Kloink
|
Kloink had found a dusty tome and while she meant to merely flip through it, she spent far longer than she realized reading the pages. The bells tolling snap her out of it and, embarrassed, she goes up to follow Loohi across the hall.
Pooka Palooka
|
"Oh man, it's laters than I thought! Yeahs, we need to hurry and keep lookings arounds," Pooka agrees as she hurries off after the others. Rather than attempting to be especially sneaky, however, she simply keeps craning her head this way and that, on the lookout for anything unusual.
______________
Perception +5~
| GM Numbat |
Exploration
Kloink Society: 1d20 + 7 ⇒ (9) + 7 = 16
Krizz perception: 1d20 + 6 ⇒ (10) + 6 = 16
Loohi stealth: 1d20 + 3 ⇒ (17) + 3 = 20
Pooka perception: 1d20 + 5 ⇒ (11) + 5 = 16
Sage stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Sneak stealth: 1d20 + 7 ⇒ (19) + 7 = 26
The first room the team enters in the opposite wing is bare of all but an old rug and a few mouldering, unidentifiable items. They proceed with caution through the next door.
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. The door behind hangs askew, the one in front has been smashed from its hinges. The door to their left, leading back toward the main hall looks to be in slightly better condition though that may change with the stress of opening it.
Searching around, Krizz and Pooka find a hidden compartment in the wall behind a collapsed bookcase that contains a stack of notes. More obvious to all is a faintly glowing potion bottle, the contents are red and slightly effervescent. This looks to have been dropped more recently.
Looking closely at the notes, the goblins determine they are handwritten copies of a religious text entitled Three Lies with many notations and seemingly related to the archdevil Mephistopheles.
Perception
Kloink perception: 1d20 + 3 ⇒ (18) + 3 = 21
Krizz perception: 1d20 + 6 ⇒ (8) + 6 = 14
Loohi perception: 1d20 + 4 ⇒ (2) + 4 = 6
Pooka perception: 1d20 + 5 ⇒ (1) + 5 = 6
Sage perception: 1d20 + 6 ⇒ (4) + 6 = 10
Sneak perception: 1d20 + 7 ⇒ (3) + 7 = 10
Peering through the opening ahead the adventurers note that ivy has overgrown the empty window frame. A low shelf, its wood warped and cracked, stands against one wall, and a desk has been overturned and smashed.
Shivers ripple over your skin as you hear whispers and babbling coming from the room ahead. The sound of desperate praise of Mephistopheles alerts you to another haunt.
Loohi Loohi
|
After a deep and very purposeful gulp, Loohi offers "We've comes this far..." before heading through the doorway ahead with his dogslicer clenched between white knuckles.
Pooka Palooka
|
"Hah! Now we's finding things that are importants," Pooka beams when she and Krizz turn up the hidden notes and potion. "Let's be sures to take them backs, okays?"
The talkative goblin considers the potion but looks up as Loohi presses forward into the room beyond. "Um, okays, but we shoulds try to figure out what this does soons," she remarks before moving to follow.
______________
Not sure on the timeline but if we *do* have time before Loohi moves into the next room... Potion ID: Occult: 1d20 + 4 ⇒ (11) + 4 = 15.
Kloink
|
"Guys... I'll look at that potion, but... we has a problem. Behind that door, someone is praising that archdevil." Kloink whispers. She then takes a look at the potion.
If Kloink can use Craft to Identify Alchemy, she will. Craft(T): 1d20 + 7 ⇒ (17) + 7 = 24
| GM Numbat |
Sorry if I wasn't clear. Kloink, the noise you hear is coming from the open room ahead. Loohi, I am happy to hold your action until you have that information so you can choose to pause on the threshold if you wish.
Pooka takes one quick glance at the potion and identifies it easily as a potion of Lesser Healing.
Pooka Palooka
|
"Oh heys, this is a healings potion ands-wait, what!?"
Pooka skids to a stop, staring at Kloink.
"What do you mean, someones? Someones is in theres??" she whispers.
Loohi Loohi
|
As Kloink mentions the archdevil, Loohi stops and retreats to the others. "So what's now? Gotta stop him, right?"
Krizz Krozz
|
Krizz will try to suppress the spirits.
