
Oaken Spirit, Рsychopomp |

Round 7
Sariana steps to the wraith as it engages Govannon, but she is unable to hit. Sariana continues to bleed and to heal the wraith (-4 HP). Grey is alarmed that the spectral chains wrapped around Zelda appear to be tightening. The halfling focuses his mind and heals Zelda +6 HP.
Round 8
Naught swings at the wraith but misses. Govannon swings his enchanted scimitar and slices through the wraith, removing a portion of its essence. Govannon continues to bleed (-3 HP each) - the smoke from the blood drifts to the wraith and combines with the ghost.
The wraith turns from Govannon and again attacks Naught - wounding her with its spectral axe (-5 HP and you are bleeding).
Your rapier slices across the priest's face. The man now bars his teeth to reveal fangs and swipes you with claws.
Make another Will save or take another 1d6 ⇒ 4 damage.
Aliseya, Sariana and Grey may take their eighth round action. Naught and Govannon may take their ninth round action.
Lopper Attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d6 ⇒ 6
Sariana bleed: 1d6 ⇒ 4
Govannon bleed: 1d6 ⇒ 3
Grey CLW: 1d8 + 2 ⇒ (1) + 2 = 3

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Sariana collapses to the floor as the blood continues to soak through her clothes and begins to pool on the ground around her.

Govannon Gittins |

Round: 9, Initiative: 12
Weapon Equipped = Scimitar
Conditions = Arcane Scimitar +1 (8/10r), Bleeding
melee: Attack: BAB +1, Str +3 Damage: +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 3/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp
Govannon worries as Sariana drops. He knows he’ll be next if he doesn’t press hard, and press now.
Scimitar (magic): 1d20 + 4 + 3 ⇒ (20) + 4 + 3 = 27 (arcane, flank)
damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5 (arcane)
crit threat Scimitar (magic): 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 18 (arcane, flank)
damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (arcane)
He does the best he can, and hopes it's enough. He has no way to measure the damage done to their foe, but it seems likely, with all the healing it's getting, they're fighting a loosing battle. Naught seems focused though, so he does't suggest retreat quite yet - though he worries.

Aliseya Belododia |

Round 8
Ali steps towards and kneels beside Sariana. She repeats her dark chant and touches the fanged woman. She regains consciousness with a tingling healing feeling inside.
Ali then suddenly turns her head back down the hall, and steps quickly to peek around the corner... spotting Zelda being taken care of by the halfling. She looks back and forth between the axe battle and the ephemerally chained trapsmith...
5 ft. step adjacent to Sarianna, use wand to cast claw on her, then move 15 ft.:
HP Sariana heals: 1d8 + 1 ⇒ (4) + 1 = 5

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will: 1d2 + 1 ⇒ (2) + 1 = 3
come on dice be nice to me
"You have not defeated me yet creature!"
Rapier: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
crit: 1d2 + 7 - 2 ⇒ (1) + 7 - 2 = 6
damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Short Sword: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Oaken Spirit, Рsychopomp |

Round 8
Sariana collapses to the ground from her wounds. Grey continues to heal Zelda +3 HP. Aliseya heals Naught - stopping the bleading.
Round 9
Naught attacks the wraith but misses. Govannon again slices through the wraith with his scimitar and critically wounds the ghost. Govannon continues to bleed (-5 HP).
The wraith attacks Naught again - wounding her once again with its spectral axe (-5 HP and you are bleeding).
The priest dodges your weapons and continues to pummel you with his fists.
Make another Will save or take another 1d6 ⇒ 6 damage.
Aliseya and Grey may take their ninth round action. Naught and Govannon may take their eigth round action.
Lopper Attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d6 ⇒ 5
Govannon bleed: 1d6 ⇒ 5
Grey CLW: 1d8 + 2 ⇒ (1) + 2 = 3

