| Trevor Kastner |
Rova 27, 4718 (Oathday) (Yanmass, Taldor)
Inside The Grand Uncle, there are a few crude wooden tables crowded with many hooded figures. In the back, is an alcove filled with plush colorful pillows where a few mind-addled individuals recline and smoke from hookahs. The proprietor is a short, dark-skinned gnome with colorful whiskers and a turban that doubles his size. He hops down from behind the bar when you enter and greets you. ”Welcome to the Grand Uncle. I haven’t seen your faces before. I only have one rule here. Don’t cause any trouble. If you can abide by that, I’m happy to take your coin. What’s your poison, sirs?”
"Well met, our most festive host!" Trevor smiled. "You have a lovely establishment. What beverages do you offer?" Diplomacy: 1d20 + 22 ⇒ (15) + 22 = 37
| GM Peachbottom |
"Why thank you." the gnome jingles as he goes into a low bow. "The regulars call me Uncle. I sell only the finest imports from Qadira, Casmeron, and Galt. If you want local fare, you're in the wrong place. Thing is, because of the recent bandit attacks, prices of imports have gone way up. Even though the attacks have reportedly stopped, it'll be a while before the prices come back down. You understand, don't you?" Uncle jingles a pouch of coins on his belt.
Uncle charges 10 to 50 gp for the more standard drinks. And it only goes up from there for more exotic ones. This is a lot for a location in the Backhill District where you could find other places that sell beer for a copper or silver, although the quality of those drinks are sometimes just above swill.
| Trevor Kastner |
"You know what?!" Trevor exclaimed. "We have had a good bit of Desnan Luck lately. I think we should indulge for a moment. Uncle! A round of your more exotic fare for the table, please"
Diplomacy: 1d20 + 22 ⇒ (3) + 22 = 25
(Thinking something 100gp per person, GM Peachbottom.)
| Xallis Livara |
On the next day, Xallis makes sure to have some layers of protection. Two castings of extended mage armor on himself and his eidolon should function well enough.
"Perfeectly understandable, Unkle." Xallis smiles. "Prices will come down when they come down. The market is to be respected, not strong-armed. And speaking of, I do look forward to enjoying myself here.
Diplomacy (aid): 1d20 + 19 ⇒ (2) + 19 = 21
| GM Peachbottom |
(Thinking something 100gp per person, GM Peachbottom.)
Sure.
Uncle sits you at an empty table. He brings over a fancy bottle of wine and glasses. "For you sirs, our finest bottle of Yellow Tail Sauvignon, transported from over the World's Edge Mountains. Not an easy task, I assure you. I'll give you all your privacy." The owner bows then bounces back to the bar area.
You unseal the bottle and the wine tastes great. After a little while, a burly half-orc makes his way over to your table. "Nobles don't come down here for the atmosphere. You got work?"
(Are you looking for anything in particular by coming here?)
| Tychus Marcaius |
Tychus does his best to appear relaxed in such a debaucherous establishment. He partakes in the wine, but not as vigorously as Trevor. I'd assume.
"Does information count as work? It certainly pays like it was." Tychus not so subtly hints, giving the half-orc a knowing look. He flashes a few gold coins between his fingers.
"You seen any aasimars in here lately? The kind with a veil and a round cap?"
| GM Peachbottom |
The half-orc's eyes twinkle at the gold but replies with a sigh. "Can't say that I have. But if you haven't noticed, most people tend to keep their identities a secret here. Such a person could be here right now. But I don't recommend you go around pulling off people's hoods. That's a sure way to get a dagger in the gut."
"Sounds like you are describing one of them priests from the Cult of the Twilight Child. Yeah, I heard o' 'em. No one marks their territory in Yanmass without the locals noticin'. If one of them priests was here, he was probably hiring a hit on someone. Not very priestly of him, is it?"
| Trevor Kastner |
"Sounds like you are describing one of them priests from the Cult of the Twilight Child. Yeah, I heard o' 'em. No one marks their territory in Yanmass without the locals noticin'. If one of them priests was here, he was probably hiring a hit on someone. Not very priestly of him, is it?"
"Sadly, that depends on the religion", Trevor answers with a small shrug, as he continues to enjoy the Yellow Tail Sauvignon.
| GM Peachbottom |
"Sure, if it was Asmodeans or the like. But it was my understanding the the Cult of the Twilight Child was a sect of Abadarans. Too straight-edge for my tastes but not murderers as far as I know. Why are you inquiring? Looking for trouble? What am I saying, if you're here, of course you're looking for trouble."
| Henrika Karthis |
Henrika watches the half-orc as she listens to Tychus and Trevor question him. Maybe I'm biased by his superficial similarities to Jack, she thinks, but this man seems like he would be a capable agent. I wonder if we can hire him to investigate further on our behalf?
It doesn't seem like we're being very secretive about who we are. If I've misread that and we are trying to hide our identities, please assume that Henrika would recognize her team-mates' objections and stop before she reveals too much.
