
GM Harker |

Amaria detects an evil presence under the house, its aura similar to that of the wraiths that haunt the village.
There are two doors you can force open, the front door to the house and also the cellar door. Let me know which door you are opening and who is opening it. Using a crowbar is a strength check gives you a +2 circumstance bonus.

Bert Shieldworn |

Bert says, "Under the house, right? I can feel it. So front door or cellar. I'd like some room to maneuver when we find it, this hammer ain't small. And I didn't think my shield was much use."
Bert waits for the decision and then attempts to break the door open.
Str, crowbar: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

GM Harker |

I still need to know what door you're trying to open and since no one else is expressing an opinion, Bert should choose. Although the current strength check isn't going to be enough even with Vivian's assistance. You can keep trying to make Strength checks or you can try to destroy a door with weapon attacks.

Dr. Stefan Von Herzog |

Stefan watches with some bit of amusement as Bert and Vivian try unsuccessfully to force open the door. "Perhaps try a different angle?" he suggests unhelpfully.

Sophie Kundegard |

Sophie gives Bert a pat on the back as he works. "Maybe this will help, boy."
casting Bull's Strength in Bert
-Posted with Wayfinder

GM Harker |

Still no map necessary...yet.
With the help of Sophie's Bull's Strength, Bert's second attempt successfully rips open the the front door. Carefully moving through the building in case of a wraith sneak attack, the group finds the house neat and tidy, unlike the others homes you've examined so far. Indeed, sheets have been thrown over the furniture to protect them from dust. The home consists of a kitchen and dining room downstairs and two bedrooms upstairs, with no access to the cellar from the house.
From your conversation with the sisters earlier, you easily deduce the smaller bedroom on the second floor was Karin's bedroom, the girl who died after the Beast had been run off by the villagers. The room’s single window stands 15 feet up from the ground.
You can make Perception checks here to look for clues.
Despite not encountering anything malicious in the home, Bert and Sophie can still feel the cold presence under the house which Amaria confirms as evil.

GM Harker |

You can take 10 if you are not in combat nor distracted. You can take 20 if the skill allows it and there is no penalty for failure, although it takes more time. In this case, 16 is good enough.
Performing a thorough investigation of Karin's room, Vivian discovers that the window unmarked in any way and shuts from the inside with a stout latch. Those who examine the house from the outside see that the house’s slatted timber walls are difficult to climb and also show no marks. Therefore it is unlikely the Beast returned to harm her after he was driven away from the villagers.
Okay, do you want to go into the cellar and destroy what's waiting underneath? After that, do you want to continue searching the rest of the village for wraiths? You have a few clues now, you don't have to clear the village if the group as a whole doesn't want to. If you are getting tired of this part of the AP, I'll let you know that you would probably be okay leaving with the evidence you have now, but there would still be an undead presence here. I'm just trying to gauge the group's feelings to keep things moving.

Bert Shieldworn |

We are here, so let's kill this one at least, but yeah, searching for things I can only hit with one of my weapons can be over, my two cents
"You wanna open the cellar and let the evil one out?" Bert asks.

Tara Eliade |

"If you want to stay near me, Bert, I can ensure that your weapon fully damages these spirits." Tara pipes up feeling uneasy.
I am okay either way. While in character Tara wouldn't want to leave the undead, it is getting rather repetitive.

Vivian Deberth |

With a firm voice, Vivian answers
I can't leave this village knowing that there are still undeads at bay and that we have the means to destroy them. Pharasma wouldn't accept that. I'm sorry. We still have time to defeat these creatures before having to go back to Lepidsadt for the trial, I guess.

GM Harker |

I'll wait a bit to get more input on this section. I may just start fast forwarding through the rest to give you a chance to destroy the undead while skipping some unnecessary bits that slow things down. I'll have a map of the basement up sometime tomorrow since I'm assuming Bert will move ahead with opening up that area.

Sophie Kundegard |

Sophie croaks out agreement. "I favor wraiths no more than any other monstrosity; there is no reason for us not to destroy them."
I'm okay with fast forwarding some bits. Sometimes module authors overdo the details
-Posted with Wayfinder

GM Harker |

I'll make small changes to speed this up, but it sounds like that the majority of the group wants to destroy all the undead.
After thoroughly checking the interior and exterior of the house, the group moves to the cellar. Bert takes his crowbar and rips open the cellar door, exposing the musty and dirty exterior. Of a more immediately concern, however, is the small wraith standing in the center of the cellar, screaming as sunlight from the outside shines upon it.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Bert's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Sophie's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Stefan's Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Tara's Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Vivian's Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Wraith Init: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative (Round 1)
Amaria <= Up
Wraith
Bert
Tara
Vivian
Sophie
Stefan
Amaria is up first!

