| Frantino Kaddren |
Frantino tries to finish off this undead nightmare.
heavy flail: 1d20 + 4 ⇒ (14) + 4 = 18, damage: 1d20 + 6 ⇒ (1) + 6 = 7 bludgeoning, of course
| GM Derek |
With a mighty strike Frantino finishes of the undead monstrosity in front of him!
Roscoe Fort DC11: 1d20 + 5 ⇒ (8) + 5 = 13
Nasir Fort DC11: 1d20 + 4 ⇒ (18) + 4 = 22
Frantino Fort DC11: 1d20 + 5 ⇒ (13) + 5 = 18
The thing explodes in a cloud of dusty innards. Forewarned, Roscoe, Nasir and Frantino all cover their mouths and avoid inhaling any of the noxious dust.
Nasir, afterwards, easily steps up and bashes the centipede threatening Ayita and Walf, killing it immediately!
It, too, explodes in a dusty burst of necromatically-infused chitin. Some of the team inhale it, some don't, but after a moment of coughing, they are ready to proceed, once again.
Nasir, I made the assumption that you would step up to the red centipede once Frantino knocked out the purple one.
COMBAT OVER!
| GM Derek |
I believe Frantino is down some HP. From a centipede hit, I think.
| Nasir al-Rafik Kamal |
After satisfyingly crushing the remaining centipede, Nasir backs away to let the air clear of the noxious dust.
"I've only seen centipedes of that size out in the desert. I did not know that such vermin had reached this far west. I suppose where there is food, they will travel.
As our search was interrupted, I say let us finish looking around this room and then explore the remaining floor of the house as it appears that we have searched what we can on this floor. Unless we want to try to go into the room with the flying needles?"
I don't think that we got the results of our search checks before the combat started. Ayita had a 22 and Frantino had a 23 for search. Sadly, Nasir was no help. :(
| GM Derek |
I don't think that we got the results of our search checks before the combat started. Ayita had a 22 and Frantino had a 23 for search. Sadly, Nasir was no help. :(
A thorough search of the room results in nothing of interest found. Dust. Centipede bits. Moldy, stuffed animals and neglected toys rotting on the ground in the corners of the room.
| Frantino Kaddren |
If the sewing room isn't full of slicing, stabbing death anymore, Frantino would like to search it. (I rolled a 24 earlier, never got any feedback...) It also looks like there are some other rooms off the main upstairs landing room, we should look at each one to be thorough.
Frantino was bit by a centipede in the first battle, and Hatfield healed most of that up. Then the flood caused lots of nonlethal damage, which Hatfield partially healed. This took care of the last of the lethal damage along with the concurrent healing of the nonlethal damage. He's still down 6, all nonlethal. It looks like the undead bugs only hit once in this last battle, 3 points to Ayita.
| GM Derek |
If the sewing room isn't full of slicing, stabbing death anymore, Frantino would like to search it. (I rolled a 24 earlier, never got any feedback...) It also looks like there are some other rooms off the main upstairs landing room, we should look at each one to be thorough.
NO feedback, because you didn't really have a chance to search the room before the haunt occurred.
Now, however, the haunt is quiescent. In a round box containing moldering yarn is a concealed space. Inside are nine bars of gold.
Each worth 200 gp.
Gregory C. Hatfield
|
Healers Way on Frantino: 1d6 + 1 ⇒ (6) + 1 = 7
Now out of Healers Way uses for the day, but have 3 first-level spells remaining. Ayita, do you want some healing? If so:
Cure Light Wounds on Ayita: 1d8 + 1 ⇒ (7) + 1 = 8
Ayita of the Hawk Clan
|
Ayita looks relieved. Thanks, that was a nasty bite!
She had a 22 perception to search the current room, I believe, if that's still valid.
| Frantino Kaddren |
"Thanks, Doc! That room had some gold bars in it, what other treasures and horrors are still here after all these years? We should keep moving around from door-to-door and check out all the other rooms on this level. Shall we search this one to the right first?"