"You have probably heard of us," she notes with a bit of a haughty expression. "We're troubleshooters hired by the Yanmass Council to deal with certain of the city's problems of late. We recently found and recovered the lost cavalry and removed the bandits that were interrupting trade outside the city. If you're looking for work, we might have a task for you. What's your name? Do you have a particular set of skills?"
| Falchion Jack |
Jack looks over the potential mercenary, trying to assess his value to their cause.
Does he seem like a former soldier? Does he look like he knows how to wear heavy armor or wield martial weapons?
Profession (soldier): 1d20 + 12 ⇒ (13) + 12 = 25
| GM Peachbottom |
He's just some random NPC I made up on the spot.
Does he seem like a former soldier? Does he look like he knows how to wear heavy armor or wield martial weapons?
He's not wearing any armor currently. He looks strong enough to be a soldier, but you think it is more likely he is just another street thug.
"I had heard of a group out solving Yanmass' problems. The Kozan Bravos, right? Now I can put a face to the name. You can call me Rowe. If the coins right, there's no task too dirty for me to take on. By skills involve hitting things and stabbing things and sometimes breaking things."
| Xallis Livara |
Xalllis takes a long sip from his drink as he sends a message to Navia. The eidolon nods, closing her eyes as she 'listens' to the movements around her. Those last thugs made an ambush from invisibility, and it might be a popular way to say 'hello' around this part of town.
"Rowe. A pleasure." Another sip. "Yes, the cult priest was here hiring a hit. Possibly an Aasimar. Golden twinkle to the eyes, likely a bit of music in the voice. Things you can't hide under a hood. Does that ring a bell?"
| GM Peachbottom |
Rowe throws his hands up, "I already told you I didn't. If that's all you're looking for, you're out of luck." Rowe leaves.
I'm going to call this encounter here. This location is a red herring. There's not much interaction going on and there's nothing else to learn here so I don't want to drag it out.
Once you finish your drinks you leave the tavern learning little more than a few common rumors.
We'll do one more persona phase now while you prepare for your next location. Likely the Sanguine Brother's Fine Meats.
| Henrika Karthis |
Henrika calls out to Rowe as he leaves, beckoning him back and inviting him to join them at their table. "Not the Kosan Bravos," she says, "But something much greater. Haven't you heard of Sir Xallis and his Taldan Patriots? How would you like to help determine the glorious future of our country, and be well-paid while doing so? Enjoy this fine wine and listen while I explain." She proceeds to give a recruitment pitch, attempting to charm the mercenary and his associates to their cause.
Develop Charm Persona (Diplomacy DC 27), Charm bonus: 1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26
Soooo close! I guess I have to reroll that with a hero point.
Reroll (hero point) develop Charm Persona (Diplomacy DC 27), Charm bonus: 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37
| Trevor Kastner |
Persona Phase
Trevor has a secret meeting with his agents and Dame Trant.
"Alright, ladies and gentlemen. We need eyes on and inside The Twilight Child cult. This survailance comes at a high risk. But as Cayden has faith in me: I have faith in you. Be descreet. Redirect. And Always listen."
Advanced Operation: They're With Me (Charm), with Persona Bonus (Operation DC 15): 1d20 + 22 + 4 ⇒ (9) + 22 + 4 = 35
| Tychus Marcaius |
Persona Phase
Tychus sets aside some time to seek out people who have yet to fall under the Cult's sway, spreading word of their duplicitous ways. His hope is to mobilize the city against the Cult's influence.
Develop Persona (Sacrifice)(Perform) - DC 21: 1d20 + 11 ⇒ (15) + 11 = 26
| Icabhod Tilneros |
Persona Phase
Icabhod makes an attempt to draw away the cult's attention by driving legislation to bring up old and obscure tax and zoning codes to see if they can be distracted by being pestered by tax collectors and other city officials
Develop Persona Sagacity/Sense Motive DC 17: 1d20 + 11 ⇒ (3) + 11 = 14
Try that again. Hero point
Develop Persona Sagacity/Sense Motive DC 17: 1d20 + 11 ⇒ (14) + 11 = 25
| Xallis Livara |
Persona Phase
Xallis is getting tired of these mercenary ambushes. While it's less likely that the Earl will try again, it's also possible that the buffoon will assume that he will assume that he won't try the trick again. He calls for Julania to coordinate an effort to put people in many places to overhear anything juicy their troublesome foe may say.
Watch Yander Merkondus (Charm, Persistent, Risky, 9 Agents, Julania support): 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Sending sis on this one.
| GM Peachbottom |
Persona Phase
Henrika
"Not the Kosan Bravos," she says, "But something much greater. Haven't you heard of Sir Xallis and his Taldan Patriots? How would you like to help determine the glorious future of our country, and be well-paid while doing so? Enjoy this fine wine and listen while I explain."
Rowe turns around. ”Taldan Patriots? I can’t say that I have. But I do like the sound of good pay.” He returns to the table. ”Tell me more.”
Henrika’s Charm Rank increases from 5 to 6. She gains 2 new agents. One can be Rowe. At Rank 6, she can perform Advanced Operations with Charm.
Icabhod
Icabhod’s efforts begin to take effect. Numerous officials take up the task of pestering the church with paperwork and fines.
