Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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It is another 2 hours to Hergstag, so it is about 6 pm when you arrive where the village should have been. Just about dusk (as you started in late winter, and it has been a month, it is now early spring).

It seems that finding the village will be a challenge. High corn grows everywhere, impeding visibility. As light undergrowth. The corn is all dead, because again it is early spring, but in this case the stalks have remained standing.

Undergrowth wrote:
Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way.

The trail is hard to follow, being mostly overgrown. DC 15 Survival; looks like Ismene has a +7 so can Take 10.

You start on the east side of the map.

What is your marching order? Ismene probably needs to go in front to find the trail, unless somebody else can reliably hit a DC 15 Survival.
Are you riding or walking?


M Init +1 | AC24 T13 FF23 | HP 44/44 | Fort +7, Ref +3, Will +4 | Perception+4 || Healing Rod: Is Lu Qu Th Ti

Quinn rides. Luna seems undeterred by the thick underbrush, moving smoothly...through it? Quinn keeps watch over the corn stalks, staying right behind Ismene.


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore is seen furiously fussing with stray corn stalks as the Cleric traverses the wayward road to the ghost town....
Anyone know a druid?


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

If my spells are still active.

Tiff flies along lazily guarding the rear.


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Ismene dismounts to better discern the trail, handing Indigo's reigns up to Quinn. "Hmmm, scary ghost children, overgrown corn. What could go wrong?" She says, her voice dripping with sarcasm.


Ismene Albus wrote:
Ismene dismounts to better discern the trail, handing Indigo's reigns up to Quinn. "Hmmm, scary ghost children, overgrown corn. What could go wrong?" She says, her voice dripping with sarcasm.

The first answer to Ismene's question is "a bear trap".

Ismene is trying to move relatively fast, as you have much to do before the trial tomorrow. So she doesn't notice the bear trap until she steps in it.

CLANG!
Attack vs flat-footed: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8

The steel jaws snap shut around her ankle, injuring and hobbling her.

Speed is halved. The creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check

It is no real problem for Ismene to open the trap she has a +12 Disable Device so can get it on Take 10, but the injury remains.


Ismene swears a blue streak in Varisian as she takes out her tools and sets to work on the accursed bear trap.

Then she drinks her cognatogen and her extracts of CLW and Aram Zey's Focus.

CLW: 1d8 + 5 ⇒ (7) + 5 = 12

That will give her trapfinding of a lvl 2 rogue.


Healed up and moving on (a bit more slowly), you come to a cluster of small buildings, slowly falling into ruin.

There are three small houses, evidently each having housed a single occupant. The sisters, perhaps. A short ways up the path is a slightly larger house, that seems to have housed a small family.

You look around; there is nothing in these homes and no sign of recent entry. The residents took most of their belongings when they abandoned the village. While some furniture such as tables and washboards remain, the homes have been given over to termites and cockroaches.

Just past the larger house, a bridge crosses a stream.
A few hundred feet to the north is another crossing; the corn blocks vision in most places, but you can see along the length of the stream.

It is now about quarter past six; the sun has set and the twilight is starting to dim.

Which bridge? The one here or to the north?


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore winces at the sudden sound of snapping bear trap! His blue eyes hypnotically follow the running red blood from Ismene's fresh wound. He faints....

Opening his eyes after a moment, he sits up (recasts Light) and looks about.
Not certain what happened there.

Standing back up onto wobbly feet, Theodore frowns at the bear trap.
Absolutely appalling the amount of apathy apparent.

Letting Quinn peek into the abandoned homes, the Cleric keeps his eyes open for ghosts....
One bridge seems closer...


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Tiff comments, "Its getting dark as well. Do we have time to come back to tomorrow?" She follows towards the closer bridge.


Ismene shakes her head. "Not before the trial tomorrow morning. Besides, the whole point of coming here is to find evidence of what killed these children. Given that the Beast was actually here, I fear our only option is to try and face whatever killed them ourselves. And hopefully bring back some sort of proof, provided we survive." She says with a steadying breath.

Ismene looks for signs around the various homes that a child lived there before it was abandoned, such as scattered toys or swings outside or possibly small articles of clothing.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Theophania "The Great Tiff" wrote:
Tiff comments, "Its getting dark as well. Do we have time to come back to tomorrow?" She follows towards the closer bridge.

