Jan Eriksson 0101
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Jan remains where he is... cautious that if whoever or whatever is not home is probably watching him.
These guys are pretty clever...this is the perfect way to set up an ambush.
Jan forces himself to remained focused outward (not towards what is going in inside the hut), his heightened frontier senses remain on edge as he continues to be vigilant against unknown dangers.
| GM Ladile |
While Denair and Frankie check out the inside of the house, everyone else decides to wait outside - just in case the homeowner returns. On the inside, there doesn't seem to be anything particularly interesting (aka sweet-related) to Frankie's eyes. Some cobbled-together wooden furniture is scattered around the main living area and carved wooden plates and utensils can be found in the kitchen area. Three bedrolls are found in a small back room and scattered throughout the dwelling are colorful pieces of stone and decorative carvings, evidently placed to give the home a more personal, homey touch. But the most beautiful piece of property inside is the silver bowl sitting upon the table in the front room. It actually fits the description of the one Nelket said you would need for the summoning ceremony - how fortuitous!
Meanwhile, on the outside, the rest of you wait...feeling more than a little tense. And with good reason, because it isn't long until you hear - and then see - three people come out of the nearby woods. A middle-aged man and two young women; all three of them are dressed in furs and carry packs on their shoulders. As they draw closer, it looks as though the man also has a rather fine-looking club hanging by his side and the two women carry longbows. It doesn't take them long to spot the surprise welcoming committee waiting outside of the home and they quickly come to a stop. While the two women glance at each other and whisper something that can't be heard, the man steps forward slightly.
"Here now, who're you an' what in th' blazes are you doing in our house!?" he calls out, gesturing towards the partially-open front door. "If you're lookin' for riches you've come to the wrong place! You'd best git on out an' leave us be!"
He definitely doesn't sound happy.
Guisseppe "Lil Frankie" Franko
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"Hey Denny, don't we need a silver bowl like that?" Frankie stretches to reach the pretty bowl on the table just as he hears the sound of someone new outside.
"Sugar! Who's that?" He creeps over closer to the doorway to get a peek outside to see what's going on.
Stealth: 1d20 + 12 ⇒ (5) + 12 = 17
Meredith Ulmari
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"Hello, there. We were told this village had been abandoned." Meredith turns to meet the trio. "My name is Meredith, and me and my friends here represent part of the Pathfinder Society."
"This land once suffered a terrible plague, and the last known members of the village here escaped to a nearby town. She asked us to come here and perform a ritual to put the fallen spirits at ease. She also asked to find some items from her old life."
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
She drops her longspear, steps forward and extends a hand. "When we found this home was kept up to date, we weren't sure if there were bandits or necromancy going on. I'm glad we were wrong on both counts."
"Sorry about picking the lock, but it's still intact."
Brayden Valdrin
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| 2 people marked this as a favorite. |
"Please, sir, accept my apologies for entering so abruptly," Brayden pleads, sheathing his blade. "I have heard of tales were adventurers barge into homes without knocking and speak to whoever may be inside in hopes of helpful information. I was assuming for a moment we were in such a tale."
What are you even talking about?
"Er, anyway, it's as my friend Meredith here says. We're looking for some items: a darkwood carving of a standing bear, a leather necklace strung with bear claws and black feathers, a silver bowl engraved with images from the clan’s past, and a small polished stone with a mottled pattern. I hope that's detailed enough," he emphasizes the sarcasm here.
Diplo Aid: 1d20 + 2 ⇒ (12) + 2 = 14
Yorad Cinderhunter
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"Yeah we meant no offense. Place yourselfs in our shoes," Yorad approaches, his hands empty of weapons, "You would show the same cautious approach methinks."
Diplomacy Aid: 1d20 + 1 ⇒ (17) + 1 = 18
| GM Ladile |
K: 1d20 + 10 ⇒ (12) + 10 = 22
A: 1d20 + 7 ⇒ (10) + 7 = 17
Kl: 1d20 + 7 ⇒ (6) + 7 = 13
"Huh."