Religion: 1d20 + 6 ⇒ (9) + 6 = 15
Kloink
|
Kloink was about to suggest burning those who are praising a devil, but waits paitently watching Krizz.
| GM Numbat |
Krizz thinks he almost had them when they start babbling again. He perseveres ...
Religion: 1d20 + 6 ⇒ (11) + 6 = 17 (Given past play I thought this likely and wish to keep the game moving. Please forgive me if I was wrong.)
and the spirits quiet. Kriss believes the underlying spirits remain, resetting the haunt every midnight until what truly happened here becomes public. This also gives him some small insight into the haunt in the main room.
Loohi Loohi
|
Hearing the babbling die down after Krizz communes, Loohi cautiously proceeds into the adjacent room.
Perception[E] +4
| GM Numbat |
Perception
Kloink perception: 1d20 + 3 ⇒ (14) + 3 = 17
Krizz perception: 1d20 + 6 ⇒ (11) + 6 = 17
Loohi perception: 1d20 + 4 ⇒ (2) + 4 = 6
Pooka perception: 1d20 + 5 ⇒ (10) + 5 = 15
Sage perception: 1d20 + 6 ⇒ (16) + 6 = 22
Sneak perception: 1d20 + 7 ⇒ (11) + 7 = 18
Loohi moves into the room after it quietens and begins to search. Other than the broken furniture, there seems nothing of particular interest in this room.
While that happens the others begin to hear new sounds coming from the other side of the closed door. Sounds of something moving.
Kloink
|
Kloink continues following Loohi, entering the room. She takes a small unlabeled vial out of her bandolier and twirls it in her hands for comfort.
Token moved, Kloink drew an alchemist's fire
EDIT: oops, I missed GM's post.
Kloink was about to follow Loohi, when the noises started. She squeaks and draws an unlabeled vial out of her bandolier and twirls it for comfort as she waits for someone else to open the door.
Kloink is twirling an alchemist's fire
Krizz Krozz
|
Krizz will open the door to see what is on the other side.
| GM Numbat |
When Krizz opens the door they find it difficult to see past the immediate threat. Undead creatures seem to have clawed their way out through the weakened floorboards.
Kloink perception: 1d20 + 3 ⇒ (8) + 3 = 11
Krizz perception: 1d20 + 6 ⇒ (7) + 6 = 13
Loohi perception: 1d20 + 4 ⇒ (7) + 4 = 11
Pooka perception: 1d20 + 5 ⇒ (15) + 5 = 20
Sage stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Sneak stealth: 1d20 + 7 ⇒ (3) + 7 = 10
black: 1d20 + 3 ⇒ (12) + 3 = 15
red+green: 1d20 ⇒ 15
Round One
Those in bold may act
Pooka
Black
Red
Green
Krizz
Sage
Bitey
Kloink
Loohi
Sneak
Act in any order within your section
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Pooka Palooka
|
| 1 person marked this as a favorite. |
"Whoas! This is just likes in those stories!" Pooka exclaims as Krizz pulls the door open to reveal the undead horde waiting for them. She quickly draws out her crossbow and then steps to the side to make room for her companions as she begins to sing...
~Ooh baby, your asphalt eater hung ten
The hoedads and gremmies say you reached top end
So do the dead, through the lights
The surfin' dead, oooh make it tight
The livin' dead now baby lose their heads
Now baby, doin' the dead~
The Cramps - Surfin' Dead
______________
Draw Weapon, Step, Inspire Courage~
| GM Numbat |
Pooka takes one look at the door and makes a strategic move while preparing her weapon and sings and encouraging song to her teammates.
Inspire Courage - 60 foot emanation - You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
The small horde of undead seem none too bright and the movement of the goblins have attracted them. The one furthest from the door moves up but can not reach through, the one behind ineffectually pushes forward. Only the one immediately in front of the door is really able to act and attempts to thump and grab the goblin immediately before it.
fist: 1d20 + 6 ⇒ (12) + 6 = 18 + grab
potential budgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
Grizz finds himself bruised 6 damage and grabbed.
