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Turn order
haunt init: 1d20 + 15 ⇒ (8) + 15 = 23
Vak Initiative check: 1d20 + 9 ⇒ (8) + 9 = 17
Sylas Shadow 17
Zano 10
Sparky the Poppet 9
Thinking about the problem, you know that you can Disable DC 21 Performance (trained) to distract the haunt and entertain it until it becomes soothed or DC 25 Religion (trained) to exorcise the haunt.
Everyone have a hero point, and now Im gonna beat on you.
Vak-A ghostly bold flies at you! attack and damage: 1d20 + 17 ⇒ (17) + 17 = 343d8 ⇒ (7, 6, 1) = 14
Sylas-horrific memories flood into your mind! will save: 1d20 + 8 ⇒ (1) + 8 = 9
Everyone else, post your actions!

Sparky the Poppet |

"Ohhh, thank you Zano for forcing those spirits away," Sparky says in a trembling voice. "That was terrible...terrible! I feel like my stuffing was nearly...forced out of me." The poppet examines his stitching.
"Yes, Vak, let's go elsewhere. Thank you for healing us."

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Ikshvaku "Vak" Charayana |

Treat Wounds on Sparky: 1d20 + 11 ⇒ (7) + 11 = 18
HP recovered: 2d8 ⇒ (6, 7) = 13
Treat Wounds on Sylas: 1d20 + 11 ⇒ (4) + 11 = 15
HP recovered: 2d8 ⇒ (8, 2) = 10
Treat Wounds on Zano: 1d20 + 11 ⇒ (6) + 11 = 17
HP recovered: 2d8 ⇒ (2, 7) = 9
Then he casts a potent curing spell, flooding the area with positive energy.
AoE Heal: 2d10 ⇒ (9, 5) = 14

Sparky the Poppet |

Recall Knowledge Religion to see what Sparky knows about haunts...
Religion: 1d20 + 8 ⇒ (11) + 8 = 19
Lost in thought, Sparky stands quietly looking at the door leading to the haunt's chamber. "It may be easier to take care of it now...if we must go back."
The poppet turns to look at Sylas. "Your youth? How odd. I was bombarded by thoughts of undead and clerics fighting them. And an eternal green flame at a necromancer's grave. But I don't know if that was in the past."

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Moving on the map you enter a new room. The room has a five-foot-wide wooden bench placed against the wall opposite the entrance. Directly north, the tattered remnants of a silk curtain hang from the ceiling. Ample holes and rips in the curtain provide glimpses into the room beyond, which appears to be a washroom. An oversized cast-iron tub sits against the far wall, while to the west a large fireplace looms next to a pair of water barrels.
Sparky Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Zano Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Vak Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Sparky Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Ikshvaku "Vak" Charayana |

Vak reverently gathers up the bones and ring, murmuring a prayer to the Lady of Graves. "These must be interred properly." Then he finishes a cursory look at the bathroom before going back to the hall and continuing clockwise to the double doors by the stairs in the north end of the building (moved token).

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This long room contains a few high-backed chairs, which allows one to sit in comfort while gazing out through the wall of dusty, grime-encrusted windows to the north.
Sparky Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Zano Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Vak Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Sparky Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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As you look through the glass you see man standing before the central pillar (A7 on the map) in the clearing as he does something to manipulate the front of the structure.
A moment later, the pillar’s front opens like a door. The man steps into the darkness within and then the door closes, but not before he glances back up to the window, as if he notices you watching him.
This whole experience is off... give me a Will save.

Ikshvaku "Vak" Charayana |

The priest shakes his head. "That was odd. If the vision I just saw is correct, there is a concealed entrance outside. Perhaps we can examine it later." He leaves the room and goes to check one of the doors across the hall.

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You move down the hall to the next door and listen.
Sparky Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Zano Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Vak Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Sparky Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Its seems safe and opening the door your find another open hall. Where to next?
Map updated

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This dusty bedroom contains a simple bed and a tall dresser to the north. Against the eastern wall, a pair of chairs placed on opposite sides of a small table are set between two grimy windows. The wall opposite this
table also features a fireplace.
Sparky Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Zano Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Vak Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Sylas Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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Zano, Vak, and Sylas, you all hear a strange, soft rasping and buzzing sound from the fireplace. Something might be there...
map

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Round 1, FIGHT!
Bug perception: 1d20 + 12 ⇒ (16) + 12 = 28 Move and sting!
Sylas Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Vak Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Zano Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Sparky Perception: 1d20 + 8 ⇒ (2) + 8 = 10
As zano gets closer the swarm emerges! DC 23 Reflex save and Fort if you fail.
Post your actions!

Sparky the Poppet |

Sparky spins around when he becomes aware of the buzzing insects. He stoops slightly to move under the table. He knows many insects from his time on the farm so he thinks for a moment if he recognizes this variety. "Careful Zano!" the poppet calls and draws his club.
Round 1
One action: Step (since
One action: Recall Knowledge (Nature) to identify these insects
One action: draw his club

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Round 1, FIGHT!
Bug perception: 1d20 + 12 ⇒ (16) + 12 = 28 Move and sting!
Sylas Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Vak Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Zano Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Sparky Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Zano gets out of the way of the worst of the bugs and takes half of sting damage: 3d8 ⇒ (5, 8, 8) = 21 piercing damage, but does not get stung with their poison.
Sparky roll knowledge.
Everyone post their actions when you can.