Zepth. |
"What are those!?" Wonders Zepth as his magic and perform skills merge into an invigorating aura.
◆Inspire Courage
◇Lingering Performance DC 18: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
◆◆ Stride.
Olegaro |
"Hey, where did these things come from? I thought this was a secure vault!" Olegaro will cry as he races down the stairs to confront Creepy.
◆ Draws his flail
◆◆ Sudden charge, (double stride and strike) melee to hit Creepy, CA: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 with his flail for 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 bludgeoning damage
and afterwards will comment "That's right Moist, she did say that, I wonder what else Zarta was wrong about!"
Hanu, Friend of the Wood |
Hanu cartwheels to the center of the room, and blasts frightening with a bit of wooden vitality!
◆◆) Stride x2
◆) Channel Elements
◇) Kinetic Blast
Wood Kinetic Blast (Vitality, 30-ft) w/ Anthem (+1/+1) vs Frightening: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 251d8 + 1 ⇒ (6) + 1 = 7
Zepth. |
"Well, it sure seem that we need to get a new guy to check on those anti teleport spells!" answers back Zepth, trying to figure out just how many of these creatures are out there.
GM Frost |
One should wonder how these nightmares enter the Vault. Nonetheless, Moist magically hurls and critically hits his mark! 14 B damage to Frightening
Rybar pulls out a pinch of glitter made of dreams and applies it to his weapon but his attack hits nothing. Crit Success in EV but creature has no resistances, weaknesses, and immunities.
Otani, you are at the southern part of the Map and close to Creepy together with Olegaro and Zepth, if you miss your token that I put there. Do you want to redo your actions? Or do you intend to get past Creepy and go to Rain? The Precarious Shelves area is elevated and the stairs go down in circular way.
Zepth is so out of tune that he moves toward where Rain is. 1 rd of CA
Olegaro charges Creepy after drawing his weapon. The blunt end of his weapon squarely hits the shadowy head of Creepy! 12 B damage to Creepy
Hanu joins his allies to blast Frightening with vitality, making it to dissolve into nightmarish dust! Crit, Frightening is out!
⬤ RAIN'S NIGHTMARES! Round 1 ⬤
Party Condition(s): COURAGEOUS ANTHEM (1 rd): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Moist Definitely (AC 18) (HP 24/24) | 2☘️ |
Olegaro (AC 20) (HP 44/44, +1 tHP) | 2☘️ | Steel Shield (20/20 HP)
Zepth (AC 20) (HP 33/33, +1 tHP) | 2☘️ | w Keen Eyes
Hanu, Friend of the Wood (AC 19) (HP 42/42) | 2☘️ |
Rybar Ganon (AC 19) (HP 35/35) | 2☘️ |
➤ Otani (AC 20) (HP 33/33) | Cursebound 1 | 1☘️ |
Scary (HP -) |
Frightening (HP -28) |
Creepy (HP -12) |
Ōtani Yoshitsugu. |
Yes. Otani is concerned about Rain. He will Stride x3 to get there. I see him in the confusing stairs room, but not certain how many squares it will take? So...
Otani will jump off the stairs to the bottom and Stride towards Rain!
Skyborn
Unless that Blackness is wall? Hmmm...
GM Frost |
Yes, the black squares are walls, but heading northward, you should have no problem going down toward Rain.
Otani decides to head over to Rain by parkouring down the walls and stairs to check on him, leaving Olegaro to handle the nearby enemy alone. Please move your token on the map with your three Stride actions. I believe I moved it back. That Tengu heritage is neat!
Scary laughs out loud in a nightmarish manner while meeting the Pathfinders in the center of the Vault, leaving Rain behind that is cowered on the ground, whimpering.
Creepy faces Olegaro and scares him before it attacks the fighter. "Haha! The Vault will be your resting place!"
Intimidationt to Demoralize: 1d20 + 3 ⇒ (19) + 3 = 22 vs Olegaro's Will DC 18 (Success, Olegaro becomes Frightened 1)
With the successful taunt, he pokes him twice!
