Tara Eliade |
Shivering slightly in the cold spring air, Tara nods at Vivian's questions, "Perhaps. Sometimes cold air can indicate more restless spirits. I wonder what caused the children to return as a wight of all things. I've only heard of them rising from warrior remains. I do not like the implications of this, Vivian." Furrowing her brow, Tara looks around the boggy path, feeling unease as whispers of her night terrors claw at the edges of her mind.
Vivian Deberth |
As she works on the lock, Vivian answers Tara
I don't like it either, Tara. Put our brains to work together... What do we know about wights? What are their strenghts and weakness? How and why do they come back from the dead?
Know religion: 1d20 + 6 ⇒ (13) + 6 = 19
Let's hope Pharasma will help us put them to rest. Which brings to my mind an interesting question... Have anyone seen a temple, however small it might be, in this village yet? They surely had a spiritual guide, if not a consecrated priest, here, to perfom holy rituals. It seems a valuable hypothesis, don't you think , Stefan?
Sophie Kundegard |
if we rest before finishing this village, Sophie is going to swap out her wandering spirit to one that lets her put ghost touch on her weapons.
if we are going into this house now, Sophie is going to give herself and Bert the mammoth hide blessing for +2 AC and +10 cold resistance. Then she will also cast Bull's Strength on herself
"What good would such a place do for us if everyone in the village is dead or gone?"
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GM Harker |
You've already identified the previous creature as a wraith, not a wight. Please consult the previous page for what you know about them. Wraiths result from the death of a particularly evil person, and/or some connection to darkness in the manner/place of death. Otherwise, they are created by being slain by another wraith.
Dr. Stefan Von Herzog |
Stefan also contemplates on whether this cold spot would be an indication of another haunt or restless spirit...
Knowledge (religion): 1d20 + 10 ⇒ (10) + 10 = 20
Amaria the Huntress |
"The last thing we fought was a wraith, not a wight. Wights are more like zombies, but intelligent and stronger. Wraiths are incorporeal undead that can drain their victim's constitution if they touch them. This attack also strengthens them a little. If the victim loses all of it health to the creature, it becomes a wraith itself under the control of the one that killed it. Wraiths are powerless in the sunlight, but are slightly resistant to channeled positive energy."
With that she concentrates on the house ahead, trying to detect evil beyond the door.
Bert Shieldworn |
"I think we can assume the child wasn't..evil..yet. So it must be another wraith killing them, which tracks with what the witnesses said. Locked doors and windows, plus what the beast said when he attacked." Bert says.
I assume the spell on my hammer is expired. Will holy water help? It looks like i need to get something that can be used to attack incorporeal but doesn't cost an arm and a leg or hard to put on (like salts)
Tara Eliade |
Shrugging at Amaria's assessment, Tara hums in thought. "Well that would explain a lot, but how can we prove it in court? It will be nearly impossible to capture an incorporeal creature and bring it before a judge." Tapping a well manicured finger against her lips, Tara waits for the door to open.
Bert, it only last for four rounds, but I can use that ability for 6 more times today :)
Amaria the Huntress |
"There is definitely evil in within the home. Whether it is a haunt or something else, we will have to see. Can any wield positive energy to face a haunt?"
Dr. Stefan Von Herzog |
"I do still have one haunt siphon that we'd discovered in the false crypt back in Ravengro. Another possibility would be an attempt to communicate with it... I still have that spirit board we'd acquired at the same locale. Of course, if it's a particularly malevolent spirit, we may need to neutralize it first. To that end, I have some magicks which could be useful."
Sophie Kundegard |
"There are no such spirits with me today, child. The boy knows best."
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GM Harker |
Bert opens the unlocked door to reveal a long dusty hallway. Based on the lack of footprints, no one has walked through here in sometime. Twenty feet down the hall, there are openings to the west and east. The temperature inside seems a similar frigid temperature as the cold area around the house. Amaria's spell indicates the evil presence is located on the east side of the house.
GM Harker |
Vivian casts Light on Bert's weapon and the fighter makes his way down the hall with Amaria following. The temperature is still cool, but nothing else seems out of the ordinary. Looking to the passages to the east and west, junk appears to be stored in the back of each room.
Let me know right, left, or something else. The evil presence was detected to the right.
Dr. Stefan Von Herzog |
Stefan also casts a spell, and four orbs appear above his upturned hand, each glowing with a cold greenish light. With a gesture, the orbs rise into the air and fan out, illuminating the room and corridor beyond.
Casts dancing lights.
The doctor clutches his steel-tipped walking stick tightly as he looks warily around.
"It would not surprise me if we encountered another wraith. Amaria, can you tell from which direction the evil spirit might be lurking?"
Dr. Stefan Von Herzog |
Stefan mutters, "What on earth is going on in there?" He moves next to Sophie and looks through the door.
Posting from my phone; would someone move my token just to the left of Sophie.
Tara Eliade |
Swallowing nervously, Tara awaits around a corner waiting for the others to move farther into the small house.
GM Harker |
Bert turns the corner to the right to see some additional junk in the north corner and torn bedding to the south. A crooked wooden box sits in front of the bedding as if it acted as a makeshift table. On top of the box lays a headless female doll with half the stuffing spilling out of it. The temperature seems even more chilly here, and palpable hostility seems to hang in the air.
Before Bert can notice it, another small shadowy figure wreathed in black fire rises up from the ground and touches the fighter. The cold from the room feels like its channeled into Bert's heart as negative energy burns him. Bert takes 1 negative energy damage and needs to make a DC 15 Fort save or take 1d2 ⇒ 1 Con drain.
