GM Euan - Rise |
As the party moves through the cabin to catch up to Seamus, there’s a mournful, drawn out shriek - not unlike the cry of a dying elk. But a little different. It sounds to be coming from some distance away - likely a mile or more. You find it vaguely unnerving.
- - -
After a pause, Seamus finds the bags are indeed filled with treasure. Five are filled with gold dust (1,500gp ea, x5), two have gold nuggets (3,500gp ea, x2) and behind one of the sacks (once moved/stored for looting) you find a small coffer holding fourteen strangely cut gems (50gp ea, x14). The gems look unusual. Some are rough and uncut, but some are cut into unusual patterns. It’s hard to describe, but they certainly don’t seem ‘mined’. These are from somewhere else.
The ledger is fairly straightforward. It contains several detailed maps of the regions the brothers were mining, and locates all of their assay points and mines. Notes on the payout of each mine are listed - it appears that all of them have played out without imparting any particularly rich lodes. The brothers did well for sure, but not ‘richly’. Several pages near the end of the ledger have been torn out however.
Meanwhile, in the hall, Kast opens a door to a closet. A walk-in room (barely) covered in heavy shelving. Everything from spare snowshoes to tinderboxes, all covered with a thick layer of dust. Nothing of particular value here, but a good foundation for gear if you chose to stay here.
Kast Phaer |
1d20 + 22 ⇒ (14) + 22 = 36 Know (Planes)
”Izo? Did you hear that? Sounds…otherworldly, like…uh…what do you think?” Kast asks as he tries to put the sound into words.
He will close the closet, making note of what is inside in case the party needs it later. He will scan the journal as well while others sort through the loots.
If and when others are ready, he will help Izo open the door Izo has been standing in front of.
Seamus Passeri |
Hearing the mournful drawn out shriek, Seamus distracted himself rummaging through the bags, and shifting them around to see if they were hiding anything. Finding a small coffer, he opened it, pleasantly suprised.
Hearing Kast ask Izomandakus about the sound, Seamus decided Kast had a good idea. He approached the others, holding open the small coffer. "The bags are just filled with gold, but this box has some interesting stones." He looked from Kast to Izomandakus. If anyone would know about gem stones it would be Izomandakus.
Seeing kast opening the closet door, he calls out, "Hey Kast do you think we should finish searching the house before we go down the steps?"
Izomandakus |
K. planes+HR+HA: 1d20 + 18 + 2 + 2 ⇒ (7) + 18 + 2 + 2 = 29
Pachemu: K. planes: 1d20 + 11 ⇒ (1) + 11 = 12
"That was no natural howl... rather supernatural... or even outsider..." Izomandakus replies while the pig cowers unnerved by the howl.
The boy studies the gems and their strange patterns "Yeah... interesting Seamus... I wonder why they chose those gem cuts and not these ones"
Appraise+HR: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
"That journal... it does miss some pages... I am sure if they found about Xin-Shalast they decided to screw it to avoid others knowing..." Izomandakus adds while enjoying the touch of the gold dust as they store it into the group's containers.
Finally, he opens the door with Kast's help.
Rastaf of Sarenrae |
"That journal... it does miss some pages... I am sure if they found about Xin-Shalast they decided to screw it to avoid others knowing..."
Or maybe they died trying to tell us. Hard to say, but this is a dangerous place, and they knew it.
Valena Dalloway Versade |
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Val yawns as she hands over the ledger to someone else. ”Ugh money, how boring.” A thought suddenly hits her and her face lights up, her brilliant charisma on display. ”Oh! And the sacks had riches. It is a Theme again! He is the Runelord of Greed and this is his place! Of course. So does that mean that the riches are cursed? To punish peoples’ greed? Or is Karzie of the opinion that Greed is good?” She taps the flat of rapier against her shoulder as the deliberates. ”I mean, he had to kill a lot of greedy people to come back, right? So maybe he thinks it is good for other people to be greedy because it means he can kill them and get…greed points? I am still a little hazy on how all that actually worked.” She bites her lip as her brain is really working into overdrive. ”So…we should…not…be greedy…because…he will kill us? For greed points? Which make him stronger?” She finally mouths an “of course” and lays out her hand in a gesture that could only mean “well there it is.” ”And that is why he killed the dwarves. Because they took riches from his place.” She looks supremely pleased with herself for figuring all that out on her own.
