| Marill |
Marill isn't at all sure what he can do against a haunt. He is not at all sure if it will work but he is going to try a daze spell.
Due to being a Dirge bard his mind affecting spells can affect undead. But daze has a target of a humanoid so this will almost certainly not work RAW. But he doesn't know that and haunts are a bit of an edge case
If it does happen to have a chance of working, Will Save DC 14
| GM Aldizog |
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Tiff's ray goes wide.
Quinn's torch deals 1d4 ⇒ 3 damage, and the chill abates for a moment.
Ismene's holy water hits the center of the manifesting haunt, and the chill dissipates entirely!
Theodore is denied a chance to interact with the haunt (this time at least) so cannot use his Spirit Sleuth ability to determine the correct course of action to permanently neutralize it. However, it is gone for now at least.
---
Ismene is able to open the locked door.
PROPERTY ROOM
A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.
Although much of the remaining property is junk, a few items remain that may be of interest, including a set of masterwork thieves’ tools oh NOW you get them when you needed them to get here in the first place!, a bronze war medallion from the Shining Crusade (worth 40 gp), an unframed Taldan painting of Stavian I (worth 100 gp), a set of a noblewoman’s silver hair clips (worth 35 gp), a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and a wand of lesser restoration (12 charges).
The war razor looks unnervingly familiar to Theodore and Tiff, as if they had seen it in a dream.
You don't immediately see any relics of the five notorious prisoners. Taking time to search, you uncover a secret vault within the property room.
----
HIDDEN VAULT
This small vault was used to store the more valuable or notorious belongings of the various prisoners. Currently, the vault contains only five objects.
A bloodstained handaxe bears the tag Vance Saetressle You know this to be the name of the Lopper
A collection of a dozen holy symbols on fine silver chains bears the tag Sefick Corvin Father Charlatan. The symbols are of Pharasma, Desna, Iomedae, Sarenrae, Nethys, Calistria, Shelyn, Irori, Abadar, Erastil, Milani, and Torag. The collection is probably worth about 300 gp.
A thick leather-bound spellbook caked in mold bears the tag Hean Feramin Splatter Man
A masterwork smith's hammer bears the tag Ispin Onyxcudgel Mosswater Marauder
A tarnished silver flute, of masterwork quality and probably worth about 300 gp, bears the tag Piper of Ilmarsh Nothing you came across mentioned his real name, and it sounds like the guards didn't know either.
----
What do you do with the five items? Does anybody touch or handle them? If examined from a distance with Detect Magic, the handaxe radiates magic as a standard magic item but with something else besides. The spellbook and the hammer have just that 'something else' - some unclear aura. The holy symbols and flute appear quite mundane.
Theodore's Spirit Sleuth ability can apply here to figure out what is going on (one check per item), with a modifier based on how he interacts with the items. The Spirit Planchette you found would also be an option.
| Theophania "The Great Tiff" |
Tiff eyes the war razor and only says, "Huh!?"
After lingering on it for a moment she turns to Sammy and asks, "This looks familiar. I'm getting a vision of something yellow, like a triskelion. And then, nope lost it."
When she sees the spellbook she can't help but seize it and start paging through it.
Will do detect magic after anything happens with the book.
| Theophania "The Great Tiff" |
Tiff pages through not noticing at first the blood scrawlings, after about the 5th page she yells out, "Hey! I think its haunted!" She holds up to a page margin and asks, "Do you see my name or your name?"
She then detects magic and shares her findings with everyone.
| Theodore Samuel Walden ... |
Theodore begins rolling up his sleeves, preparing to pepper that Haunt with so much Holy....
That happened quick.
Peering about the Property Room, the Pharasman follows his Spirit Sleuth tactical strategy when handling these particular property products...
A bloodstained handaxe bears the tag Vance Saetressle We know this to be the name of the Lopper....
Sense Motive (Wis): 1d20 + 9 ⇒ (2) + 9 = 11
A collection of a dozen holy symbols on fine silver chains bearing the tag Sefick Corvin Father Charlatan. The symbols are of Pharasma, Desna, Iomedae, Sarenrae, Nethys, Calistria, Shelyn, Irori, Abadar, Erastil, Milani, and Torag.
