DM B's PFS PbP The Labyrinth of Hungry Ghosts High (Inactive)

Game Master Beckett

Low Tier Play.

A Pathfinder Society Scenario designed for levels 3–7.
Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.
This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters".

Having ventured past the Hall of the Flesh Eaters, the group of Pathfinders have discovered only one of the remaining Pathfinders from the team before them they where sent in to look for. Jaohd Ilzinian, the leader and a Taldan paladin of Shelyn, deprived of his memory and weapons, his powers expended joins you as you explore further into the maze.

INIT:

[spoiler=Init Rolls]
[dice=Bennybeck]1d20+3[/dice]
[dice=Bernard]1d20+6[/dice] +4 with no Grit
[dice=Ellismus]1d20+2[/dice]
[dice=Omar]1d20++4[/dice]
[dice=Thorill]1d20+2[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-->> MAP <<--


401 to 407 of 407 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry all. I have been working rediculously late all week and coming home exausted as we are starting to pack up and get ready for a deployment. I'll try to get this going again tomorrow because we are so close, but if I can't I will this weekend.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Thanks DM Beckett! deployments are stressful and you'll need all your attention on that to get your affairs in order as you'll be gone for months..

If this would help alleviating some of your stress: I have zero problems if you just make some assumptions and roll credits at this point: Ellismus is tapped out and his only tactic at this point is to heal Jaohd and Thoril with his Wand of Cure Light Wounds each round. This is a no brainer: the now fully-functioning paladin will just smoke that creature with his smite evil ability!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

With a great deal of effort, Jaohd rises, sending a single mailed fist at the spectral creature that had long possessed him. As he swings, the fist suddenly glows with a silvery light that burns Tzur-Vaal deeply, but not enough to kill him.

It is, however, enough that the rest of the group can move in and with all of their strength lay the undead low, permanently. Jaohd then calls on what little powers he has left to try to heal the party, though some wounds will simply require time.

Afterwards, he explains that while he was possessed, he was able to learn some details. "Tzur-Vaal, and the zombie woman, his wife, called Aluu-Nekva where an ancient race simply called "the Makers". I know little about them."

"The Gloomspires were created during the Age of Serpents by a race of humanoids called the Makers. The Makers fled to the region after having been held in thrall by an even more powerful group. Scholars debate whether these builders originated from another continent, another planet, or another plane altogether. The Makers wielded powerful magic (as evidenced by the overwhelming enchantments that continue to influence the ruins), and each column served as the personal demesne of a Maker. Though exceptionally long-lived, the Makers were not immortal, and if any of their descendants survived into later ages, there is no evidence as to what or where those creatures might be. What does seem clear is that by the time the Ghol-Gani began worshipping nature spirits and constructing their first primitive settlements, the Makers were no more, and the Gloomspires stood abandoned. Or nearly so."

"However, a handful chose to remain, including Tzur-Vaal and Aluu-Nekva. As the pair neared the end of their natural lives, they attempted to embrace lichdom together, though they failed spectacularly and perished. Tzur-Vaal soon rose as a ghostly creature and his mate rose as a flesh-hungry undead. However, Aluu-Nekva lost her sorcerous abilities and was stricken with severe amnesia. She retains only a vague memory of her former life and struggles to form new memories. Tzur-Vaal had come to believe that if he indulges Aluu-Nekva’s desire to consume the “right” mixture of flesh, food, and drink, she will regain her lost body and her shattered memories."

"When my team arrived here, that is when I fell under his sway. Two of my companions had fallen. . ." as he points to the two corpses in the room, "and the other had fled. We stumbled upon him earlier. Tzur-Vaal had fed his wife, but it did not work, and so he was lost, until he realized that we had brought a crew with us. He manipulated them into mutiny and had them "capture" me, in hopes of leading more to their deaths down here. Had you not arrived, it's plan might have succeeded."

Stacked behind the black curtain are several crates containing various spices and seasonings worth 100 gp. The Orb of Stars is lying on the floor in front of one of the crates, along with a bottle of nightmarish pigments. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold.

A yawning pit full of crackling back energy fills the southwest corner of this otherwise empty chamber. This shaft connects to the next level of the tomb (300 feet below), and as its entire length is infused with negative energy, forbidding you from venturing any further. Until part 3.

Having secured the Folding Boat, and now the Orb of Stars, and saved at least one of the lost Pathfinders, it's time to return to the Grinning
Pixie and report to Calisro Benarry.

Before ordering the Pixie to return to Drenchport, Benarry congratulates you for your heroic efforts. Jaohd Ilzinian in a gesture of respect and gratitude kneels, offering you Ether’s Kiss, insisting that you take it as a token of his gratitude. He tells you that he plans to travel to a nearby temple of Shelyn to recover from his trials. Benarry is especially pleased to see Ilzinian. She apologizes to him for everything that he has gone through in the spires, and promises to sail him to the temple of his choice herself.

As you mention and describe the Oblivion Shaft, Benarry can barely contain her enthusiasm, and she hints strongly that she may have another mission for you in the near future.

If the PCs return the folding boat Old Flotsam to Benarry, they each earn the Savior of Old Flotsam boon on their Chronicle sheets. If they destroyed the ectoplasmic revelers in area B3 and collected the concentrated sample, they each earn the Ectoplasmic Enhancement boon on their Chronicle sheets.

The End

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

I have n problem giving the boat over

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar is fine to hand over the boat and will encourage others as well.

It is glorious to put an end to this madness. We will be renowned in the Society for our achievement.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Yup exclaims the Halfling simply.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Ellismus clasps Jaohd firmly on the shoulder, "Young man, I sensed from the beginning that something was a little off with you. When I saw you fly in a rage to attack us, my instincts were validated, and reacted swiftly to incinerate what was clearly not a holy paladin. I apologize for the burns you suffered at my hand, and I am glad that the invading spirit decided to leave your body before it was too late for you. This ordeal has made me realize that sometimes you have to dig a little deeper before passing judgement, and that, overall, for the long-term well being of the Society, I believe that we should have more agents on the side of the angels than on the side of the other dubious, capricious and greedy powers out there. Please accept my full and sincere apologies."

[Ellismus changes his alignment to Neutral Good]

401 to 407 of 407 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM B's PFS PbP The Labyrinth of Hungry Ghosts High Game All Messageboards

Want to post a reply? Sign in.