GM Tyranius |
Marked the doors in green as they are difficult to see.
Doc Bloodshanks |
Doc follows Tevvy, eyes keenly watching for any sign of a haunting or other occult activity.
GM Tyranius |
The tiled floor, ornate columns, and sweeping staircases of this once-grant hall evoke a distinctly Taldan aesthetic, though the finery has suffered greatly over the past years. The marble floor tiles are cracked and filthy, and the statuary lining the walls has been smashed. None of the three staircases climbs beyond head level before ending abruptly, debris from their fallen upper reaches scattered across the floor.
Vellir Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Vellir Tate |
Vellir follows with crossbow primed, looking much more apprehensive than he was acting just before.
GM Tyranius |
Everything this room once held now lies jumbled over the floor in a soggy mess: torn pages, scraps of fabric, and splintered remnants of furniture. Doors hang askew in the north and east walls, but the door to the south has been smashed from its hinges.
Far more obvious in this room is a faintly glowing lesser healing potion.
Namza |
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
"Hmm. A healing potion. And what's this behind the wall? Looks like records of some kind." Namza will share what he found in the secret compartment with the group.
Vellir Tate |
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
"Looks like the ghosts and city both found a good house to condemn," Vellir says, skimming over the notes. He sidles up to Tevvy and opens the next door.
Doc Bloodshanks |
"Well, I'm sure this information will be of historical interest, at least ..."
GM Tyranius |
Vellir skims over the notes and moves next to Tevvy opening the door to the north. Ivy has overgrown the empty window frame, casting this room into cool shadow. A low shelf, its wood warped and cracked, stands against the south wall, and a desk has been overturned and smashed in the eastern part of the room.
vellir begins to hear whispers from a distance. "Don't mess with the family again..." Lost spirits whisper, reliving their last moments.
Namza |
Namza checks out the desk.
Doc Bloodshanks |
Doc drinks the lesser eagle-eye elixir provided by his Pathfinder training. For the next hour, my perception is at +6, or +7 to detect secret doors/traps.
He examines the room, particularly the warped shelf along the wall.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
GM Tyranius |
The luring whispers become far more insistent as Namza and Doc stay in the room. It is too late as Doc recognizes this strange occurrence as a haunt.
Namza and Doc need a DC 18 Will save or confused. Failure you are confused for 1 round. Crit fail and confused for 1d6+1 rounds.
Both the desk and the warped shelf provide nothing of interest.
Namza |
Will: 1d20 + 5 ⇒ (14) + 5 = 19
Namza will back away from Doc.
Vellir Tate |
"All right, you two?" Vellir watches, waiting for a command to run pell-mell through or shoot something. The voices already have him on edge.
Doc Bloodshanks |
Will save: 1d20 + 5 ⇒ (18) + 5 = 23
I recognize the haunt ... can I do something to deactivate the hazard? Is it just this room, or the whole house?
GM Tyranius |
@Doc- Religion (Trained) or Performance (Trained) to disable. It is only this room.
Doc Bloodshanks |
Religion(trained): 1d20 + 5 ⇒ (3) + 5 = 8
Doc uses his knowledge of religion in the hopes of disabling the haunt, but is not particularly successful. Hopefully not critically unsuccessful.
GM Tyranius |
The whispering spirits quiet after a few moments as the group steps out of the room. Doc is sure it was by no help of his own and the haunt may have just run its course.
On this side of the house all that remains is the kitchen. Only a single, aged worktable still stands in one corner of this room, though the clay fragments of an oven and rusted metal suggest it was once a kitchen. The ceiling has completely fallen in, leaving this room open to the sky above. Doors stand in the east and west walls.
Namza |
Namza will detect magic and look around the kitchen, then proceed to the door to the west if he doesn't see anything interesting.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
GM Tyranius |
Finding little of use in the kitchen Namza leaves the room and begins to head to the opposing side of the manor. As he does so phantasmal rotting hands burst forth from the floorboards, tearing at his legs. The hands are tattoo'd with gang markings and clearly missing several fingers.
Damage: 4d6 ⇒ (2, 5, 4, 2) = 13 + 2d6 persistent bleed damage
The rending claws shred the skin from his legs beneath his armor as they go back down into the floorboards.
The persistent damage will come at the end of your turn to take care of the persistent damage otherwise I will need flat checks to see if it goes away.
Doc Bloodshanks |
Doc grabs Namza and pulls him back into the room. He pulls some vials and begins administering medical care to him.
Two actions: Administer First Aid, using Crafting for the skill check.
First Aid(Crafting for medicine): 1d20 + 7 ⇒ (1) + 7 = 8
Uh-oh ...
"Dear me! We seem to have a hemophiliac here!" He begins mixing reagents to create an elixir of life.
Namza |
Yikes. Is there a Reflex save for that?
"Ah, these spirits are vengeful! Could I see those bandages?"
Namza draws on the memories of his ancestors to try to staunch the bleeding. Using Ancestral Memory to become Trained in Medicine.
Medicine: 1d20 + 3 ⇒ (1) + 3 = 4 Not sure what DC I'm looking for here. It's usually the DC of the initial effect. Edit: But that natty 1 isn't going to do it.
