Huang Tong Dragonkin
|
Will: 1d20 + 8 ⇒ (8) + 8 = 16
HT trembles with fear.
Occultism +5 (+4 factoring in Frightened). HT also delays until someone can try to disable it
| GM Super Zero |
Skilgim finds that leaving the library is not currently possible, the edges of the room becoming hazy and indistinct; the stairs are not there.
Xan Ti
|
Xan focuses his senses on the sounds, Elven is a language the self proclaimed scholar should understand. What is it saying?.
But in the moment of he also quickly turns around to find the source, and attempts to put together what he has learnt in his journey's across Golarion to determine how to quickly put an end to the haunt.
Will: 1d20 + 6 ⇒ (14) + 6 = 20
◆ Stride? (If i'm required to be somewhere specific to disable the haunt. ◆◆ Disable haunt
Occultism to disable: 1d20 + 7 ⇒ (20) + 7 = 27
Delta Variant
|
I’m back! I’ll take some time to catch up on everything that’s happened in the game so far.
DC Will save: 1d20 + 11 ⇒ (11) + 11 = 22 vs accusations (Success)
Delta shrugs off the accusations at him, whether he understands it or not.
◆ Recall Knowledge
DC 16 Religion: 1d20 + 9 ⇒ (18) + 9 = 27
Remaining actions will depend on how he will be affected by the hazard.
Mr. Gruff
|
My apologies, missed the updates on this one somehow.
Will vs Frightened: 1d20 + 5 ⇒ (14) + 5 = 19
Mr Gruff spends a moment to analyze the haunt
Religion to RK DC 16: 1d20 + 6 ⇒ (13) + 6 = 19
"You can push hard, or use any non druid magic against it!" shouts Mr. Gruff before standing strong.
Athletics to Disable: 1d20 + 8 ⇒ (14) + 8 = 22
| GM Super Zero |
It's true that Mr. Gruff's method would have worked, but it's unnecessary--Xan ritually disrupts the haunting, dismissing it entirely.
Critical success there.
But things are calm for only a moment. A spectral image of a rather ominous looking staff appears in a display nook. It's reminiscent of a spine with the skull still attached, studded with spikes and wrapped in chains. From the staff, shadowy chains lash out to ensnare the Pathfinder team--it seems this is something of a haunt gauntlet. (A hauntlet.)
DC 17 Will save or Frightened 1.
Vermithor's turn. You can Disable this haunt with Acrobatics, Arcana, Occultism, or Religion. Or, of course, anything else that makes sense though it might be a little harder.
Initiative:
Vermithor (DC 17 Will vs Frightened)
Hunted by Duty's Bounds
Xan (DC 17 Will vs Frightened)
HT (DC 17 Will vs Frightened)
Delta (DC 17 Will vs Frightened)
Mr. Gruff (DC 17 Will vs Frightened)
Skilgim (DC 17 Will vs Frightened)
HT: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Vermithor: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Xan: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Delta: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Mr. Gruff: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Hunted by Duty's Bonds: 1d20 + 14 ⇒ (10) + 14 = 24
Huang Tong Dragonkin
|
Will: 1d20 + 8 ⇒ (20) + 8 = 28
HT laughs at the sight of the hauntlet...
Vermithor Dragonkin
|
Will Save: 1d20 + 6 ⇒ (2) + 6 = 8
Vermithor screams as the spectral creature emerges. He tries to roll out of the way of the chains.
Acrobatics (F1): 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
Delta Variant
|
DC 17 Will save: 1d20 + 11 ⇒ (4) + 11 = 15 (Fail, Frightened 1)
Delta is not prepated for this another haunt.
| GM Super Zero |
Vermithor's efforts to lure and avoid attacks by the chains seem effective, but there are still some chains lashing about.
One success, which reduces its actions.
DC 18 Reflex save for V/X/H/D/G/S: 1d6 ⇒ 5 Mr. Gruff, V/X/H/D/S: 1d5 ⇒ 4 Delta, and V/X/H/S: 1d4 ⇒ 3 HT. On a failure, you're Restrained until you Escape (also DC 18). If you start your turn grabbed, take nonlethal force damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5.
