| Vivian Deberth |
Fort save: 1d20 + 5 ⇒ (3) + 5 = 8
Vivian seems even paler after the wraith's touch, and under the shock, clumsily defends herself
Aoo +1 longsword: 1d20 + 5 ⇒ (1) + 5 = 6 dmg: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
normal attack +1 longsword: 1d20 + 5 ⇒ (4) + 5 = 9 dmg: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Amaria the Huntress
|
Amaria launches two arrows towards the wraith.
Attack 1: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Attack 1: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Damage: 1d8 + 11 ⇒ (8) + 11 = 19
| GM Harker |
Using his arcane bond, Dr. Von Herzog casts another set of magic missiles which both hit and cause full injury to the incorporeal enemy.
Bert strikes the wraith twice with his long hammer, which also damages it although not quite as effectively as force magic or positive energy.
Vivian attempts to slash at the wraith as it rises from the ground, but is unable to hit. Then her pale skin grows even whiter as she fails to resist the wraith's icy touch. Perhaps distracted by this turn of events, her other sword attack also fails to hit the enemy.
Amaria follows up by firing two arrows at the wraith and the second projectile hits.
Sophie then directs her Spiritual Weapon to attack the wraith, but it fails to hit.
Spiritual Weapon: 1d20 + 3 ⇒ (10) + 3 = 13
The small wraith then steps in between four members of the party and attempts to touch Amaria. Fortunately the paladin steps away just in time to avoid its tendrils.
1 A, 2 V, 3 B, 4 S: 1d4 ⇒ 1
Touch: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Round 2)
Sophie <= Up
Bert [3 Dmg; 2 Con Drain] <= Up
Wraith
Tara [8 Dmg] <= Up
Amaria [2 Con Drain] <= Up
Vivian [4 Dmg; 2 Con Drain; Fort save needed] <= Up
Stefan <= Up
Everyone is up!
| Dr. Stefan Von Herzog |
"Return to the netherworld, spirit!"
Stefan backs away, then casts a spell. A beam of white energy shoots at the wraith.
Five-foot step, casts disrupt undead.
Ranged touch (into melee): 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Positive energy damage: 1d6 ⇒ 3
| Bert Shieldworn |
Bert takes a step back and swings his hammer again.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (5) + 6 = 11 damage, if hits: 1d12 + 4 ⇒ (10) + 4 = 14
| Vivian Deberth |
+1 Keen Longsword: 1d20 + 4 ⇒ (14) + 4 = 18
Dmg: 1d8 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Vivian regains her composure and strikes at the undead, fuelled by her hatred of the unholy creatures
Bow to the power of Pharasma! You made Her wait enough!
| GM Harker |
Although Dr. Von Herzog and Bert both miss the wraith with their attacks, Vivian effectively dispatches it with a swing of her magical longsword.
Combat Over
At this point, you all are fairly confident you've explored the major areas of the village and dispatched 6 wraiths which matches the number of children the Beast (Sabin) has been accused of killing. It's now shortly after sundown. The only nearby area that you haven't explored is the hill to the southwest of the town. So, let me know if you want to explore that hill, or return to Lepidstadt, or do something else.
| Dr. Stefan Von Herzog |
"Good show, Vivian!"
Noticing the orange sky, the doctor remarks, "The light is fading. Do we have enough evidence here for tomorrow's trial? We haven't explored that hill, but I'm not sure what evidence we would find there."
| Bert Shieldworn |
"I'm for going back, seems we understand now that there is no way the beast coulda killed the girl after he was run out." Bert says, rubbing his chest where the cold is.
| Vivian Deberth |
Vivian is torn between her hate of the undead and the responsabilities of the trial.