The man relaxes his stance a bit, glancing back over at his shoulder to the two young women and giving them a nod before turning back to face you. "Well. We don't know anythin' 'bout this Society of yours but I reckon if you were really here t' rob us or cause trouble you wouldn't be wastin' time chattin'."
He pauses for a moment and then makes a beckoning motion that the rest of you suddenly realize isn't directed at you at all but instead back towards the still-open door to the home. "That bein' said, you'd best come on out sonny. We ain't gonna hurt you or your friends but you're in our home uninvited."
Frankie has the uncomfortable feeling that he's been spotted :)
Once Frankie (and maybe Denair) come out to join the party, the man continues. "Name's Kenner, Kenner Skorlov. These are my daughters, Adula and Klara. We don't know anythin' 'bout this place except that it's been empty for ages - an' that's why we decided t' make our own home here. It's quiet here, th' huntin's pretty good and we usually don't get many people wanderin' through," he explains.
"Whatever business you've got here don't have anythin' t' do with us but we aren't of a mind t' get in your way, either," he finishes with a shrug.
One of the daughters, Adula, coughs. "Um, dad? Think they might be wantin' our washbowl for their little ritual; it's got all those engravins' on it, remember?"
Guisseppe "Lil Frankie" Franko
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Frankie pokes his head out "Hey there! Ya, found that bowl we were talking about on your table. Mind if we borrow it?" Frankie holds it high above his head as he trundles out of the cottage with an innocent look on his face. "I'm Frankie!" He says with a smile. Auto aid Diplo
Meredith Ulmari
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Meredith shakes the man's hand. "Thank you, Kenner. Once we've collected what we need to, and perform the ritual we'll leave you in peace. I... should warn we don't know what's going to happen afterwards. There are rumors a god went insane during his final moments, and we plan to either prove the rumors false or put him out of his misery. You might want to go on another trip once we start it."
It's only right to warn them.
"Denair, get out of there. They're friendly." The fox-tree creature sticks her head out from the door. "She likes hiding."
Lazarus Logos
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Lazarus turns to greet the approaching trio with a slight bow and hands pressed together, palms touching and fingers pointing upwards, thumbs close to his chest. "Namaskar. I bow to the divine in you."
"We only need to use the bowl for the ritual. We have no wish to steal it from you," the samsaran says with a smile. "Why don't we sit and talk. We can answer your questions, and we hope you can answer some of ours."
Diplomacy to Aid: 1d20 + 8 ⇒ (12) + 8 = 20
Jan Eriksson 0101
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Jan mutters to himself, "Now are playing nice with squatters? Now this is their hut, their bowl and their village?"
Jan remains at the ready...
OoC- via Knowledge Geography is it possible to identify the region this person hails from or his ethnicity?
Knowledge (Geography): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Probably just some dirty, gnat-picking Kellid and his rugrats.
| GM Ladile |
As Frankie and Denair both come trundling out of the house, Adula and Klara both smile with surprise and genuine delight. "Ohhh, he's cute! D'you always take 'im along on your, uh...'ssignments?" Klara asks.
Adula peers curiously at Denair, trying to get the measure of her. "Huh. Y'don't look like anythin' I've seen out in th' woods before! She's your friend?" the young woman asks of Meredith.
For his part, Kenner relaxes further as everyone proves to be quite amiable and respectful - picked door lock notwithstanding. "Well...since you're all askin' so nicely I guess we could loan it t' you for a spell," he responds thoughtfully. "We don't really have much t'spare for this many extra mouths but it looks like y'all came out here pretty prepared. If you've a mind to, reckon we could share a meal an' talk a bit 'fore you get back t' your business?"
Still preferring to remain aloof and distant, Jan carefully considers Kenner and his two daughters. It's difficult to tell for certain, but given physical stature and the history of the region, Kenner and his family are likely of Ulfen descent - though there's probably some Kellid ancestry in there too somewhere.
| Meredith's Eidolon |
"Oh, that's Frankie. He's really curious about everything. And the boss makes sure he doesn't get in too much trouble. He was about to run into a bunch of poison oak in that building. The oils aren't good for his skin." Denair yaps, pleased to talk to more people.
