Ramona Stonesplitter
|
Ramona continues puppeteering (Inspire Courage +1 Att/Dam & vs fear)
Then, she hurls more debris at the remaining zombie.
Telekinetic Projectile: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Bludgeoning damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Minions |
SPLOT!
Another critical hit sloughs off yet more of Black Zombie's infected skin! (16 damage)
Incredibly, it remains standing, looking to swallow Veiled Lady whole if the rest of the party can't put him down soon!!!
(-46/??? HPs)
Merellin Darcassan
|
Merellin stays where he is and ignores the gun in his hand, instead focusing on using his shortsword. He moves up to flank with the Veiled Lady and lashes out twice with the slashy bit of his sword.
◆ Stride
◆◆ Attack twice
Shortsword attack, Inspire Courage, flat-footed: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Slashing damage, Inspire Courage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Shortsword attack, Inspire Courage, flat-footed: 1d20 + 7 + 1 - 4 ⇒ (1) + 7 + 1 - 4 = 5
Hero Point!
Shortsword attack, Inspire Courage, flat-footed: 1d20 + 7 + 1 - 4 ⇒ (7) + 7 + 1 - 4 = 11
Should be a hit because of flank?
Slashing damage, Inspire Courage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Haohji PFS
|
If Black is still standing... Quick question, I forgot to mention it in the previous round's turn, but Shove says that I can Stride afterward to follow the shoved target. Can I have followed Green to end adjacent to Black? If not, drop my last attack...
Haohji stutter-steps and leaps into a Superman punch to the remaining zombie's dome! ◆ Snagging Strike
Unarmed Strike: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
◆ Unarmed Strike, ◆ Unarmed Strike (If was able to follow the Shove last turn.)
Seeing the zombie rock back on its heels (Flat-footed?), Haohji follows up with a quick combo... left uppercut to the gut and front kick to its chest!
Unarmed Strike: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Unarmed Strike: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Not likely.
Merellin Darcassan
|
Whoops, sorry, the GM PMed me and said I could describe giving the finishing blow, but I missed that.
Merellin fakes the zombie out by aiming his gun at it, but then catches it off guard by lunging out with his shortsword instead. It cuts him right across the stomach, revealing its rotten insides and spinal column. With his second stroke, he swipes through the spinal column and severs the top from the bottom half, and both halves fall to the ground.
Haohji PFS
|
Capital shot! Haohji exclaims, but sniffs and wrinkles his nose. Damn, my hands will smell like the dead all night... I'm going to have to wash up after this...
Lady, shall we finish? the young fighter asks as he presents himself for tending of his wounds...
| GM rainzax |
And all is quiet...
...Veiled Lady finishes tending to Haohji's wounds as their short rest, interrupted, now continues...
Encounter Aftermath
Ramona (full HP)
Merellin (full HP)
Haohji (full HP after VL's treatment)
Veiled Lady (10/18 HP)
Horul (full HP)
...It has been 70 minutes since the Initial Haunting by the time Veiled Lady finishes her treatment. Let me know how much additional time the party will take in resting here...
...and after a beat, the party decides where to go next!
In short, I need to know:
1) Short Rest activities + time?
(@Horul, this is the appropriate moment to declare "I place a [type] bomb into my [type] weapon's Weapon Siphon slot", etc...)
2) Where to? D, G, H, J, or K?
3) What is your vision / light situation?
Horul
|
GM: I don't have any bomb left to place in the weapon's siphon, but I put again some giant centipede poison on the pike.
With his darkvision the hobgoblin is ready to continue the exploration.
Proposal: H - G - D - K - J
Haohji PFS
|
Haohji is still using his hooded lantern. Horul's suggestion is fine with me.
Many thanks, Veiled Lady. I can try to heal you, but my medicinal skill is still amateurish... Haohji grins sheepishly before picking up his lantern.
| GM rainzax |
| 1 person marked this as a favorite. |
Southern and Northern Wings
(Anchor Post: Consider "favoriting" for easy return)
The party decides to comb the southern side of the house first...
H+G: Dining Room, (C6)
The furniture in this once-fine dining room was crushed by the debris falling from the floors above. What remains is sodden and mostly unidentifiable. The adjacent attached room looks similarly cleared out and empty of debris.
You may roll a Perception check here!
DC 20 (Open)
Nothing special to find here...
...maybe the area has been cleaned out?...
