| Zed Ulmin |
At some point it would probably be good to invest in some ghost touch weapons, or at least pick up that spell that makes ghosts targetable for a short time.
| Valavastra Cross |
Perception: 1d20 + 10 ⇒ (9) + 10 = 19 oh for pity's sake!
Vala shakes her head at the sunken area of tile, wondering if the beast fell and left the large impression in the floor. She notes the absence of build-up by one of the windows, her eyes narrowing as she suspects it as a point of escape for whomever took the effigy.
Realizing the hour though, she excuses herself from Monty to hurry off to Hergstag.
---
"Oh my. This place looks positively dreadful now."
| GM-JZ |
Vala, in reality you would take no more time exploring the university than the others would searching after the tools or talking to the witness so we can continue this in spoilers if you would like?
Also, there's nothing stopping you taking 10 on your perception checks if you would like
In terms of the workshop there is the one 'un-grimy' window and also the back door
| Vermundr |
Vermundr grimaces and readies his worn two-handed blade. "Stick together. Nothing good lives in a place like this."
Let's start by exploring those buildings near the entrance.
| Valavastra Cross |
Yeah, I know I could take 10, but when I see the DC before hand it feels a little cheesy to me for me, as a player, to take 10 because I know before rolling if it's a pass or a fail. Even more so since I don't think I've taken 10 to date in this game =P
Frowning at the window, Vala walks over to it to test her theory. Her eyes narrowed with suspicion, she tries to open the window.
Vala draws her cloak more tightly around her shoulders as the group leads the horses along the ill-kept road. "Given what we saw in Ravengro before meeting you, Vermundr, I'd say we're likely to have just as much to fear from whatever's here that isn't alive." She shakes her head, banishing the chill beginning to creep up her neck, and continues to talk, "Did the sisters explain what they think happened here? Is this is the town that girl the Beast had mentioned, Maisie was it? Is this where she's from? Do we know which house might have been hers?"
HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [ ]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [ ]
Ongoing Effects
| GM-JZ |
The buildings on the outskirt of the village are terribly damaged by weather and depredation due to the passing of time. A couple are barely passable as undergrowth has long since claimed the porches and thick privet grows up to the height of the window.
Finding nothing of interest, the part presses on into the village proper.
Kazamir per: 1d20 + 10 ⇒ (8) + 10 = 18
Vala per: 1d20 + 10 ⇒ (4) + 10 = 14
Hazel per: 1d20 + 5 ⇒ (6) + 5 = 11
Vermundr per: 1d20 + 10 ⇒ (9) + 10 = 19
Constantin per: 1d20 + 6 ⇒ (8) + 6 = 14
Zed per: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 ⇒ 6 Zed
1d6 ⇒ 1 Kaz
Zed and Vermundr lead the group along the overgrown pathway. They are concentrating so hard on keeping the path that a deadly trap remains undetected. Zed plants his foot into a wickedly sharp bear trap that lay obscured in the long grass. It snaps shut with a clang and it's jagged, rusty teeth bite deep into the Inquisitor's calf.
Grunting in pain, Kazamir instinctively takes a step backward from the commotion and finds he too triggers a trap, once again suffering the crushing pain of a bear trap.
Damage Zed: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Damage Kaz: 2d6 + 3 ⇒ (3, 3) + 3 = 9
The trap is going to remain closed around your feet and halve your movement speed until a DC 20 disable device or DC 26 strength check is made
| Kazamir Rhuul |
"****!"
The exclaimation that issues from Kazamir's mouth is, sad to say, not up to the usual standards of gentlemanly behavior to which he tries to adhere.
And, speaking of adhere, there appears to be soemthing stuck to his leg...
"Give me a moment, Zed - I think I can get these open." Going to one knee, he fishers out his tools and goes to work on the device's mechanism.
Disable device: 1d20 + 10 ⇒ (18) + 10 = 28
Not sure if it makes a difference, but Kaz'z perception bonus is up to +12
| Zed Ulmin |
"Hnnngg..." Zed goes paler than normal and falls on his side, looking down to see what just took his foot off. He sees the trap and takes a deep breath, shaking as the adrenaline rush shoots his heart through his throat. "All you..." He says at the offer of help.
