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Read Magic: Scroll of Invisibility
Spellcraft Wand: 1d20 + 15 ⇒ (7) + 15 = 22
Spellcraft Amulet: 1d20 + 15 ⇒ (13) + 15 = 28
Spellcraft Cloak: 1d20 + 15 ⇒ (20) + 15 = 35
Amelia takes the wand of Create Pit and the Scroll of Invisibility, but the amulet and the cloak, she explains the uses and hands them over to the rest of the companions to use. If anyone else wants either the scroll or wand, have at it!
Amelia wakes the next day bruised, but none the worse for wear from her near encounter with death. She bounces down the stairs at the Lodge, and seeing Rallas in the common room, glides over and gives the elf a great hug. "Thanks for helping me out last night! I was sure I was a gonner as that thing Pounced on me!!!" She is equally effusive as the rest of her companions arrive and gladly refills Kiboko's Ioun stone with his wand, but her manner darkens slightly as the team receives their orders for the day.
Approaching the decrepit tower, Amelia pulls out a wand and taps herself with it, creating a magical barrier around her body to help protect her. She carefully follows the rest of the group within the tower, flinching every time the floor squeals or her heavier companions crunch and thump around. As the peers around, she concentrates every so often on Detecting Magic, hoping there may be some overlooked clue hidden about. Entering the lab, she gets a burst of excitement before realizing that this room is just as bad as the rest of the tower.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13

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Well, look at this...Rallas says as he lifts out the box. He gets out a small set if tools and examines the chest before openjng it.
perc: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22disable: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18add+2 if traps are involved for either roll

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@Amelia- Yup that is fine.
Rallas finds a floorboard that seems a bit out of place and rips it open. The sound of the board creaking through the silent room is deafening as Amelia gives a small jump. Inside Rallas finds a small lockbox and sets to opening it.
As the elf's tools jiggle around in the lock he hears what starts as a whisper coming from the walls. The whisper picks up as the shadows themselves seem to crawl and coalesce in the center of the room. The whispers grow into a fascinating and maddening gibberish.
"Σκότωσέ με.....Φλυαρία"
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be as it comes from within the wall. An unnatural aura radiates from the creature.
Animals cannot approach within 30 feet without a DC 25 Handle Animal, Ride or Wild Empathy check.
Amelia: 1d20 + 4 ⇒ (15) + 4 = 19
Kelumur: 1d20 + 8 ⇒ (12) + 8 = 20
Rallas: 1d20 + 10 ⇒ (18) + 10 = 28
Kiboko: 1d20 + 1 ⇒ (11) + 1 = 12
Kramac: 1d20 + 4 ⇒ (3) + 4 = 7
Marsius: 1d20 + 1 ⇒ (12) + 1 = 13
Undead: 1d20 + 7 ⇒ (18) + 7 = 25
Round 1
Rallas (Lifelink)
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Monster (DC 15 Knowledge Religion to identify)
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Kelumur (44/44; Lifelink)
Amelia (27/27)
Marsius (48/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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Rallas backs away from the shadiws, not knowing what it is. He draws a fladk of holy water from his bandolier as he retreats.
backing away using withdraw option to 3 squares behind Amelia...on ohone cant move token

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Rallas quickly backpedals as the shadowy creature. The creature floats through the room and reaches a clawed hand into Rallas back as it follows him.
Incorporeal Touch vs Rallas TCH AC 15: 1d20 + 6 ⇒ (10) + 6 = 16
Negative Energy: 1d6 ⇒ 4
Con Drain: 1d6 ⇒ 5
Marsius, though he cannot see in the room, feels a cold chill on his back as he feels slightly injured. meanwhile Rallas' body shakes as it grows weaker.
Round 2
Rallas (28/40; Lifelink; 5 Con Drain)
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Monster (+5 Temp HP)(DC 15 Knowledge Religion to identify)
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Round 1
Kelumur (44/44; Lifelink)
Amelia (27/27)
Marsius (44/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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Kelumur rushes through in as he watches the shadow follow Rallas. Unsure how to take the creature on, he attempts to blind it and swipes it's eyes.
"What is it?!"
Move and dirty trick to blind the shadow, don't provoke AoO due to Improved dirty trick
Improve Dirty Trick, Agile Manoeuvres: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28

