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Do make clear which animal lid goes on which sarcophagus when you repair it.

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Upon Repair: Eagle, “Story Seeker”; horse, “Meadow Grass”; griffin, “Meditates in Sunlight”; and bat, “Tranquil Shadow.”

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know history: 1d20 + 5 ⇒ (4) + 5 = 9
Gleam takes off his helmet to scratch his head before he puts it back on and lifts the heaviest pieces back to where his companions tell him.

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Morrighan easily realises the references made on the lids and associates them with the writings in the hallway. The group pieces together the broken and easily puts everything back into place.
Going to move us to the middle circular room.
In the center of this circular room is a platform overlooking a shallow pit. Inside the pit is a heavily damaged sarcophagus and a broken skeleton. While it is very possible to repair the sarcophagus and the skeleton, the sarcophagus is definitely in the wrong place.
To move the sarcophagus out of the pit is a strength check (that can be aided). And then to put the sarcophagus back onto the raised platform is another strength check (slightly easier)

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"Perhaps we can get some advantage by rigging a rope harness so everyone can help."
Morrighan will go into the pit and begin to clean things up. She'll use Song of Strength to give everyone +3 when we do the check.

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Gleam stretches for a moment to limber up and waits for everybody to get in position for the lift.
strength: 1d20 + 8 + 3 ⇒ (5) + 8 + 3 = 16
second strength: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22
including song of strength, not including any assists.

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Strength (aid): 1d20 + 3 + 3 ⇒ (20) + 3 + 3 = 26
Strength (aid 2): 1d20 + 3 + 3 ⇒ (16) + 3 + 3 = 22

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First check is a DC25, and second is a DC20, so I actually still need a few more aid or retries on that first one. We're currently at total of 20 for first check.

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Petronicus puts his polearm aside to assist the others in the pit.
"What would my dear aunt Veronique think if she knew I was mucking about amongst some Shoanti bones?"
Strength assist: 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26
Petronicus has the "Helpful" trait, so his aid another attempts grant a +3 versus a +2.

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If ok, Glastor casts Guidance on Gleam before he lifts.
Glastor attempts to help with the lifting, and does remarkably well on the first attempt. Not so well on the 2nd, though the tiny dragonfly wings on his neck beat very hard trying to help.
str to assist (1): 1d20 + 0 + 3 ⇒ (18) + 0 + 3 = 21
str to assist (2): 1d20 + 0 + 3 ⇒ (5) + 0 + 3 = 8

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Ok with the guidance, that puts us now at 26, so we are good!
With everyone lending a hand to put right the sarcophagus, it doesn't take very long for the room to be put back the way it originally was with the help of the scavenger stone held by Glastor.
Two of the remaining 4 rooms are duds, so I'll briefly go through them before moving us to the second last room. Marked on handouts.
The closet room to where you were standing, is large but mostly empty. It features two statues and an incomplete staircase.
Heading down the left most path after that, you past by a small storage room, with empty crates before leading into a pottery chamber. Pottery shards in a variety of vibrant hues litter the room here. The staircase leading to the east leads to a dead end.
While it is an easy task to use the stone, there are in total five scattered pots fragmented and mixed up. You must first separate them correctly for the repair to work. Even if you're not convinced, you can attempt to use a charge of the stone, if the fragments are not piece together correctly, the stone's charge will be wasted without repair.
The relevant checks to attempt to piece them together is Appraise, selight of hand, craft (pottery) or a relevant profession check

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Gleam shakes some sweat from his arm before taking off his helmet and scratching his head. "Do pots need to be in good piles before magic egg work?"

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Knowledge (local): 1d20 + 7 + 1d6 ⇒ (13) + 7 + (5) = 25
(Back in the empty room with the statues:
"I think those are Skoan-Quah Boneslayers. I read about them in Mr. Meticus's Guide to Wilds of Varisia."
Petronicus takes a look at the broken pots and shakes his head. "I knew we should have brought a hor ... I mean a Shoanti with us. They would know their own pots better than anyone else."
Could I make a Knowledge (local) check to simulate any knowledge of Shoanti pottery or use it to get a bonus on an Appraise check

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Appraise: 1d20 ⇒ 20
Morrighan searches through the shards, sorting them to the best of her ability.