All PCs' turns. You can Disable this haunt with Acrobatics, Arcana, Occultism, or Religion. Or, of course, anything else that makes sense though it might be a little harder.
Initiative:
Vermithor
Hunted by Duty's Bounds
Xan (Frightened 1)
HT (DC 18 Ref vs Restrained)
Delta (Frightened 1, DC 18 Ref vs Restrained)
Mr. Gruff (DC 18 Ref vs Restrained)
Skilgim (Frightened 1)
Xan Ti
|
Though in fright, Xan continues to try to end the haunt using whatever knowledges he picked up from tomes, scrolls, and books he's read about hauntings.
Occultism: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Mr. Gruff
|
Ref vs Restrained: 1d20 + 6 ⇒ (1) + 6 = 7
Mr Gruff's mind starts getting crushed as they try and escape.
Unarmed to Escape: 1d20 + 10 ⇒ (10) + 10 = 20
Mr. Gruff then tries to dispel the haunt.
Religion: 1d20 + 6 ⇒ (13) + 6 = 19
Vermithor Dragonkin
|
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
Vermithor tumbles and then tries a cartwheel like his cousin Tessa showed him one time, hoping to cause the chains to tangle among themselves.
Delta Variant
|
DC 18 Reflex save - Frightened 1: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24 vs Restrained (Success)
Despite shaking to his knees, Delta manages to avoid being wrapped around by the chains lashing onto them.
He quickly murmurs prayers and incantations to stop the chains from lashing out on them.
◆◆ Disable Haunt: Religion - Frightened 1: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
He then raises shield.
◆ Shield cantrip (+1c to AC)
Huang Tong Dragonkin
|
Ref: 1d20 + 7 ⇒ (19) + 7 = 26
HT nimbly avoids the grasping chains. He copies Vermithor's movements as he tumbles away, hoping he remembers what Gwen taught him.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Unfortunately, his tail gets in the way and he falls on his face...
As he scrambles away, he turns to Vermithor, "You have a cousin Tessa?" he asks, slightly intrigued.
Vermithor Dragonkin
|
"You have a cousin Tessa?" he asks, slightly intrigued.
Vermithor looks excited at the mention of his cousin. "Yeah, she's so cool! She showed me how to do a cartwheel!" Then the dragon shrinks a bit. "When I told her I was going to be a dragon in the Pathfinders, she wrote back that she was waaaay more dragon than me and that she'd have to see about these Pathfinders. I do hope she comes to visit though!"
Huang Tong Dragonkin
|
"Reminds me of my cousin Hailong! He's waaaaay nerdier than me and Mu Long put together. He's off studying at some hoity-toity mage academy. We should set them up if he comes to visit!"
| GM Super Zero |
The Pathfinders seem relatively unimpressed, and the second layer of the haunts falls away.
They appear on a gigantic wall of hooked chains dangling in a gray swirling mist. The chains radiate life-chilling energy. Cries of innocence and condemnation echo through the mist in Elven. A plane of light 10 feet above eddies and swirls as it dully reflects the Pathfinders below, but the reflections warp and alter them to have sallow complexions like the undead.
The chains rattle ominously, and a wave of void energy hits the party.
DC 19 basic Will save against void damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11 for everyone.
The end is in sight--if they can get up there.
Skilgim, Vermithor, and Delta's turns. The haunt can be Disabled using Thievery, Arcana, Occultism, or Religion. However, it can only be Disabled after ascending the chains. You can Climb up with an action and a DC 15 Athletics check, or of course any other ability that can get you up 20 feet.
Initiative:
Skilgim (Will 19 vs 11 void)
Vermithor (Will 19 vs 11 void)
Delta (Will 19 vs 11 void)
Ascending the Chain
Xan (Will 19 vs 11 void)
HT (Will 19 vs 11 void)
Mr. Gruff (Will 19 vs 11 void)
HT: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Vermithor: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Xan: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Delta: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Mr. Gruff: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Ascending the Chains: 1d20 + 16 ⇒ (4) + 16 = 20
Vermithor Dragonkin
|
Will Save: 1d20 + 6 ⇒ (9) + 6 = 15
Vermithor screams as he feels the energy tear at him. He leaps to climb up one of the chains, although he realizes he doesn't know what to do when he gets to the top.
