| Wren the FeatherMage |
Wren begins to molt. First a few feathers come of her, then more feathers fall off her armor to the ground. She makes a severe stinkface as if hearing something particularly unpleasant.
1d20 + 3 - 2 - 2 ⇒ (15) + 3 - 2 - 2 = 14 Will save
Thod
|
Summary suprise round
Nym and Aldous seem oblivious to what is going on and only late realize the Piper of Illmarsh manifesting himself.
Wren fumbles with a spell - cradling her spellbook instead. Her precious one.
Galadan tries to disrupt the haunt but his feeble attempt is going nowhere.
Andrea helps Galadan.
The haunt seems to concentrate on Wren who seems momentarily frozen.
Kevin smashes one of the skeletons with a mighty blow.
For a moment you hear a slight discord in the dirge - just enough for Wren to break free from her paralysis.
Please start posting combat round 1
I took the artistic freedom not to follow the actual initiative order in describing the above. Just in case someone wonders ...
| Galadan Teresthin |
Galadan hands his battle aspergillum to Andrea, then targets the shadow with another disrupt undead
Did we ever determine if haunts are considered to be undead?
Judgment of Justice
1d20 + 3 ⇒ (8) + 3 = 11
1d6 ⇒ 4 positive energy.
Will Save
1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
| Wren the FeatherMage |
Wren, shaken and molting, steps tentatively to Kevin.
With a quavering and be-saddened voice, Wren will give him sage advice, with a tap on the shoulder, "P-p-p-p-please s-s-s-save me."
Diviner's Fortune (Sp)
When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to +1 for 1 round.
+1 to saves too, Kevin!
Thod
|
Galadan hands his battle aspergillum to Andrea, then targets the shadow with another disrupt undead
Did we ever determine if haunts are considered to be undead?
Judgment of Justice
1d20+3
1d6 positive energy.Will Save
1d20+5+2
They do have certain aspects of undead - but sometimes don't follow all aspects of undead. For example Detect Undead isn't automatically detecting them (ahead of materialising) but you get a perception check at -4 to the check otherwise done in the surprise round.
Hide from undead only works if haunts have this as a weakness (it's a common one but by default it doesn't work).I think I did rule that all kind of positive energy does work - this includes disrupt undead.
All in all I should treat them as undead if it makes sense that they might be effected. I try not to nerf my players.
Protective spells should work.
Now reading up on judgements.
Thod
|
Round 1
Nym 21 need actions or will gm-post once everyone else ahead of the piper has acted
Wren 18 Deviner Fortune on Kevin
Kevin 16 still to act
Aldous 16 still to act
Piper
Andrea - already posted
Galadan - already posted
------
The judgement definitely works and after some searching I also found the AC for attacks. I will describe it later when I post the actions of the Piper.
Thod
|
Aldous places the flute on his lips. You haven't been aware that Aldous is such a performer. The notes he plays are truly impressive. But you might have hoped for something more uplifting and not a dolorous dirge fitting to the piper.
You have officially a DC13 will save to stop after the first tone but I assume you started willingly.
Effect on you:
You have to make each round a Fortitude save DC13 or blood starts running from your eyes, ears and fingertips for 1d4 damage. If you make the save you only get 1 point of damage. I will do the save for the first round but please do so from next round onwards.
You can't stop playing voluntarily.
Playing the flute is not only effecting you. For effect on the Piper see description to everyone.
Fortitude Check Aldous 1d20 + 2 ⇒ (19) + 2 = 21
For a moment you see sweat appear on Aldous - playing the flute seems to take all his concentration and stamina.
But it seems it is not only Aldous who suffers. The Piper seems subdued from the dirge and tries to avoid it as if it causes him bodily harm.
Damage 1d6 ⇒ 4
1 HP damage
Thod
|
The Piper
The Skeletons seem staggered by the sudden music on the flute.
One of them moves closer to Kevin but is unable to attack this round.
The other two are only able to attack with a single claw. The one next to Kevin badly damaged as the sword cut rips but couldn't deal as much damage as on a living creature.
Attack on Kevin. 1d20 + 2 ⇒ (2) + 2 = 4 Damage 1d4 + 2 ⇒ (1) + 2 = 3
Attack on Nym 1d20 + 2 ⇒ (12) + 2 = 14 Damage 1d4 + 2 ⇒ (1) + 2 = 3
Both attacks go wide
Piper of Illmarsh
Wren - aftereffect saving throw 1d20 + 3 - 2 - 2 ⇒ (9) + 3 - 2 - 2 = 8
Wren is able to shake off the effects of the Piper - but it comes at a price as multiple tiny punctures appear on your skin and blood comes out of them.