Grabbed - You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
Flat-Footed - You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others— especially conditions—can make you universally flatfooted against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”
Immobilized - You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
Round One
Those in bold may act
Party buffs - Inspire Courage (Pooka)
[ooc]
Pooka
Black
Red
Green
Krizz
Sage
Bitey
Kloink
Loohi
Sneak
Act in any order within your section
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Krizz Krozz
|
Manipulate Action DC5: 1d20 ⇒ 13
Krizz is going to grab his holy symbol and you hear a small prayer before a burst of holy energy emanating from his little body.
Using a 3 action Heal Spell, all living in 30ft heal and all undead are damaged and get a basic Fortitude Save
Heal Spell Damage/Healing: 1d8 ⇒ 7
Loohi Loohi
|
Loohi hears the undead droning and Pooka start to sing. He heads back into the other room to see the scene, but notices that the way is thoroughly blocked. "Oh come on! We final gets to fight something and I'm in the wrong spot." Remembering the other door in the foyer, Loohi continues through the room and heads down the hall, trying to join in the fight.
Stride; Stride; Stride (60' total)
Kloink
|
"Ah! Why's it gotta be undead?" Kloink lobs the Alchemist's Fire (lesser) at the green tinted monster.
Bomb, Inspire courage: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Fire damage, Inspire courage: 1d8 + 1 ⇒ (6) + 1 = 7 +1 persistant fire damage to green, +1 fire splash damage to green, red, and black. Splash damage applies even on a fail, but not a critical failure.
Kloink then reaches into her pocket to pull out a sling, and loads it with a bullet.
Strike, draw weapon, reload
| GM Numbat |
Despite his predicament, Grizz pulls forth his holy symbol of Sarenrae and utters a prayer. A wave of positive energy emanates from his small body and the undead in front of him flinch and smoulder slightly. Spell DC 16 (makes me realise this is something else that would be good to have in the header)
Black: 1d20 + 6 ⇒ (10) + 6 = 16
Red: 1d20 + 6 ⇒ (14) + 6 = 20
Green: 1d20 + 6 ⇒ (7) + 6 = 13
Loohi hears the commotion, makes a quick assessment and takes off to approach the undead from the other side. (Loohi - please see discussion thread)
Loohi's perception: 1d20 + 4 ⇒ (4) + 4 = 8
Despite the screening provided by those between her and it, Kloink's aim is accurate as she lobs an Alchemists Fire at the rear-most undead, setting it alight and causing even more smouldering from its companions.
Round One continued
Those in bold may act
Pooka
Black -4
Red -4
Green -15 +1 persistent fire
Krizz
Sage
Bitey
Kloink
Loohi
Sneak
Act in any order within your section
Round Two begins
Pooka
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Krizz Krozz
|
BOTTING FOR SNEAK
Sneak going to pull their crossbow, load and take a shot at the one in front of Krizz.
crossbow, dex, trained, crossbow ace, precision: 1d20 + 4 + 3 ⇒ (3) + 4 + 3 = 10
{P}: 1d8 + 2 ⇒ (7) + 2 = 9
1 Action Draw Crossbow, 1 Action to load Crossbow, 1 action to shoot Crossbow
| Sage Thyme1 |
Sage attempts to appear more graceful than he really is and tries to get past the front line. acrobatics untrained, tumble through: 1d20 + 3 ⇒ (8) + 3 = 11
| GM Numbat |
A crossbow bolt goes whizzing past Krizz, brushing past the undead in front of him and thunks solidly into the far wall.
Sage maneuvers through his teammates before ducking under the limbs of the creature in front attempting to bite it on the way. Looking at it closer, Sage can see that it probably would have tasted bad but at least it does not look as unappetizing as the one next to it (black) that seems to be almost oozing rot and disease.
Even with Inspire Courage added both these attacks just missed.
Suddenly the green-tinged creature collapses, falling back into the hole. (Just realised I did not apply their weakness to positive so I have adjusted all damages accordingly.)
Those in the room can hear and see movement and expect that maybe they will be joined by one or more of the creatures soon. (Also did not make the 6 player adjustment.)
Round Two
Those in bold may act
Party buffs - Inspire Courage (Pooka)
Pooka
Black -7
Red -7
Green -20 +1 persistent fire
Krizz
Sage
Bitey
Kloink
Loohi
Sneak
Act in any order within your section
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Pooka Palooka
|
Pooka continues to sing her song as she loads her crossbow and then tries to fire a shot at Red, who stands just beyond the doorway!
