TOZ's School of Spirits (Inactive)

Game Master TriOmegaZero

Organized Play scenario 7-05 Standard Campaign


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Scarab Sages

Male Halfling Haunted Oracle of the Dark Tapestry /3 - HP 23/23, AC 18, T 14, FF 15, F +5, R +5, W +5, Initiative +6, Perception +7 (+9 with Tanbaru), Concentration +9

"Well, fellows, our mission is to take care of J. We don't have a hurry. I vote to go through the safest place. I vote for the Coins."

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"If I remember correctly, we have until tomorrow evening," the kitsune muses. "That gives us plenty of time, so I believe the Coins is the better option."

Silver Crusade

Female Human Oracle of Life 06 HP 45/45 AC 23 T 13 FF 21 Cmb +4 Cmd 16 F +5 R +5 W +7 Perc +6 In +2 Channel Energy 08/08

"Then Coins it is! Let's get going good fellows!" Ashara nods emphatically as she starts to move out of the mansion...

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Hennet shrugs.
I have some friends in the docks, but the coins are indeed safer. What is your opinion, lady Junia?


Table Maps | Passing the Torch

Junia listens to the discussion studiously. "Well Mister Starstrike, I'd like to meet your friends at the docks, but it sounds like everyone else thinks the Coins is a better idea. So let's go there! You can tell me all about your adventures while we walk!" Her wide grin holds the innocence of youth.

The day is still drizzly and overcast, but the wetness does nothing to dampen Junia's spirit. Sure enough, the Coins district is packed, vendors calling out all sorts of wares for sale. Imported cloth and spices from Tian Xia, strong arms and armor from the Five Kings Mountains, fruits and nuts from Jalmeray, all creating a cornucopia of sights and sounds.

Grand Lodge

F Halfling cavalier (honor guard) 1/swashbuckler (mouser) 1 | Hp4/19| AC 20 Tc 15 Flat 16 | F+4 R+7 W+2 +2 vs Fear | CMB +0 CMD 14 | Perc +6 | Init +4 | Panache 3 of 3

Etna will hum merrily as they walk together, trying to keep her parasol from poking anyone in the sides as they walked. Once they finally hit the market though she would quickly scurry off, before coming back with snacks. Nuts, a variety of fruit, and a strong drink. She would look for anything Dwarven brewed for now. She would get back to the group as quickly as possible.".... Anyone want a snack?

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"I need to make a couple quick purchases before we continue. Always good to be prepared!"

The gnome bounces off into the market, and returns a short time later, stuffing several containers of liquid into his backpack.

Making the purchases referenced on the first page

"Alright then, ready to go." Looking at Etna, Henrik smiles, delighted. "I would love a snack! Never turn down an offer of food, so I've been taught."

Scarab Sages

Male Halfling Haunted Oracle of the Dark Tapestry /3 - HP 23/23, AC 18, T 14, FF 15, F +5, R +5, W +5, Initiative +6, Perception +7 (+9 with Tanbaru), Concentration +9

"Thank you, Etna." Muroi replies to Etna while extends his arm to take some nuts. He blushes when his hand is closer to Etna, even if it is just to take food. He looks to the floor trying to hide its face.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10

Perception and Sense motive to gather information about something suspicious around them.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Snacking on the nuts, Henrik makes his way through the crowd with the group, keeping an eye out as well.

Good idea Baphos, probably wise to be on the look out when playing guard :)

Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17


Table Maps | Passing the Torch

"Me too!" Junia mashes a handful from Etna's offering as they make their way through the crowd. A side street offers a shortcut around the throng, but as the party makes their way down, a second group turns into the passage. Impressively attired in flowing silks with turbans, heavy makeup, and jewelry, these are clearly men of means.

DC10 Knowledge Local:
By their Qadiran fashions and colors, they appear to be part of House Damaq, a rich Kelish family.

As they draw close, the party hears them calling out loudly. "Look at this cowardly abolitionist!"

Speaking Kelish:
"Going to steal our property in the dead of night, chickenhawk?"