Seamus Passeri |
1 person marked this as a favorite. |
Nodding as Izomandakus explained the 'howl'; A year ago, heck six months ago, the information would have sent a chill up his spine and sent him running for someplace safe. Now? Seamus turns to Izomandakus. "An outsider? No way to know if silver or cold iron will work better?" Shrugging, he examines the stones with his friend. "Yeah, I have no idea why they cut some and not the others." Smiling slyly, he adds, "Maybe Marigold Pottersmoot would know."
As the conversation turns to the journal Seamus losses interest, smiling when Val called the money boring. Six months ago, Seamus' total focus was having enough money just to survive, Now, Val was right, money had just become a tool. Her speculation on Greed was interesting, Seamus had never considered himself greedy and frankly still didn't. It seemed her observations about Karzie's actions were right, but he wasn't sure.
Turning to see if Kast or Rastaf or Izomandakus had any comments on Val's observation, he furrowed his brow. Pointing back towards the house, he answers his own question, "Let's head down the steps after we check the house."
Moving back out into the hallway, he inspects the door, then opens it.
Kast Phaer |
"Hey Kast do you think we should finish searching the house before we go down the steps?"
”Idunno,” Kast replies quickly, not really knowing. ”Might as well see if this Cabin in the Not Woods could be renovated and reused for something. Maybe a summer getaway. You never know. Gotta clean up the hauntish history though.”
"Maybe Marigold Pottersmoot would know."
”She would?” Kast asks, not sure. ”I didn’t know she read so much. Does she? Huh…I didn’t know that about her.”
Reading is fundamental.
GM Euan - Rise |
Izomandakus can’t figure out why they’d cut the gems the way they did. It doesn’t enhance their sparkle, it seems almost random. Perhaps he shall learn in time.
This bare-floored room has a series of iron hooks suspended from the rafters. The window in the far wall looks out over the edge of the cliff and, unlike others in the cabin, has no shutters - only a tight lattice of iron bars. Against the far wall sits a four-foot-tall mound of bones. Dwarven bones, by the look of them.
Looks like the dwarves used this room for their cold storage. In all but high summer it would remain cooler than the rest of the cabin and allowed their meats and foodstuffs to last a little while without spoilage. The close set bars on the windows likewise kept out vermin, except for flies in the warmest months, and the toughened dwarves were not overly picky about the condition of their meals.
Also, perception check please.
- - -
At the same time, Seamus checks another room alone.
A large, worn elk hide is spread across the floor of this bunkroom. Another old, moth eaten hide covers the entry into a small closet. A window looks out to the south. A crack runs through the thick panes of the southern window.
A set of rough-made bunk beds stands against the north wall next to the door, an old coat with holes in its elbows hanging from one post. The bunks themselves have flat straw mattresses and layers of heavy blankets piled at their feet. An old metal coal box rests on one for use as a foot warmer.
A rack on the west wall holds a crossbow, two axes, and a light wooden shield. Beneath it is a large leather chest. A hooded lantern hangs unlit from a rafter. None of the gear is particularly fine however - very useable, but ordinary.
The snowing outside grows heavier - big fat flakes are falling now and little of the dim sun manages to pierce the cloud cover making it look darker than the hour suggests (still mid-late afternoon).
Izomandakus |
"Mmmmm... Greet points?" Izomandakus looks pensive at the theme consideration "They were killing greedy ones in Magnimar and the Paradise barge also took quite a lot of greedy lives. So I think that make sense. Every greed point on a life taken with the Sihedron rune transfers something that closes Karzoug to awakening."
He does examine the dwarven bones and gets very excited picking up a ring adorned with the sihedron rune "Look at that! So they were really in Xin-Shalast those ones! I bet at it!"
Perception+HA+HR: 1d20 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10
GM Euan - Rise |
The room cools, and the party worries… another haunt! Remember, positive energy harms a haunt.
