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"I was just about to say the same my sweet. But I think that my friend may not want to venture into a haunted jail. We may have to figure a way of getting the safe to him."
Worth giving it a trial. Right now you are seen as heroe in town. You might need to ensure his safety by escorting him back and forth - but might be easier as breaking the safe out of the wall which probably is doing more damage and costs more time as breaking it open.

Wren the FeatherMage |

Wren will wait until Galadan finishes listening at the door and suggest going that way.
Wren will open the door, but not go in...just yet. She needs to find a way to wedge the door open first.

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Looking into this room it seems long deserted. Dust has settled. Mold has overgrown parts of the privy.
Guards washroom
This room was used as a washroom by the guards—the smaller chamber to the west was a privy. There's nothing of interest here today.
Timing vice I assume approx. 40 min since Aldous cast the Mage Armour. One, maybe two more rooms before it wears off.

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Wren crinkles her nose as she realizes what the room is for.
"Shall we move to the next door, gentlebirds?"
This is a dead end - unless you mean the remaining doors in the room you got stuck in. There is one leading into a corridor and one into a large room. Both are on the map update above.

Wren the FeatherMage |

This is a dead end - unless you mean the remaining doors in the room you got stuck in. There is one leading into a corridor and one into a large room. Both are on the map update above.
If others are ready to move and would follow, Wren would move to the large room before hitting the corridor with more doors.

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Galadan Teresthin |

Galadan perses his lips as he enters the room, feeling a supernatural chill. He draws out his aspergillum and fills it with his last remaining vial.
"I agree. The veil is thin here. The Spirit Planchette might serve us well."

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I get the impression that Andrea and Wren are going to have a bad time of it here as a Witch and a Diviner we are both quite closely connected to the spirit world anyway
There is no better deviner/oracle class as GM in the Pathfinder game. They know if famous last words have been uttered long before the character is even aware of it. I'm just reacting to what you write :)
Everyone entering the room please make a perception check. Andrea and Galadan get an auto succeed.

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Auditorium
Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.
Andrea pulls he cloak around her shoulder in anticipation of the next haunt. Galadan feels a supernatural chill entering the room using his long experience as inquisitor. Wren is distracted - chatting as always. It's a mystery how she still manages every time to act just in time. Kevin feels an unworldly cold starting to emanate from the center between the doors.
Perception Aldous 1d20 ⇒ 16
Perception Hastur 1d20 + 4 ⇒ (8) + 4 = 12
Perception Cassandra 1d20 + 2 ⇒ (13) + 2 = 15
DC10 to spot
Initiative:
Aldous 1d20 ⇒ 6
Hastur 1d20 + 1 ⇒ (17) + 1 = 18
Cassandra 1d20 + 1 ⇒ (1) + 1 = 2
Galadan 1d20 + 1 ⇒ (1) + 1 = 2
Kevin 1d20 + 6 ⇒ (12) + 6 = 18
Wren 1d20 + 6 ⇒ (18) + 6 = 24.
Andrea 1d20 + 2 ⇒ (8) + 2 = 10
Cold Spot Haunt 10
Seems everyone is able to act. We start with the surprise round. So only one move or standard action. Best if everyone ahead of the cold spot acts first

Wren the FeatherMage |

Wren is finally learning about these manifestations and how to deal with them.
"Another evil forms! Get it before it gets you!"
Wren leaves the room to watch from afar.
I understand your more, Evil, with each encounter. Tomorrow I shall strike at you with a flurry of feathers and then we shall see who haunts who!
Thod: see our OOC thread about Cassandra. :(

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For a moment the Cold Spot Haunt seems to be fighting with the Haunt Siphon - the power of light and warmth against darkness and cold. First only a few spots of green light appear in the siphon - the - slowly - the whole siphon starts glowing with a green light.
The room closer to the centre still feels colder - but now it is a bearable cold.
Only a lonely haunt siphon is hanging from Aldous belt. Who did expect they would be used so quickly.

Aldous Preklikin |

Aldous shrugs.
"Wren asked for the haunt to be dealt with. This seemed like the best way..."
He then moves to assist Hastur in conducting a quick search of the room, utilizing Detect Magic, as before...
Perception (Hastur): 1d20 + 4 ⇒ (20) + 4 = 24.
Perception (Aldous - Assist): 1d20 + 0 ⇒ (11) + 0 = 11.
Perception total = 26.
If no other exits / hostiles show-up, Aldous will move to open the other door from this room...
EDIT: How much was that Haunt worth? :-)

Aldous Preklikin |

The problem is, we have essentially worked-out that you need positive energy to deal with haunts, and with Cassandra gone, we do not have anyone who can channel, and we are essentially reduced to tossing CLWs at them :-/
Although, at the very least, Andrea can 'Healing Hex' every haunt we run across ;-)

Wren the FeatherMage |

Although, at the very least, Andrea can 'Healing Hex' every haunt we run across ;-)
Actually, Galadan has an effective, reusable spell against them...and I'll have the same on the morrow...should I live that long. :).

