DM B's "Black Waters" PFS PbP (Inactive)

Game Master Beckett

Began on 30Nov2013 - 02Jan2014 (1-2)
MAP

INIT:

[dice=Bicor]1d20+3[/dice
[dice=Corina]1d20+4[/dice
[dice=Daveak]1d20+4[/dice
[dice=Elsabeth]1d20+3[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

DM Stuff:

Ghast
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 17 (2d8+4)
Fort +4, Ref +4, Will +7

Defensive Abilities channel resistance +2
OFFENSE
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5
(1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 17, elves are
immune to this effect)
STATISTICS
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 17; onset
1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage;
cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the
next midnight.


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Shadow Lodge

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

Forgot that last attack, which will actually destroy the last Ghoul.

A steep set of 100 stairs leads down to the next door.

Perception DC 10:
You can hear the sound of the sea beyond, indicating that you are getting closer to the ocean in this place.

With the frequency of storm waves approaching the shore, salt water erupts from cracks in the floor of this large hexagonal room. Foamy, blinding spray jumps in every direction, then drains from calf-height to ankle-deep before the next wave hits. Occasionally a length of black-brown seaweed shoots in and adds one more strand to a room that already appears draped in long wet hair. In each of the chamber’s six corners, a fluted pillar rises to the fifty-foot ceiling. Between each pair of pillars, an open arch connects the chamber to an attached space. Beyond the northwest and southwest arches, three tiers of recessed spaces form three massive steps. A stone sarcophagus rests on each step. You notice that one of the sarcophagi is only loosely closed, and sliding the lid aside indicates a perfectly preserved young woman wearing a uniform. She has a golden ring on her finger, and does not seem to have aged or rotten at all. There is no foul smell (from her), and she looks remarkably like Junia, the daughter of Lady Dacilane, which obviously is impossible. Her uniform is dirty, like she had been crawling around in dirt and dust a little, but for the most part dry, and not torn or rotten away. Her corpse is lays there lifeless.

Perc Rolls:

Bicor: 1d20 + 1 ⇒ (16) + 1 = 17
Corina: 1d20 + 4 ⇒ (10) + 4 = 14
Daveak: 1d20 + 5 ⇒ (18) + 5 = 23
Elsabeth: 1d20 - 1 ⇒ (8) - 1 = 7

Heal DC 15:
Wait. She is not dead. Somehow, she still lives, but it's like her will has been drained. Her vitals are so weak that they appear to be completely absent. Her skin is cold, like a corpse, her chest does not rise for breath, but you can see she is barely breathing. No heartbeat, but she is alive.

INIT:

Ghast
->Elsabeth
->Daveak
->Corina
->Bicor

As you inspect the corpse, the lid cracks, and a chunk of it slams into the ground. From the other side of the room, alerted to intruder, another sarcophagus bursts open, and another undead leaps out of it's resting place. It looks similar to the other three, but this one is dressed in the rotten finery of a once noble, and possibly even a king. Upon it's head is a golden crown. It wears multiple jeweled rings on it's fingers, and looks far more intimidating than the last three you faced.

Everyone is up, and Map is updated

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

Draw rapier and charge to attack

1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 251d6 + 1 ⇒ (3) + 1 = 4

Confirm
1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d6 + 1 ⇒ (6) + 1 = 7


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

only one oppenent? the others are not moving correct? If I have multiple targets I will try and get them, but if not...

Bicor steps forward and releases a cone of flame at the kingly undead.
burning hands: 1d4 + 1 ⇒ (1) + 1 = 2 DC 15 for half

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

Move action to favored target

attack: 1d20 + 8 ⇒ (16) + 8 = 24

damage: 1d8 + 4 ⇒ (7) + 4 = 11

-Posted with Wayfinder

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

"What have you done to this young lady? Just like your lesser kin above, you are filthy, and vile, and should have stayed dead!" Possibly as a result of her many years in a convent, Corina appears particularly repulsed by these shambling undead things, and protective of the innocents in their pretty habits school uniforms.

Round 1
Status:HP 15/13; AC 13/T 10/F 11; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
Free: rage (5/6)
Move: maneuver to engage
Standard: bastard sword attack (2h): 1d20 + 7 ⇒ (11) + 7 = 18, damage: 1d10 + 9 ⇒ (1) + 9 = 10

Shadow Lodge

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

And you zerg him to death in one round, with plenty of overkill.

