Sep. 25th, 2013
Pathfinder: Frazier Session 10
Sep. 25th, 2013 09:43 pmSo the group leaves the Traveler camp after resupplying and getting some oracular advice, heading back to the haunted prison. First we pick up Eric's monk, since he'd missed last session and was thus left being babysat by the ghost of the warden's wife. Then a quick clearing of the final unlocked areas of the ground floor and a battle with a straight jacket...
Then up to the second floor, full of small cells holding the burnt, skeletal remains of prisoners. Eventually exploring the area activates one of the four major Haunts. This one a piper whose music animates all of said skeletons, summons stirges and can cause panic and fear. Luckily most of us manage to hit our Will saves (I was thankful I'd hit 2nd and got my Charisma bonus added to all my saves ability). And then Matt's cleric decides to test one of the ghost bomb things we'd found, which when added to the Channel Positive attacks he'd done earlier finishes off the Haunt...
Then up to the second floor, full of small cells holding the burnt, skeletal remains of prisoners. Eventually exploring the area activates one of the four major Haunts. This one a piper whose music animates all of said skeletons, summons stirges and can cause panic and fear. Luckily most of us manage to hit our Will saves (I was thankful I'd hit 2nd and got my Charisma bonus added to all my saves ability). And then Matt's cleric decides to test one of the ghost bomb things we'd found, which when added to the Channel Positive attacks he'd done earlier finishes off the Haunt...