She takes a look at the women, from top to bottom. They remember you when they're young. Then they forget. Then they take you for granted. She dwells on this, and then extends her hand for another shake. "I'm Denair. I used to be part of a tree, overseeing a village. But there was fire, and lots of poison, so now I follow the Boss. It's fun!"
Guisseppe "Lil Frankie" Franko
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Frankie stands with his hands on his hips and puffs out his chest "Take me along? I lead the way!" He boasts before fessing up a bit "Well, me and Denny both I guess. We're all a big team of friends. Freeing prisoners and saving kids, even solving mysteries!" He pushes back a few strands of misplaced locks on his forehead.
He pulls out a piece of taffy and stuffs it into his face. "You guys like cocoa? I got cocoa!" He declares, like its the most important thing since... well ever.
Meredith Ulmari
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Meredith pets Denair and she grins. "Yeah, Denair's a good friend of mine. See the rosebuds on our heads? As long as she's here, we both get them. Let's speak more indoors, eh? We can always sit, eat and chat."
She turns to Kenner. "We'd be honored to dine with you. Thanks for letting us borrow the bowl. The Unseen Servant can carry your dishes and utensils around. Any basic chores you need completed."
Once they are settled, Meredith calms down a bit. "Not many people bother you out here, I guess. And the house will last for quite some time. Is this your permanent home, or do you wander?"
Brayden Valdrin
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Brayden takes the bowl and dries it off. "It seems this is exactly what was needed. Another item checked off the list!" He smiles, holding the bowl up with one hand, and acting out checking off a box with the other. "Did you hear that? I thought I heard a ding, but it seems it came from within. All that travel through Cheliax has me feeling unnaturally perceptive."
Yorad Cinderhunter
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Yorad glances at the Ulfen with a look of approval here.
No need to lay all our cards out in the open here...
He glides inside the abode and gives a smile to the two daughters, "Yeah sharing stories is always a welcome pastime. I kin tell ye some stories about the cities I have traveled to...tales that will make your hair raise on end! But don't get me wrong here, I also want to hear what sort of exciting things happen out here in the middle of nowhere too!"
Guisseppe "Lil Frankie" Franko
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| 1 person marked this as a favorite. |
Frankie's face goes a bit sideways as Jan starts speaking in his native tongue. "Ha! Don't mind him, he was one of those slaves we rescued over in.." He pauses to try to remember where exactly that HAD been.. "Oh, Cheliax? I think that was it. He jumped off some docks or something right? Then we found him!" He smiles, nodding away as he tries to hold his smirk.
Bluff to Fool: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
| GM Ladile |
K: 1d20 + 6 ⇒ (12) + 6 = 18
A: 1d20 + 1 ⇒ (20) + 1 = 21
Kl: 1d20 + 1 ⇒ (13) + 1 = 14
Neither Kenner nor his daughters react to or seem to understand Jan's odd little outburst beyond some puzzled looks. But when Frankie explains the reason for the Ulfen man's recalcitrance they nod in understanding...though anyone watching might see that both Kenner and Adula seem to be having trouble keeping straight faces.
"Right, 'pletely understandable," Kenner nods with a wink to Frankie. "Well, either way, you're all welcome t' come in for real an' proper this time," he continues, leading the way towards his home with a sweeping gesture of his arm. Adula and Klara follow, though Klara does glance back over her shoulder at Jan.
"He looks awful big an' strong t've been a slave, don't he?" she whispers to her sister. In response, Adula shakes her head and chuckles slightly. "Don't worry, I'll 'splain it later..."
______________
A short time later, anyone who is of a mind to join the Skorlovs find themselves sitting inside the small home wherever they can find the space to sit. Surprisingly gracious for people who live in the middle of nowhere, they offer up what few chairs there are to the group and opt to sit on the floor. Over in the small kitchen area, Adula and Klara work on preparing some of the venison the trio had returned with while Kenner works on preparing to tan the deer's hide. The two sisters try to make some room for Frankie in the kitchen too, as they're both curious to try out the cocoa he keeps chattering about.