Dr. Stefan Von Herzog |

While searching the house upstairs, the doctor mutters, "The undead scourge on this village must be destroyed once and for all!"
Waiting for my turn in the fight...

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Amaria would always line up directly behind Bert as he opened the door so that she could shoot without having to move into the room. If it is OK, I swapped her with Tara?
As Bert opens the door, Amaria quickly looses two arrows at the Wraith.
Rapid Shot 1: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 -4 cover
Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Rapid Shot 2: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 -4 cover
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Tara Eliade |

Tara was behind Bert to make his weapon deal full damage to undead...

GM Harker |

I'm okay with Amaria being behind Bert if it makes things easier just as long as Tara can still assist her domain power. Although if possible please let me know your preferences about these sort of things in advance. In the future I'll put Amaria in a line behind whoever is opening the doors.
Amaria fires two arrows at the wraith, with the second one hitting. Yet again, its incorporeal nature appears to negate a good portion of the injury it receives.
Still screaming in the sunlight, the wraith then quickly retreats into the darkened southwest corner of the room. You'll have to move into the room now to see it.
Initiative (Rounds 1-2)
Amaria <= Up
Wraith
Bert [3 dmg, 2 Con drain] <= Up
Tara [5 dmg] <= Up
Vivian [2 dmg; 1 Con drain] <= Up
Sophie <= Up
Stefan <= Up
Everyone may act! My apologies for forgetting the damage totals in the orginal initiative roster.

Bert Shieldworn |

Bert glances at Tara and then to the others before moving into the cellar. Assuming Tara's ability allows her to touch me and let me run the 4 rounds, I'll move in, if not, i'll wait for her to move with.
Knowing where the wraith is, Bert moves into the basement and cuts off retreat but allows his companions to move in. I assume we know it is in that corner, Bert moves in where he can hit it with his hammer and control the area around it.
He then swings his hammer.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (14) + 6 = 20 damage, if hits: 1d12 + 4 ⇒ (3) + 4 = 7
Not sure if Bear's might still active so add that in if so.

Sophie Kundegard |

Tara Eliade |

Brushing her fingers across Bert's hammer, the hammer begins to glow an eerie blue. "Go ahead Bert." she states as she stays out in the sun.
Tara uses her touch the spirit world to let Bert's hammer to act as if it has ghost touch for the next 4 rounds. 2/7 uses used

Dr. Stefan Von Herzog |

Stefan moves into the room past his friends, and then casts a spell. A glowing beam of energy fires from his hand at the creature.
Disrupt undead
Ranged touch attack: 1d20 + 3 ⇒ (16) + 3 = 19
Positive energy damage: 1d6 ⇒ 6

GM Harker |

Bert's Bull Strength lasts 4 minutes, so it's still active.
Tara enchants Bert's hammer with the power to more successfully hurt incorporeal undead and the fighter makes his way into the cellar. He then successfully slugs the wraith with his weapon, doing full damage with it.
Sophie follows him inside and casts Spiritual Weapon, creating another nodachi composed of force energy next to the wraith. It then attacks, but completely misses.
Sophie's SW attack: 1d20 + 3 ⇒ (1) + 3 = 4
Stefan joins the others in the cellar and creates another beam of positive energy with his magic. It successfully hits and burns the wraith.
Vivian and Amaria

Vivian Deberth |

Disrupt undead: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d6 ⇒ 1
Vivian too stays at bay, as Bert is the heavy hitter of the group
she sends a spiraling beam of energy that does little damage to the creature

GM Harker |

Vivian moves into the cellar and also uses magic to create a beam of positive energy that she directs at the undead menace. It unfortunately misses due to her companions blocking her shot. I moved Vivian into the cellar since she can't see the wraith from the ground level. With a speed of 30' she couldn't get a clear shot with her spell in the cellar without being adjacent to the enemy.
I'll give Amaria 24 hours, then I'll delay her.