- Round 1 -
Seamus - 32
Kast - 22
Rastaf - 20
Valena - 15
Izomandakus - 13
Good Folk - 10
Kast: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Rastaf: 1d20 + 3 ⇒ (17) + 3 = 20
Seamus: 1d20 + 12 ⇒ (20) + 12 = 32
Valena: 1d20 + 7 ⇒ (8) + 7 = 15
Good Folk: 10 + 0 = 10
Everyone gets to go! I don't stand a chance...
Seamus Passeri |
Moving into the room, Seamus takes a quick look around, Pausing to looks out the window. Calling to the others, "It looks like it's snowing more. I've found the dwarves bedroom, has anyone seen any more of the dwarves?"
Feeling more than hearing the commotion in the room down the hall, Seamus begins to head that way. But pauses for a second trying to sort out which weapon he was supposed to use. Shrugging his shoulders, he drew the mithril long knife in one hand and the cold Iron long knife in the other. Feeling he was prepaired for anything he headed down the hall.
Move action, drawing weapons while he goes. Readied attack. I'll roll it if the thing actually get's past Kast, Rastaf, Valena or Izomandakus. He's under Kast, that's 30 ft from the window.
Kast Phaer |
1d20 + 22 ⇒ (19) + 22 = 41 Know (Religion)
Kast will again, give the area a good Healing jolt, pumping up the good vibes to end the cold spell.
What does Kast think will end the hauntings in this home? Burying the bones properly and whatnot? Or something else?
GM Euan - Rise |
2 people marked this as a favorite. |
Kast throws down another major spell, which weakens the haunt. He’s not sure at this point what will silence them. He suspects solving the root problem should do it, but he doesn’t yet know what that is - though it’s clear cannibalism played a role in the last days.
To observers, it appears that Izomandakus suddenly begins thrashing wildly about - as if dozens of invisible hands were tugging and pushing him about the room. At the same time, bloody wounds from invisible teeth appear across his body. For those who can see invisibility, the emaciated dwarven imagery will haunt your dreams…
bite: 1d20 + 15 ⇒ (15) + 15 = 30 damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14
bite: 1d20 + 15 ⇒ (7) + 15 = 22 damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
bite: 1d20 + 15 ⇒ (19) + 15 = 34 damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12
bite: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12
bite: 1d20 + 15 ⇒ (15) + 15 = 30 damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
bite: 1d20 + 15 ⇒ (18) + 15 = 33 damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
bite: 1d20 + 15 ⇒ (13) + 15 = 28 damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
bite: 1d20 + 15 ⇒ (19) + 15 = 34 damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9
bite: 1d20 + 15 ⇒ (1) + 15 = 16 damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13
bite: 1d20 + 15 ⇒ (4) + 15 = 19 damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Their thrashing however causes no real damage, just a few light scrapes of their teeth.
- - -
The haunts, deprived of their power by Kast, fade quickly away.
Rastaf of Sarenrae |
I think we need to deal with these haunts in a permanent way. I'm sorry to slow us down, but there are some tortured souls here, and we need to at least do something. This sort of thing makes this place even more dangerous than it already is.
Seamus Passeri |
Peaking around the doorframe in just enough time to see Izomandakus bounced about, small bloody wounds appearing on his body. Ready to pull his friend out of whatever he'd gotten himself into, Seamus is relieved that the thrashing stops. As Rastaf speaks of haunts and tortured souls, Seamus asks his friend, "Izomandakus are you all right?"
Kast Phaer |
"Did that do anything?" Kast looks around after casting his spell. "Is it getting warmer in here? All good?"
Kast shrugs and steps back, trying to figure out how they might rid the residence of the haunt but not having a solution yet. He agrees with Rastaf.
With that, Kast is ready to descend the stairwell and will airwalk his way down the middle rather than relying on the stairs.
GM Euan - Rise |
The wooden walls of this musty shaft abut the natural stone of the cliff face to the east. A sturdy looking wooden stair and rail starts at the top of this shaft and circles up into the depths. Below, its passage is lost in the gloom, like the musty interior of an ancient silo. A thick length of chain hangs down the shaft in loops, its links swaying and clanking softly to the periodic gust of wind that penetrates the walls. No windows pierce the wooden walls but there are two or three continual light lanterns about providing some light.
