Arakwernott Siss
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Arak spits at the bodies. "Slavers get what they deserve. I say let them rot, hardly worth the trouble."
"We should venture no deeper here," Arak says looking down the hallways. "But perhaps it's worth investigating this haunt on our way out? I'd hate for more explorer's to befall a similar fate as the ones we came after."
I vote we check out the haunt, but I'm fine either way if others are ready to wrap it up and head out.
Slipp
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Slipp casts their eyes back toward the entrance and the cooler air there.
"We could always see this haunt on the way out.." is the suggestion.
Happy either way. Gnomish curiosity completing with heat exhaustion here.
Makai Goldenoak
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So I will back up Arak, let us go and see the haunt.
Makai nods to the others "Ready to see the spirits?"
| GM Watery Soup |
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Moving party on Slide 4, see tactical map on Slide 8.
The heat in this room hits like a hammer distorting the air into a shimmering haze and obscuring the faint engravings on the dark stone walls. Two undamaged spans of speckled granite stretch south over a river of lava. Between them, on an island in the molten rock, a warhammer juts from a rock cairn.
As the group approaches the cavern, lights begin to swirl. Technically, it's not supposed to trigger until you're in it, but it seems silly given you know it's there. A sign advertising general goods floats in the air, and market stalls shimmer. Dwarves bustle about, purchasing mushrooms and metal goods. A sudden rumbling causes everyone to look around, alarmed. A wave of lava comes roaring down the corridor, swallowing everyone. The grim, phantasmal reenactment of the cataclysmic event shows a panicked crowd charging towards the Pathfinders.
Perception (Arak): 1d20 + 5 ⇒ (17) + 5 = 22
Initiative (Martin): 1d20 + 5 ⇒ (18) + 5 = 23
Defense, Perception (Makai): 1d20 + 7 ⇒ (17) + 7 = 24
Initiative Tracking(Anjo): 1d20 + 13 ⇒ (3) + 13 = 16
Initiative, detect magic (Meepette): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (Enemy): 1d20 + 8 ⇒ (11) + 8 = 19
--Round 1
Makai
Martin
Arak
Slipp
Haunt
Anjo
Meepette
--Round 2
This encounter deals with a Haunt.
Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being’s demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy.
This haunt can be disabled using the following skills: Diplomacy, Intimidation, or Religion (all lower DC) to calm the panicked spirits, or Athletics (higher DC) to wrestle them into a semblance of order. Each attempt requires that you be within the purple area, and costs two actions (Disable Device).
Makai Goldenoak
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Will save: 1d20 + 9 ⇒ (13) + 9 = 22 Frightened 1
Makai looks at the spirits, despite knowing that it is an emanation of an event, she can feel the fear. At first she wants to run away from the lava, but she knows that this is not what is happening. She needs to think about the fallen, her Uncle Fundin would know what to do here but she was unsure. So she decided to pray
Religion, frightened 1: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
But she can't focus...
Anjo Aroh
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Do you need to roll a Save before the Haunt actually triggers
Slipp
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will: 1d20 + 6 ⇒ (11) + 6 = 17
Slipp's lower lip quivers. Still, it is fascinating to see how things happened in the past.
"That was all long ago.." he says. "And the lava is stable now.."
diplomacy, frightened-2: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
But it seems even Slipp doesn't believe that.
Arakwernott Siss
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Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Arak swallows his fear and his urge to turn and run from the ghostly crowd, and strides toward them instead. "Maintain some order you fools!", he bellows at them.
Intimidate, -frightened 1: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
Martin Amblecrown.
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Martin and Mavenee brace themselves from the upcoming dwarves, though both seem a bit bothered by their appearance. The duo roars at the dwarves, urging them to calm down and flee to the nearest exit.
Martin Will: 1d20 + 7 ⇒ (14) + 7 = 21
Mavenee Will: 1d20 + 8 ⇒ (7) + 8 = 15
Martin Intimidate: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Mavenee Intimidate: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5
| GM Watery Soup |
Makai moves in and tries to pray, but the spirits are too distracting.
