Female Dhampir | Cleric (Varisian Pilgrim) 3 | 24/24 HP | Init +1 | Perc +9 | SM +7 | AC 14 T 11 FF 13 | CMB +2 CMD 13 (FF 12) | F +5 | R +3 | W +6 (+4 vs. disease & mind-affecting) | Channel 3/6 - Agile Feet 5/5 - Liberation 3/3
Lucita looks around: "No one wounded?", before staring at the shattered 'statue': "The desecration never ends!".
@Glorne: I do not mind asking the GM for a little retcon, and have Lucita heal you. Because, if I am correct, you just took 6 non-lethal damage you cannot heal until next rest time, is that it? (not a master at Kineticists) - in any case, no problem if you want to avoid the burn
It's ok. I'm up to a total of 3 burn (9 non-lethal). I should not have gone in first like I did. I am supposed to be ranged first, melee second. My bad, my pain
The east path leads around to a broken staircase that has caved in. It would take weeks if not months to make much progress in that direction. This leaves the hall to the southwest or backtracking back through the latrine room where there were other passage options.
A rectangular basin of clear, warm water fills most of this room, leaving only a five-foot walkway around the edge. The humid air rising from the pool keeps plants, including forms of moss and fungi, alive along the room’s walls and ceiling.
Female Dhampir | Cleric (Varisian Pilgrim) 3 | 24/24 HP | Init +1 | Perc +9 | SM +7 | AC 14 T 11 FF 13 | CMB +2 CMD 13 (FF 12) | F +5 | R +3 | W +6 (+4 vs. disease & mind-affecting) | Channel 3/6 - Agile Feet 5/5 - Liberation 3/3
Lucita steps up to the entrance of the room, looks around, and casts Detect Magic, sighing, and wondering what desecration might be in that pool...
"It seems quite slippery, dangerously so, here. Would you all agree to join me in a communal prayer? Holding hands and asking for Sun Wukong's guidance?".
Put icon just beside the square, since it "disappears" under, and did not want to tamper w. the map
@allOffering to do a Caravan Bond (from Varisian Pilglrim archetype - I can thus give my Cleric domain powers to all who partake: in this case: Freedom of Movement or avoiding all difficult terrain
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (+4 vs disease, +2 vs MA/poison/curse, -1 vs sonic, +1 vs earth/acid)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 1/1 Scholar, 1/1 Archivist, 1/1 Time
Xukong stands beside Lucita to indicate the same; it seems reluctant to hold hands with anyone, but will do so if necessary.
Male LG Human (Taldan) Paladin (Shining Knight) 10 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 84/84, F+13, R+7, W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3
"I will gladly accept the divine assistance of your god, Lady Lucita. Can you extend it to Mozza as well? if you are limited in your offering, please target my noble steed instead, as he's doing all the walking!"
male dwarf investigator 3 (empiricist) | HP 27/27, inspiration 2/4, 3 Str damage | AC 18, T 12, FF 16 (+4 vs giants, +1 vs traps) | F +4, R +6, W +6 (+2 vs poison/spells/SLAs, +1 vs traps) | CMB +4, CMD 16 (20 vs bullrush/trip) | Spd 20' | Perc +9+1d6 (+10+1d6 to find traps) | Init +4 | Statuses:
Barl joins the others. "Your blessing would be most welcome, my lady." He bows grandly then clutches Xukong's waiting hand.
Female Dhampir | Cleric (Varisian Pilgrim) 3 | 24/24 HP | Init +1 | Perc +9 | SM +7 | AC 14 T 11 FF 13 | CMB +2 CMD 13 (FF 12) | F +5 | R +3 | W +6 (+4 vs. disease & mind-affecting) | Channel 3/6 - Agile Feet 5/5 - Liberation 3/3
Lucita leads a quick prayer to Zun Wukong, the Monkey King, sadly, it seems that Mozza cannot pray to his deity...
"My God's trickery can help us with the slippery floor I think... let us move in?"