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Know Religion, Monster Lore: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
I'll ask for weaknesses.
Kramac will advance towards the incorporeal creature.
Undead! The resless spirit of the alchemist! Let us send her to her final rest!
Kramac will move and attack the shadow.
Attack, Power Attack, Combat Expertise, +1 weapon: 1d20 + 10 - 2 - 2 ⇒ (18) + 10 - 2 - 2 = 24
Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10

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Kelumur rushes in at the undead and swipes his blades across where it's eyes should be, though the undead seems to be completely unphased by the attack.
Kramac is able to identify the undead as a wraith. Wraiths are undead creatures born of evil and darkness. They hate sunlight and living things, as they have lost much of their connection to their former lives.
Kramac charges in with his blade and cleaves into the shadow. It gives a horrific shriek of pain as the incorporeal being shifts to the side. Though the half-orc's blade doesn't do nearly as much damage as he thought it would have. Incorporeal.
Round 2
Rallas (28/40; Lifelink; 5 Con Drain)
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Wraith
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Round 1
Kelumur (44/44; Lifelink)
Amelia (27/27)
Marsius (44/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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Rallas steps back a pace after sprinkling the vial of holy water at the wraith.
5 ft step back, studied target and toss vial.splash: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 212d4 + 1 ⇒ (4, 1) + 1 = 6
If I fall, i have a scroll to be used...in my mapcase

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"Unquiet spirits?"
Kiboko casts Shield from his ioun stone, activates Animal Focus for Tiger (+2 DEX) and moves in to the adjoining room, drawing his magical greatsword.
AC = 23, Incorporeal Touch AC = 16
It's still a free action to handle and animal companion, I assume.
Kiboko calls Mvumbu. handle mvumbu: 1d20 + 12 ⇒ (15) + 12 = 27
It's daylight outside. Are there any windows in here, boarded up or otherwise? If so, Kiboko points them out.

Mvumbu |

Brave Mvumbu answers the call.
This being the next day, Kiboko and Mvumbu's Stealth Synergy has been switched back to Pack Flanking.

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Marsius steps forward, his eyes widening as he sees the vengeful soul.
Get back Rallas. We can drive this back to rest.
His left hand extends out to trace along the clawed hand marked on his armor. As he does so, a burst of brihgt energy radiates from the warrior.
Channeling to harm. DC 16 Will for half
Channel: 2d6 ⇒ (5, 4) = 9
Also (unfortunately for Rallas), Lifelink doesn't actually 'kick in' unless there is at least 5 damage to heal. So with just 4 damage (ignoring the Con drain which would be reducing the max), I don't think this round life link wound have transferred the wound :(

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@Marsius- True. Corrected HP total.
@Kiboko- There doesn't seem to be any windows on this floor.
A bright burst erupts through the chamber as the wraith screeches in discomfort.
Will for half; channel resistance DC 16: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Kiboko moves into the crowded room and calls Mvumba by his side as he calms the frightened beast.
Rallas steps back and begins to splash the incorporeal with holy water. Small sizzles of smoke rise into the air as the holy water burns away at the undead malevolent shadow.
Round 2
Rallas (24/40; Lifelink; 5 Con Drain)
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Wraith (-12)
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Round 1
Kelumur (44/44; Lifelink)
Amelia (27/27)
Marsius (48/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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3 from Rallas as it is an incorporeal creature. half damage from corporeal sources that are able to cause damage. The creature has 12 damage cause it had 5 temp HP from striking Rallas.

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Amelia shivers as the others recognize that the being is a wraith. She jabs a finger at the thing, muttering a few words and suddenly three bolts of force zoom out from her pointing finger to slam intto the creature!
"Back to the hells with you, lost one!!" She cries out as the bolts blast into the wraith.
Magic Missile: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9