Slipp moves in and tries to negotiate, only to be rebuffed by a loud roar.
Arak tries to bully them into submission, but can't.
Martin manages to pacify approximately 1/3 of the ghosts. Martin, you need 1 action to Stride in to the room, and 2 actions to Disable. With Act Together, Mavenee can Stride into the room, but cannot make a Disable check. I'm leaving Mavenee outside of the room, you can move them in if you like, and their roll can count as their first Disable check.
The ghosts try to trample everyone int he room.
Bludgeoning: 1d10 + 4 ⇒ (3) + 4 = 7
DC 20 Reflex save, no damage on crit success, half damage on success, full damage on failure, full damage plus knocked prone on crit failure.
--Round 1
Anjo (Will save first)
Meepette (frightened 1)
--Round 2
Makai (Reflex vs -7 hp)
Martin (Reflex vs -7 hp)
Arak (frightened 1, Reflex vs -7 hp)
Slipp (frightened 1, Reflex vs -7 hp)
Haunt (1 success)
Slipp
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ref DC20, frightened: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
unexpected shift DC16 flat: 1d20 ⇒ 13
As the ghosts race forward, Slipp manages to avoid the centre of the mob. At the last moment he seems to flicker.. but without obvious effect.
"Why are you doing this? You're just hurting yourselves.." he says, lips quivering.
dip: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
Yet the spirits continue to ignore him.
Anjo Aroh
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As the party discusses entering the room, Anjo realize he has no skills for dealing with a haunt, but attempts to wrestle them into submission
Will Save: 1d20 + 10 ⇒ (19) + 10 = 29
Anjo is able to ignore the obvious distraction presented by the ghost as he attempts dodge the stampede
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21
Ajax then proceeds to attempt to physically control the situtation.
Athletics: 1d20 + 7 ⇒ (7) + 7 = 14
Meepette
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The kobold walks into the rooms and speaks in dwarven
Youse dworfs gets outa here, goes to see Torag or da nudder dworf gods/
Religion 1d20 + 4 ⇒ (13) + 4 = 17
Makai Goldenoak
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Reflex save: 1d20 + 6 ⇒ (2) + 6 = 8
"Hold just a little longer! "
Makai continues to pray, she knows that she can do it
Religion: 1d20 + 7 ⇒ (9) + 7 = 16
Arakwernott Siss
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You marked me frightened 1, but going by your original text on the will save fail, I should be frightened 2 I think.
Reflex save, -frightened2: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Arak, tries to shield himself but is buffeted by the spirits stampeding around him.
"I said STOP!!!"
Intimidate, -frightened2: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Hero Point!
Intimidate, -frightened2 (hero point reroll): 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Drat.
| GM Watery Soup |
Slipp dodges half the stampede and calls out to them, politely.
Anjo dodges half the stampede and tries to wrestle them.
Meepette walks in and, voice trembling, tries to calm the spirits.
Makai prays, and the ghost trample her twice!
Arak, frightened goes down at the end of every round, so you were Frightened 2, but became Frightened 1 at the end of your last turn, and now you're not Frightened at all. Arak tries to scare the stampede.
None of the Pathfinders succeed in calming the spirits.
--Round 1
Anjo (-3 hp)
Meepette
--Round 2
Makai (-14 hp)
Martin (Reflex vs -7 hp)
Arak (-7 hp)
Slipp (-3 hp)
Haunt (1 success)
Martin Amblecrown.
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Martin tries to get out of the way as the stampeding dwarves come at him. He still tries his best to urge them to flee to safety.
Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18
Intimidate: 1d20 + 6 ⇒ (16) + 6 = 22
| GM Watery Soup |
Anjo and Meepette did not need to make Reflex saves in Round 1 because they weren't in the purple area on the haunt's turn. I'm retconning 3 hp to Anjo, and moving Meepette into the room since you had to be in the room to attempt a Disable.
Martin can't dodge the ghosts, but he stands firm and tells them to flee, and some take heed. Success!
