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Posting from phone.
Malsuza: Delays.
Kipp's turn. Rinse and repeat; attack and percentiles.

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heavy flail: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12 damage: 1d10 + 5 ⇒ (8) + 5 = 13
bite: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 damage: 1d8 + 3 ⇒ (3) + 3 = 6
While flailing around Kipp shouts "Dwarf-Boss-Lady wants blood and shields! Even if the floor tastes of salt and slime that's what she'll get!"

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Kipp Percentiles: 1d100 ⇒ 75
Kipp's eyes refocus, and his broken mind returns to a helpful broken mind.

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Kipp seems to blink, though it's hard to tell with the squint. He sits up and says, with a smile, "Well that was fun, can't wait for the next one!" Kipp then stands up looks around "Okay. Where to next?"

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Malsuza sits up and rearranges her slimy body, forming into the shape of a muscular vanara. The oozemorph then flexes her muscles and draws an extra-wooden staff.
"This place is nothing but trouble, I swear."
Coming out of delay, morphing into a monkey dude, drawimg a nonlethal quarter staff.

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Archer looks to Kipp. ”What was that all,about? ” he draws and nocks a practice arrow.

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Kipp sees 'Archer' nock an arrow and grins, "Ooo, is it practice battle time? Wait, shouldn't we finish checking this place out? Either way I saw a battle on stage, the dwarf lady from earlier showed up saying something about grouping up with shields out and not giving inches. And after that great performance I was compelled to fight for the dwarf lady, but it seems to be done now."

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"There be a ghostly curse on ye head, Kipp! And everything I know about ghosts is they never stop haunting ye until ye bring their treasure back to their watery restin' place. We just gotta find this dwarf lass's treasure and bring it back me thinks."

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Malsuza sighs and scratches her cheek. Then her eyes light up a bit. She scratches it again. "I am so not used to having fur. It kind of tickles."
With combat now out of the way, the slime-turned-vanara takes her time in scanning the room for items of interest. Of course, she stops every now and then to look down at herself, utterly fascinated with the prospect of having a tail. That, and to give Doggoth head scratches.
Doggoth is a good boy.
Perception, taking 10: 10 + 8 = 18

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After the haunt has concluded, you find little else of interest in the theater. Again, settling the spirit of Delbera may be the only way to calm her, but the solution to that is not within this chamber.
The Pathfinders continue to the next room they can check, keeping Kipp under restraint to prevent him from activating something else horrible. The next room appears to be a library, where the smells of old parchment and lamp oil fill this room. Stone bookcases reach from floor to ceiling along the curved walls. Chairs surround tables loaded with lamps, open books, maps, and scrolls. Cabinets of small statuary and other assorted items line the open remaining wall space.
A claustrophobic sense of commitment and obligation permeates this room. With this knowledge, you believe a wise option would be to leave it alone for now. Whether or not you rely on wisdom is up to you, however.

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Gordy concentrates to summon the Cap'n and sends the elemental snake slithering into the room to see if it gets attacks by ghosts or duergars hiding behind the bookshelves. If nothing happens, Gordy cautiously steps into the room.
Familiar Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Gordy Grimes' Perception: 1d20 + 12 ⇒ (17) + 12 = 29

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Gordy watches the elemental snake enter the room...
Mumblings emerge from the floor and walls, stern voices reminding intruders of their commitments to family and community.
"YOU MUST STAY FOR ANOTHER SEASON."
Grapple: 1d20 + 10 ⇒ (3) + 10 = 13
Grapple Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Long, sinewy arms emerge, grasping for living water snake, and squeezing the life out of it.

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As icy cold hands grip the Cap'n and twist him apart, the elemental familiar turns into the water and splashes on the floor. Gordy steps back with a jolt.
"The Cap'n did not like that one bit. For what he's saying, me thinks there might be more ghosts lurking in yonder library. We should step cautiously."

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Malsuza's shoulders slump as she hears about the ghosts. "So we're going to call down the Pharasman inquisition on this place when we're done, right?"
The oozemorph sighs as a pair of bladed slime tendrils emerge from her back. "So who's got that good stuff? That hit-good magically malicious stuff? Let's arm up and smash 'em really quick."