Ismene has it right - the Hergstag portion of the trial is tomorrow. The time constraints are there to add some pressure, although you could pull an all-nighter depending on how much you seek to accomplish tonight.

Ismene doesn't see any signs at this particular home.

Crossing the bridge...
1d100 ⇒ 62

You see glimpses of a larger house through the withered corn stalks.

If Tiff flies higher she can get a good look at it.

From somewhere near the house, you hear a faint child's voice calling "Help! Help! I'm lost! Mother? Father?"


M Init +1 | AC24 T13 FF23 | HP 44/44 | Fort +7, Ref +3, Will +4 | Perception+4 || Healing Rod: Is Lu Qu Th Ti

Quinn's head snaps toward the sounds of the child in distress and Luna wheels in response, but he gathers the reins before they charge off. "I believe our ghost children beckon. Let's go say hello." He eyes Ismene's ankle. "Carefully, that is."


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Tiff flies up on granite colored wings to get a better look at what could be an in trouble child but is very likely an apparition.

Flying up at a 45 degree angle taking 10 on any fly checks needed for 22, until 30ft up.


Ismene nods and takes back Indigo's reigns from Quinn. "Point if you see them, Tiff." She calls up to the shapeshifted wizard.


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore suppresses the urge to run all willy nilly into the foliage towards the pitiful child's voice calling out for it's mummy and daddy....

He takes a tentative step forward.....step....step....run!
I'm coming!


The underbrush slows Theodore, but he does manage to move through the corn a bit.

From her higher vantage point, Tiff sees another house. And about halfway between them, on the ground, there is a roughly man-shaped pile of clothes.

Perhaps a corpse, perhaps a fallen scarecrow.

She doesn't clearly see anything else, but there is a glimpse of movement that could be a child. Whatever it was doesn't cause the corn stalks to move.

New map is up. Remember that this is basically difficult terrain and it grants concealment.

Initiative:
Ismene: 1d20 + 2 ⇒ (16) + 2 = 18
Quinn: 1d20 + 1 ⇒ (6) + 1 = 7
Theodore: 1d20 + 2 ⇒ (14) + 2 = 16
Tiff: 1d20 + 4 ⇒ (11) + 4 = 15
Allen: 1d20 + 5 ⇒ (5) + 5 = 10
Ellsa: 1d20 + 5 ⇒ (7) + 5 = 12

Round 1
Ismene
Theodore
Tiff

Ellsa
Allen
Quinn


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Tiff calls out, "I think I see something! I'm going to get closer."

Double move, 15ft down and 60ft forward.


Ismene follows as the crow, er... gargoyle flies, keeping an eye on Tiff to keep her bearings straight and stay on target.

Double move.


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore furiously fusses with the corn stalks as he follows the ladies...


Two spectral figures looking like ghostly children burst from the cornfield near the 'scarecrow'! They move right through the corn as if it were not there.

Knowledge (Religion):
Ismene: 1d20 + 18 ⇒ (13) + 18 = 31
Quinn: 1d20 + 5 ⇒ (11) + 5 = 16
Theodore: 1d20 + 9 ⇒ (1) + 9 = 10
Tiff: 1d20 + 10 ⇒ (7) + 10 = 17

Theodore:
These are undead

Quinn, Tiff:
These are wraith spawn, incorporeal undead.

Ismene:
These are wraith spawn, incorporeal undead. They can inflict a nearly incurable injury to one's vitality (Con drain). Like wraiths, they are powerless in sunlight. They can detect the presence of living things without needing to see them (lifesense).

The spirits streak towards Theodore and grasp at him.

Incorporeal Touch vs Theodore: 1d20 + 5 ⇒ (5) + 5 = 10

Incorporeal Touch vs Theodore: 1d20 + 5 ⇒ (2) + 5 = 7

He manages to avoid their touch.

Round 1
Ismene
Theodore
Tiff
Ellsa
Allen
Quinn

Round 2
Ismene
Theodore
Tiff

Ellsa
Allen
Quinn


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Tiff swoops down shooting bolts of magical energy from her fingers at the ghosts as she does.

Magic Missile vs the boy?: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10

She says, "Hold tight Sammy. I have a scroll to protect you. Just gotta find it."

If PfE wasn't touch I'd do it this turn.

AC vs incorporeal is 20.


Ismene takes a steadying breath. Identifying the child-ghosts as wraiths had longer reaching consequences than she had time to process at the moment. The Beast's assertion that the ghost that killed them 'stole their souls' made much more sense now.