Sense Motive (Wis): 1d20 + 9 ⇒ (13) + 9 = 22
A thick leather-bound spellbook caked in mold bears the tag Hean Feramin Our Splatter Man
Sense Motive (Wis): 1d20 + 9 ⇒ (19) + 9 = 28
A masterwork smith's hammer bears the tag Ispin Onyxcudgel, or Mosswater Marauder
Sense Motive (Wis): 1d20 + 9 ⇒ (1) + 9 = 10
A tarnished silver flute, of masterwork quality and probably worth a bit. It bears the tag Piper of Ilmarsh
Sense Motive (Wis): 1d20 + 9 ⇒ (3) + 9 = 12
The Cleric seems a bit more confused than before apparently....
| GM Aldizog |
Theodore learns nothing about the handaxe.
With the holy symbols, he can definitively say that there is no spiritual connection present. They most likely had a connection to Father Charlatan, but with the destruction of his spirit, they are simply holy symbols.
The spellbook:
Theodore can feel that the Splatter Man was dealt a terrible blow to his morale and sanity by the loss of this spellbook. It is most definitely haunted or cursed, but could also be used as a weapon against the spirit. In fact, Theodore sees how it could be so used. By ripping out and destroying the remaining intact pages while in the spirit's presence, you could further erode his morale and damage him.
If within 30' of the Splatter Man, ripping out one or more pages as a standard action deals 1d6 damage plus 1 point per spell level on those pages. You'll first need someone with Read Magic to identify the spells present. So destroying a 1st-level spell does 1d6+1 damage, and destroying 2 2nd-level spells deals 1d6+4 damage. You can rip out multiple spells with a single standard action for more damage at once, but doing one spell at a time deals more damage total.
Theodore also senses that whoever carries this book will take on some of the Splatter Man's fears, in particular fears of losing spellcasting ability.
An arcane caster carrying the book will need to make a Will save whenever they decide to cast a spell other than a cantrip. This effect may linger for some time even after an arcane caster puts down the book.
Finally, the book will over time cause the possessor to see their name partially spelled blood in various locations. This is unnerving and can increase paranoia.
-2 on all saves against fear for whoever carries the book.
He can tell nothing about the smith's hammer, nor the flute.
| Theophania "The Great Tiff" |
Tiff casts read magic repeatedly.
| Theodore Samuel Walden ... |
Theodore frowns at his sister's impulsive behavior as usual....
Boo!
The Cleric of Pharasma shakes his head.
The book is, of course, cursed. Be afraid. Be possessive. Be as you are then, dear sister.
He waves his hands dismissively at the other objects.
I'll need more time with those.
| Theophania "The Great Tiff" |
Tiff sticks out her tongue at Sammy, "Obviously! You don't need any special powers to see that."
She pulls out the Oui... spirit board and brass planchette and asks, "Lets divine some real answers. Starting with... Anne manne miene mukke, Ikke tikke takke tukke, Eere vrouwe grieze knech, Ikke wikke wakke weg, the handaxe."
Tiff places the axe next to the spirit board and places her hands on the planchette. "Vance Saetressle, the Lopper what is your weakness?"
Will vs possession: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Confusion: 1d100 ⇒ 4
Tiff looks around confused for 6 seconds.
| Quinn Harwood |
Quinn blinks wide-eyed at his name in the book but shakes it off as the smarter folk figure out its mysteries. "Sounds aboyt right, I saw my name too."[b] Then he picks up the flute and looks it over, then eyes Marill. [b]"You wouldn't happen to know how to play a flute, would you friend?" He'll toss the other man the flute if that's an affirmative.
| Ismene Albus |
After hearing Theodore pronounce the spell book cursed, she averts her eyes and leaves it to Tiff to deal with.
She looks on as the Wizard asks her question with the spirit board. "I surmise that was unsuccessful? Shall I try next?"
She will repeat Tiff's actions and question and hope for a better result.
Will Save: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11 +2 if this is a fear effect?
1d100 ⇒ 78
| GM Aldizog |
As Ismene works the spirit planchette over the board, a faint din of screams echoes in her ears, then starts growing louder and louder.
They're here! They've got Tiff!
She looks over, and the wizard's formerly vacant expression has been replaced by one of ravenous hunger and rage!
Ismene reaches for the axe, to strike the possessed Tiff, when she shakes her head and the screams disappear.
Tiff is normal (well, normal for her, anyway).
Ismene no longer hears the voices.
Just barely made the save vs Confusion - it was DC 11. Had you failed, that % roll would have been Attack Nearest Creature.
The Spirit Planchette then jerks around quickly under Ismene's hand, spelling out A-X-E
The handaxe next to the board jerks once and then is still.