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Kipp enters the library, expecting to get a face full of haunt. Nothing happens. Given a day a or so, it may come back.
You search the library shelves. There are a few things that appear to be of some substantial value.
• Three Identical Scrolls Spellcraft DC19
• Two Scrolls of different writings Spellcraft DC19 and 21
• A small velvet bag full of loose gems valued at Monopoly Money.
• A religious text of Torag that may be of value back in town.
• A plethora of books, and some of interest in regards to the Darklands. This may be of value later, if you all have to chase Duergar to their homelands.

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Gordy cautiously steps into the library to look around.
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Maybe they got a book of ole adventure stories. Or better yet, a treasure map!

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perception: 1d20 + 9 ⇒ (14) + 9 = 23
Kipp scours the room for spooks, randomly tossing things into the center forming a pile. The pile contains: 5 scrolls (3 identical, and 2 with different wrighting), a velvet bag (containing gems), a book with a holy symbol of torag on it (probably hammer and tongs or something), and several books on the darklands (where duergar live).
"There's no spooks here. The brain snake must have taken them down with him. Well done snake, well done. ...I should probably look at some of that stuff shouldn't I?"
Kipp takes 10 for 19 spellcraft on the scrolls.

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"These three are feel much better, this one is feel less wibbly-wobbly, and this one... is a mystery," Kipp says as he lifts each set of scrolls. As he holds the last one his grin turns a bit more... mischievous (or something like that) before saying "Should we activate this one and see what happens?"

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"The Capt'n can't die, being just made a water and thoughts mostly, but he still ain't happy about it. Just be glad ya don't have to listen to 'im. He be swearing up a storm right now in that snake talk a' his."
"If yer gonna use that magic scroll without knowing what it even does, I wanna be in a different room than you first."

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Healing up before we run into more trouble
CLW wand: 1d8 + 1 ⇒ (2) + 1 = 31d8 + 1 ⇒ (1) + 1 = 21d8 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (6) + 1 = 7 4 charges used
Rorik grabs one of the cure scrolls from Kipp before asking
"And how exactly are you planning on activating that scroll?"

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"By trying of course!" And at this point unless someone grabs the scroll from his hands he starts his attempt to use the scroll.
Kipp cannot UMD, and didn't identify the scroll on his 19 spellcraft.

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spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19 Nope... can't do better
"Let's hang on to that for now... no sense risking our lives on a guess." says Archer, taking the scroll from Kipp. "Also, let's divide up those healing scrolls among those of us that can easily use them."

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"Okay," Kipp says, sounding a little dejected but grinning nonetheless. "On to the next room!" Kipp then runs to the next room and opens the door.

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The vanara-shaped Pathfinder is quick to follow behind him, weapon at the ready to deal with the inevitable mishap that Kipp is so righteously determined to wander into codpiece-first.

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Archer takes the scroll away from Kipp, and the party divides up the divine magic amongst Rorik, Archer, and Kipp. With nothing else of value in here, the party moves to the next room...
A stone stairwell on the southern wall of this room leads down to a lower level. A dumbwaiter is located next to an open cabinet filled with serving utensils and trays.

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"Are those of any value?" asks Archer. "Let's be thorough in our investigation of this floor before moving on. Would prefer no surprises when we come back up!"
Marked a suggested next room

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Gordy is browsing the library shelves for anything of interest when he notices that it is unusually peaceful and quite. He looks around and sees that Kipp has suddenly vanished.
"Kipp, don't you being gettin' your fool self killed!" Gordy shouts as he scrambles after the deranged kitsune.
We do need somebody to keep opening those doors.

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Archer moves behind Kipp, with his bow at the ready.

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Both sets of massive, bronze doors leading into the main hall have been sealed with a sturdy duergar lock.
Hastily painted letters spell out “Danger, do not enter” in Undercommon.
Suddenly, you hear a shout coming from the stairs to the east.

