| Linpul |
My apologies, I've been working 6am-11pm the past few days. Valentines sucks when you work in the hotel business.
Linpul was quiet most of the evening, seeming to be lost in thought. The place terrified her, but she knew that Tetsuda would protect her. She let Tetsuda wander around the chapel during the evening, she knew he couldn't feel the uneasy feeling. Tugging at the mind, telling you to leave.
He has it so easy sometimes.
At the slamming of the doors Tetsuda would move quickly to the small gnome to shield her from any danger.
| Sarainy Malki |
Seeing the shock in everyone's faces, Sarainy begins reciting from her holy book - The Birth of Light and Truth. Drawing upon the sanctity of the chapel and its connection to Sarenrae, her words fill the group with courage.
"As the Dawnflower brings Her light and strength to those in need, shall she bring us. Let Her warmth fill your hearts..." Sarainy begins reciting.
Bardic Performance: Inspire Courage - Everyone able to hear Sarainy gets +1 moral bonus on saving throws vs. Charm or Fear, in addition to +1 competence bonus on all To Hit and Damage rolls.
11/12 rounds remaining today.
| GM Demonmoose |
The ghost gives a scathing glance at Sarainy. "You worship her? Sarenrae. So many died fighting in the Second Crusade under her banner. And then, when I returned home, I found my beloved, Justinia, slain by bandits. Sarenrae could not protect her. Why are you here?"
The ghost suddenly gives a mournful wail that shatters your psyche, fills you with fear and melancholy.
This is a fear effect but it bypasses immunity to fear. Everyone make a Will Save DC 17, or else you are frightened for x turns. If you are normally immune to fear, you are shaken instead.
Rounds: 2d4 ⇒ (3, 3) = 6
| Sarainy Malki |
Oh in that case I get +4 to my save from Well-versed. My bad thought it was just a Fear effect. That puts me at a Save of 19, which is a success.
"We simply saw this chapel had fallen into disrepair and seeked to restore it. I am sorry to hear about your wife, it is a horrible tale... Please, calm yourself we mean no harm or disrespect.
Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
| GM Demonmoose |
Rakdon moves up to the door and pushes against it, but it refuses to budge. As he does so, he can feel sweat slide down his face.
Everyone, except Thera and Tetsuda, begin to look at the shut doors and the ghost. Their hearts beat rapidly.
"I will make you see how powerless Sarenrae really is, child. How she abandons those who believe in her!"
Everyone feels a menacing presence from the ghost as it approaches.
Solaria Will Save: 1d20 + 7 ⇒ (11) + 7 = 18
Lendaro's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Linpul's Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Rakdon's Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Sarainy’s Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Solaria's Initiative: 1d20 - 1 ⇒ (4) - 1 = 3
Tetsuda's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Thera's Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Uran's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Enemy Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
1. Lendaro
2. Ghost
3. Everyone Else
The ghost is 30 feet from everyone over difficult terrain. It is Dr. Lendaro's turn.
| Dr. Lendaro |
"No no no... we are locked in?!"
Dr Lendaro wheels around and fires with a cringing grimace.
"Let us go!"
(magic)pistol vs touch: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
damage: 1d8 + 1d3 + 4 ⇒ (5) + (3) + 4 = 12 half damage = 6
| GM Demonmoose |
The ghost is struck my Lendaro's magic infused bullet. It floats close to Sarainy and tries to touch her with its ethereal hand.
Corrupting Touch: 1d20 + 6 ⇒ (3) + 6 = 96d6 ⇒ (4, 3, 4, 3, 6, 1) = 21
Sarainy can make a Will Save DC 17 to cut this damage in half. Or not. The ghost seems slightly apprehensive to touch a follower of Sarenrae.
Everyone's turn.
| Sarainy Malki |
Is there any reason I would not want to roll my save for half damage? Sorry little confused by that!