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Amaria moves into the room and positions herself for an open shot on the wraith.
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Crit Conformation: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 2d8 + 22 ⇒ (2, 8) + 22 = 32

GM Harker |

Incorporeal creatures are immune from critical strikes.
Amaria moves into the cellar and successfully fire an arrow at the wraith.
The shadowy creature moves up carefully to the paladin, eager to avoid the waning sunlight filtering into the room, and touches Amaria with one of its tendrils. Although it does not cause physical injury, the wraith's touch threatens to sap her overall vitality. Although the negative energy will heal Amaria 3 damage, she still needs to make a DC 15 Fort save or take 1d2 ⇒ 2 Con Drain.
Touch Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Negative Energy: 1d4 ⇒ 3
Initiative (Rounds 2-3)
Amaria [Fort Save needed] <= Up
Wraith
Bert [3 dmg, 2 Con drain; Bull's Strength is active.] <= Up
Tara [5 dmg] <= Up
Vivian [2 dmg; 1 Con drain] <= Up
Sophie <= Up
Stefan <= Up
Everyone is up again

Dr. Stefan Von Herzog |

The doctor moves toward the cellar wall to get a clear shot at the wraith. He then casts the same spell again, firing another beam of brilliant energy at the undead spirit.
disrupt undead
Ranged touch attack, into melee: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Positive energy damage: 1d6 ⇒ 5

Vivian Deberth |

+1 Longsword: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d8 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
Vivian changes tactics, and joins the fray, trying to put the undead out of its misery.

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Fort: 1d20 + 8 ⇒ (5) + 8 = 13
Amaria shivers as the unholy touch drains life from her, then takes a step back and launches two arrows at the wraith.
Attack 1: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 11 ⇒ (8) + 11 = 19
Attack 2: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Bert Shieldworn |

How did it move? I threaten at 10' and 5', although my shield is probably worthless, I thought I had it cornered, but perhaps not.
Bert swings his hammer again.
Lucerne Hammer,B/P, REACH, Bear's Strength: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 damage, if hits: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8
I added +2 for +4 strength, unless yours is stronger.

GM Harker |

Bert, the wraith took a 5 foot step.
Dr. Von Herzog shifts for a clear area to cast his positive energy beam. Despite finding a good spot, he still misses with his spell.
Vivian moves in with her magic sword and swings at the wraith. She hits and does some minor damage to it.
Now experiencing the same cold, dead feeling as Bert and Vivian, Amaria nevertheless continues her attack as she steps back and fires two more arrows at the wraith. The second hits hard enough to discorporate the wraith.
Combat Over
A search of the empty basement does not unearth anything valuable or interesting. It's just an empty basement.
Injury Report: Amaria has 2 Con Drain, Bert has 3 damage and 2 Con Drain, Tara has 5 damage, and Vivian has 2 damage and 1 Con Drain.
I'll continue you through the village more quickly in my next post. It'll be a lot of information, so I may not be able to get it out until late tomorrow.

GM Harker |

Here is a link to the overall Hergstag map. All of the blue circles are places where you encountered wraiths.
Cue montage music
After finishing up in the cellar, the group continues to explore the rest of the village. After investigating several groupings of abandoned buildings in the west and southwest, eventually the party makes it to a small lake on the southeast side of the community.
By the lakeside you find a tangle of willow trees grows by the shores of the, many of them scarred by fire. Exploring this in more detail unearths a number of spent torches on the ground and the burnt remnants of a Taldan poetry book lying in some ruins. This location is marked as 'T' on the village map.
* * *
Moving northeast from the lake, you find another small home that corresponds with the icy chill felt by Bert, Vivian, and now Amaria. This time, the group is able to bash the windows in on the structure, forcing the wraith into a small corner as it avoids the last bit of sunlight. The party then quickly destroys it with arrows, reach weapons, and Disrupt Undead spells. We'll just say you take this one out without any injury or use of resources.
* * *
Traveling further northeast, the party finds what at first appears to be a fallen scarecrow lies at the side of the path, bones jutting from its tattered rags. A closer examination reveals the withered body of a man with its leg stuck in a bear trap. On the corpse you find a turquoise worth 100 gp on a leather thong around his neck. In his pockets, you also discover 12 gp, 22 sp, a small silver pocket knife worth 25 gp, and a set of masterwork thieves’ tools in his pockets. This is marked as 'SC' on the map.
* * *
Moving northeast once more to the center of the village as the last rays of sunlight disappear over the horizon, you find another cold spot, this time at the bottom of an empty well. A small voice cries up, "Please help me, there's a monster down here!" Current position marked with a red star. Map will be forthcoming as necessary. Please note, it is now night.

