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Before the undead make an appearance, Mikhaere moves up to Muteki and stares into the proud paladin's eyes a moment. Taking one of the sticks off of the pile of muck on his body, he places it on Muteki's shoulder and mutters some ancient syllables. The stick literally sinks into Muteki's body, and the paladin feels a strength flow throughout him...
Casting barkskin on Muteki, +2 natural armour to AC for the next 30 minutes.
He then sits back with the mages, sling in hand and ready to fire at the first ghoul that makes its way up onto the deck...
Ready Attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 2d6 + 2 + 1 ⇒ (4, 6) + 2 + 1 = 13

Dungeon Master S |

Unless anyone else has something to add...
Halbarad opens the door and the undead are let loose. A full count of 8 undead (kn (Religion)?)burst forth.
Initiative:
Baddies: 1d20 + 2 ⇒ (7) + 2 = 9
Azdak: 1d20 + 2 ⇒ (18) + 2 = 20
Nivik: 1d20 + 6 ⇒ (10) + 6 = 16
Halbarad: 1d20 + 3 ⇒ (1) + 3 = 4
Mikhaere: 1d20 + 4 ⇒ (12) + 4 = 16
Yoshima: 1d20 + 3 ⇒ (11) + 3 = 14

Dungeon Master S |

INITIATIVE REPOST
Azdak: 1d20 + 2 ⇒ (18) + 2 = 20
Mikhaere: 1d20 + 4 ⇒ (12) + 4 = 16
Nivik: 1d20 + 6 ⇒ (10) + 6 = 16
Yoshima: 1d20 + 3 ⇒ (11) + 3 = 14
Baddies: 1d20 + 2 ⇒ (7) + 2 = 9
Halbarad: 1d20 + 3 ⇒ (1) + 3 = 4

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Round 1
"Ok boys. Stand your ground. Take is nice and easy and as soon as the zombie ghouls get to the top, let's let them have it!"
Azdak rubs his hands together and then prepares to cast flaming sphere on the waterlogged zombie ghouls. He readies his spell and casts it right at the entranceway as the undead reached the top of the stairs.
"Ateş topu!"
Readied action to cast spell and release flaming sphere as the first zombie ghoul reaches the top of the stairs.
Flaming Sphere: 3d6 + 3 ⇒ (4, 1, 6) + 3 = 14
(Saving Throw: Reflex DC 16 for Half, Duration: 4 rounds)

Dungeon Master S |

...In my experience, this type of combat opening leads to insanely complicated PbP threads. Let's do this:
Is anyone NOT going to ready an action? I'll handle those first, then advance to baddies until the actions go off.

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I am not readying an action, but I go after the baddies anyway.

Dungeon Master S |

The undead burst forth and rush for the upper deck. They move right by the invisible elf, oblivious to the danger he brings. These undead are no mere zombies, words flow through their mouth with a guttural wet sound. They speak of hunger, painful hunger. The first one comes within range of Yoshima when it attacks. Before it can bring its fangs and claws to bear, Mikhaere breaks its neck with a perfectly placed sling stone. That is when Azdak's spell appears and slams into them like a skittle ball into pins. REF: 1d20 + 2 ⇒ (10) + 2 = 12. It completely incinerates the beast, dropping a second one to the floor as more move to fill its place. Finally Yoshima channels the energy of the gods and a light burns into their skin.
Will: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Will: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Will: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Will: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Will: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Will: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Nivik and Halbarad.
Mikhaere
Lacedon 1: DEAD
Lacedon 2: DEAD
Lacedon 3: 4
Lacedon 4: 8
Lacedon 5: 8
Lacedon 6: 4
Lacedon 7: 8
Lacedon 8: 4

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Attack vs. nearest: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 2d6 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9
Mikhaere quickly reloads, slamming the second of three sanctified sling bullets right into the skull of one of the upcoming ghouls. It sizzles the flesh where it hits, penetrating into the undead's body.