Strike vs. Red (Crossbow; IC): 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage (Piercing): 1d8 + 1 ⇒ (7) + 1 = 8
______________
Singing, Loading Crossbow, Strike~
| GM Numbat |
Pooka continues to serenade the team while simultaneously landing a solid shot.
attack, black: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d8 + 4 ⇒ (7) + 4 = 11
attack, red: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d8 + 3 ⇒ (6) + 3 = 9
The undead creature immediately in front of Sage, the one that looks dark and oozing, lashes with its fist, landing a solid thump and grabbing the young goblin. 11 damage. Sage - make a Fortitude save
The green-tinged one similarly lashes out at Krizz and manages to connect a very heavy blow into a vital organ, causing critical damage before grabbing him. 18 damage
Two more of the creatures crawl out of the hole.
Round Two continued
Those in bold may act
Party buffs - Inspire Courage (Pooka)
Pooka
Black -7
Red -15
Yellow
Blue
Green -20 +1 persistent fire
Krizz -18
Sage -11 Fort save needed
Bitey
Kloink
Loohi
Sneak
Act in any order within your section
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Krizz Krozz
|
Flat Check DC5: 1d20 ⇒ 8
Krizz is not looking very good but grabs his holy symbol and looks up.
No need to worry, Sarenrae will protect us.
Heal Spell Damage for undead and Healing for living: 1d8 ⇒ 4
Need Fort Save DC16 from all undead and Spending 3 actions to cast heal spell
HP 5/19
| Sage Thyme1 |
fortitude save: 1d20 + 4 ⇒ (15) + 4 = 19 Sage squeaks in pain, raises his shield and ducks out past loohi.get em bitey! third action goes to bitey to give him 2 actions. bitey dashes through the door to the sapce that sage just occupied and bites red. acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9bite: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 241d8 + 2 ⇒ (4) + 2 = 6
| GM Numbat |
Reminder, everyone has a Hero Point they may use to reroll any d20 check or to combat the dying condition.
Krizz calls forth a blessing from Sarenrae and both feels and sees its effects. The red-tinged creature looks about to fall apart.
Fort saves
black: 1d20 + 6 ⇒ (18) + 6 = 24
red: 1d20 + 6 ⇒ (1) + 6 = 7
yellow: 1d20 + 6 ⇒ (20) + 6 = 26
blue: 1d20 + 6 ⇒ (10) + 6 = 16
I posted tired last night and failed to mark the initiative list with the grabbed condition, nor did I provide details of the condition. My apologies. Sage - Your fortitude save stands. To move you will need to make an escape attempt. Edit - Actually, if you give the order to Bitey first then he takes down red and you are no longer grabbed. I kept you in the room though as you know there is a haunt in the main room. You may move your token back if you prefer.
Sage yells at Bitey who snarls and savagely bites the creature in the doorway, effectively shredding it. Sage, now released, swiftly moves back toward safety.
Round Two continued
Those in bold may act
Party buffs - Inspire Courage (Pooka)
[ooc]
Pooka
Black -9
Red -31
Yellow
Blue -2
Green -20 +1 persistent fire
Krizz -14 grabbed
Sage -7
Bitey
Kloink
Loohi
Sneak
Round Three
Pooka
Act in any order within your section
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Grabbed
You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a
DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.
Flat-Footed
You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others— especially conditions—can make you universally flatfooted against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”
Immobilized
You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
ESCAPE [one-action]
ATTACK
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you.
Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn.
| GM Numbat |
Who am I grabbed by or am I still grabbed.
OK, I made a mess of that. Red was actually the one that hit you and grabbed you so Krizz is now free. Black was the one that hit and grabbed Sage, so Sage should not have been able to move without making the Escape attempt. At this point, we can put it all down to GM error and clear both. I will update the initiative tracker later.
Sneak Runt
|
I'm pretty sure Sneak has had her crossbow out, and loaded, this whole time. Oh well.
Sneak targets the nearest undead, reloads her crossbow, and fires at it.
crossbow, dex, trained, crossbow ace, precision, inspired: 1d20 + 4 + 3 + 1 ⇒ (17) + 4 + 3 + 1 = 25
{P}: 1d8 + 2 + 1d8 + 1 ⇒ (7) + 2 + (7) + 1 = 17
Pooka Palooka
|
Pooka sings another verse of her strange but oddly helpful song and then begins to cast an actual spell, the first anyone has seen her cast. A nearby rock rises from the ground and propels itself at Blue!