Rakdon Tripus
|
I can't find the fear effect condition, so I don't know what I'm limited too
magic missile: 2d4 + 2 ⇒ (1, 4) + 2 = 7 since I still have a few level 1 spell slots left.
over sr: 1d20 + 1 ⇒ (6) + 1 = 7 just a habit from now on, because I discovered over about 100 different creatures have spell resistance
| Sarainy Malki |
The effect is Frightened.
A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks.
A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Going to do my Will save for half damage, seems no reason not to! Think I got away lightly from 6d6 damage OUCH.
Will Save, DC17: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
| Sarainy Malki |
Oh, I see! I'll put my HP back up to full then :) Thank you for the clarification.
Going to do a Knowledge (Religion) to see what I know about spirits such as this one.
Knowledge (Religion): 1d20 + 7 ⇒ (11) + 7 = 18
| GM Demonmoose |
For running: If you have some magical means of escape like teleport or phasing through walls, you should leave the chapel. If you think you can break the door down, then you should attempt to do it and flee. If you think there is no escape, you can fight back. It's up to your character, and how they would roleplay this. You are also free to talk, just remember that this thing and situation is scary.
Further clarification for Sarainy: It missed.
Rakdon fires a bolt of force at the ghost. It strikes it and penetrates its incorporealness.
Linpul, Tetsuda, Solaria, Thera's turn.
Ghost (13).
| Linpul |
Linpul scrambles for the door but seeing Rakdon unable to make it budge looks for a window. Not seeing any that seem to be reasonable to jump out of she turns to face the creature.
Ghosts are like zombies and don't like healing right? I hope I'm right.
cast spell, move holding the charge for a cure light wounds.
Tetsuda stays near the gnome. Knowing no fear also comes with having no common sense as he attacks the ghostly creature.
Tetsuda Bite: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 6 ⇒ (7) + 6 = 13
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| Solaria Jesari |
"Let Desna aid Sarenrae in our hour of need." as Solaria holds up her butterfly and calls on the Song of the Spheres to weaken her foe. Turning to the ghost she asks "It was not Sarenrae's weakness that did the dreadful deed, but the woefulness and evil in the men that committed the act. You have let your hatred stop you from meeting your love under Pharesma's gaze and judgement. What can we do to break your curse of hatred and loathing? and let your spirit find your love? or must we use all we posses to rid the chapel of your evil."
Diplomacy 1d20 + 14 ⇒ (19) + 14 = 33
Ready to Channel Positive Energy to harm undead if the ghost responds in a negative or aggressive way. 2d6 ⇒ (4, 4) = 8 Will save DC 16 for half
| Solaria Jesari |
"No I am not Justina, but I can see the hurt in you. Is there anything that we can do to show you Justina's forgiveness? Surely she is waiting for you to join her. For one who's love is so deep, such as yours, she will surely forgive you and hold her arms open to accept you in. If you let me, I can send your spirit to the boneyard to meet with her under Pharesma's protection. Unless there is some token that we can give you to take to her?" the cleric continues, a tear welling in her eye, at the ghosts words. "I will listen to your story if that helps, and honor your name and Justina's, if you may rest peacefully."
Not sure if you need more diplomacy checks, but now the fighting has ceased, take a 10 for 10 + 14 = 24 and any aid anothers that help.
Solaria will accept a quest to aid the ghost to let his spirit rest peacefully and return.
| Sarainy Malki |
Aid other on Solaria's diplomacy check
"We are here to help, not harm. Listen to her, we have your best interests at heart."
Aid Other (Solaria): 1d20 + 10 ⇒ (3) + 10 = 13
| GM Demonmoose |
The ghost weeps.
"I see. I think I understand now. I have blamed Sarenrae falsely, just as my father in law Eredian blamed me for Justinia's death. I wanted to believe that you were Justinia, and that you would pardon me for my sins, but it must be myself that does so."
The ghost shouts upward and suddenly the chapel's insides are brightened with sunlight. "I am sorry, Sarenrae. Please forgive me. It was not your fault. Never your fault!"
