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It took Elu a moment to realize that it's Ingrge that was speaking to her, for he can essentially vanished in front of her eye......
Elu follows her elven comrades and drinks extract of Shield and Reduce Person in anticipates to troubles. "Last double door to clear, Elu hopes."
She also takes out her tumor familiar.

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Reesa follows the others as they take the lead in this exploration. if someone would be nice enough to move me on the map. Thanks!

miteke |

Based on his check from outside is Farrokh confident that there is nothing of interest in the room, or would the party need to go into the room to make sure?
I wouldn't say that. You would have to actually go in and search. But nothing looks special to Farrokh.
Since she is carrying a light source, stealth doesn't make much sense. To that point, what's the lighting situation like? Obviously we have working doors so are the "doorknob panels" lit? Do they have a sleep mode? Is there overhead track lighting?
Do we even know what we are looking for? Finding something that looks haunted doesn't seem much like a plan.
The corridors are well lit. Any lighting would be of the 'just in case' kind. You are there to explore and catelogue and, preferably, bring back anything of interest to the society. Which is pretty much everything in this place. Of course, there are the Ghost Wolves...
Ingrge manipulates the panel and the door opens. Numerous machines connected by a maze of floor-level pipes fill most of this room, in some places reaching all the way to the chamber’s twenty-foot-high ceiling. To the west stands a gigantic cylinder filled with churning gases.
Did I miss any questions?

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Noting that some of the party had moved further into the complex while he was seeing what he could view in the room from the door, Farrokh whispers to the others via the message spell "What's the plan? Are you just checking the corridors and then we'll investigate the rooms? I've checked that the doorway to this first room we opened looks safe but we'd need to go inside to properly check if there was anything of interest and I definitely don't think we should be doing that with the party split up just in case we encounter an issue."
Given I don't think going into the room by myself would be a good idea with the party all spread out, would using mage hand be a viable option for searching the room from outside of the door, which might help speed things up?

miteke |

Given I don't think going into the room by myself would be a good idea with the party all spread out, would using mage hand be a viable option for searching the room from outside of the door, which might help speed things up?
Mage hand would certainly allow you to spot things you would not normally be able to by just looking, but not everything. Then again, you never know if you spotted everything anyway :)

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Ee zeeenk vye shoahld chyeck all zeye rooms onye by onye. Starteeng veeze zeees onye. Vye go een - chyeck - oaht. Nikita goes to the north and calls his comrades. Then, leaving at least a few people outside, cocking the revolver and holding a sword in another hand, he will be the first to go inside (but only after everyone has gathered).
BTW CLW: 1d8 + 1 ⇒ (4) + 1 = 5 CLW: 1d8 + 1 ⇒ (5) + 1 = 6 CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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"That sounds like a good plan to me Nikita." agrees Farrokh as he gets ready by the southern room. If necessary he will use the message spell to let the rest of the party know.

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> Nikita goes to the north and calls his comrades...
Eluaria, Ingrge, Shonne! Ee sahggyest vye don't spleet ahp and clyean zeye rooms onye at teemye. Lyet's start veeze zeye feerst onye. Comye back. After shouting this, he returns and does the above.

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"Isirah, do you know much about the other rooms further along the corridor." ask Farrokh (if necessary via the message spell) while as he waits outside the southern room to give the party a chance to get back together before they can investigate it.

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Shonne arrives back after taking a good look at all of the doors down the hall in turn.
perception: 1d20 + 14 ⇒ (9) + 14 = 23 + 2 more vs humans.
perception: 1d20 + 14 ⇒ (2) + 14 = 16 + 2 more vs humans.

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Farrokh turns to his colleagues outside of the southern room "It looks like most of us are here now, if everyone is ready shall we head inside and check it out?"

miteke |

Farokh heads inside. Anyone else?
DC 15 religion:
DC 15 religion:
under the consoles, not visible from the doorway.

