| Sophie Kundegard |
is Sophie immune to fear or just outside the AoE?
-Posted with Wayfinder
| Bert Shieldworn |
Will Save: 1d20 + 4 ⇒ (17) + 4 = 21
Halberd, AOO: 1d20 + 7 ⇒ (14) + 7 = 21 damage, if hits: 1d10 + 3 ⇒ (1) + 3 = 4
Yes please, sorry saw my name at the top of the list and wanted to act as quickly as possible to not be a bother, was expecting a long day today.
| Vivian Deberth |
Will save vs fear: 1d20 + 4 ⇒ (20) + 4 = 24
AoO on Black skull: 1d20 + 2 ⇒ (1) + 2 = 3Short sword, Undead Hunter : 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Vivian shows more steelness of soul that adequate training with steel blade. She nearly cuts herself as the short sword pierces only the air
Damned flying skulls! Why do they move so quick!
| Dr. Stefan Von Herzog |
Will save (DC 12): 1d20 + 5 ⇒ (1) + 5 = 6
Stefan suddenly fears that the remaining flying skull may be more than he bargained for! He backs away from it in fear and casts a spell. A jet of flame shoots at the thing from his trembling hand.
Casts scorching ray. Also: I'm posting from my phone and cannot edit the map.
Ranged touch attack: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13
Fire damage: 4d6 ⇒ (3, 2, 5, 6) = 16
| Sophie Kundegard |
Sophie summons a weapon from her past... using Ancestral Weapon to summon her grandfather's MWK Cold Iron Naginata for the next minute ... And then moves near the two retreating skulls.
she now threatens both of them with her claws. She will use those for AoOs and continue to roll AoOs with her Naginata when they move away. She has 3 AoOs/round
-Posted with Wayfinder
| Tara Eliade |
Upon hearing the commotion, Tara sighs heavily and moves into the room. As she is unable to move into the room safely, Tara just sighs and throws up her hands.
moved Tara up, but I cannot make it into the room to effectively channel to harm the haunt.
| GM Harker |
My apologies, I misread the map when I declared that Bert and Teil were eligible for AoO's. Looking at it today, it appears that the skulls never needed to move through their threatened squares, so they don't receive those AoO's.
Vivian attempts to smash one of the fleeing skulls, but her aim is off and it escapes her attack.
As two turned skulls fly past the broken portcullis, whatever dark magic powering them weakens and they crash to ground, becoming inanimate once again.
Bert moves into the room and thoroughly destroys the skull still harassing Dr. Von Herzog.
Okay, all the flying skulls are defeated. Tara, Teil, Theodor, Stefan, and Sophie are up (Bert's previously declared action destroyed the skull on Stefan). Since this disorganization is my error, Tara, Stefan, and Sophie can declare different actions based on this new information. If you don't want to change your declared action, please let me know either way. If Stefan still wants to use Scorching Ray on a different target, he can keep his attack and damage rolls or roll new ones (although he'll need to roll both if this is the case case).
No rerolls on the fear saves, however. Teil and Theodor will still need to make the DC 12 Will saves on their turns or be shaken for 1 round.
| Sophie Kundegard |
we will say that last round, Sophie moved into the room to aid Vivian's next attack
aid another, claws: 1d20 + 5 ⇒ (13) + 5 = 18
present round:
Sophie strikes at the ghostly haunt with her cestus.
cestus, attack: 1d20 + 5 ⇒ (9) + 5 = 14 for silvered, bludgeoning: 1d4 + 4 ⇒ (2) + 4 = 6
-Posted with Wayfinder
| GM Harker |
Sophie advances into the room and slices at the Marauder, but her claws find no purchase as her hands move through the ghostly figure. It doesn't appear that the Marauder is just incorporeal, it's as if it doesn't really physically exist at all. Perhaps it's some strange manifestation of the Haunt.
3d6 ⇒ (5, 4, 2) = 11
Tara, Teil, Theodor, and Stefan.
| Dr. Stefan Von Herzog |
Retconning Stefan's action. I don't think a jet of flame will affect a haunt...
Still shaken by the shriek of the now-shattered flying skull, the doctor turns his attention to the ghost of the Mosswood Marauder. He casts a spell, and a ray of blue-white energy shoots at the ghost.
Casts disrupt undead
Ranged touch attack: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
positive energy damage: 1d6 ⇒ 5
| GM Harker |
Teil Will Save: 1d20 + 3 ⇒ (2) + 3 = 5
Theodor Will Save: 1d20 + 2 ⇒ (14) + 2 = 16
Bert's Will Save: 1d20 + 4 ⇒ (19) + 4 = 23
Bert finds himself drawing the smith's hammer and toying with the peculiar idea of bashing one of his allies in the head. Fortunately, he fights off the urge.
Dr. Von Herzog sends a beam of positive energy through the apparition of the Mosswater Marauder and the image quickly evaporates. After a few tense moments of waiting, it appears the Haunt is defeated for now. Bert then quickly feels his head clear up.