As the ghost paladin rises up into the sky, you all feel a bit of warmth surround you. Your wounds heal and the fear subsides. The statues of Sarenrae in the room glow for a moment.
Until the end of the adventure, each of you can cast Cure Moderate Wounds once.
Encounter is over.
Do you check the watchtower, or go to sleep and head to Scrapwall?
| Uran Folker |
Uran watches the ghost, no longer in fear, but in awe. The warmth that penetrates him caused tears to form on his cheeks, as he remembers loved ones far away back home.
As the others begin to file out of the chapel, he take a moment to say a short prayer for the paladin to Sarenrae.
Wiping the tears from his face, he joins the others searching the tower.
| Dr. Lendaro |
Dr Lendaro offers his bedroll and cloak... then through clenched teeth. "We will see to your bonds...."
if bound by locks without a key, manifest kinetic legerdemain and...
disable device: 1d20 + 10 ⇒ (2) + 10 = 12
disable device: 1d20 + 10 ⇒ (6) + 10 = 16
disable device: 1d20 + 10 ⇒ (9) + 10 = 19
disable device: 1d20 + 10 ⇒ (5) + 10 = 15
| Solaria Jesari |
As Sarenrae's grace floods the chapel, Solaria kneels and prays with thanks to both Sarenrae and Desna. Her tears that trickle down her cheek, become those of joy, she turns to Sarainy, "We have done much to please the gods." Her smile glows, "Let us hope there is no more evil here, we should follow the others now."
The cleric wanders after Rakdon to the watchtower. Upon seeing the victims of the cannibals that had inhabited the fort, Solaria takes pity on humans tied up in front of her. "Please do not fear us, we are not here to harm you. We are traveling through, but we are glad to rescue you from the cruel men who held you. Tell us how did you get here nd what happened to you, to be here like this?" She calls to Desna to heal the wounds, before looking for clothes or blankets to warm the shivering bodies. Once they seem comfortable, she checks them over.
Diplomacy take 10 10 + 14 = 24
Heal take 10 on each of the tied people 10 + 8 = 18
Channel positive healing, includes any of the party close by ..2d6 ⇒ (1, 2) = 3
Rakdon Tripus
|
Rakdon cover his eyes having seen a disturbing sight and walks away, letting his allies free them.
someone free these people, I can't look. Not even upon the women, I save that stuff for marriage
| GM Demonmoose |
Lendaro unties the ropes with some help from the others. Rakdon goes out of the watchtower and stares at the full moon.
Solaria examines them (a male half elf, male human, and two female humans) and sees that their wounds and bruising was over several days.
After some time they recover some composure and are clothed in their Sarenrae gear you found in the stables. The half-elf addresses you.
"Thank you for saving us. If you hadn't come sooner, we would have met the same fate as our fellows. I am Captain Andalen Kraklos, leader of the Sarenrae Chapter here at Aldronard's Grave. We took in a few of those Smilers, but it was a big mistake. Though we outnumbered them, their guns and gas grenades quickly took us apart. They beat us, and then made us watch as they ate our people. I hope that they found justice."
-----------
"Please stay here for the night. We don't have much but four walls is better than sleeping in the wilderness. And, please avoid the chapel. A dangerous ghost haunts the place. We have tried to exercise him, but we don't have the divine power."
| Linpul |
Linpul pops her head up from behind the good Dr.
"Ghost is gone. Saw him float up into the sky. Something about cursing the gods doesn't get you in their good graces. Makes sense when you think about it. Hiya, names Linpul and this is... Tetsuda, stop chewing on wood. You are not a termite. My apologies for my friend."
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| Solaria Jesari |
"Staying the night under the protection of Sarenrae, thank you. Rest assured, we were able to send those 'smilers' to judgement, which I am sure will be harsh. A good night's sleep is always welcome, and different company as well. My name is Solaria Jesari, a traveler with Desna. We are on our way to Scrapwall, but know precious little about the place, perhaps you an help us? Do you have much to do with it?" the cleric inquires.