The Vekker brothers built this enclosed stair to create a secure way to access their cabin above. A great ore bucket hangs at the top, which they lowered via chains with a winch to load the gold gleaned from the separation chamber below.
At the foot of the stairs, the wheelbarrow is still present that was used to cart the gold to the ore bucket. The stairs descend 60 feet and are sturdy and in good repair despite their age.
As the party begins their descent two things become apparent. One, there is a trap just ahead of Seamus on the stairs which he easily spots. Two, the chain and bucket are themselves haunted in some way as it begins to shake and coil - that’s not the wind!
- - -
- Round 1 -
Valena - 22
Seamus - 17
Haunted Chain - 11
Rastaf - 9
Izomandakus - 7
Kast - 5
Kast: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Rastaf: 1d20 + 3 ⇒ (6) + 3 = 9
Seamus: 1d20 + 12 ⇒ (5) + 12 = 17
Valena: 1d20 + 7 ⇒ (15) + 7 = 22
Haunted Chain: 1d20 + 1 ⇒ (10) + 1 = 11
• First up - Valena and Seamus!
Kast Phaer |
1d20 + 22 ⇒ (14) + 22 = 36 Know (Arcana)
"What the...?" Kast wonders about the chains, and how they might best be damaged, in addition to whatever special attacks they might have.
DRs? Special attacks? Weaknesses?
GM Euan - Rise |
- - -
Seamus Passeri |
Realizing the animated chain is too far away for him to cut with any of his long knives, Seamus realizes he needs to get down the stairs to where he can attack the chain; meaning he needs to remove the trap. He prefers to deal with traps when there is no threat other than the trap itself, but this time he will make an exception.
Setting down hid long knives Seamus takes out his 'tools' and begins to work on the trap.
Free action drops shortswords, move action takes out thieves tools, Standard, disable device. How long will it take?
disable device: 1d20 + 37 ⇒ (9) + 37 = 46
Izomandakus |
Izomandakus is muted for a while after feeling the terrible assault of the hands. Only brought back from the trance thanks to Kast's push of positive energy, he barely answers the party "I... that... that was weird... but I think I am ok. I am ok, thanks."
K. arcana+HR+HA: 1d20 + 24 + 2 + 2 ⇒ (6) + 24 + 2 + 2 = 34
Following the group, he takes notice of the chains "Mmmm... some animated chains... expect that one to be hard to pierce through. Do you still have that adamantine weapon?"
GM Euan - Rise |
Valena does something heroic! Seamus drops everything and sets to work on the trap before him. As this is a simple device, disabling is a full round action, so he’s still at it (by the rules it’s your standard action for this round and next).
The haunted chain lashes out trying to grab one of you at random 1d5 ⇒ 3 (alphabetical order means, Rastaf!).
Slam on Rastaf: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 1d8 + 8 ⇒ (6) + 8 = 14 grapple: 1d20 + 19 ⇒ (2) + 19 = 21
Slam on Rastaf: 1d20 + 13 ⇒ (2) + 13 = 15 damage: 1d8 + 8 ⇒ (2) + 8 = 10 grapple: 1d20 + 19 ⇒ (15) + 19 = 34
Rastaf, still flatfooted, is hit once by the flailing bucket, but not grappled by the chain.
- Round 1 -
Rastaf - 9 (-14hp)
Izomandakus - 7
Kast - 5
- Round 2 -
Valena - 22 (5 images)
Seamus - 17 (2 images)
Haunted Chain - 11
• Next up - Everyone & Valena twice.
Seamus Passeri |
Watching from the corner of his eye, Seamus realizes that the chain had somehow attacked Rastaf. Knowing it was imperative they make room on the steps, he continues working on disabling the 'trapped' stairs. As soon as he's finished he drops his tools and grabs his long knives.
Standard action, finish with the trap, move action, pick up the shortswords
Izomandakus |
"Uhh... careful with that!" Izomandakus exclaims as the chain tries to slash at Rastaf.
Taking some distance away to avoid the chain to ruins his magical weaving, he endures whatever attack comes his way, then shots a green ray at the animated object trying to reduce it to dust.