Bleed: 2d6 ⇒ (4, 5) = 9
That will put Namza down. I think dying 2, since it's the result of a critical failure.
End of Turn:
Bleed: 2d6 ⇒ (2, 5) = 7
Goes to dying 3.
Flat Check: 1d20 ⇒ 17
Stopped bleeding, at least. Some healing would be appreciated!
GM Tyranius |
Nope, but there was a basic will save.
Namza Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Namza collapses across the floorboards face first as he begins to bleed further from pulling the bandages too tight. He isn't looking to good, fortunately the bleeding seems to have stopped on his own.
Correct, You are Dying 3.
Doc Bloodshanks |
If he is healed does the bleeding condition end? Can I attempt to stop bleeding again?
First Aid(crafting: 1d20 + 7 ⇒ (20) + 7 = 27
Much better
Doc Bloodshanks |
And now to stabilize...
First Aid(stabilize): 1d20 + 7 ⇒ (16) + 7 = 23
I believe he loses the dying condition
Now that he is not bleeding and stabilized, I will make and administer a minor elixir of life
Healing: 1d6 ⇒ 5
Vellir Tate |
"That was quite the scare! If I'd taken all that time on the patronage part, I'd offer you a potion courtesy of someone who could afford it. But Doc's got that under control."
Namza |
Namza coughs himself awake.
"Well, the rumors about this place turn out not to be exaggerated. We should take what we need and leave."
Namza looks around the group. "Unless one of you is adept at putting spirits to rest."
Thanks, Doc!
Doc Bloodshanks |
Doc considers what he knows about how to thwart such haunts and applies that knowledge to stop it. Disable the hazard ... I figure one of these skills will apply
Occultism: 1d20 + 7 ⇒ (5) + 7 = 12
Religion: 1d20 + 5 ⇒ (19) + 5 = 24
GM Tyranius |
As Namza regains consciousness Doc gets to work on ridding the haunt from the house, purging it for good. Doc wrestles with the strong negative energies tied to the house. As he does it awakens an even more vile creature. Real undead hands claw at the floorboards from beneath them as three zombies climb to the surface, barely giving Namza a chance to breathe again.
Tevvy Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Vellir Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Doc Bloodshanks Initiative (Perception): 1d20 + 5 ⇒ (18) + 5 = 23
Namza Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Plague Zombie: 1d20 + 3 ⇒ (12) + 3 = 15
Zombie: 1d20 ⇒ 12
Round 1
Vellir (17/17) (Haast 11/11)
Doc (17/17)
---------------------------------------
P. Zombie
---------------------------------------
Tevvy (24/24)
---------------------------------------
Zombie
---------------------------------------
Namza (5/17; Carrier Cacodaemonia; Wounded 1)
Vellir Tate |
"I wonder if these ones were gang members too?" Vellir asks the air as he trains crossbow and eagle on a zombie. He looks less scared than before.
Hunt Prey on Pink, Strike, Command. Haast Flies and Strikes. Both have +1 AC against Pink.
Jaws vs. Pink: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Crossbow vs. Pink: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 ⇒ 7
Doc Bloodshanks |
Religion(identify creature): 1d20 + 5 ⇒ (8) + 5 = 13
Action 1: Identify creature. In particular, looking to see if they have any particular weaknesses or resistances/immunities
Doc moves forward, pulling an already-prepared alchemical bomb and hurling it at the distant zombie.
Action 2: Stride. Action 3: Quick bomber - Interact & Strike with bottled lightning
Bomb throw vs. Red zombie: 1d20 + 4 ⇒ (18) + 4 = 22
Bomb damage: 1d6 ⇒ 1 electrical + flat-footed until start of my next turn
1 electrical splash damage
GM Tyranius |
Vellir's bolt sticks into the zombie's chest. While it physically injures the undead the zombie shows zero signs of pain or emotion.
Doc seems to know a bit of details in the back of his mind, unfortunately now that he is face to face with these creatures and the stench they seem to escape him.
The bottled lightning lightning arcs across the zombies, burning the rotting flesh even more. The stench becomes a tad bit overwhelming as it fills the air.
The larger zombie stumbles forward and grabs at Doc's arm.
Fist vs Doc AC 16: 1d20 + 9 ⇒ (6) + 9 = 15
Doc leaps out of the way of the fist just in time as it takes a moment for the zombie to recover.
Round 1
Vellir (17/17) (Haast 11/11)
Doc (17/17)
---------------------------------------
P. Zombie (-2)
---------------------------------------
Tevvy (24/24)
---------------------------------------
Zombie (Pink -8) (Orange -1)
---------------------------------------
Namza (5/17; Carrier Cacodaemonia; Wounded 1)
Tevvy |
Tevvy runs forward, hands twisting into sharp claws as he charges forward and trailing fire behind them as he slashes at the larger zombie.
Stride, activate claws, Strike Red
Strike: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 + 3 ⇒ (2) + 3 = 5 slashing and 1d6 ⇒ 2 fire.
+1 AC for 1 round.