Canny Investments: 2d6 ⇒ (5, 5) = 10
Icabhod’s increases from 0 to 1. He gains 2 new agents. His persistent operation, Canny Investments earns him, 10 gold.
Trevor
Advanced Operation: They're With Me (Charm), with Persona Bonus (Operation DC 15): 1d20 + 22 + 4 ⇒ (9) + 22 + 4 = 35
Operations checks are done a little different than Increasing a Facet. It’s not a skill check. You just roll 1d20 plus the number of agents you send. And you can send agents up to your current facet rank. You with a rank of 7 Charm, Trevor could send 7 agents and roll 1d20+7. With his roll of 9, his result is 16. (If you send your cohort, with the Coalition Leader feat, you can get an additional +2 but then the cohort is unavailable.) Also, a the DC for They’re with Me is a DC of 15 or a DC of 10 + the Sense Motive modifier of the agents’ commander (whichever is higher). 10 + the Sense Motive of the commander in the Encircling Bower is the higher DC. Unfortunately, Trevor’s Operation does not succeed. His 7 agents are lost. But fortunately, with the Coalition Leader feat, Trevor gets a free Recover Agents operation each persona phase to get them back.
If you want to use a reroll, I’ll let you, but the DC is a secret. If you want to use Malphene, she does not get lost on a failure.
Trevor sends agents to infiltrate the Cult of the Twilight Child. They fail to report back in when Trevor tries to get in contact with them.
Tychus
Tychus’s attempts to sway patrons of the cult are effective. The crowd sizes during the cult’s daily sermons starts to diminish.
Tychus’ Sacrifice Rank increases from 3 to 4. He gains 2 new agents. At rank 4, he gains admirers among the clergy, healers, and philantropists.
Xallis
Xallis sends Julania and some agents to keep an eye on Earl Merkondus. They succeed in getting in place and will warn you of any activity.
Xallis’ Operation to Watch Yander Merkondus is a success. Tychus also currently had the Watch Yander Merkondus Operation ongoing. I’ll figure out a little bonus for doubling up on him. The 9 agents sent and Julania are unavailable until you end the operation.
Another post coming up.
| Trevor Kastner |
Trevor
Trevor wrote:Advanced Operation: They're With Me (Charm), with Persona Bonus (Operation DC 15): 1d20 + 22 + 4 ⇒ (9) + 22 + 4 = 35Operations checks are done a little different than Increasing a Facet. It’s not a skill check. You just roll 1d20 plus the number of agents you send. And you can send agents up to your current facet rank. You with a rank of 7 Charm, Trevor could send 7 agents and roll 1d20+7. With his roll of 9, his result is 16. (If you send your cohort, with the Coalition Leader feat, you can get an additional +2 but then the cohort is unavailable.) Also, a the DC for They’re with Me is a DC of 15 or a DC of 10 + the Sense Motive modifier of the agents’ commander (whichever is higher). 10 + the Sense Motive of the commander in the Encircling Bower is the higher DC. Unfortunately, Trevor’s Operation does not succeed. His 7 agents are lost. But fortunately, with the Coalition Leader feat, Trevor gets a free Recover Agents operation each persona phase to get them back.
If you want to use a reroll, I’ll let you, but the DC is a secret. If you want to use Malphene, she does not get lost on a failure.
Trevor sends agents to infiltrate the Cult of the Twilight Child. They fail to report back in when Trevor tries to get in contact with them.
Trevor will reroll.
Advanced Operation: They're With Me (Charm), with Persona Bonus: 1d20 + 22 + 4 ⇒ (11) + 22 + 4 = 37 Slightly better.| GM Peachbottom |
Lamashan 4, 4718 (Oathday) (Yanmass, Taldor)
It’s time to investigate the Sanguine Brothers Fine Meats and stop the dream plague that they are causing.
This large building is made of brick and wood, both faded to the same drab shade of brown from years of neglect. The front of the building bears the words “SANGUINE BROTHERS FINE MEATS” in large, rust-red letters beneath the enormous painted faces of two halfling men with bushy sideburns. The eyes of the halflings are large, round windows, giving them vacant, surprised expressions. Three squat towers rise up from the rear of the building, and the building’s massive doors are chained shut. An aura of long neglect hangs over the slaughterhouse.
A double door leads into the slaughterhouse floor, but is chained, and locked. A second pair of double doors is located on the side of the building and is also chained and locked.
You can attempt a Disable Device on one of the locks or any other method you want to try to use to get through.
| Xallis Livara |
Pre-arrival buffs include a double dose of Mage Armor, extended barkskin on Navia, and an extended Heroism on one party member who would like it.
As they approach the building, Xallis silently gestures towards the door. Navia nods, stepping close and giving it a peek for any kinds of traps.
Navia's Perception: 1d20 + 16 ⇒ (19) + 16 = 35
Disable Device: 1d20 + 19 ⇒ (8) + 19 = 27
| GM Peachbottom |
Disable Device: 1d20 + 19 ⇒ (17) + 19 = 36
On Navia's second try, she pops the lock and unstrings the chains wrapped around the door handles. However, she finds that the doors still won't open. They are barred from the other side.