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Incidentally Farrokh will wait until the party members outside the room with him have said they are ready to go inside before he goes in. He will also have another vial of holy water ready just in case.
Farrokh automatically makes the two perception checks, so I'll just roll the other ones.
Knowledge (engineering) + Heroism + HA: 1d20 + 12 ⇒ (5) + 12 = 17
Knowledge (religion) + Heroism + HA: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge (religion) + Heroism + HA: 1d20 + 12 ⇒ (7) + 12 = 19
I'll hold off on posting Farrokh's actions in response to those knowledge checks until the rest of the party have an opportunity to post anything they want to do before we go into the room.

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Ingrge, shaking his head, will go back and enter the room, checking it out…
Perception: 1d20 + 25 ⇒ (8) + 25 = 33
”There is a security locker under the consoles…
“Damn, the monitors are beginning to glow…”
Knowledge (Religion): 1d20 + 5 ⇒ (18) + 5 = 23
”…prepare yourselves, it’s another friggin’ haunt…”
GM: To speed things up from here on out, if you wish, you can assume this is Ingrge’s SOP for every room/door we come to:
1. Check out the door (Take 10 Perception: 35; if locked, take 10 Disable Device: 32, if trapped, you can roll that check for me at +22)
2. Quietly open the door and enter, with my bow ready, and check out the room (Take 10 Stealth: 34, take 10 Perception 35)

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I'll let folk who can do stuff with positive energy do their thing, however if it looks like the haunt still needs more done to stop it manifesting...
Holy water attack: 1d20 + 8 ⇒ (13) + 8 = 21
Holy water damage + arcane strike: 2d4 + 2 ⇒ (4, 2) + 2 = 8
One thing we may want to be careful with in terms of the door procedure is, it seemed like the haunt we encountered in the room with all the chairs was able to detect stealthed people, as it activated as soon as Ingrge stealthed in. So it's probably worth making sure the party is ready before entering a room just incase we run into more haunted rooms.

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Ee'll dyeal veeze eet. Nikita boldly steps inside, gesturing to the others to understand that he will deal with this himself and you do not need to waste resources until he gets into trouble.
Smite + Wand
Wand of CLW: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 1 + 18 ⇒ (3) + 1 + 18 = 22
Wand of CLW: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 1 + 9 ⇒ (5) + 1 + 9 = 15
Wand of CLW: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 1 + 9 ⇒ (2) + 1 + 9 = 12
Wand of CLW: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 1 + 9 ⇒ (6) + 1 + 9 = 16

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Reesa moves forward preparing to attempt to inside the haunt with her positive energy.
RTA 1d20 + 6 ⇒ (4) + 6 = 10
Positive energy 1d4 + 4 ⇒ (3) + 4 = 7

miteke |

Ee'll dyeal veeze eet. Nikita boldly steps inside, gesturing to the others to understand that he will deal with this himself and you do not need to waste resources until he gets into trouble.
Smite + Wand
[dice=Wand of CLW]1d20 + 9; 1d8 + 1 + 18
[dice=Wand of CLW]1d20 + 9; 1d8 + 1 + 9
[dice=Wand of CLW]1d20 + 9; 1d8 + 1 + 9
[dice=Wand of CLW]1d20 + 9; 1d8 + 1 + 9
Why 4 rolls?

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Elu auto aid's Ingrge's Disable Device check with a +22
Elu follows Ingrge and takes out her wand of CLW as well to join the effort of neutualizing the haunt. After the haunt is deal with, she checks out the security locker, and collect the stuffs inside after our paladin friend is out of the room.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