I don't know. How much time do we need to get back to town? What if there is still another undead? What if he does some new victims? How could I live with that? Can't we still search the whole place before we go? I agree the Beast couldn't have killed the children. But I refuse that the real culprit goes unpunished. I can't defeat it without you, I know that.
| Dr. Stefan Von Herzog |
GM Harker: Could you please remind us of what we know of the accusations against the Beast with regard to this town? As a player, I'm afraid I have lost the plot a bit...
| Tara Eliade |
As dusk begins to fall, Tara murmurs a small spell in order to allow her holy symbol to glow. "I agree. I want to find some more solid evidence to prove that Saban is innocent." Tara pipes up, before casting a suspicious glance around the town. Pausing a moment, Tara offers a small prayer to Pharasma, enveloping her living allies in a quick burst of healing magic. "Amaria, did you need me to use that wand on you again? I know that most of my healing magic does not affect you."
Channel to Heal: 2d6 ⇒ (4, 1) = 5
| GM Harker |
I probably should remind all of you who have taken a loss of Constitution that the injury is drain not damage. That means that it will not heal on its own. You need a Restoration spell or similar high magic to cure it. You have found one scroll of Restoration
RE: Hergstag Investigation. I place all the pertinent info for each of the Beast's criminal charges in the Campaign Info of this thread. You can find a link to Campaign Info here at top of this page or by clicking the thread title in your campaign page. To make things a little easier, I'll c/p the info here under a spoiler with some additional info you found in the village.
• The events occurred approximately 7 months ago.
• The three witnesses for the prosecution state that the village’s children (Maarten, Karin, Rachel, Gaard, Allen, and Ellsa) vanished one by one, only to return as ghosts. Then one day the culprit was found—the Beast of Lepidstadt. It boldly walked into the village with one of the dead children, a girl named Ellsa. The witnesses all recall seeing the Beast laughing as it carried the child’s broken body. As soon as the locals saw the Beast, they set upon it with pitchforks, but try as they might they couldn’t catch it, and the Beast escaped into the swamp. The poor innocents it killed continued to haunt the village, and before long became too much for the locals, who soon abandoned the cursed village.
• The Beast states that he was present there at that time. He befriended a young girl named Ellsa who was not frightened by his appearance. He claims that a ghost that walks at night killed a number of children by stealing their souls. The ghost turned one of Ellsa's friends into a ghost and that ghost lured her to its master's lair. The Beast tried to fight the ghost to save Ellsa, but could not hurt it. He then returned Ellsa's body to her Father, but the villagers chased him out of town.
• During this interview you notice that when the Beast cries, he looks like he's laughing due to the stitching holding together his face.
• One of the prosecution also adds that of the six children who died, one—a girl named Karin—died in her own bed 2 days after the Beast was driven from Hergstag. Her father heard her screaming but by the time he reached her she was dead, without a mark on her and with no signs of entry.
• Your investigation into Karin's house conclusively demonstrated that whatever killed Karin did not climb the house’s walls or force entry into her room.
• You also discovered that all the children returned as wraiths to haunt the town. It is highly unusual for this occur if murdered by the Beast, but not completely out of the question.
Tara channels some positive energy to take care of most of the minor wounds the party has suffered so far.
It sounds like the group as whole wants to continue to the hill. We'll move forward to that later when I have more time to post.
| GM Harker |
With the majority of the group voting to explore the hill before departing the village, the party heads southwest to explore the area.
After passing through some cornfields and avoiding another bear trap, those with darkvision first note a scarecrow standing near the top of the hill. A closer look at the effigy reveals that the rotting dummy leans on a scythe, with its pumpkin face carved with a leer and a sheep’s jaw hanging flaccidly below it.
Before the group can act further, the droning sound of a hornet swarm fills the air, with a sickly sweet stench of decay following in its wake. A tempest of shadows given form then pours out of the scarecrow, appearing as a cloud of glowing red eyes with ghostly hornets buzzing among its spectral form. In response to its presence, the chill in chests of Amaria, Bert, and Vivian begin to pulsate as if calling out to the incorporeal monster. Those with some knowledge of the undead realize this is also a wraith, albeit perhaps more powerful that the ones you have just fought.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Bert's Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Sophie's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Stefan's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Tara's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Vivian's Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Init: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative (Round 1)
Amaria [2 Con drain] <= Up
Vivian [2 Con drain] <= Up
Bert [2 Con drain] <= Up
Sophie <= Up
Tara [3 dmg] <= Up
Stefan <= Up
Wraith
All the PC's act first!
| Bert Shieldworn |
Bert moves forward and swings his hammer at the wraith
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (14) + 6 = 20 damage, if hits: 1d12 + 4 ⇒ (12) + 4 = 16
| Tara Eliade |
"Mr. Bert! Be careful, this one is more powerful than the others that we've fought today!" Tara calls out. Brushing a hand against Amaria's bow, the cleric whispers a quiet prayer, embedding magical properties in the paladin's bow.