WarP 7 HP: 52/52 | AC 17 | T 11 | FF 16 | Fort +10 | Ref +6 | Will +11| CMD 21 (23 vs overrun)| Initiative +7 | Perception +7 |
Grag is happy to accept assistance. Gorum supports those who can increase strength. When the prayer is done he moves in ready for a fight. perception:1d20 + 7 ⇒ (1) + 7 = 8
You are able to move slowly through the room without any issues. 5' stepping has no issues. Moving half speed would require rolls. So not a problem moving through. It could pose a problem if any combats happen to cross through this room. Map of north room pending.
Atop a stepped dais is a gargantuan humanoid skull that glows with an eerie blue light. A wagon with a broken axle leans against the southern wall. Damaged wooden crates spill out from the cart onto the floor.
Unlike the most of the dungeon where the ceilings are 10 feet high, this room towers at 30 feet high in the center, with a ceiling sloping down to the edges of the room.
Female Dhampir | Cleric (Varisian Pilgrim) 3 | 24/24 HP | Init +1 | Perc +9 | SM +7 | AC 14 T 11 FF 13 | CMB +2 CMD 13 (FF 12) | F +5 | R +3 | W +6 (+4 vs. disease & mind-affecting) | Channel 3/6 - Agile Feet 5/5 - Liberation 3/3
Scary! Just wanted to say I am enjoying your story very much, Thrawn
Lucita calls out to Raynor: "Does the slippery floor cease after exiting the room? If so, maybe you can wait till we carefully all come to you before entering too far into this new place?"
She wonders what the heck a wagon - a wagon! - is doing in here.
The slippery stones only extend for 5 feet from the edge pool, where the humidity of the pool creates a slippery moist film, and the various molds and fungus are growing on the walls, ceiling, and floor.
Female Dhampir | Cleric (Varisian Pilgrim) 3 | 24/24 HP | Init +1 | Perc +9 | SM +7 | AC 14 T 11 FF 13 | CMB +2 CMD 13 (FF 12) | F +5 | R +3 | W +6 (+4 vs. disease & mind-affecting) | Channel 3/6 - Agile Feet 5/5 - Liberation 3/3
Lucita will then move carefully, step by step, and enter the very start of the corridor, first casting the Guidance of Sun Wukong on Raynor, and then will hold her hand out and concentrate to see if there is magic on the skull.
Male LG Human (Taldan) Paladin (Shining Knight) 10 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 84/84, F+13, R+7, W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3
"Unless our casters can identify this evil magic and deal with it from a distance, it would be better to continue our exploration and save this room for later. What say you?"
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (+4 vs disease, +2 vs MA/poison/curse, -1 vs sonic, +1 vs earth/acid)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 1/1 Scholar, 1/1 Archivist, 1/1 Time
male dwarf investigator 3 (empiricist) | HP 27/27, inspiration 2/4, 3 Str damage | AC 18, T 12, FF 16 (+4 vs giants, +1 vs traps) | F +4, R +6, W +6 (+2 vs poison/spells/SLAs, +1 vs traps) | CMB +4, CMD 16 (20 vs bullrush/trip) | Spd 20' | Perc +9+1d6 (+10+1d6 to find traps) | Init +4 | Statuses:
"Ha! It seems this room has been desecrated by evil, like all the others here. Someday I will see it all restored!"
Barl enters the room with the others and looks around.
The stone steps are very steep, ascending 2 feet for every one foot they cover, going up a total of 10 feet. The skull at the top is gigantic, and although it is humanoid, it seems strange. Anyone ascending can make a knowledge local check to identify the creature type.
The spilled goods from the crates seems to have rotted and are no longer of value.
Barl and Grag:
You hear a faint cackling sound coming from the skull. You may make a knowledge religion roll
male dwarf investigator 3 (empiricist) | HP 27/27, inspiration 2/4, 3 Str damage | AC 18, T 12, FF 16 (+4 vs giants, +1 vs traps) | F +4, R +6, W +6 (+2 vs poison/spells/SLAs, +1 vs traps) | CMB +4, CMD 16 (20 vs bullrush/trip) | Spd 20' | Perc +9+1d6 (+10+1d6 to find traps) | Init +4 | Statuses:
Barl climbs the steps to investigate the huge skull.