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appraise aid: 1d20 - 2 ⇒ (9) - 2 = 7
Gleam holds a pair of mismatched pieces upside down and can't figure out how to get them together.

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"Heya, guys, do any of you have the mending spell memorized. Worst case, here, we can wait until tomorrow, and I can learn it, and a couple of make whole spells. But, for now, let's put the puzzle together!"
Glastor giggles, and plops himself down in the middle of the shards, careful not to damage anything, and starts helping to sort. "No, Gleam, those are two different pots. See?" he explains, as he brings a piece that matches the one in Gleam's right hand out, and then points out the color differences.
Aid on appraise: 1d20 + 5 ⇒ (7) + 5 = 12
If you have a high int, craft skills are all untrained!

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Gleam pays attention to Glastor's explanation and puts the second piece down and pulls out his book to make some rudimentary notes on pot matching.

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Morrighan's check alone was enough but good job all around! At this rate we'll likely finish the scenario soon!
Everyone plays their part in helping sort out every little piece together, and under Morrighan's careful scrutiny, it would seem to be a fruitful effort as they immediately assemble the first time after Glastor touches them with the magic stone.
Another 5 charges expended, and updated again on the handouts.
Without wasting a moment, the group heads down the final chamber. At the center of this room is a pit of flame, suffusing the area with a faint glow. the brazier of the pit reads, in the SHoanti languages, "May This Light Illuminate the Forests of the Night.”
Glastor: 1d20 + 6 ⇒ (18) + 6 = 24
Ingrge: 1d20 + 15 ⇒ (18) + 15 = 33
Morrighan: 1d20 - 2 ⇒ (12) - 2 = 10
Petronicus: 1d20 + 8 ⇒ (16) + 8 = 24
(+1 to detect traps)
Gleam: 1d20 + 4 ⇒ (5) + 4 = 9
Zarzuket: 1d20 + 10 ⇒ (7) + 10 = 17
Glastor: 1d20 + 1 ⇒ (8) + 1 = 9
Ingrge: 1d20 + 8 ⇒ (19) + 8 = 27
Morrighan: 1d20 + 1 ⇒ (6) + 1 = 7
Petronicus: 1d20 + 3 ⇒ (17) + 3 = 20
Gleam: 1d20 + 3 ⇒ (14) + 3 = 17
Zarzuket: 1d20 + 1 ⇒ (17) + 1 = 18
Everyone else, please refrain from posting until Ingrge and Petronicus do

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Recalling that Lumketul mentioned in his notes that he'd found a magical wolf figurine, Ingrge retrieves it from the brown bag and looks to see if it has a resting place (similar to the indentations for the wooden weapons back in the haunted room)...

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"Hold on, there's something not right here and that flame is going out. That's a bad sign, right?"
Petronicus tries to talk Ingrge from advancing into the room and holds out his guisarme in case anything comes charging out of the darkness.
Ready an attack attack should anything come into range.