You could smash your way in, but that would make a lot of noise.
Navia does not sense any traps. The interior is quiet at the moment and although muted, the smell of rotting meat seeps out.
If you want to force your way in, the door is hardness 10, hp 15; or a break DC 25 Str check.
| Tychus Marcaius |
"I'd rather not cause a ruckus on our way in."
Tychus pauses for a moment, rubbing his stubble with a gloved hand.
"Let's take a quick peek and see if anyone is home."
He proceeds to one of the halflings "eyes" and takes a quick look inside.
I'm assuming the windows are on ground level? Or fairly reachable.
Perception: 1d20 + 19 ⇒ (9) + 19 = 28
| GM Peachbottom |
I drew a dumb little picture of the front of the buildling on the map page.
The round windows are are about 12 feet above the ground. After you examine the building, you can see there are also smaller rectangular windows that once let light into the other rooms of the building. These smaller windows are 3-ft. wide and only 6-inches tall and are near the ceiling of the building.
Both the round windows and the rectangular windows are caked with dirt so that light no longer enters the building and it is difficult to see inside.
Fortunately, the dirt on the windows seems to mostly be on the exterior, so you could try to clean a window if you could get up to it.
The round windows are large enough that you could break one as an alternative entrance. But breaking a window is also noisy. The rectangular windows are too narrow for any of you to fit through.
| Henrika Karthis |
Henrika prepares for their assault on the former meat packing establishment by casting false life, heightened awareness, message, and see invisibility on herself. She also casts remove fear on herself, Jack, and Malphene.
False life hp: 1d10 + 8 ⇒ (9) + 8 = 17
Henrika frowns. "Perhaps we should check the perimeter for additional entrances?" she whispers to the group. "If anyone is inside, they can't have come through this way unless an accomplice locked the chain behind them."
Can I suggest Navia wears the swarmbane clasp we're carrying around? Henrika already has a magic amulet, so she'd have to lower her AC to wear it. It seems likely to me that we'll encounter bugs and other vermin in a place with old meat. ;)
| Xallis Livara |
"I can climb up there and check the window." Navia says, stepping up to the wall and digging a claw in. "Does anyone have a spare cloth to wipe away the muck?"
Navia's stealth: 1d20 + 22 ⇒ (10) + 22 = 32
Navia's relying on an amulet of mighty fists. But if you'd like, Xallis could cast barkskin for a natural AC bonus.
| GM Peachbottom |
"Perhaps we should check the perimeter for additional entrances?" she whispers to the group. "If anyone is inside, they can't have come through this way unless an accomplice locked the chain behind them."
You carefully check the other high windows around the perimeter and eventually find a single small rectangular window that is open. It is too small for a Medium sized person to enter, but a Small animal could squeeze through.
Tychus and Navia can peer inside. The window overlooks the large main chamber of the building. Tychus can just make out shadows, but Navia with her darkvision can see inside better.
This cavernous chamber has several doors leading out to the south, west, and east. Two of these are massive double doors with brackets so they can be barred. A catwalk high on the northern wall winds around three tall towers, but the stairs at either end of the catwalk are tumbled and mangled wrecks.
Much of the machinery that once spanned this slaughterhouse floor has been pushed together into a pile in the center of the room. This mechanical conglomeration of conveyor belts, tables, and articulated hooked arms all jumbled together rises up to the level of the catwalk.
Standing on the slaughterhouse floor is a single white ram that bleats helplessly.
From there, you circle around to the front of the building and the round glass windows. You manage to wipe away some of the dirt and look inside. Like the main chamber, this room is also only lit by the dim light entering from the cleared window.
The walls of this room are painted a stark white, and a single massive meat hook dangles from the ceiling in the center of the room. Although the room is large, its thickly padded walls give it a close, claustrophobic feel. A heavy double door leads out of this room to the north. Four round, grimy windows pierce the south wall, twelve feet above the floor. Several humanoid corpses are piled on the floor beneath the windows.
Amongst the bodies, you recognize the remains of Kozan Bravos. Their bodies are naked and have long ribbons of flesh stripped away. Their faces bear disturbing mixtures of horror and delight.
Tychus Will save: 1d20 + 9 ⇒ (18) + 9 = 27
Navia Will save: 1d20 + 5 ⇒ (10) + 5 = 15 Duration: 1d4 ⇒ 2
Navia is shaken for 2 minutes from the sight within.
Then the psychic torment of the victims here coalesces and rises into the air in the form of a spirit. It lets out a lustful moan and looks in Tychus’ and Navia’s direction. Tychus and Navia drop down to the ground but the spirit passes through the exterior wall to pursue.
Since there wasn’t a lot of room on the map in the front of the building, I made a little space off to the side to use for this encounter. You are still in front of the building.
Once the spirit exits the building, anyone with the Religion skill can attempt to identify it.
Monster Lore
•This is a festering Spirit.
•A festering spirit’s type is undead (incorporeal).
•A festering spirit arises when a vile person’s corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature’s personality.
•A festering spirit secretes an oily chemical that other creatures find offensive.
•A festering spirit’s slime resembles the putrefying sludge of decaying corpses. Any creature that touches or is touched by a festering spirit may become covered with nauseating slime.
