| GM chadius |
...and Rathal realizes this is a Lesser Healing Potion.
Drakmak
|
Drakmal, so shocked by the hands, gingerly follows the others in the group. The rope still in his hands, he just jobbers, "Oh ... it's not safe .... should we come back in the morning, when ..... perhaps bring a few most from the party ... oooh! ..." his confidence dented. He keeps looking at the floor expecting ... he's not sure what would come after the hands ... hungry mouths maybe.
He looks about everywhere trying to make sure its safe for everyone and HIMSELF, as he follows. Let's find the information VC Bennary wants, find out about the previous owners and get out!! He tries to put on a bit of bravado, "We can take our time and be thorough." though is voice wavers,
Perception +4
| GM chadius |
Rathal: 1d20 + 7 ⇒ (6) + 7 = 13
Quinton: 1d20 + 5 ⇒ (8) + 5 = 13
Chirrit: 1d20 + 5 ⇒ (9) + 5 = 14
Drakmak: 1d20 + 4 ⇒ (19) + 4 = 23
Eddie: 1d20 + 4 ⇒ (4) + 4 = 8
Good: 1d20 + 4 ⇒ (8) + 4 = 12
The trio begin to search the room, looking through the debris and junk for something of interest. Rathal finds nothing but splinters, while Uncle Good Good and Drakmak notice slivers of paper with a name or two written on them. It's not clear what these names are for, but the pages are made of the same material as the pages in the eastern room.
"release me" Drakmak hears something. His allies continue to search or stand guard. Must be the wind.
"my family must know" Drakmak looks up again, certain he heard something. He focuses and hears it again. More of them. Mouths wailing in agony. Begging to be freed from their torment. It's getting louder, and louder and why hasn't anyone else noticed?
Drakmak has 1 round to act.
Drakmak
|
For no apparent reason, after Drakmak is seen looking around nervously, he suddenly starts blurting out, "Now my friends ... " he replaces the rope and takes out his crafting materials, "To impress your families let me show you how to make them jewelry of such unique shapes and design , you will be able to dazzle them and win them over. They will release you from your ties to them." He appears to be making this show to some imaginary people, as his instructions don't appear to be directed at the assembled Pathfinders. He attempts to teach someone the finer points of making beautiful ring.
Performance 1d20 + 1 ⇒ (10) + 1 = 11
Eddie 'Bo' Leetus
|
Perception:Sense Motive vs Drakmak: 1d20 + 7 ⇒ (4) + 7 = 11
Eddie shuffles closer to get a better look at the display "Yes, let's see your secrets to making those pretty rings."
| GM chadius |
Drakmak begins to speak at nothing in particular. Chirrit wonders what, exactly is going on. Uncle Good Good observes the furniture, only to hear strange murmurs in the room.
"help me"
"it hurts so much"
"they don't know"
Terrible whispers and shouts fill the room, boring into your minds and destroying your sense of right and wrong.
Everyone except Sir Quinton needs to make a DC 18 Will Save vs a auditory, divine, emotion, enchantment, mental effect. Failure makes you Confused for 1 round. Crit Fail makes you confused for 1d6+1 rounds.
Rathal
Quinton
Chirrit
Eddie
Uncle Good Good
Drakmak
Drakmak
|
Will save 1d20 + 6 ⇒ (16) + 6 = 22
With his mind on the effort of teaching the wizard pushes back the assault on his mind. The assault does make him aware that leaving is an option and an option he may well take. He starts to pack away his tools. "You have enough to be going on with, you should be able to do quite well now."
Eddie 'Bo' Leetus
|
Will Save vs DC18: 1d20 + 7 ⇒ (9) + 7 = 16
Hero Point Reroll: Will Save vs DC18: 1d20 + 7 ⇒ (11) + 7 = 18Nice!
Eddie starts to stomps their feet in an odd cadence before slowly calming down. "Oh, more spirits.. let's see if I can help calm them." They draw out their fungal fetish and make a calming request.
"We're here to free you, don't worry, be happy."
Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Do you want to adjudicate the 1 round confusion or shall we? Randomly decide whether to use weapons or cast spells?
Rathal Vendan
|
Will Save: 1d20 + 9 ⇒ (18) + 9 = 27
You weak willed self-serving slavers of evil begone!
Rathal reaches for his wooden holy symbol of Nethys and raises it high in the air with a single and well-rehearsed fluid motion..