Didn't we also get a wand of healing from Audrahni? Yep, finally found it, in post #118. Hopefully we don't have to use it!
Frantino will put his flail away, pick up his greatsword, and move in when the party is ready.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
| GM Derek |
Ayita looks relieved. Thanks, that was a nasty bite!
She had a 22 perception to search the current room, I believe, if that's still valid.
A thorough search of the room results in nothing of interest found. Dust. Centipede bits. Moldy, stuffed animals and neglected toys rotting on the ground in the corners of the room.
Roscoe Elring
|
Roscoe lowers his morningstar, satisfied that the undead creatures have been destroyed.
"Blasted undead--" he mutters.
Kicking one of the rotting carapaces with his toe to make sure they are dead, he looks around the room with the seasoned eye of someone who knows when something isn't worth much.
"Not much here. This pirate seems to have been a pretty big family guy. I hope we can give him some rest."
Gregory C. Hatfield
|
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A thorough search of the room results in nothing of interest found. Dust. Centipede bits. Moldy, stuffed animals and neglected toys rotting on the ground in the corners of the room.
Hatfield silently takes some of the stuffed animals and toys with the intention of disposing of them in a nondenominational ceremony. "Maybe it'll help put tha kids ta rest..."
| Nasir al-Rafik Kamal |
It's hard to tell from the map how many doors are on this level. Not sure which are doors vs. windows. Can we get a little more description of what we see on the second story, Derek?
Ayita of the Hawk Clan
|
It's hard to tell from the map how many doors are on this level. Not sure which are doors vs. windows. Can we get a little more description of what we see on the second story, Derek?
Also, marking which ones we've gone through would be great; the "fog of war" makes that harder to keep straight since the image is always changing. Thanks!
Ayita and Ter, whose perception is better than their player's right now, would be heading towards any doors we haven't checked, and looking for traps/problems at such a door... If we're done, she'd like to have the group discuss following the map...
perception at a new door?: 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 20
| GM Derek |
It's hard to tell from the map how many doors are on this level. Not sure which are doors vs. windows. Can we get a little more description of what we see on the second story, Derek?
The heroes stand in the upper hall. Two sets of stairs descend to the lower floor of the home. Two doors stand along the north, west, and south walls, while a single door stands partially open along the east wall. (Recall standard Pathfinder maps issue: North is left, East is up, South is right, and West is down.)
On a clock dial, they would be at 1 o'clock, 3 o'clock, 5 o'clock, 6 o'clock, 7 o'clock, 9 o'clock and 11 o'clock.
1 o'clock: Unexplored. Frantino stands in front of the doorway, preparing to enter.
3 o'clock, Room A14: the undead centipede room (Roscoe is still in there)
5 o'clock, Room A17: the map room where Sir Roderic manifested. Walf stands at the doorway.
6 o'clock, Room A16: the sewing room with the (currently) quiescent seamstress haunt. Frantino found nine gold bars hidden there. The door is adjacent to Walf's current position.
7 o'clock: unexplored.
9 o'clock: unexplored.
11 o'clock: unexplored.
| GM Derek |
Also, marking which ones we've gone through would be great; the "fog of war" makes that harder to keep straight since the image is always changing. Thanks!
I've
1) posted (in the preceding post) each room, described it's location on a clock dial, and whether you've explored it; and2) moved the Room number of Explored Rooms on the map close to the door, so your light source will illuminate it; and
3) opened all the doors in Roll20, so your light will shine into them. This is done to help you identify where the doors are, not because you've ACTUALLY opened those doors.
Ayita and Ter, whose perception is better than their player's right now, would be heading towards any doors we haven't checked, and looking for traps/problems at such a door... If we're done, she'd like to have the group discuss following the map...
[dice=perception at a new door?]1d20+4+2+1
Ayita and Ter find no traps or other hazards at the door in front of them and Frantino. (This is the door at 1 o'clock)
| Nasir al-Rafik Kamal |
I say we just continue searching counterclockwise
Seeing Ayita & Frantino checking out the door in front of them, Nasir moves toward that door.