Tara uses her touch the spirit world to let Amaria's bow to act as if it has ghost touch for the next 4 rounds. 3/7 uses used
| Dr. Stefan Von Herzog |
Stefan moves toward the wraith and casts a spell. A cone of flame fires from his outstretched hands, engulfing the creature.
Casts burning hands.
Fire damage: 4d4 ⇒ (4, 3, 4, 4) = 15 ...Ref save DC 14 for half
I drew the spell effect on the map, but it's an instantaneous effect
| GM Harker |
Bert makes his way up to the wraith and wallops it with his hammer.
Tara calls upon the powers of Pharasma to enchant Amaria's bow with the power of Ghost Touched. Amaria then fires an arrow at the undead, but the shot flies just over the target.
Dr. Von Herzog also moves up to the front lines and casts Burning Hands, covering the wraith with a spray of fire. The creature manages to dodge out of the worst of the flames, however.
Ref Save: 1d20 + 4 ⇒ (18) + 4 = 22
Vivian and Sophie
| Sophie Kundegard |
Sophie calls to her ancestors for a battle blessing and begins to grow. She looks at Tara. "Tara, give me that blessing as well!" She shouts before turning and moving to stand just over Bert's shoulder.
casting Enlarge Person
-Posted with Wayfinder
| Vivian Deberth |
Vivian gives a bunch of arrows to Amaria
Use theses, they will destroy the undead! You are a better shoot that I am!
Gives to the Huntress her 5 +1 Ghost touch arrows and 2 +1 Undead bane arrows
| GM Harker |
Sophie, I believe Enlarge Person has a 1 round casting time. As such, I don't believe you can move unless you want to move first then start casting. I'll leave you in your original spot for now, but if you want to move/cast let me know.
Sophie begins casting a spell to enlarge her size, while Vivian moves behind Amaria and offers her the use of her various magical arrows. I'll be a move action to take the arrows from Vivian. I'll assume she place them all in the same quiver.
The shadow cloud of glowing red eyes that comprises the wraith floats five feet in front of Bert and curls a tendril around his arm. The fighter finds that the icy chill flowing from this creature is a river compared to the rivulet of the other wraiths and more difficult to shrug off. Bert takes 4 negative energy damage, but needs to make a DC 17 Fort save or take 1d6 ⇒ 4 Con drain.
1 A 2 B 3 S: 1d3 ⇒ 2
Touch: 1d20 + 6 ⇒ (11) + 6 = 17
Negative Energy Damage: 1d6 ⇒ 4
Initiative (Round 2)
Amaria [2 Con drain] <= Up
Vivian [2 Con drain] <= Up
Bert [4 Dmg; 2 Con drain; Fort save needed] <= Up
Sophie <= Up
Tara [3 dmg] <= Up
Stefan <= Up
Wraith
Everyone is up!
| Bert Shieldworn |
Con -2 Con: 1d20 + 6 ⇒ (11) + 6 = 17
Bert steps back and swings his hammer once more.
Lucerne Hammer,B/P, REACH: 1d20 + 6 ⇒ (14) + 6 = 20 damage, if hits: 1d12 + 4 ⇒ (7) + 4 = 11
Not sure what we are doing with the enlarge person so might need to add
| Dr. Stefan Von Herzog |
Moving surprising quickly for an older man, Stefan moves out from behind the trees, backing a bit farther away from the creature.
He then casts a spell sending a beam of magical energy at the thing.