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The environment seems to have unsettled Wren. But fighting the fear is inviting it, opening up the own mind to it.
Many Haunts have weaknesses. For many of them channeling is not the only way to hurt them. The slamming door haunt was even banished via a single vial of holy water. In this case it was luck - this haunt wouldn't have bothered about holy water.
But a lot is like starting fresh and never have heard about a specific monster and the weakness. Fey - use cold iron, Lycanthrope - use silver. Haunts - find out for each of them what in addition to channel does harm them.

Wren the FeatherMage |

Thod:How that the cold haunt is gone, is it still around to be talked with via the Planchette?
Wren will harrumph as she sees Mr. Aldous again using the Syphon to good effect.
It appears this woodpecker has made a small dent in the tree.
Wren will enter the room and, despite her growing unease, will attempt to talk to the cold spirits to find a way to placate them.
Moving to the center of the room, where the air seemed coldest and will intone, "Unless someone else wishes to attempt this, I think we should try to speak with spirits here. We might learn more of them and this place. I would be honored if you would watch me and provide some protection. I am unsure about how this will work."
Assuming no one else wants to try, Wren will sit on the ground and try using the Planchette.

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The Planchette will work (GM discretion = and no - I'm not making this up because it is convenient). The haunt was only reduced to 0 HP. They tend to come back ... The Haunt Siphon will make it more difficult but not impossible.
Wren
Some cold breeze tells you that a small remnant of the Haunt still is around.
Another common misconception - for example voiced by Kevin earlier today - is that all Haunts, Ghosts and Spirits are evil.
This impression results because evil manifestations after death tend to be much more common as good ones.

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Aldous:
Auditorium
Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.
This chamber once fulfilled many functions. The guards met here for morning instructions, but it was also used as a makeshift courtroom.
The cold spot haunt seems centered just north of the southern podium and south of the central row of pews.
There is nothing of value or special mentioning in this room despite Hasturs attempts to look into each corner and in each cranny of the room.

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Next room
I have updated the map.
I realized I left 10 foot off in the east. In case some eagle eye notices. Please keep in mind the eastern diagonal wall is rather 30 degree - so the room is a little bit more narrow towards the east.
Training Room
The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.
I would suggest not to go any further today (that's today IC not OOC) as this room. We still have Cassandra "with us" and I got a message from Nym that he is interested to join back in.
Ideally I would like to do so 'next morning' together with the leveling up to level 2.

Galadan Teresthin |

Thod, that's a good way to do it. Call for halts until everyone can respond, and don't go any further until everyone has posted something.
To Aldous, "Let's see if we can save the siphons until we are certain we will need them. These haunting experiences may not necessarily be deadly or dangerous, and we might gleam some information about the spiritual energies remaining in this place from engaging with the haunts as they occur."

Aldous Preklikin |

Before moving on to the training room...
Aldous eyes Wren archly.
"Well then, do you want to talk to the Spirits in this room to determine how to lay them to rest, permanently?"
He is then perfectly happy to search the training room :-)

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Wren tries in vain to concentrate on the Spirit Planchette as she gets interrupted by a commotion next door.
Aldous/Hastur
You notice three skulls which slowly rise up from the rubble. The view of three floating skulls is already unnerving. Even worse - these three skulls seem to burn - flames surround them but seem not to consume them.
Initiative:
Aldous 1d20 ⇒ 11
Hastur 1d20 + 1 ⇒ (16) + 1 = 17
Galadan 1d20 + 1 ⇒ (11) + 1 = 12
Kevin 1d20 + 6 ⇒ (10) + 6 = 16
Wren 1d20 + 6 ⇒ (4) + 6 = 10
Andrea 1d20 + 2 ⇒ (18) + 2 = 20
Flaming Skull 1d20 + 1 ⇒ (8) + 1 = 9
Round 1 only Hastur/Aldous to attack. If you win initiative, then each of you can only attack one skull as they are not next to each other.
It helps when waiting for actions in round 2 if you already indicate if you want to join in the training room or not.

Aldous Preklikin |

Ooo! Floating pinatas!
Round 1:
Aldous, his eyes full of concern, mutters an incantation under his breath.
Casting Guidance on Hastur.
Hastur's eyes light-up with enthusiasm, and he moves adjacent to one of the skulls, before delivering it a powerful blow, which attempts to knock it across the room!
Claw: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21, for 1d6 + 3 ⇒ (3) + 3 = 6 Bludgeoning/Slashing/Piercing damage.
"Ladies and gentlemen, there appear to be some undead in the next room..."

Wren the FeatherMage |

Trouble?! I must help protect my nestmates. They have not yet even learned that they have wings, let alone use them yet.
On her action, Wren will rise from sitting (Move action), then move 30' closer to the training room. I think she is a least another move action away from seeing how she can help.

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Hastur rushes towards one of the flaming skulls and squashes it like an overripe water melon with a single blow.
The two other skulls rush towards Aldous.
Attack 1d20 ⇒ 12 Damage 1d2 - 1 ⇒ (2) - 1 = 1 Fire 1d6 ⇒ 3
Attack 1d20 ⇒ 13 Damage 1d2 - 1 ⇒ (2) - 1 = 1 Fire 1d6 ⇒ 4
Aldous - if you include Guidance in Hasturs roll, then I assume you reset his initiative to Aldous. Hitting Pinatas should give everyone a go - I conveniently moved the skulls closer - towards Aldous.
That should be just 20 feet in and reachable by everyone in round 2. If you wait with Hastur until others had a go - thanks.