miteke |

miteke wrote:Why 4 rolls?Why not? )) Or is it such a weak haunt that one hit would be enough for it?
Because you only have one round worth of actions. Do me a kindness and label your rolls better. I was not sure if those were activation or to hit rolls at first, but then realized that since you were a paladin, they had to be to hit rolls, but if they were, why so many? Perhaps you had extra hits? But then, how, if it came from a wand? And do you really have that many smites per day if you already used some? So it spawned a lot of confusion for me as I tried to figure it out.
Init(Farrokh): 1d20 + 6 ⇒ (18) + 6 = 24 (+4 with HA)
Init(Elu): 1d20 + 5 ⇒ (4) + 5 = 9 (+4 with HA)
Init(Ingrge): 1d20 + 8 ⇒ (11) + 8 = 19
Init(Reesa): 1d20 + 0 ⇒ (20) + 0 = 20
Init(Nikki): 1d20 + 4 ⇒ (3) + 4 = 7
to hit (Ingrge): 1d20 ⇒ 10 Remember you need to hit a square which is AC 5 to connect to a haunt.
The group jumps into action, first Farrokh the Strong. who does 8, then Reesa, who coes 7, then finally Ingrge who does 5, when the remaining monitors flicker to life. They show Sulfur Gulch from the outside as caustic gases pour from the small gully. The gases twist into a massive cloud, hundreds of feet tall, with a vaguely humanoid form. The final image is of the compound’s corridors, now silent and empty.
Everyone else can save their resources as this effectively neutralizes the haunt.
The locker contains a small number of skillchips that have corroded from the plant’s vapors, wiping their data. While they are nonfunctional, Isirah indicates that they might be repairable. The locker also contains a timeworn sonic rifle. The weapon is fully charged, as the occupants never saw combat.
Do you all enter the northwest room now?

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Knowledge (arcana) + Heroism: 1d20 + 18 ⇒ (15) + 18 = 33
"Look's like that cloud creature is some sort of elemental inhabited by the haunts in this ruin." comments Farrokh.
Once the party are ready to go on their way Farrokh will take a look at the large whirring device further down the corridor and ask Isirah what she knows about it.
He will also put up heightened awareness again and load holy water into one of his speed sheaths. Depending on what we do next he may also cast some more spells, but I'll hold off on that until we have a definite plan.
Out of interest was Isirah able to answer Farrokh's earlier question about what was in the other rooms, or would she need to be able to see into the room to recall information about it? If it's the latter then Farrokh will ask Isirah about any rooms before the party enter them just incase there is something we might want to know before going in.

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> The locker also contains a timeworn sonic rifle.
> The weapon is fully charged, as the occupants never saw combat.
Nikita examines the weapon. Hov eentyeryesteeng! Maybye ee coahld ahsye eet.
GM, how does it work in gaming terms? Does firearm proficiency help me to use it?
> Do you all enter the northwest room now?
Eet syeyems to mye zeat onye pyerson shoahld alvays stay oahtseedye. Eef zeye doors sahddyenly closye, somyeonyegas to opyen zeyem from zeye oahtseedye. Nikita himself will be such a sentry this time.

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Once it looks like we are getting ready to go into the big room, assuming it looks like we are expecting trouble, Farrokh will swap his monstrous physique to monstrous physique III, use protection from evil and long arm wands and just before we go in he will also cast shadow form on himself.

miteke |

Out of interest was Isirah able to answer Farrokh's earlier question about what was in the other rooms, or would she need to be able to see into the room to recall information about it? If it's the latter then Farrokh will ask Isirah about any rooms before the party enter them just incase there is something we might want to know before going in.[/ooc]
She was unable to remember the rooms, but as she is shown things it sometimes triggers memories.
GM, how does it work in gaming terms? Does firearm proficiency help me to use it?
Isirah can explain how it works and, yes, you can use firearms proficiency to use it. See sonic rifle. She also explains that since it is so old, it might be a bit unreliable or even dangerous. probably not though, the things are built to last.
AI Isirah also makes a suggestion. These haunts seems to emanate from the vents. Blocking or even reversing them might have an adverse effect on them, Reversing the vents requires a character with the Technologist feat (which Isirah can grant to the character holding her and consulting her) to be adjacent to any wall and succeed at a DC 20 Disable Device check as a standard action.
Farrokh delays Ingrge long enough to cast his spells and Ingrge enters the room and the gases in the cylinder reshape into the face of Isirah’s shade, seething with barely contained rage and frustration. 3 haunts appear and attack.
To be continued...