Ray+HR (touch): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Disintegrate: 30d6 ⇒ (2, 6, 4, 3, 3, 4, 4, 1, 1, 3, 1, 1, 4, 1, 4, 6, 5, 3, 3, 5, 4, 3, 1, 3, 3, 1, 2, 3, 4, 4) = 92
Fort DC 26 (affects objects) takes only 5d6 damage (18 damage)
Pachemu interposes herself between Izomandakus and the chain, trying to block any attacks.
Bodyguard AoO: 1d20 + 9 ⇒ (12) + 9 = 21
Bodyguard AoO: 1d20 + 9 ⇒ (2) + 9 = 11
Pig - HP 152/152 AC 24 TAC 12 +2 if within circle vs evil
Boy - HP 152/152 AC 25 TAC 20 +0 if within circle vs evil
Bolts: 9
Rod: 3/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 14/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
heightened awareness 150 min
heroism 150 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h
Valena Dalloway Versade |
Round the First
Val begins by assaulting the object with an array of probing strikes.
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 24 - 4 ⇒ (17) + 24 - 4 = 37
Primary Damage (power attack): 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 4 ⇒ (4) + 19 - 4 = 19
Secondary Damage (power attack): 1d6 + 12 + 8 ⇒ (4) + 12 + 8 = 24
Tertiary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
Tertiary Damage (power attack): 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Round the Second
She continues trying to wear down the object.
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 24 - 4 ⇒ (4) + 24 - 4 = 24
Primary Damage (power attack): 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 4 ⇒ (19) + 19 - 4 = 34
Secondary Damage (power attack): 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Crit Confirm (critical focus): 1d20 + 19 - 4 + 4 ⇒ (19) + 19 - 4 + 4 = 38
Crit Damage: 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Tertiary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
Tertiary Damage (power attack): 1d6 + 12 + 8 ⇒ (1) + 12 + 8 = 21
HP: 131/131
AC: 38/21/30
Saves: F15/R20/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 1/6 used (Mirror Imagex0, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.
GM Euan - Rise |
Rastaf lays low. Izomandakus disintegrates the chain! Kast delays. Valena hammers away at it a bit, but she doesn’t get a second crack as the disintegration did the rest. Seamus disables the trap (a simple trip trap to push you off the stairwell and into the shaft for a 50’ fall) and gathers his weapons.
Fort: 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 26
Large chunks of chain, and the bucket, are disintegrated by Izomandakus as he ends, rather decisively, the threat!
- Round 1 -
Rastaf - 9 (-14hp)
Izomandakus - 7
Kast - 5
- Round 2 -
Valena - 22 (5 images)
Seamus - 17 (2 images)
Haunted Chain - 11 (destroyed)
• We are out of initiative.
Having Backtracked Too Far, again, I'll surmise my long addition to this. You may descend the stairs, though the wind is beginning to blow outside. There is a double door at the bottom, which Seamus advises is untrapped.
Seamus Passeri |
Pleased that Val was able to Destroy the animated chain so quickly he smiles and nods at his friend. "You'll have to show me how to do that someday."
Carefully checking the stairs as he descends, Seamus, feeling the winds blow, is pleased with the performance of his new Ioun stones. Stopping at the double doors he quickly checks them, looking up at Kast, he draws his keen rapier and mithril long knife. "Ready when you are Kast!"
Izomandakus |
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Pachemu nods approvingly at the chain dust falling down the stairs cage.
Izomandakus follows along Seamus and Kast "Why do we always end up on the most horribly haunted places? Do we have a magnet for evil spirits or we just attract trouble?" the boy reflects while taking his spot in the lower floor.
GM Euan - Rise |
The air in this long sealed chamber is putrid. The back wall is the solid rock of the cliff face. A ramp rises from the western door to a height of five feet, which is the elevation of the rest of the plank floor.
Mounds of dust and rocky debris clutter that floor, while rusty mechanical equipment, large copper tanks, and several rock-crushing and chipping tools sit upon sagging wooden tables. The handle of a shovel sticks up from a debris pile immediately below this aperture. Two pairs of elbow length, thick leather gloves, stained from long use, hang from hooks beside the north doors.