Aliseya Belododia |

Round 9
Sensing something not quite right with the way Sariana responds to her prayer and healing wand before touching her, the gypsy withdraws it. She instead touches Naught with it.
Aliseya then grows very concerned, and says something to Naught in that accursed language.
Move back to Naught, cast clw on her (or use previous charge if I didn't heal Sari?):
HP Naught heals: 1d8 + 1 ⇒ (1) + 1 = 2

Naught |

Ghost Touched Axe: 1d20 + 3 + 1 + 1 + 2 ⇒ (20) + 3 + 1 + 1 + 2 = 27
Damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Confirm: 1d20 + 3 + 1 + 1 + 2 ⇒ (5) + 3 + 1 + 1 + 2 = 12
AC 15 / Touch 12

Govannon Gittins |

Round: 10, Initiative: 12
Weapon Equipped = Scimitar
Conditions = Arcane Scimitar +1 (9/10r)
melee: Attack: BAB +1, Str +3 Damage: +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 3/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield,
Govannon tries a spell combination to energize his attacks. He casts Shocking Grasp defensively and swings twice on the ghostly form!
Concentration: 1d20 + 9 ⇒ (18) + 9 = 27 vs DC 17
Scimitar (magic): 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20 (arcane, spell) (+3 if wearing metal armor or carrying a metal weapon)
damage: 1d6 + 3 + 1 + 2d6 ⇒ (5) + 3 + 1 + (3, 5) = 17 (arcane, Shocking Grasp)
Scimitar (magic): 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17 (arcane, spell)
damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 (arcane)

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Will: 1d20 + 1 ⇒ (9) + 1 = 10
Interesting a 16 hits but a 24 and 22 misses. Stupid will saves!
Zelda looks strangly at her weapons.I know that should have hit
She then attempts to attack again.
"So you won't even fight fair. You are indeed a coward!
Rapier: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Short Sword: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Oaken Spirit, Рsychopomp |

Govannon, how are you getting the second attack? The spell combat penalty is -2, therefore your attack (including arcane and flank) should be +5, correct?
Round 9
Grey casts his last spell and heals Zelda +9 HP. Aliseya again heals Naught - stopping the bleeding.
Round 10
Naught attacks and slams the wraith with a powerful blow from her axe - sending the ghost reeling. Govannon then slices the wraith in two with his electrified scimitar. The Lopper begins shrieking and howling as its ghostly essence dissipates and sinks into the floor.
1600 XP
The priest appears to be strangely impervious to your weapons. He attacks and wounds you grievously with his bloody claws.
Make another Will save or take another 1d6 ⇒ 2 damage.
Grey frantically calls out for the others to assist him with Zelda. You find the rogue wrapped tightly in spectral chains and shaking with convulsions.
You recognize the spectral chains to be the effects of a haunt. You recall the haunt siphons carried by Aliseya, Govannon and Zelda.
Grey CLW: 1d8 + 2 ⇒ (7) + 2 = 9

Govannon Gittins |

Round: 11, Initiative: 12
Weapon Equipped = Scimitar
Conditions = Arcane Scimitar +1 (9/10r)
melee: Attack: BAB +1, Str +3 Damage: +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 3/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield, Shocking Grasp
+1 BAB +3 Strength +1 Arcane Pool -2 spell combat +2 flanking = +5 total to hit, not +3 as I had.
I get two attacks from spell strike, which I got this level. From the Magus page…
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
So basically I cast shocking grasp, and touched (with my scimitar) the ghost-thing. Then I made my usual attack. But because of spell combat, everything is at -2. Cool?
- - -
Govannon rushes up first to Aliseya. ”I’m bleeding, please - more healing if you’ve got it!”
Then he rushes to the others, ”What can I do?" He asks helplessly…