Knowing how deadly their touch could be she decided to wield her full force. Quickly mixing her New and Improved Extra Explosive, er... Explosives.™

Bomb Ranged Touch Attack, PBS vs Allen: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Fire Bomb Damage, Cognatogen, PBS: 3d6 + 6 + 2 + 1 ⇒ (5, 4, 6) + 6 + 2 + 1 = 24

Explosive discovery increases splash to 10', splash is 12 damage, Reflex DC 19 for half. Precise to spare Theodore and Tiff (also Quinn if he moves in) the splash. I do remember that incorporeal creatures only take 50% damage from her bombs, but with the added d6 from 5th level, I think it still adds up to more than the holy water.


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore nods to the ghost kid gang prior to his prompt and precise Withdrawal from the vicinity.

He ducks behind the scarecrow.

Spirit Sleuth (Ex):

At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Sense Motive (Wis) DC ?: 1d20 + 12 ⇒ (8) + 12 = 20


M Init +1 | AC24 T13 FF23 | HP 44/44 | Fort +7, Ref +3, Will +4 | Perception+4 || Healing Rod: Is Lu Qu Th Ti

"I weep for what the foul wraith has made of you, fair child, but I cannot let you spread further woe! Prepare to be freed from the Shackles of undeath!"

Quinn challenges the closer wraithspawn (unless it's already dead, then he'll challenge the far one). Then, with practiced ease, he and Luna surge forward as one, the ghostly horse passing through the cornstalks as though a ghost herself, leaving a sparkling trail on the stalks behind them. Quinn swings just before contact with the child, and Luna breaks to the side at the same instant, carrying their charge off widdershins to their original path.

Charge Attack, -2 PA, +2 challenge mounted, +1 higher ground mounted, +2 charge: 1d20 + 10 - 2 + 2 + 1 + 2 ⇒ (3) + 10 - 2 + 2 + 1 + 2 = 16
Damage +4 PA +4 challenge +1 trait: 1d8 + 4 + 4 + 4 + 1 ⇒ (5) + 4 + 4 + 4 + 1 = 18
Magic but not ghost touch, so halved. Swift to challenge, full round to mounted charge, ride-by attack to keep moving and not provoke, wheeling charge to turn 90 deg


F Female NG animal (phantom) 4 AC 19 T10 FF17 | HP 34/34 | Fort +9, Ref +8, Will +3 | Perception+7 DV

Luna takes the opportunity to snap at the ornery child.

Bite: 1d20 + 7 ⇒ (16) + 7 = 23
Bite damage: 1d4 + 3 ⇒ (4) + 3 = 7 Halved for magical, not ghost touch


Tiff's spell hurts the wraith. 10 damage to Allen.

Okay, so on further review, the Concealment from the corn stalks is just ordinary concealment (20% miss chance), not Total Concealment, and therefore Quinn and Luna can still do a Ride-By Attack. It isn't like fog spells that increase the concealment with the more there is of it to see through. Even so, I'm going to say it doesn't apply when adjacent.

Ismene Miss 01-20: 1d100 ⇒ 6
Miss Direction: 1d8 ⇒ 2
Because Ismene misses, her Precise Bombs discovery does not take effect. However, Quinn has moved on with Ride-By Attack and is not in the area of the blast.
Allen Reflex: 1d20 + 2 ⇒ (4) + 2 = 6
12 damage, halved to 6 damage because incorporeal

Quinn and Luna manages to strike the wraith with sword and teeth. Now at 28 damage taken.

Theodore does not sense that these are either haunts or rejuvenating undead. Destroying their incorporeal forms should put the spirits to rest. He also gets a good view of the 'scarecrow'. Bones jut out from the tattered rags, and the skeletal remains of a leg are caught in a bear trap.

"You hurt my friend!" shrieks the wraith of the little girl. She claws at Tiff.
Ellsa vs Tiff: 1d20 + 5 ⇒ (15) + 5 = 20
Negative Energy Damage: 1d4 ⇒ 1
Con Drain, Fort DC 15 Negates: 1d2 ⇒ 1

The wraith-boy flies off towards one of the houses.
120' double move, so he is now about 50' from the northeast corner of the map. Not in a house yet.