miteke |

Init(Farrokh), heightened awareness: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Init(Elu), heightened awareness: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Init(Ingrge): 1d20 + 8 ⇒ (2) + 8 = 10
Init(Shonne): 1d20 + 6 ⇒ (17) + 6 = 23
Init(Reesa): 1d20 + 0 ⇒ (18) + 0 = 18
Init(Nikki): 1d20 + 4 ⇒ (15) + 4 = 19
Init(Haunt): 1d20 + 12 ⇒ (11) + 12 = 23
Init(Haunt): 1d20 + 12 ⇒ (17) + 12 = 29
Init(Haunt): 1d20 + 12 ⇒ (17) + 12 = 29
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Yellow haunt (-0 HP)
Yellow haunt (-0 HP)
Black haunt (-0 HP)
Farrokh (-0 HP)
Elu (-0 HP)
Ingrge (-0 HP)
Shonne (-0 HP)
Reesa (-0 HP)
Before I take the haunt's actions, I need everyone to place their icons, I assume, by the door. Right now a couple of you are still positioned by the room you just left.

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Would everyone be ok with Farrokh being the next into the room if things got hostile after Ingrge entered? As he will be large sized he would need to occupy 4 squares, so it would be necessary to move folk around a bit to accommodate that. If not I can always put him at the back of the group, but I'm guessing the preference would be for him to be up front as everyone else is mainly ranged? For the moment I'll just make his token big and stick him in the wall as a temporary measure.

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No problems here. Although you might provide soft cover for folks fighting at range.

miteke |

Your unfriendly neighborhood haunts look a lot like the ones you met before in the meeting room only a lot more powerful and launch similar tactics, closing and spitting acid all over you guys (30' cone).
Black's attack (vs. all but Ingrge): breath weapon: 10d6 ⇒ (1, 2, 1, 6, 6, 2, 6, 6, 3, 1) = 34
Red's attack (vs. all of you): breath weapon: 10d6 ⇒ (1, 1, 4, 3, 1, 4, 6, 2, 1, 6) = 29
Yellow's attack (vs. all of you): breath weapon: 10d6 ⇒ (5, 3, 6, 5, 6, 5, 3, 6, 3, 5) = 47
DC 25 reflex save for half damage
Poison stuff as well, but I think you are all protected. Correct me if I am wrong.
I believe everyone has protection from acid to the tune of 9x12 = 108 damage. So what would have been VERY painful will just whittle away at your protections. Let me know of any additional protections that might apply and what you think the total damage is after your saves. Less chance of a math error that way :)
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Farrokh (-0 HP, 108 PfA, 3 DC 25 reflex saves needed)
Elu (-0 HP, 108 PfA, 3 DC 25 reflex saves needed)
Ingrge (-0 HP, 108 PfA, 2 DC 25 reflex saves needed)
Shonne (-0 HP, 108 PfA, 3 DC 25 reflex saves needed)
Reesa (-0 HP, 108 PfA, 3 DC 25 reflex saves needed)
Nikki (-0 HP, 108 PfA, 3 DC 25 reflex saves needed)
Yellow haunt (-0 HP)
Yellow haunt (-0 HP)
Black haunt (-0 HP)
These are haunt infused elementals and, as such, may be attacked normally or with positive energy.