Nethys! I call on your power
Rathals hand that is holding the holy symbol begins to tremble as he wrestles with the powers of evil and he extends his will into the room and its contents.
Religion Check: 1d20 + 7 ⇒ (19) + 7 = 26
Chirrit
|
Will: 1d20 + 5 ⇒ (8) + 5 = 13
What, what is, who is?... Chirrit whirls back and forth as voices and visions echo and blur in front of him.
Hero Point Will re-roll: 1d20 + 5 ⇒ (15) + 5 = 20
Digging deep, the kobold clutches his head in his hand and takes a deep breath. The noises fade somewhat, but still sound hauntingly in his mind.
| GM chadius |
Rathal, Chirrit, Eddie and Drakmak steel their minds against the moans and wails of madness. Rathal raises the symbol of Nethys, and the wind roars, drowning out the voices. Nothing else moves.
Except for Uncle Good Good.
Uncle Good Good needs to make a DC 18 Will save or suffer 1 round of Confused. Crit fail suffers 1d6+1 rounds instead.[/url]
His Majesty, Sir Quinton
|
Sir Quinton spins around. "What in the world are you all doing? Come along now, we have to finish exploring!"
He turns back, assuming the others will follow as he continues his investigation.
Uncle Good Good
|
will: 1d20 + 4 ⇒ (1) + 4 = 5
confused for 1d6 + 1 ⇒ (5) + 1 = 6
Good Good's top hat falls off, his affable mien drops away, and he bears terrible fangs and draws a hidden dagger.
"Make it stop! Make it stop!"
vs target?: 1d20 + 7 ⇒ (2) + 7 = 9
1d4 ⇒ 3
Drakmak
|
Dodging Uncle's dagger, Drakmak can't believe his eyes, "Uncle, what you doing, put that away, you nearly stabbed me!" He looks into Uncle's eyes. Sense Motive +4
SEnsing the turmoil in Uncle's mind, Drakmak calls out to his companions, "My beloved friends, something has affected Uncle, take his weapons from him, stop him from harming himself or anyone else." as Drakmak moves away from the man and is ready to defend himself. Seeing a companion get ready to grab or disarm Uncle, Drakmak aids his companion by casting [url=https://2e.aonprd.com/Spells.aspx?ID=533]Physical Boost[/url.]
Drakmak tries to calm Uncle by putting his arm around his shoulder, "Honourable friend, it is alright the bad spirits have gone. No more will you hear them say Rescue Me ... We are all right, calm my friend."
| GM chadius |
I did try to GMPC his Will save... and rolled a 2.
Uncle Good Good's demeanor fades as he swings blindly at unknown enemies. Drakmak realizes the strange voices got to his goblin friend, and he asks someone to disarm or restrain the good Uncle.
Everyone can tell Uncle Good Good is confused.
Drakmak (Will delay to cast Physical Boost to aid restrain attempt)
Rathal
Quinton
Chirrit
Eddie
Uncle Good Good (Confused, round 2/6)
Rathal Vendan
|
Rathal continues to Pray to Nethys, as it seems the spirit is not fully defeated.
Beware Fiendish spirits of the night! For the power of the All-Seeing eye is relentless in its pursuit of my enemies...I cast you out!
Rathal continues to hold his holy symbol up high!
Religion: 1d20 + 7 ⇒ (4) + 7 = 11
Use Hero Point
Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Uncle Good Good
|
| 2 people marked this as a favorite. |
"I've killed cruel masters before and I'll do it again," Good Good hisses as he swings again.
vs???: 1d20 + 7 ⇒ (2) + 7 = 9
1d4 ⇒ 1
Unbelievably crap rolls are both the cause and the solution to the confused condition.
Will: 1d20 + 4 ⇒ (10) + 4 = 14
His Majesty, Sir Quinton
|
| 1 person marked this as a favorite. |
Haha. Indeed. Also, strangely confused character is *my* shtick. I'll appreciate you not trying to appropriate it!
"Settle down!" Sir Quinton says, rushing in to help.
Action to move to Uncle Good Good, then will try to Grapple him.
Athletics (trained): 1d20 + 6 ⇒ (10) + 6 = 16 I think that should be a success: Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Now let's see if I need a Will save too...
Eddie 'Bo' Leetus
|
Eddie looks back and forth between Quinton and Uncle, at first a bit confused, but then seems quite excited "Wrestle party? Like best one 'Jake the Snake'?" They leap into action with a running belly flop on top of the Quinton/Uncle pile!
