Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
◆) Haunting Echoes (targeting anyone currently frightened)
Haunting Echoes vs Agnes (Will DC 13 / frightened 1 / known resident -2):1d20 + 11 ⇒ (2) + 11 = 13 Damage (mental) plus maybe increase Frightened:1d4 ⇒ 1@ 1 damage Agnes Haunting Echoes vs Barlespin (Will DC 14 / frightened 1):1d20 + 11 ⇒ (14) + 11 = 25@ 6 damage Barlespin, +1 frightened Damage (mental) plus maybe increase Frightened:1d4 ⇒ 3 Haunting Echoes vs Marius (Will DC 17 / frightened 1 / known resident -2):1d20 + 11 ⇒ (8) + 11 = 19 Damage (mental) plus maybe increase Frightened:1d4 ⇒ 3@ 3 damage Marius
Screams of horrible deaths haunt the ears (and holes) of our intrepid heroes - including Papa, Mama, Marta (sister), Heinrich (Fiancee), Sir Karl, Mrs. Orzist, Willem (Mrs. Orzist's young son), little Gerta (Mrs. Orzist's young daughter), Mrs. Beimler, Bruno Altdorf:1d10 ⇒ 2Mama Agnes!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
As the party head into the district, first, it is eerily quiet...
...a chill wind picks up, pricking the hairs (or scales, or leaves) of our heroes' skin, and from the quiet, pained, desperate, and angry voices call out.
"Agnesss, Maaalendyl"
Will DC 20 vs Fear!
Barlespin's Will Save (E):1d20 + 5 ⇒ (10) + 5 = 15Frightened 1 Malendyl's Will Save (E) w/ (-2) Known Resident:1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14Frightened 1 Marius Tanar's Will Save (E):1d20 + 9 ⇒ (4) + 9 = 13Frightened 1 Red Agnes's Will Save (E) w/ (-2) Known Resident:1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9Frightened 2 Squishy Pumpkin Quaintly Rooted's Will Save (T):1d20 + 4 ⇒ (19) + 4 = 23
Squishy retains his wits, while Red Agnes goes White, and the others feel their bones shake. The Haunting Echoes proceed to reach out for those called!
Startled by the sound, a handful of zombies shamble from nearby dwellings, and begin slowly making their way towards the disturbance!
Barlespin is taken off guard (Perception for Initiative), as is Marius (Frightened impacts initiative roll), but having foreseen the scenario, the rest of the party has a chance to act before being grasped!
This statue has not been fully purified yet - allowing Kugaptee to regain control of it after a certain amount of time.
Purification is a Skill Challenge with the following statistics:
➤ Level: 6 (Base DC 22)
➤ Complexity: 1 round, Aided Group Check (highest modifier is Lead)
➤ Timeframe: 30 minutes
➤ Synergies: Feats and Slotted spells with the Vitality trait; Focus spells add a +2 circumstance to your check instead.
➤ List of Skills: Crafting (moderate), Religion (easy), Thievery (hard)
Sigurd:
This statue has not been fully purified yet - allowing Kugaptee to regain control of it after a certain amount of time.
Purification is a Skill Challenge with the following statistics:
➤ Level: 6 (Base DC 22)
➤ Complexity: 1 round, Aided Group Check (highest modifier is Lead)
➤ Timeframe: 30 minutes
➤ Synergies: Feats and Slotted spells with the Vitality trait; Focus spells add a +2 circumstance to your check instead.
➤ List of Skills: Crafting (moderate), Religion (easy), Thievery (hard)
Lan:
This statue has not been fully purified yet - allowing Kugaptee to regain control of it after a certain amount of time.
Purification is a Skill Challenge with the following statistics:
➤ Level: 6 (Base DC 22)
➤ Complexity: 1 round, Aided Group Check (highest modifier is Lead)
➤ Timeframe: 30 minutes
➤ Synergies: Feats and Slotted spells with the Vitality trait; Focus spells add a +2 circumstance to your check instead.
➤ List of Skills: Crafting (moderate), Religion (easy), Thievery (hard)
Furthermore, you realize that this statue is one single "node" in a system of corrupted statues that must be specifically aligned throughout the Monastery. Perhaps even at places you have already explored. But! You also suspect you risk Releasing some other Entity if you succeed in these endeavors!