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I am unclear as to the position of the zombies left standing. Are they still below deck? My plan was to cast Burning Hands when I have a clear shot to do so. Looking right now, I do not have a place to step into if they are still down the stairs. So, if I can at least see a zombie by moving up I'll just use my wand of Magic Missile for now. Otherwise, I'll ready the Burning Hands for when I have the room to do so.
Missile!: 1d4 + 1 ⇒ (1) + 1 = 2

Dungeon Master S |

Yeah it's not a great set up. I'd do this in 3-D if at a table. The zombies are at the foot of the stairs. You can see the first one, I'll give you the line for Magic Missile, which hurts, but does not kil lthe lead one. Halabarad, then Mikhaere's posted action.
Lacedon 1: DEAD
Lacedon 2: DEAD
Lacedon 3: 6
Lacedon 4: 8
Lacedon 5: 8
Lacedon 6: 4
Lacedon 7: 8
Lacedon 8: 4

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Halbarad still doesn't like the number of undead splashing about the hold, so he spend a round quietly ducking into the recently evacuated chamber to make a quick look for the tablets.
Stealth: 1d20 + 8 + 20 ⇒ (2) + 8 + 20 = 30
Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Dungeon Master S |

In the bow is a leather and iron chest. It's bound with a large padlock. There are no markings or clues to it's contents, but it's the only thing in the room.

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Yoshima strikes with his Katana at the closest one. According to the rules, I couldn't ready a Smite Evil, so we'll just swing away
Power Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Magic/Slashing: 1d8 + 13 ⇒ (5) + 13 = 18
"Return to Pharasma's embrace trapped souls of the dead."

Dungeon Master S |

Mikhaere and Yoshima while each destroy an abomination.
Considering the devastation and the Thermopolae-esque murder pass, I'm going to call it (unless you guys object.)

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Huzzah for tactical advantage!

Dungeon Master S |

As Azdak's Flaming Sphere rolls down the gangway, the lacedons (already weakened by the channel) burn to the bones. Returned to the afterlife, the party catches there breath.
All that remains in the hold of the ship is a padlocked chest.

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Did we find a key on Du Moire? Hal will take his time now, searching Du Moire and the hold quite thoroughly.
We're in no hurry, right? Taking 20 for Perception 31.

Dungeon Master S |

Du Moire does, in fact, have a hidden key on him. Halbarad checks the chest, and it works like a charm. Inside are ancient looking tablets. This is what the Society is after....
Returning them is easy work for the team. By defeating the Hydra’s Fang and providing positive evidence of Du Moire’s defeat, the Pathfinder Society receives the rewards and blessings of the Chelish and Andoren embassies for saving their home countries from entering into what was sure to be a bloody war. Regardless of their public display, the two countries remain at brutal odds. Not that any such politicking matters much to the Pathfinder Society, which is pleased that its field operatives succeeded in getting the tablets.
Please PM or post your Day job, PFS numbers, boons that need my doing etc.
Excellent work everyone.

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21019-1, Chronicle #8
Day Job Profession (Trapper): 1d20 + 6 ⇒ (4) + 6 = 10 --> 5 Gold
Thanks everybody!

Dungeon Master S |

Everyone here is my kind of player. A couple others in this set weren't in this game, but as far as I'm concerned, I'll keep running them if you guys keep playing them.
Use the discussion thread to post what you're in to play from Season 0-5. If I haven't run it yet, I will.
I'll try to get the chronicles out this weekend.

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Sometimes I forget how easy the early seasons are :) Thanks all.
PFS #10321-3
Faction: Osirion
No day job.

Dungeon Master S |

Yeah, they really are. But I also remember sitting next to a TPK during Season 0 at Gencon. It was Silken Caravan I think.

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I have also seen many poor players at pathfinder conventions. I forget how cohesive our groups can be. I remember one game where the ranger's favored enemy was human and she played it as such. She did not want to stay with the party at all and basically wanted to go exploring on her own. We were in a frost tapestry and there were monsters all about. We had to keep finding her and telling her to come with us. We also had a mother & son in the same company that were first level characters who decided to jump over a giant log on their own and were ambushed on the other side. They were hit and knocked unconscious immediately and a few of us veteran players had to save the rest of the party. I am amazed at the number of Pathfinder Society Agents that really do not have much experience.