Spear Attack: 1d20 + 9 ⇒ (20) + 9 = 29 vs Olegaro AC 20, Frightened 1 (crit)
Damage, +2 vs Frightened creatures: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 P damage (x2)
Spear Attack: 1d20 + 9 ⇒ (7) + 9 = 16 vs Olegaro AC 20, Frightened 1
The first attack pokes him in the shoulder while the second one misses to connect. Nonetheless, Creepy is somewhat satisfied.
⬤ RAIN'S NIGHTMARES! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (1 rd): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Moist Definitely (AC 18) (HP 24/24) | 2☘️ |
➤ Olegaro (AC 20) (HP 33/44) | Frightened 1 | 2☘️ | Steel Shield (20/20 HP); Immune to Creepy's Demoralize
➤ Zepth (AC 20) (HP 33/33, +1 tHP) | 2☘️ | w Keen Eyes
➤ Hanu, Friend of the Wood (AC 19) (HP 42/42) | 2☘️ |
➤ Rybar Ganon (AC 19) (HP 35/35) | 2☘️ |
➤ Otani (AC 20) (HP 33/33) | Cursebound 1 | 1☘️ |
Scary (HP -) |
Frightening (HP -28) |
Creepy (HP -12) |
Zepth. |
Zepth will continue his performance while trying to get rid of scary with an arrow.
◆Inspire Courage
◇Lingering Performance DC 18: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
◆Draw Weapon
◆Shortbow on scary: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29, dmg: 1d6 + 1 ⇒ (2) + 1 = 3, deadly: 1d10 ⇒ 2
Moist Definitely |
Moist seems satisfied with his progress last round.
Hmm, this one isn't so Frightening. Don't worry Rain! We'll have the infestation cleared in no time!
he promises before looking around for another heavy object to propel.
He almost picks the talking skull before it clears its throat in suggestive disapproval.
Hmph. He picks a spare book instead, heading back towards the remaining... phantoms. Or whatever they are.
◆ Stride
◆◆ Cast a spell: Telekinetic Projectile vs Scary
Spell attack, bludgeoning damage (inspired): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 303d6 + 1 ⇒ (5, 4, 1) + 1 = 11
Olegaro |
"Woo, now that's a leap - nice one Otani"
Recoiling from Creepy, Olegaro will continue to swing at it, the first swing a bit wild though.
◆ Strike melee to hit,CA,frightened 1: 1d20 + 12 + 1 - 1 ⇒ (3) + 12 + 1 - 1 = 15 with his flail for 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 bludgeoning damage
◆ Exacting strike melee to hit,CA,MAP,frightened 1: 1d20 + 12 + 1 - 5 - 1 ⇒ (20) + 12 + 1 - 5 - 1 = 27 with his flail for 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 bludgeoning damage
◆ Raise shield - Steel Shield (Hardness 5, HP 20, BT 10) +2 to AC
Or if Creepy is gone then continue down the stairs
-----
↺ Shield Block with the steel shield to reduce damage by 5 and then Olegaro and the shield both take the remaining damage.
GM Frost |
Zepth inspires allies in a lingering manner. CA for 3 rounds His arrow also flies straight to Scary. Crit, 6 P damage +2
The same goes for Moist who closes in to his target and lands a well-aimed book into Scary's head. (Crit, 22 B damage)
Olegaro, on the other hand, Olegaro handles his fear while attacking Creepy, failing to land a hit at first but the second one cracks the thing out of the shadowy enemy that turns it into dark nothing. Creepy out The fighter goes to join the others.
⬤ RAIN'S NIGHTMARES! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2 to 4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Moist Definitely (AC 18) (HP 24/24) | 2☘️ |
Olegaro (AC 20) (HP 33/44) | 2☘️ | Steel Shield (20/20 HP); Immune to Creepy's Demoralize
Zepth (AC 20) (HP 33/33, +1 tHP) | 2☘️ | w Keen Eyes
➤ Hanu, Friend of the Wood (AC 19) (HP 42/42) | 2☘️ |
➤ Rybar Ganon (AC 19) (HP 35/35) | 2☘️ |
➤ Otani (AC 20) (HP 33/33) | Cursebound 1 | 1☘️ |
Scary (HP -30) |
Frightening (HP -28) |
Creepy (HP -24) |
Hanu, Friend of the Wood |
Hanu cartwheels close, then whips his tail, entrapping Scary, glyphs swirling around his body in protection!