Athletics: 1d20 + 8 ⇒ (18) + 8 = 26
Does it have to be the same character that climbs and then performs the disable check? I don't know if Vermithor has the actions to at least try.
Delta Variant
|
DC 19 basic Will save: 1d20 + 11 ⇒ (5) + 11 = 16 Fail, 11 void damage
Delta quickly patches up the damage
◆ Battle Medicine
DC 15 Battle Medicine: 1d20 + 9 ⇒ (10) + 9 = 19 Success
Healing: 2d8 ⇒ (1, 5) = 6 HP to Delta
He attempts to climb the wall.
◆ Climb
DC 15 Athletics to Climb: 1d20 + 7 ⇒ (20) + 7 = 27
He then raises shield.
◆ Shield, +1c to AC
Huang Tong Dragonkin
|
Will: 1d20 + 8 ⇒ (10) + 8 = 18
HT grimaces in pain at the intense pain in his head...
| GM Super Zero |
Yes, anyone can try to Disable the hazard but they have to get up top to reach it. So Vermithor has two actions left, which is enough to make a Disable attempt if you'd like.
Some of the Pathfinders bear the brunt of the assault better than others. Vermithor and Delta both quickly reach the top of the chains, climbing the 20 feet at impossible speeds.
In a way, this entire situation feels dreamlike, or like a vision. The chains aren't entirely physical, and the distance may not be entirely as it seems.
Skilgim and Vermithor's turns. The haunt can be Disabled using Thievery, Arcana, Occultism, or Religion. However, it can only be Disabled after ascending the chains. You can Climb up with an action and a DC 15 Athletics check, or of course any other ability that can get you up 20 feet.
Initiative:
Skilgim 19/24 HP
Vermithor 27/38 HP (chains ascended, two actions remaining)
Delta 30/35 HP (chains ascended, shield)
Ascending the Chain
Xan 21/26 HP
HT 16/27 HP
Mr. Gruff 27/29 HP
| GM Super Zero |
Vermithor can't find the right place to start at all.
That is actually a critical failure. But it's already triggered, so that's all.
| GM Super Zero |
Skilgim makes it to the top of the chains and starts working to detach them, but he's distracted when one lashes around him.
Whoops, the Athletics DC should have been 16. But I won't yank that away from you, so it can stand. Not quite a success to Disable, though.
They catch HT and Vermithor as well.
S/V/D/X/H/G: 1d6 ⇒ 5 HT can make a DC 19 basic Will save against unholy void damage: 2d6 + 2 ⇒ (6, 4) + 2 = 12
S/V/D/X/G: 1d5 ⇒ 2 Vermithor can make a DC 19 basic Will save against unholy void damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9
S/D/X/G: 1d4 ⇒ 1 Skilgim can make a DC 19 basic Will save against unholy void damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11
All PCs' turns. The haunt can be Disabled using Thievery, Arcana, Occultism, or Religion. However, it can only be Disabled after ascending the chains. You can Climb up with an action and a DC 16 Athletics check, or of course any other ability that can get you up 20 feet.
Initiative:
Skilgim 19/24 HP (chains ascended, DC 19 Will vs 9 void)
Vermithor 27/38 HP (chains ascended, DC 19 Will vs 9 void)
Delta 30/35 HP (chains ascended)
Ascending the Chain
Xan 21/26 HP
HT 16/27 HP (DC 19 Will vs 12 void)
Mr. Gruff 27/29 HP
Vermithor Dragonkin
|
Will Save: 1d20 + 6 ⇒ (14) + 6 = 20
Vermithor hangs on to the chain as it tries to lash about. He prepares to help others with stopping the haunt, but again it's clear the little dragon has no idea what he's doing.
Aid, Thievery DC15: 1d20 + 3 ⇒ (3) + 3 = 6
Mr. Gruff
|
Mr Gruff climbs the chains.
