Strange Aeons, with GM Pendrak

Game Master karlprosek

To shake off the maddening and wearying limitations of time and space and natural law—to be linked with the vast outside—to come close to the nighted and abysmal secrets of the infinite and the ultimate—surely such a thing was worth the risk of one’s life, soul, and sanity! -- H.P. Lovecraft, The Whisperer in Darkness (1931)

Encounter Map
The Sellen Passage
World Anvil campaign page
Current Loot List | Old loot list for reference only


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Male LN Human | HP: 51/51 | AC: 23 (14 Tch,19 Fl) 19 (14 Tch,15 Fl) | CMB: +6, CMD: 17 | F: +9, R: +12, W: +12 F: +7, R: +10, W: +10 (+2 vs illusion, curse, fear, and emotion) | Init: +4 | Perc: +15+1d6, SM: +15+1d6 | Active conditions: shield, heroism

Oh man, haunted indeed...
Initiative: 1d20 + 4 ⇒ (8) + 4 = 12


Female | Human | Ecclesitheurge 3 / Empyreal Sorceror 4 | AC 12; T11 FF12 | 32/32 hp
Stats:
FRW +6 +4 +14 | Perception +10 | CMD 13 | Init +0 | Qstaff +4 (1d6/x2/B)

init: 1d20 ⇒ 16

"Haunted?" Hannah said as she padded over, the gem of true seeing in her hand.

Moving as close as she can, but not in the room yet.


Skills:
Acrobatics +13, Autohypnosis +9, Knowledge: History +8, Knowledge: Psionics +6, Linguistics +8, Perception +17, Spellcraft +9, Use Magic Device +15
Attack:
[dice=15% or less is bad]d100[/dice][dice=Energy Bolt DC 18]5d6[/dice][dice=Mind Thrust DC 16]d10[/dice][dice=Energy Wall DC 18]2d6+10[/dice]
N Half Orc Wilder 7; Init +5; HP 66/66, Temps: 20; AC 24 (without shield), T 16 , FF 18; CMD 21; Fort +8, Ref +8, Will +8 (+2 vs fear, +1 All saves Surging Euphoria); 63/63 Power Points; DL 54/63 PP ; Perception (Darkvision) +17

Initative: 1d20 + 5 ⇒ (11) + 5 = 16

Thraag looks around taking a defensive posture against whatever seemed to be staring at the back of his head.

If I don't actually see anything yet, I will just take a Full Defense action and wait to see what happens.


Male Human HP 79/79 AC 18 T 12 FF 16 Fort +8 Ref +1 Will +3 Perc +5 Init +2 Spd 40

init: 1d20 + 2 ⇒ (20) + 2 = 22

Lachen is quick to react, and enters the room, hammer in hands


Thraag, Lachen, and Grimes were suddenly surrounded by ghostly forms throughout the dining hall, long-dead travelers having conversations of the past: a wealthy night hag with elaborately coiffed hair made imperious demands to human servants; three surly, turbaned humanoids conferred over a detailed map of the moon; and a group of hooded ghouls examined a human head made of terra cotta. Their voices echoed in an overlapping, unintelligible cacophony.

All three heard whispers in their ears suggesting they were about to be betrayed. "Strike first," the whispers seemed to say. "He's about to kill you!"

Hannah saw this all from the doorway but the whispers didn't reach her ears.

Lachen, Thraag, and Grimes please do a Will save, DC 17. If you fail, roll a d100; if you roll 50 or below you attack the nearest PC.


Female | Human | Ecclesitheurge 3 / Empyreal Sorceror 4 | AC 12; T11 FF12 | 32/32 hp
Stats:
FRW +6 +4 +14 | Perception +10 | CMD 13 | Init +0 | Qstaff +4 (1d6/x2/B)

Hannah frowned at the tableau, eyeing the hag in particular. Taking the opportunity, she remained at the entrance and raised the Gem of True Seeing to her eye and looked through it at each apparition.

While doing so, she intoned a prayer to Sarenrae to bolster her allies, and protect them from enemies.