Athletics Untrained: 1d20 + 1 ⇒ (7) + 1 = 8
Chirrit
|
Seeing Sir Quinton give Uncle a big bear hug, Chirrt moves over to try and further throw the wild goblin off-balance.
Athletics to Trip: 1d20 + 5 ⇒ (5) + 5 = 10
Easy, easy! Those things aren't real! Just take a deep breath. In. Out.
| GM chadius |
With the 5 of you able to disarm and hold Uncle Good Good down, you are able to keep him still until his confusion wears off.
It's 5 on 1, so I'll fast forward the rounds of Confusion.
It takes the better part of a minute, but silence fills the room as Uncle Good Good comes to his senses. Rathal continues chanting until all he hears is the wind.
It doesn't take long for you to trace the scraps of paper back to the room where Rathal found the potion. Buried beneath the scraps is a book bound in reinforced leather. It lists the names of people, their ages, and dates of transaction
Uncle Good Good
|
"Oh, my," Good Good says, slicking down his hair and straightening his waistcoat, "I don't know what came over me. I feel quite embarrassed."
Do the papers give us information about the owner, or is there any check we can make to learn more about the people mentioned?
Drakmak
|
"Glad to have you back with us Uncle." Drakmak says with warmth and relief. He watches over the goblin's shoulder as he looks at the book, wondering the age and marketing value of the book.
Society 1d20 + 6 ⇒ (6) + 6 = 12
Once he has looked at he book, he uses his magics to find any magical in the area.
Cast Detect Magic
| GM chadius |
Uncle Good Good recognizes the Mavedarus family crest, tucked into the corner of the inside cover. Mavedarus, born with honor, born for glory.
Drakmak notes the style of the book and its many entries. This is a record of sales. More transactions occur right before slavery was officially banned in Absalom. The handwriting changes hands a few times, and some of the names are slurred, missing, or simply labelled as "parcel." These names are most likely the names of the slaves sold.
Everyone hears a sudden SLAM against the front door. Then more slams. The sounds of wood and splinters echo throughout the main hallway.
You have about 1 round to prepare yourself.
Drakmak
|
"Most Honorable Sir Quinton, should we be threatened by more evil, let me give your sword extra power to protect us all." Drakmak asks the noble gentleman as he moves behind the man.
Readies to cast Magic Weapon on Sir Quinton's sword.
| GM chadius |
The banging grows louder and louder, more and more chaotic until the front doors collapse and three bodies stumble in.
Uncle Good Good recognizes the few scraps of clothing they still have- merchant attire with House Mavedarus's family crest on their sleeves, breast pocket, and belt buckles. The one clad in Purple is burlier than the other two, wielding its own arm as a bludgeoning tool.
Rathal wastes no time in blasting it. It groans from beyond the grave.
Fort Save: 1d20 + 6 ⇒ (4) + 6 = 10
Drakmak takes the opportunity to enhance Sir Quinton's blade, while Chirrit advances.
Rathal: 1d20 + 7 ⇒ (5) + 7 = 12
Quinton: 1d20 + 5 ⇒ (15) + 5 = 20
Chirrit: 1d20 + 5 ⇒ (15) + 5 = 20
Drakmak: 1d20 + 4 ⇒ (16) + 4 = 20
Eddie: 1d20 + 5 ⇒ (8) + 5 = 13
Good: 1d20 + 7 ⇒ (11) + 7 = 18
Zombies: 1d20 + 1 ⇒ (1) + 1 = 2
| GM chadius |
His Majesty, Sir Quinton
|
"My thanks," Sir Quinton nods to Drakmak and then turns to the incoming horrors.
"Beware creatures," he declares. "My blade is like until the fabled Swords of Conviction now! Run while you still can!"
Seeing they seem disinclined to take his suggestion, he locks his shield arm into position and then closes in, blade flashing!
Seeing the blade cut deep, Sir Quinton realizes these are in fact not liches at all. "Careful, Pathfinders, it appears we fight vampires today!"