...but why is there dust everywhere!?...
➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤
...followed by the northern side of the house...
D + K: Kitchen, (C5)
...passing through another adjacent attached room, this too seems to have been cleared of debris. Through the door, only a single, aged worktable still stands in one corner of this room, though the clay fragments of an oven and rusted metal suggest it was once a kitchen. The ceiling has completely fallen in, leaving this room open to the sky above. Doors stand in the east and west walls...
You may roll a Perception check here!
DC 20 (Open)
Nothing special to find here...
...maybe the area has been cleaned out?...
...but why is there dust everywhere!?...
➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤
...finally arriving to the last unexplored room...
J: Study, (C4)
...in which ivy has overgrown the empty window frame, casting this room into cool shadow. A low shelf, its wood warped and cracked, stands against the south wall, and a desk has been overturned and smashed in the eastern part of the room...
You may roll a Perception check here!
DC 20 (Open)
...you hear the whispers from a distance...
...coming closer...
...and closer!...
If you are Trained in Religion, you may immediately spoiler a check to Recall Knowledge!
➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤
Haohji @ Scout
Horul @ Avoid Notice
Merellin @ Avoid Notice
Ramona @ Detect Magic
Veiled Lady @ Defend
If you are Searching or Investigating, please specify which room.
Else, I will assume you are using your default Exploration Activity!
Either way, go ahead and narrate your reaction to each room.
Also, feel free to move your Token around on the Map!
Krinolyn ”Veiled Lady” Styncorn
|
"It's alright, I can handle myself." she tells Haohji before she asks for the group to treat her own wounds. "This will not take long..."
DC 15 Medicine to Treat Wounds: 1d20 + 7 ⇒ (17) + 7 = 24
Healing: 2d8 ⇒ (5, 2) = 7 HP for Veiled Lady
"I think this will suffice." she concludes. Let's check this room (C6). She begins looking around the room.
Exploration: Search w Darkvision
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
"Nothing special to find here, maybe the area has been cleaned out?" she infers. [b]"Let's check the other rooms we haven't searched so far.
Horul
|
The hobgoblin follows his companions in the other rooms. He readies his pike just in case.
| GM rainzax |
After treating herself (10 min, to 17/18), Veiled Lady searches the Dining Room, and Horul follows...
Krinolyn ”Veiled Lady” Styncorn
|
Seeing that their is nothing useful in the area, Veiled Lady pushes them to continue searching the rooms they have not done so.
"Let's keep searching..." she tells them and proceeds to another room (C5).
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
"Same as the other room..." she mutters, though she is unsure. Perhaps the others can check the room too?
She then heads for the last room (C4) without waiting for the others.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
"Can someone check this room too? I might have missed something important before we can report back."
| GM rainzax |
Haohji @ Scout
Horul @ Avoid Notice
Merellin @ Avoid Notice
Ramona @ Detect Magic
Veiled Lady @ Search
Keeping together, the party head through the Kitchen, where only a single, aged worktable still stands in one corner of this room with the clay fragments of an oven and rusted metal cutlery. The ceiling has completely fallen in, leaving this room open to the sky above. Doors stand in the east and west walls.
Veiled Lady rifles through the rubble as Ramona scans for magic, Haohji looks out for intruders, and Horul and Merellin keep to the shadows.
There are no magical signatures in this room...
➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤
Haohji @ Scout
Horul @ Avoid Notice
Merellin @ Avoid Notice
Ramona @ Detect Magic
Veiled Lady @ Search
Moving on after a spell, the party then heads through the Study, in which ivy has overgrown the empty window frame, casting this room into cool shadow. A low shelf, its wood warped and cracked, stands against the south wall, and a desk has been overturned and smashed in the eastern part of the room.
Veiled Lady again rifles through the rubble as Ramona scans for magic, Haohji looks out for intruders, and Horul and Merellin keep to the shadows.
There is a faint magical signature in this room!
Anyone trained in Religion may roll a spoilered (secret) check to learn more!
Ramona Stonesplitter
|
"There's some kind of magic in this room. Though I'm a cleric of Banjo," Ramona holds up the puppet on her left hand, "I'm afraid I'm not trained enough in religious practice to figure it out."
| a Haunt |
A voice starts talking - it is coming from Banjo!
"Is that you?"
"Come closer!"
"There is something I must share!"
"I want to be free!"
"Take my place here!"