Pretty sure Using the Gem is a Move action? If not, her Standard will have to be delayed a round.
Standard: Casting Positive Pulse. If she can see, through the gem, what the Haunt is, she will encompass that, and any allies she can. Otherwise, she'll just focus on apparitions. 5' radius (10' diameter) circle.

Relevant rules entry:
This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage.

This spell does not heal creatures healed by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round.


Skills:
Acrobatics +13, Autohypnosis +9, Knowledge: History +8, Knowledge: Psionics +6, Linguistics +8, Perception +17, Spellcraft +9, Use Magic Device +15
Attack:
[dice=15% or less is bad]d100[/dice][dice=Energy Bolt DC 18]5d6[/dice][dice=Mind Thrust DC 16]d10[/dice][dice=Energy Wall DC 18]2d6+10[/dice]
N Half Orc Wilder 7; Init +5; HP 66/66, Temps: 20; AC 24 (without shield), T 16 , FF 18; CMD 21; Fort +8, Ref +8, Will +8 (+2 vs fear, +1 All saves Surging Euphoria); 63/63 Power Points; DL 54/63 PP ; Perception (Darkvision) +17

Will Save: 1d20 + 8 ⇒ (9) + 8 = 17 Thraag makes it!

Thraag moves to leave the room, remaining defensive as he goes.

Have we been in the building for more then 7 minutes total, including what happened in the previous room? If so my Temps are gone.


Male Human HP 79/79 AC 18 T 12 FF 16 Fort +8 Ref +1 Will +3 Perc +5 Init +2 Spd 40

will save: 1d20 + 3 ⇒ (5) + 3 = 8

51+ or strike: 1d100 ⇒ 94

Lachen eyes flare with murderous attempt, as if he was a man possessed.

Fortunatly for him, he IS a man possessed, and the voice in his soul don't take kindly on another intruder

Don't listen to the voice, Lachen. Listen to ME.This is not the time to strike, not yet. You have nothing to loose, nothing to anguish about killing a stranger. One of the girls would have been a better choice, because your heart has a soft spot for them, hasn't it? You will strike when I command.

So the fighter resist the urge, his hands white knuckled on his hammer handle, his body shaking with contradictory impulses


Male LN Human | HP: 51/51 | AC: 23 (14 Tch,19 Fl) 19 (14 Tch,15 Fl) | CMB: +6, CMD: 17 | F: +9, R: +12, W: +12 F: +7, R: +10, W: +10 (+2 vs illusion, curse, fear, and emotion) | Init: +4 | Perc: +15+1d6, SM: +15+1d6 | Active conditions: shield, heroism

save even if we acted before the haunt?

will save: 1d20 + 12 ⇒ (1) + 12 = 13 +2 vs illusion, curse, fear, and emotion

51+ or attack nearest PC: 1d100 ⇒ 82

"Attack?" Grimes mumbles, odd look on his face. "No, no, out of the question. I need to analyze this further. Betrayed?" he now turns and eyes Thraag and Lachen very suspiciously. "Perhaps... But then again, maybe not. Who to trust? Who would gain from a betrayal, right now and here..?"

Pistol in Grimes' hand stays ready, put doesn't point at anyone directly. Which is a relief, since the gleam in his eyes in not exactly one of a sane person.


Female | Human | Ecclesitheurge 3 / Empyreal Sorceror 4 | AC 12; T11 FF12 | 32/32 hp
Stats:
FRW +6 +4 +14 | Perception +10 | CMD 13 | Init +0 | Qstaff +4 (1d6/x2/B)

Forgot to mention, the Will Save DC for her spell is 17; 20 if the Haunt is an outsider.


F Aasimar (Changeling) Dread 7 [ HP: 44/44| AC: 23 (26) | T: 17 (20)| FF: 16 | CMD: 22 (25) | Fort +4 (+7)/ Ref +12 (+15)/ Will +8 (+11) (+1 vs aberrations, +2 vs Disease)| Init +6 / Perception +11 (Darkvision 60') ]

Reine had done her best not to crowd the doorway. If the boys wanted to rush into the room, she'd just watch the rear, for now.