The young men begin to press in towards Junia, jeering and scowling. The wonder on her face is replaced with confusion as the men target her with imprecations.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Knowledge (local): 1d20 + 3 ⇒ (10) + 3 = 13

"These fine specimens appear to be of a well-to-do Keleshite house," Draklor messages the others. "Might explain their dislike of the Eagle Knights. Well, it ain't a perfect world, I'll set them straight."

Out loud he says, "If you want to call one out based on what they wear, go back to Qadira. But then again, your words and dress make you seem the sort to keep slaves." He uncoils his whip, swirling it threateningly. "So scuttle along, unless you want a taste of your own medicine. We're on important business."

Intimidate: 1d20 + 7 ⇒ (20) + 7 = 27


Table Maps | Passing the Torch

Well, that was a good time to roll that. Post to follow in the morning.

Silver Crusade

Female Human Oracle of Life 06 HP 45/45 AC 23 T 13 FF 21 Cmb +4 Cmd 16 F +5 R +5 W +7 Perc +6 In +2 Channel Energy 08/08

"Do as the Fox says or end up like hens... your choice really, slavers" says Ashara, her tone suddenly turning icy at the Kelish newcomers.

Aid Another(Intimidate) check: 1d20 + 4 ⇒ (7) + 4 = 11

Scarab Sages

Male Halfling Haunted Oracle of the Dark Tapestry /3 - HP 23/23, AC 18, T 14, FF 15, F +5, R +5, W +5, Initiative +6, Perception +7 (+9 with Tanbaru), Concentration +9

Baphos smiles like crazy and opens his eyes widely, trying to scare the strangers.

Aid Another (Intimidate): 1d20 + 4 ⇒ (1) + 4 = 5

Probably, they are laughing at me.

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Lucky draws his rapier part of the way out of its sheath and glares at the Qadirans.
This is not the group of people you want to be threatening this day, slaver scum. Leave, or meet my blade. It especially loves drinking the blood of those who believe it's their right to own others....

Initmidate Aid Another: 1d20 + 2 ⇒ (14) + 2 = 16

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Know(Local): 1d20 + 8 ⇒ (18) + 8 = 26

Henrik doesn't look bothered by the group at all. He doesn't threaten or bluster - he simply looks at them and laughs. "They thought..." he says through the chuckles, "... they could threaten US? ..." No more words follow, but it is clear he is simply unconcerned for the group of "thugs".

Intimidate Aid Another: 1d20 ⇒ 13


Table Maps | Passing the Torch

The Kelishites scoff at the threats thrown back at them, but step back a pace as the party draws close in around Junia. A few pass glances between one another, apparently unaware the Pathfinders were all the young noblewoman's entourage. "Rabble should know their place!" one of the men shouts in parting as the group turns and moves back out of the alley.

"That was...unpleasant..." Junia hesitantly observes. "Thank you all for scaring them off before something bad happened." A bit of her previous excitement peaks out in the small smile she offers you all.

Silver Crusade

Female Human Oracle of Life 06 HP 45/45 AC 23 T 13 FF 21 Cmb +4 Cmd 16 F +5 R +5 W +7 Perc +6 In +2 Channel Energy 08/08

"Don't worry about those... they were just bullies. And all bullies are cowards at heart, remember that." Ashara says to Junia, smiling at the girl.

Grand Lodge

F Halfling cavalier (honor guard) 1/swashbuckler (mouser) 1 | Hp4/19| AC 20 Tc 15 Flat 16 | F+4 R+7 W+2 +2 vs Fear | CMB +0 CMD 14 | Perc +6 | Init +4 | Panache 3 of 3

"Yeah your right, so do us a favor and go crawl in the sewer! Well weren't they scum. Some people just to make others as unhappy as them. Like I said, just stick with us and you'll be fine. Pay people like that no mind.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"Glad to be of assistance - people like that are no true threat. We'd best move along, just the same. I'd just as as soon be out of this alley."