The Vekker brothers carted their placer deposits into this chamber to remove the gold ore from the gangue. They used an arsenic solution to chemically separate the minerals. Raw gold was carted into the next chamber to be stored safely in their cabin up the winch. The leftover debris was then shoveled through a grating in the southern wall that opens into a chute that deposits waste nearby. The grate is latched from this side and can be easily opened, but the iron bars cannot be removed from the frame, blocking access from outside.
This entire room is heavily tainted with arsenic deposits, especially the mounded dust and rubble on the floor. Anyone exposed to this material, either from falling prone in it or even by just having an open wound (Rastaf) is exposed to arsenic poisoning - Fort DC 13 or suffer con damage: 1d2 ⇒ 1. The air is heavy with it and it burns your lungs.
A shadowy form shifts and moves in the room’s corner. The shadows fade and a spirit, still driven by hunger, manifests in this room as he appeared in life in healthier times, as a balding dwarf with a few facial scars and a full beard separated into two lengths by gold rings (image). He appears to be squatting in the southeast corner of the room, his back to the doors as he scoops up handfuls of gold dust from the ground near the chute.
Another haunt!
- Round 1 -
Seamus - 32
Valena - 16
Rastaf - 15
Good Folk - 10
Izomandakus - 8+
Kast - 8-
Kast: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Rastaf: 1d20 + 3 ⇒ (12) + 3 = 15
Seamus: 1d20 + 12 ⇒ (20) + 12 = 32
Valena: 1d20 + 7 ⇒ (9) + 7 = 16
Good Folk: 10 + 0 = 10
• First up Seamus, Valena, and Rastaf - and then the haunt speaks!
Kast Phaer |
Re: the arsenic: I think if others have Life Bubble going from Rastaf, maybe only Kast and the open wounders need to worry?
"Why do we always end up on the most horribly haunted places? Do we have a magnet for evil spirits or we just attract trouble?"
Kast pauses to think about the question as he examines the haunt.
1d20 + 22 ⇒ (11) + 22 = 33 Know (Religion) - How to best destroy permanently? Special attacks?
”Or maybe Seamus is the Hied Harper of Haunts? Ever think about that?” Kast asks, wondering if ‘Mus’s music draws in the otherworldly.
GM Euan - Rise |
Good call - the Life Bubble on Rastaf and others protects against the poisoning - even in the case of an open wound as the bubble is body-wide.
As for attacks, this one is going to make you eat gold! Well, arsenic laced dust anyway...
- - -
Seamus Passeri |
Coughing and squinting his eyes as the enter the putrid chamber, Seamus looks up at his friend, asking, "Hied Harper of Haunts? What are you talking about, I play a lute." Having been distracted momentarily by Kasts odd observation, Seamus is slow to notice the dwarf, turning to Isomandakus, "He doesn't look very good." Then he looks down towards his mithril long knife, hoping he picked the right metal. Shrugging his lifts his blades in a defensive posture, ready to stick the dwarf if he comes too close.
um, going with readied action, I'll roll it if it comes down to it.
Kast Phaer |
"Hied Harper of Haunts? What are you talking about, I play a lute."
"Lute? Harp? Pretty much the same thing, right?" Kast asks with a shrug, and as one who is really not a musician. "Not like we're talking about a bardiche versus a guisarme, or anything real like that."
Rastaf of Sarenrae |
Rastaf figures it's hopeless, but he doesn't fear the creature. He grabs his holy symbol and speaks to the lost spirit.
What happened to you? What caused this? he asks the dwarf haunt.
diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
GM Euan - Rise |
Seamus readies an attack with his mithral long dagger. Valena does a little positive energy damage, but it’s not enough. Rastaf grabs his holy symbol and tries to reason with it, but the haunt knows little reason. There was a twinge, for a brief moment, and then he continued to chew.
He turns a little, looks over his shoulder gold dust thick in his beard and dripping in slobbery strings from his lips, and he says, “You! You have to try this! It’s so... delicious!” As he says this, he stuffs another handful of gold dust into his mouth and swallows. Of course, the ’dust’ he’s eating is in fact arsenic-tainted grit. This is one of the Vekker brothers. You recognize him from the painting upstairs. Silas was his name.