Action 1: ◈ Raise Shield (+2 AC)
Action 2: ◈ Stride
Action 3: ◈ Combat Assessment vs. pink
Excalibur!: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 That'll do, dice bot, that'll do
Slashing: 2d8 + 3 ⇒ (3, 5) + 3 = 11
Religion (untrained) to Recall Knowledge: 1d20 + 0 + 2 ⇒ (1) + 0 + 2 = 3 Dicebot gives, and Dicebot takes
Drakmak
|
Despite the knocking of his knees, the chattering of his teeth, Drakmak keeps his nerves under control the best he can. He shakily moves forward and summons up all his courage to cast a spell to puzzle and distract the undead.
1 action - Stride
2 actions - Cast Color Spray, it should affect all undead but not any allies with 15ft cone. Will Save DC=16
| GM chadius |
Quinton takes a step up and... my god. Vampires. Doesn't matter, he steps up and swings, digging his blade into the creature. Strange, vampires usually die when their heart is impaled.
Drakmak holds his courage long enough to bedazzle the creatures.
Pink Will: 1d20 + 4 ⇒ (2) + 4 = 6
Black Will: 1d20 + 2 ⇒ (17) + 2 = 19
Green Will: 1d20 + 2 ⇒ (13) + 2 = 15
The big brute in Pink swings wildly, blinded. Even the green creature seems to lose its sense of direction while the last one seems mildly annoyed.
Uncle Good Good takes a chance to hurl his dagger before retreating.
| GM chadius |
Chirrit
|
Wow that's bright! Chirrit exclaims as he advances, tumbling past the stunned and blinded zombie.
Acrobatic to Tumble: 1d20 + 7 ⇒ (15) + 7 = 22
Asuming that beats its Reflex DC[/dice]
Whirling, the kobold then stabs out at the injured brute, then raises his rapier towards the merely irritated one to brace for a counter-attack.
Attack v Pink: 1d20 + 7 ⇒ (19) + 7 = 26 for Piercing: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
[ooc]Third action rasiing weapon in a Dueling Parry. AC 20 this round
Rathal Vendan
|
Rathal readies his Longspear, and moves into flanking position with Black!
Spear Strike(Flanking Bonus): 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage: 1d8 ⇒ 5
Rathal grunts as he brings his best spear thrust to bear...his hands quiver a little as this is the first time he has been up close with undead creatures...His curiousity is piqued as well as his disgust.
Eddie 'Bo' Leetus
|
"Oh look, the dead have arrived. I hate the dead!" Eddie pokes his head out from hiding and waves his dried bundle of forest mementos at the burliest zombie, almost like he's trying to touch it. Some sparks fly, but not very many.
1 action for reach spell, 2 actions for shocking grasp.
Shocking Grasp, T/30' Range: 1d20 + 7 ⇒ (11) + 7 = 182d12 ⇒ (3, 1) = 4
| GM chadius |
Chirrit has no trouble impaling the pinkish brute, critically through what remains of his belt. Eddie sticks out and tickles the creature some more.
Black Zombie gets a spear to the gut and it doesn't even flinch despite the obvious damage. It seems to ignore this and just swings at Chirrit.
Black vs Chirrit: 1d20 + 7 ⇒ (20) + 7 = 27
Dazzled: DC 5 Flat Check: 1d20 ⇒ 14
Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Chirrit tries to parry but the undead's swing over powers and Grabs him.
The other two creatures stand there stunned for a moment, long enough to regain their bearings.
Uncle Good Good
|
Uncle moves up to Pink and tries to juke the big monster.
feint: 1d20 + 6 ⇒ (1) + 6 = 7
Seeing that he's failed to catch him off guard, Good Good yanks his dagger out of the thing's flesh.
Drakmak
|
With the creatures at a momentary disadvantage, Drakmak takes out his dagger and following Uncle's idea, throws it at the big ugly zombie. It twists through the air, cutting and slicing.
Action - manipulate - get dagger
Strike dagger 1d20 + 6 ⇒ (12) + 6 = 18 damage 1d4 + 1 ⇒ (3) + 1 = 4 slashing, piercing
Action - cast shield AC 17
Chirrit
|
Hands off! Chirrt yells at the zombie grappling him as the kobold struggles to free himself.
Escape: 1d20 + 7 ⇒ (3) + 7 = 10
With the grip till tight, he tries a different approach - stabbing its actual hand off.
Attack w/ Confident Finisher, vs flat-footed (thanks Rathal!): 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20 for Piercing: 1d6 + 2 + 2d6 ⇒ (1) + 2 + (1, 1) = 5
Finally, he tries to interpose his rapier as best he can between him and the grapping zombies' jaws.
Third action Dueling Parry again