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Reflex 1: 1d20 + 21 ⇒ (3) + 21 = 24Reflex 2: 1d20 + 21 ⇒ (17) + 21 = 38Reflex 3: 1d20 + 21 ⇒ (8) + 21 = 29
Resist Energy acid 20 here, which I believe only kicks in after Protection from Energy depleted. And since Elu is small and Farrokh is large(and flying?), they should be able to share the space. Also, is the big bad Isirah targettable?
Throwing out some knowledge checks to help us figure out what's going on in this room, besides the obvious fact that there're those infused elementals again.
Kn(Religion): 1d20 + 26 ⇒ (15) + 26 = 41
Kn(Plane): 1d20 + 32 ⇒ (20) + 32 = 52
Kn(Engineering): 1d20 + 26 ⇒ (6) + 26 = 32

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Reflex 1d20 + 7 ⇒ (3) + 7 = 10
Reflex 1d20 + 7 ⇒ (15) + 7 = 22
Reflex 1d20 + 7 ⇒ (19) + 7 = 26
Reesa has both Protection from Energy (Acid) and an innate Resist Acid 10, which I assume don’t stack.

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I'm glad I cast protection from energy on everyone, 30d6 aoe damage at this level is pretty brutal, especially as they are likely to beat most PCs on the initiative. I think that works out to an average damage roll of 105 damage to anyone taking the full brunt of the it (or 110 in our case).
Out of interest would Shonne get cover from any of the cones due to being around the corner?
Reflex save: 1d20 + 9 ⇒ (10) + 9 = 19
Reflex save: 1d20 + 9 ⇒ (13) + 9 = 22
Reflex save: 1d20 + 9 ⇒ (17) + 9 = 26
That looks like 86 damage in total absorbed by the protection from energy.
Farrokh wonders if he knows anything about haunt infused elementals (I assume it will be either knowledge planes or religion? He has the same bonus for both):
Knowledge (planes/religion): 1d20 + 10 ⇒ (15) + 10 = 25

miteke |

@Nikki
Before you apply resist energy, you have to apply the protection from energy.
@Elu, I agree, you could share space with Farrokh. Big bad shady Isirah is behind some sturdy looking glass (there are no rules in the scenario for engaging her).
Looks like
Elu takes 34+14+24 = 72 points off of the protection from acid
Nikki also takes 34+14+24 = 72 points off of the protection from acid
Ressa takes 34+29+24 = 87 points off of the protection from acid
Farrokh also takes 34+29+24 = 87 points off of the protection from acid
@Elu, you have 3 questions you may ask
@Farrokh, you no idea what this thing other than that it is like the caustic stalker you bummped into before, but not.
Remember you each have actions to take and not just saves.

miteke |

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Farrokh (-0 HP, 21 PfA)
Elu (-0 HP, 32 PfA, resist acid 20)
Ingrge (-0 HP, 108 PfA, 2 DC 25 reflex saves needed)
Shonne (-0 HP, 108 PfA, 3 DC 25 reflex saves needed)
Reesa (-0 HP, 21 PfA, resist acid 10)
Nikki (-0 HP, 32 PfA)
Combat round 2
Yellow haunt (-0 HP)
Yellow haunt (-0 HP)
Black haunt (-0 HP)
@Nikki
Do you have resist acid up? if so could you point me at the post where it was cast on you?

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Reflex: 1d20 + 17 ⇒ (17) + 17 = 34
Reflex: 1d20 + 17 ⇒ (13) + 17 = 30
Ingrge will draw his wand from his bandolier and tap the red haunt in front of him…
Wand vs Touch AC: 1d20 + 11 ⇒ (17) + 11 = 28
CLW: 1d6 + 1 ⇒ (5) + 1 = 6

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Reesa moves 10’ to the south, trying to get away from the monsters and casts Haste on the group.
Could someone move me 10’ to the south, please?

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Reesa, done! GM, thanx. I got the resist and protection mixed up somehow, I'm sorry. 36 points of protection remains.
After receiving magical acceleration, Nikita begins to shoot one of the attacking cloudy acid monsters, which almost burned them alive, thanks to Farrokh's magic that saved them.
VS BLACK
Revolver + Deadly Aim + Haste: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 191d8 + 7 ⇒ (7) + 7 = 14 - vs touch AC
Revolver + Deadly Aim + Haste: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 161d8 + 7 ⇒ (2) + 7 = 9 - vs touch AC
Revolver + Deadly Aim + Haste: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 121d8 + 7 ⇒ (5) + 7 = 12 - vs touch AC
PS In Nikita's opinion, do these physical attacks even work against them?