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Amelia batters the wraith with magical missiles. Each force bolt tears a new hole through the shadows.
Hissing the wraith's tendrils sink deep into Kelumur's chest.
Incorporeal Touch vs Kelumur TCH AC 17: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm Crit: 1d20 + 6 ⇒ (2) + 6 = 8
Negative Energy: 1d6 ⇒ 3
Con Drain: 1d6 ⇒ 6 DC 17 Fort save to negate
@Rallas- Give me a Fort save vs your Con Drain. DC 17 negates it.
Between the holy water and the magical missiles the red-eyed shadow retreats through the wall to the west. As the wraith strikes Kelumur it seems to become a small bit stronger.
Provoke AoO from Kelumur and Kramac
Round 3
Rallas (48/52; Lifelink)- DC 17 Fort save for 5 con drain
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Wraith (-24; +5 Temp HP)
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Round 2
Kelumur (41/44; Lifelink)- DC 17 Fort save for 6 con drain
Amelia (27/27)
Marsius (48/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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Kramac slashes the wraith as with his sword at it moves away.
Attack, pwoer attack, combat expertise: 1d20 + 10 - 2 - 2 ⇒ (20) + 10 - 2 - 2 = 26
Damage: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Kramac will switch Paired Opportunist to escape route and move to re-engage the wraith. I'll avoid AoOs due to escape route.
Kramac will also command Kuuma to distract the ghost, but Kuuma will refuse.
handle animal: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21

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Kramac, don't forget to confirm crit!
No magic weapon so will not take the AoO
"Where did the thing go?" Kelumur moves around attempting to find the shadow. He tumbles and jumps around everyone to get into a good position to allow some flanking opportunities.
Regular move, then move at half speed with acrobatics to avoid AoO.
Acrobatics: 1d20 + 14 ⇒ (12) + 14 = 26

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Incorporeal creatures are immune to crits and precision damage from non ghost touched sources.

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Marisus's talons never move as his neck follows the wraith as it drifts through the walls.
Resist its touch. Just as the wayfinders bring light to buried secrets, so will this shadow not hinder us.
Another channel. May try to touch-attack a Cure Mode next round, but tight quarters don't want to block someone else.
Channel, DC 16 Will for half: 2d6 ⇒ (4, 3) = 7

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Kiboko moves up to engage the wraith, taking his enchanted greatsword in hand.
"BEGONE EVIL SPIRIT! TROUBLE THIS WORLD NO MORE!"
greatsword vs wraith, outflank/pack flanking, rage, power attack, combat expertise, bull focus: 1d20 + 10 + 4 + 2 - 2 - 2 ⇒ (7) + 10 + 4 + 2 - 2 - 2 = 19damage: 2d6 + 11 + 6 ⇒ (6, 2) + 11 + 6 = 25 magic
AC=22, incorporeal touch AC=15

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Kelumur slides in low and is able to get behind the wraith, without provoking it's wrath. Marsius sends out another of his precious few bursts of bright energy. The rays burst through the doorway, scorching the wraith.
Will save DC 16; Channel Resistant: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Kiboko uses the door as a means of cover to get closer to the floating incorporeal and heaves his magical blade deep into the shadows, causing them to writhe in pain.
Kramac pushes past Kiboko and tries to finish off the red-eyed shadow, though it still stands.
@Kramac- Don't forget you AoO as the wraith left the room.
Round 3
Rallas (48/52; Lifelink)
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Wraith (-45)
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Round 2
Kelumur (41/44; Lifelink)
Amelia (27/27)
Marsius (48/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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The group piles out of the narrow door after the retreating wraith, leaving Amelia no room to get a clear attack in. She begins to draw her sword, but thinks better of tossing it through the mess in front of her. Instead, she grabs a wand from her belt and activates it, pointing at the wraith.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
GM: I will leave the question of cover up to you here. I drew a line on the map proving what I think is an open shot with no hard/ total cover but I won't argue your ruling if you believe otherwise, or if you feel the press of fighters between me and the wraith grants total cover.

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I would say you are good. To me that would be no different than an archer firing past an ally. You still have LoS.
Amelia's magical missile is just enough. The missile punches through the shadows and they dissipate back into the dark recesses of the stairwell for good.
Getting back to the small lockbox Rallas found earlier, he now has the time to finish the job with his tools. The rusty box pops open revealing 1,000 gp within.
The room to the south is much like the rest of the lab. In shambles and not touched for years.
Seems the reason the sage never finished her research is halfway through the process she dropped dead from unknown causes. Her undead spirit still haunted this lonely laboratory.
Rallas (48/52; Lifelink)
Kelumur (41/44; Lifelink)
Amelia (27/27)
Marsius (48/48)
Kiboko (51/51; Lifelink; Barkskin/Resist Fire (10) 40 mins) (Mvumba 39/39)
Kramac (50/50; Lifelink)

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Rallas pulls out his wayfinder and uses it to enhance his searchcast guidance....jade wayfinder
perc: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16

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Perception: 1d20 + 10 ⇒ (4) + 10 = 14
A sigh of relief flows over his face as the shadow disappears into the black. "A good job everyone, we must remain vigilante. If nothing, we should return immediately to the manor."