"So y' already found th' poison oak patch then? Good eye, managin' to keep out of it," Kenner remarks as he works. "Not entirely sure what's changed it to make th' poison so potent but I do my best t' try and keep it contained t' that one buildin'."
From the kitchen, Klara calls out, "Don't forget t' tell 'em about th' haunted house too, pa!"
Frowning, Kenner nods. "Don't know if 'haunted's' th' right word for it but th' other big house just cross th' way...well, there's a body there, guess from when this place had people livin' in it. An' there's bodies here an' there in some of th' other buildins' 'round here too of course, but...well, there's just somethin' eerie 'bout that particular buildin'. I'd be careful pokin' around in it if I were you."
Relevant house indicated with the red arrow~
Guisseppe "Lil Frankie" Franko
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| 2 people marked this as a favorite. |
Frankie runs off with the two women, more than happy to share with them the amazingness that is cocoa "Ok first up... got any milk? If not we'll have to use water, not as good but still better than plain water!" He starts going through the intricasies of making the perfect hot cocoa, lamenting frequently on any ingredient they don't have on hand, even the most trivial.
"Make sure you stir it real good, else it can scorch on the bottom. That's not good!" He declares with all seriousness. As they work on preparing he passes along some of his own stories, because that's what you do with nice people that live out in the woods right?
"So our newest bestest friend, he told the coolest stories even though he lived in this smelly house filled up with old books, well, we showed up for more stories and found out he'd been old man knapped! There was a big fight and we won and found out where they took him." He pauses to taste the cocoa, shaking his head and sticking out his tongue before dumping in more powder.
"They took him to this GIANT" He leaps as high as he can and spreads his arms wide "I mean GIANT! Prison. It was covered in scary devil symbols, iron bars and heavy doors. Dozens and dozens of guards! Super scariest place ever." He pauses to shiver at the thought.
"Lucky for him we snuck in to rescue him! We dressed up like extra guards and headed inside. I was dressed up like a Halfling, can you believe it? I had a mustachio and everything! Jan came in after, wanting revenge and to free every last prisoner, so we helped him! We didn't leave one person in there that wasn't a guard... AND no one got hurt really bad!" He continues on and on, replaying with serious levels of embellishment the whole prison break and race to the harbor afterwards. Bluff to really jazz it up right?: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Meredith Ulmari
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Denair curls up on the floor and naps as Meredith sits on a chair and keeps her Unseen Servant outside. This is their home and their process. No point using her magic to ruin that.
"Denair says the poison oak is pretty nasty." Meredith looks at her vulpine ally. "I'm happy none of us caught a rash."
As Kenner describes some of the homes, Meredith ponders. "It doesn't sound like undead. They tend to wander. And they would have found you by now. Something tells me one of the ritual items will be in there, but we'll be more careful when we enter. Thank you."
"Is there anything else about these buildings? Any other dangers you know of?"
| GM Ladile |
"Not that I know of," Kenner replies with a shrug. "An' you're right, I think I remember seein' a bunch of totems in there. Seen some others scattered here an' there in some of th' other buildins' too."
Here, Kenner pauses and shakes his head. "Won't lie, I've been mildly curious about 'em too but this ain't our ancestral home or nothin' so it seemed...I dunno, wrong, to mess with 'em. Same reason for not disturbin' th' bodies; seemed better t' let 'em return t' th' earth naturally. But if you've got th' okay from that girl to poke around an' move things then I'll take your word for it."
Meanwhile, Adula and Klara both seem incredibly impressed with the tale that Frankie spins for them about the group's recent exploits. "Wow! We see lots of critters out here...bears an' wolves an' th' like but we've never ever been in that much danger," Klara whistles. "Nope, not even that time th' moose ran me up that tree! I had t' sit there for hours 'fore I could convince it to go on an' leave me be!"
Lazarus Logos
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"Thank you for your hospitality and some cordial conversation, Kenner. I would welcome the chance to study the nature of this strange hybrid of poison oak, but after a fine meal of venison, we probably ought to check out the totems and the bodies, first. Your leaving them as you found them might have preserved valuable clues about what happened here."