Grapple (Athletics, Expert) w/ Lashing Tail (grapple, reach) vs Scary (Fort DC): 1d20 + 9 ⇒ (5) + 9 = 14
Hero Point!
Grapple (Athletics, Expert) w/ Lashing Tail (grapple, reach) vs Scary (Fort DC): 1d20 + 9 ⇒ (18) + 9 = 27
◆) Stride
◆) Shield (to AC 20)
◆) Grapple w/ Lashing Tail
↺) Shield Block (hardness 5)
Ōtani Yoshitsugu. |
The Tengu Strides and Strides and Strides!
Huffing from all that Striding last Round, the Tengu casts Shield. Seeing Hanu and Zepth, he waves.
The Oracle then casts Daze on Hanu's new best bud!
Mental Will DC 17, CA: 2d6 + 1 ⇒ (5, 3) + 1 = 9
GM Frost |
Hanu moves and lashes his tail to grab Scary after he raises magical shield for protection. Success, Scary is Grabbed
Otani raises shield and jolts the mind of Scary!
DC 17 basic Will save: 1d20 + 6 ⇒ (15) + 6 = 21 4 mental damage
It manages to partly block the mental assault.
⬤ RAIN'S NIGHTMARES! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2 to 4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Moist Definitely (AC 18) (HP 24/24) | 2☘️ |
Olegaro (AC 20) (HP 33/44) | 2☘️ | Steel Shield (20/20 HP); Immune to Creepy's Demoralize
Zepth (AC 20) (HP 33/33, +1 tHP) | 2☘️ | w Keen Eyes
Hanu, Friend of the Wood (AC 19) (HP 42/42) | 2☘️ |
➤ Rybar Ganon (AC 19) (HP 35/35) | 2☘️ |
Otani (AC 20) (HP 33/33) | Cursebound 1 | 1☘️ |
Scary (HP -34) | Grabbed (OG, Immobilized) by Hanu |
Frightening (HP -28) |
Creepy (HP -24) |
Rybar Gannon |
Rybar ◆◆ runs to get closer to the new foe. When close enough, he once again tries to determine a ◆ personal antithesis for Scary personal antithesis: 1d20 + 11 ⇒ (1) + 11 = 12
GM Frost |
Rybar runs toward the last enemy but he is so on a rush that he can't find the right item from his esoterica to use against the foe. OG until start of next turn.
Scary let's out a maniacal laugh and words to the closest Pathfinder (Hanu).
"You will be trapped here forever! Wahaha!"
Intimidation to Demoralize: 1d20 + 5 ⇒ (8) + 5 = 13 vs Hanu's Will DC 16 Fail
It seems that it does not bother the vanara. Nonetheless, Scary tries to escape from Hanu's tail.
Athletics to Escape: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 19?
Scary escapes. He then throws its spear to Hanu.
Spear Attack, MAP: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5 vs Hanu AC 19
But it misses the target entirely.
⬤ RAIN'S NIGHTMARES! Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2 to 4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Moist Definitely (AC 18) (HP 24/24) | 2☘️ |
➤ Olegaro (AC 20) (HP 33/44) | 2☘️ | Steel Shield (20/20 HP); Immune to Creepy's Demoralize
➤ Zepth (AC 20) (HP 33/33, +1 tHP) | 2☘️ | w Keen Eyes
➤ Hanu, Friend of the Wood (AC 19) (HP 42/42) | 2☘️ | Immune to Scary's Demoralize
➤ Rybar Ganon (AC 19) (HP 35/35) | 2☘️ |
➤ Otani (AC 20) (HP 33/33) | Cursebound 1 | 1☘️ |
Scary (HP -34) |
Frightening (HP -28) |
Creepy (HP -24) |
Moist Definitely |
Oh, this one's tough!
◆◆ Cast a spell: Telekinetic Projectile
Spell attack, bludgeoning damage (inspired): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 113d6 + 1 ⇒ (5, 3, 1) + 1 = 10
Now his aim is getting sloppy.
◆ Cast a spell: Shield
Zepth. |
"I got him!"