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Is there any reason we can't take 20 searching the room? If we can, I'll do that.
If not, my perception is below
perception: 1d20 + 9 ⇒ (13) + 9 = 22
Well fought friends. These ethereal undead can be very dangerous, but we handled it without issue!

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There is no reason why you can’t take 20. The question is would something prompt your character to spend That amount of time going over every inch of the room when it looks just like all the others. Especially when you have found a lockbox full of the gold already.

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Marsius looks around, satisfied that none of the party seem seriously harmed.
I agree, we should return to Heidmarch soon. But first...
As he leaves the retreival of whatever funds are in the box to the others, the nagaji moves over to the sages body and rests a hand atop its eyes.
{In Draconic} The form before me is just one of many, one life of many. You pursued knowledge and pushed yourself in darkness for it. May your soul be at rest once more, and brought back into the sun for your next journey.
He then stands, taking off his shield and crouching to scoop up the body. We should bring Ms. Darga back as well. She deserves a true burial.

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Rallas looks around the notes and such laying about. I wonder if any of this stuff us valuable? Amelia, this your area of expertise. Any clue?

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Rallas takes his time looking through the heaps of vials on the tables and wiping cobwebs from the corners. At the same time Kramac and Rallas step onto the same board. It sounds hollow. Opening it up reveals another locked chest. This one much larger than the last.

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Well, look here. Let's ser what might be kept in there. Rallas concentrates for a second and looks for magical signatures.the Envoy alternare racial feature...1x a day cl6. He then sets about looking for any traps then unlocking the chest.
perc: 1d20 + 13 ⇒ (8) + 13 = 21disable: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34add +2 to each roll if a trap is involved...the +1 on disable is for mwk tools

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"Kiboko agrees with Marsius. The remains should be properly buried."
Kiboko scans the room and found boxes with (Guidance assisted) Detect Magic.
spellcraft: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

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Amelia sadly looks on as Marsius performs what rights he can, then turns her attentions to the rest of the room. "It doesn't look like it, Rallas. As old as most of this stuff is, I would be hesitant to trust any of the reagents that we might find."
Turning back to Kiboko and Marsius, she continues. "I do not disagree with you. But we have neither the time nor the resources at this exact moment. We need to press on and see what task the Venture Captain has for us next. I would suggest that we send a team back here.." she pauses as she finishes turning and sees the Nagaji with the body already in his arms. "Umm... first, EW! Second, I guess that decision has been made." She scrunches up her face, adding "And be sure to wash up after this! We don't want you catching any diseases.."
That decided, she looks over Rallas' shoulder. "And what have we here?!"

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We shall know soon enough...this lock might take a bit, but it can only last so long. And Marsius is right...she does deserve a true burial, lest there be another manifestation.

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Turning back to Kiboko and Marsius, she continues. "I do not disagree with you. But we have neither the time nor the resources at this exact moment. We need to press on and see what task the Venture Captain has for us next. I would suggest that we send a team back here.." she pauses as she finishes turning and sees the Nagaji with the body already in his arms. "Umm... first, EW! Second, I guess that decision has been made." She scrunches up her face, adding "And be sure to wash up after this! We don't want you catching any diseases.."
My intent was to deliver this to a nearby chapel. If not an Iroran house of worship, there must be one to Nethys or Pharasma nearby. Marsius replies. Hopefully on our way back towards the Lodge, or close to it. And if need be, I have enough reserves to fund some small services myself.