The phantoms surge again!
Bludgeoning: 1d10 + 4 ⇒ (5) + 4 = 9
--Round 2
Anjo (Reflex vs -9 hp)
Meepette (Reflex vs -9 hp)
--Round 3
Makai (-14 hp, Reflex vs -9 hp)
Martin (-7 hp, Reflex vs -9 hp)
Arak (-7 hp, Reflex vs -9 hp)
Slipp (-3 hp, Reflex vs -9 hp)
Haunt (2 successes)
The haunt requires 3 successes to disable, so the next success will end the encounter. After you roll, you can check the
Diplomacy, Intimidation, Religion: DC 19
Athletics: DC 21
Makai Goldenoak
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Reflex save: 1d20 + 6 ⇒ (18) + 6 = 24
This time Makai is better at avoiding the spirits. Then she tries again to pray, for the souls to depart and find peace.
Religion: 1d20 + 7 ⇒ (15) + 7 = 22
Then she looks around and heals the most wounded ally
Heal(1-action), 1st lvl: 1d8 ⇒ 4
The heal depends on how reflex saves go this round
Slipp
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AGain, Slipp tries to dodge the phantom crowd.
reflex: 1d20 + 5 ⇒ (6) + 5 = 11
This time with less success. As they run over him, again he seems to flicker...
sudden shift DC16: 1d20 ⇒ 20
Reduces damage by one
"Oww, stop shoving. You could all escape if you were a little calmer.."
diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
Then, taking into account his injuries, retreats.
Anjo Aroh
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Experiencing the stampede for the first time, Anjo attempts to avoid it.
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
He seems to dart left when he should dart right.
Undaunted, he continues to apply force.
Disabe Device (Athetics): 1d20 + 7 ⇒ (17) + 7 = 24
Anjo then retreat from the room, this time hoping to avoid the stampede.
| GM Watery Soup |
Makai calls forth the blessings of the dwarven pantheon, and the spirits take notice. Success! The dwarves realize that there's no use in haunting the past, and bow respectfully towards Makai before disappearing.
I'm going to handwave the rest of the Reflex saves. Makai still has a heal, so even if everyone crit fails, she'll just cast a 3-action heal next round and revive everyone.
End of Combat!
---
The Pathfinders have an uneventful return to Olfden, where Elsitt heaves a sob when he sees the Pathfinders returning with the bodies of his friends. He tearfully thanks them before gratefully giving them their promised reward: 2 Treasure Bundles. He immediately begins preparations to hold a funeral, which he invites the Pathfinders to attend.
Venture-Captain Luna Aldred receives the Pathfinders' report with a smile. She thanks them for their service and promises to call on them again if she plans any further expeditions in search of Tar Khadurrm history.
End of scenario!
You're welcome to continue roleplaying, as well as ask any questions about the scenario if the plot was confusing.
Makai Goldenoak
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Makai finally relaxes when the spirits are set free. There was something terrifying in being tied to a place after such a catastrophe took place.
She helps to construct some sort of sled to drag the bodies. She is relieved when they depart from the mountains, she was glad that their meeting with duergars went their way, but she was afraid that more of them could be comming.
Arakwernott Siss
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Arak heaves a sigh of relief as the spirits depart. "I've never met a foe I couldn't just beat into submission." He turns to Martin and Makai and bows in respect. "Thank you! Were it not for you, those poor souls might have trampled me to death and remained to possibly harm the next hapless explorers who came here."
I believe it was Martin and Makai who got all the successes anyways, sorry if I left anyone out of that.
-----
Arak humbly accepts the invitation to the funeral and attends.
Back at the lodge, he is excited to share his notes on the party's experiences with Luna. "Always happy to do a bit of exploring ma'am, feel free to call on me for any expeditions of historical merit!"
After everyone has given their reports and prepares to depart, Arak wishes the group farewell. "It was an honor to work with you ladies and gentlemen! I would be most pleased to find myself on another assignment with you in the future. But in the meantime goodbye, and safe travels where ever they may lead you!"