Telekinetic Projectile vs. Blue (IC): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
______________
One action to Inspire Courage and two actions to cast Telekinetic Projectile; if Blue goes down before her actions happen then she'll try to target another foe. If she can't target another foe without moving then she'll just move accordingly and do Inspire Courage~
Loohi Loohi
|
Loohi takes this opportunity the take some frustration out on this ghoulish thing. He swings wildly at the thing, not once, not twice, but three times.
Dogslicer; 1st: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 S damage: 1d6 + 3 ⇒ (4) + 3 = 7 CRIT!! x2 damage
Dogslicer; 2nd: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 S damage: 1d6 + 3 ⇒ (3) + 3 = 6
Dogslicer; 3rd: 1d20 - 2 + 1 ⇒ (16) - 2 + 1 = 15 S damage: 1d6 + 3 ⇒ (2) + 3 = 5
Strike; Strike; Strike
Kloink
|
Kloink takes aim and fires at the one oozing yellow puss.
Sling, inspire: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
B damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
She then reloads and takes a second shot.
Sling, inspire: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
B damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Both times missing terribly.
Strike, reload, strike
| GM Numbat |
The goblins fighting instincts kick in and suddenly there is only one of the undead remaining.
Too stupid for its only survival it steps forward and swings at Loohi.
attack: 1d20 + 7 ⇒ (19) + 7 = 26
It lands a solid blow but not sufficient to completely incapacitate.
bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
Round Threecontinued
Those in bold may act
Party buffs - Inspire Courage (Pooka)
Pooka
Black -9++
Red -31
Yellow
Blue -14
Green -20 +1 persistent fire
Krizz -14
Sage -7
Bitey
Kloink
Loohi -7
Sneak
Act in any order within your section
Slide 11
Please make sure to specify weapon use, type of damage done, etc. It may also be useful to use an ooc comment at the bottom of your post to clarify the actions used. If you have reactions that are likely to be used or other provisional actions then feel free to post in spoilers so I can apply as appropriate.
Loohi Loohi
|
Following up his previous attack, Loohi continues to swing at the undead horrors.
Dogslicer; 1st: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 S damage: 1d6 + 3 ⇒ (5) + 3 = 8
Dogslicer; 2nd: 1d20 + 6 + 1 - 4 ⇒ (19) + 6 + 1 - 4 = 22 S damage: 1d6 + 3 ⇒ (2) + 3 = 5
Dogslicer; 3rd: 1d20 + 6 + 1 - 8 ⇒ (15) + 6 + 1 - 8 = 14 S damage: 1d6 + 3 ⇒ (1) + 3 = 4
Strike; Strike; Strike
Kloink
|
Kloink reloads and tries once more to hit something with her sling.
Sling, inspire courage: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
B damage, inspire courage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
She then reloads, in case the monster still stands.
Reload, strike, reload
| GM Numbat |
Between them, Loohi and Kloink readily dispatch the last of the undead they are facing.
From the debris in the remains of this room, it was clearly a kitchen in its past life. The ceiling has fallen in, leaving this room open to the sky above.
The team have now cleared the entire accessible area of the mansion. Where will they camp for the remainder of the night? Will they do anything about the haunts? Do they feel like they have met Calisro Benarry's challenge?
Kloink
|
Kloink comes up to Krizz. "Me'z may not know much, but I'll help you with the haunts of this place if you'd like." She is clearly nervous, but would rather be rid of the ghosts for the night.
Religion (U): 1d20 ⇒ 19
-------
"Me'z suggest we stay in one of the rooms with the ceiling in tact. Definitely on the other side of the mansion. Definitely."
Krizz Krozz
|
Krizz is going to try to clear the Haunt again.
Religion(t): 1d20 + 6 ⇒ (5) + 6 = 11
Religion(t): 1d20 + 6 ⇒ (6) + 6 = 12
Religion(t): 1d20 + 6 ⇒ (19) + 6 = 25
I will continue to try to calm the Haunt if I am able to
Krizz Krozz
|
We need to stay overnight and maybe go through each room 1 by one again to Find out about the last owners