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Ingrege definitely sees something akin to an indentation that the wolf statue could be placed in, but before he is able to...
This is a haunt! So Kn Religion identifies.
The flame, and any other light source, dies suddenly and the room is immediately plunged into a supernatural darkness. You feel a cold chill.
Total darkness for everyone including those with darkvision, all light sources also go off.
Please make a Will save, DC15 or be shaken. This is a fear affect
In the darkness you feel wind on their faces and hear rustling leaves and running water, as in you were in a forest. You hear a bark from the darkness and immediately receive a vision of what you think your surroundings look like, (As if by blindsight). The bark echoes, and you see a chasm inside a cave.
This is something like an obstacle, if you wish to partake in the obstacle, it is an acrobatics check. Otherwise, you're free to act as if combat rounds.
~~~
Haunt Round 1
Conditions: Total Darkness
Everyone is up!

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Will: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Knowledge (religion): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Morrighan will begin casting daylight using spell kenning (1 round casting time).

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will save: 1d20 + 9 ⇒ (14) + 9 = 23
Using my faction pin bonus
kn:religion: 1d20 + 9 + 1d4 ⇒ (16) + 9 + (3) = 28
"Guys? Where did you all go?"
Waiting for the results of the religion check

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Glastor is aware of this particular type of curse, one that test a person's ability and worthiness. The curse will be destroyed if worthy persons puts themselves across the test successfully. This curse is immune to positive energy.
Morrighan'daylight spell illuminates the room temporarily before the darkness consumes and overcomes any light. To your surprise, in that moment, you do not see the chamber anymore but the chasm in your vision.
Unfortunately any light source just gets smothered by the curse.

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"Guys, we need to do the obstacle course. Should be fun, right?" explains Glastor, as he prepares himself for the course.
"Well, here goes nothing..."
acrobatics: 1d20 - 2 ⇒ (2) - 2 = 0
"Ow! Was that the wall?"

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Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge (Religion): 1d20 + 4 ⇒ (2) + 4 = 6
Able to shake off the haunt's fear effect and hearing Glastor's remarks, Ingrge engages the obstacle, ultimately trying to reach the indentation he saw before the lights went out so he can place the wolf figurine in it's rightful place...
Acrobatics: 1d20 + 20 ⇒ (16) + 20 = 36

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will save + bravery: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Gleam stands firm against the terrors of the night and then as sweat beads up on his temples he takes his first steps forward in the darkness.
acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10
Gleam is surprisingly acrobatic for such a burly half-orc, he does however seem quite burdened by his full plate though.

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Will save: 1d20 + 5 ⇒ (11) + 5 = 16
"What? An obstacle course?" Petronicus yells at the Glastor. "What is this, some kind of haunted Shoanti amusement park?"
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17
The lanky Chelaxian tries his best to move through the room, avoiding anything in his way.

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The pathfinders keep a cool head amidst the darkness of the curse. In attempt to jump over the chasm, almost everyone starts falling into what seems to be a bottomless pit. Flyn however makes the jump, and as soon as he lands everyone finds themselves on solid ground and another bark is heard. The bark rings through the air accompanied with a vision of a fast-slowing river and a nearby log large enough to serve as a bridge to cross.
Kn Engineering or Strength check to create a bridge of some sort.

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Gleam flexes and gets a good bend in his knees for the log lift.
strength: 1d20 + 8 ⇒ (15) + 8 = 23

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Glastor will try helping to lift. He thinks he is good at it! Unfortunately, he is wrong.
STR: 1d20 + 0 ⇒ (1) + 0 = 1

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Glastor takes a look at the other gnome. He does something odd to the Zarzuket's back, but it doesn't seem to help... but neither does it make it worse.
heal: 1d20 + 8 ⇒ (3) + 8 = 11
"Sorry, the Tien techniques I learned must not work on you."

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Just a reminder, this is a haunt effect so we are in combat rounds! Additionally, you are all in absolute darkness, so it makes it practically impossible for you to aid another. (individual checks)
Try as the group might, no one seems to be able to secure the log in place currently.
Petronicus and Morrighan are up!

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Correction! DC 22 Strength, so we will continue!
Gleam manages to hold the log in place allowing the pathfinders to cross the rapid river carefully with a makeshift bridge. As soon as one person makes landing on the other side, a third bark is heard.
This time, the sound comes from above, a sheer rock wall that is to be climbed.
Climb check please!

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Glastor tried to climb the wall. He figures that his little wings will help (though they really don’t).
1d20 + 0 ⇒ (9) + 0 = 9

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Climb: 1d20 + 3 - 3 ⇒ (17) + 3 - 3 = 17

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Gleam, now slightly confused by the changing landscape tries his hand at climbing.
climb: 1d20 + 1 ⇒ (18) + 1 = 19