GM Harker |

Peering into the well without darkvision, you can see nothing but black emptiness. Dropping a light source might illuminate things in more detail.
When Amaria, Sophie, or Tara peer down with their darkvision, they see the well extends down 30 feet to a water-less bottom and there doesn't appear to be anyone down there. The bottom does appear to extend out beyond from what they can see from the top, however.

Dr. Stefan Von Herzog |

The doctor casts a spell, causing four glowing orbs of light to appear above his upturned hand. With a gesture, one of the orbs floats down the well.
Dancing lights

GM Harker |

Vivian makes some suggestions on how to tackle the well problem, while Stefan casts a spell to create some dancing magical lights. He sends them down into the well and yet again there is nothing to see down there, nor does the voice respond to it.
While the group looks down the well, no one notices the form of a wrath rise out of the ground and swipe Tara with its tentacles until it is too late to react. Tara takes 3 negative energy damage and needs to make a DC 15 Fort save or take 1d2 ⇒ 2 Constitution Drain.
Here is a link to the new combat map.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Bert's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Sophie's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Stefan's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Tara's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Vivian's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Amaria's Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Bert Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Sophie Perception: 1d20 ⇒ 1
Stefan's Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Tara's Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Vivian's Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Stealth: 1d20 + 13 ⇒ (16) + 13 = 29
Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Random 1 A 2 T 3 S: 1d3 ⇒ 2
Touch Tara FF: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 ⇒ 3
Initiative (Round 1)
Sophie <= Up
Bert [3 Dmg; 2 Con Drain] <= Up
Wraith
Tara [8 Dmg; Fort save needed]
Amaria [2 Con Drain]
Vivian [2 Dmg; 1 Con Drain]
Stefan
Sophie and Bert are up first!

Bert Shieldworn |

Bert moves around everyone and swipes at the wraith with his hammer.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (16) + 6 = 22 damage, if hits: 1d12 + 4 ⇒ (11) + 4 = 15
Do you all think it's worth dropping my AC to get to use the hammer with two hands and dropping the two weapon penalty on these wraiths since the shield is useless as a weapon?

Tara Eliade |

Letting out a surprised shriek as the icy fingers brush her ankle, Tara jumps and reflexively touches her holy symbol, flooding the area around her with holy energy. "We do not touch people without asking!" she snaps at the apparition. For a moment Tara appears truly monstrous, before her features reform back to her normal features.
Fort Save vs DC15: 1d20 + 4 ⇒ (18) + 4 = 22
Channel to harm undead DC 15: 2d6 ⇒ (4, 3) = 7

GM Harker |

Sophie casts Spiritual Weapon once last time, and the nodachi composed of force attacks the wraith! It lands a hit and the incorporeal undead breaks up a little more.
Spiritual Weapon: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
With a mad laugh, the creature descends into the ground and re-emerges south of Vivian! It then touches red-haired woman, doing more negative energy damage and threatening to infuse her with more spiritual chill. Vivian takes 1 negative energy damage and needs to make a DC 15 Fort save or take 1d2 ⇒ 1 more Con Drain.
Tara, Bert, and Vivian can take AoO's from the wraith's careless movements.
Tara then channels positive energy into the area to do direct harm to the spiritual abomination. It seems to resist the worst of the injury.
Touch: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 ⇒ 1
Will save vs channel: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Initiative (Round 1)
Sophie <= Up
Bert [3 Dmg; 2 Con Drain] <= Up
Wraith
Tara [8 Dmg] <= Up
Amaria [2 Con Drain] <= Up
Vivian [3 Dmg; 1 Con Drain; Fort save needed] <= Up
Stefan <= Up
Amaria, Vivian, Stefan, Sophie, Bert.

Dr. Stefan Von Herzog |

Drawing upon the mystical forces within his grandfather's heavy onyx ring, Stefan instantly recalls the words of a spell from his spellbook, which he casts. Two shards of glowing magical force fire from his hand and strike unerringly at the wraith.
Casts magic missile via arcane bond.
Force damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6

Bert Shieldworn |

Bert takes a swing at the wraith
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (11) + 6 = 17 damage, if hits: 1d12 + 4 ⇒ (5) + 4 = 9
ETA: oh that was my AOO, didn't read down to see I was up.
And then spins and swings another time at the wraith when it appears.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (19) + 6 = 25 damage, if hits: 1d12 + 4 ⇒ (3) + 4 = 7