Kazuki:
This statue has not been fully purified yet - allowing Kugaptee to regain control of it after a certain amount of time.
Purification is a Skill Challenge with the following statistics:
➤ Level: 6 (Base DC 22)
➤ Complexity: 1 round, Aided Group Check (highest modifier is Lead)
➤ Timeframe: 30 minutes
➤ Synergies: Feats and Slotted spells with the Vitality trait; Focus spells add a +2 circumstance to your check instead.
➤ List of Skills: Crafting (moderate), Religion (easy), Thievery (hard)
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
"RRRRRRRHHHHHHHGHGHGHGHGHGHRRRR!"
The stone statue lurches to life, its branches whipping through the air as a horrifying roar rips through the monastery — a familiar roar that seems to come from underground...
↺) Pulse of Fear (DC 21)
Auntie Wu's Will Save (E):1d20 + 14 ⇒ (11) + 14 = 25 Ho Lan's Will Save (E):1d20 + 10 ⇒ (5) + 10 = 15 Sigurd Kolphan's Will Save (E):1d20 + 12 ⇒ (5) + 12 = 17 Kazuki Sato's Will Save (E):1d20 + 13 ⇒ (8) + 13 = 21 Vekka Tchakon's Will Save (E):1d20 + 10 ⇒ (3) + 10 = 13
Pulse of Fear (Finalize and Open):
Critical Success: The creature is unaffected.
Success: The creature is frightened 1.
Failure: The creature is frightened 2.
Critical Failure: The creature is frightened 2 and fleeing for as long as it remains frightened.
Kugaptee's Tree to Initiative (Stealth):1d20 + 15 ⇒ (12) + 15 = 27
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Sigurd braces, and Kazuki's prayers aren't answered...
...the Arms of the Drowned unleash!
No less than 5d12 ⇒ (10, 4, 11, 9, 2) = 36 hands wrap each of Vekka's and Lan's ankles, leaving them unable to move - they begin trying to pull the two magic users into the depths below - while Sigurd manages to remain ungrasped.
Targeting Lan, Vekka, or Sigurd?:1d6 ⇒ 3 Ghostly Arms (Grapple) vs Vekka (Fortitude DC 20):1d20 + 12 ⇒ (8) + 12 = 20 Targeting Lan or Sigurd?:1d6 ⇒ 1 Ghostly Arms (Grapple) w/ MAP (-5) vs Lan (Fortitude DC 21):1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20 Ghostly Arms (Grapple) w/ MAP (-10) vs Sigurd (Fortitude DC 21):1d20 + 12 - 10 ⇒ (10) + 12 - 10 = 12
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
A blast of river water sprays up inside the shrine, knocking everyone on the bridge over as it shakes - and with it, a legions of legless, sucker-and-teeth insects spill into the shrine area!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Arms of the Drowned!
As the group moves closer to the shrine, they realize that it isn't illusory - but haunted!
Beneath the surface of the water, a harrowing number of soggy, pallid, disembodied ghostly hands begin to reach up from their drowned bodies and grasp at anyone on the bridge!
Due to the Triple Magic Detecting caution, I will award everyone a free Single Action (◆) as part of rolling initiative!
There also seems to be another sound coming from the central opening…
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
The grasping hairs release clutch suddenly, sucking back into the her head like growth in reverse, and as the apparition whirls on Sigurd and Auntie Wu, their combined efforts seem to awaken it's voice "Grandfather Bao was a liar, and this shop was founded upon my murder, to which I am entitled my anger" she dares anyone to contradict her, but the PCs, not having a personal stake in the matter, and being reasonable folk notwithstanding, do not contend her point.
Auntie Wu and Sigurd wrote:
"Stop! You must save your strength and move on."
"Pharasma, help us usher this soul to the Boneyard!"
"Please, do not waste your afterlife here."
"I will need not ushering, but something else" finally dropping Kazuki by the neck - as if her hands had minds of their own and she had forgotten she had him suspended - she continues "If you were me - The Ghost! - and if I were you - The Exorcist! - what would you ask of me to ease your passing?" beseeching the party their empathy before crossing finally into the Boneyard...
1st Strange Coincidence - Mama Bao's grandfather came into a sudden windfall of money - sufficient to purchase the bun shop - within days of Hinode Akari's body being discovered.