Damage (only this round) 1d6 ⇒ 4
Thod
|
Seeing his skeletons being destroyed the Piper targets Kevin to keep them for long enough that you join him in death.
Will save Kevin 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
You all see Kevin suddenly frozen in terror facing 2 Skeletons.
The effect is similar to a hold person spell. You can attempt a new save each turn to break free. If you manage, then follow up with a will save or suffer damage equal to Wren.
Thod
|
Summary round 1:
1 Skeleton destroyed, one nearly down. This and a fresh one are staggered and face the frozen Kevin who seems unable to act.
Nym faces another staggered skeleton.
Aldous manages to do 4 HP of damage on the Piper. Galadan adds another 4 HP damage with his disrupt undead spell.
Wren manages to break free of the effects of the Piper - but it comes at a price - also 4 HP damage.
Andrea misses with the Aspergillus.
Next turn
I will be on the way to GenCon tomorrow. I hope to have some WiFi on the way or once I'm there but posting likely is at odd times if possible at all.
| Galadan Teresthin |
Galadan continues to focus on the piper's shade.
Will Save
1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Despite his strong resistance to foul magic of the undead variety, Galadan is effected by the music. He is visibly shaken (assuming).
disrupt undead
1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
1d6 ⇒ 5
He looks over at Wren.
"Someone take that cursed book away from her!"
| Wren the FeatherMage |
Wren, though still thoroughly shaken and molting, regains a bit of her wits about her (maybe the pain and her spontaneous wounding helped).
1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8 Will Save (dirge)
Wren will try to bolster Kevin one last time with another touch of Diviner's Fortune.
+1 to saves, skills, attacks. Good luck!
| Aldous Preklikin |
Success = take only 1 damage.
Sweat drips down Aldous' ashen face, as he continues his mournful dirge upon the Piper's flute...
Damage to the Piper: 1d6 ⇒ 4.
| Andrea Greenholt |
Andrea seeing the ward going down on Galadan has to chose quickly..she chooses to apply the hex to Wren hoping to bolster the twittering mage against the pipers attacks.
Will1d20 + 4 ⇒ (3) + 4 = 7
Her mind whirls with the music and the fear within her rises however she forces herself to remain with her friends.
Have a good GenCon Jens..and say hi to Neil Spicer for me should you run into him
Thod
|
Kevin stays frozen in his place - the skeletons sensing a easy victim. Their skulls open and close as if laughing.
Aldous manages to keep up the play on the flute. The Piper is visibly shaken. (more than half damage).
He turns around and targets Galadan who is attacking him with vile energies that threaten to end his existence.
Will save Galadan 1d20 ⇒ 5
On the run - but I think if I add bonuses this isn't enough.
Galadan is also frozen in place look at message to Kevin what I wrote to him.
Nym gies full defensive - his sword cane nit being much of use.
Skeleton on Kevin 1d20 + 2 ⇒ (10) + 2 = 12
Skeleton on Kevin 1d20 + 2 ⇒ (4) + 2 = 6
Skeleton on Nym 1d20 + 2 ⇒ (2) + 2 = 4
| Aldous Preklikin |
Aldous continues to play the flute, producing a hauntingly doleful melody, even as he starts to weep tears of blood...
Damage to the Piper: 1d6 ⇒ 3.
| Wren the FeatherMage |
Wren, bolstered by a feeling of comfort and warmth that she has never felt before (thanks Andrea), tries again to summon the will to release her magical energies.
1d20 + 3 + 2 - 2 ⇒ (17) + 3 + 2 - 2 = 20 to cast a spell
1d20 + 3 + 2 - 2 ⇒ (9) + 3 + 2 - 2 = 12 dirge (I guess Andrea will know if I've failed)
Wren will pull out a blackened/charred feather from her armor and try to find a way that her 15' cone gets 2 or 3 skeletons while avoiding Galadan, Nym, & Kevin.
She will wave the charred feather and release a burning hands spell, unlocking the flames from the feather.
DC16 Reflex save for 1/2
2d4 ⇒ (3, 2) = 5 fire damage
Thod
|
Skeleton 1 (damaged one) reflex save 1d20 + 2 ⇒ (2) + 2 = 4
Skeleton 2 reflex save 1d20 + 2 ⇒ (12) + 2 = 14
Both Skeletons facing Kevin go up in flames. The injured one crumbles directly. The second one tries to muster all it's strength. It raises one claw - threatening the helpless Kevin - but crumbles before it is able to hit.