"If you have completed your inspection of this door and it is unlocked, if you make way, I can be the first to enter."
Nasir sheathes his scimitar, moves up to the door raising his shield in a defensive stance, and opens the door.
Nasir will use Fight Defensively to boost his AC when he opens the door.
| GM Derek |
Nasir sheathes his scimitar, moves up to the door raising his shield in a defensive stance, and opens the door.
ROOM A12
The remains of a wicker cradle slumps against the wall between two cracked windows. A small wicker table in similar condition sits in the corner of the room.
| Nasir al-Rafik Kamal |
"There does not appear to be any immediate danger in this room. However, it is a bit depressing. It looks like a baby's room."
Nasir steps aside to let others to enter the room and allow the more perceptive of his newfound compatriots search the area. He once again draws his sword and readies himself just in case there is trouble.
Roscoe Elring
|
Counter-clockwise sounds great.
Roscoe eyes Nasir and can't help feeling he's a capable warrior.
"I've explored a few ruins on my own and found some useful trinkets. You kind of look like you know what you're doing. Have you done this kind of thing a lot before?"
The halfling follows Nasir into the next room, shedding light from his everburning torch.
Walfrenden
|
Walf steps into the room and begins to search. If he can, he takes his time. If not, he searches quickly.
Take 20 search is 24.
Perception to Search: 1d20 + 4 ⇒ (10) + 4 = 14
| Nasir al-Rafik Kamal |
Nasir smirks at Roscoe's comment.
"I wouldn't say that I've done exactly this before.
In my former position, I was often the first person in a room to make sure there was no immediate danger. Then the rest of my cohort would search to make sure there were no hidden dangers before the dignitaries entered.
I suppose that those skills are helpful here."
Ayita of the Hawk Clan
|
Ayita smiles,
We could take turns being the dignitary I suppose. The dignitary doesn't have to clean undead bug off their face.
She moves in past Nasir to examine the cradle.
perception: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23
| Frantino Kaddren |
Greatsword ready, Frantino will join the group inspecting this room.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Walfrenden
|
"This house seems rather large and clearly has been neglected for a very long time. Does anyone know when Sir Roderic died?"
"I may have missed it. Did Audrahni say how he and his family died? Have any of you heard any stories in town about it?" Walf asks as he pokes through the decaying nursery.
| GM Derek |
"This house seems rather large and clearly has been neglected for a very long time. Does anyone know when Sir Roderic died?"
"I may have missed it. Did Audrahni say how he and his family died? Have any of you heard any stories in town about it?" Walf asks as he pokes through the decaying nursery.
Common knowledge amongst residents of Roderic's Cove:
Sir RodericFounder and Protector of Roderic's Cove
(??-4645 AR)
Roughly 85 years ago, the privateer Sir Roderic led a group of emigrants from Magnimar to found the town of Roderic’s Cove. Arriving at the mouth of the Chavali River, the settlers discovered a fine natural harbor and a clearing around a circular stone foundation, a remnant of ancient times. Since then, the town has provided well for itself, but has never grown beyond its original size. Throughout its existence, Roderic’s Cove has struggled under Riddleport’s influence, and it has even come to provide an alternative port for those ship captains and merchants unwilling to do business with the notorious pirates and cutthroats of that city.
In the years after the town’s founding, Sir Roderic protected the town, fighting against the predations of Riddleport’s pirates. He sailed the Varisian Gulf, thwarting raiders, and these actions earned him Riddleport’s ire. Ten years after the founding of Roderic’s Cove, a group of Riddleport pirates finally caught Sir Roderic out sailing with his family and sank his ship in full view of the Cove’s populace. The town shook with fear and sorrow, having lost its trusted founder and greatest protector in one fateful blow. This was 75 years ago.