It can give "Yes", "No", "Maybe", or a single word. And I have rolled off-screen for the veracity of the response.
| Theophania "The Great Tiff" |
Tiff says, "Just one more thing," She clutches the planchet and the hammer, "Ispin Onyxcudgel, Mosswater Marauder, how are you defeated?"
Will vs possession: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Confusion: 1d100 ⇒ 34
Tiff, in monotone, says, "2 cans gooseberries, 2 cups sugar, 3 tablespoons cornstarch, 1/8th tablespoon salt, 1 tablespoon butter, dough for 9in pie crust (sold separately), heat oven to exactly 400 degrees, fahrenheit, drain syrup off gooseberries…"
After she comes to her senses she exclaims, "Wow! Where are we going to find pies at this time of day."
| Theophania "The Great Tiff" |
Tiff claps her hands, "Should we see if we can take care of the poltergeist? We never got a good look in that room."
She exclaims, "Oh! I should be able to see it now. That cheeky spirit."
| Theodore Samuel Walden ... |
Disappointed that there seems to not be any pie in his immediate future, the frowning Pharasman nods at Tiff.
S'posing got nutt'n else ta do...
| GM Aldizog |
Deciding that you have had enough fun with the Spirit Planchette for one day, you move to deal with the Poltergeist.
I have placed you outside of its room - rearrange yourselves if you wish.
Remembering that the Poltergeist is both invisible and incorporeal, what is your plan?
As soon as someone opens the door I will roll initiative. But you can make preparations before that if you wish.
| Theophania "The Great Tiff" |
Tiff cast see invisibility and has magic missile prepared, also I'll activate arcane strike if it's still up and do some melee.
She twirls to face the party and says, "On the count of three I'm gonna open this door and point to the poltergeist. Just do your thing after that!"
She places her hand on the handle and counts, "One..."
| GM Aldizog |
Marill: 1d20 + 3 ⇒ (16) + 3 = 19
Quinn: 1d20 + 1 ⇒ (20) + 1 = 21
Theodore: 1d20 + 2 ⇒ (17) + 2 = 19
Tiff: 1d20 + 4 ⇒ (20) + 4 = 24
Poltergeist: 1d20 + 1 ⇒ (20) + 1 = 21
Quinn Roll-Off: 1d20 + 1 ⇒ (4) + 1 = 5
Poltergeist Roll-Off: 1d20 + 1 ⇒ (17) + 1 = 18
Round 1
Tiff
Poltergeist
Quinn
Marill
Theodore
Ismene
Tiff throws open the door, spots the invisible Poltergeist, and gets the drop on it! Tiff may act!
Nobody else sees it (yet).
| Theophania "The Great Tiff" |
Tiff points at the spirit with her index finger and pulling it back twice while incanting, "Pew, pew." She casually walked up to it and examined it more closely.
Magic Missile: 2d4 + 2 ⇒ (2, 2) + 2 = 6
| GM Aldizog |
The Poltergeist is hurt by Tiff's spell, but remains a threat.
It decides to scare off the wizard's allies. Tiff sees the spectral figure streak towards the group and burst into view for a second, presenting a terrifying visage.
It then vanishes from view.
Tiff is immune, because she can see invisible creatures (I guess it's a jump scare that requires the sudden appearance to work).
Quinn is now immune, because he is fearless.
The rest of you have the benefit of being close to Quinn...
Marill: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Theodore: 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26
Nobody is Frightened. It is invisible, but you can attack the square where you last saw it.
Party up!
Round 1
Tiff
Poltergeist
Quinn
Marill
Theodore
Ismene
Round 2
Tiff
| Theodore Samuel Walden ... |
Theodore mimics the Poltergeist by also rushing into the room and screaming bloody murder!
Channel Positive: 2d6 ⇒ (5, 1) = 6
Channel energy 2d6 DC 15 7/7
| Ismene Albus |
Ismene combines reagents, giving the mixture a shake for good measure before lobbing it at the poltergeist's last known location, making sure to spare the frontliners from the splash.
Bomb touch attack: 1d20 + 6 ⇒ (14) + 6 = 20 Bomb Fire Damage: 1d6 + 1d6 + 5 ⇒ (2) + (2) + 5 = 9
If I can only hit the square, splash damage is 7.
| Theophania "The Great Tiff" |
Tiff pulls out a quarterstaff from gods knows where and casts one of the oldest spells ever crafted. She shouts, "Wizard's bonk!" She follows up, "Should have used a brick."
Quarterstaff, arcane strike: 1d20 + 5 ⇒ (2) + 5 = 7