
| GM Nightmare Knight | 
 
	
 
                
                
              
            
            Yes, Djehuti IDs both the effect and this being a haunt.
GM Screen: 1d4 ⇒ 3
Luke frightened for 3 rounds flees from the gates deeper into the compound, towards the doors directly ahead into the house proper. He spends his action forcing the great stone doors open, driven by the haunt's fear inflicted upon him.
Inside the Taldan comes face to face with three skeletons, each wielding a tarnished and broken khopesh and turning sharply at the intrusion. Raising their broken blades, they move on Luke.
Initiative: 1d20 + 1 ⇒ (10) + 1 = 111d20 + 1 ⇒ (17) + 1 = 181d20 + 2 ⇒ (10) + 2 = 121d20 + 1 ⇒ (10) + 1 = 111d20 + 5 ⇒ (10) + 5 = 151d20 + 3 ⇒ (13) + 3 = 161d20 + 6 ⇒ (20) + 6 = 26
Skeletons have the first block, then everyone else goes
Two of the skeletons, wearing the tatters of what might have been guards' uniforms, raise their blades and swing on Luke. However, thanks to his panicked state, he dodges them all and keeps running on his turn.
GM Screen: 2d20 ⇒ (2, 1) = 32d6 ⇒ (2, 2) = 4
Party's turn

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Djedefre's eyes open wide as he moves behind Luke and brandishes his holy symbol at the skeletons.
"Foul undead behold the power of Ra!"
Channel vs. Undead: 1d6 + 2 ⇒ (6) + 2 = 8
@GM: The Will save DC is 16. If applicable the skeletons do not add channel resistance due to Dejdefre's Sun's Blessing domain power. The +2 on the channel damage is from the same domain power. The DC includes the +2 bonus from the granted power of the Glory domain.

| Lucilianus "Luke" Caradoc | 
 
	
 
                
                
              
            
            However, thanks to his panicked state, he dodges them all and keeps running on his turn.
Counterpoint (that any GM is free to ignore being the GM): consider how "a frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight." Looking at the map, Luke can't get further away from the source of his fear, the gate, without fighting these skellies. No? If so, just ignore the post. Not like it matters with these rolls.
"What's with this place?!" a very agitated Taldan exclaimed as the first thing to greet him upon tackling open the front doors was a sword's edge. Three of them, in fact. Not that there was much of an edge to any of these. In his mad dash away from he knew not what, Luke had run into a far more tangible threat: the undead waiting within swung weapons as worn as their wielders. Clearly the rumours about the house of Pentheru were well founded.
Yet the young man was in no state to ponder the implications of their presence. Still gripped by a feverish madness, Luke dodged every blow directed his way and answered them in kind, desperate to get away from the gate and whatever nebulous danger it represented.
Attack: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9

| Dame Jolánka Graydon | 
 
	
 
                
                
              
            
            Jolánka struts into the courtyard after Luke, taking a bit of smug satisfaction that she'd resisted its influence because of her upbringing compared to him.
Upon seeing the skeletons, she reaches out and touches Luke on the shoulder.
"Fear not, Luke. Just as there are spirits who crave to harm the living, there are those who draw strength from protecting them. I call upon such spirits now to protect you."
Casting protection from evil on Luke

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            If it's servants and residents of the house wouldn't they have been coming out of the house to chase Luke into the street? Also yes, I would think that if he's blocked with 2 enemies in his path then Luke should fight. This was funny and no damage done here but I don't like the idea of being forced to draw AoOs from running through enemy squares due to fear effects.
Djehuti files away the information they'd gleaned from their observations of the courtyard until after the skeletons are dealt with. Having noticed their lack of contribution in combat last time, they'd prepared a more offensive spell for battle. The elf reaches into their spell component pouch and draws out a pinch of acidic goop to throw at the creatures.
Ranged touch attack: 1d20 + 3 ⇒ (16) + 3 = 19
Acid dmg: 1d3 + 1 ⇒ (3) + 1 = 4

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            This was funny and no damage done here but I don't like the idea of being forced to draw AoOs from running through enemy squares due to fear effects.
This is a tactic authors have used that are as old as time.

| Senemheb | 
 
	
 
                
                
              
            
            Will save: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
"Residual haunting, you say? I've never thought of these things in such a way." Jolánka seems to have some insights into these undead spirits. Senemheb, in all his studies, has focused more on the more corporeal kind of undead. Such as these skeletons now appearing in the doorway.
But no time to study them, clearly too hostile for that. So blade in hand, the scholar strides up to meet the restless dead.
Bardiche: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d10 + 6 ⇒ (8) + 6 = 14 slashing

|  Amal El-Irfan | 
 
	
 
                
                
              
            
