Carrion Crown AP (The Deadwatchers) - IC

"Well according to the Professor's will you are good for a loan, HA HA!" the heavily armored paladin says as the two walk along.

"Hmmm... keep your ten gold. I will purchase the bow. What type do you think would suit you best Piedra?"
he asks rubbing his chin thinking.

________________________________________

In the living room of The Lorrimor house Kendra takes the odd glass vial and casts the spells she will need to help the others identify it.

<rolling then giving it a separate post for linking>
 

log in or register to remove this ad

"This will attack and destroy a haunt." Kendra says slightly troubled. "I do hope you all will be careful." she adds before going into detail of what the device can do.

[sblock=Haunt Siphon]
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.

Description_________________________________________________
__________________________________________________________
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt.

If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Construction______________________________________________
________________________________________________________
Requirements Craft Wondrous Item, cure moderate
wounds, gentle repose; Cost 200 gp[/sblock]
 

Looking around at the others, Bella decides this is not a time for insecurities. Besides, she has none, that she is aware of.

"What's a haunt?" she asks, matter of factly...
 


Piedra replies to Valanar "Well I'm only a short chap, so a shortbow will be easier to lug around than one of those long things. I'd probably keep catching a longbow on the ground and falling over the darn thing."

Once the pair have purchased the bow and a quiver they head back to Lorrimor house.
 
Last edited:

Elthos shrugs his shoulders at the question "Probably something dangerous, if the professor took 6 of these siphon's with him. However, the fact that we have them now could be useful. And they do not seem hard to use."

He takes the one he is holding, and pockets it. He then passes the other two out to Bella and Triessa "I think the last one should be left here for now, as both Valanar and Piedra have both their hands full. We probably should come back here to rest at some point."
 

"Haunts are big trouble if you aren't prepared. Or so my father use to say." Kendra says to the question.

"Oh but this does sound very dangerous. You all must be careful." she adds after hearing Elthos's comments. "I can try and identify one more item what do you wish it to be?"

[sblock=general haunt knowledge]
Fluff
The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. The classic haunted house isn’t a single haunt, but usually a dozen or more haunted areas spread throughout the structure.

Crunch Stuff
Although haunts function like traps, they are difficult to detect since they cannot be easily observed until the round in which they manifest. Detect undead or detect alignment spells of the appropriate type allow an observer a chance to notice a haunt even before it manifests (allowing that character the appropriate check to notice the haunt, but at a –4 penalty).

A haunt can infuse a maximum area with a 5-foot radius per point of CR possessed by the haunt, but the actual area is usually limited by the size of the room in which the haunt is located.[/sblock]
 

Triessa looks worried at the talk of haunts and such, but when Kendra offers to identify another item she taps the board and 'little pointy thing' that radiated magic. "How about this?"
 

OCC: Four days and nobody has said they wish something else ID'ed. Will update tomorrow night - but giving you all a chance if you wish for something else to be identified, if not will ID the spirit planchette.
 

(OOC - But...I...look! I posted a request! Is there any confusion over what we found that needs to be ID'ed? I think the actual list of what we found is several pages back now...)
 

Remove ads

Top