GM Tyranius |
Tevvy slashes across the larger zombie's belly. The claws split it open slightly as a green noxious mist releases, sending small trails into the air. No effect, just description.
The zombies zone in on the nearest living prey and claw out for their flesh.
Pink Fist vs Haast AC 17: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d6 + 3 ⇒ (6) + 3 = 9 18 Crit damage
The Zombie reaches out for Haast, grabs ahold of the hawk in it's fist and crushes it hard. releasing it's grip the bird falls loosely to the ground. The zombie then steps over the bird's prone body.
Orange Fist vs Tevvy AC 16: 1d20 + 7 ⇒ (8) + 7 = 15
Tevvy backs away after seeing Haast get crushed in a single blow.
Round 2
Vellir (17/17) (Haast; Dying 2)
Doc (17/17)
---------------------------------------
P. Zombie (-16)
---------------------------------------
Tevvy (24/24)
---------------------------------------
Zombie (Pink -8) (Orange -1)
---------------------------------------
Namza (5/17; Carrier Cacodaemonia; Wounded 1)
Vellir Tate |
"How quickly you've depleted my good cheer." Vellir starts forward, firing to clear a path to Haast.
Stride, Reload, Strike.
DC 12 Recovery: 1d20 ⇒ 17
Crossbow vs. Pink: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 ⇒ 4
Namza |
Namza draws on the magic in his blood, not taking any chances with his vitality as low as it is.
3-Action Magic Missile
Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
Missile 3: 1d4 + 1 ⇒ (4) + 1 = 5
Missiles at the bigger zombie, then pink if it falls.
Doc Bloodshanks |
Doc gambles that the zombies are not deft enough to attack him as he maneuvers away from them, draws a holy water, and hurls it at the least injured zombie.
Holy water vs. Orange (or red if orange is down): 1d20 + 4 ⇒ (12) + 4 = 16
Holy water damage: 1d6 ⇒ 2
+1 splash on red
GM Tyranius |
Namza peppers the zombie with magical missiles while Vellir begins to clear a path to his friend. Doc splashes the undead with a vial of holy water. Their deceased skin sizzles and pops from the water as it cascades across their chests and faces.
The larger zombie, still looking quite hearty grabs at Doc.
Fist vs Doc AC 16: 1d20 + 9 ⇒ (3) + 9 = 12
Fist vs Doc AC 16: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
Damage: 1d8 + 4 ⇒ (4) + 4 = 8 + Zombie Rot
@Doc-Need a Fort save vs Zombie Rot
The hands clasp across Doc's face for a moment as a few of the rotten fingers find their way into his mouth.
Round 2
Vellir (17/17) (Haast; Dying 1)
Doc (9/17)
---------------------------------------
P. Zombie (-40)
---------------------------------------
Tevvy (24/24)
---------------------------------------
Zombie (Pink -12) (Orange -4)
---------------------------------------
Namza (5/17; Carrier Cacodaemonia; Wounded 1)
Tevvy |
Tevvy becomes a whirlwind of claws and magic striking out at the large zombie.
Claws Strike vs. Red: 1d20 + 7 ⇒ (8) + 7 = 15 for 1d4 + 3 ⇒ (2) + 3 = 5 slashing damage and 1d6 ⇒ 4 fire.
Second action True Strike.
Second Claws Strike vs. Red: 1d20 + 3 ⇒ (2) + 3 = 5/1d20 + 3 ⇒ (3) + 3 = 6 for1d4 + 3 ⇒ (3) + 3 = 6 slashing damage and 1d6 ⇒ 5 fire.
If the first attack kills, second will be redirected to Pink. +1 AC for the round.
GM Tyranius |
Tevvy's claw attacks seem to be extremely effective as they shred through the larger zombie, its head falls free loosely from its body. With one zombie down Tevvy turns his attention to the pink zombie and kills that one as well. His claws slicing through the soft flesh with ease.
The orange skinned and disease ridden zombie swings a lumbering fist out at Tevvy.
Fist vs Tevvy AC 16: 1d20 + 7 ⇒ (7) + 7 = 14
Fist vs Tevvy AC 16: 1d20 + 7 ⇒ (2) + 7 = 9
Round 3
Vellir (17/17) (Haast; Dying 1)
Doc (9/17)
Tevvy (24/24)
---------------------------------------
Zombie (Orange -4)
---------------------------------------
Namza (5/17; Carrier Cacodaemonia; Wounded 1)
Doc Bloodshanks |
Doc grabs and hurls his final bottled lightning at the final zombie.
Bottled Lightning attack: 1d20 + 4 ⇒ (10) + 4 = 14
Bottled lightning damage: 1d6 ⇒ 6
That is 1 action from Quick Bomber. I think the splash damage might take Haast to dying 2. I will hold my next action to mix an elixir of life for Haast, assuming we can bring this last one down, so that I'll be able to administer it on the next turn.
Vellir Tate |
Vellir whirls toward the remaining zombie and fires.
Hunt Prey, Reload, Strike.
Crossbow: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 ⇒ 3
Namza |
Namza will cast magic missile again.
3-Action MM: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10