Slashing: 2d6 + 6 ⇒ (2, 4) + 6 = 12


Knowledge (religion): 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (religion): 1d20 + 4 ⇒ (9) + 4 = 13

"Ah! Beheaded!" Kyra exclaims as the small hoard of flying skulls attack them. "Little more then vermin."

"Though they're usually not flaming" she adds hesitantly.

She suddenly holds up her holy symbol, making a silent intonation, before crying "Begone!" and a flash of holy radiance emanates out from her.

Channel positive energy to harm undead

Positive Energy Damage: 1d6 + 1 ⇒ (4) + 1 = 5 DC 12 Will for half (They do not get to use any channel resistance they may have)

Scarab Sages

|| Phantom Phenomena || || ||

Will: 1d20 + 2 ⇒ (14) + 2 = 16
Will: 1d20 + 2 ⇒ (15) + 2 = 17
Will: 1d20 + 2 ⇒ (3) + 2 = 5
Will: 1d20 + 2 ⇒ (18) + 2 = 20
Will: 1d20 + 2 ⇒ (18) + 2 = 20
Will: 1d20 + 2 ⇒ (6) + 2 = 8

Between Kyra, Oloch, and Andowyn, all but the two flaming skulls crumble into ash and burn away as you hit them. The remaining two do not take long to be extinguished themselves, and as they also burn themselves away into nonexistence, suddenly the harrow deck returns to the table, though this time in it's sealed card box.

You sense some sort of magic still lingers within those cards, though it's not from the cards or the deck itself, but know this is precisely the sort of thing that Dr. Quolorum is eager to study.

As a special reward, everyone gets a free Boon for the remainder of this game, (the other 5 Quests), that can only be used once.
Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma).

Part 2 - Lightning

Player Handout:

Greetings,
I hope you enjoy fresh air, because I need your skills to protect me in the wilderness tonight. As you may know, strange red lightning often strikes in the foothills near Lantern Lake, and my instruments indicate that another strike is due this evening. I’m told this lightning leaves behind ectoplasmic residue, so I would like to collect a few samples in my new ectoplasm field containers before it all evaporates. Hopefully this will provide us with more insights into the strange phenomena of this region. I have attached a map to a local hilltop where I would like to meet. The hill should be close to the next lightning strike,_but hopefully not TOO close. I’m sure it will be fine.
Dr. Quolorum

Tonight the sky is clear, and the stars are out, which helps provide ample light to view the blackened hilltop that Dr. Quolorum marked on his map. A scorched crater sits at the summit of the hill surrounded by a ring of tortured earth.

Agonized faces and grasping hands are formed in the dirt around the crater, as if the ground itself were once alive and in great pain. Stunted shrubs covered with red thorns are scattered across the hill. Seemingly oblivious to this unusual scene, Dr. Quolorum wanders about the hilltop humming merrily and checking his instruments, as you approach to meet the good doctor. You startle him as he first notices you, then calls out, “Hello! Good to see you’ve arrived. Make yourselves comfortable because the next strike shouldn’t occur for a while yet. In the meantime, let me know if you have any questions.”

Scarab Sages

|| Phantom Phenomena || || ||

From the looks of it, this one is going to be very short.


Yoon Human(child) Pyrokineticist 1 | AC 16 t14 ff13 | F+5 R+5 W+1; +2 vs fear | Init +3 Percep +5 | HP 11/15 (-0 non-lethal; burn 0)

Yoon looks up after Kyra's channel.

"Aww, you blew them up before I could." She does a mock pout only briefly. "But that was still pretty neat. Can you show me how to do that?"

---
Yoon smiles at the Doctor, and waves. "Hiya. What's that?" She cocks her head at her stuffed owlbear. "Oh, Gom Gom says 'hi' too. Oh, and here's a harrow deck you might be interested in. You told us that tavern would be scary. I've never been in a tavern before, but that one wasn't very scary."

Sorry for being out. This weekend has kicked my butt.

Grand Lodge

HP 57/57| AC 22 (20 T, 17 FF) | Saves: Fort: +7, Ref: +12, Will +10 | Bardic Performance 18/19 | Spells: 1st: 6/6 | 2nd: 4/4 | Breath Weapon: Available | Lore Master 1/1 | Lesser Reach 3/3

Erasmus looks around somewhat skeptically. Make ourselves comfortable? Over by the horrifying crater? Or the incredibly thorny bushes? Might as well see if I can be useful, I guess

I don't suppose you need any help with those doodads?


Is the harrow boon thing just for one section of this, or will it last all remaining sections once we utilize it?

"What exactly are you doing here, with all this?" Kyra asks, hesitantly, looking at all the strange equipment.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

draw: 1d6 ⇒ 4
Wow...couldn't post on the weekend, and you guys did awesome!