Althelics to climb: 1d20 + 8 ⇒ (8) + 8 = 16
And then tries to disable the haunt.
thievery: 1d20 + 5 ⇒ (2) + 5 = 7
Hero Point if that's a crit fail: 1d20 + 5 ⇒ (16) + 5 = 21
Xan Ti
|
Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
Athletics: 1d20 + 8 ⇒ (8) + 8 = 16
Xan Ti takes some time to gather his composure to climb up the chain, up top, he braces himself for another possible wave of attacks.
◆Climb, ◆Climb, ◆Shield spell
Disable is two actions, so I feel I need to make use of my last action. AC is 21.
Delta Variant
|
"Chains, unchain us and yourself!" Delta calls out.
Religion: 1d20 + 9 ⇒ (10) + 9 = 19
Huang Tong Dragonkin
|
Will: 1d20 + 8 ⇒ (17) + 8 = 25
HT grimaces and shivers from the cold of the void (that's a neat trick to have scales and shiver, though pythons do it!)
HT focuses and heals himself.
Soothe: 1d10 + 4 ⇒ (6) + 4 = 10
As he can't really climb chains, he focuses on healing his companions instead. He opens his mind to the ether and heals Skilgim.
◆◆ Soothe on self
◇ Unleash psyche
◆ Restore the Mind on Skilgim, +8 hp
| GM Super Zero |
Mr. Gruff climbs the chains, and sets to work detaching them.
One success.
Delta has less success.
HT heals himself.
You need to have cast a spell on the previous round to Unleash, though.[ooc]
Skilgim also detaches some of the chains.
[ooc]Another success.
Three chains rattle as they animate to attack the Pathfinders, but two of them fall away, defeated by Skilgim and Mr. Gruff. The third lashes around Delta.
S/V/D/X/H/G: 1d6 ⇒ 3 Delta, DC 19 basic Will against void damage: 2d6 + 2 ⇒ (5, 3) + 2 = 10
All PCs' turns. The haunt can be Disabled using Thievery, Arcana, Occultism, or Religion. However, it can only be Disabled after ascending the chains. You can Climb up with an action and a DC 16 Athletics check, or of course any other ability that can get you up 20 feet.
Initiative:
Skilgim 15/24 HP (chains ascended)
Vermithor 23/38 HP (chains ascended)
Delta 30/35 HP (chains ascended, DC 19 Will vs 10 void)
Ascending the Chain (Disabled 2/x)
Xan 21/26 HP (chains ascended, shield)
HT 20/27 HP
Mr. Gruff 27/29 HP (Chains ascended)
Huang Tong Dragonkin
|
HT tries to scramble up the chains by trying to ride them up (as opposed to climbing them).
Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
He then points to Skilgim and sends him some healing.
◆ or ◆◆ Grab the chains (while avoiding them) to ascend (I hope) - not sure if that's 1 action or 2
◇ Unleash Psyche
◆ Restore the Mind
Skilgim
|
I think the healing points on Skilgim last round are not in the tracker.
Thievery: 1d20 + 8 ⇒ (12) + 8 = 20
With all this support the ratfolk gives another try On the last chain.
Xan Ti
|
Once ascended, Xan once more attempts to decipher the riddle to this puzzle. He searches his mind for the most obscure of facts about haunts and attempts to apply his theory to practice.
Occultism: 1d20 + 7 ⇒ (17) + 7 = 24
◆◆Disable haunt, ◆ shield?
Delta Variant
|
DC 19 Will save: 1d20 + 11 ⇒ (19) + 11 = 30 vs 10 void damage (Crit Success)
"Suit yourself, chains! I am not easily swayed!" Delta steels his mind and keeps undoing the chains' doing.
Religion: 1d20 + 9 ⇒ (15) + 9 = 24
Huang Tong Dragonkin
|
I think the healing points on Skilgim last round are not in the tracker.
Thievery: 1d20 + 8
With all this support the ratfolk gives another try On the last chain.
I did the unleash incorrectly
| GM Super Zero |
The Pathfinders finish disconnecting the chain quite effectively--several of them would have done it at once.
Immediately they all find themselves back in the room where it started, with the haunts silenced.
At the other end of the long room are stairs leading further down.