Nym goes into full defence.
Skeleton 3 - attack on Nym 1d20 + 2 ⇒ (15) + 2 = 17
The claws are unable to penetrate.
Thod
|
You hear the tune of the dirge changing - for a moment it seems less confident. But that only lasts for a small moment as you feel your hairs standing up when the dirge turns to notes of pure hate.
This won't end before either you or the piper is laid to rest.
You have seen blood running from Aldous eyes - whatever it costs him to keep up the tune - it comes at a price, a high price.
Wren finally cast her spell. 2 Skeletons go down. You all aren't sure what happened to the otherwise confident wizard. She is shaken, clutching her new spell book and you can see fear in her eyes.
The hallway becomes a cacophony of noise as you hear skeletons trying to break out of their cells, trying to follow the pipers call and to bury you in a wave of undead. If they get free you know that you won't last much longer.
Concentrating his tune on Wren you know suddenly towards whom most of the hatred in the song is concentrated on.
Will save Wren 1d20 + 3 - 2 - 2 + 2 ⇒ (9) + 3 - 2 - 2 + 2 = 10
The tune becomes more confident again and a smirk appears on the face of the piper.
Thod
|
Summary
In a last heroic effort Wren steps forward and incinerated two skeletons facing Kevin before being overcome by the piper.
Aldous carries on damaging the piper - but it comes at a hefty price. Please keep track of your HP.
All Nym is capable of is to hold off the last skeleton. He is buying time for the group, but that seems to run out quickly.
Everyone who is paralysed - please make will saves to break free. Please post actions for next turn. Seems it's over one way or the other soon :)
| Aldous Preklikin |
Welcome back :-)
I have been tracking damage on Aldous' profile.
Blood continues to trickle from his tear-ducts, but Aldous grimly refuses to relinquish playing the flute...
Damage to the Piper: 1d6 ⇒ 6.
| Andrea Greenholt |
Will save1d20 + 4 ⇒ (14) + 4 = 18
Andrea turns on the last skeleton, not to use the aspergillum but her hand shooting out to touch the undead creature..she summons her patrons power and lets healing energy flow into it
Healing Hex as a touch attack 1d20 + 1 ⇒ (14) + 1 = 15
Damage1d8 + 2 ⇒ (1) + 2 = 3
Thod
|
Thanks for everyone posting this quickly after my hiatus away. I'm reading ...
Aldous - thanks. That makes my life easier.
I'm waiting for Wren before describing what happened / what next with the Piper and the Skeleton.
Edit: Aldous - you actually should have 2 more current HP. The rule around temp CON damage in Pathfinder is: You lose 1 HP per level for every 2 points of CON you lose.
It doesn't matter if you have an even score or an odd score - with -1 CON you don't lose HP. There are somewhere some posts on the boards regarding this as many assume if you drop from 13 to 12 CON you lose HP but I'm pretty sure in Pathfinder this is the way it is handled.
| Wren the FeatherMage |
Good morning and welcome back, Thod. I hope you had a grand time and had the chance to meet many of our US PFS brethren.
Wren tries to resist.
1d20 + 3 - 2 - 2 ⇒ (17) + 3 - 2 - 2 = 16 Will save.
HP = 9/13
Spells cast = Feathermage Armor, Burning Talons
Status = Shaken and molting
(I'm pretty sure this is right...this has been a confusing fight.)
Wren tries to summon the will to cast a spell.
1d20 + 3 - 2 - 2 ⇒ (16) + 3 - 2 - 2 = 15 Will save.
Wren takes a black feather off her armor, enchants it with positive energy and sends it flying at the Piper (or skeleton if Piper isn't available.)
1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 ranged touch to hit;
1d6 ⇒ 4 damage.
May be a 12 to hit if I'm not shaken...not sure.
Thod
|
Wren - as far as I can tell you are exactly right. Different 'issues' with Wren don't make it easier. Not that you make my life easier - you could have just stayed paralysed.
Now I need to check saves, effects and initiatives ...
Yes - I had a great time. See post in the PFS area. I GMed one game. I had some other great experiences but not all of that can be talked about. At least not yet.
EDIT
Just realize I forgot one action before the next post:
Skeleton attack on Nym: 1d20 + 2 ⇒ (17) + 2 = 19
Thod
|
Summary last combat round:
Nym carries on to fight defensivly. This decision proof valueable when his sword cane manages to deflect and otherwise sure hit by the skeleton.