Enora smiles at Doctor Quolorum. "What exactly do you expect to find here this evening? Strange phenomena sounds rather cryptic," she observes.


Adowyn easily hikes up the hill, with Leyrn at her side. She arrives on the heels of Enora, and pipes up "And what do you expect to fight if we are just trying to catch some lightning?"


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

"I didn't ask what he expects to fight...what he expects to find. Quite different, I surmise," the halfling says cheerfully.

Scarab Sages

|| Phantom Phenomena || || ||

“A fascinating question, isn’t it? I am not completely sure, but I doubt the source is of this world. Amazing, yes? I had asked you to investigate Dunhob, to follow up on a lead on our mysterious Lady Illirigarde. Your notes indicated that her last visit there involved some sort of ill-fated harrow reading, and when I began to study the Harrow Deck you found, and the story around it with some sort of specter, I looked into it."

"I'm uncertain just what that figure was, but I think your intuition was more correct than you had suspected. I think that there is something still attached to that event, still watching if you will. I can feel something. And I think whatever it is is somehow linked to the odd red lightning bursts here. The locals claim that lightning is somehow laced with both a profane and otherworldly energy, and there are claims that if a bolt strikes imparts some of that energy. Of course, we will find out if this theory is true when the next strike occurs. Exciting, isn’t it?"

Survival DC 10:
No animals come here. Not for some time. For whatever reason, all the wildlife avoids this area.

"When the lightning strikes, we will hurry to the strike crater. I think it is best to prepare for anything. I’m told wild animals and plants react strangely to these lightning strikes. You can protect me on the way and make sure the site is safe when we arrive. When you give the all clear, I will use my ectoplasm containers to gather some samples from the crater. After that, we can all head back to our warm beds."

Know Religion DC 16 (Occult Classes receive a +4):
You sense the presence of some sort of spirit within the area. Perhaps a Haunt that had been pacified or a ghost whose unresolved business had in fact finally been resolved. But in either case, you still feel a bit of it's presence here, but it's not hostile. It might even be possible to communicate with it by some means.


Survival: 1d20 + 3 ⇒ (5) + 3 = 8
Knowledge (religion): 1d20 + 4 ⇒ (7) + 4 = 11

Kyra, unfortunately, is a little out of her element, without the Dawnflower's light shining down upon her!

Its cause its dark out, honest!

Though in retrospect, I probably should have taken a 10 on that first one =)


Yoon Human(child) Pyrokineticist 1 | AC 16 t14 ff13 | F+5 R+5 W+1; +2 vs fear | Init +3 Percep +5 | HP 11/15 (-0 non-lethal; burn 0)

Survival(take10): 10 + 1 = 11

"Huh. No animal tracks. There aren't even any creepy-crawlies. No insects. No animals for a while, probably."

Know(religion)(untrained)+occult: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21


Adowyn shoulders her pack and sends Leryn out to flank the party. "OK. Sounds like a party.. but it is weird that there are no animals here. I wonder if its the lighting that scares them off?"

Taking ten on survival


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Survival: 1d20 + 6 ⇒ (13) + 6 = 19
"Hmmm ... yes ... exciting ...
... perhaps the animals know the right of it."


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

"So now what?" Enora whispers excitedly. "We just wait?"

Scarab Sages

|| Phantom Phenomena || || ||

I want to make sure everyone has a chance to roll, as it could be pretty cool.


Feh, roll for them, saves alot of time for things like this =)

Grand Lodge

HP 57/57| AC 22 (20 T, 17 FF) | Saves: Fort: +7, Ref: +12, Will +10 | Bardic Performance 18/19 | Spells: 1st: 6/6 | 2nd: 4/4 | Breath Weapon: Available | Lore Master 1/1 | Lesser Reach 3/3

I could roll if you're OK with saying I'm channeling my trickster spirit today (gives extra class skills of my choice and considered to have a rank in them).

If so:
Knowledge (Religion): 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18

Scarab Sages

|| Phantom Phenomena || || ||

That's perfectly fine. You did say you wanted to swap tem out each part earlier.


Is this one of those things that if we are told about it by another character that we can interact with the *possible* spirit? I have no K. Religion

Grand Lodge

HP 57/57| AC 22 (20 T, 17 FF) | Saves: Fort: +7, Ref: +12, Will +10 | Bardic Performance 18/19 | Spells: 1st: 6/6 | 2nd: 4/4 | Breath Weapon: Available | Lore Master 1/1 | Lesser Reach 3/3

"I sense some sort of presence here. Perhaps it's dormant? Perhaps it's lurking. We should try to communicate with it. Assuming that doesn't offend the Dawnflower's delicate sensibilites, of course." Erasmus says with a smirk directed at Kyra.

