Nomadical's pregen 2
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"Getting sepaated in this mist could prove fatal," Quinn points out. "And if some of those mounds actually aremoving as they appear to be, we could easily get lost."
He again taps his pencil against his graying beard as he thinks and studies the mists.
"Perhaps a rope between us, with plenty of slack to allow for combat movement if needed."
Occultism? Either way, +1 for Pursuing the Lead re: the barrows. And with Clue In, anyone else attempting a check re: the barrows get's a +1.
GM Tyranius
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Quinn's Occultism (T): 1d20 + 11 ⇒ (4) + 11 = 15
Ukh advances a small bit into the mist. It feels slightly cold and tingly as it slowly closes in around the goblin. Hazz'Aug tries to detect any sort of magic but this unnatural mist does not detect as any sort of magic.
Quinn begins to think through all of his options on what could cause this sort of oddity, unfortunately when he turns around Ukh is nowhere in sight as the mist seems to have closed around him as he tried to leave.
Hazaug
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On the off chance Hazz'Aug can put 2 and 2 together on this mist, he will attempt to recall knowledge with Arcana.
Arcana: 1d20 + 12 ⇒ (8) + 12 = 20
He would also like to cast the cantrip Light on the top portion of his Hat. Story wise, those are what he wants to do before proceeding.
GM Tyranius
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I could possibly take a religion check instead if you can. :)
Nomadical's pregen 2
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Failing to remember anything occult about this mist, Quinn considers what he might know about the burial practices of the local clans.
Sure, roll me a Religion, please. +8, +1 for Pursuing a Lead.
GM Tyranius
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Fin-Thir dives into the mists and they quickly close in a round the elf as well. Looking around her doesn't find the smaller goblin at all, only shadows that seems to keep their distance.
Quinn ponders and has a very hard time trying to understand what is happening. All he knows for sure is he has now lost two of his Companions to this mist.
After a moment, subtle whispers begin to rustle through the mists, finally coalescing into words. "What is your greatest strength?"
With your answer give me an appropriate skill check. I will accept more than below just make sure if matches close to your answer. Examples are:
Body: Physical prowess/combat/nimble moves (Acrobatics / Athletics)
Head: Mental or Intellectual Achievements (Arcana or Lore Skill)
Heart: Bonds with others or Inner Belief (Diplomacy or Intimidation)
Hazaug
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Hazz'Aug pulls out his rope, secures himself and Quinn together.
"Well matey, we know there is something not right about these mists. We are here to make things right if I am not mistaken. Lets go forth. We will either the Barrows, maybe our friends...hopefully both."
Hazz grins.
So Hazz and Quinn are attached by a rope with some slack and Hazz has the cantrip Light active
GM Tyranius
|
Entering the mist tied to Quinn the pair dive into the mist after their companions. As with the others you quickly lose sight of each other, though you still feel the slight tug on the rope on the other end.
After a moment, subtle whispers begin to rustle through the mists, finally coalescing into words. "What is your greatest strength?"
With your answer give me an appropriate skill check. I will accept more than below just make sure if matches close to your answer. Examples are:
Body: Physical prowess/combat/nimble moves (Acrobatics / Athletics)
Head: Mental or Intellectual Achievements (Arcana or Lore Skill)
Heart: Bonds with others or Inner Belief (Diplomacy or Intimidation)
Ukh
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I'm proud of my scientific knowledge in alchemical crafting!
Crafting, Alchemy: 1d20 + 16 ⇒ (9) + 16 = 25
Nomadical's pregen 2
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My greatest strength? My mind of course. And how I use it, Quinn acknowledges silently to himself. Aloud, he states, "My ability to navigate the complex physical, societal, and economic workings of civilization. "
Society : 1d20 + 13 ⇒ (2) + 13 = 15
Feel like this is pretty important, and failure, especially if that'd be a crit fail, might be really bad. Guess I'll us my new-fangled Hero Point thingie.
Society : 1d20 + 13 ⇒ (19) + 13 = 32
GM Tyranius
|
Fin-Thir Part 1 Crit
Ukh Part 1 Success
Hazz'Aug Part 1 Success
QuinnPart 1 Success
The mists seem content with your answers as it coalesces around each of you gently guiding you through the moving barrows. The whispers ask a new question. "What is your greatest fear?"
Explain your fear. You also must make a skill check to confront or avoid your fear. Deception check (to convince yourself that you aren’t afraid), an Intimidation check (to scare the fear’s manifestation away), or a Stealth check (to evade the manifestation).