•A humanoid creature killed by a festering spirit becomes a festering spirit under the control of its killer in a few days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
Undead Traits
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
•Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability
scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is
harmless).
Incorporeal Traits
•An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.
•An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
Henrika: 1d20 + 7 ⇒ (4) + 7 = 11
Icabhod: 1d20 + 6 ⇒ (13) + 6 = 19
Trevor: 1d20 ⇒ 15
Tychus: 1d20 + 12 ⇒ (17) + 12 = 29
Xallis: 1d20 + 1 ⇒ (15) + 1 = 16
Falchion Jack: 1d20 ⇒ 11
Malphene: 1d20 ⇒ 7
Festering Spirit: 1d20 + 8 ⇒ (12) + 8 = 20
Round 1
Initiative
29 – Tychus (65/65 hp)
20 – Festering Spirit
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 10 rd)
16 – Navia (39/39 hp) (Shaken 2 min, Sickened 10 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp)
07 – Malphene (50/50 hp)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Heightened Awareness (80 min), ▲Message (80 min), ▲See Invisibility (80 min), ▲Remove Fear (80 min)
Icabhod: ▲Barkskin (+3, 80 min), ▲Heroism (80 min)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr)
Jack: ▲Remove Fear (80 min)
Malphene: ▲Remove Fear (80 min)
Henrika: 1d20 + 7 ⇒ (17) + 7 = 24
Icabhod: 1d20 + 6 + 2 + 6 ⇒ (17) + 6 + 2 + 6 = 31
Trevor: 1d20 + 9 ⇒ (9) + 9 = 18
Tychus: 1d20 + 10 ⇒ (8) + 10 = 18
Xallis: 1d20 + 6 ⇒ (2) + 6 = 8
Navia: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Falchion Jack: 1d20 + 8 ⇒ (17) + 8 = 25
Malphene: 1d20 + 7 ⇒ (15) + 7 = 22
The spirit is surrounded by a foul smelling aura of rotting flesh. Xallis and Navia are sickened by the smell. They are sickened for 10 rounds. Everyone else manages to endure the stench.
Just Tychus gets to act before the spirit goes.
The spirit can fly but it is currently at ground level. If I missed any starting spells, let me know.
| Tychus Marcaius |
Knowledge (Religion): 1d20 + 11 ⇒ (15) + 11 = 26
"I would recommend avoiding it's slime. It's smell isn't great either." Tychus manages to blurt out as he hides his nose in the crook of his arm. He glances over to Trevor as he backpedals, hoping the cleric has some holy energy at the ready.
Attack: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 1d10 + 14 ⇒ (1) + 14 = 15
Oof, double 1s. May as well use a re-roll.
Attack RR: 1d20 + 16 ⇒ (11) + 16 = 27
| GM Peachbottom |
Round 1
Tychus’ bolt shoots through the spirits body. The bolt makes a wet “gloop” noise but continues on with no resistance.
Tychus hits the festering spirit. Since it is incorporeal, it takes half damage with is 7 damage.
Tychus’ attack draws the creature’s attention and it surges forth in his direction. Navia is caught in the spirit’s path as it attempts to engulf the two targets.
The festering spirit’s attack functions like a trample attack. Navia and Tychus can both choose to either hold their ground and make an attack of opportunity at a -4 penalty and take damage; or they can attempt a Reflex save DC 18 to move out of the creature’s path and avoid taking any damage.
If Navia or Tychus holds their ground or fails their Reflex save, they will take 1 Con damage and will also need to make a Fortitude save DC 18 as the creature slimes them.
Navia Nauseated: 1d4 ⇒ 4 If Navia fails her Fortitude save, she is nauseated for 4 rounds.
Tychus Nauseated: 1d4 ⇒ 4 If Tychus fails his Fortitude save, she is nauseated for 4 rounds.
You are staggered for 1 round.
Slimed Duration
Navia: 1d10 ⇒ 7
Tychus: 1d10 ⇒ 7
Unless Navia or Tychus pass the Reflex save, regardless of the Fortitude save results, they are slimed for 7 minutes each. The slime has no additional effect. It is just unpleasant.
Round 1
Initiative
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 10 rd)
16 – Navia (39/39 hp) (Shaken 2 min, Sickened 10 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp)
07 – Malphene (50/50 hp)
Round 2
Initiative
29 – Tychus (65/65 hp)
20 – Festering Spirit (7 damage)
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 10 rd)
16 – Navia (39/39 hp) (Shaken 2 min, Sickened 10 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp)
07 – Malphene (50/50 hp)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Heightened Awareness (80 min), ▲Message (80 min), ▲See Invisibility (80 min), ▲Remove Fear (80 min)
Icabhod: ▲Barkskin (+3, 80 min), ▲Heroism (80 min)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr)
Jack: ▲Remove Fear (80 min)
Malphene: ▲Remove Fear (80 min)
Everyone goes.
| Henrika Karthis |
Henrika glares at the enormous spirit, and gnashes her teeth when none of her mental powers seem to work on it. Instead, she casts displacement on herself and moves closer to the creature.
| Falchion Jack |
Falchion Jack looks at Henrika, and decides it is up to him to try and gain the creature's attention while she maneuvers. He steps forward and swings his magic falchion at the spirit.