            "By all the Gods," Amal swears under his breath. The fool!"
He rushes after Luke, but doesn't catch him in time to prevent him from opening the gates. Khopesh in hand, he slashes at the nearest skeleton. Move+Draw Weapon; Attack
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

| GM Nightmare Knight | 
 
	
 
                
                
              
            
            GM Screen: 3d20 ⇒ (20, 20, 19) = 59
what in the Crawling Chaos?
Maybe it is the shade, maybe it was the curse hanging over this house. It didn't matter, though, as the raw power of Ra decimated the undead guards of the House, ensured by the magic of Djehuti and the blade of Senemheb.
Luke, however, continued into the house frightened for another six seconds. As he entered the foyer, the gates he had opened slammed shut behind him.
Screams and the sounds of a massacre fill your ears. Another DC 11 Will save to avoid lesser confusion.

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            "Ra's beak! We need to get these gates open!"
@GM: Okay is it the doors in front of Luke's token where the skeletons were or is it the gates behind us where we entered? I'm not sure what closed.

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            @GM: That's what I thought but I didn't want us trying to force the wrong thing open. :)
@Players: Edit to change "gates" to "doors" from above.
Hoping Amal takes the lead in trying to force the doors Djedefre lands his assistance.
I thought Djedefre had a crowbar but I don't see it in his gear. If someone else does I think it grants a +2 bonus.
Aid to Strength Check: 1d20 + 1 ⇒ (15) + 1 = 16

| Dame Jolánka Graydon | 
 
	
 
                
                
              
            
            Djehuti of El-Shelad wrote:This is a tactic authors have used that are as old as time.This was funny and no damage done here but I don't like the idea of being forced to draw AoOs from running through enemy squares due to fear effects.
Don't I know it...I missed most of a big boss fight and nearly got a party member killed in a Rise of the Runelords game I'm in because I kept failing Will saves against Fear, and so I ran away and she ran after me, resulting in her 1v1ing a yeth hound. She won, but it was close and I felt bad about it. And it wounded my wizard character's ego of course.
Jolánka chants a new incantation and taps Amal.
"May the spirits lend their strength to yours," she says.
Casting guidance on Amal.

| Senemheb | 
 
	
 
                
                
              
            
            The sudden slamming of doors washed away Senemheb's sense of victory over the skeletons. First startled, and then worried about Luke on the other side, he rushes to open the door. But his first instinct is not to kick in the door, but just wave his hand - letting magic do the work for him.
Cast Open/Close. Senemheb's first casting of a spell, I think! What a mighty magic he wields :D

|  Amal El-Irfan | 
 
	
 
                
                
              
            
            Amal may be strong, but they're no brute. They're happy to let Senemheb try his spell first.
If that fails to open the doors, they will try a more straightforward method - breaking it down with their khopesh. Will spend a Rage round to try to break through the doors
Strength (+1 Guidance, +2 Aid): 1d20 + 9 + 1 + 2 ⇒ (6) + 9 + 1 + 2 = 18
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            Ha, yeah I was wondering if the doors were locked.
Djehuti shakes their head. "This place really is haunted! Let's regroup once we find Luke. There are ways to deal with haunts but now's not the time for talking."
Honestly, my favorite way to deal with haunts is to let them trigger then run out of the room and wait a minute until they de-manifest and go away for 24 hours. That might be Djehuti's too. Haunts are a pain. :)