Ukh
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My greatest fear? No, no, no. that can't happen.
Stealth:1d20 + 12 ⇒ (13) + 12 = 25
GM Tyranius
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@Hazz'aug- Are you trying to diplomacize with your fear?
Nomadical's pregen 2
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Quinn pauses as if debating with himself before answering. Somewhere deep inside, a tiny voice reminds him of how his father's life ended in dementia and madness, his sharp mind withering away into imbecility.
He pushes that memory aside and blusters both to himself and the whispering voices.
"A painful and slow death - by fire, or being eaten while aware, those kinds of deaths."
Deception : 1d20 + 11 ⇒ (13) + 11 = 24
GM Tyranius
|
@Fin-Thir- Are you refusing to answer the question?
Out of the corner of is eyes Ukh sees something he never dreamed of seeing in his life and immediately begins to hide. Success.
Hazz'aug finds himself all alone as a brief flash in the mist shows his burial placement, devoid of any flowers or footprints of those visiting his memorial. His flash leaps to his family who never mentions him by name and all seem to be doing quite well without him now. He tries to talk himself up that this is not the way he will go out in life. Success
Quinn's vision is much of the same as he is strapped to a rake by a pair of demons. One strips his flesh little by little, eating away a him as he is healed each night just before death truly takes hold. The second demon scorches the other half of his body with tiny bits of flame, just close enough to blister his skin but not to have the flames touch him directly. Success.
The mists seem to coax Fin-Thir. "Answer the question. We will guide you. Comfort you in your grief."
Fin-Thir Part 1 Crit | ????
Ukh Part 1 Success | Part 2 Success
Hazz'Aug Part 1 Success | Part 2 Success
Quinn Part 1 Success | Part 2 Success
GM Tyranius
|
Ah okay, read it different for some reason.
Fin-Thir begins to cower behind one of the barrows, his entire body shaking as a massive creature in the mist lumbers by. Fin-Thir is unable to tell exactly what it is as each time he looks for it the shadow vanishes.
One by one the mist enters your bodies as you breath it in. It seems to infuse each of you with a bit of energy. Will explain what that means a little later.
The whispers ask one final question from each of you. "What do you seek here?"
Need a survival check from each of you.
Fin-Thir Part 1 Crit | Part 2 Crit Success
Ukh Part 1 Success | Part 2 Success
Hazz'Aug Part 1 Success | Part 2 Success
Quinn Part 1 Success | Part 2 Success
Nomadical's pregen 2
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"We seek the remains and relics of the ancient leaders of the Farheavens clans. The current leaders of the clans wish to rebury them with honor."
Survival : 1d20 + 3 ⇒ (11) + 3 = 14
GM Tyranius
|
Fin-Thir Part 1 Crit | Part 2 Crit Success | Part 3 Crit Success
Ukh Part 1 Success | Part 2 Success | Part 3 Fail
Hazz'Aug Part 1 Success | Part 2 Success | Part 3 Crit Fail
Quinn Part 1 Success | Part 2 Success | Part 3 Fail
The mists part around Fin-Thir for but a moment as he finds a small satchel. Inside are three holy waters and a barkskin potion.
Finally you reach the edges of the mist as it quickly dissipates. You find yourselves near your companions once more and standing in front of the barrow you seek as the mists seem to have guided your path.
Ahead looms a tall barrow streaked with red-painted symbols. The mists shift away from it, creating a curtain that blocks the surrounding mounds from view. The path forks here, one path leading up to the barrow’s stone-lined entrance while the others branch off into the mists. An eerie, keening whistle floats through the air as the wind blows across the entrance to the barrow. The mound is 20 feet tall, with a stone arch over the entrance. Several undead from nearby barrows, stirred by the site’s corruption, wander in front of the entrance. When the mist clears, the vengeful undead turn to attack you.
Quinn, Investigate: 1d20 + 10 ⇒ (10) + 10 = 20
Ukh, Avoid Notice: 1d20 + 12 ⇒ (18) + 12 = 30
Fin-thir, Search: 1d20 + 9 ⇒ (18) + 9 = 27
Hazz'aug, Detect Magic: 1d20 + 12 ⇒ (14) + 12 = 26
Ghouls: 1d20 + 7 ⇒ (9) + 7 = 16
Zombies: 1d20 + 3 ⇒ (4) + 3 = 7
For doing so well with the spirits and mists. Fin-thir is quickened for 1 minute (Stride only) The rest of you are only quickened (Stride only) for this first round of combat. You all have +1 to saving throws for 1 minute. Fin-Thir has +2 to his saving throws for 1 minute.