Besides, if there was haunting happening, based on what had happened last time Reine had let her powers manifest, it might, she reasoned, be best if she kept herself in reserve.

Sorry guys, been a busy couple of weeks. Reine is basically just watching the hallway. She doesn't really have an anti-Haunt ability. Also, map updated.


Thraag the Elder wrote:
Have we been in the building for more then 7 minutes total, including what happened in the previous room? If so my Temps are gone.

Eh, let's say it's been 3 minutes.

Lawrence Grimes wrote:
save even if we acted before the haunt?

Yep it effects whoever's in the room.

Just want to clarify that no one who was in the room and made the save wants to leave the room?

Hannah looked through the gem and saw... exactly the same scene. The hag, the trio, the ghouls- they were all real, or at least not illusions. She was sure this was a haunted place and that these things were the spectral shadows of creatures who died here- or who murdered here. I'm not sure True Seeing does anything about identifying a haunt. But Hannah gets a 22 on a 10 Kn:Religion check.

Positive Pulse damage: 1d6 + 3 ⇒ (6) + 3 = 9

Sunlight pierced the ceiling in spite of the lack of an opening, bathing the dining hall in Sarenrae's warm, healing light. The figures wavered for a moment before coming back as strong as before.

All PCs are up.

OOC:
Positive pulse- +2 to saves vs haunts

Init:
Lachen- Positive pulse 1 rd
Thraag- Positive pulse 1 rd
Hannah
Grimes- Positive pulse 1 rd
Reine
haunt- moderate damage (9)


Skills:
Acrobatics +13, Autohypnosis +9, Knowledge: History +8, Knowledge: Psionics +6, Linguistics +8, Perception +17, Spellcraft +9, Use Magic Device +15
Attack:
[dice=15% or less is bad]d100[/dice][dice=Energy Bolt DC 18]5d6[/dice][dice=Mind Thrust DC 16]d10[/dice][dice=Energy Wall DC 18]2d6+10[/dice]
N Half Orc Wilder 7; Init +5; HP 66/66, Temps: 20; AC 24 (without shield), T 16 , FF 18; CMD 21; Fort +8, Ref +8, Will +8 (+2 vs fear, +1 All saves Surging Euphoria); 63/63 Power Points; DL 54/63 PP ; Perception (Darkvision) +17

Thraag was leaving the room last round. When he realized there was actually something there he got out.

Thraag continues getting out of the strange haunting.


Male Human HP 79/79 AC 18 T 12 FF 16 Fort +8 Ref +1 Will +3 Perc +5 Init +2 Spd 40

Get out! Quick!I'll cover ya, then I'll go too!

Lachen readies his hammer


Male LN Human | HP: 51/51 | AC: 23 (14 Tch,19 Fl) 19 (14 Tch,15 Fl) | CMB: +6, CMD: 17 | F: +9, R: +12, W: +12 F: +7, R: +10, W: +10 (+2 vs illusion, curse, fear, and emotion) | Init: +4 | Perc: +15+1d6, SM: +15+1d6 | Active conditions: shield, heroism

Confused, and in almost drunken-like stupor, detective Grimes staggers out of the room. Something very bad is out there, and perhaps there is nothing he can do about it. At least until he can clear his head, and think of something.

Kn. Religion: 1d20 + 15 + 1d6 ⇒ (16) + 15 + (5) = 36 Know anything about haunts in general, or how to get rid of this particular one?

just move out of the room for now.


Female | Human | Ecclesitheurge 3 / Empyreal Sorceror 4 | AC 12; T11 FF12 | 32/32 hp
Stats:
FRW +6 +4 +14 | Perception +10 | CMD 13 | Init +0 | Qstaff +4 (1d6/x2/B)

"Oh!" Hannah said as her spell seemed to have an effect. She stepped to the side to let the boys out, then, without anything better to do, repeated the same thing.

Another casting of Positive Pulse, centered at the same location.

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