ILW: 1d8 + 5 ⇒ (4) + 5 = 9
| Vermundr |
Vermundr joins Kaz in cursing up a storm. He locks his feet in place and looks around for additional traps.
Vermundr is essentially taking 20 on perception before we move any further.
| GM-JZ |
As the group heads further into the village, Vermundr discovers half a dozen more of the rusted old bear traps - some sprung and containing scraps of decayed animal flesh and the occasional bone, others still ready to snap shut. These he triggers with any piece of wood or stone to hand and the group passes without further harm.
| GM-JZ |
You pass by one of the houses, it's roof collapsed and the north wall reduced completely to rotten timber.
As you are looking up at the house, you suddenly notice a small, dark figure - even blacker than the burgeoning night - at the corner of the house. It can only be described as shadows, twisted into the form of a child and wreathed in black fire. It darts across the path and behind the house casting glances behind it as if it were being chased.
| Hazel Stokes |
"Holy...are you two okay?" Hazel winces as the pair free themselves from the bear traps. "Were these supposed to be for Bland, in case he ever came back?" She shakes her head. "Pretty nasty parting shot if so..."
As they continue on, she finds herself very thankful for Vermundr's sharp eyesight as they find more and more traps scattered around. "This entire place is a hazard! Do you reckon they left traps inside the b-did you see that!?" she exclaims, pointing at the small shadowy figure as it darts across the path.
"Was...was that what I think it might be?" she whispers quietly.
Hazel has a watered-down channel! Just have to warn Zed to get clear first :3
| Zed Ulmin |
When you channel energy you have to either choose to heal the living or harm the undead, so unless you're trying to blast away the undead then Zed should be fine!
| Zed Ulmin |
IF no-one objects, I'll down one of our CLW potions.
1d8+1
I only object if you roll that poorly.
| Valavastra Cross |
Vala cradles her chin in the crook of her hand as she regards the windows and shakes her head. Whoever took the effigy, this is probably how they left, I'm almost certain. She then scuttles off to the back door.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Vala turns at Hazel's shout and nods, "I see it, dear. Looks like a frightened ghost of some sort, if such things be."
Knowledge (religion?): 1d20 + 12 ⇒ (6) + 12 = 18
| GM-JZ |
I can't seem to do spoilers within spoilers.
Back at the university
Vala then moves toward the back door, clearly the point of entry as the broken lock and door jam indicates.
Still attached to the frame, although barely, is the remains of a tiny silver bell and a length of fine silver wire.
These are the spell components for an alarm spell
Although several people have walked through the scene, you can see a set of dried, muddy tracks - made by a large, heavy creature in iron-nailed boots (just like the one the Beast is wearing)
| Zed Ulmin |
Nested spoilers is not a function the Paizo boards support. I've told them about it in a community post, but for one reason or another it's nowhere on their to-do list.
| Kazamir Rhuul |
"Wraithspawn! It would seem that the children did indeed not meet their end at the hands of Bland... Best beware:"
Kaz will share the info in the "vAla and KAz" spoiler above.
| Hazel Stokes |
"That explains a lot," Hazel sighs. "How there were no marks on the children and the thing Bland said he saw when Maisie was attacked..."
She scowls and looks around, almost as if daring the one responsible to show itself. "But where'd the original wraith come from that started it? Should we check the graveyard when we get a chance?"
| Kazamir Rhuul |
"That explains a lot," Hazel sighs. "How there were no marks on the children and the thing Bland said he saw when Maisie was attacked..."
She scowls and looks around, almost as if daring the one responsible to show itself. "But where'd the original wraith come from that started it? Should we check the graveyard when we get a chance?"
"NO!" Kaz exclaims, then stops, a little sheepish at how harsh it came out.
'Yes, of course, we must see to the wraith that murdered the children - but last. What we saw - presumably one of the children of Hergstag - is somewhat weaker than the wraith that killed him or her. They are also, to an extent, bound to the wraith that killed them,' the investigator continues in a more level tone. "If we destroy the wraith that spawned them, each of the children will grow in power, and be released from its control, mayhap to scatter throughout the County. No, I fear we must lay the children to rest, first.
