
Janos Ardeal |

It would have only been on that last attack, right? I forgot that's separate from your beastmorph.
Janos tries to wipe the insect guts from his axe, but looks pleased at his work. "We're good, Yusef. Just a few bugs. Thanks for asking. Please send Jaine in, though. I think we're ready to try and open one of the tombs." He smirks at Dantrian.

Dantrian Almaeus |

Possibly the first attack as well if they didn't get a surprise round as they'd have been flat-footed until they acted in the initiative order. I made a note on my sheet - hopefully I won't forget again!
Dantrian returns his longspear to its harness over his shoulder, briefly casting Yusef an imperious look before turning back to the stairs and the dais down below.
Is there a check I can make to try and harvest some of the centipedes' poison? I still have poison use as a class ability - and Dantrian has no moral qualms about using the stuff.

DM Jelani |

Sure, we'll say DC 10 Survival to remove the poison sacs, and a DC 13 Craft (Alchemy) check to preserve it without ruining it. You can attempt this six times (once each). Each success will give you one dose of:
Centipede Poison (EX)
Injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save.
Which reminds me, those of you who failed a poison save need to make five more. If you make one you can stop. Each failure means 1d3 dex damage. I believe those who failed were Anton and Drosil.

Anton Klasnic |
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Fort save: 1d20 + 7 ⇒ (5) + 7 = 12
Need damage for that one.
Fort save: 1d20 + 7 ⇒ (12) + 7 = 19
Should be ok now
Anton puts his hand to his groin and his eyes widen when it comes back bloody. He pushes past Yusef and Jaine and heads quickly outside.
Since the day he pledged his life to walk the road of the Desnan faith, he had never felt the icy chill of fear. But there are some primal instincts that transcend even his unshakeable belief. I know Paladin's are not immune to fear until Level 3, I just thought this was funny!
He returns a minute later looking relieved. It's ok, everything is still where it should be.
He recovers his bow but a thin film of sweat breaks out on his forehead and he leans against the wall for support.

Dantrian Almaeus |

Dantrian gathers up the remains of the centipedes, then produces a small set of tools and vials from his alchemist's kit. If they knew what clawed within me, is this how they would treat my corpse? I wonder. He works in silence for a few minutes, and before long has managed to successfully extract poison from five of the six carcasses. "Excellent. These should keep well and may be of use later."
Survival: 1d20 ⇒ 16then Alchemy: 1d20 + 10 ⇒ (4) + 10 = 14
Survival: 1d20 ⇒ 11then Alchemy: 1d20 + 10 ⇒ (9) + 10 = 19
Survival: 1d20 ⇒ 11then Alchemy: 1d20 + 10 ⇒ (20) + 10 = 30
Survival: 1d20 ⇒ 12then Alchemy: 1d20 + 10 ⇒ (9) + 10 = 19
Survival: 1d20 ⇒ 1then Alchemy: 1d20 + 10 ⇒ (17) + 10 = 27

B'yelka Morfaine |

"Would they be guards or just Ustalavan vermin? No matter they are gone and my shoes are ruined." B'yelka frowns as she looks down at her green gore stained footwear. "Maybe this calls for a costume change at the intermission?"

DM Jelani |

Inside are a dozen silver arrows, four sun rods, six flasks of holy water, 17 magical arrows (three different kinds mixed together), five potions of cure light wounds (labeled), two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, a scroll of protection from evil, and a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back. The same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection. The darkwood case contains three objects of interest. A spirit board with a brass spirit planchette, and four iron and glass vials containing tiny, churning clouds of vapor. The vials sit in velvet-lined indentations to the left of the spirit board and planchette, along with six empty indentations.
Jaina whistles lowly at the sight. "Tight." she says simply.

Tibideau Maroon LeClerc |

"Oh my word! What luck! The Professor was really thinking ahead!" He fingers the magic arrows admiringly. "I wonder what these do?" He whispers inaudibly as he touches the arrows.
Cast Detect Magic, and take 10 with Spellcraft to get a 20.

Tibideau Maroon LeClerc |

I can take the Detect Undead scroll since it's my patron spell. Anton can use Protection from Evil later on. But none of us can use Hide from Undead! So sad. Maybe we need to recruit one of these clerics to come with us :) Or we could sell them and get something more useful?

Tibideau Maroon LeClerc |

The two arrows:
Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12
The five arrows:
Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18
Tibideau scratches his head. "These ten will help us hit our opponents, but I don't know about these ones here."