Disrupt undead
Ranged touch attack: 1d20 + 3 ⇒ (7) + 3 = 10
Positive energy damage: 1d6 ⇒ 5
| Sophie Kundegard |
ah yes, I forgot about that. We will say she didn't move.
Sophie grows to be rather big. She gives a curt nod, apparently happy at the result of her prayer, and launches into the same prayer again.
presuming Bert is in reach of Sophie at the beginning of next round, he will also be Enlarged
-Posted with Wayfinder
| GM Harker |
Amaria, after further review, I'm going to rule that since the negative energy doesn't actually damage you, you are exempt from the Con drain. So, you're back to your full Constituion score.
Bert resists the draining abilities of the wraith, then steps back and hits it again with his hammer and the enemy's form breaks apart slightly.
Dr. Von Herzog moves swiftly across the battlefield and casts another Disrupt Undead spell, but the creature manages to dodge the beam.
Sophie grows to the size of a small giant, then begins to cast the same spell on Bert.
Amaria, Vivian, Tara.
Amaria the Huntress
|
Amaria accepts the arrows and quickly notches a ghost touch arrow to try and injure the wraith.
Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 11 ⇒ (2) + 11 = 13 (ghost touch)
| GM Harker |
Amaria, your arrows are already ghost touched for 3 more rounds thanks to Tara using her domain power on your bow. If you want to switch to the undead bane or just use a normal arrow (again already ghost touched due to the temporary enchantment on your bow), let me know.
| GM Harker |
Vivian casts a Disrupt Undead spell and fires a positive energy beam at the wraith, yet this larger creature is more agile than the small ones and dodges out of the way.
Tara touches Sophie's weapon to make it more effective against incorporeal undead. If Sophie's weapon is magical already, it is now ghost touched for 4 rounds, otherwise it's just treated as a magical weapon for the same amount of time without the enhancement bonus. If Tara's player has an issue with this botting action, I'll happily retcon it when she returns.
The wraith moves 5 feet to the southwest and attempts to swipe at Bert again. It hits the poor fighter, causing further negative energy damage and threatening to endanger his health with its icy cold touch. Bert takes 2 more negative energy damage and needs to make another DC 17 Fort save or take 1d6 ⇒ 4 Con drain.
1 B, 2 S: 1d2 ⇒ 1
Touch: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 2
Initiative (Round 3)
Amaria <= Up
Vivian [2 Con drain] <= Up
Bert [6 Dmg; 2 Con drain; Fort save needed] <= Up
Sophie <= Up
Tara [3 dmg] <= Up
Stefan <= Up
Wraith
Everyone is up!
Amaria the Huntress
|
Amaria lets loose two enchanted arrows into the wraith. Undead Bane
Attack 1: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 13 + 2d6 ⇒ (5) + 13 + (6, 1) = 25 Ghost Touch
Attack 1: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 13 + 2d6 ⇒ (7) + 13 + (6, 3) = 29 Ghost Touch
| Bert Shieldworn |
Con Drain, -2 Con: 1d20 + 6 ⇒ (18) + 6 = 24
I guess I am enlarged, so I know natural reach is different from reach weapon, but I can five foot step and attack, right? Assuming so, step back--I moved my large me.
Lucerne Hammer,B/P, REACH, Big: 1d20 + 6 - 1 - 1 ⇒ (7) + 6 - 1 - 1 = 11 damage, if hits: 3d6 + 4 + 1 ⇒ (5, 4, 3) + 4 + 1 = 17
So the loss to dex hurts because it drops me below the requirment for two weapon fighting, so my Attack bonus goes from +4 BAB +3 Str +1 enhancement to +4 BAB +4 Str -1 Size +1 enhancement, leaving me at +4. Damaage changes to 3d6+5 though. So another note to self, get more dex.
PS. I have combat reflexes with 2 AOO if it comes up.
| Sophie Kundegard |
did we get anything in the prison that would enable us to capture a spirit or soul like this wraith?