The tiny puppet begins reaching it's arms around Ramona's neck, as if trying to choke her!
Ramona - you can add a +1 circumstance bonus to both your will save and initiative (see below!)
WHISPERING SPIRITS
[auditory] [divine] [emotion] [enchantment] [mental]
(◆) Recall Skills: Religion (Untrained)
(◆◆) Disable Skills: Religion (Trained) and Performance (Trained)
Haunt to Initiative (Stealth): 1d20 + 10 ⇒ (12) + 10 = 22
Whispers @ 22
Party @ ??
Everyone:
1) First, please roll a DC 18 Will Save [auditory, divine, emotion, enchantment, mental]
2) Next, roll Initiative!
3) If you succeed at your Save and beat the Haunt in Initiative, you may immediately go!
Horul
|
Will:1d20 + 3 ⇒ (16) + 3 = 19
init:20 + 4 = 24
Ramona Stonesplitter
|
Will save: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Initiative: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
◆ Ramona attempts to stop the bad effects on the party. Counter Performance: 1d20 + 7 ⇒ (10) + 7 = 17
At the very least, that will prevent anyone from critically failing their will save.
◆◆ Failing that, Ramona will attempt to disable: 1d20 + 7 ⇒ (13) + 7 = 20 the haunt.
Haohji PFS
|
Haohji jumps at Banjo suddenly talking, then trying to choke out its master!!! Ghosts!
Initiative: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
| GM rainzax |
Botting Haohji Initiative: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Haohji PFS
|
Haohji jumps at Banjo suddenly talking, then trying to choke out its master!!! Ghosts!
[dice=Initiative]1d20+6+1
I posted this earlier. I go on 12...
Krinolyn ”Veiled Lady” Styncorn
|
DC 18 Will save: 1d20 + 9 ⇒ (4) + 9 = 13
Initiative, Search: 1d20 + 7 ⇒ (6) + 7 = 13
Haohji PFS
|
Oop, I forgot about the Will Save! For some reason, I thought it was only for Ramona! @GM, were you taking the one I rolled for my Will Save?If so, I am going to burn my last Hero Point on it, because it would have only been +4, not +6 (which is my initiative)...
Hero Point, Will Save: 1d20 + 4 ⇒ (15) + 4 = 19
Hero Point: 0
Merellin Darcassan
|
Blergh, busy few days, sorry for being MIA.
Merellin carefully follows a few steps behind the front line, then yelps out as Banjo starts to talk on his own.
Will save: 1d20 + 3 ⇒ (1) + 3 = 4
Stealth for initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Let's see what a natural 1 does on the Will save. >_>
| a Haunt |
"Nooo..."
Ramona works her magic, saving Merellin from going completely off the deep end, though not entirely, as both Merellin's and Veiled Lady's eyes begin to glow red, and clutching their weapons, they make moves to attack their former allies!
You hear in your mind, dictating your actions: "Yes! Take them with you!"
Luckily, you rolled poorly for initiative, which means the party has one round to prepare for your attacks. That said. In your next post, please choose one party member to attack (feel free to use RNG if you are indecisive), and on your turn you will likely be commanded by the Confusion to attack that ally!
WHISPERING SPIRITS
[auditory] [divine] [emotion] [enchantment] [mental]
(◆) Recall Skills: Religion (Untrained)
(◆◆) Disable Skills: Religion (Trained) and Performance (Trained)
Ramona @ 24 @ Normal (Success)
Horul @ 24 @ Normal (Success)
Haohji @ 23 @ Normal (Fail > Success)
Whispers @ 22
Merilin @ 21 @ Confused (Critical Fail > Fail)
Veiled Lady @ 13 @ Confused (Fail)
Horul and Haohji are Up!
Horul
|
As he can't do anything concerning the haunt the alchemist goes outside of the room.
Haohji PFS
|
Haohji grabs the Veiled Lady and gives her a good slap, Snap out of it!
Attempting to assist Veiled Lady with another save, maybe?
Krinolyn ”Veiled Lady” Styncorn
|
Assuming Haoji performs non-lethal attack to Veiled Lady...
DC 11 Flat check vs Confusion: 1d20 ⇒ 6
Haohji PFS
|
Haohji slaps the Veiled Lady, hoping to snap her out of it!
◆ Unarmed Strike, nonlethal
Strike: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
When it does not seem to work, he turns to do the same for Merellin!