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Hennet growls as they walk away.
I almost wish they'd attacked us. I hate people who think oppression is alright. Oh well. Let's be off. Dwelling on the past won't get Miss Junia home on time. r


Table Maps | Passing the Torch

Finally, the Pathfinders charge brightens from the reassurances. "Yes! We should get to our adventure, whatever it will be!" The walk out of the Coins and along the Merchant Quarter is much less eventful, full of the mundane sights of the bustling city.

A tall, wrought iron fence surrounds your destination, but for once Drandle Dreng's words do not fail you. The iron key matches the lock and grants the party entry. The grounds of the old Tri-Towers Yard have been cleaned up in the last several years, and several old ruined school buildings that stood too close to the cliff’s edge were demolished. All of the gnarled old trees were removed and new flowering bushes and trees have been planted in their place. Despite these efforts, the few ruined classrooms that remain look sad and forgotten. Just inside the gate sits a small, locked storage shed marked with the Pathfinder’s Glyph of the Open Road.

Junia raises a hand, subdued once again. "Just...a moment of silence...I think?" The yard is clearly full of memories, and it takes her a moment to compose herself. Then with a decisive nod, she speaks. "There's something in the classroom." Her gaze is fixed on the single standing structure remaining. "I need to see it, to...learn it..." She begins to stride purposefully towards the doorway.

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Lucky gives her a quizzical look, then shrugs his shoulders and follows her, his rapier out and ready.
Might as well be ready for anything, eh?

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik looks fascinated at Junia's actions, and all kinds of excited as she begins to make her way toward the building. "I wonder what's in there. Maybe it'll be a ghost; I've never met a proper ghost before."

At Lucky's words, Henrik pauses for a moment to retrieve a wand and casts a quick spell on himself (wand of mage armor). "Being prepared is probably a wise idea..." He then stows the wand and continues to follow Junia.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"Maybe we should check the shed first, it's supposed to contain useful supplies..." Draklor suggests meekly, drawing his whip once more and walking to the shed.

Is there a lock of some sort?

Grand Lodge

F Halfling cavalier (honor guard) 1/swashbuckler (mouser) 1 | Hp4/19| AC 20 Tc 15 Flat 16 | F+4 R+7 W+2 +2 vs Fear | CMB +0 CMD 14 | Perc +6 | Init +4 | Panache 3 of 3

Etna will look towards the doorway and then back to her before quickly running up to take the lead in front of her. "Now now what did we say before? We don't mind being the meat shields. Just give us a warning before you go walking towards the haunted spooky area's!"
She will have her weapon drawn as she takes point in front of her, ready to jump in way of any possible harm.

Scarab Sages

Male Halfling Haunted Oracle of the Dark Tapestry /3 - HP 23/23, AC 18, T 14, FF 15, F +5, R +5, W +5, Initiative +6, Perception +7 (+9 with Tanbaru), Concentration +9

Baphos follows to Draklor. "I was thinking the same thing. It's a good idea to look for the useful stuff in the storage shed. After all, it was an advice of our boss."

Baphos casts "detect magic" on the storage shed.


Table Maps | Passing the Torch

"Meat shields? Those don't sound very useful at all." Junia is clearly puzzled at the colloquialism. "You're right though, we should be prepared for whatever we find!" She waits as the Pathfinders approach the storage shed, which appears to be in disrepair. An iron lock hangs broken and useless on the door. Baphos detects a faint aura near the floor of the shed.

DC18 Knowledge Arcana:
There appears to be a faint necromancy aura within.

On opening the unlocked shed, you find it surprisingly (or unsurprisingly, perhaps) almost empty. Clear spots in the dust and dirt attest to there having been tools of some kind here before, but now all that remains is a yellow-painted box and a note on the back wall.

Posted Note wrote:

“Entry to above ground structure in the ‘Yard is strongly discouraged. It contains a dangerous supernatural force. Items in the yellow box are for emergencies only.

Signed, V-C Dreng."

The magical aura appears to be coming from the box.