Assuming there's no objection, Erasmus arranges his candles into a circle and lights some of his incense, to create the proper mood for a seance, his second of the day.

"Spirit, I call out to you! If you can, speak to us!

GM:

I was trying to give the others a chance to do this, but it looks like Enora's the only other one with Linguistics trained.
Linguistics: 1d20 + 5 ⇒ (5) + 5 = 10
I'm pretty sure that fails, so I'm going to use my Surge ability for an extra D6 to that. 1d6 ⇒ 5
Total of 15 isn't bad. The trickster spirit now has two points of influence.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Sorry, I hadn't seen where I should roll linguistics...thanks for rolling!

Scarab Sages

|| Phantom Phenomena || || ||

Suddenly the hairs on the backs of you necks begin to stand on end, and a pale wind blows across the hilltop. You'd swear that it sounds just like. . .

Linguistics DC 16:
"Pulledfromourhome. . . .Release ussssss. Killllllllll. . . thedreamer."


Bloodrager 1 | HP 13/13 | AC 17; Tch 12; FF 15 | F +4; R +2; W +2 | CMB +4; CMD 16 | Speed 20 ft | Init +4 | Fauchard: +5 (1d10+4/18-20) | Perc +1

Enora's cheerful face turns pale.

"The...the wind! It says 'pulled from our home...release us...kill...the dreamer!"

linguistics: 1d20 + 7 ⇒ (13) + 7 = 20


Kyra frowns slightly. "The wind said?" She says, dubiously, looking around warily.

"Just sounded like wind, to me." She adds, though there is a note of uncertainty.

Grand Lodge

HP 57/57| AC 22 (20 T, 17 FF) | Saves: Fort: +7, Ref: +12, Will +10 | Bardic Performance 18/19 | Spells: 1st: 6/6 | 2nd: 4/4 | Breath Weapon: Available | Lore Master 1/1 | Lesser Reach 3/3

"Dreamer? Who do we think that might be? Better sleep with one eye open just in case."


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

"Dreamer? What in Gorum's Name does that mean?"


Sorry about my slow posting this week. Between overtime at work and nursing school, I have pulled 3 20+ hour days this week.. If I don't have my face crammed into a book, I have been asleep.

Adowyn shivers as the others begin to talk of a voice on the wind that she can't understand. "This just sounds like more bad news.. Lets get this over with quickly!"

Scarab Sages

|| Phantom Phenomena || || ||

Suddenly, right after receiving the ghostly message, there is a massive thunderstrike right within the nearby crater. It's surprising, and even Dr. Quolorum seems a bit confused. "That is too early. And much larger that I was told. But still, fortune favors the bold, hurry, I need to gather samples. . ."

A chorus of wailing screams comes from somewhere inside these trees, and a red glow casts a baleful light over the area. The smell of ozone hangs heavy in the air, and crackling arcs of electricity jump between the plants here and there. The forest is filled with the sound of rustling branches.

Unsure of just what is going on, the good doctor grabs as many beakers, sacks, and other tools to collect his samples as he can whilst joining the you as you make your way to the crater. Suddenly, when you get close, strange, otherworldly sensation, again causing the hairs on the back of your necks to raise. There is a unnatural chill to the air, and you begin to see your breath as mist.

Know Religion DC 12:
You sense the presence of undead around, and while you are not sure where, or even how many, you are able to put a few facts together to realize there is a Haunt here, a sort of mindless Undead spirit that normally springs to life after a terrible tragedy, activating when anything living comes too close to the site of it's torment.

Know Religion DC 17:
Whatever dark spirit this is, you do know that it is using the forest and trees itself, and suspect that it will not like Fire.

Perception, Know Nature, or Survival DC 16:
You notice spectral skeletal hands guiding the branches, and know that something is terribly terribly wrong. See the DC 12 Religion spoiler.

INIT ROLLS:

Adowyn: 1d20 + 4 ⇒ (14) + 4 = 18
Crowe: 1d20 + 1 ⇒ (3) + 1 = 4
Enora: 1d20 + 2 ⇒ (10) + 2 = 12
Erasmus: 1d20 + 4 ⇒ (11) + 4 = 15
Kyra: 1d20 + 0 ⇒ (2) + 0 = 2
Oloch: 1d20 + 3 ⇒ (2) + 3 = 5
Yoon: 1d20 + 3 ⇒ (3) + 3 = 6

This is why I hate the mechanics for Haunts. Superb idea, great flavor, horrid implementation!