Attack #1 vs festering spirit (falchion), Power Attack: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (4, 2) + 5 + 6 = 17
Attack #2 vs festering spirit (falchion), Power Attack: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (4, 3) + 5 + 6 = 18
Critical confirm (falchion), Power Attack: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Extra damage (magic, slashing), Power Attack: 2d4 + 5 + 6 ⇒ (1, 4) + 5 + 6 = 16
| Dame Malphane Trant |
Round 1
With resolve, Dame Trant rushes toward the undead, her magical longsword held high.
+1 Longsword: 1d20 + 11 ⇒ (5) + 11 = 16
Dmg.: 1d8 + 3 ⇒ (7) + 3 = 10
| Trevor Kastner |
Round 1
Knowledge (religion): 1d20 + 12 ⇒ (15) + 12 = 27
"It's a festering spirit. A conglomerate of many soul improperly buried in a mass grave." Trevor reports as he steps forward.
"But I know how to deal with rowdy patrons." The cleric holds his holy symbol aloft. "IT'S CLOSING TIME!!"
Channel Energy: 4d6 + 4 ⇒ (5, 3, 3, 3) + 4 = 18 (Will DC 18, half damage)
| Xallis Livara |
Navia's Reflex: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Navia barely manages to move out of the way, her physical and mental state hampering her movements. She steps closer to the monster, with a bit of hesitation, clawing at it in an attempt to banish the monster.
Navia's claw (sickened, shaken): 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17 damage: 1d4 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Not wanting to be in the creature's way, Xallis backs off as he draws a wand. For now, while he considers casting from it, he instead focuses on the party.
Casting haste on everyone but himself.
| GM Peachbottom |
Round 1
Since Tychus has his crossbow, I’m assuming he’ll dodge.
Tychus Reflex DC 18: 1d20 + 15 ⇒ (15) + 15 = 30
Tychus and Navia both dodge out of the way of the oncoming ghost. A slimy green trail of putrescence is left in its wake.
Tychus and Navia take no damage or effects.
The spirit has reach. I’ll give each of you that would provoke an Acrobatics roll to try to avoid. Xallis stepping away would also provoke, but a 5-ft. step would put him out of reach, so I think he’d probably do that.
Navia Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Festering Spirit AoO vs. Navia’s Touch AC 13: 1d20 + 10 ⇒ (20) + 10 = 30
Crit Confirmation: 1d20 + 10 ⇒ (1) + 10 = 11
Con Damage: 1d4 ⇒ 1
Navia Fort DC 18: 1d20 + 6 - 2 - 2 ⇒ (17) + 6 - 2 - 2 = 19
Slime Duration: 1d10 ⇒ 5
The spirit swipes its hand over Navia as she approaches, the attack leaves Navia coated in a nauseating slime. In shock, Navia’s attack is ruined.
Navia fails to avoid an attack of opportunity. The festering spirit deals her 1 Con damage. She passed the Fortitude save but on a success, she is still staggered for 1 round, which I am applying to her active turn. Since she already moved, she can no longer attack. But she won’t be staggered on her next turn. The slime persists on her body for 5 minutes.
Festering Spirit Will DC 18: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
The spirit wails at Trevor’s channel energy. It clearly finds the attack unpleasant but it resists the full force.
The festering spirit takes 9 damage from Trevor’s channel energy.
Henrika Acrobatics: 1d20 + 12 ⇒ (1) + 12 = 13
Festering Spirit AoO vs. Henrika’s Touch AC 13: 1d20 + 10 ⇒ (3) + 10 = 13
Displacement 50%: 1d100 ⇒ 39
The spirit takes another swipe. This time at Henrika as she approaches. Fortunately for her, her displacement confuses undead just as well as the living.
The festering spirit has Combat Reflexes so can make multiple attacks of opportunity. It’s attack of opportunity on Henrika misses.
Jack cuts into the creature. Harmless slime clings to his sword’s blade after it passes through its body.
Jack hits the festering spirit once for 8 damage. The critical hit does not confirm.
Malphene Acrobatics: 1d20 ⇒ 8
Festering Spirit AoO vs. Malphene’s Touch AC 10: 1d20 + 10 ⇒ (19) + 10 = 29
Con Damage: 1d4 ⇒ 1
Malphene Fort DC 18: 1d20 + 7 ⇒ (14) + 7 = 21
Slime Duration: 1d10 ⇒ 7
Malphene also finds out the hard way, the danger of approaching the spirit, as it lashes out a third time, sliming her as well and leaving her too stunned to continue through with her attack.
The festering spirit hits Malphene with an attack of opportunity for 1 Con damage. Malphene passes the Fortitude save and like with Navia, is staggered for 1 round, which prevents her from making her attack. She is slimed for 7 minutes. The Con damage brings Malphene to 13 Con so she temporarily loses 6 max hp.
I realized Jack would also get a haste attack when I got to this point in the post, so I’ll do it now rather than go back and mess up rolls.