| Lucilianus "Luke" Caradoc | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            GM Screen: 20, 20, 19
what in the Crawling Chaos?
Dang. Djedefre just saved the day.
Like a compass in a lightning storm. Even in his disoriented state, head spinning, Luke's grasp on reality loosened by the second. Every certainty seemed to exist in a frame of its own, all hung in the gallery of his mind despite half contradicting the other. That whole Plague of Madness business - that was all centuries in the past, right? And yet it was happening now. That gate they'd all crossed - it was completely busted and dilapidated, right? And yet it was all that protected them from a wild mob now. And, notably, it was daytime at the moment, right? Surely as basic a fact as this could be verified.
So why is the sun rising?!
The radiant burst let loose by the cleric washed over everyone present like a tidal wave of light, uncomprehending foreigner included. He didn't understand. The world seemed to have fractured into unrelated events, no transition or causality linking them. One second there was peace, then people were screaming bloody murder. One second the dead had been walking, then they were just gone. He didn't understand. But he did know. Luke knew that they all needed to get away from the outer gate before it burst at the fury bearing down upon it.
"Inside!" Something crunched beneath his boots as the young man rushed into the building. Only to be met by all new realities. Where did the light go? He stopped, nearly toppling. Where did the others go? Eyes bright with a feverish glow tried to pierce the darkness now surrounding him, trying to find the rest of the party. It was as if a curtain had dropped, leaving him alone and confused on the theatre stage. Gods, he wished he knew what his lines were. All was still now, a panting he dearly hoped was his own the only sound breaking the silence.
A sound quickly joined by a voice even delirium couldn't disguise as his.
"What?" He turned, looking for a figure that wasn't there. "'They'? Who? Who's here? What do you mean?" Something crawled beneath his skull. "What family? Pentheru? But they're already dead. Aren't they? I-I don't understand." Were headaches supposed to worm down your spine to the rest of you? "No, shut up. Shut up! I'm not doing anything! Just shut up!"
Despite his protests, he could feel a nameless something settling over him. Obstinate as the Taldan could be, his will was not such that he could resist the lingering spirits of the House of Pentheru.
Will save: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Uh-oh. But wait!
Then again, he didn't have to. Because a certain someone ensured her companion had a guardian spirit of his own. Luke gasped as it suddenly felt like a godsdamned tea cozy was pulled off the kettle that was his mind.
"What the...!" Where the hell was he? What was going on? Disparate events rapidly slotted within his head like so many puzzle pieces. Hold on, was this the foyer to the house? Then the disembodied voice he'd heard here earlier... Could it belong to...? "Aw sh*t." The slimmest sliver of light caught his gaze, shearing through piles of bones littering the floor. Bones that Luke now remembered had been walking just moment earlier. The gaze followed the light up to its wellspring: the slightest crack in the door the others were trying to force open. "Aw sh*t!"
It was a chagrined Taldan that leapt to pull open the doors, wondering how he was going to live this one down.
Another bad roll, but Jolánka placed Protection from Evil on Luke before he skedaddled in. PfE blocks all mental control "including enchantment [charm] effects and enchantment [compulsion] effects" of which Confusion is counted!

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            There's a FAQ for this: Protection from Evil doesn't apply to Confusion.

| GM Nightmare Knight | 
 
	
 
                
                
              
            
            I remember that yeth hound!
Senemheb calls upon his magic, however the doors remain shut. Amal and Djedefre attempt to damage the doors, but the sturdy portal holds. Djehuti and Jolánka attempt to buff their allies, as Luke does indeed languish in confusion for 1 round.
GM Screen: 1d100 ⇒ 32
Looks like he babbles anyways, lol

|  Amal El-Irfan | 
 
	
 
                
                
              
            
            Amal shifts their body weight, correct their posture, and deliver a much stronger blow to the doors. The violent impact sends ripples through their arms, their muscles trembling with effort. Spending another Rage Round
Attack (+1 Guidance, +2 Aid if Djedefre keeps aiding me): 1d20 + 9 + 1 + 2 ⇒ (10) + 9 + 1 + 2 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            "If the doors are too strong perhaps I can unlock them?"
Disable Device just in case: 1d20 + 11 ⇒ (15) + 11 = 26

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Some damage goes through on Amal's next strike, and Djehuti realizes that these doors aren't locked mundanely.
Knowledge check to determine how they are locked/secured?

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            The elf laughs ruefully and examines the door.
Kn:Arcana: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
They tell the group what's keeping the door closed.

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            Yeah none of us can cast Dispel Magic yet. And I stupidly didn't buy a scroll of Knock. Guess I know what DJ is going to stock up on after this dungeon.
Djehuti shakes their head. "I'm sorry, I hadn't expected a spell like this. I will be more prepared next time." The elf looks at Amal and Senemheb. "It will be much harder to force them open but not impossible. If you work together maybe you can burst them open."
It only adds 5 to the DC to open them by force, so we might be able to batter the doors down?

|  Amal El-Irfan | 
 
	
 
                
                
              
            
            "Try," Amal grunts. They make one last attempt to get to Luke, this time by trying to force the doors open. Rage 3/6
Strength: 1d20 + 6 ⇒ (9) + 6 = 15

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Djedefre grunts and gives the door another shot:
Strength Aid: 1d20 + 1 ⇒ (5) + 1 = 6

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            Desperate and embarrassed at their lack of preparedness, even the slender elf throws their shoulder into the door.
Str check to Aid whoever's rolling: 1d20 ⇒ 15

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Djedefre grumbles at the slender elf wizard showing him up...
"Clearly my morning meal and prayers were both lacking!"

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Djedefre has a morningstar which would work for damaging the door. If Senemheb and Amal want to go the bashing route we could see if that makes a difference. If Djehuti has Acid Splash in memory maybe that would damage the door too?

| Djehuti of El-Shelad | 
 
	
 
                
                
              
            
            If they're stone doors they probably have at least hardness 8 and I don't know how many HP. Acid Splash wouldn't even get through the hardness, I don't think.
We may have to just wait out the timer.