Everyone must make a Will DC 19 to resist the compulsion to scoop up and eat a handful of the arsenic tainted dirt on the floor. If you do, Fort DC 20 to save against 1d2 Con damage and ongoing arsenic poisoning (one successful save to save out of it, 1d2 con for each failure up to four total failures.
The haunt then fades back into the cold shadowy embrace of the cabin corner.
- - -
• We are out of initiative.
Kast Phaer |
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1d20 + 12 + 7 ⇒ (1) + 12 + 7 = 20 Will
”Well…maybe just a taste…” Kast reaches down for some delicious gold dust. ”I hear all the fancy restaurants are selling gold flaked this and that.”
1d20 + 10 ⇒ (17) + 10 = 27 Fort
”Interesting…it has metallic notes to it.”
Seamus Passeri |
will DC20: 1d20 + 16 ⇒ (9) + 16 = 25
Chuckling at Val's quip, Seamus pauses as Kast starts to eat the dust. Blinking, he frowns. "Gold flake on caviar is one thing." Pointing at the floor, "That's totally something else."
Shaking his head as the dead brother dissipates, Seamus cocks his head and asks, "Does anyone else hear the faint knocking? Maybe someone's pounding at the front door."
Izomandakus |
Will+HR DC 19: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Pachemu: Will DC 19: 1d20 + 10 ⇒ (16) + 10 = 26
"No Kast! It is no gold, it is just some mining waste!" Izomandakus seeing the powder for what it is, tries to stop the Highlord of Wrath from doing crazy things "Besides, you store or show gold, not eat it! That is nonsense!"
Perception+HR+HA DC 25: 1d20 + 1 + 2 + 2 ⇒ (19) + 1 + 2 + 2 = 24
Pachemu: Perception DC 25: 1d20 + 5 ⇒ (18) + 5 = 23
"Mmm... no, I cannot hear anything. It was just probably the wind, I doubt someone made it through the snow" the boy and pig are apparently deaf.
Valena Dalloway Versade |
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Will Save: 1d20 + 19 ⇒ (11) + 19 = 30+2 if charm or compulsion, not that it matters
Val gives a “you cannot be serious” expression to the apparition. ”If you told me that the dirt was suffused with the last batch of Corentyn Red from 1530, I would tell you to—pardon the expletive—piss off. I have some pride.”
Val can’t make that perception
”I do not hear anything. Though with this lens contraption on my head it can be rather difficult.”
Kast Phaer |
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When Kast is finished dining on the finest arsenic the Cabin has to offer, he will move up the stairwell to go see who's at the front door.
"Of course company comes in the middle of dinner."
GM Euan - Rise |
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It takes a few moments to get back up the 60’ shaft. By the time you reach the front door the banging, which had been growing louder as you’d expect, stops. You wrench open the door to see nothing but blizzard. Anyone who may have been standing there is standing there no longer.
You close the door against the storm to hear a loud ”Crack!” followed by a mighty hammering sound. Suddenly the walls begin to shake and groan, almost as if the structure were giving up its purchase on the cliff edge and begins sliding off.
For those of you not air walking, Acrobatics checks of DC 15 are required to not fall prone from the shaking.
- - -
No initiative needed but we are now in rounds and you all are up!
Seamus Passeri |
Both the acrobatics and perception are automatic
having practically sprinted up the sixty foot shaft, Seamus is breathing hard as he opens the door. Furrowing his brow as he bends over catching his breath. "No ones there. What's the point of banging that long and not waiting?"
Shutting the door, he hears the loud 'Crack,' shifting his feet to keep his balance, his eyes widen as the vibrations seem to be shaking dwarven ghosts out of the woodwork. Pointing at the walls, "More skinny dwarven ghosts!" Looking towards Kast and then Izomandakus, he asks, "Which kind of metal works best against these things?" As he asks, he sheaths the mithril blade, ready to draw whatever someone smarter than him recomends.
Move action, sheaths the mithril blade. Keeping the rapier in his right hand, he is ready to draw whatever anyone recommends.