Bert's Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Amaria's Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Stealth: 1d20 + 13 ⇒ (8) + 13 = 21
Touch Flat-Foooted: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 ⇒ 1
Init: 1d20 + 5 ⇒ (7) + 5 = 12
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Bert's Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Sophie's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Stefan's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Tara's Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Vivian's Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Surprise Round
Wraith
Amaria <= Up
Bert <= Up
Only Amaria and Bert had a chance to detect the wraith, so only they had a chance to react to the surprise attack.
Initiative (Round 2)
Amaria <= Up
Sophie <= Up
Tara [5 Dmg] <= Up
Vivian <= Up
Wraith
Stefan
Bert [1 Dmg; Fort Save needed]
Amaria and Bert are up for Surprise Round actions (1 move or 1 standard only), then Amaria, Sophie, Tara, and Vivian are up for Round 2.
Bert Shieldworn |
Fort Save, yay my highest: 1d20 + 7 ⇒ (6) + 7 = 13 boo..
Seeing the wraith is too close for his hammer, he swats at it with his shield.
Shield Bash, MELEE: 1d20 + 5 ⇒ (5) + 5 = 10 damage, if hits: 1d3 + 3 ⇒ (2) + 3 = 5
1 con drops me to 16, which is still +3 bonus. Sadly my shield isn't enhanced with ghost touch or anything...
I just remembered my Hammer is +1, but I don't think that helps the incorporeal thing. I have 376 gold so if anyone has a way to make my weapons useful without eating up spell slots..Until we get more loot and we can upgrade and such.
GM Harker |
Magical weapons do half damage to incorporeal creatures, while non-magical weapons do no damage. So the +1 hammer could be useful here.
Amaria's arrow passes through the wraith and its shadows diminish a little.
The coldness sets in Bert's chest, yet he feels almost just as healthy. He then attempts to bash the spirit, but it ducks under his shield with a high pitched laugh.
Initiative (Round 2)
Amaria <= Up
Sophie <= Up
Tara [5 Dmg] <= Up
Vivian <= Up
Wraith
Stefan
Bert [1 Dmg; 1 Con Drain]
Amaria, Sophie, Tara, and Vivian
Amaria the Huntress |
Amaria presses the attack with her blessed bow, knowing that not all her companions can fight such a creature.
Attack 1: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d20 + 11 ⇒ (11) + 11 = 22
Attack 2: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d20 + 11 ⇒ (1) + 11 = 12
Tara Eliade |
Pushing her way past everyone in the hallway, Tara backs into the other room, as she tries to get into position to help her allies. "Mr. Bert! Are you okay?" she calls out concerned.
Bert Shieldworn |
"I feel colder and a bit weaker, but shouldn't be a problem, right now. Although, I probably should have had you touch my shield too. Drat these ghosts or whatever."
Is there a way for me to step back into the junk on the floor, give some room or something?
Sophie Kundegard |
Sophie moves down to the end of the hall, cursing under her breath.
double move to go 25' down the hall
Sophie is useless without a magic or ghost touched weapon, but from here at least she can buff Bert or cast spiritual weapon
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GM Harker |
Bert, the only square you cannot move into is now marked with a red 'x', it's too full of junk to move through.
Amaria fires two more arrows at the wraith, but neither hits its target.
Tara moves down the hallway and into the west side of the house. There she sees what appears to be the ruins of a living area, with the broken remains of sewing equipment in the northwest corner.
Sophie moves to the end of the hall to better support Bert.
Vivian prepares herself to attack if the spirit passes through the wall and attacks those in the hall.
The wraith shifts to the southwest and passes its hand through Bert again, injuring him with negative energy and pulling more of the cold inside his body. Bert takes 2 more damage and needs to make another Fort save DC 15 or take 1d2 ⇒ 1 Con drain.
Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 ⇒ 2
Initiative (Rounds 2-3)
Amaria <= Up
Sophie <= Up
Tara [5 Dmg] <= Up
Vivian <= Up
Wraith
Stefan <= Up
Bert [3 Dmg; 1 Con Drain; Fort save needed]
Everyone is up!
Amaria the Huntress |
Amaria continues to fire at the wraith.
Arrow 1: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Arrow 1: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Bert Shieldworn |
Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12 what the heck..diceroller..Now I am down to +2 Con.
Bert steps back and swings his hammer at the wraith.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (15) + 6 = 21 damage, if hits: 1d12 + 4 ⇒ (8) + 4 = 12
"Stop touching me you little creepy thing!" Bert screams losing a little bit of his normal composure.
"Colder and weaker!"
Dr. Stefan Von Herzog |
Stefan takes a scroll from his satchel, unfurls it, and reads aloud the incantation scribed thereon. The scroll bursts into flame and burns to ash in the doctor's hands, as the air slightly shimmers around him.
Casts mage armor from a scroll.
Vivian Deberth |
acrobatics : 1d20 + 8 ⇒ (20) + 8 = 28
+1 Keen Longsword: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
The nimble redhead pass near the incorporeal undead, and tries to hits it while she dashes and ducks
She postitions herself to give Bert a strategical advantage flanking, even if she knows that the unholy creature can disappear into a wall soon
Tara Eliade |
Quickly pulling out a small slip of scripture, Tara offers a quick prayer, causing the paper to glow. Sticking the paper onto Amaria's armor, a shimmering magic settles over top the paladin's normal armor.
Tara casts Shield of faith to grant Amaria +2 deflection bonus to AC