Dantrian Almaeus |

"Oh? Give me but one minute and I can brew an elixir that will help reveal the nature of those."
Take 1 minute to prepare identify in my open extract slot
Once the extract is prepared, Dantrian drinks it then shudders slightly. "Hmmm, that is more bitter than I would like. Let me examine these arrows, Tibideau."
Spellcraft (2 arrows): 1d20 + 18 ⇒ (2) + 18 = 20
Spellcraft (5 arrows): 1d20 + 18 ⇒ (8) + 18 = 26
the exact same rolls as Tibi- the dicebot is rigged! Rigged I say!
Prepared 1st Level Extracts (2+1): cure light wounds [ ], shield [x], identify [X]

Anton Klasnic |

Someone was definitely expecting trouble with undead, this is practically everything you could need! We could never hope to be so well prepared under normal circumstances!
He takes one of the silver arrows and admires it.
Re hide from undead, anyone got umd?

Janos Ardeal |

Scroll doesn't get wasted if you miss the roll. If you roll a 1 though, you have to wait 24 hours, so I don't think you can take 20. You can, however, keep rolling until you either make it or roll a 1.
Janos whistles when he sees the cache of items in the crypt. "I'm surprised the Professor didn't take more of these." He watches the others examine the arrows and scrolls, but his eyes go back to the Spirit Board and Planchette. "Anyone know what this is? Jaine, is this something the church uses?"
Anton, feel free to take most of the arrows, but Janos could use a handful.

Anton Klasnic |

Cool, I think that's sensible anyway. If these are our best weapon its probably not smart for one person to have them all. Especially when that person has dex damage! We'll find out what they are and split them up.
Anton mutters a few words of prayer and lays his hand upon his wound.
LOH: 1d6 ⇒ 1
LOH: 1d6 ⇒ 3
He still looks shaky but at least the bleeding has stopped.
May I? he asks, reaching for the spirit board.
Know Rel: 1d20 + 5 ⇒ (16) + 5 = 21
Dex=12/16

Dantrian Almaeus |

Spellcraft (Spirit Board): 1d20 + 18 ⇒ (17) + 18 = 35
Spellcraft (Smoky Vials): 1d20 + 18 ⇒ (5) + 18 = 23
Dantrian turns his attention to the board and vials as he finishes with the arrows. "These five are indeed magically enhanced, not only to strike truer and harder than typical arrows but they will affect incorporeal creatures as if they were fully physical. They could be a great help if our suspicions surrounding Harrowstone prove true. The nature of these other two though remains as elusive to me as it does to Tibideau. I will try again tomorrow. In the meantime though, let me examine this board and these vials while I still enjoy the benefits of my elixir."

DM Jelani |

Haunt Siphon
Aura faint necromancy; CL 3rd Slot none; Price 400 gp; Weight 1 lb.
Description
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
Construction Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp
and
Spirit Planchette
Aura moderate divination; CL 9th Slot none; Price 4,000 gp (brass planchette), 10,000 gp (cold iron planchette), 18,000 gp (silver planchette); Weight 5 lbs.
Description
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).
Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful, this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.
This one is brass, so it can ask 1 question per use, Will save DC is 11, confusion duration 1 round.

Anton Klasnic |

I've closed my wound to barely a scratch but I still feel the effects of that things venom. Is there anything you or Father Grimburrow can do to help? My thanks for letting us take these items, if we have no need of them they will be returned.
Janos, what if I take 6 +1 arrows, 3 ghost touch and one of the oter ones? Drosil, B'yelka do you want any of these?

Janos Ardeal |
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Fine by me. Just don't tell Dantrian we have silver arrows...
Janos listens to the explanation of the spirit board and vials with intense interest. This could let me speak to the spirits? Maybe I could finally figure out what they're saying. As the explanation turns to obvious risks of using the board, the Ranger has a conflicted look on his face. "We can't use it to speak to a specific spirit, could we? Like the Professor himself? Maybe if we use it at Kendra's."

Dantrian Almaeus |

Wow - those haunt siphons are sweet!
"No, Janos, I do not believe the planchette affords that level of precision. Even at Kendra's home I would caution against its use though. With the hints we have found of The Whispering Way's interest in the prison and the visions experienced in the town itself, who can say where the spirits are more violent or passive? I would actually think the church or some other hallowed site a safer place then Kendra's."
He turns his attention to the smokey spheres, "As for these clever devices, perhaps we should distribute them to those of us not touched with any divine gift?"
Positive Energy is the only thing that hurts haunts, correct? Should we have the party members who can't weaponize cure light wounds or lay on hands take them or would we rather distribute them in fuller spread?