Round 1
Ukh (76/76)
Fin-Thir (46/46; Quickened 1 min stride only)
Hazz'aug (56/56)
Quinn (53/53)
--------------------------------
Ghouls
Zombies
--------------------------------
Hazaug
|
[ooc]dang. I never read the results, just saw the order....der...[ooc]
Hazz'Aug, not being a terribly tolerant of Ghouls, will launch a Fireball, on his comrades urging into the mess of Ghouls. It looks like if he targets betwixt orange and yellow, he can catch the whole mess of them.
Fireball DC 21: 6d6 ⇒ (6, 6, 4, 5, 2, 1) = 24
Fin-thir
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The elf quickdraws his shortbow, marks his prey (orange) and begins to fire arrows.
+1 striking composite shortbow, hunted shot 1:1d20 + 11 ⇒ (1) + 11 = 12
Damage:2d6 + 1 ⇒ (3, 2) + 1 = 6
+1 striking composite shortbow, hunted shot 2:1d20 + 11 - 3 ⇒ (8) + 11 - 3 = 16
Damage:2d6 + 1 ⇒ (4, 6) + 1 = 11
+1 striking composite shortbow:1d20 + 11 - 6 ⇒ (13) + 11 - 6 = 18
Damage:2d6 + 1 ⇒ (4, 3) + 1 = 8
Then he moves (quickened).
Ukh
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The goblin moves to approaches the undead to throw two bombs on the yellow one.
Pay attention grenade!
Alchemist's fire, moderate:1d20 + 13 ⇒ (13) + 13 = 26
Damage:2d8 + 1 ⇒ (6, 5) + 1 = 12 +3 persistent, +4 splash on red and green
Then he strides back thanks to the quickened condition and pulls out his crossbow.
Nomadical's pregen 2
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Quinn assesses the threats, moves in, strikes, and hustles back out of melee.
Strike, Stratagem, Int, agile : 1d20 + 14 ⇒ (1) + 14 = 15
Devise a Strategem, Stride while drawing, Strike fail on Nat 1, Stride
Edit. GM please roll a secret Religion Recall Knowledge check as part of Devise Stratagem. As per Known Weaknesses, he will "immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn."
GM Tyranius
|
Red Reflex DC 21: 1d20 + 9 ⇒ (18) + 9 = 27
Yellow Reflex DC 21: 1d20 + 9 ⇒ (12) + 9 = 21
Green Reflex DC 21: 1d20 + 4 ⇒ (18) + 4 = 22
Orange Reflex DC 21: 1d20 + 4 ⇒ (5) + 4 = 9
Pink Reflex DC 21: 1d20 + 4 ⇒ (9) + 4 = 13
Blue Reflex DC 21: 1d20 + 9 ⇒ (10) + 9 = 19
Quinn's Religion (T): 1d20 + 8 ⇒ (18) + 8 = 26
Hazz'aug quickly whips a fiery bead into the mass of undead. It sears through the undead flesh as several look worse off than what they did. (Not sure how that is possible with undead, but they definitely smell worse.)
Ukh tosses a bomb into the air and one of the ghouls attempts to catch it with his bare hands. The explosion from the blast shreds through the ghouls weakened form as it sends body pieces flying in all directions.
Fin-thir draws his shortbow and begins sticking a pair of arrows into the zombie's skull until it too falls.
getting in closer Quinn recognizes half of these undead as Plague Zombies. Quite slow, they are weak to positive energy and carry a nasty disease called zombie rot if they manage to get ahold of their victim.
The ghoul runs forward and leaps at Quinn, looking for a bit of easy prey. As the second ghoul hops onto Ukh.
Red Jaws vs Quinn AC 21: 1d20 + 9 ⇒ (4) + 9 = 13
Blue Jaws vs Ukh AC 24: 1d20 + 9 ⇒ (3) + 9 = 12
Quinn jams his cane into the ghouls mouth to stop it from biting him, while Ukh rolls out of the way. Meanwhile the Plague Zombies slowly shamble up to close the gap.
Round 2
Ukh (76/76)
Fin-Thir (46/46; Quickened 1 min stride only)
Hazz'aug (56/56)
Quinn (53/53)
--------------------------------
Ghouls (Red -16) (Blue -28)
Zombies (Green -12) (Pink -24)
--------------------------------
Fin-thir
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The archer continues the undead trap.