Lazarus looks around at his companions. "We should probably investigate further, before we attempt the ritual, anyway."
Jan Eriksson 0101
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"Hey Laz... didn't know you ate meat. Isn't that a little too uncivilized for you? Maybe you should stick to eating vegetables and some nuts.", Jan lets out a chuckle.
"Well it looks like we need to be going to that big building over there and stirring up some restless spirits... or something else."
The Pathfinders never make it easy.
Jan remains outside, but moves closer to the large building that Kenner was referring to.
OoC-position adjusted on map.
Yorad Cinderhunter
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Yorad grimaces in disgust at the fanciful tales Frankie spins for the girls, "Bah! All that adventure stuff is overrated. Long periods of boring travels followed by minutes of sheer terror as you fight for your life! Trust me, staying in a safe place is the way to go!"
Once the others are ready to proceed into the large building Yorad moves up behind the Ulfen, "Let's get this over with..."
Guisseppe "Lil Frankie" Franko
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When Yorad poo poos his adventure story Frankie waves him off "You weren't there, you wouldn't know! It was EPIC! Just ask anyone else here not named Yorad!" He pours some mugs of cocoa finally, the steam rising. He wafts some in for a smell like preparing to drink a fine wine...
"Woah you ran up a tree? Denny can do that, but I'm not near as good a climber. Its hard to reach some of those branches.. they're so high!" He takes a sip of his hard earned cocoa and continues to chat along, his mind much more on socializing than the task at hand.
"This is venison? It looks like meat to me. Meat's not bad if you put enough salt on it. I bet syrup would be good on it!" He pulls out a tin jug from his pack and lets it loose on his plate. "Now we're talkin!" He hands the jug over to the girls with an encouraging smile.
Meredith Ulmari
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"Thanks for the meal, Kenner. We'd best be on our way. But I'd love to hear more about what you do here." Meredith stands up. "But duty calls..."
Denair, the Unseen Servant and Meredith all head over to the building. "Lazarus, if there's something that shouldn't be there, we'll need your help. Especially if it's undead, or whatever."
Brayden Valdrin
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| 1 person marked this as a favorite. |
Brayden half listens, half tries to get a sense of whether Kenner's daughters are within an acceptable age range that his flirty advances would not be inappropriate. Totally Creepy Perception: 1d20 + 2 ⇒ (19) + 2 = 21
He cuts through a slice of venison, its rare red inside a bright contrast against his blue lips. "A touch gamey, but delicious all the same!" He wolfs the rest down in short time.
| GM Ladile |
Lol @Brayden. They're old enough, probably late teens/early 20s.
After a brief but filling meal and conversation, you bid goodbye to the Skorlovs for the moment and make your way over to the next building. This building, the largest in the village, appears to have once been painted white, with light-blue beams and window frames. Intricate carvings wind around the vertical supports, depicting bears and humans enacting scenes that likely come from the Farheaven Clan’s history. Now, many of those carvings are covered by plants, the wood in many places is rotten and water stained, and the whole place smells faintly of mildew. Despite the building’s disrepair, the only entrances remain doors on the northwest and southeast corners, preceded by short flights of rickety-looking steps.
| Meredith's Eidolon |
Meredith grants Denair some mage armor before she goes scouting.
Denair, ever vigilant, sneaks around the building and peers through the windows for danger. Especially near the doors.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Guisseppe "Lil Frankie" Franko
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"This is the one with the ghosts right? I hope so!" Frankie charges ahead, takes a quick peek at the door and slings it open. Perception, +1 vs surprise/traps: 1d20 + 7 ⇒ (16) + 7 = 23
If its dark he pulls out his growing ioun stone and sets it afloat to see.
Lazarus Logos
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| 2 people marked this as a favorite. |
Lazarus thanks their hosts for a delicious free-range, non-GMO meal, and stepping outside the Skorlov home, he refreshes his application of mage armor. (38 charges remaining)
He sets off with his companions for the haunted house, wand of bless in one hand.