Round 2
Ismene
Theodore
Tiff
Ellsa
Allen
Quinn

Round 3
Ismene
Theodore
Tiff

Ellsa
Allen
Quinn


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Fort: 1d20 + 4 ⇒ (13) + 4 = 17

Tiff cries out, "Aaaaah!" as a piece of her soul is ripped from her body.

Her body shimmers as she puts some magical english on her strikes.

Claw 1, defensive: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
B/S, magic, arcane strike: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6 => 3

Claw 2, defensive: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
B/S, magic, arcane strike: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Bite, defensive: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
B/S/P, magic, arcane strike: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 => 2

Gore, defensive: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Piercing, magic, arcane strike: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 => 2

AC now 23


Hearing Tiff cry out in a monstrous scream, Ismene gulps down her shield extract.

It was probably not going to work but they had gotten information from ghosts before so she decided it was worth a try and called out to the spirit. "Ellsa? The Beast grieves for your loss. Where can we find the thing that did this to you and your friends."


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Ducking bravely behind the scarecrow, the Cleric Channels!
Channel energy: 3d6 ⇒ (1, 1, 1) = 3 DC 16 7/7

Doing great, Tiff!


Tiff strikes Ellsa first hit on her, 3 damage

Ismene drinks a Shield extract (2 encounters) and tries to talk to the wraith.
"Brother Swarm is our friend! He made it so we can play forever! Never get old!"

Theodore channels, but cannot muster any great amount of power.

Ellsa Will, Channel Resistance: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 1 damage, now at 4 taken

Quinn is up!


M Init +1 | AC24 T13 FF23 | HP 44/44 | Fort +7, Ref +3, Will +4 | Perception+4 || Healing Rod: Is Lu Qu Th Ti

As Luna rounds back on the fight, Quinn watches the boy streak off towards the houses, impossibly fast, and makes a quick judgement. "I don't think we're catching him, girl. Let's go for the other!"

He and Luna charge at Ellsa, striking much as before and turning once past her, this time toward the houses, following somewhat after the boy even if they won't be able to keep up.

Charge Attack, -2 PA, +1 higher ground mounted, +2 charge: 1d20 + 10 - 2 + 1 + 2 ⇒ (1) + 10 - 2 + 1 + 2 = 12
Damage +4 PA, +1 trait: 1d8 + 4 + 4 + 1 ⇒ (8) + 4 + 4 + 1 = 17
Magic but not ghost touch, so halved. Swift to challenge, full round to mounted charge, ride-by attack to keep moving and not provoke, wheeling charge to turn

Luna's bite, charge: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
bite damage: 1d4 + 3 ⇒ (4) + 3 = 7 Also halved for magic

It's hard to tell if Quinn actually even swings on the girl, with how wide it goes.


The wraith-child claws at Tiff.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Her magical protections hold against its touch.

The other wraith, Allen, flies into a farmhouse.

Round 3
Ismene
Theodore
Tiff
Ellsa -4
Allen -28
Quinn

Round 4
Ismene
Theodore
Tiff

Ellsa -4
Allen -28
Quinn


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore furiously fusses about his person searching for something! Finally finding what he wanted, the Cleric pulls out a comb, runs it through his naturally thick white hair and says
Save the boy! Save the World!

The Cleric of Pharasma then casts a spell, before running off towards the farmhouse!
Speed 60'

Channel Vigor
Limbs: You gain the benefits of a haste spell.


Ismene recalls hearing the name. So a child-killer turned wraith was responsible for this. "Where is Brother Swarm? Doesn't he want to play with us too?" She asks as she moves closer, then mixes and lobs another bomb.

Bomb Ranged Touch Attack, PBS vs Ellsa: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Fire Bomb Damage, Cognatogen, PBS: 3d6 + 6 + 2 + 1 ⇒ (2, 6, 5) + 6 + 2 + 1 = 22
Concealment: 1d100 ⇒ 82

Explosive discovery increases splash to 10', splash is 12 damage, Reflex DC 19 for half. Precise again.


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Tiff twists her head to Sammy, "One minute!" She contorts her body as she swoops out of the way if the ghost child, child ghost? A philosophical question for later.

Claw 1, defensive: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
B/S, magic, arcane strike: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6 => 3

Claw 2, defensive: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
B/S, magic, arcane strike: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 => 2

Bite, defensive: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
B/S/P, magic, arcane strike: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 => 3

Gore, defensive: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Piercing, magic, arcane strike: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 => 3

AC 23, if I get them after the first attack I will move to fly after the boy.