With that Zepth makes use of his newly acquired spellheart to both cast a spell and empower his next arrow.
◆◆Electric Arc on Scary, Ref DC 19, 3d4 + 1 ⇒ (3, 2, 4) + 1 = 10 electric damage
◆Shortbow: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30, dmg: 1d6 + 1 + 1d4 ⇒ (5) + 1 + (4) = 10 + deadly: 1d10 ⇒ 7
whoa, that was brutal
Rybar Gannon |
Pissed, Rybar moves closer to Scary. He then attacks it with his weapon implement.
◆move
◆strike: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 piercing: 2d6 + 3 + 4 + 1 ⇒ (2, 3) + 3 + 4 + 1 = 13
◆strikeMAP: 1d20 + 9 - 4 + 1 ⇒ (20) + 9 - 4 + 1 = 26 piercing: 2d6 + 3 + 4 + 1 ⇒ (4, 6) + 3 + 4 + 1 = 18 36 piercing
Olegaro |
Olegaro will jog down the stairs winding around the tower. Finally getting to the bottom he'll not quite reach Scary.
And then wince as Zepth and Rybar land a series of brutal blows on Scary!
Hanu, Friend of the Wood |
Hanu laughs as he easily slaps the spear away.
He lays down to relax, seeing both Zepth's arrows and Rybar's implement strike true!
GM Frost |
Moist hurls his projectile too far from the enemy's position. He then raises shield.
DC 19 basic Reflex save: 1d20 + 9 ⇒ (13) + 9 = 22 vs EA Success, 5 E damage
Zepth electrifies Scary and follows it up with an arrow that goes straight to the heart. Rybar gets closer to make sure it is gone by piercing its side.
Olegaro continues running just to find that the last enemy slowly dissipates to nothingness. Before it is totally gone, everyone can hear it ramble with phrases like “a world of boundless nightmares” and “the three of thirteen.”
COMBAT OVER! WELL DONE!
Olegaro (33/44 HP) [2☘️]
Zepth (33/33 HP) [2☘️]
Hanu, Friend of the Wood (42/42 HP) [2☘️]
Rybar Ganon (35/35 HP) [2☘️]
Otani (33/33 HP) [1☘️] | Cursebound 1
Once the Pathinders defeat the nightmarish enemies, Rain manages to regain his composure. In between yelping in fright and apologizing profusely for causing so much trouble, Rain quickly reaches into his satchel for useful items and gives them four lesser healing potions. Rain then takes a few deep breaths, then describes what happened when he tried to leave the vault.
“I took a few steps, then a few dozen more, but I couldn’t reach the door! I shouted for help, but nobody could hear me! Or nobody was there? I don’t know, it was like something out of a nightmare. I turned around, and there she was! I’ve never seen her before, but I knew it was her. Aslynn! Tall, dark, and hideous. She was dragging something, and singing… no, more like reciting poetry. That’s strange, right? And terrifying. Something about my nightmares coming to take me away. I tried to run, but she touched my mind! She took my nightmares right out of me… those things! Just like she said. Right out of my nightmares. I hope she isn’t still over there. I… I can barely think. It feels like the world is ending. I’m afraid I won’t be much use. Could you take a look, see if she’s there?”
Olegaro |
"Rain, its ok, you're safe with us now. I'll just go take a look at that door."
and Olegaro will walk up to the door but come back with a confused expression. "Ahhh, Zepth, Rybar, what do you make of this? I can't seem to get close to the door. Moist, you know lots about dreams - what do you think is happening? I think we might be stuck in here for now."
Turning to Rain, Olegaro will say "Rain, it might be best if you stayed with one of us while we are working here. It looks like we might be here for a bit until one of the others puzzles this out."
Moist Definitely |
Moist looks back at Rain after taking a peek.
Don't go that way. Perhaps we should get back to sorting through relics? We'll keep an eye out for Aslynn though!
Update: ninja'd! and so late in the night.
Hanu, Friend of the Wood |
Banana of Mending vs Olegaro: 2d4 + 6 ⇒ (1, 2) + 6 = 9
Sweeter than before!