Aliseya Belododia |

Aliseya sighs with relief as the axe murderer is returned to where he belongs.
Not comprehending Govannon's frantic words, Ali nonetheless spots his bleeding wound and speaks a dark prayer on his behalf. Purple light effervescently enters and mends his flesh.
Neither does Ali comprehend Grey's cries of help, but judging by the tone hustles around the corner to spot her friend in apparently dire trouble!
Screaming in the nightmarish language, she rushes up to Zelda's writhing form and...
...and does something immediately, depending on her understanding of what exactly is happening to Zel:
Knowledge (religion): 1d20 + 6 ⇒ (10) + 6 = 16
Healing for Govannon:
HP Govannon regains: 1d8 + 1 ⇒ (6) + 1 = 7

Oaken Spirit, Рsychopomp |

Once healed by Aliseya, Govannon surveys the battle ground to see whom survived the battle. He sees that Naught is wounded, but still defiant. Next to her, covered in blood, lies Sariana. He notes that the stricken damphir still breathes. Upon closer inspection he notices that none of the blood on the ghost rider appears to be her own - in fact she does not appear to be wounded at all. Puzzled, Govannon sits Sariana up. She lives, but is unresponsive. She simply stares into space - oblivious to all attempts to revive her. You are reminded of the orc in his catatonic state.
Around the corner, Zelda continues to convulse within the spectral chains...

Govannon Gittins |

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
So basically I'm casting Shocking Grasp with Spell Combat which lets me cast and attack - each with a -2. And then with Spellstrike, I'm 'channelling' the Shocking Grasp through my blade. Make sense? If not, I can break it down further, just let me know.
The Magus is a little confusing at first, but it does make sense when you think about it. Basically I get my normal attacks (at this level, just the one) and I can cast a spell, which might have its own attack associated with it. That's how I have two attacks.
- - -
Govannon looks to the others for suggestions, "What can I do to help?" he says helplessly, not knowing what is attacking Zelda.

Aliseya Belododia |

Recognition dawns on Ali's face. Quickly, she rummages through her hefty satchel. Bottles of perfume and a box of candles are placed aside on the ground. Even some spare clothes, a few articles of which might give Naught and Govannon a pleasant image or two. Finally, she retrieves one of the glass vials Naught recalls finding earlier from the Professor's stash. She swiftly places the vial beneath Zelda's twitching body, and twists off the iron casing. An ectoplasmic force emerges from the vial, interacting with the malevolent essence enveloping Zelda... the force begins to consume the vile spirit's energy, drawing it down and back into the vial... and Aliseya stands ready to cap it back closed once the malevolence is contained.
Use a haunt siphon on the haunt:
Positive Energy Damage to Haunt: 3d6 ⇒ (3, 1, 2) = 6

Oaken Spirit, Рsychopomp |

As Aliseya opens the haunt siphon the ectoplasmic energy swirls above Zelda to reveal the flickering image of a stooped, obese priest in chains and wearing a plethora of holy symbols. He snarls and growls at you, revealing long, curved fangs.
The spectral chains continue to tighten around Zelda (-2 HP).
In the temple of Pharasma, the priest suddenly looks up at an unseen force, momentarily frightened. He then returns his attention to you with renewed vigor and grabs you by the throat. "Now child, ask Father Charlatan for forgiveness before its too late."
Zelda Will: 1d20 + 1 ⇒ (2) + 1 = 3
damage: 1d6 ⇒ 2

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"I will not submit to you, ever!"
Zelda looks around to a way to leave these fiends.

Govannon Gittins |

Round: 12, Initiative: 12
Weapon Equipped = Scimitar, Haunt Siphon
Conditions = Arcane Scimitar +1 (9/10r)
melee: Attack: BAB +1, Str +3 Damage: +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 3/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield,
Govannon marks what Aliseya did, and notes the result. She hurt it!
He may be slow, but he gets there eventually… he grabs his satchel and pulls his Haunt Siphon out. Taking a 5' step, he uses it the same way Aliseya did, hoping to end Zelda’s torment.
Positive Energy to Damage the Haunt: 3d6 ⇒ (6, 4, 6) = 16