Despite this loss, the people of Roderic’s Cove continued to stand against Riddleport’s influence until 4698 ar, when the Cove finally succumbed and fell under the control of Riddleport’s unsavory leaders. In the following years, though, Roderic’s Cove finally began to flourish as the pirates spared the town the worst of their activities. In 4708, troubles found Roderic’s Cove again as ships began sinking in the waters offshore. Some feared that pirates from Riddleport were responsible for the losses, despite the fact that Roderic’s Cove, in theory, remained under Riddleport’s protection. Others claimed the culprit was the ghost of Sir Roderic himself, rising up from the cove’s depths to “protect” the town from the approach of any ship—friend or foe.
| GM Derek |
Ayita smiles,
We could take turns being the dignitary I suppose. The dignitary doesn't have to clean undead bug off their face.
She moves in past Nasir to examine the cradle.
As Ayita approaches the rotting wicker cradle, she spies a small child (?) dressed in the tattered remains of a cobweb and dust-covered rabbit costume. The child is gray and emaciated. Horrifically, in place of a head, a canine skull protrudes from the hood-like head of the destroyed rabbit costume. A necklace of lettered, wooden blocks hangs around its neck, and the unsettling creature drags a wheeled wooden duck by a soiled and knotted string. The lettered wooden blocks, R E D R U M, dangle and clatter as it emerges from the cradle.
"Play with me? Play?" it whispers in a child's voice. It seems to whimper and sob, "I want to play with YOU." And then, more childlike whimpers, songs, and cries fill the room, countless stolen voices of children.
The stolen voices of its victims linger around the creature in an invisible, but unnerving audible aura. Any living creature that enters this 10ft radius area loses the benefit of all bardic performances affecting it and takes a -1 penalty on all attack rolls, damage rolls, and Will saves. This aura is activated or suppressed as a free action and is a sonic, mind-affecting effect. THERE IS NO SAVE.
Roscoe Elring
|
Roscoe listens carefully as the whispers come at him from several directions.
"Strange--common, Shoanti, Varisian, Aklo, and ancient Thassilonian in there. What's going on here? Are these all groups that have been at this location?"
linguistics: 1d20 + 4 ⇒ (14) + 4 = 18
| GM Derek |
THE VOICES OF CHILDREN LONG GONE
SURPRISE ROUND
The horror steps forward and reaches out to Ayita.
Touch Attack vs Ayita: 1d20 + 4 ⇒ (11) + 4 = 15 HIT. Please roll a Will save. Recall the -1 due to the Aura of Sobs.
"Say something..." it whispers to Ayita.
Doc Hatfield: 1d20 + 2 ⇒ (19) + 2 = 21
Ayita: 1d20 + 7 ⇒ (14) + 7 = 21
Roscoe: 1d20 + 7 ⇒ (16) + 7 = 23
Walfrenden: 1d20 + 0 ⇒ (10) + 0 = 10
Frantino: 1d20 + 1 ⇒ (20) + 1 = 21
Nasir: 1d20 + 3 ⇒ (16) + 3 = 19
Rabbit Costume Nightmare: 1d20 + 8 ⇒ (20) + 8 = 28
ROUND ONE
-------------------------------------
Rabbit Costume Nightmare: 28
Roscoe: 23
Ayita: 21
Doc Hatfield: 21
Frantino: 21
Nasir: 19
Walfrenden: 10
The things looks at Ayita and bites at her, when she doesn't say anything.
Bite vs. Flatfooted Ayita: 1d20 + 9 ⇒ (6) + 9 = 15 Dmg: 1d4 - 1 ⇒ (4) - 1 = 3 ANOTHER WILL SAVE PLEASE!
PARTY IS UP!
Ayita of the Hawk Clan
|
The things looks at Ayita and bites at her, when she doesn't say anything.
ANOTHER WILL SAVE PLEASE!PARTY IS UP!
Ayita opens her mouth, but nothing comes out. Ter looks at her in surprise... it's a first.