2nd Strange Coincidence - Great Grandfather Bao was acquainted with a wealthy dollmaker from the city of Sze.
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Ghost lady looks at Kazuki as if she may understand him… and lunges, strangling him with coils of her hair while she begins clawing through his long luscious hair, ripping it out by the handful!
Kazuki Basic Will (DC 22) vs Mental Damage:2d8 + 7 ⇒ (8, 6) + 7 = 21
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
↺) Cyclone of Hair
Lan's yelling disturbs the ghostly woman, who in response shrieks and rises into the air as her hair grows swiftly, snaking through the shop to tangle into the rafters or weave through the seating area.
Everyone make a DC 22 Reflex save to avoid being immobilized (or restrained on a critical failure) - the DC to Escape is also 22
Haunt Initiative:1d20 + 0 ⇒ (16) + 0 = 16
As she becomes more aware of the others in the room, she looks down at 1d10 ⇒ 3Kazuki, and holding her hands out with a strangling gesture, begins to float towards him!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
The party determines that the hair strands are all around the same length (and so, likely came from the same head), and that the hair is well-maintained and undamaged (no split ends) and most probably was plucked from the scalp at the root (instead of cut with a blade)!
Deciding to stay the night, the party bed down, when something strange happens on 1d10 ⇒ 6Lan's Watch!
The ghostly form of a young woman with long hair drifts into the shop through one of the doors, then proceeds to pull out her hair by the roots...
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
"Who still LIVES and doesn't DIE!!!"
The wind picks up - all of Auntie Wu's belongings are swept as massive currents break the cloth covering the windows and strew about light weight objects!
Kazuki is unable to see anything, even as his ears bleed!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
There is a blood-curdling scream!
SCREEEEEEEEEEEEEEEEEEEEEEEEEEKKKKKKKKKKK!!!!!!!!
Auntie Wu's House is Haunted!
Mental Damage (Basic Will Save DC 21) vs Auntie Wu:1d10 + 4 ⇒ (2) + 4 = 6 Mental Damage (Basic Will Save DC 21) vs Kazuki:1d10 + 4 ⇒ (8) + 4 = 12 Mental Damage (Basic Will Save DC 21) vs Lan:1d10 + 4 ⇒ (8) + 4 = 12 Mental Damage (Basic Will Save DC 21) vs Sigurd:1d10 + 4 ⇒ (3) + 4 = 7 Mental Damage (Basic Will Save DC 21) vs Vekka:1d10 + 4 ⇒ (3) + 4 = 7 Mental Damage (Basic Will Save DC 21) vs Hai Er-Hua:1d10 + 4 ⇒ (10) + 4 = 14 Mental Damage (Basic Will Save DC 21) vs Darius:1d10 + 4 ⇒ (7) + 4 = 11
Everyone looks over at the door - CLICK - did it just lock itself!?
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
"Kill that one!"
Just before Zisiro manages to coup de gras the spirits, it lashes out at him desperately one last time, but dissipates before managing to inflict any more tangible violence...
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Zisiro succumbs a moment - intending to die in the way the voices show him "Cut the belly, yes" until he recovers a moment enough to fight for his will.
Cutting yourself costs an action!
Meanwhile Natalu makes significant headway dissipating the restless spirits - perhaps halfway present now "We cannot move on - not without YOU!" they remain vigilant none-the-less (fail+5+crit10 damage - you are still frightened)
Botting Natalu EoT Will to reduce Fright vs DC 18:1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12Still Frightened!
With both Natalu and Zisiro beset with terror, the spirits turn now to Brendar!
◆◆) Enfrighten Brendar (Will DC 22)
◆) Induce Seppuku Brendar (Will DC 22)
~) Outcome HERE @ Seppuku (blunt) if Brendar fails 2nd Will save vs AC:1d20 + 19 ⇒ (7) + 19 = 261d10 + 3 ⇒ (6) + 3 = 9
➤➤➤➤➤➤➤➤➤➤
Vengeful Spirits: Round Three
Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26)(DC 25) (DC 24)
Attack (◆, no MAP, 5 damage) @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)
Vengeful Spirits @ (-20 HPs) @ (□□)
Brendar (full HP) @ pending
Natalu (-12 HP) @ Fright 1
Zisiro (-6 HP) @ Fright 2
Ti Lan and Lin Po (full HP)
If you roll one of these checks, please specify which before rolling!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
"I have lived and died here - let me show you how!"