Jack Haste Attack: 1d20 + 10 + 1 - 2 ⇒ (13) + 10 + 1 - 2 = 22
Damage: 2d4 + 5 + 6 ⇒ (1, 2) + 5 + 6 = 14
Jack hits a second time for 7 more damage.
Round 2
Initiative
29 – Tychus (65/65 hp)
20 – Festering Spirit (31 damage)
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 9 rd)
16 – Navia (39/39 hp) (Slimed 5 min, Shaken 19 rd, Sickened 9 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp)
07 – Malphene (44/50 hp) (Temp max hp 44) (Slimed 7 minutes)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Heightened Awareness (80 min), ▲Message (80 min), ▲See Invisibility (80 min), ▲Remove Fear (80 min), ▲Haste (7 rd)
Icabhod: ▲Barkskin (+3, 80 min), ▲Heroism (80 min), ▲Shield (8 min), ▲Haste (8 rd)
Trevor: ▲Haste (7 rd)
Tychus: ▲Haste (8 rd)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr), ▲Haste (7 rd), ▼1 Con damage
Jack: ▲Remove Fear (80 min), ▲Haste (7 rd)
Malphene: ▲Remove Fear (80 min), ▲Haste (7 rd), ▼1 Con damage
Tychus is up.
| Tychus Marcaius |
Unable to properly fire so close to the spirit, Tychus carefully makes his way back towards the slaughterhouse, doing his best to avoid the trail of slime.
Acrobatics: 1d20 + 11 ⇒ (14) + 11 = 25
Once at a safe enough distance, he casts Protection from Evil on himself.
| Henrika Karthis |
With the effects of haste, Henrika would continue moving around the spirit to provide a flank for Jack. I don’t remember if flanking works against incorporeal foes though. :)
| GM Peachbottom |
Round 2
Yes, you can flank incorporeal monsters. The flanking bonus does not change the results of any of Jack’s attacks in the first round.
Tychus’ acrobatics succeeds and he moves away safely.
Surrounded, the spirit repeats it previous attack, this time to move to a more favorable position. It flies through Malpheme, Jack, Icabhod, and Xallis then arcs its movement to rise 10 feet into the air.
Malphene, Jack, Icabhod, and Xallis can make a Reflex DC 18 to avoid the attack. Or they can choose not to and make an attack of opportunity with a -4 penalty instead. If they choose the attack of opportunity or fail the Reflex save, they will take 1 Con damage and need to make a Fortitude save DC 18. If you pass the Fortitude save you are staggered for 1 round or if you fail you are nauseated for at least 1 round. I’ll roll the duration if I need to afterwards.
The spirit also moves away from Henrika and Navia who can also make attacks of opportunity against it. It does not attempt an Acrobatics check to avoid the AoO. Since that is all that the creature is doing and there is a choice involved, I’ll let you all make your own rolls.
Round 2
Initiative
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 9 rd)
16 – Navia (39/39 hp) (Slimed 5 min, Shaken 19 rd, Sickened 9 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp)
07 – Malphene (50/50 hp) (Slimed 7 minutes)
Round 3
Initiative
29 – Tychus (65/65 hp)
20 – Festering Spirit (31 damage)
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 9 rd)
16 – Navia (39/39 hp) (Slimed 5 min, Shaken 19 rd, Sickened 9 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp)
07 – Malphene (50/50 hp) (Slimed 7 minutes)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Heightened Awareness (80 min), ▲Message (80 min), ▲See Invisibility (80 min), ▲Remove Fear (80 min), ▲Haste (7 rd)
Icabhod: ▲Barkskin (+3, 80 min), ▲Heroism (80 min), ▲Shield (8 min), ▲Haste (8 rd)
Trevor: ▲Haste (7 rd)
Tychus: ▲Protection from Evil (8 min), ▲Haste (7 rd)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr), ▲Haste (7 rd), ▼1 Con damage
Jack: ▲Remove Fear (80 min), ▲Haste (7 rd)
Malphene: ▲Remove Fear (80 min), ▲Haste (7 rd), ▼1 Con damage
Everyone goes.
| Henrika Karthis |
Henrika slices forward with her longsword as the spirit charges away from her.
Attack of opportunity (Koriana's blade), haste, Power Attack: 1d20 + 15 + 1 - 2 ⇒ (13) + 15 + 1 - 2 = 27
Damage (magic, slashing), Power Attack: 1d8 + 10 + 6 ⇒ (4) + 10 + 6 = 20
Seeing the spirit decide to hover above their heads, Henrika draws a potion of enlarge person from her belt pouch and drinks it. She steps forward as her size increases tenfold.
| Falchion Jack |
Jack swings his falchion as the spirit charges past him, trying to damage it and ignoring any damage it might deal to him in retaliation.