Silver Crusade

Female Human Oracle of Life 06 HP 45/45 AC 23 T 13 FF 21 Cmb +4 Cmd 16 F +5 R +5 W +7 Perc +6 In +2 Channel Energy 08/08

Vanya stares at the empty shed a flat expression on her visage:"Dreng..." she whispers before shrugging.

"Well... no matter we'll have to make do with our own abilities. It's more fun that way... right Junia?"

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Lucky strides up to the yellow box and opens it.
Might as well see what's in it, that way we know what we have to work with in case there is an emergency.


Table Maps | Passing the Torch

Like the shed, the yellow box is mostly empty. The interior has compartments that appear designed to hold parchments and vials, some of which hold empty cloth bags. Only two vial slots are filled, a folded note in the slot above them. Pulling them out, they are made of glass with what appears to be cold iron casings, within which wisps of white vapor can be seen.

The Note:
I prepared explosive runes today.
The Actual Note wrote:
These vials are magical devices for dealing with the effects of haunts. Twist open the cap while suffering the manifestations of a haunt and it will siphon away the negative energies, hopefully protecting you from harm. It can then be used as a thrown weapon.

On further examination, the vials appear to be the source of the magical aura, naturally.

DC18 Spellcraft with Detect Magic:
These vials are haunt siphons. Duh. :)

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Nice oots reference!

Lucky reads out the note to everyone and shows the vials.
Not much here. Should we take them just in case?

Scarab Sages

Male Halfling Haunted Oracle of the Dark Tapestry /3 - HP 23/23, AC 18, T 14, FF 15, F +5, R +5, W +5, Initiative +6, Perception +7 (+9 with Tanbaru), Concentration +9

"Fellows, let me see the box." Baphos takes the box and try to determine what it is with detect magic.

Spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge Arcana: 1d20 + 5 ⇒ (11) + 5 = 16

"Well, after a quick study I can't determine what it is."

Silver Crusade

Female Human Oracle of Life 06 HP 45/45 AC 23 T 13 FF 21 Cmb +4 Cmd 16 F +5 R +5 W +7 Perc +6 In +2 Channel Energy 08/08

Aid another (Spellcraft) check: 1d20 + 4 ⇒ (8) + 4 = 12

Ashara tries to help Baphos make sense of the vial's contents...

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"Let me have a look"

Henrik casts Detect Magic as well, and tries to identify them.

Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25

"These vials are haunt siphons, a rather handy tool for dealing with haunts. Simply opening them can hurt a manifested haunt, if you do it quickly after they appear, and it has a handy indicator for whether or not it successfully finished off the haunt - it glows green."

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"See, it's always better to go in prepared," Draklor says with a grin. He gestures towards the 'Yard. "Shall we?"


Table Maps | Passing the Torch

Junia nods, and allows the Pathfinders to lead the way across the yard. Very little stands in your way, and the doorway looms in front of you in short order. The small classroom is all that remains of a once great school. School benches and chairs are scattered about in a haphazard fashion and a chalkboard hangs crooked from a single nail on the western wall. The sound of the ocean beating against the cliffs in the distance is the only thing that breaks the silence.

Let me know how you proceed, including what you let Junia do.

Grand Lodge

F Halfling cavalier (honor guard) 1/swashbuckler (mouser) 1 | Hp4/19| AC 20 Tc 15 Flat 16 | F+4 R+7 W+2 +2 vs Fear | CMB +0 CMD 14 | Perc +6 | Init +4 | Panache 3 of 3

"Sounds good to me. I doubt my rapier is going to much against those sorta things. Then again, a stiff upper lip might help. Takes a bit to send shivers up my spine. Lets head in!"

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik looks warily at the building that Junia seems set on entering. "How do want to approach here? We have good information that there is a dangerous supernatural entity inside here, seems wise that we should approach in a structured manner. What order should we approach in?"

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Hennet shrugs.
I don't mind going first. I usually do anyway, when it comes to this kind of stuff.

