
Dungeon Master S |

Will go after school.
-Posted with Wayfinder

Dungeon Master S |

With the zombie down, only the cultist remains. It's apparent that armor and faith give him the confidence to continue the fight. He wades forward into the fray, "ZEPHUS!" His hand glows with inky blackness as he reaches out for Samildanach, Touch: 1d20 + 2 ⇒ (8) + 2 = 10, but his fingertips fall just shy.
All good guys go!
Round 3:
Bullwhip: RUN AWAY
Finn: Kill
Baddies: ATK
Nelphaell: Go
Lod: Go
Samildanach: Go
Spencer: Go
Fel: 10

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Round 3
Nelphaell moves in on the Cultist ...
Great Sword: 1d20 + 1 ⇒ (7) + 1 = 8 for Slashing: 2d6 ⇒ (3, 1) = 4
still not getting this big sword thingy down very well ...

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Turning just in time to avoid the sickly glow from the man's hand, Samildanach takes a step next to Neph to allow Finn and Lod to close in on the man. With a curse and a spit, Samildanach brings his trident back.
"For the Stormfather ye great prat!"
Before trying to run him through.
trident: 1d20 + 3 ⇒ (5) + 3 = 8 for damage: 1d8 + 3 ⇒ (4) + 3 = 7
on my phone right now, just a 5' step diagonally next to Neph

Dungeon Master S |

"SEE! SEE HOW YOUR BLADES FAIL YOU. ONLY THE POWER OF ZYPHUS RULES HERE!" His eyes are mad with power now, "What is steel compared to the hand that wields it?!" Indeed both warriors fail to connect.
Round 3:
Bullwhip: RUN AWAY
Finn: Kill
Baddies: ATK
Nelphaell: Miss
Lod: Go
Samildanach: Miss
Spencer: Go
Fel: 10

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"By the grace of Shelyn you shall haunt these caverns no more. Zyphus holds nothing to the lady of song,"
Swift action smite. Can't edit map at the moment, please move Lod up as necessary.
claw: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
damage: 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Dungeon Master S |

Lod's conviction is more than a match for the cultist. The claw cuts deep. Crimson gore begins to show through the joints in the armor. Indeed the cultist looks nearly dead on his feet! Can Spencer put him down?! Moved Lod.
Round 3:
Bullwhip: RUN AWAY
Finn: Kill
Baddies: ATK
Nelphaell: Miss
Lod: Hit
Samildanach: Miss
Spencer: Go
Fel: 16

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Spencer releases his holy symbol letting it hang around his neck, then quickly draws and notches an arrow as he brings his bow up. Trusting in faith to guide his arrow he fires without aiming.
Attack: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage: 1d8 ⇒ 7
I should have aimed.

Dungeon Master S |

Bullwhip regains his wits, and the battle is not yet decided. The cultist's holy symbol is in hand. Clearly he has more in store!
Round 4:
Bullwhip: Go
Finn:
Baddies: ATK
Nelphaell: Miss
Lod: Hit
Samildanach: Miss
Spencer: Go
Fel: 16

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Finn steps in to engage with the mad priest.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Dungeon Master S |

"MWAHAHAHAHAHA!" Finn can't either. Truly, Zyphus is on his side.
Round 4:
Bullwhip: Go
Finn: Miss
Baddies: TBD
Nelphaell: TBD
Lod: TBD
Samildanach: TBD
Spencer: TBD
Fel: 16

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Double move back with a cotton napkin and some white wine from the reception area to help remove the stains before they set.
"Phew. That was a close wan." The warrior says dabbing at the blood stains.

Dungeon Master S |

Bullwhip comes in and it comes to this. Bloodied, surrounded, and seeing some are injured, the cleric gives it his last, "FOR ZYPHUS!!!!"
Channel to harm the living, DMG: 1d6 ⇒ 5 Will DC 12 for half.
The cultist's body can't take anything more than that. He drops, dying.
Out of combat.