Oaken Spirit, Рsychopomp |

Once Govannon opens the haunt siphon the spectral priest begins to be pulled inexorably to the bottle. With a slow distorted grown the snarling priest is pulled into the bottle and away from the stricken Zelda. Govannon feels the haunt siphon surge with negative energy as it captures the powerful haunt. As the last of the haunt's essence is captured, the magus quickly replaces the siphon stopper. The haunt siphon glows a pulsating, effervescent green. You note that the spectral chains around Zelda have disappeared.
1600 XP
At the temple of Pharasma, Father Charlatan is suddenly pulled backwards and away from you. As he is dragged by an invisible force, he screams defiantly at you. "This isn't over! They can't destroy me! I'll be waiting for you on the other side!"
He is then dragged out of sight through the open double doors of the temple. As you look around the temple, you note an open side door. Through the door, you see your friends standing in the Harrowstone passage, over your inert body.
Actions from here?

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Zelda smiles as she walks toward her body, gratful to her friends and attempt to rejoin her corporal self.

Govannon Gittins |

Weapon Equipped = Scimitar
Conditions = None
melee: Attack: BAB +1, Str +3 Damage: Str +3
ranged: Attack: BAB +1, Dex +1 Damage: +0
Arcane Pool (su/swift): 3/4
Spells (Caster Level 2, Concentration +5 (+4 defensively))
Zero (13): Acid Splash, Dancing Lights, Detect Magic, Prestidigitation
First (14): Color Spray, Shield,
Govannon looks at Zelda's body and hopes for the best. He asks Aliseya, "Is she dead? She doesn't look good."
When nothing happens right away, he starts to think about his needs. He clears his throat and asks, somewhat nervously, "Could I get another hit off that wand? I'm a little injured yet, and this place seems like the sort of place where I should be as healthy as possible."
"Also, if you've got more of those Haunt Siphons, I'd love to grab a couple more..."
We have three left, plus Zelda has one. I think we should carry them all, so I should get one, one to Naught, and one to Aliseya. Cool?

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Zelda sits up and looks around.
"Where is it! What is going on? Wait the coffin is gone! How long have I been gone?"
Zelda looks at her friends in desperation hoping for some answers.
Looking at Zelda the others notice her face is bruised and battered like she had recently been in a fist fight.

Aliseya Belododia |

Entirely ignoring Govannon's request and Zelda's questions in the heat of the moment, the gypsy falls to her knees beside the trapsmith. Her wide eyes are nearly ready to tear at the sight of her friend returned to them. And still alive... in this damned town, it seems hard to even hope for anything so fortunate.
"Omigods Zel," she says as she wraps her arms around the bruised woman, resisting the urge to bruise her further with too strong a squeeze, "You're alive!" She cannot hold it all back anymore, a few tears begin to drop. Wiping her eyes with her forearm, she whips out her wand, prays briefly to Desna, and violet healing energy effervescently penetrates Zelda's bruises. She then begins to assist Zelda back to her feet, if ready. "Are you... able to stand?" She then begins to answer her second query. "You were wrapped up in, like, creepy ghost-chains, and... and we thought you might be dead. Some fat creepy dude was hovering over you, probably that sick priest who was imprisoned here."
Looking at everyone now, "Maybe we should, like, regroup for today."
Clw on Zel:
HP Zelda heals: 1d8 + 1 ⇒ (6) + 1 = 7
Sounds good, Gov.

Govannon Gittins |

Govanon stays out of the way as Zel comes to and recovers. Whew! he thinks, glad she's not dead... or worse.
Looking at everyone now, "Maybe we should, like, regroup for today."
"With a little healing," he says helpfully, "I've got more fight in me. I'm not well prepared for this though I must admit. I could do better." he grins weakly.
He holds up the haunt vial, "Though these are very nice!" he puts it in his pocket where he can get to it quickly.

