| Theophania "The Great Tiff" |
Tiff jogs back into the hallway, "Hey, uh Sammy, maybe those scrolls you took? One of us could take a look around without having the poltergeist noticing."
We have two scrolls of hide from undead...
| Theodore Samuel Walden ... |
The Pharasman laughs.
It will still likely see you if it has some semblance of a brain, my dear Sister.
Knowledge (religion) (Int): 1d20 + 6 ⇒ (5) + 6 = 11
| GM Aldizog |
I had already made a Knowledge check for Theodore, which was a 15. So he knows this is a Poltergeist, an undead creature. And it seems to have some degree of intelligence...
The poltergeist cackles maniacally and starts rattling more scalpels to throw.
The scrolls are CL1 (so can cover 1 target each) and would have a DC 11. Also, I missed some loot from the Pharasman Crypt so I'll just add it here: you have six flasks of Holy Water.
Ismene is up, and Theodore, Tiff, and Marill can still take standard actions if they wish.
| Theodore Samuel Walden ... |
Theodore calmly takes out the Scrolls of Hide from Undead. Smiling he holds them out.
Probably better than 50% chance it sees you, but it could work.
| Theophania "The Great Tiff" |
Got the holy water logged, I double moved on my turn.
| GM Aldizog |
The spirit throws another scalpel at the party in the hallway, this time aiming for Marill.
Telekinesis: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 ⇒ 3
Its continues to be uncannily accurate, hitting him.
Yes, it is invisible and incorporeal, and because it is using Telekinesis you can't assume that it is in the square that the scalpel came from. It's an annoying foe for a level-2 party.
Party up!
| Theodore Samuel Walden ... |
Theodore calmly walks to the door in which the annoying poltergeist is happily tossing random furniture at them, closes it and turns to Marill.
Probably should have that looked at. Might get infected.
The Roaming Exorcist then shrugs.
Shall we explore other non poltergeist involved areas?
| Theophania "The Great Tiff" |
Tiff speaks the word, "Invenios" while circling one hand in a fist and then releasing the fist palm down. The back of her eyes then glow green like the back of a cat's eyes reflecting light in the night. She looks down the hallway.
She then calls out to her brother, "Hide me!" She then opens the door near her.
Detect magic, looking down the hallway and 40ft into the poltergeist room. This round I only see if there are auras, which we already know there are. 5ft step.
| GM Aldizog |
Okay, it seems like the plan is to explore the western rooms.
The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.
Marill: 1d20 + 5 ⇒ (20) + 5 = 25
Quinn: 1d20 + 1 ⇒ (14) + 1 = 15
Theodore: 1d20 + 4 ⇒ (12) + 4 = 16
Tiff: 1d20 - 2 ⇒ (5) - 2 = 3
Marill: 1d20 + 3 ⇒ (13) + 3 = 16
Quinn: 1d20 + 1 ⇒ (12) + 1 = 13
Theodore: 1d20 + 2 ⇒ (9) + 2 = 11
Tiff: 1d20 + 4 ⇒ (5) + 4 = 9
Spiders: 1d20 + 4 ⇒ (18) + 4 = 22
Marill notices the spiderwebs moving as three of the vermin skitter forth to attack. He isn't quick enough to act before they do, but all they can do is move in the (not so surprising) surprise round.
One of them bites at Quinn, but can't get through his armor.
Bite vs flat-footed: 1d20 ⇒ 5
Another bites at Marill.
Bite: 1d20 ⇒ 11
The last starts climbing the wall to try to get at some prey, and bites at Quinn (purple is on the underside of the door jamb).
Bite vs flat-footed: 1d20 ⇒ 16
Again, his armor protects him!
Round 1
Spiders
Marill
Quinn
Theodore
Tiff
Ismene
| Theodore Samuel Walden ... |
Theodore calmly pats his sister's hand.
See if you can make friends.
The Cleric casts Vigor on Tiff.
He then side steps further away.
| Theophania "The Great Tiff" |
| 1 person marked this as a favorite. |
Gore vs Spider on Quinn, inspired: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Piercing, inspired, vigorous: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Tiff yells out, "I got you Quinn!" She rapidly grows a set of curved antlers and tries to spear one of the spidews!
| GM Aldizog |
Quinn lands a solid blow on a spider, but it still moves.