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Thinking quickly Kipp smashes the lock with his flail. "Open says me!"
SMASH!: 1d10 + 11 ⇒ (2) + 11 = 13
Damage: Magic, bludgeoning, Adamantine. Considering a sword has 2-10 hp based on type, I don't think there's a lock there anymore.

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The lock smashes, and the room beyond the door is now accessible. A brilliant crystal chandelier hangs in the center of this open room. Five portraits hang on the walls: a Chelish man in plate armor pictured with a sword and shield, a half-elven woman leaning against a bow, a ruggedly handsome half-orc in long robes, a Varisian woman holding a crystal ball, and a muscular but maternal dwarven woman. Several statues have been smashed to rubble, cluttering the floor.
Part of the chamber’s northern wall has been torn down, revealing a once-secret door of bronze and gently shimmering runes.

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Gordy will cautiously step into the room this time (because someone must and Gordy can survive whatever is thrown at him).
"I be thinking we should be cautious here. Somebody locked this room up fer a reason."
Gordy summons the Cap'n and sends it slithering into the room.
Perception, scent: 1d20 + 13 ⇒ (7) + 13 = 20

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You are overcome with the feel the swelling of evangelical devotion.

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"Well the voices probably want to get us, so let's ambush them here," Kipp says as he walks into the room.
sense motive: 1d20 + 6 ⇒ (17) + 6 = 23
"This place feels... Zealous? Hmm, I think that's the right word."

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A ghostly image of Delbera appears, frozen in fear. Another ghostly form— this one a half-orc man—falls to the floor beside her, gasping in short, ragged breaths. The stentorian voice of Karexin booms through the grand hall.
“Pitiful girl. Do you really think what you and your companions have done here today has achieved anything but merely slow my rise to power? I shall take great satisfaction in adding your corpses to my army.” As the voice echoes, the shattered bits of statue assemble themselves into a 12-foot-tall form.
Initiative Archer: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative Gordy Grimes: 1d20 + 5 ⇒ (6) + 5 = 11
Initiative Kipp: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Malsuza: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Rorik: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Witz: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Animated Statue: 1d20 - 1 ⇒ (18) - 1 = 17
Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Defending Bone |
Active Penalties: None
Witz(-0,Fine)
Rorik(-0,Fine)
Malsuza(-13,Fine)
Animated Statue(-,Fine)
Archer(-6,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Kipp(-5,Fine)
Animated Object
N Large Construct
1 Question @25, 2 Questions @30
Audalot Karexin, the Fey Necromancer that Delbara fought so long ago. It has taken the form of an Animated Object!
N Large Construct
1 Question @25, 2 Questions @30

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Arcana: 1d20 + 10 ⇒ (11) + 10 = 21
Animated Object N Large Construct
Rorik moves into the room behind Kipp"Crush this worthless construct into dust." Rorik yells as Rovagugs blessing fills you with hatred of your foes.
Bless +1 moral to hit and vs fear.

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Malsuza looks at the monstrosity with wide eyes. "Uhm.... guys? What is that?"
Despite her misgivings, she moves with purpose, dashing towards the monstrosity with her weapon at the ready. She darts to the side, circling around behind it. Then, from between its legs, she uses her pseudopods to motion towards her dog.
Handle Animal: Attack!: 1d20 + 7 ⇒ (4) + 7 = 11
Sadly, the obscured vision blocks her command. Doggoth, unaware of the urgency, simply continues following his master. He rushes to her side, nudging her playfully.
Double moving into flank. Tried and failed to use Handle Animal so Doggoth is still on his "follow" command.

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Back when the haunt played out and the thing was forming
"huh," Kipp says as he looks at the assembling amalgamation of statue bits. Kipp then turns to the captain and asks "Why didn't you report this earlier?"

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Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Defending Bone | Witz: Bardic Perfomance +1 | Rorik: Bless |
Active Penalties: None
Witz(-0,Fine)
Rorik(-0,Fine)
Malsuza(-13,Fine)
Animated Statue(-0,Fine)
Archer(-6,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Kipp(-5,Fine)
SLAMMIN! Malsuza: 1d20 + 9 ⇒ (7) + 9 = 16
SLAMMIN! Malsuza: 1d20 + 9 ⇒ (11) + 9 = 20
SLAMMIN DAMMIN: 1d8 + 6 ⇒ (1) + 6 = 7
SLAMMIN DAMMIN: 1d8 + 6 ⇒ (8) + 6 = 14
The construct turns towards Malsuza and pummels its large arms against her twice. One arm manages to smash into the ooze monkey, but it deals diminished damage. 14 10 damage!