Tibideau Maroon LeClerc |

Tibideau pokes at his thigh and answers Jaine. "I'm barely hurt, but I might as well be healed. Thanks."
Tibideau is visibly excited by the spheres and the planchette. What delights! Speaking with spirits, how spooky! He nods in agreement with Dantrian's suggestion. "I agree, such a distribution of the vials would be appropriate."

DM Jelani |

To the meeting!
When the meeting begins at at one o'clock, the town hall is packed to standing room only, with over 60 villagers inside the building’s central meeting room and many more gathered in the hall outside. The four council people meet the group outside the building and Hearthmont steps forward to address them, "Father Grimburrow told us that you've agreed to try to help us with whatever it is that's going on. Thank you." He smiles sweatily, dabbing an kerchief over his many chins. "We'd like to bring you up on stage if that's okay. Make sure the town can see we've got some proper heroes here."

Dantrian Almaeus |

Dantrian casts a quick glance over the group as Hearthmont speaks. He sees a servant of Desna in tattered, ill-kept clothes who is visibly weak, a shadowy fetchling, an immaculately dressed prima donna, and then his former pupil with a whip hanging uncomfortably from her hip.
'Proper' is not the word I would choose. If these terrified folk only knew what I am... even the slightest suspicion- this would be a lynching.
He spreads his hands, nodding his head in a slight bow, "Of course. Whatever you and the Councilmen think is best."

B'yelka Morfaine |

Grateful the party had stopped at Kendra's to freshen up B'yelka drops into an elegant curtsy and smiles warmly to the council members. "I would be honored to represent the security of your town to counter whatever evil lurks here. My companions will need a soft introduction so they do not seem as troublemakers. Please introduce me first so I can show your villagers that this cast will take care of thier concerns." All the while she feeling that familiar strange mix of calm and nervousness, The stage? Of course you silly superstitious hicks!
Admit it, you all love me!

DM Jelani |

"Certainly Miss Morfaine. Right this way please." The four councilpeople lead the group into the crowded building through the entry hall. Sheriff Caeller is just inside the door to the main meeting room, which is packed to standing room only. He shouts, "Make way for the council!" and people shove to the sides to create a narrow aisle for the group to walk down. Ascending the small stage, Councilmen Hearthmont and Muricar wave the muttering townsfolk to silence.
After a few moments everyone is quieted down. Hearthmont begins to speak, "We've called everyone here today to address the incidents that have been occurring in Ravengro these past few days. A series of events beginning with the vandalism of the town statue has had everyone on edge. It's clear that some greater evil than a prankster has their sights set on our dear little town. Fortunately these folks have volunteered to step up and help us out. Father Grimburrow has endorsed them, and I to have faith in their ability to determine what's happening and put a stop to it. I'm going to open the stage to Miss Morfaine, and let her introduce them and answer any questions you might have."
The councilman steps back and offers B'Yelka the podium.

Tibideau Maroon LeClerc |

At the sight of Hearthmont's sweaty chins, Tibideau smiles queasily and quickly turns his glance away from the enormously fat man. He walks into the meeting chamber and takes his place with the others. Surveying the crowd of rabble, Tibideau is stunned to see just how similar some of these country people look to each other. There must not be much opportunity to reproduce with outsiders.

Drosil the Grey |

Did anyone else start thinking 'Crap, I hope we don't have to slaughter the whole town' when Jelani put a map up there? Just sayin'...

Janos Ardeal |

Janos looks out at the crowd, uncomfortable with the attention. These people were to praise them? They were the same ones who failed to come to support Professor at his own funeral. And if things turn bad, they'll be the ones to run us out of town.
Still, if they were going to get to the bottom of this, they needed the town's support. Janos nods out toward the crowd and waits for B'yelka's words.

B'yelka Morfaine |

B'yelka stands and moves unhurriedly to the front of the stsge beside the podium. The best place to be is close to the audience. She waits patiently for the room to become quiet, her eyes slowly scan the audience smiling politely at any that meet her gaze. When she spots the rabble rouser in the back she nods to him as an adversary. Even he will be useful I think.

B'yelka Morfaine |

When the room is quiet enough B'yelka begins her trained voice even and soothing, "It is with a heavy heart that brought us to Ravengro." She waves to the party assembled on the stage. "Even as we sought to bury a great man we were tested. Those men can attest to our mercy as well as our puissance. It is good that Professor Lorimorr had such friends as us. She pauses dramatically allowing the audience to absorb her words.
"We all know that something is wrong in Ravengro; something terrible we can all feel. I myself have been affected by this evil." She points to one odf the men from the Harrow game, "as have you." Raising her voice slightly louder, B'yelka continues, "Many of you have no idea what the Professor did in his life. He searched for the means to defeat evil and protect the ones he loved, even ones that did not understand him or his actions. Be assured that his actions brought us here. With your permission, and the permission of the Council, we would like to finish his good works." The diva's voice stops leaving the room echoing her words.
1d20 + 9 ⇒ (4) + 9 = 13
to quote a famous bard, "I rolled a four."