"Jan, if you would be so kind as to open the door, I'll send in some dancing lights to illuminate the scene."
Yorad Cinderhunter
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| 1 person marked this as a favorite. |
Yorad stands ready behind Jan, idly wondering if Brayden had any luck with either of the two daughters.
Maybe I'll check into that...later...
Once the others are in position and Jan has opened the door he prepares for an attack, readying his favorite knife and twirling it in the air.
Jan Eriksson 0101
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"Sure thing."
Jan activates his ioun torch and the magical stone starts to spin around his head.
"Better have light just in case it's dark in there."
Jan holds his shield in front of him as his open the door with his other hand.
Brayden Valdrin
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Brayden doesn't dilly-dally with the daughters, ignoring his urges for now. Still chewing through a last bite of meat, he makes his way back outside with the others. He runs his hand over his blade, and wisps of steam begin to flow along the length of the glowing steel.
Using Holy Strike blessing. This only lasts a minute, so it may be a waste, but we'll see!
Jan Eriksson 0101
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| 1 person marked this as a favorite. |
Jan smiles as he sees the glowing energy of Brayden's god manifest in his blade and gives him an approving nod,"Your gods bless you also... foreign or not. The true champions of the gods will stand strong against the magic of this place."
| GM Ladile |
Sorry for the delays, was not able to update Sunday like I wanted to!
Denair slips into the shadows and skirts around the perimeter of the home, peering through the windows and looking for any signs of trouble. For most of her circuit all she can see are moldering, mildewed bits of furniture and the steady encroachment of vines and other flora that seem to be slowly claiming the building for their own. However, she does spot what appears to be the long-dead remains of a humanoid creature lying near the building's eastern wall, surrounded by numerous little figurines of some sort.
Meanwhile, Frankie inspects the closest door for traps and other surprises but doesn't turn up anything. Of course given that Kenner Skorlov had mentioned looking inside the building himself at one point, it's not especially surprising. With the all-clear given, everyone else readies their light sources and protective magics and then Jan pushes the door open with a loud, slow *creeeeeeaaaakkkk*.
Light floods into the building, which smells of mildew and dampness. Almost immediately everyone's eyes are drawn to the same thing Denair spotted - humanoid remains lying near the eastern wall. Nine small wooden carvings surround the body, each of which resembles a standing bear about 1 foot tall. Oddly enough, they are arrayed around the body as if they were each looking directly at it. But from the doorway it's impossible to tell which of the carvings is the darkwood carving that you'll need for the summoning ritual.
While nothing occurs in response to Jan's opening of the door, all of you can't help but notice that an oppressive silence hangs in the air in this place...
Meredith Ulmari
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"Alright. Let's do this." Meredith hands the Unseen Servant a lit up stone and proceeds inside. Her mace is ready.
The servant goes in first, of course.
Guisseppe "Lil Frankie" Franko
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Frankie hurries in after Meredith, a smile on his face and fingers twitching in excitement Ooooo look at all those cool dolls! And that dead guy.
Lazarus Logos
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Lazarus casts a cantrip, attempting to detect and identify any magical auras before anyone crosses the building's threshold.
Then he follows the others through the door, dancing lights hovering in the room's corners while the samsaran studies the small bear carvings. Finally, he crouches down next to the corpse and examines the humanoid body. "Fascinating..."
Knowledge (arcana): 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge (religion)? re the bears: 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (local) re the humanoid: 1d20 + 8 ⇒ (11) + 8 = 19
Heal re cause of death: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Yorad Cinderhunter
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Yorad shakes his head slightly at the enthusiasm of his fellows here. Are we in a race here to see who gets killed first here? Grunting quietly here he slips against one of the walls eyeing the areas where the others are not looking.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
| GM Ladile |
Meredith Perc.: 1d20 ⇒ 15
Lil Frankie Perc.: 1d20 + 7 ⇒ (8) + 7 = 15
Jan Perc.: 1d20 + 7 ⇒ (5) + 7 = 12
Brayden Perc.: 1d20 + 2 ⇒ (9) + 2 = 11
Lazarus Perc.: 1d20 + 7 ⇒ (16) + 7 = 23
Denair Perc.: 1d20 + 13 ⇒ (18) + 13 = 31
Yorad Perc.: 1d20 + 4 ⇒ (13) + 4 = 17
L: 1d20 + 4 ⇒ (9) + 4 = 13
D: 1d20 + 1 ⇒ (2) + 1 = 3
When Lazarus' Detect Magic and Meredith's Unseen Servant fail to turn up any magical auras or illicit any sort of reaction from the body, the statues, or anything else in the immediate vicinity, all of you feel a little more at ease and begin to file into the abandoned home. However, as soon as Frankie and Meredith move into the room Lazarus and Denair notice that on the floor near the body a sickly yellow fog begins forming!