Red Ref DC 15: 1d20 + 4 ⇒ (13) + 4 = 17
Cyan: 1d20 + 4 ⇒ (7) + 4 = 11
That spider is killed by the splash from Ismene's bomb, and the two others are wounded.
Tiff gores the one hanging from the doorway above Marill, finishing it.
The remaining spider (on the ground in front of Marill) bites at the bard, but is unable to get past his shield.
Bite: 1d20 ⇒ 14
The party is able to finish it off in short order.
This room appears to have been a chapel dedicated to Pharasma. A cabinet covered with webs in the northwest wall still contains a few religious supplies, including five vials of holy water and a scroll of lesser restoration.
| Theodore Samuel Walden ... |
Theodore peruses the Pharasman chapel with an arched eyebrow. The Cleric handles the Holy Water vials, offering them up to the others.
We have further testing of Haunts so ...
Theodore calmly places the scroll down his...jacket pocket.
| Theophania "The Great Tiff" |
Tiff proudly proclaims, "These doors won't open themselves!" She pivots behind her and tries for the door nearby.
Didn't log the treasure Sammy has the scroll, and each of us should hold at least one holy water. Does Ismene get extra damage if she uses them? We have 6 more vials to distribute.
| GM Aldizog |
The chamber to the west is in a shambles. Old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.
Marill: 1d20 + 5 ⇒ (10) + 5 = 15
Quinn: 1d20 + 1 ⇒ (18) + 1 = 19
Theodore: 1d20 + 4 ⇒ (6) + 4 = 10
Tiff: 1d20 - 2 ⇒ (15) - 2 = 13
| Theodore Samuel Walden ... |
Theodore calmly picks lint from his jacket. Nodding expertly during Ismene's findings, the Roaming Exorcist walks into the Chamber of Woe....
Be at peace. Pharasma has heard your pleas. Allow us to soothe your passage....
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): 1d20 + 8 ⇒ (15) + 8 = 23
| GM Aldizog |
Moving the party into the room... this fight should not take long and your exact positioning is unlikely to be critical.
As Theodore addresses the spirits, he realizes this is not quite a haunt, but something similar.
This room, used to process new prisoners, has a simmering evil that manifests in the form of animated manacles. They rise to attack!
Marill: 1d20 + 3 ⇒ (5) + 3 = 8
Quinn: 1d20 + 1 ⇒ (3) + 1 = 4
Theodore: 1d20 + 2 ⇒ (17) + 2 = 19
Tiff: 1d20 + 4 ⇒ (3) + 4 = 7
Manacles: 1d20 + 2 ⇒ (1) + 2 = 3
Party is up!
These manacles are an animated object, and as they are made of iron they will likely be as hard as iron (Hardness 10, I'll just give that to you as it's pretty evident). Anything else, make a Knowledge (Arcana) check.
| Theophania "The Great Tiff" |
Tiff puts on a cap with the word "thinking" stiched on the front.
Arcana: 1d20 + 8 ⇒ (14) + 8 = 22
Delay otherwise, not terribly effective here. But I can cast some spells if we get in a tough spot.
| Theophania "The Great Tiff" |
Yeah not burning arcane bond to cast ray of frost.
She suggests, "We could come back?" She steps out.
| Theodore Samuel Walden ... |
Theodore calmly proceeds to follow his much Smarter sister at of the Alice in Chains concert.
This place is in need of a thorough cleaning. Perhaps, we should inquire in town as to anyone with cold type implementations?
| Quinn Harwood |
Quinn frowns at the manacles. "It's just a bit of chain, we can handle this!"
He stows his shield, steps up to the animated object, and attempts to give it a good thrashing!
Two-handed Power Attack: 1d20 + 4 ⇒ (2) + 4 = 6
2H PA Damage: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9
And he swings incredibly wide.
"Squirrely little fella! Come back here!"
| Theodore Samuel Walden ... |
| 1 person marked this as a favorite. |
Theodore calmly places a hand on Quinn's shoulder.