Rybar Gannon |
"I'm not sure what it is Olegaro. Let me see if I can figure it out." Rybar tries to get out of the door.
esoteric lore: 1d20 + 11 ⇒ (20) + 11 = 31
Ōtani Yoshitsugu. |
Otani attempts to take a walk on the wild side...
Religion(T): 1d20 + 6 ⇒ (4) + 6 = 10
It's freaking me out, man....
The Oracle then huddles in a corner for 10 minutes...
Refocus
GM Frost |
Hanu provides bananas for Olegaro healing him better than before.
After discovering the group is trapped, Rain nearly succumbs to despair. He composes himself long enough to urge the Pathfinders to continue searching the vault.
"Let's continue our work here. I hope we can discover more useful information about the treasures here or perhaps acquire useful gear to use against intruders." Rain remains wracked with a sense of impending doom.
Everyone has 20 minutes to Explore the Vault of Boundless Wonder or conduct other activities such as Treating Wounds and Refocusing. Otani's Refocus will be counted against this. See “To-Do List for My Amazing Pathfinder Friends!” below. Searching an area of the vault takes about 10 minutes. When you Explore the Vault of Boundless Wonder, attempt a skill check, choosing from the skills indicated in the area you’re searching. Other Lore checks that are appropriate will be allowed. See the MAP and move your tokens to the labeled area you want to explore.
2. Pile of treasure. We probably shouldn’t leave everything in a pile like that, but we’ve been short-staffed. See what’s in there! (Skill Check: Arcana, Crafting, or Perception at A2)
3. Assorted items. There’s all kinds of stuff up in the raised storage areas on the west wall and in the northeast corner. Did we find any magic potions in the vault? Alchemical items? Talismans? You bet we did! I know a healing potion when I see one, but some of this stuff is beyond my experience. See what you can find! (Skill Check: Arcana, Crafting, or Perception at A3a, A3b, A3c)
4. Pile of empty chests. I already looked through these. If you find more empty chests, just pile them in the southwest corner of the vault.
5. Danger! These shelves are way up high and piled high with dangerous poisons and possibly cursed items. I think Zarta felt it would be safer if they were out of reach, but we should make sure there’s nothing too dangerous up there. (Skill Check: Acrobatics, Athletics, Medicine, Thievery, or Underworld Lore at A5)
6. Weapons. There are lots of magic weapons lying around. See if you can find the most powerful ones. Our field agents sure could use them! (Skill Check: Arcana, Crafting, Gladiatorial Lore, or Warfare Lore at A6)
7. Scrolls and such. We sure did find lots of scrolls! Thought I saw some wands in there, too. Might be something useful for the Society’s spellcasters in there. (Skill Check: Arcana, Nature, Occultism, or Religion at A7)
Thanks for your help!
—Rain in Cloudy Day
Everyone is up to Explore again the Vaults!
Olegaro |
"I'll give the high shelves one more try as it seems the best fit for my skills. But I think we've given it a good look so far, so maybe others should spread out a bit? Its also an annoying place to get stuck in if something else attacks the vault" and then looks over to Otani with a grin "Unless you can just jump down the side - that was impressive!"
and Olegaro will go back up to the high shelves and search there Athletics: 1d20 + 11 ⇒ (12) + 11 = 23
Ōtani Yoshitsugu. |
Otani wanders over to the
There are lots of magic weapons lying around. See if you can find the most powerful ones. Our field agents sure could use them! (Skill Check: Arcana, Crafting, Gladiatorial Lore, or Warfare Lore at A6)
The Samurai begins testing weapons!
Warefare Lore(T): 1d20 + 5 ⇒ (8) + 5 = 13
Moist Definitely |
Someone else should talk to that damned skull! I think it's really just a prank novelty gift made by some wizard with too much free time!
7. Scrolls and such.
Moist wanders over to the pile of scrolls to see if there are, indeed, some wands in there too.
Occultism: 1d20 + 9 ⇒ (3) + 9 = 12 He doesn't think so...
GM Frost |
If you are not doing anything other than Exploring the Vaults, you can roll two skill checks that is good for twenty minutes.
Moist Definitely |
Moist takes a second pass over the scrolls. He needs to accomplish something!
Occultism: 1d20 + 9 ⇒ (19) + 9 = 28
Olegaro |
Olegaro will wind his way down again from the high shelves and search through the treasure pile in the center of the vault.