You find that the other sarcophagi hold other treasures, and take Junia's corpse back with you so that her mother can do a proper burial. It is a simple matter for you to return the way you came in order to leave the necropolis. Once Deris reaches his daughters spirit, he decides to stay there, and can not be convinced to leave. Making your way back to Lady Dacilane you hand over the somber remains to the weeping mother, but then she stops. At first you think her grief has turned to another spot of madness, like with Deris, as she kneels besides the coffin and holds the dead hand, but then says "She's alive! I don't know how, but she is still alive." Calling a servant, she immediately orders them to run quickly and fetch a priest of Asmodeus. When they arrive, they confirm that the girl is indeed alive, but seems to have been drained of life near the point of death, and has somehow been in an enchanted sleep-like state this whole time. Able to heal her mind and will through restorative magics, she wakes, looks around and begins to embrace her mother.

She explains that years ago, she had the necropolis and her and other children would sneak down there to avid some of the more boring classes. She was sown there when the earthquake hit, as where other children, but she managed to flee. For days she and the other children where stuck there, and the other children began to starve and get sick, most dying, but despite not having any drinkable water or food, she was fine. She doesn't know why. Eventually, the others where no longer able to move, so she went off on her own, trying to find a way out, but undead monsters began to attack her and the others. She ran and hid after a particularly nasty assault, but a ghost creature of shadow found her, and sucked the life out of her. That is all she knows, as next she was laying here. She has no idea how much time has passed.

Her mother thanks you profusely, and both pays you your reward, but also in thanks promises to assist the Pathfinder Society, and also you n particular in the future if they ever have any need of information about the aristocrats of Absalom — a small gesture, to be sure, but a very generous one in the mind of Lady Dacilane. As you make your way to leave, you notice a ring on Junia's hand. When you ask about it, she says that it was just something she found down in that place, and offers it up to you in thanks, saying she thinks it's good luck. Looking closely, it is a silver ring depicting a the salamander with two small ruby gems for eye.

The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. Of course, there are none. When the ruby ring of the salamander is returned to the Pathfinder Society, they will be naturally pleased at acquiring such an important artifact and Venture-Captain Drenge will personally thank the PCs for their service to the Society. After a week or so of study, he come to you once more and explains, "It makes a sort of sense now. The ring you see, our mages have discovered that it was indeed more than a lost trinket. It holds a sustaining magic, (Ring of Sustenance), and was enough to keep the young girl alive with food. Without water for these long years. We think that she encountered a creature called an Allip, which drained her will completely, but would not have killed her directly. You have done very well, and honestly, have made me and the Society very proud."


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

"Can you go over the part with the kids in the previous room? We kind of blew through that and I think I missed something." squawks the tengu.

Shadow Lodge

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

The roll I go tin the PM did not work, so craft: 1d20 + 7 ⇒ (18) + 7 = 25.

I have reported the event, and am finishing up the Chronicle Sheets now. The should be posted within half an hour or so.

Shadow Lodge

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

HERE is a link to the Chronicle Sheets. As always, let me know if there are any issues.

Shadow Lodge

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

I made a small mistake, and have now corrected it on all the sheets. If you had already downloaded it, please redoso.

Just in case, HERE is the link again, not sure if it changed.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Bicor Capshin & Breacher wrote:
"Can you go over the part with the kids in the previous room? We kind of blew through that and I think I missed something." squawks the tengu.

I'm not sure what your asking? An explanation of what they are or more what were they doing there, or maybe what happened to them afterwards?


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4
DM Beckett wrote:
Bicor Capshin & Breacher wrote:
"Can you go over the part with the kids in the previous room? We kind of blew through that and I think I missed something." squawks the tengu.
I'm not sure what your asking? An explanation of what they are or more what were they doing there, or maybe what happened to them afterwards?

Sure, all three. We saw them, we did not interact with them before we got attacked by [ghouls]. Dresel's daughter is there, but that's all I know of it. I think I have a copy, so I can also just read it, but figured others might have the same questions.

Shadow Lodge

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

Posting from phone, but there wasnt really much to them. Unlike the ones in the school, Deris could not manipulate them for some reason. He was using a 0 level spell to make the ghosts move and talk to him, not realizing that they where not real. But the circle of children he could not interact with at all, and did include the soul of his very dead daughter. They are kind of like noncombat haunts, and I assume once the other parents find out that there where survivors (actually just the one, but no one knows that), they try to get down there, find the ghosts, which will probably release their souls to truely rest.

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