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will: 1d20 + 4 ⇒ (17) + 4 = 21
Samildanach fights off the stinging wave of black energy with a snarl before raising his wooden holy symbol to Gozreh high and letting out a chant to the Father of storms.
"Stormfather! Undo the foul taint of the fallen foe and their putrid god"
channel to heal: 1d6 ⇒ 5

Dungeon Master S |

What're you going to do with the cultist? He's only bleeding out, not dead. If you channel near him, he'll keep fighting.
Basically, let him die or take him prisoner?

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Lod cautions against immediate healing, dropping to his knees and retrieving some rope to tie up the man. Once the cult leader is secured and before he dies, Lod uses the power of Shelyn to stop the man's bleeding.
Lay on Hands: 1d6 ⇒ 4
"So we have caught the culprit, right? Now how do we get back out of here? The doors were sealed. And what were they doing down here anyways?"

Dungeon Master S |

Your "noble" comes over now that the danger is gone, "Well done. Let's kill the man right now."
When he sees that you're not all instantly obeying him he tries a different tactic. "I'll go and tell everyone that I've saved them."
He hurries off.
You soon realize that once the cultist fell unconscious, the stone became inert. Lod heals the man enough to bring him back. While he doesn't respond to questioning, you know that there are other ways to find out what he knows.
You remember that you've got a missing scholar to find, and you extensively search the House of the Immortal Son for Wuthers. Sadly you find his zombie corpse among the dead. In his belt pouch is a draft of the final letter he wrote to Venture-Captain Eliza Petulengro, wherein he details the final stages of the dig and the strange character of his companion—noted as “cleric of Irori” but clearly it refers to Bustani. His pouch also contains a personal journal, a shorthand record of his many adventures as a Pathfinder. The venture-captain will want to see that.
Surprisingly, more than half of the theatergoers survived the zombie onslaught by gathering together and fighting off the undead menace. Because the you dealt with the upstairs cultist’s roving band bent on stamping out resistance as well as defeating Bustrani himself, the wealthy socialites and nobility of Oppara now have several dinner parties’ worth of sordid zombie stories with which to frighten and awe their friends.
You bring both your prisoner, and the strange item back to the Grand Lodge. When word of your success hits the campus, your fame grows.
Well done Pathfinders!

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Will Save: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Spencer grits his teeth at the dark energy passes over him.

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Lod dusts himself off, anxious to preserve his one nice outfit and his only outfit that does not consist of furs and leathers stained by the rough weather of the Realm of the Mammoth Lords. Let the man have his stories he thinks to himself as the noble takes the credit for solving the undead crisis. The truth will live on in the chronicles.
Back at the Society campus Lod changes out of his nice opera outfit and stows it safely for the next time he has a popular gathering to attend.
Thanks GM! I've got the chronicle printed. I had a great time, looking forward to playing another with you soon!

Dungeon Master S |

Thanks guys! Great game and super fast. Good players make all the difference.
-Posted with Wayfinder

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Thank you very much for running the game. I enjoyed it.

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Samildanach looks down at the pitiful cultist and shrugs at the 'eccentric' noble who wished to take all the credit for the endeavour, the pirate makes sure to take anything of use from the cultist, and break the unholy symbol,before the haul him back to the Grand lodge.
"That magistrate was a bit of a nonce eh? But a job well done companions, may the weather always go your way eh?"
He heads back to the docks, seeking to rendezvous with his captain.
brilliant cheers guys! And thankyou as usual Master S!

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Bullwhip it seems returns just as the auditorium clears. "So waaat did Oi miss? Did de fat lady sin'?"
Bullwhip unable to reconcile the admission price (over 300 gp before popcorn) he dutifully sits through the credits (performed by dancers with cue cards) and waits for a what he assumes will be a tall, vaguely menacing, one-eyed man he's sure will appear to offer him a new job or perhaps a refund of his ticket price.
He sits and waits and eats someone's abandoned popcorn.
He wonders where the liger got off to.
Fun. Later y'all.