The cackling suddenly becomes louder, echoing through the room so that everyone can hear it. The cackle turns to a booming ethereal voice, "Go! Go and find more to worship Absalom's next god, Tar-Baphon."
Will save DC 15 for everyone.
Barl:
The skull seems to be some kind of giant, but none that you have ever likely seen or even heard of in stories. You come to the realization that the cackling may be involved with a haunt, but unfortunately when you approach the stairs, the haunt escalates right away.
male dwarf investigator 3 (empiricist) | HP 27/27, inspiration 2/4, 3 Str damage | AC 18, T 12, FF 16 (+4 vs giants, +1 vs traps) | F +4, R +6, W +6 (+2 vs poison/spells/SLAs, +1 vs traps) | CMB +4, CMD 16 (20 vs bullrush/trip) | Spd 20' | Perc +9+1d6 (+10+1d6 to find traps) | Init +4 | Statuses:
Barl shouts, "It's a haunt! Careful!" but its too late.
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (+4 vs disease, +2 vs MA/poison/curse, -1 vs sonic, +1 vs earth/acid)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 1/1 Scholar, 1/1 Archivist, 1/1 Time
Will save:1d20 + 3 ⇒ (9) + 3 = 12+2 if it counts as mind-affecting, -1 if it counts as sonic, +1 if it's a creature with the [Earth] descriptor
Male LG Human (Taldan) Paladin (Shining Knight) 10 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 84/84, F+13, R+7, W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3
Will Save:1d20 + 8 ⇒ (7) + 8 = 15
"This magic device is seriously out of date, since we all know how that ended for that undead tyrant!" comments Raynor upon hearing the propaganda about the 'new god' Tar-Baphon.
The voice and laughing dissipate as quickly as it started.
barl or religion dc 20:
Most haunts can be at least temporarily destroyed via positive energy. They also often take time to recharge to use their influence again, although that time can vary from seconds, to minutes, to days, to years. Consecrating the room and the skull with the influence of a good deity, might more permanently resolve the haunt.
Xukong:
You feel a strong compulsion to go establish a cult to Tar-Baphon in a nearby settlement. However, your chaotic nature takes over, and you find that you don't really have a desire to lead anything like a cult, nor due you want to serve this Tar Baphon.
You would have failed the save, but you get a stealth +2 bonus for having a chaotic alignment, so you actually make the save in the end.
|AC 14, T 14, FF 11|HP: 42/42|F +5, R 0, W +4 (+4 vs disease, +2 vs MA/poison/curse, -1 vs sonic, +1 vs earth/acid)|Init -1 Perc +2|CMB +7 CMD 16|5/5 Arcane, 2/2 Shard, 3/3 erase, 1/1 六, 1/1 Scholar, 1/1 Archivist, 1/1 Time
RE spoiler: Ha! Cool.
Xukong's eyes narrow, as it looks back and forth between the skull and somewhere back where the party came from.
"The great Tar-Baphon..."
"..."
"...No. Walking the blade's edge, there is only room for ONE."
I typically hate haunts as a player, although I've certainly seen some well written ones. I find his format is much more forgiving to haunts, since you get to embellish them a bit more without running into time constraints.
The light in the skull looks to be an everburning torch spell, and the skull seems to require some time before trying to command you again. Nothing else seems to be of value in this room.
Male LG Human (Taldan) Paladin (Shining Knight) 10 - Init +0; Senses: Normal Vision, Perception +1, AC 29/ touch 12/ ff 29; hp 84/84, F+13, R+7, W+12, Speed 20ft. (while mounted on Phranklin: swim 50ft. / fly 60ft.) Continuous Auras: 10 feet: +4 morale bonus on saves vs. charm and fear effects. BUFFS: feather step (gecko), divine favor, Protection vs. Evil, Sanctified Shield, antitoxin, antiplague; CMB +3, CMD +3
So, long term, do we need to destroy the skull and have Grag memorize consecrate on the next day in order to destroy the haunt permanently? should I destroy the skull now while it's powered down? I know channel energy gives haunts hit points damage, but in this case, it doesn't look like channeling would work... Barl's borrowed hammer could potentially work if I understand this one correctly?