Wren manages to overcome the dread - having seen too many horrors lately. Clutching the spell book she casts a disrupt undead that hits the Piper.
Kevin stays paralyzed.
Aldous keeps on playing the flute. His play seems to reach a crescendo and with a high note on the flute you see the Piper explode in a cloud of light and disappear.
Andrea approaches the Skeleton fighting with Nym. Her hex damages the skeleton severly but it refuses to go down.
Galadan stays paralyzed.
Thod
|
Status / Actions for next round:
Piper of Illmarsh - defeated
Skeletons - 1 remaining, badly wounded
You don't need to roll any more for the shaken condition and if you are shaken, then the effect ends.
Nym - carries on defensivly unless I get a post here telling me otherwise.
Wren - free to act
Kevin - still paralyzed
You will keep on playing until either one of the others takes away the flute (a CMB/CMD check) or you fall unconcious.
Feel free to play it out that you try to drop the flute. If you like - add some will saves to make meta gaming more plausible - but they won't help. You can't drop the flute on your own.
You still need checks to see how quickly you lose HP.
Andrea - free to act
Galadan - still paralyzed
| Aldous Preklikin |
Fort: 1d20 + 2 ⇒ (20) + 2 = 22... Pass, so Aldous only takes 1 point of damage.
Will: 1d20 + 1 ⇒ (20) + 1 = 21.
Huh. Well, I can't complain :-)
Swaying, Aldous continues to play the tune, a small rivulet of blood working its way free of his left nostril...
| Wren the FeatherMage |
Wren will move to Aldous and pull out a potion of CLW.
"Keep playing thy flute, Aldous, I shall tend to your wounds."
I have felt those pinpricks as well...I do not like them. Or this place! I should take my spellbook and leave...but I cannot without my flock.
HP = 9/13
Status = Shaken and molting
In Hand = Spellbook, my precious!, Pot CLW
| Galadan Teresthin |
I have to agree with Wren. This has been one of the most confusing battles yet. I'm not sure if I'm shaken, or why I'm shaken. I guess I'm not anymore, if I ever was. I guess the question is now, why am I still paralyzed?
Will Save
1d20 + 6 ⇒ (12) + 6 = 18
Not anymore, hallelujah.
Will Save to prevent damage
1d20 + 6 ⇒ (8) + 6 = 14
Galadan takes out his crossbow and loads it, then fires it at the remaining skeleton.
1d20 + 4 ⇒ (7) + 4 = 11
1d8 + 3 ⇒ (5) + 3 = 8
Thod
|
Summary Last Combat Round
Galadan takes out the crossbow. But his shot goes far.
Andrea misses as well with the Aspergillus
Kevin still stands frozen in terror
Nym carries on a defensive stance
Aldous tries in an effort that brings sweat and blood out of his skin to drop the flute. He is just about to succeed - the blood coming out of his eyes stops - when he hears Wren. He carries on playing the flute - the tune changing to one of sad melancholy and resignation.
Skeleton on Andrea 1d20 + 2 ⇒ (14) + 2 = 16
The last skeleton seems unwilling to fall. It rakes Andrea. Sharp claws rake into her soft flesh.
Damage 1d4 + 2 ⇒ (2) + 2 = 4
wow - great rolls. I feel bad as GM - so at least don't take damage for the last round. Just blame it on Wren that you didn't succeed. Not that it really is her fault - but sometimes we like to blame someone for injustice.
Thod
|
All
Sorry for the confusing fight. There are a lot of effects happening at the same time. Three of you are effected by the items you picked up that cause a bonus or malus to your saving throws.
The shaken condition should have been done every single round - but if someone didn't do a roll, then I took the last result instead of slow down and ask for a re-roll. It ended, as it was caused by the vision of the haunt.
The paralyse goes on top and it has a possible after effect. As it doesn't rely on concentration of the haunt it carries on.
Another issue is the incorporeal description of the Piper - but that this seems to have no effect in regard of hitting him. You might want to remember that for other encounters.
And it didn't help I was travelling.
Fight not over yet
1 Skeleton clinging on to his last HP
Kevin still paralysed
Aldous still playing the flute
You notice fear in Aldous eyes. Despite the words from Wren he tried to lay down the flute - but all he seems to manage is to stop playing for a faint moment - only to be propelled back to play.
With more blood coming out his eyes and ears for every round he carries on playing.