B'yelka Morfaine |

Your skepticism is well placed, Goodman. Allow me to introduce the brave people that will stand the watch and remove the pall that clings to this town. First there is a bold protector of Desna, Anton Klasnic. His rough appearance is due to his drive to attend his duties. Like many of you he cannot be worried about appearances when work is to be done. Next to him is a man I have known since childhood. His name is Dantrian Almaeus and his profession is teacher; he is the spiritual successor to the Professor and is more than willing to take up his mantle to protect the people he loved. Janos Ardeal brings the strength of the land, his skills ensure that we will get to our destination. Tibideau leClerc seems a dandy fop, but he is much more: his magics protect us from harm and terrify his enemies. The one most strange to your eyes, and mayhaps gentlest to mine is known by his skin, Drosil the Grey. His appearance may be startling but trust that his heart is as brave as his flesh is dark. All together we have the strength to go forth fulfill the duty you would ask of us and return your village to the quiet community you deserve."
B'yelka pauses again watching her audience. Seeing they are still unconvinced she says, "We have the knowledge and will to succeed. Father Grimburrow can attest to our struggles and victories. I firmly believe that we are key to Ravengro's future. To delay is to invite disaster."
Would a 19 be high enough? If yes, disregard the next roll. Would this be an appropriate place to add Hero Points? ..

Drosil the Grey |

Drosil, hearing the comment from the crowd, thinks, We're what you've got - if we're not strong enough, then we're dead and you've got bigger problems. He knows better than to say it out loud, though...

DM Jelani |

You're the one throwing out all the diplomacy rolls :P There is no set DC here.
The crowd again murmurs after B'Yelka finishes her introductions. "Well, if you're so smart and cool, what the hell's go.." one man begins to ask from the crowd, but the end of his question is cut off by a quintuple explosive BOOM! and the sound of shattering glass, as five of the unlit lanterns on the walls burst into swirling fireballs. The crowd immediately panics, people shouting and screaming as they turn to rush as one for the doors.
Anton:1d20 + 3 ⇒ (19) + 3 = 22
Drosil:1d20 + 4 ⇒ (15) + 4 = 19
B'Yelka:1d20 + 4 ⇒ (4) + 4 = 8
Dantrian:1d20 + 5 ⇒ (3) + 5 = 8
Tibideau:1d20 + 5 ⇒ (7) + 5 = 12
Janos:1d20 + 1 ⇒ (12) + 1 = 13
Monsters:1d20 + 1 ⇒ (19) + 1 = 20
Initiative
Anton 22
Monsters 20
Drosil 19
Janos 13
Tibideau 12
Dantrian 8+
B'Yelka 8-
The building is on fire, and it looks to be spreading quickly
Fight Fires: A PC can fight a fire in an adjacent square by beating the fire with a cloak or tapestry (such as the tapestries that hang on the walls of the room) by making a DC 12 combat maneuver check. Using magic to fight the fire (such as by casting create water or enlisting the aid of an unseen servant) grants a +4 bonus on this check. With a successful check, the fire in that square is extinguished, but the square can still catch on fire as normal in a later round.
Direct the Crowd: By making a DC 15 Diplomacy check (full-round action) or a DC 20 Intimidate check, a PC can direct the panicked crowd to the exit, allowing the villagers to move 6 squares per round toward the exit.
Save the Townsfolk: As long as she is an adjacent square, a PC can save a townsperson from a fire square by picking the victim up as a standard action. A single PC can only carry (or drag) one townsperson at a time, but once the PC does so, that townsperson automatically stabilizes and is not in danger of dying from the fire unless the PC carrying him falls unconscious or unless the townsperson is dropped in or left in a burning square.
At the end of each round, all of the villagers move 3 squares toward the exit, away from the fires, but only one villager marker can be in a square at a time.

Janos Ardeal |

Janos leaps to his feet as the room explodes in fire. "B'yelka, direct everyone out of here! Everyone else, stop the fire!" He leaps off the end of the stage and tries to beat out the flames with his cloak.
Move to D8 and extinguish fire in D9
CM Check: 1d20 + 5 ⇒ (8) + 5 = 13