After completing her spell on Bert, Sophie drives her longspear at the wraith.
longspear, attack, enlarged, power attack: 1d20 + 8 - 1 + 1 - 1 ⇒ (18) + 8 - 1 + 1 - 1 = 25 for piercing, cold iron, ghost touched: 2d6 + 7 + 1 + 3 ⇒ (4, 5) + 7 + 1 + 3 = 20
-Posted with Wayfinder
| GM Harker |
Amaria, Vivian only gave you two Undead Bane arrows and you fired one of them last round, so on the second attack this round I'll say was a regular arrow since your bow currently makes all arrows ghost touched already.
Amaria fires the last of Vivian's Undead Bane arrows and solidly hits the wraith, doing some serious damage to its form. She follows it up with a regular arrow that finally destroys the spiritual abomination. As it breaks apart, the voices of a number of souls cry out in pain, then relief.
Combat Over
Searching the hill, the group discovers a small, 10-foot-diameter cave beneath the scarecrow. Inside the dark chamber, the grisly discovery of four skeletal bodies of children await you. A more detailed search of the area reveals nothing else useful or relevant.
I'll update the loot list and Hergstag evidence list once I finish this post. Since it is after dark, the group will probably want to return to Lepidstadt.
Once there, if you want to continue searching for the buyer of the surgical tools who was wearing an unusual high hat and green-tinted reading glasses, I'll need Diplomacy checks to gather information. This DC is a little high, so you might want to aid those who have higher modifiers if yours is low.
Tomorrow morning you'll present defense evidence regarding the Hergstag charges.
| Dr. Stefan Von Herzog |
Under the light of four magical glowing orbs, the doctor examines the skeletons in the cave.
"These are certainly the skeletons of children."
He attempts to discern what may have killed them.
Heal: 1d20 + 15 ⇒ (6) + 15 = 21
| GM Harker |
Examining the skeletal remains in more detail, Dr. Von Herzog notes that they show no evidence of trauma. Whatever killed these children did so without any obvious force. This is consistent with a wraith killing them, but the remains are too far decayed to say so definitively from the bodily evidence.
| Bert Shieldworn |
"Can we gather them up and take them to court? I would expect the parents will be there and then we can release them to them and give them closure." Bert asks.
| Dr. Stefan Von Herzog |
"I think these skeletons might be those of different children. Plus, I would rather not travel through the streets of Lepidstadt carrying the bones of children. That would be rather unseemly, to say the least."
Amaria the Huntress
|
"If these are the remains that should be in the graves of the children, the Church of Pharasma would likely be appreciative of us returning them to their rightful place. Also, the skeletons seem intact - if a golem had slain the children many bones would likely be shattered."
| Dr. Stefan Von Herzog |
Looking at the skeletons, the doctor muses, "We slew six wraiths of children back in the village, and the one we slew here was far more powerful... and not a wraith of a child. This one must have been the progenitor of the others. When we spoke to the witnesses, they said that four of the children disappeared without a trace, but their ghosts began haunting the town. They were able to bury the body of the child who had befriended our client, as he attempted to return it to her family... and the sixth died two days after the villagers chased the Beast off. So, these skeletons must be those of the first four missing children. We should bury them in their graves... but perhaps another time. The hour is getting late, and we must return to Lepidstadt. If we tell the witnesses what we'd found and that the ghosts haunting the village have been destroyed, then perhaps the villagers could return."
| Vivian Deberth |
Let's take a few minutes to pray for these poor souls, and bring their bones to the village's church. It won't cost us much, will protect their mortal remains from natural predators and may bring peace finally to their souls
Know Religion (to perform a quick ceremony): 1d20 + 6 ⇒ (11) + 6 = 17
| GM Harker |
Vivian and Tara both know the proper rites to put the dead to rest, quick and otherwise. I do have a few questions for the group now though. First, how exactly are you transporting the remains? Second, where are you taking them? Last, what are you doing with them when you get there? Depending on what you do, it may take you the better part of the evening and it'll probably be too late for anything other than bed when you get back to town, unless you want to risk being fatigued tomorrow. I'm don't have a preference concerning your actions, I just want to make sure we're all on the same page.