It's a haunt, a hazardous region created by unquiet spirits that react violently to the presence of the living! You know that they can be neutralized for a time by positive energy but in order to dispel a haunt for good there is often a specific task or action that must be performed - and the nature of the task is different for each haunt.
______________
Surprise Round
Lazarus (Mage Armor)
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?????
==============
Denair
Active Conditions: None
Lazarus is UP!
I tried to position people as best as I could but please let me know if I've moved you somewhere you weren't trying to go!
| Meredith's Eidolon |
"Hey, it's a frog!" Denair grins. "No wait, a fog. Heehee!"
Guisseppe "Lil Frankie" Franko
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"Frogs? Where! I love frogs!" Frankie is quickly distracted and ignores the fog.
Lazarus Logos
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Knowledge (religion) re the sickly yellow fog: 1d20 + 8 ⇒ (8) + 8 = 16
"The yellow fog! It's a haunt, a hazardous region created by unquiet spirits that react violently to the presence of the living!"
Lazarus raises his arm, the black-trimmed white sleeve of his robe falling to his elbow and revealing the blue and white tattoo depicting the holy symbol of Desna, the butterfly, stylized to resemble her herald, the Night Monarch.
Channel Positive Energy to Harm: 1d6 ⇒ 4
"A haunt can be neutralized for a time by positive energy but in order to dispel a haunt for good there's often a specific task or action that must be performed. The nature of the task is different for each haunt."
| GM Ladile |
Lazarus, recognizing the mist for what it is, calls out a warning and delivers a burst of positive energy into the area! Though a few of the tendrils do recede under the onslaught it isn't enough to stop the haunt completely. A sickly, foul-smelling yellow fog descends upon the area, as if it were seeping from the walls and ceiling. Those outside of the fog watch as it twists and condenses into bear paws that lash out, swiping at shadowy, humanoid shapes! From within the mist itself, both Denair and Frankie find themselves surrounded by the flickering images of villagers - men, women, and children, young and old - screaming in terror as an enormous, dark-furred bear wades into their midst and begins striking them down...
Denair & Frankie - please make a DC 16 Will save or take 1d2 Wisdom damage and become shaken.
______________
Surprise Round
Lazarus (Mage Armor)
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Haunt (-4)
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Denair
Active Conditions: Fog (Yellow Grid)
Denair is UP!
Denair gets a Surprise Round action and then we'll shift to pseudo-rounds as everyone will be able to act.
| Meredith's Eidolon |
"The what now?" Denair hears Lazarus call out for something, but then a woman trips and falls in front of her. "Someone from Nelket's tribe? Oh my gosh, survivors!" Denair is excited until she sees the look of fear on the woman's face. A bear approaches and mauls the woman right in front of her eyes.
Will Save: 1d20 + 3 ⇒ (11) + 3 = 14
Wis Damage: 1d2 ⇒ 1
"N-no!" Denair cries out. "Don't hurt them!" She runs through the fog, up to Frankie. "You're supposed to protect them! That's what we do!" She turns to Frankie. "Frankie, run!"
Guisseppe "Lil Frankie" Franko
|
Will Save vs Fear:DC16: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Wisdom Damage: 1d2 ⇒ 2
Frankie's eyes get big and he starts to tremble "Whhaaats going on Denny!" He instinctively looks around for a place to hide.