He draws his rapier and makes sure the holy water vials in his bandolier are loose and ready to be chucked if need be.
And I wouldn't worry too much about our rapiers not being useful. Last time I was in here, it was mostly bugs and zombies. We probably have enough holy water with us for a ghost. Besides, we have Desna with us as well.

The young priest pats his holy symbol with a satisfied smile as he speaks.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"I'll go in third," the kitsune suggests, taking a haunt siphon. "It's just about in the middle, perfect for my magic and martial expertise."

Grand Lodge

F Halfling cavalier (honor guard) 1/swashbuckler (mouser) 1 | Hp4/19| AC 20 Tc 15 Flat 16 | F+4 R+7 W+2 +2 vs Fear | CMB +0 CMD 14 | Perc +6 | Init +4 | Panache 3 of 3

"Ohhhh if Hennet is going first then I will go second. Usually I have to worry about being to shirt to see past some one in front of me so this will be a nice change of pace. I won't lie, it is now to have a holy member of Desna's faith with us. Always a great idea to have a holy man with you when heading into the thick of things."

Scarab Sages

Male Halfling Haunted Oracle of the Dark Tapestry /3 - HP 23/23, AC 18, T 14, FF 15, F +5, R +5, W +5, Initiative +6, Perception +7 (+9 with Tanbaru), Concentration +9

"Well, fellows, I think Junia should go fourth and after her I will go. Be ready for anything. Please, miss junia, anything you see inside, don´t run." Baphos shares a warm smile to Junia.


Table Maps | Passing the Torch

Junia nods in agreement. "I'll do my best." she promises before the Pathfinders move into the dilapidated structure. The floor creaks softly under your feet, competing with your breathing to fill the void. Along one wall are a number of portraits, wilted flowers left in memorial. Drawing close, you are able to read the names under the images. Badru Ahnkamen, Grishan Maldris, Cassiel Marlinchen, Stilonius Morilla, Anaretta Nimz, and Jaran Shamyyid stare out at you with youthful smiles. As the party studies the area, a slight tremor runs through the ground, although Etna and Junia don't seem to feel it.

Draklor and Hennet:
You notice the tremor did not move anything in the room in the slightest way, suggesting a supernatural cause. You believe that was the herald of a haunting.

GM Dice:

Baphos Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Etna Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Draklor Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Draklor Knowledge Religion: 1d20 + 7 ⇒ (10) + 7 = 17
Hennet Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Hennet Knowledge Religion: 1d20 + 6 ⇒ (14) + 6 = 20
Henrikuaxian Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Henrikuaxian Knowledge Religion: 1d20 + 8 ⇒ (3) + 8 = 11
Ashara Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Ashara Knowledge Religion: 1d20 + 4 ⇒ (4) + 4 = 8

Everyone but Etna has a single action they can take before bad things happen. I have rolled your relevant checks in the dice spoiler if you would like to check and consider using a reroll. Most of you rolled pretty good and shouldn't need to worry about it.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"Haunt!" Draklor barks, pulling out his haunt siphon and getting ready to uncork it.

With my religion check, can I tell if this is the haunt manifesting, or just about to? If the former is true, I would activate the siphon, the latter, I would ready an action to. If I don't know, I'll just ready.


Table Maps | Passing the Torch

You know it is activating now, which means you aren't going to be able to activate the siphon in time. Drawing the item was a move action.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

I thought we could still activate it even as late as after the haunt acts in it's first round after manifesting? I've never dealt with a haunt before, so I may well be misunderstanding something.


Table Maps | Passing the Torch

Unfortunately not.

Haunt:
On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt's hit points...If the haunt is reduced to 0 hit points by positive energy, it is neutralized—if this occurs before the haunt takes its action at initiative rank 10, its effect does not occur.

This is why I don't like haunts as written.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Wouldn't the specific rules for Haunt Siphon overrule that?

Haunt Siphon:

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted.


Table Maps | Passing the Torch

True, but I think after it acts you won't find that comforting. :( Let me get initiatives rolled for you, actually.

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