M Init +1 | AC24 T13 FF23 | HP 44/44 | Fort +7, Ref +3, Will +4 | Perception+4 || Healing Rod: Is Lu Qu Th Ti

Quinn calls back to the ladies, "I'll help Teddy, you holler if you need us!"

He rides up to the farmhouse and dismounts.

Swift dismount Ride check DC20: 1d20 + 9 ⇒ (10) + 9 = 19

Slowly.


Theodore goes charging off on his own.

The cornfields count as difficult terrain (except for Luna and the wraith spawn) so Theodore moves 30' with a single Hasted move.

Ismene hits Ellsa with a bomb. 11 damage because incorporeal; now at -15.

Tiff hits with every attack AC 15 but the wraith spawn is still up.
11 more damage, now at -26.

Quinn moves to the farmhouse.

Ellsa swipes at Tiff. "You're no fun! Mister Scarecrow was fun. He begged to die."
Incorporeal Touch: 1d20 + 5 ⇒ (16) + 5 = 21

Tiff's defensive tactics pay off as the undead cannot touch her.

Party up!

Quinn is at the farmhouse.
Theodore is about 90' away (so 3 move actions with Haste basically canceling out Difficult Terrain).
The wraith boy is somewhere in the farmhouse.


M Init +1 | AC24 T13 FF23 | HP 44/44 | Fort +7, Ref +3, Will +4 | Perception+4 || Healing Rod: Is Lu Qu Th Ti

Quinn hefts his shield, perhaps more for his own peace of mind than any actual usefulness against ghosts, and very cautiously scopes out the farmhouse.

Full Defense [AC 28, TAC 16] and will either push open the door if necessary and possible, or move into the farmhouse if it's already open.

"Child? Brother Swarm?"


Male Human Cleric (Roaming Exorcist) 5 Init +2 AC 18, touch 13, flat-footed 16 Hp 38/38 Fort +6 Ref +3, Will +9 (+2 Fear) Perception +9 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore furiously fusses with the same corn stalks marching hastily after the ghost...


NG Female Human | Wizard 5 | HP 36/37 | AC 22, Touch 16, FF 17 CMD 16 | Fort +4 Ref +9 Will +3 | Init +7 | Perception -2, scent | Speed 40ft, fly 30ft| Conditions: Dungeon: mage armor, darkvision (Ismene); 1 encounter: monstrous physique (gargoyle)
Usable/day:
Arcane Bond 0/1, Battleshaping 5/6

Tiff continues to solo the wraith spawn. She would start to perspire if she had sweat glands currently.

Claw 1, defensive: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
B/S, magic, arcane strike: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6 => 3

Claw 2, defensive: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
B/S, magic, arcane strike: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9 => 4

Bite, defensive: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
B/S/P, magic, arcane strike: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 => 3

Gore, defensive: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Piercing, magic, arcane strike: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 => 2

AC 23, again if I get them after the first attack I will move to fly after the boy.


Glad that she had not known this child in life, Ismene felt the difference in her character must be extreme given she had been so kind as to befriend the Beast when she was flesh and blood. Without another word she threw her bomb again, eager to free her spirit from this undead curse.

Bomb #3 Ranged Touch Attack, PBS vs Ellsa: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Fire Bomb Damage, Cognatogen, PBS: 3d6 + 6 + 2 + 1 ⇒ (6, 6, 5) + 6 + 2 + 1 = 26
Concealment(<20=miss): 1d100 ⇒ 22 O.o Phew!

Explosive discovery increases splash to 10', splash is 12 damage, Reflex DC 19 for half. Precise again.


Tiff claws and bites at the wraith spawn.

Finally, Ismene's bomb destroys it, and it fades away.

Quinn:
You move just inside the door of the farmhouse. You do not yet see the wraith spawn, but you think you hear a faint buzzing of hornets to the southwest (back towards the rest of the party).

Theodore:
With a double move (another 60'), you are now about 30' from the farmhouse. You hear a buzzing of hornets and smell something... sweetness and rot, together. On to the farmhouse or back to Ismene and Tiff?

Ismene and Tiff:
Theodore is about 90' northeast of you, and Quinn about 150' northeast at the farmhouse. You hear a faint buzzing of hornets in that direction.

The party has split up to cover more ground. Interesting...

Party up!

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