Aliseya Belododia |

"Kendra! Of course..." Aliseya shakes her head in embarrassment. Apparently, her concern for Zelda caused her to forget why they were in the prison to begin with...
"None of us were prepared for this," she says to Govannon. The healing gypsy's expression becomes more determined once more. She prays to Desna and taps anyone who still looks like they're in not the best of shape.
"Now lets kick some more ghost a$$, find Kendra, and get the hells out of this place."
Anyone else in need, feel free to roll 1d8+1 for yourself.
HP Govannon heals: 1d8 + 1 ⇒ (4) + 1 = 5

Aliseya Belododia |

After healing and just before the group begins to head for the property room once more, the gypsy suddenly stands still. Closing her eyes, her head bows, and her arms raise up, the jewels jingling lightly as she does so. She seems to be listening rather intently. Or perhaps searching within for something. Or, someone...

Oaken Spirit, Рsychopomp |

Grey moves to Sariana to the chapel where he remains to stand guard over her.
Aliseya briefly steps into the workshop where you encountered the ghost Vesorianna. She then leads the way to the property room.
Upon opening the door of the property room, you see a bizarre collection of antique goods resting upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.

Naught |

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
lol 1 short of full.
Still breathing raggedly Naught's eyes go a bit wide in suspicion as the Dancer strolls off.
Following behind her but seeing Aliseya in no current danger the Storyteller begins looking over the baubles in the new room.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Oaken Spirit, Рsychopomp |

You find that although much of the remaining property is junk, a few items remain that may be of interest, including a set of masterwork thieves’ tools, a bronze war medallion from the Shining Crusade, an unframed Taldan painting of Stavian I, a set of a noblewoman’s silver hair clips, a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and a wand.

Govannon Gittins |

Govannon, eager to help, casts Detect Magic on the wand trying to ascertain its providence. He checks the other things for magical auras as well just in case.
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
He hands the wand to whomever would be best to wield it, and starts to roll a cigarette. "So it seems like we should be heading down somewhere. Have you explored the basement of this place yet? If so, where are the stairs?"
He puts the cigarette in his mouth as some tobacco falls from it. He does not light it as yet as he considers their options.

Oaken Spirit, Рsychopomp |

Govanonn, you detect that the wand is magical. After studying it a bit, you determine that it is a wand of restoration (12 charges).

Aliseya Belododia |

Aliseya comes out of the workshop with deep concern on her face. As they make their way to the property room, she reveals that, "Kendra's in a dungeon, she's being held in something called, 'the Nevermore.'" She merely shrugs when the others look at her for an explanation of this name.
With even graver concern, she adds, "The Splatterman awaits us..."
In the property room, the gypsy cannot help but take notice of the fancy hair clips. Momentarily distracted from the grim horror surrounding them, she shrugs and swipes them for herself, and only then wondering aloud, "I wonder if they belonged to Vesorianna... I think they would have looked good in her hair.".
She also observes the wand, wondering what it might be. Aliseya looks on as Govannon studies it.
Gulping as she answers Govannon, "Um. Yeah. We sorta did, start at least. Exploring the basement, that is..." She casts a stray look at Naught and at Zelda, her companions at the time they almost lost Cellawyn to the evil dead here. She willingly heads in the direction of the stairs, if someone brave accompanies her up front, when the group is ready to depart this room.

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"That figures we have to go back down there."
Zelda shakes her shoulders in fear.
"Lets get this over with. I want this splatterman permanently dead!"
Zelda prepares to move on.

Govannon Gittins |

He tells the party about the wand, and gives it to Aliseya. He then glances around the room one last time...
"Wait a moment." Govannon walks to the east wall and runs his hands along it. He turns to the party, "There's a door here, and there's magic a plenty behind it."
He looks for a latch or some method to open the door.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
hehehe, yeah...

Aliseya Belododia |

Ali as well studies the wall as the others feel around for something on it. She thinks she sees something...
I was hoping for another 5, lol. This works a little better, though:
Perception: 1d20 + 2 ⇒ (15) + 2 = 17