She casts her eyes on the disgusting scene of carnage outside, "We should help you clean up this place and make it habitable, before night falls." she offers up. "Perhaps we can eat together, wholesome and blessed food before we turn in."
| Uran Folker |
As we have a large pile of armour and weapons, Uran will suggest the survivors help themselves to whatever they want.
"Ye might feel a wee bit more secure with a weapon and some armour to protect you. Help yer selves"
Rakdon Tripus
|
Are there more of these people around, or is this it? As Rakdon show them all the dead ones. I don't know if there was another group that you know of that left and is bound to come back or if you knew how many there were and if this appears to be all of them.
| GM Demonmoose |
"We know a little bit about Scrapwall, mostly from those Smilers talking. They talked a lot as they killed the others and ate them. It was all we could do to focus on the words instead of their atrocities."
Captain Kraklos looks grim.
"The Smilers are one of the gangs of Scrapwall to the north. Scrapwall is a big junkyard with competing gangs, and it also has several outcasts, exiles, loners. We don't deal with them, of course, but it seems that they are trying to get more territory here. We heard them talking about some kind of God named Hellion, underneath the town, but it's rubbish. No such God exists. More likely some fiend in disguise. We are near the Worldwound, after all."
| Thera Flidais |
Thera raises an eyebrow "It wouldn't be the first time something has proclaimed itself to be a god...and end up being a fraud, still, if the gangs are as bad as you say, eliminating them from Scrapwall would no doubt improve the quality of life for many people in the junkyard".
| Solaria Jesari |
"God or no, that name was spoken by the priestess that planned to destroy Torch. Did we not hear ...hail Hellion. Lord of Chaos, God of Madness, Steel, Fury. He shall cleanse this world of enemies. Folly to those who work against Him.. spoken to those half-orcs and ratfolk in the metal caves in Torch. We have been sent to discover what we can about this 'god'. If this deity is in Scrapwall, then we have a chance to send it in Aroden's footsteps, to its death." solaria says with harshness and determination.
| Sarainy Malki |
Taken aback by the zeal and fury in Solaria's words, Sarainy asks "This priestess, did she cast any divine spells? Like was she granted powers by a god do you know? That might give some indication as to whether this Hellion truly is a god."
| GM Demonmoose |
As night passes, the group informs Sarainy and Uran about what happened underneath Torch. There was ultimately a priestess of Hellion that casted divine magic, about a statue of an upraised claw grasping at the air, and the android cleric's madness in trying to destroy the town for some purpose.
-----------------------------------------
Morning arrives. The crusaders set up to repairing as much as they can and gathering any equipment that's useful.
"We'll be heading to Castle Urion in order to resupply and gather more people. We're understaffed now. It is important that we have a presence here, for any wayward travelers and crusaders heading for the Worldwound. If you are heading to Scrapwall, which it seems you are, please be careful. Who knows what kind of dangers are there." Captain Kraklos says as he bids you farewell.
You cross the bridge to the east and head north along the Sellen River towards Scrapwall. It takes you three more days of travel. Before the third night you can see the large town. It looks like a giant junkyard. A massive wall of shifting debris surrounds the town, and in the very center is a massive circular construction with twin spotlights shining up into the dark sky. At the southern point, is a gate made of iron, and an attached gatehouse.
What do you do?
| Linpul |
Linpul thinks for a moment before shrugging her narrow shoulders.
"I didn't get a good look at her. I was too busy with... oh hell."
The gnome sits down on a broken pew and prepares herself mentally. Feeling her arm for the spot the robot tagged her she pulls off her belt and bites down on it, draws her dagger and digs out the tracking chip.
"That's the second time that's happened. Ill fix this real fast."
She casts a cure light wounds on herself.
"Thing called me a monkey. I don't like being called a monkey. But no, I got chipped, Tetsuda killed the priestess lady. She did have that pistol though and a few other techno gadgets."
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