Let's see if we can track down the one that we saw."
| Hazel Stokes |
Hazel jumps, startled by the sudden harshness of her companion's tone. "Okay, okay, I didn't know...it was just the first thing that came to mind. But if that's the case then yeah, we'll definitely want to try and take care of these smaller wraiths first." She tightens her grip on her starknife at the thought, knuckles whitening under the pressure.
| GM-JZ |
So I am going to assume you are following after the shadow
Kazamir per: 1d20 + 12 ⇒ (6) + 12 = 18
Vala per: 1d20 + 10 ⇒ (9) + 10 = 19
Hazel per: 1d20 + 5 ⇒ (20) + 5 = 25
Vermundr per: 1d20 + 10 ⇒ (1) + 10 = 11
Constantin per: 1d20 + 6 ⇒ (10) + 6 = 16
Zed per: 1d20 + 11 ⇒ (2) + 11 = 13
The group cautiously proceed around the ruined house, Zed and Vermundr once again leading the way. After Kazamir's hurried warning everyone is even more on edge and becoming very aware of the rapidly setting sun and the gloom closing in around them.
The watery dusk light almost invites disaster as Vermundr almost strides into another waiting bear trap. Hazel catches sight of it at the last moment and unceremoniously gives the warrior a shove, meaning his foot just misses the trap.
There is no sign of the little shadow child you just saw.
At the table I would call for initiative but here I will just say you guys act first
Round 1 - Heroes
| Vermundr |
When the party commits to destroying the undead children, Vermundr's mouth settles into a grim line as he nods in understanding.
The burly northerner performs a quick gesture with one hand conjuring a protective ward. Shield for 5 minutes.
| Zed Ulmin |
Zed gives a grim node. For the others it may be something abhorent and soul-destroying to rip apart the bodies of unliving children, but for him...it's another weekend.
We're in initiative? Have we noticed anybody yet?
| Zed Ulmin |
Oh I thought something else showed up and broke our cover. Sorry, been very busy at work.
Zed casts hide from undead on all his allies.
| Hazel Stokes |
Round 1
As Zed calls them to a halt and begins laying down protective magics, Hazel decides to follow suit. "Can't get us all with this, but it should still be a big help," she says quietly as she calls upon Desna to protect her companions from the wicked and perverse.
Hazel casts Protection from Evil, Communal on everyone but herself; each person has the effect for 1 minute.
| Valavastra Cross |
Vala moves forward, looking for the vanished wraithchild.
Move to H10, ready a use of Monstrous Insight if the wraith reveals itself
Readied MI: 1d20 + 12 + 5 ⇒ (18) + 12 + 5 = 35
HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [ ]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [ ]
Ongoing Effects
protection from evil (1/10 rds)
| GM-JZ |
Cool ok. I'm on the train so may as well update now, just can't do the map until tonight.
Round 1 - Enemy
Will save: 1d20 + 4 ⇒ (20) + 4 = 24
This Wraith Spawn is intelligent (14) so gets the save against Hide From Undead and unfortunately got an auto-pass
Touch attack, Kazamir: 1d20 + 5 ⇒ (13) + 5 = 18 Hit
Damage: 1d4 ⇒ 2 and Con drain: 1d2 ⇒ 1
As the group looks around cautiously, the gleeful child spirit comes dashing through the walls of the ruin. It is a featureless mass of black fire but a child-like laugh echoes around you as it swipes out at Kazamir as if it were playing 'tag.'
Despite Zed's magic it has no problem in detecting the group.
That's a nasty hit there. Kazamir and Constantin's readied actions trigger when it becomes visible however so they may be able to prevent it. If not, we will proceed to....
Round 2 - Heroes
It is visible and in threat range of Kaz at the rear of the group
| Kazamir Rhuul |
As the wraithspawn emerges, Kazamir adds his strike to Constantin's.
magic missile damage: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10
With the touch of the incorporeal hand, Kazamir hisses, barely able to keep from screaming into the still village.