Combat Over
In the south of the room, you find a locked stone secret door.
ETA: Bert has the hammer, not Theodor
| Tara Eliade |
Tara glances in the room, and sighs heavily as the apparition vanishes. "Is everyone alright? Those flying heads gave me quiet a freight!" Tara exclaims as she places a hand over her heart.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
| Dr. Stefan Von Herzog |
The doctor rubs the side of his chest where the flying screaming skull slammed into him. "I've had worse. Nothing that a brandy and good night's rest won't cure."
He then looks around and says, "Let me determine if there are any lingering esoteric auras in this place..." He casts a spell, causing his eyes to glow with a faint blue radiance. He then starts looking around the room.
Detect magic.
| Sophie Kundegard |
Sophie helps Tara have a look around the room, giving her a motherly side-hug of comfort.
perception, aid another: 1d20 ⇒ 4
| Bert Shieldworn |
Bert glances down at the hammer in his hand. "Buh..what happened?" he asks. He picks up his halberd after putting the hammer back in his pack.
| GM Harker |
Even this Sophie's assistance, Tara finds nothing of interest in the room besides the dwarf corpse and the skull that was formerly floating besides it.
Dr. Von Herzog discovers no magical auras in the room besides those provided by his companions.
Unless someone else wants to the search the room, would you like to move to the room north of this one?
| Dr. Stefan Von Herzog |
The doctor takes one more look around before leaving.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
I know this is metagaming, but in case there's anyting magical hidden hearby... Remember that detect magic can penetrate 1 foot of stone.
| Dr. Stefan Von Herzog |
"Everyone, I'm sensing arcane auras behind this wall... Perhaps there's a hidden passage?"
The doctor steps closer to the wall and continues to concentrate on the area.
| Dr. Stefan Von Herzog |
"There are at least a dozen auras beyond this wall! There must be a concealed passage somewhere around here..."
Narrowing his search, he starts tapping on the walls, looking for a secret passage.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
| Sophie Kundegard |
"Well done, girl." Sophie gives Vivian a motherly pat on the shoulder.
-Posted with Wayfinder
| Tara Eliade |
Tara tenses up as Sophie throws an arm around her shoulders. Opening her mouth to say something, Tara is interrupted by Vivian finding a hidden door. Shrugging out of the older woman's grasp, Tara moves towards one of the cots. Pinching the bridge of her nose, Tara takes several deep breaths in and out as the others work on the door.
| GM Harker |
Even with the assistance of Teilaenthis, Vivian is unable to jimmy open the lock. On a subsequent attempt, while taking a couple of minutes, Vivian is able to force open the lock's tumblers with the Occultist's assistance. To not be bogged down with a number of rolls, I'll assume Vivian will eventually take 20 on the Disable Device roll and Teilaenthis will assist to give a 30.
Opening the stone door reveals an alcove that contains several dust-caked armor stands, weapon racks, and a wooden chest. Going through the armor and weapons the group finds six suits of masterwork chainmail armor, six suits of masterwork studded leather armor, four masterwork longswords, four masterwork heavy maces, two masterwork heavy crossbows, and 120 crossbow bolts.
The group also discovers 10 +1 Crossbow Bolts, a magical wand, 4 potions of the same pinkish color and light consistancy, and a magical rope.
Since there are 10 +1 bolts, I figured someone would eventually get the DC over 10 attempts.
It's a divine wand of Hold Person with 11 charges.
They are all potions of Cure Moderate Wounds.
It's a Rope of Climbing.
| Dr. Stefan Von Herzog |
Fair enough.
His eyes still aglow with the arcane divination magicks, Stefan notes which items have a mystical aura and sets them aside. He then picks up each item in turn, examining its aura more thoroughly.
DC 18 Spellcraft checks on...
Wand: 1d20 + 9 ⇒ (9) + 9 = 18 ...success
Potion (1/4): 1d20 + 9 ⇒ (2) + 9 = 11 ...fails
Potion (2/4): 1d20 + 9 ⇒ (13) + 9 = 22 ...success
Rope: 1d20 + 9 ⇒ (1) + 9 = 10 ...fails
(Whether or not the arcane/divine/psychic distinction matters for spell completion items (i.e. scrolls) is less clear and a matter of GM interpretation. When I GM, I find that level of bookkeeping to be bothersome, and don't make the distinction.)
"These crossbow bolts have been magically enhanced to increase their accuracy and impact."
"This wand contains a spell which temporarily paralyzes the target. It would seem to have about a dozen uses remaining or so." Wand of hold person with 11 charges.
"These four potions all seem to be the same. They are curative potions, of moderate strength." 4 potions of cure moderate wounds.
"Alas, the nature of the magical aura of this enchanted rope is eluding me." Any other casters wish to try?