2nd will save, including penalty: 1d20 - 1 ⇒ (11) - 1 = 10
| GM Derek |
GM Derek wrote:
The things looks at Ayita and bites at her, when she doesn't say anything.
ANOTHER WILL SAVE PLEASE!PARTY IS UP!
Ayita opens her mouth, but nothing comes out. Ter looks at her in surprise... it's a first.
[dice=2nd will save, including penalty]1d20-1
I don't see your first Will save.
| Nasir al-Rafik Kamal |
"How cursed is this house?!?"
Nasir moves to a position to attack the abomination and seeing that it is skeletal, tries to smash the thing with his shield.
Shield Bash: 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7
Dmg: 1d3 + 3 - 1 ⇒ (1) + 3 - 1 = 3
It seems that the Paizo RNG is cursed as well...
| GM Derek |
"How cursed is this house?!?"
Nasir moves to a position to attack the abomination and seeing that it is skeletal, tries to smash the thing with his shield.
The thing attacks you as you move past Walf!
AoO Bite: 1d20 + 9 ⇒ (13) + 9 = 22 Dmg: 1d4 - 1 ⇒ (4) - 1 = 3 WILL SAVE, PLEASE.
It seems that the Paizo RNG is cursed as well...
Nope! Works just fine. :)
| Nasir al-Rafik Kamal |
Will Save: 1d20 + 1 ⇒ (10) + 1 = 11
Nope. Still broken...
Walfrenden
|
Walf casts reinforce armaments on his earthbreaker, transforming it into the masterwork weapon he envisioned when he first crafted it. He then holds it out to the others.
"Try this, friends," he says, "It will do much more damage than anything else, but I am not yet proficient with it."
For the next 10 minutes, it is a masterwork earthbreaker and will therefore be +1 to attack in addition to dealing its normal 2d6+(1.5 times Strength modifier) bludgeoning damage. It is a martial weapon.
If no one takes it before Walf's next turn, he can attack or attack to aid with it. However, if someone does take it, he can he can draw a light hammer and start attacking or attacking to aid.
In fact, if someone else wants the light hammer, feel free to just take it. It's a simple, light weapon. Walf can then attack to aid with his dagger instead.
| GM Derek |
THE VOICES OF CHILDREN LONG GONE
ROUND ONE
-------------------------------------
Rabbit Costume Nightmare: attacked Ayita
Roscoe: ?
Ayita: still need her first Will save from surprise round. And an action for Round One.
Doc Hatfield: moves to flanking position
Frantino:?
Nasir: attacks. misses.
Walfrenden: casts
Status:
Ayita - fatigued (-2 Dex, -2 Str)
Nasir - fatigued (-2 Dex, -2 Str)
ALL - Aura of Sobs (-1 atk/dmg, will saves)
Waiting for Roscoe, Ayita and Frantino.
Ayita of the Hawk Clan
|
Ayita's first will save:
will: 1d20 - 1 ⇒ (15) - 1 = 14
Ayita of the Hawk Clan
|
Ayita pokes at the thing...
rapier attack with 2 penalties: 1d20 + 4 - 1 - 1 ⇒ (20) + 4 - 1 - 1 = 22
rapier trying to confirm crit: 1d20 + 4 - 1 - 1 ⇒ (10) + 4 - 1 - 1 = 12
rapier damage with penalties: 1d6 + 1 - 1 - 1 ⇒ (3) + 1 - 1 - 1 = 2
| GM Derek |
THE VOICES OF CHILDREN LONG GONE
ROUND ONE - FINAL
-------------------------------------
Rabbit Costume Nightmare: attacked Ayita
Roscoe: DELAY
Ayita: Failed both saves. Attacked and hit!
Doc Hatfield: moves to flanking position
Frantino:DELAY
Nasir: attacks. misses.