SURPRISE ROUND (only a single Move OR Standard Action)
Adowyn & Wolf, Erasmus, and Enora


Yoon Human(child) Pyrokineticist 1 | AC 16 t14 ff13 | F+5 R+5 W+1; +2 vs fear | Init +3 Percep +5 | HP 11/15 (-0 non-lethal; burn 0)

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

"AAACK!" screams Yoon. "A haunt! Look, spectral hands brushing the trees!"

"Something isn't right, here."

She covers Gom Gom's eyes, and whispers softly to her stuffed owlbear. "It will be okay, don't you worry."


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
"What ???"
Oloch looks around very confused ...


K. Nature: 1d20 + 5 ⇒ (20) + 5 = 25

"By the Gods! This place is a Haunt, and we've walked right into it!!" Adowyn calls out in alarm. "Undead are all over this area, but I don't know where or how many. Something horrible happened here and trapped the spirits."

As she is calling out to the party, she draws her bow, hoping for a physical manifestation that she can actually hit..

Leryn stays close to Adowyn, hackles raised.

Grand Lodge

HP 57/57| AC 22 (20 T, 17 FF) | Saves: Fort: +7, Ref: +12, Will +10 | Bardic Performance 18/19 | Spells: 1st: 6/6 | 2nd: 4/4 | Breath Weapon: Available | Lore Master 1/1 | Lesser Reach 3/3

Religion: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Erasmus cautiously edges closer to the crater. Move

Burn the scary bushes, Yoon!

Scarab Sages

|| Phantom Phenomena || || ||

Suddenly the forest comes even more alive, as skeletal hands grasping branches, ripping roots from the very ground, and carrying vines become an active threat, encircling everyone and trying to drag them down to the ground, and likely bury them beneath it as well.

Everyone Refl DC 13:
The Haunt is simulating an Entangle Spell. It does not deal damage, but everyone that fails the Save gains the Entangle Condition. Will need to save every round that you remain within the Haunt's area, which is red on the map.

To make matters worse, suddenly three howling specters appear, floating just high enough above the ground to avoid being caught in the forest's wrath, but scowl at you while wailing a hideous cry.

All three Specters are flying 5ft above the ground.

Know Religion DC 10:
These specters are known as Ectoplasmic creatures. They are very similar to ghosts in many ways, but are not actually Incorporeal, but rather almost an ooze or even a mist, allowing them to travel through most obstacles as if they where. They are undead, and so resistant to many of the things that affect the living, and this particular breed has DR 5/Slashing. Finally, their mere touch, like many undead, carries with it a special curse, inspiring terror in the victim.

INIT ROLLS:

Adowyn: 1d20 + 4 ⇒ (14) + 4 = 18
Crowe: 1d20 + 1 ⇒ (14) + 1 = 15
Enora: 1d20 + 2 ⇒ (4) + 2 = 6
Erasmus: 1d20 + 4 ⇒ (7) + 4 = 11
Kyra: 1d20 + 0 ⇒ (11) + 0 = 11
Oloch: 1d20 + 3 ⇒ (16) + 3 = 19
Yoon: 1d20 + 3 ⇒ (12) + 3 = 15
=======================================
Specter 1: 1d20 + 0 ⇒ (9) + 0 = 9
Specter 2: 1d20 + 0 ⇒ (4) + 0 = 4
Specter 3: 1d20 + 0 ⇒ (16) + 0 = 16

ROUND 1
Oloch () & Adowyn ()
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Specter 3 ()
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Yoon (), Crowe (), Erasmus (), & Kyra ()
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Specter 1 ()
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Enora ()
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Specter 2 ()


Reflex: 1d20 + 1 ⇒ (10) + 1 = 11

Knowledge (religion): 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Knowledge (religion): 1d20 + 4 ⇒ (12) + 4 = 16

Someday, she'll get to react =)


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 1 Charging - Reflex DC13: 1d20 + 1 ⇒ (13) + 1 = 14
Seeing only 1 group of opponents that he might be able to do anything about ... Oloch charges to engage the specters ...
Greatsword: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 for Slashing: 2d6 + 6 ⇒ (6, 6) + 6 = 18


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

reflex: 1d20 + 3 ⇒ (7) + 3 = 10
knowledge religion: 1d20 + 7 ⇒ (11) + 7 = 18

Scarab Sages

|| Phantom Phenomena || || ||

Unhindered by the Haunt's attempts to hold him down, Oloch springs forward and cut's the closest "specter" down. His heavy blade cutting through it like it where water, and even leaving a bit of "goo" on the blade. The "specter" screams in agony, then explodes in a shower of similar ectoplasmic goo.

ROUND 1
Oloch () & Adowyn ()
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Specter 3 ()
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Yoon (), Crowe (), Erasmus (),
Kyra (), & Enora ()
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Specter 2 ()

You can post out of order, it might just need to be altered by the time your character actually goes.

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