2. Pile of treasure perception: 1d20 + 8 ⇒ (4) + 8 = 12
((Olegaro has a shiny new aeon stone in his wayfinder which will have healed the last of his wounds as he has been searching))
Zepth. |
Zepth will go and try his luck with the scrolls in the vault.
7. Scrolls and such.
Occultism: 1d20 + 5 ⇒ (3) + 5 = 8
Occultism: 1d20 + 5 ⇒ (10) + 5 = 15
Rybar Gannon |
"Guys, Rain asserted that Aslynn interacted with him. This could mean that Aslynn is somewhere here in the vault. Be very careful."
Rybar decides to take a break from the Skull and rethink his words as well as his approach. He heads over to the Pile of Treasure, and takes a look around to see what's to be found.
perception: 1d20 + 7 ⇒ (4) + 7 = 11
He then decides to go back to the skull and try his luck once again. "Hey bonehead! Is there any way for you to help us take on Aslynn head on?"
diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24
Hanu, Friend of the Wood |
A shiny catches our silly hero's attention - he cartwheels over to investigate!
Perception (Trained) vs Assorted Items (3): 1d20 + 6 ⇒ (14) + 6 = 20
Perception (Trained) vs Assorted Items (3): 1d20 + 6 ⇒ (15) + 6 = 21
GM Frost |
Olegaro heads over to the shelves and finds nothing useful but handles arranging the tomes alphabetically. Otani refocuses and then arranges the weapons on the shelf by type but they are all mundane.
Moist records all the scrolls on folk medicine, among others. He continues to do so when he finds a wand of widening (for 1st-rank spells) tucked between them!
Olegao moves over the pile of treasures and sorts them to their use but finds nothing that can be used against enemies.
While Zepth rummages the scrolls, he finds several long items that look like wands, but they’re just paintbrushes, silverware, quills, and the like.
Rybar finds the same stuff as Olegaro so he moves to the table where the talking skull is located. "Aslynn who? I don't even know you!" the talking skull replies. "Watch your tone or I'll throw you a bone!" But The skull has a change of mood in an instant and says, “Call me Zykyryz! No, it isn’t my name, but it’s shorter than ‘all powerful wizard.’ That’s right, I can do magic! Just wait. Keep me close, and I’ll prove it to you.” the skull waits for Rybar to be carried or put on a bag in his person.
"Come on now, bring me with you! Don't be shy! You can put me in your bag, I don't mind." Rybar can see the talking skull's eyes slightly glow and sense there is a grin in their face.
Hanu goes to the pile of assorted items and finds a potency crystal and wolf fang among the mundane objects he is sorting out.
I would like to know if Rybar will carry the talking skull or not.
On the other hand, you can use the items you found in Exploring the Vaults. I listed them in page 12 of Slides.
Rybar Gannon |
Rybar will carry the skull, put it inside a belt pouch. "I hope this is okay. You didn't say where or how I should carry you."
GM Frost |
"This will do!" the talking skull happily tells Rybar.
Hanu affixed the Crystal to Olegaro’s sword.
Unfortunately, affixing takes ten minutes so I will hold that for now.
A cry from Rain in Cloudy Day again pierces the vault. “Oh, no! She’s back!” Moments later, an imposing figure steps into the vault, striding straight past the cowering Pathfinder. With her wild hair, wicked curved horns, sharp teeth, and glowing eyes, she’s a fearful sight. The bones of her enormous, clawed hands make hideous cracking sounds as she heaves on a chain wrapped around her torso, dragging an iron cauldron across the stone floor. It nearly tips, spilling a glob of vile black ooze filled with vibrant constellations.
She casts her gaze around the vault and rises to her full height. She speaks, her voice like a dying goat by a crackling fire.
“What is this? Ah yes, I see. Precious treasures, all for me!
“A dagger, its twin my child wields. I command you, Star: break cities! Burn fields!
“A key, its message yet unclear. Why does it hide? What does it fear?
“Pathfinders! You’ll seek boundless wonder across the land... and find
Aslynn’s nightmares, hand in hand!”