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The Aldori Swordlord moves over to the battle with grace. In masterful swing his sword hits one of the skulls. Fir a moment the hit seems like an illusion - no pieces flying far and wide.
But then you see the flames around the skull dying out and like time was stopped for a moment the skull falls apart into two perfect halves.

Galadan Teresthin |

Round 2
Galadan moves forward and swings his aspergillum at the remaining skull.
1d20 + 2 ⇒ (7) + 2 = 9
1d6 + 2 ⇒ (6) + 2 = 8 plus 1 damage from holy water if they are vulnerable.
And once again, Galadan proves his incompetence in combat. Sigh. Has anyone else noticed that I just can't hit anything, EVER?

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Just thought that I would point out, Thod, that today's Easter, so a lot of people will be spending time with their families. We might not get many more posts until tomorrow.
Much appreciated. I should know better as I was out on the beach for a walk with my family. But I admit mobile communication let's you sneak bits in in-between even on the beach ...
As long as I'm not getting in trouble here I might plan to do the Spirit Planchette tomorrow evening (assuming the last skull doesn't last much longer). This can be interactive or you send questions via e-mail. Wren did send me questions already.This is a test run. The spirit planchette might be a lot more difficult to handle online as a fight as mainly a single character asks questions and it is a back and forth.
If you have ideas how to handle it better - let me know.
Feel also free to send me questions via e-mail and then I assemble them into a story. Feedback welcome afterwards how it worked /suggestions what to do better

Wren the FeatherMage |

Is Mr. Hastur still around? I'm not so sure he hasn't fled the scene.
Round 2:
Move action: move to the room, directly behind Kevin.
Stnd action: Standing next to Kevin, Wren will give him sage advice with a tap on the shoulder, "If you're going to use that sword, dearie, swing it hard."
If Mr. Haldur is not seen, Wren will begin calling for him, with a bit of panic, remembering what happened to her with the doors.
"Mr. Haldur! MR. HALDUR!!!"
Diviner's Fortune (Sp)
When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to +1 for 1 round.
AC: 13
HP: 7/7
Weapon: loaded light xbow
Status: Flighty
Effects:
Spells:
0: Detect Magic, Prestidigitation, Light
1: Colorfowl Spray (DC 16), Grease (DC 18), Grease (DC 18)
Diviner's Fortune (1/8 used)

Aldous Preklikin |

I am more surprised that they ignored the nice big target that was hurting so much, to go for the small squishy, but I can live with it :-)
*Hastur* has disappeared, and is not going to come back. period. (Eidolon's disappear when their Summoner' loses consciousness. Aldous is also unwilling to 'out' Hastur to the others, so he will never summon Hastur again ;-) )

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I am more surprised that they ignored the nice big target that was hurting so much, to go for the small squishy, but I can live with it :-)
*Hastur* has disappeared, and is not going to come back. period. (Eidolon's disappear when their Summoner' loses consciousness. Aldous is also unwilling to 'out' Hastur to the others, so he will never summon Hastur again ;-) )
Aldous - I didn't try to target you deliberately. At least not to banish Hastur. Just rereading my description. This was a large room and rising up from the rubble was more envisioned as the rubble around you. That is also why I wrote they are not together and you can only attack a single one.
With Hastur winning initiative and attacking one (assuming movement in that direction) you became closest target of the other two.I didn't expect to take you out and banish Hastur that way. Even after the attack I checked but didn't read the paragraph that he is gone. I should know better - I have a low level Summoner myself.
And maybe there was an additional reason for you as GM target as well. I wanted to ensure the other members are close enough for round 2 to join the fight. With the skulls triggered when you are 20 feet in I wasn't sure that would be the case other vice.
Could you drop me a message - e-mail in my profile to take this offline.

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Two of the skulls rush towards Aldous. He goes down under their onslaught.
You hear a shout like grief or longing from Hastur. Black swirls form around him. Like a whirlwind they seem to engulf him. He seems to try fighting back, try to cling on - but all in vain.
The whirlwind around him gets more dense, you can't see Hastur anymore - and suddenly all is quiet again. Only his clothes and the mask remain where moments ago Hastur was standing.
Has Harrowstone claimed another victim?
You feel unsettled but there is still work to be done. One floating skull is remaining.
I should have posted this a lot earlier but didn't realise fully what I had done.

Wren the FeatherMage |

Wren continues to call out for Mr. Hastur, panicked and worried for him.
"Mr. Aldous! Mr. Aldous! Where did they take him? Which way did they go?!"
Wren tries to keep a safe distance from the skull as she circles the room, looking for evidence of what happened to Mr. Hastur.
"Was it rats, Mr. Aldous? Or a great rat ghost, bent on revenge, that has dragged Mr. Hastur away? We must act quickly!"