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Yeah, I don't want to spend all of my rage rounds on a door xP
Can't we just wait it out?
Problem is we don't know what's happening to Luke while we flail away. :(

| GM Nightmare Knight | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            After learning that the bronze doors are held by magic from Djehuti, the Vulture Court waits two minutes. A sound like falling sand announces the doors are unlocked and Luke opens them a la Aragorn in the Two Towers.

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            Djedefre immediately checks Luke for any injuries:
"Are you alright to continue?"
Heal: 1d20 + 9 ⇒ (4) + 9 = 13

| Lucilianus "Luke" Caradoc | 
 
	
 
                
                
              
            
            "I'm fine," a sheepish Luke replied brusquely, brushing away the cleric's concerns like the manly man he was. The only wound he'd received was to his pride. "I dunno what happened... Last clear memory I have is of us standing by the gate. Then..."
One hand rubbed at the unkempt head as if nursing a hangover. "Were those bones walking earlier?" he asked in pointing to the scattered remains. "I remember things in bits and pieces. Just not sure which of those bits are genuine... It all feels like a fever dream. That crazed mob battering the closed gates - I know now that can't have been real even though I almost still hear them..."
Luke looked to the broken portal. The corroded bronze couldn't hold back a kitten now. "Worst part is, somehow I feel like the voice I heard inside was entirely real..." He turned to the darkened foyer, dust and ill portents alike dancing in the scant sunlight filtering through the high windows. "There was this woman - and a man I think? They were scared, screaming somethin' about 'them' making it inside the house."
One didn't need to be a sage to reach the obvious conclusion: the House of Pentheru was all sorts of haunted. Not the sort of obstacle a sharpened bit of metal could resolve. "What about you? You lot alright?"

|  Djedefre ibn al Qadir | 
 
	
 
                
                
              
            
            "Yes we're alright and yes the 'bones walking' were skeletons. The power of Ra and some well-placed strikes put them to rest. Something sealed the door with magic and we were unable to force the doors and were considering bashing through them."
I don't know if Djehuti revealed what effect was holding the doors closed.

| Senemheb | 
 
	
 
                
                
              
            
            "We are fine, Luke. Just worried about you for a moment - but glad to see you survived whatever it was that took hold of you." Senemheb's frustration with the unyielding door fades as he sees Luke alive and well.
Now that they are in no need to urgently push through the door anymore, he can take some time to study the deceased guardians. "Yes, the bones were walking indeed. Whether set to guard this house or just animated by restless spirits, we cannot know." he kneels down by one of the less damaged skeletons for a closer look. "But just because they were against us just a moment ago, doesn't mean they couldn't serve us in the future..." these last words were more silent, as if he was just thinking aloud.
He reaches into the satchel by his belt, and draws out an old, dusty skull.
"Do you think you can raise this one? Make it serve us?" Senemheb whispers, keeping the skull close to his mouth.

| Senemheb | 
 
	
 
                
                
              
            
            "Good. Then do so."
At first nothing seems to happen. Both Senemheb and the skull stare silently at the skeleton. But then... some movement. First just bone fingers, scraping the earth around them. Then the hand and the arm, and they start pushing the rest of the skeletal body to a standing position.
Soon, the skeleton is standing upright, right beside it's animator. At this point, Senemheb puts away the skull, and turns towards the other.
"This one serves us now."
spend one focus point to use Necromantic Servant focus power. The skeleton lasts for 20mins, or until destroyed

|  Amal El-Irfan | 
 
	
 
                
                
              
            
            ** spoiler omitted **
After learning that the bronze doors are held by magic from Djehuti, the Vulture Court waits two minutes. A sound like falling sand announces the doors are unlocked and Luke opens them a la Aragorn in the Two Towers.
Not sure Luke could match the sexiness of this scene :P
Amal cannot repress a grimace of disgust as Senemheb animates the skeleton. He can't help but see something unnatural about those moving bones, though he does his best to let go of his uneasiness.
Their father had never been been fan of the time of magic that forces another creature to serve. His staunch refusal to cast any conjuring spell had raised more than one eyebrow amongst colleagues that considered it a weird quirk - and back in his adventuring days, it was an endless source of frustration for his teammates. But Hafiz had never relented. Always treat with skepticism any school of thought that would lead you to consider others as objects, he would say again and again. It is all too often how you let evils happen in the world.
But the group was not there to hear one of Hafiz's lectures, and out of politeness, Amal doesn't say anything. "Is this... Something else you've animated?" He points at the skull that Senemheb is holding.

| Djehuti of El-Shelad | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Djehuti takes a step back as the bones start to move but looks on with interest as they notice Senemheb seems to be directing them. "Interesting! How do you do it?"
Insert "is it possible to learn this power?" "Not from a Jedi" here.
 
	
 
     
     
    