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Just at the last moment Rallas notices a small vial trap. If he had moved straight to picking the lock this old noxious mist of ungol dust would have sprayed into everyone nearby. With calm and steady fingers Rallas pulls the vial away disabling the trap enough to open the chest. The rusty lockbox contains 3000 gp.
On the way back to the lodge Marsius takes the old woman's body toa nearby Chapel dedicated to Pharasma. The clerics silently receive the corpse, nodding quietly as they return to their duties.
***
Back at the lodge another Agent begins his briefing of your next assignment.
GM Roll: 1d7 ⇒ 2
“While we’re not sure how much of a threat Dymal Rinks poses to our winning the auction, we don’t want to take any chances. Our informants tell us that Rinks owes a considerable debt to the proprietor of the Matador, Master Basaale Minvandu. Short on the funds to cover his debts, Dymal Rinks hopes to cash in on the Runecarved Key as part of a wild investment scheme. Unfortunately for Rinks, Minvandu wants his debts paid immediately and has sent his collectors to track the halfling down. I suspect we can easily knock Rinks out of the auction by turning him over to Minvandu’s thugs. Still, I’m a little wary of this course of action as handing Rinks over to the bone-breakers may very well result in his death. Despite being a desperate little imp, Rinks is a decent arbitrator and if word gets back that we played a part in his death, it might make things difficult in the future. If you can avoid getting him killed it might help. Perhaps you can pretend to be thugs and scare him off or simply threaten to rat him out to Minvandu if he doesn’t back out of the auction. In any event, do whatever you need to do to drive him away. Oh, and he lied about his whereabouts. Our informants say he’s hiding out at the Galesford Inn in Dockway.”

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Looks like I posted at a similar time! So some retcon...
Earlier...
Kelumur looks somewhat disconcerted as the situation unfolds itself,"The dead should really not be our priority, the mission is clear, and the more time we spend attempting to hinder our opponents, the better the chances for the Pathfinders." Adding his thoughts into the mix.
Realising his opinions are not of the majority, he relents to allowing the team to do as they please with the remains. But he gives a reminder time and time about the mission.
Current...
Heartless, are we to become nothing more than thugs now? Kelumur maintains a silent demeanour as the mission is read out, keeping his thoughts to himself, and makes no objections to it.

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Amelia begins the briefing looking concerned, but this quickly turns to downright mutinous.. but she cracks a smile at the end. "I was really getting worried there for a minute. I don't go for strong arm much.. but I think we can find a way to get him out of the way safely, and do so in such a way that we are owed a favor. Tell me, Agent. Are we allowed to reveal our true nature here? Or are we still concealing that we are Pathfinders?"
To the others she says "If we just go to him and convince him that we got there first to warn him, we should be able to get him out of town. If that happens, he will then owe the Society a big favor for saving his skin! If he proves recalcitrant, then I guess we can lean on him a little and threaten to tell his debtors where he is. I don't like that path, but it will serve the same effect without getting anyone hurt!"

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Are we allowed to reveal our true nature here? Or are we still concealing that we are Pathfinders?"
"Of course conceal yourselves. By the Gods we don't need it going around town that Pathfinders are acting like mere thugs. We have been pushed into this situation and are doing what needs to be done. We don't have time to discuss moral code at this point. We can discuss it after."

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Flustered, Amelia begins to try and respond, but quickly gives up, blushing under the Agents admonition.
"But I... If we're nice.. yea.. I understand sir. I apologize.."
Her voice trails off, getting smaller as her fair face burns bright red in embarrassment.

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"Kiboko approves of Amelia's suggestion. We warn Rinks, then make it plain that his life is in danger from his creditor if he remains."
I'm assuming this is the same day as our visit to the alchemist's tower?

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Just a thought, but what about if we assumed Rinks' debt. If we give Minvandu the money owed him, we could then persuade Rinks to back off, knowing that he has us to pay now. Of course we won't let him know we are in the Society, naturally. If that can't be done, I see nothing wrong with a little bluster and a smack upside the head or two. Better than if we do nothing and Minvandu just winds up offing him. Morally, I understand Amelia's concern, but I am fine with the greyer areas. I have done some regrettable things, but nothing too bad I can't close my eyes at night. Rallas offers.
if we are to go after Rinks, Rallas will stop off and get a sap

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Perhaps we could put on a little show for Rinks - I can go to his hotel and threaten him, then the rest of you show up, 'rescue' him, and then convince him to get out of town.