Attack of opportunity (falchion), haste, penalty, Power Attack: 1d20 + 10 + 1 - 4 - 2 ⇒ (8) + 10 + 1 - 4 - 2 = 13
Damage (magic, slashing): 2d4 + 5 + 6 ⇒ (1, 4) + 5 + 6 = 16
He grunts as he misses and feels the bite of its ghostly passing. Then he draws a potion of bull's strength and drinks it, spitting first to remove the disgusting taste of the spirit's stench from his mouth.
| Dame Malphane Trant |
Round 2
Malphene rages with disgust as she attempts to leap out of the way of the festering spirit. Reflex DC 18: 1d20 + 1 ⇒ (19) + 1 = 20
The lore warden determinedly continues to pursue the entity.
+1 Longsword: 1d20 + 11 ⇒ (11) + 11 = 22
Dmg.: 1d8 + 2 ⇒ (7) + 2 = 9
| Trevor Kastner |
Round 2
Trevor channels more energy into the festering spirit.
Channel Energy: 4d6 + 4 ⇒ (1, 5, 5, 3) + 4 = 18 (Will DC 18 half damage)
| GM Peachbottom |
Round 2
Jack Fort save DC 18: 1d20 + 8 ⇒ (5) + 8 = 13
Nauseated Duration: 1d4 ⇒ 4
Slimed Duration: 1d10 ⇒ 2
Icabhod and Malphene dodge out of the way unharmed. Jack chooses to stand in place and take a swing at the spirit instead. The spirit’s putrid body washes over him, coating him is slime and filling his mouth. Jack vomits the foul liquid out and is crippled with nausea.
Icabhod and Malphene succeed on their Reflex saves and take no damage. Jack’s attack of opportunity misses. He takes 1 Con damage and is nauseated for 4 rounds and slimed for 2 minutes.
Navia AoO, shaken, sickened vs. Festering Spirit: 1d20 + 12 - 2 - 2 ⇒ (5) + 12 - 2 - 2 = 13
Damage: 1d4 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Navia and Henrika takes attacks at the ghost as if flies away from them. Navia is still badly shaken and misses but Henrika lands a solid hit.
Henrika hits the festering spirit for 10 damage.
Festering Spirit Will DC 18: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Trevor blasts the spirit a second time and this time, the creature takes the full force of the positive energy. Its body bubbles and blisters and globules of ghostly flesh rain onto the pavement before sizzling into nothingness.
The festering spirit fails its save against the channel energy and takes 18 damage.
Henrika enlarges. Since Jack is nauseated, he won’t be able to drink the potion of bull’s strength yet. He can move if he wants to.
The lore warden determinedly continues to pursue the entity.
+1 Longsword: 1d20 + 11 ⇒ (11) + 11 = 22
Since the spirit is 10 ft. in the air, Malphene can’t reach it. If you want to change her action, you can.
I’ll give Xallis and Tychus a little more time to post their turns.
Round 2
Initiative
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 9 rd)
16 – Navia (39/39 hp) (Slimed 5 min, Shaken 19 rd, Sickened 9 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp) (Nauseated 3 rd)
07 – Malphene (50/50 hp) (Slimed 7 min)
Round 3
Initiative
29 – Tychus (65/65 hp)
20 – Festering Spirit (59 damage) (10 ft. in the air)
19 – Icabhod (61/61 hp)
16 – Xallis (67/67 hp) (Sickened 9 rd)
16 – Navia (39/39 hp) (Slimed 5 min, Shaken 19 rd, Sickened 9 rd)
15 – Trevor (63/63 hp)
11 – Henrika (92/75 hp)
11 – Falchion Jack (58/58 hp) (Slimed 2 min, Nauseated 3 rd)
07 – Malphene (50/50 hp) (Slimed 7 min)
Active Spells/Effects
Henrika: ▲False Life (17 hp, 8 hr), ▲Heightened Awareness (80 min), ▲Message (80 min), ▲See Invisibility (80 min), ▲Remove Fear (80 min), ▲Enlarge Person (1 min), ▲Haste (6 rd)
Icabhod: ▲Barkskin (+3, 80 min), ▲Heroism (80 min), ▲Shield (8 min), ▲Haste (7 rd)
Trevor: ▲Haste (6 rd)
Tychus: ▲Protection from Evil (8 min), ▲Haste (7 rd)
Xallis: ▲Mage Armor (1 hr)
Navia: ▲Mage Armor (1 hr), ▲Haste (7 rd), ▼1 Con damage
Jack: ▲Remove Fear (80 min), ▲Haste (6 rd), ▼1 Con damage
Malphene: ▲Remove Fear (80 min), ▲Haste (6 rd), ▼1 Con damage
Xallis and Tychus go.
| Tychus Marcaius |
| 1 person marked this as a favorite. |
Feeling more at ease with the distance he created, Tychus pivots quickly on the sole of his boots and takes aim at the floating ghost.
Attack 1: 1d20 + 15 ⇒ (19) + 15 = 34
Damage 1: 1d10 + 14 ⇒ (4) + 14 = 18
Attack 2: 1d20 + 15 ⇒ (20) + 15 = 35
Damage 2: 1d10 + 14 ⇒ (9) + 14 = 23
Attack 3: 1d20 + 10 ⇒ (20) + 10 = 30
Damage 3: 1d10 + 14 ⇒ (8) + 14 = 22
Uhh, is this thing critable? I also forgot to change my crit multiplier to x3 since level 6.