Vigor
Try again, my boy.
| Ismene Albus |
Ismene takes a step back from Quinn and catches his eye as she combines the reagents for a bomb and calls, "Get clear of it!"
Holding action since utilizing Precise Bombs discovery to spare Quinn requires he be in a different square.
Once Quinn steps away from the shackles, she throws her bomb.
Ranged Touch Bomb Attack: 1d20 + 4 ⇒ (13) + 4 = 17 Bomb Fire Damage: 1d6 + 6 ⇒ (2) + 6 = 8 [ooc]Splash is 7 fire damage, Reflex DC 17 for half.
| Marill |
Sorry. For some reason Paizo wasn't showing me that there were new posts so I hadn't realized I'd missed a bunch
"Not much that I can do against these, but I'll try"
After the bomb goes off Marill will try hitting the chain
To hit: 1d20 + 5 ⇒ (17) + 5 = 22 for damage: 1d4 + 4 ⇒ (3) + 4 = 7
| Theophania "The Great Tiff" |
Tiff exclaims, "Don't worry I'll protect you Quinn!" She tries to wrestle the manacles to the ground.
Grapple!: 1d20 ⇒ 18 Provoking
| Theodore Samuel Walden ... |
Theodore calmly casts Vigor again on Quinn. The Cleric's blue eyes never leaving his impetuous sisters.
Try not to Accidentally knock some sense into her.
| Quinn Harwood |
"Careful there dear girl, hold them tight and...!"
Quinn takes another mighty swing at the manacles firmly in Tiff's grasp.
Sword, power attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage, 2H, PA, Vigor: 1d8 + 4 + 3 + 1 ⇒ (6) + 4 + 3 + 1 = 14
Confirm?: 1d20 + 4 ⇒ (20) + 4 = 24
Crit damage?!?!: 1d8 + 4 + 3 + 1 ⇒ (3) + 4 + 3 + 1 = 11
| GM Aldizog |
| 1 person marked this as a favorite. |
Technically I think animated objects are immune to critical hits... but with a 20 to confirm I should give it to you instead of leaving the manacles at 1 HP.
Quinn destroys the haunted manacles.
There are a few other sets of old manacles in this room, but none of the others rise to attack.
There is nothing of value in this room.
A small privy is to the north of the hallway. Aside from that, three doors remain in this wing.
I'll move things along tomorrow.
| Theophania "The Great Tiff" |
Constructs are not immune to crits or sneak attacks. Which is what animated objects are. Funnily regular objects are immune.
Tiff looks at Sammy, looks at what he's looking at, then looks back at him. She suggest cluelessly, "We can head back to Kendra's if you need to go? Evacuation is important for good health functions."
Walking down the hallway and hanging a left she peers inside one of the doors, assuming the door cooperates.
| Theodore Samuel Walden ... |
Theodore frowns at his sister's insistence concerning his bowel movements. The elder brother hasn't had those problems in since that over indulgence at the all one can eat mystery taco fair.
That was only that one occasion. No need to keep bringing that up.
Theodore follows her.
| Quinn Harwood |
"My thanks for the assist on that one, Madam. Much obliged."
He sidles up to Theodore and lowers his voice. "Now, Teddy, if you need to clear out, best to go now rather'n let a spooky ghost scare it out ya. Spare the embarrassment 'n all."
He straightens up, pulls his shield back out, and prepares to head further in. "Next door."
| GM Aldizog |
Tiff looks in the door.
Several rusty iron tubs sit in this room, along with washboards, metal buckets, and heaps of moldy clothing.
Assuming you move in to investigate...
Marill: 1d20 + 5 ⇒ (17) + 5 = 22
Quinn: 1d20 + 1 ⇒ (12) + 1 = 13
Theodore: 1d20 + 4 ⇒ (6) + 4 = 10
Tiff: 1d20 - 2 ⇒ (16) - 2 = 14
Ismene and Marill notice a cleverly concealed door in one wall of the room.
They also notice a shape struggling within a mound of moldy clothing in the northeast corner of the room, as if something were buried within.
Investigate the secret door or the pile of clothing?
| Theodore Samuel Walden ... |
Theodore calmly ignores the quip from Quinn. He does follow him though to further investigate the struggling pile of clothing....
You there, clothing! Show yourself!