Loot list updated.
| Sophie Kundegard |
Sophie gives Tara a curious look, but leaves her alone. "I'll have a look, boy."
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
After studying it for a little bit, she shrugs and hands it back. "I can't tell."
| Vivian Deberth |
Unfortunatly, I did not pray Pharasma this morning for the ability to discern magical auras. But I'm willing to try later, even if I'm just dabbling in the divine arts.
Spellcraft 1 rank, total +5
| Dr. Stefan Von Herzog |
"Well, we can simply hang onto the rope and try again later under better circumstances."
"Now, it would seem that we have defeated four of the five leading malevolent spirits still haunting Harrowstone: The Piper of Illmarsh, Father Charlatan, The Splatter Man, and The Mosswood Marauder. The remaining spirit left to exorcise is The Lopper."
"Where shall we go next?"
| GM Harker |
Anyone who has Hold Person on their spell list can use the wand with no issues.
Thank you for updating the loot list, Stefan.
To push faster to the end of this first book, I'll just make the room decisions for the rest of this dungeon since the options are far more limited.
Currently injured PC's: Bert 5 Dmg, Stefan 3 Dmg.
Checking the door north of the Marauder's room, you find another guard room decorated similarly to the others, with a table, a few chairs, and a pair of cots. There is also a winch that appears to operate the portcullis that formerly prevented entry to the west, but Teilaenthis took care of that problem already. Searching the room for objects or magical auras reveals nothing of interest and no monsters or haunts accost you.
With the only area not yet explored being the north wing, the group heads in that direction. As you move up that hallway, you see yet another portcullis blocking your advance, but a partially ajar door stands on the west wall near the metal obstruction.
As the group nears the door, it flies open revealing a burning skeleton wielding a handaxe. Strangely, the monstrosity lacks a head, but it seems to have no issues orienting itself in the direction of the party.
PC Initiative
Bert's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Sophie's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Stefan's Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Tara's Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Teilaenthis' Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Theodor's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Vivian's Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Round 1)
Teilaenthis <= Up
Sophie <= Up
Vivian <= Up
Headless Burning Skeleton
Bert [5 Dmg]
Stefan [3 Dmg]
Theodor
Tara
Teil, Sophie, and Vivian are up.
| Sophie Kundegard |
A long-handled spiked hammer appears in Sophie's hands.
standard action to use Ancestral Weapon. That's all she's got
-Posted with Wayfinder
| Vivian Deberth |
This thing mihgt be handy quicker than I expected...
says the redhead, feeling the weight of the beautiful heavy mace, before getting through her friends to fight the undead creature
Excuse me...
Msw heavy mace: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Dmg, trait: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Whoops.. this is way too clumsy.I'm more used to my small sword.
| GM Harker |
Teilaenthis advances and swings his earth breaker at the flaming skeleton. It connects with a solid hit, causing some of the bones to form hairline fractures.
Unfortunately, standing so close to the fiery aura of the skeleton burns both Vivian and Teilaenthis, although the latter's natural resistance protects him from harm. Vivian takes 1d6 ⇒ 3 fire damage, while Teil takes 1d6 ⇒ 1 or none thanks to his fire resistance.
The enemy turns its full attention to Teilaenthis, attacking him with both the handaxe and a claw. The axe misses, but the fire encased claw manages to hit with enough of power to burn the Tiefling slightly. Teilaenthis takes 8 damage in total, 7 from the claw itself plus 6 fire damage which is resisted down to 1 fire damage.
It's Knowledge (religion) to identify this creature if you wish.
Hand Axe: 1d20 + 6 ⇒ (11) + 6 = 17
Miss Chance (1-50 misses): 1d100 ⇒ 37
Blind Fighting second chance Miss Chance (1-50 misses): 1d100 ⇒ 17
Claw: 1d20 ⇒ 17
Miss Chance (1-50 misses): 1d100 ⇒ 10
Blind Fighting second chance Miss Chance (1-50 misses): 1d100 ⇒ 86
Damage + Fire Damage: 1d4 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13
Initiative (Rounds 1-2)
Teilaenthis [8 Dmg] <= Up
Sophie <= Up
Vivian [3 Dmg] <= Up
Headless Burning Skeleton
Bert [5 Dmg] <= Up
Stefan [3 Dmg] <= Up
Theodor <= Up
Tara <= Up
Everyone is up!
| Vivian Deberth |
Know Religion: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
I know what it is.. I got it on the tip of my tongue...Look!
Playfully, despite the stress of the fight, Vivian flicks the tip of her tongue between her lips
| GM Harker |
Vivian recognizes it as a burning skeletal champion. She's already learned that remaining adjacent to its fiery aura will naturally burn you, but she also recalls that they explode once they are destroyed. Being encased in fire, they are immune to fire effects, but are especially damaged by cold attacks. As a skeleton, they are destroyed most quickly by bludgeoning weapons. As for why the skeleton is missing its head or how its still able to attack, that's a mystery that's probably unique to this case.