The spiritual whisper re-enacting it's own death on Brendar's travelmates loses a piece of it's essence at his use of the words 'not welcome' - it dissipates partially - it's hand fading back into the nether, the rest of it intact!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Stealth to Initiative:1d20 + 15 ⇒ (13) + 15 = 28
"What's that!?" the short fat pathfinder yells as a mass of swirling spirits come screaming out of the enchanted forest!
"SSKKKKRRRRRREEEEEEEEEEEEEE!!!!!"
The screaming spirits target Brendar, Natalu, or Zisiro?:1d6 ⇒ 3Natalu who's mind is tempted into committing seppuku!
Natalu, please make a DC 22 Will Save!
Open after Rolling / Finalizing Will Save:
Critical Success The target is unaffected and is temporarily
immune to this haunt for 24 hours.
Success The target is frightened 1.
Failure The target is frightened 2. The value of the frightened
condition does not automatically decrease by 1 at the end
of each of the target’s turns. Instead, the target can attempt
a DC 18 Will save at the end of each of their turns to lower
their frightened value by 1.
Critical Failure The target is frightened 3. The value of the
frightened condition does not automatically decrease by 1
at the end of each of the target’s turns. Instead, the target
can attempt a DC 18 Will save at the end of each of their
turns to lower their frightened value by 1.
The haunt uses its third action to compel any
frightened creature to harm itself with surrounding forest
debris, its strength fueled by spirit possession. The creature
must succeed at a DC 22 Will save or attempt to Strike
itself during its turn as its first action, using the haunt’s
statistics below. Note that frightened applies equally to the
creature’s attack roll and AC, and therefore does not affect
the accuracy of the attack.
Seppuku (blunt) if 2nd Will save fails vs AC:1d20 + 19 ⇒ (13) + 19 = 321d10 + 3 ⇒ (3) + 3 = 6
➤➤➤➤➤➤➤➤➤➤
Vengeful Spirits: Round One
Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26)
Attack (◆, no MAP, 5 damage) @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)
If you roll one of these checks, please specify which before rolling!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Horul leaves the room while Haohji attempts to smack some sense into Veiled Lady and Merellin (6 non-lethal damage @ Veiled Lady) unsuccessfully.
Still bloodthirstily Confused, Veiled Lady turns her vengeance upon Haohji, Horul, Merilin, or Ramona?:1d4 ⇒ 1Haohji while Merellin turns his vengeance upon Haohji, Horul, Ramona, or Veiled Lady?:1d4 ⇒ 1Haohji
"Kill the monk!" the whispers command our desperate heroes!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
"Nooo..."
Ramona works her magic, saving Merellin from going completely off the deep end, though not entirely, as both Merellin's and Veiled Lady's eyes begin to glow red, and clutching their weapons, they make moves to attack their former allies!
Merellin and Veiled Lady:
You hear in your mind, dictating your actions: "Yes! Take them with you!"
Luckily, you rolled poorly for initiative, which means the party has one round to prepare for your attacks. That said. In your next post, please choose one party member to attack (feel free to use RNG if you are indecisive), and on your turn you will likely be commanded by the Confusion to attack that ally!
Everyone: 1) First, please roll a DC 18 Will Save [auditory, divine, emotion, enchantment, mental] 2) Next, roll Initiative! 3) If you succeed at your Save and beat the Haunt in Initiative, you may immediately go!
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
"No! You cannot ESCAPE!!!"
The voice chokes in desperation as Haohji slips from it's grasp, shreds of flesh and meat left pooled in the room he was just pulled through, seeping gore into the cracks he burst into the floor with his own fists...
The ghosts swirl back from whence they came - below the floorboards - their power expended for the time being...
Haunting Echoes | Disable (◆◆) w/ Religion (DC ??) or Diplomacy (DC ??) or Undead Lore (??)
Scrabbling Hands!
1d12 ⇒ 1
Reaching out of the floor at Haojhi suddenly appear ghostly, manacled hands, wrapping their chains around his ankles, and twisting with supernatural force, scraping him with skin-breaking abrasion, opening bleeding wounds!