Walfrenden: casts
Status:
Ayita - unable to speak; fatigued (-2 Dex, -2 Str)
Nasir - fatigued (-2 Dex, -2 Str)
ALL - Aura of Sobs (-1 atk/dmg, will saves)
Ayita's attack hits home, even though she is terribly tired. As she stabs the little monstrosity, it looks at her and says, IN HER OWN VOICE, "What did you do to me?"
| GM Derek |
THE VOICES OF CHILDREN LONG GONE
ROUND TWO
-------------------------------------
Rabbit Costume Nightmare: touches Walf!
Roscoe:
Ayita:
Doc Hatfield:
Frantino:
Nasir:
Walfrenden: Will save, please.
Status:
Ayita - unable to speak; fatigued (-2 Dex, -2 Str)
Nasir - fatigued (-2 Dex, -2 Str)
ALL - Aura of Sobs (-1 atk/dmg, will saves)
The thing turns to Walf and reaches out its hands plaintively, as if wishing to be picked up. In Ayita's voice, it says, "Walf, help me! It transferred my soul into this body! Oh gods! Now its trying to kill me with my own rapier!"
Touch attack vs Walf: 1d20 + 4 ⇒ (12) + 4 = 16 HIT. Will Save, please.
PARTY IS UP!
Walfrenden
|
The thing turns to Walf and reaches out its hands plaintively, as if wishing to be picked up. In Ayita's voice, it says, "Walf, help me! It transferred my soul into this body! Oh gods! Now its trying to kill me with my own rapier!"
Shivers run up Walf's spine as the evil rabbit doll touches him and speaks to him in Ayita's voice.
Will Save: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16
He resists the foul toy and attacks it.
The following attack is with 1) the earthbreaker, if no one takes it; 2) the light hammer, if someone takes the earthbreaker but no one takes the light hammer; or 3) a dagger.
Walf attacks to aid the next attack against the doll.
Attack to Aid: 1d20 - 1 ⇒ (15) - 1 = 14 +0 if with the earthbreaker, +3 if with the light hammer or dagger; it may also be +2 from a flank
If no one took the earthbreaker, Walf does not need to draw a weapon and therefore still has a move left. If Roscoe still needs a spot to attack after Walf attacks to aid, Walf will use the move to take a 5' step out to create an opening, if possible.
Walfrenden
|
How big is the doll? Is it provoking attacks by moving into our squares to get us, then moving back into its square?
| GM Derek |
How big is the doll? Is it provoking attacks by moving into our squares to get us, then moving back into its square?
It is Small, so no movement into squares that provoke. Not quite a doll. Picture in your journals on Roll20.
Walfrenden
|
It is Small, so no movement into squares that provoke. Not quite a doll. Picture in your journals on Roll20.
Thanks, Derek! No way I'm looking at the creepy picture, though!
| Frantino Kaddren |
Frantino will attack using his sword, since the rapier seemed to be effective.
greatsword: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14, damage: 2d6 + 6 - 1 ⇒ (1, 1) + 6 - 1 = 7
Ayita of the Hawk Clan
|
GM Derek wrote:It is Small, so no movement into squares that provoke. Not quite a doll. Picture in your journals on Roll20.Thanks, Derek! No way I'm looking at the creepy picture, though!
Uh oh I looked... at least it's not a clown...
Ayita will take another stab at the horrid thing...
rapier attack with minuses: 1d20 + 4 - 1 - 1 ⇒ (15) + 4 - 1 - 1 = 17
rapier damage with minuses: 1d6 + 1 - 1 - 1 ⇒ (6) + 1 - 1 - 1 = 5
| Nasir al-Rafik Kamal |
I guess I'll try with the Earthbreaker to offset some of my negatives.
Nasir wearily drops his sword and shield and takes the weapon offered by Walfrenden.
"I hope that your magic can help us crush this abomination quickly."
He swings the weapon as he whispers a prayer for a solid hit.
Earthbreaker: 1d20 + 4 - 1 - 1 + 1 ⇒ (12) + 4 - 1 - 1 + 1 = 15
Dmg: 2d6 + 3 - 1 ⇒ (6, 1) + 3 - 1 = 9