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Farrokh attacks the haunt infused elementals (He will target whichever one the party are attacking as their first target and will then move on to another if his first target happens to go down).
He will then move to create more space (Assuming he is able to move into that space ok without squeezing and assuming the rest of the party are ok with his new position).
Bite: 1d20 + 14 ⇒ (16) + 14 = 30
B/P/S Damage: 3d6 + 16 ⇒ (4, 1, 6) + 16 = 27
Claw: 1d20 + 14 ⇒ (12) + 14 = 26
B/S Damage: 2d6 + 16 ⇒ (2, 6) + 16 = 24
Claw: 1d20 + 14 ⇒ (3) + 14 = 17
B/S Damage: 2d6 + 16 ⇒ (4, 1) + 16 = 21
Wing: 1d20 + 9 ⇒ (9) + 9 = 18
B Damage: 1d4 + 9 ⇒ (2) + 9 = 11
Wing: 1d20 + 9 ⇒ (9) + 9 = 18
B Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Haste attack (Bite): 1d20 + 14 ⇒ (13) + 14 = 27
B/P/S Damage: 3d6 + 16 ⇒ (5, 6, 2) + 16 = 29
(All attacks include: Arcane Strike, Power Attack, Heroism and Haste)
Incidentally, as damage normally rounds down when it gets halved would we have taken a few points less of damage as I think Farrokh should have taken 86 damage rather than 87?

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Reesa moves 10’ to the south, trying to get away from the monsters and casts Haste on the group.
If you or anyone ever need to leave someone out of a group haste effect you can leave Shonne out as she has a pair of boots of speed on.
Shonne uses an immediate action to cast emergency force sphere.
Then, if anything gets through Hardness 20/90 hp and resist acid 20...
reflex save*: 1d20 + 10 ⇒ (12) + 10 = 22
reflex save*: 1d20 + 10 ⇒ (10) + 10 = 20
reflex save*: 1d20 + 10 ⇒ (7) + 10 = 17
Then, if she is still standing, (I think she's completely untouched, but I'll double check when I get home tomorrow morning) she fires into the room.
knowledge (what am I looking at here (Shonne edition), see modifiers above in tag line): 1d20 ⇒ 15 probably plus something (see above)
+2 composite longbow (Str +3) v haunt furthest south working her way north (vs soft cover, haste, arcane strike (Swift action), deadly aim, point blank shot, precise shot): 1d20 + 14 ⇒ (2) + 14 = 16 damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus fire damage: 1d6 ⇒ 5
+2 composite longbow (Str +3) v haunt furthest south working her way north (vs soft cover, haste, arcane strike (Swift action), deadly aim, point blank shot, precise shot): 1d20 + 14 ⇒ (8) + 14 = 22 damage: 1d8 + 9 ⇒ (8) + 9 = 17 plus fire damage: 1d6 ⇒ 5
+2 composite longbow (Str +3) v haunt furthest south working her way north (vs soft cover, haste, arcane strike (Swift action), deadly aim, point blank shot, precise shot): 1d20 + 9 ⇒ (20) + 9 = 29 damage: 1d8 + 9 ⇒ (5) + 9 = 14 plus fire damage: 1d6 ⇒ 3
THREAT!
Confirm?: 1d20 + 9 ⇒ (14) + 9 = 23 damage: 2d8 + 18 ⇒ (4, 4) + 18 = 26
* Does not include any cover bonuses because Paizo has yet to figure out how to write clear rules that don't involve repeatedly flipping through hundreds of the Core Book. Attacking someone while one of them is invisible.... ;)