◆ Unarmed Strike, nonlethal
Strike: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Damnitall, hold still!
Strike: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Calling to his companions, Haohji says, We can't leave them like this, they could kill each other!
| a Haunt |
Horul leaves the room while Haohji attempts to smack some sense into Veiled Lady and Merellin (6 non-lethal damage @ Veiled Lady) unsuccessfully.
Still bloodthirstily Confused, Veiled Lady turns her vengeance upon Haohji, Horul, Merilin, or Ramona?: 1d4 ⇒ 1 Haohji while Merellin turns his vengeance upon Haohji, Horul, Ramona, or Veiled Lady?: 1d4 ⇒ 1 Haohji
"Kill the monk!" the whispers command our desperate heroes!
➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤➤
WHISPERING SPIRITS
[auditory] [divine] [emotion] [enchantment] [mental]
(◆) Recall Skills: Religion (Untrained)
(◆◆) Disable Skills: Religion (Trained) and Performance (Trained)
Ramona (full HP)
Horul (full HP)
Haohji (full HP)
Whispers
Merilin (full HP) @ Confused
Veiled Lady (17/18 w/ 6 non-lethal) @ Confused
Merellin and Veiled Lady are Up!
Merellin Darcassan
|
I'm sorry Haohji! :(
Merellin stands right next to his target. Just where he wants to be. He aims his pistol point-blank at Haohji's head and fires.
Hand Cannon vs Haohji: 1d20 + 9 ⇒ (7) + 9 = 16
Frustrated at his miss, he grits his teeth as his other hand lashes out with his shortsword and in an elegant move simultaneously reloads his gun.
Shortsword vs Haohji: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Having missed twice, he's not gonna risk a bullet for his third attack. Another shortsword slash it is, then.
Shortsword vs Haohji: 1d20 + 7 - 8 ⇒ (18) + 7 - 8 = 17
Haohji, my gun would provoke. Feel free to slap some sense into me!
Haohji PFS
|
Attack of Opportunity: 1d20 + 9 ⇒ (8) + 9 = 17
Haohji throws a slap at Merellin, taking advantage of the momentary lapse when the elf attempts to shoot him, but Merellin is too fast and pulls back just in time!
EDIT: It looks like based on the map, you may be flanking, so the second shortsword hit would have found its mark.
Merellin Darcassan
|
I think Ramona wouldn't count as an ally for me at the moment, because she isn't confused, thus not threatening you. But I'll leave that up to GM interpretation.
Also, Confused makes me flat-footed, which makes your slap connect. Damage me! :)
Gonna roll my flat check ahead of time in a spoiler, so you don't have to wait for me.
Haohji PFS
|
Sorry, I thought you were one over to the right!
Krinolyn ”Veiled Lady” Styncorn
|
Veiled Lady raises her wooden shield at hand to bash it to Haoji!
Shield Bash vs Haoji: 1d20 + 0 ⇒ (6) + 0 = 6
Shield Bash Damage: 1d4 ⇒ 3 bludgeoning damage
Shield Bash, MAP vs Haoji: 1d20 + 0 - 5 ⇒ (3) + 0 - 5 = -2
Shield Bash Damage: 1d4 ⇒ 4 bludgeoning damage
Shield Bash, MAP2 vs Haoji: 1d20 + 0 - 10 ⇒ (17) + 0 - 10 = 7
Shield Bash Damage: 1d4 ⇒ 4 bludgeoning damage
◆ Shield Bash
◆ Shield Bash
◆ Shield Bash
| GM rainzax |
The red glow of Merellin's and Veiled Lady's eyes fade after their dual assault upon Haohji, and the whispers go quiet as Banjo returns to normal, and all is suddenly still.
The magic aura has faded substantially, but not disappeared...
Taking a moment to rest here, and with about 2 hours until midnight, the party decides what to do!
Haohji @ Scout
Horul @ Avoid Notice
Merellin @ Avoid Notice
Ramona @ Detect Magic
Veiled Lady @ Search
...
Mavedarus Manor
C1: Once-Grand Entry
C2: Decrepit Hall
C3: Drawing Room
C4: Study
C5: Kitchen
C6: Dining Room
C7: Parlor
With nobody actually Searching the rooms (see Party Exploration Tracker) until about half way through (Veiled Lady switching from Defend to Search), you have missed some discoverable clues for this mission. So, with 2 hours left until midnight, I'll allow the party to choose 3 different areas of the Map (see above), and spend the remaining time Searching through those areas to recover any clues they find. After that, I'll push us along to our final mission.
