# [[012_20220723 First the haunt and then the stinging]]
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art:: [[golarion-claw-claw.png]]
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## Session Summary
> [!tldr] [[012_20220723 First the haunt and then the stinging]]
> We encountered the ghosts of kobolds in the ruins of a dining room. It took a while, but after Bond realized what they needed, I finally remembered the words and did the ritual to put them at rest, and they disappeared. We did get some loot from them, including a wolf fang and a vial of black adder venom.
>
> We went into the eastmost room, despite the nearby mitflits that were waving at us and trying to tell us something we couldn't understand. We all climbed in and happily almost killed Bite Bite before we remembered that Boss Skrawng had spoken about a pet of his that he was very proud of and seemed to match this thing's description... luckily, Ash pulled back his punch just in time and knocked the scorpion-like creature out instead of killing it. ^summary
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[Video](https://youtu.be/6cjREDLm0Es)
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## Recap
![[011_20220702 King of the Mitflits#^summary]]
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## Log
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id: AV-Level-1
image: AV-Level-1.png
height: 450px
minZoom: 6
maxZoom: 10
defaultZoom: 7
zoomDelta: 1
unit: feet
scale: 1
```
We go south from the [[The Gauntlight#Lighthouse|lighthouse]] since we can't open the trap door here.
In the triangular corner of a wall, there is a section that seems solid but they see a seam there. It slides open and reveals a small alcove with several grooves in the stone that seem to be caused by determined scraping. It seems that nobody has been here for a while. It's big enough for a toilet. [[The Gauntlight#Alcove Toilet]]
We go to the room to the west. [[The Gauntlight#Resting Place of the Kobold Ghosts]]
- Ruined tapestries and side tables
- Remains of a fancy dining table, mostly pulverized by the fallen ceiling.
Skram investigates with Ash, and Skram sees a wisp of something rise from the rubble. They form the shapes of kobolds. They each start moaning. They fail their saves and both of them are confused!
- Flat-footed
- No one is your ally
- Can't delay or use reactions.
- Use all your actions to strike or use defensive cantrips. Targets determined randomly, or you hit yourself if you have no other options.
- If it's not possible to attack or cast spells, you babble incoherently.
- Attempt a DC 11 flat check to end the condition whenever you take damage from yourself.
- 29 Skram
- 20 Ash
- [[Kobold Ghosts]]
- Karsh
- Bond
- Round 1
- Skram
- Me
- Ash attacks and fails
- I cast Shield
- I attempt to Demoralize
- I do Protect Companion
- Kobolds
- Will save vs. ash. Ash saves and he takes 4 mental damage.
- The Kobolds seem scared. They're looking at something else we can't see.
- Bolt
- Learns that the kobolds that died here aren't at rest. They need to be put to rest by performing religious rites. He can't remember the rites, though!
- Karsh
-
- Round 2
- Skram
- Tries to attack but fails miserably and is now fatigued.
- Me
- A1: Grapple Skram
- 1: Help Bolt remember with Lore: Academia?
- 1: Attempted Diplomacy with the ghosts but they don't respond at all.
- 1: Tried and helped this time
- Ghosts attack Skram
- Bond
- Fails twice at remembering the rites.
- Karsh starts to move out of this room.
- Round 3
- Me
- 1: Try to remember the rites with Academia
- 1: Finally succeeded in remembering the rites
- These aren't ghosts anymore, exactly. I need to exorcise the haunt. I say the words and the kobolds fade.
We stay here and heal up a bit more. Skram finds the bones of 6 kobold bodies and their treasure. 50 sp, a box (inside are components for a caltrop snare), a tooth about four inches long (canine), a steel vial with a corkstopper and hastily written word *Yum* on the side.
- The tooth is a wolf fang. It's a talisman. When you successfully trip a foe, as a free action, you activate the fang. You deal bludgeoning damage equal to your strength modifier. This goes to Ash.
- The vial contains black adder venom. Fortitude saving throw. Consumable. It gets worse and worse for a maximum of three rounds.
Bond is from a place called [[Alkenstar]]. That's where they learned how to make firearms.
We decide to go to [[The Gauntlight#Lair of Bite Bite|the eastmost room]]. The ceiling has fallen here. We have to climb over the rubble and then in through a hole on the ceiling. We are closer to where the mitflits are training to ride their mounts. They seem to be communicating something to us but we're not sure what it is.
We're on top of the roof (DC 10 Athletics to climb) and we see another hole in the ceiling to get in. We realize that the ceiling collapses weren't from an explosion. The collapse of this door/wall was manually or mechanically triggered.
We head inside. The ceiling has fallen in two places. There is a flight of stairs that leads to be now-ruined upper floor. There's a second double door to the north with a stone face. It is caked with moss.
Something skitters across. It has segmented, chitinous scales. It is about 8 feet long!
- The thing ([[Claw Claw]])
- 17 Me
- 19 Karsh
- 13 Bond?
- Skram
![[golarion-claw-claw.png]]
The scorpion-like creature doesn't seem to have an exit from this room. It was hiding under the rubble and used Stealth for its initiative. It looks like it can clamber up the loose rubble.
- Round 1
- Thing
- Attacks Karsh with a +11. 1d8+6 slashing and grabs Karsh.
- Sting on Ash. There's some sort of venom on it.
- Karsh
- Escapes Grab.
- Me
- 1: Protect Companion
- 1: Boost Eidolon + Extend Boost
- A1: Move
- A1: Kick. Its AC is 19. 7 sonic damage.
- Skram
- Attempts to Demoralize and fails.
- Fails to hit with his attack.
- Bond
- Round 2
- Scorpion
- Hits Ash for 8, grabs him
- Stings Karsh and poisons him. Karsh has taken 20 damage and is in Stage 1 of poison.
- Me
- 1: Demoralize. It's frightened 1.
- 1: Protect Companion
- A1: Attempts to escape from grab. Succeeds vs Fort of 22.
- A1: Kick
- Skram
- Seems to think the mitflits might have this as a pet. "*Pinch pinch*".
- Ranged attack:
- Round 3
- Scorpion
- Attacks and grabs Skram
- Karsh
- Attempts to grab the scorpion but fails. Raises his shield.
- Me
- 1: Protect Companion
- 1: Shield
- A1: Move
- A1: Kick
- Skram
- Drinks a healing potion
- Learns that it's an arachnid whose Fortitude is the highest trait and it can squeeze people to death.
- Bond
-
- Round 4
- Scorpion
- Karsh
- Grabs scorpion. The Scorpion is now prone and flat-footed.
- Skram
- Finds out it has tremorsense and darkvision
- Me
- 1: Shield
- A1: Kick
- A1: Fist
- 1: Move?