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Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Defending Bone | Witz: Bardic Perfomance +1 | Rorik: Bless |
Active Penalties: None
Witz(-0,Fine)
Rorik(-0,Fine)
Malsuza(-23,Fine)
Animated Statue(-0,Fine)
Archer(-6,Fine)
Gordy Grimes(-4,Fine, Burn: 2)
Kipp(-5,Fine)

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"Ya took that hit like a champ Malzi! Keep it together, cause I'm a coming!"
A torrent of water forms under Gordy's feet as he concentrates on gathering power from the air around him. The pool of water under his water turns into a geyser that lifts him off his feet off his feet and sends him flying towards the moving statue. Gordy crashes into the statue fists first.
Blade Rush, Flanking: 1d20 + 8 + 2 + 1 + 2 ⇒ (15) + 8 + 2 + 1 + 2 = 28
Blunt, Magic: 3d6 + 8 + 1 ⇒ (2, 5, 6) + 8 + 1 = 22
AC is 21 until the start of Gordy's next turn. Basically the same bonuses and penalties as a charge.

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Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: Rorik: Defending Bone | Witz: Bardic Perfomance +1 | Rorik: Bless |
Active Penalties: None
Witz(-0,Fine)
Rorik(-0,Fine)
Malsuza(-10,Fine)
Animated Statue(-14,Fine)
Archer(-6,Fine)
Gordy Grimes(-0,Fine, Burn: 2)
Kipp(-5,Fine)
Gordy punches the stone statue with a fist of fury!
It appears the damage gets resisted, but not entirely.

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Archer steps up, seeing the massive animated thing they are fighting. "Please grant my bow strength, Stag God." he says, as he draws his first arrow. He lets fly with a pair of arrows, shooting past Kipp with the precion of a follower of Erastil.
Fervor cast divine favor
+1 bow, IC, DF, RS, DA: 1d20 + 11 + 1 + 3 - 2 - 2 ⇒ (6) + 11 + 1 + 3 - 2 - 2 = 17 +1 CI Arrow (clustered shots), IC, DF, DA: 1d8 + 5 + 1 + 3 + 4 ⇒ (3) + 5 + 1 + 3 + 4 = 16
+1 bow, IC, DF, RS, DA: 1d20 + 11 + 1 + 3 - 2 - 2 ⇒ (16) + 11 + 1 + 3 - 2 - 2 = 27 +1 CI Arrow (clustered shots), IC, DF, DA: 1d8 + 5 + 1 + 3 + 4 ⇒ (8) + 5 + 1 + 3 + 4 = 21

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Kipp raises his flail and charges the stony beast "SMASH!!!!"
Charge. Damage: adamantine, bludgeoning, magic.
Heavy Flail: 1d20 + 8 - 2 + 2 + 2 ⇒ (11) + 8 - 2 + 2 + 2 = 21 Damage: 1d10 + 5 + 6 ⇒ (8) + 5 + 6 = 19
Kipp delivers a mighty swing.

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Archer launches arrows right into the joints of the statue, causing major pieces of it to fall off. As the construct begins collapsing, the face looks up to see Kipp smash his flail right into its eyes.
********************************************
Runes on the door to the north read in Dwarven. Gordy lets everyone know that they say...
Those who stand against injustice, those sired by the will to defend, announce yourselves and enter.
You notice that there are some inscriptions on the door, each bearing the symbol of one of the haunts you have experienced earlier, and three that are blank.
By sweat and blood, we have come here,
--------------------------------------------
We who are born with blade in hand,
We who court the ways of honor,
--------------------------------------------
Pledge ourselves to the Firebrand and her mistress,
--------------------------------------------
Disable Device DC35, Get Past Hardness of 16, or go find 3 more haunts.