To summarize:
1) Choose 3 areas
2) Roll 3 Search checks
3) if you have any feats or features that facilitate Searching, mention those here
Horul
|
Well, soldiers. Do we have what we were looking for here?
Merellin Darcassan
|
When the voices stop and the haze lifts, Merellin looks at Haohji awkwardly. "Uhh.. Sorry about that. Thank you for slapping me out of it, I did not mean to do that."
He turns to Horul. "Don't think so. We still don't know what caused all of this to happen, or how to turn it off. Though I do agree to leave this area before it happens again."
Horul
|
Well we should continue to search around then. We can dispatch us to go quicker.
Haohji PFS
|
I feel like the locations with the haunts would be a prime spot to look. I still feel like the claw room may have remains under the floor boards. This room, maybe something to do with strangulation? Here let me help looking... We should still keep an eye out for more threats...
Change to Search / Investigate for Haohji.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Krinolyn ”Veiled Lady” Styncorn
|
"What happened? I felt weird..." Veiled Lady has come back to her own senses. "Anyway, it is dark already, maybe we can split up to cover more ground." she then gets moving to search the areas.
C4: Study - Perception to Search: 1d20 + 7 ⇒ (9) + 7 = 16
C5: Kitchen - Perception to Search: 1d20 + 7 ⇒ (16) + 7 = 23
C6: Dining Room -Perception to Search: 1d20 + 7 ⇒ (18) + 7 = 25
Merellin Darcassan
|
I'll take the hall, drawing room, and the parlor. I left my light there anyway.
Perception C2 Hall: 1d20 + 5 ⇒ (17) + 5 = 22
Perception C3 Drawing Room: 1d20 + 5 ⇒ (3) + 5 = 8
Perception C7 Parlor: 1d20 + 5 ⇒ (8) + 5 = 13
| GM rainzax |
...following the hobgoblin's adice to split up (!), the party continues to scour the mansion before the clock strikes midnight...
Haohji @ Search
Horul @ Avoid Notice
Merellin @ Search
Ramona @ Detect Magic
Veiled Lady @ Search
Waiting to resolve these. If you are not switching your Exploration Mode, please indicate in a post to confirm such... and who you will accompany for the 1st, 2nd, and 3rd time periods!
C1: Once-Grand Entry
C2: Decrepit Hall @ Haohji (1st), Merellin (1st)
C3: Drawing Room @ Merellin (2nd)
C4: Study @ Veiled Lady (1st)
C5: Kitchen @ Veiled Lady (2nd)
C6: Dining Room @ Veiled Lady (3rd)
C7: Parlor @ Merellin (3rd)
Haohji @ where 2nd, 3rd?
Ramona @ where 1st, 2nd, 3rd?
Horul @ where 1st, 2nd, 3rd?
...will whatever still lurks strike once more!?...
Haohji PFS
|
Search, C4: 1d20 + 6 ⇒ (12) + 6 = 18
Search, C5: 1d20 + 6 ⇒ (20) + 6 = 26
| GM rainzax |
C1: Once-Grand Entry
C2: Decrepit Hall @ Haohji (1st), Merellin (1st)
C3: Drawing Room @ Merellin (2nd)
C4: Study @ Veiled Lady (1st), Ramona (1st), Haohji (2nd)
C5: Kitchen @ Veiled Lady (2nd), Ramona (2nd), Haohji (3rd)
C6: Dining Room @ Veiled Lady (3rd), Ramona (3rd)
C7: Parlor @ Merellin (3rd)
Horul @ where 1st, 2nd, 3rd?
Horul
|
The hobgoblin stays in the side of the manor they finished the exploration in.
C3, C3, C4
If we missed something. That should be here.
Perception, C3:1d20 + 3 ⇒ (16) + 3 = 19
Perception, C3:1d20 + 3 ⇒ (8) + 3 = 11
Perception, C4:1d20 + 3 ⇒ (11) + 3 = 14
| GM rainzax |
After a couple of hours of searching, the party comes up empty, and with moments until midnight, they decide if it would be better to simply leave, or, to push their luck doing another round of searches...
Feel free to discuss - continue with Mavedarus Manor, or proceed onto the Final Mission?