Pool! on the Red
+1 striking composite shortbow:1d20 + 11 ⇒ (19) + 11 = 30
Damage:2d6 + 1 ⇒ (3, 3) + 1 = 7
If crit, deadly: 1d10 ⇒ 9
Then he marks the green one at his prey and fires again.
Pool!
+1 striking composite shortbow, hunted shot 1:1d20 + 11 - 3 ⇒ (15) + 11 - 3 = 23
Damage:2d6 + 1 ⇒ (4, 4) + 1 = 9
If crit, deadly: 1d10 ⇒ 9
+1 striking composite shortbow, hunted shot 2:1d20 + 11 - 6 ⇒ (20) + 11 - 6 = 25
Damage:2d6 + 1 ⇒ (1, 5) + 1 = 7
Crit, deadly: 1d10 ⇒ 1
Then he moves a bit away as quickened.
Ukh
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The goblin moves away and throws some new bombs upon both zombies.
Pay attention grenade!
On the green: Ghost Charge, Moderate:1d20 + 13 ⇒ (14) + 13 = 27
Damage positives:2d8 ⇒ (6, 6) = 12 +4 splash upon the blue
On the pink: Ghost Charge, Moderate:1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16
Damage positives:2d8 ⇒ (7, 4) = 11 +4 splash upon the red
Then he looks what will remain after the deluge of arrows and bombs.
GM Tyranius
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The ghost charges seem extremely effective against the undead as the ghouls burn completely to ash from the substance. Using his bow Fin-Thir plinks off the two remaining zombies with ease as the flames and positive energy softened their bodies enough for further penetration to the decayed brain.
Wow that was a lot of damage! Zombies had weakness 10 to positive.
The ceilings in the barrow are 15 feet high. The barrow is unlit with the exception of the entrance, where light from the outside provides dim illumination. Those without darkvision will need a way to see.
Beyond the archway is a narrow chamber hollowed from the earth, with stone ribs reinforcing its walls. A long rock formation stretches to the ceiling in the middle of the room, its painted decorations now faded and streaked with dust. Two short sets of steps to the northeast and northwest lead deeper into the barrow, and another sloping path branches off to the east. The air smells of rot and decay.
New map posted.
Ukh (76/76)
Fin-Thir (46/46)
Hazz'aug (56/56)
Quinn (53/53)
Ukh
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Undead and spirits, we are not here to plunder your vault or to disturb your repose but to purify the location from evil what demeans it.
And the goblin moves inside with his darkvision.
GM Tyranius
|
Beginning to head east the undead and spirits within seem to hear the goblin call and respond in kind, though they do not yet understand believing you to be intruders. A ghostly host of god callers and their eidolons manifests to defend the barrow against intruders, and the strains of a battle song fill the air.
As you move further into the chamber you begin to feel your own form warping into that of a hideous demon as Storasta's Defender's hold the line. DC 21 Will Save vs Hold the Line. (This affects everyone)
Critical Success The creature is unaffected by the onslaught of illusions.
Success The creature is stupefied 1.
Failure The creature is stupefied 2 and believes that it is infused with demonic energy, making it susceptible to good damage (even if it is not of evil alignment) for as long as it remains within the haunt’s area.
Critical Failure As failure, but the creature also gains weakness 5 to cold iron for the next 24 hours.
The song and voices rattle your minds.
Mental Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Good Damage: 1d8 ⇒ 2
Basic DC 21 WIll save for the damage. (This also affects everyone.)
As for the Haunt you can attempt a Deception check to appear to be a defender of Storasta, Diplomacy to demonstrate benign intentions, or Occultism or Religion to ward off the malevolent spiritual energies. Each of these options are 2 actions each.
Quinn, Investigate: 1d20 + 10 ⇒ (11) + 10 = 21
Ukh, Avoid Notice: 1d20 + 12 ⇒ (14) + 12 = 26
Fin-thir, Search: 1d20 + 9 ⇒ (17) + 9 = 26
Hazz'aug, Detect Magic: 1d20 + 12 ⇒ (17) + 12 = 29
Undead: 1d20 + 14 ⇒ (20) + 14 = 34
Round 1
-----------------------------------------
Haunt
-----------------------------------------
Hazz'aug (56/56)
Ukh (76/76)
Fin-Thir (46/46)
Quinn (53/53)