Aslynn stoops to grasp the chain once more and proceeds with her cauldron into the vault, still ignoring Rain and anyone else around her.
Suddenly, a new voice—a harsh whisper—carries through the air. “Psst! Hey, you! Pathfinders! She’s not real. Well, not too real. Just a bit. No time to explain! You’ve got to distract her! Don’t let her find what she’s looking for! Distract her, then find a way to get rid of her!”
Aslynn moves slowly around the vault, dragging her overflowing cauldron, repeating haunting verses, cackling with glee, raking claws along surfaces, sniffing objects, and otherwise behaving in a disturbing manner.
“She’s a mental projection of sorts, a piece of Aslynn’s mind! Maybe you can speak some magic words or something? Or maybe she’ll go away if she gets what she wants! She wants one thing: treasure! So, give it to her! Just… not the good stuff, you know?” the new voice tells them.
The first step in thwarting Aslynn’s double is to divert it from the treasures it seeks. A PC can accomplish this with a successful DC 16 Deception, Occultism, or Performance check.
I need somebody to distract it first!
Rybar Gannon |
Rybar draws a dagger and shouts "Hey Aslynn! This is the dagger that you're looking for!" He shows her the dagger, then hurls it into the assorted pile of treasure (in area A3C).
Good luck finding that! Rybar tells himself.
deception: 1d20 + 9 ⇒ (18) + 9 = 27
GM Frost |
Aslynn looks at Rybar and follows the dagger he hurls into the pile of treasures! "Where is it? Where is it?" She burrows into the pile to find the dagger.
She is currently distracted! Others can attempt to trap it by, for example, using DC 19 Arcana, Nature, Occultism, or Religion to speak incantations, using DC 19 Crafting or Deception to swap valuable magic items with shiny non-magical baubles, or using an appropriate DC 17 Lore skill to Recall Knowledge about night hags and their behaviors and weaknesses. Other appropriate checks will be allowed. Your group needs 2 successes (or one critical success) to trap Aslynn’s double.
The first time a PC fails one of these checks, the PCs are free to continue their attempts. For every failed check thereafter, however, the PC acting as a distraction must attempt another Deception, Performance, or Occultism check to hold the double’s attention. The DC increases by 2 for each subsequent distraction attempt after the first.
The others can act to trap her!
Olegaro |
"Oooh where did she come from?" says Olegaro looking quite uneasy.
He casts around for where the other voice then comes from, frowns and then calls out "OK, who's taken up ventriloquism?"
perception: 1d20 + 8 ⇒ (17) + 8 = 25
GM Frost |
If someone else sets a trap can Olegaro shove Aslynn into it (using athletics)?
I will allow it.
Moist Definitely |
Moist has no trap, but...
DC 19 Occultism: 1d20 + 9 ⇒ (1) + 9 = 10
He's also apparently off his focus when it comes to employing his mystical energies.
GM Frost |
He casts around for where the other voice then comes from, frowns and then calls out "OK, who's taken up ventriloquism?"
“There’s no time! We’ll have a nice chat after you deal with Aslynn. Wish I could help, but my hands are tied. Ha, I crack myself up! Well, get on with it.” the new voice responds to the call.
There is no consequence when somebody crit fails to trap her so I will count Moist's skill check as a regular Failure.
She is currently distracted! Others can attempt to trap it by, for example, using DC 19 Arcana, Nature, Occultism, or Religion to speak incantations, using DC 19 Crafting or Deception to swap valuable magic items with shiny non-magical baubles, or using an appropriate DC 17 Lore skill to Recall Knowledge about night hags and their behaviors and weaknesses. Other appropriate checks will be allowed. Your group needs 2 successes (or one critical success) to trap Aslynn’s double.
The first time a PC fails one of these checks, the PCs are free to continue their attempts. For every failed check thereafter, however, the PC acting as a distraction must attempt another Deception, Performance, or Occultism check to hold the double’s attention. The DC increases by 2 for each subsequent distraction attempt after the first.
The others can act to trap her!
Zepth. |
Zepth will try and channel some divine energy from the surroundings using incantations he's heard before, hoping it'll be enough to trap the hag.
Religion: 1d20 + 7 ⇒ (18) + 7 = 25