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If the creatures advance, i should be able to combat reflex them as they move through the threatened area 10 feet in front of me. Prerolling should that be the case. Use as needed
aoo attack On G1: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d12 + 6 ⇒ (4) + 6 = 10
aoo attack On G2: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d12 + 6 ⇒ (10) + 6 = 16

DM Feral |

That is a pretty clever used of silent image.
Will: 1d20 + 5 ⇒ (7) + 5 = 12
Will: 1d20 + 5 ⇒ (10) + 5 = 15
One ghoul is rendered blind by the tactically placed opaque image but the other sneers and waves away the impeding magic.
As the undead dart out of their prison one is promptly cut down by Corwin’s long-armed weapon but the other escapes harm. With a hiss, he lunges at Corwin with a bite.
Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Corwin needs two fort saves.
The party is up.

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I think i'd almost prefer the paralysis ;)
drop hammer, pull out greatsword, step to the north of the Ghoul, swing
attack: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8

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Maaarv takes a careful step backwards. He mixes up a final Frost bomb and tosses it at the undead.
Frost Bomb: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
DC14 Fort save if the bomb hits or he's staggered.

DM Feral |

Maarv's bomb strikes true blowing the last ghoul into chilled undead chunks.
With the final enemy defeated, the flooded hold is safe and the party is easily able to enter. Inside, a crate is found bearing the long sought tablets. They are wet but otherwise undamaged.
That's the end. There's a brief conclusion I'll post when I get home. Please add your PFS and character number to your profile if you haven't done so already. Also, roll day jobs now if you have them. PM me your email address so I can send over your chronicle.
Corwyn, roll me a bunch of fort saves.

DM Feral |

The party returns to the lodge and with the Hydra's Fang under their control and the tablets recovered, Venture Captain Dreng is pleased with its performance. In the days to come it becomes known that the group's effort have helped to abate growing tensions between Andoran and Cheliax, and though the two nations remain hostile towards one another, open war remains a distant threat. Each member of the party is awarded a small stipend and a mention in the newest Pathfinder chronicle.
I hope you guys had fun. Bo'alo, if you want to play again, chime in in the discussion thread and I'll put you back in the queue.

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Can Karim help me with his heal skill? He wouldn't abandon me.... Right? Right? Fellow pathfinder in arms protecting us all
If the heal check equals the disease dc adds 4 to the respective fort save
http://paizo.com/pathfinderRPG/prd/skills/heal.html#_heal
If so, (or even if not) bunch of saves coming up!
damn ghouls, fight them in the mountains and by the ocean
heal: 1d20 + 7 ⇒ (15) + 7 = 22
fort: 1d20 + 4 ⇒ (17) + 4 = 21
heal: 1d20 + 7 ⇒ (15) + 7 = 22
fort: 1d20 + 4 ⇒ (19) + 4 = 23
heal: 1d20 + 7 ⇒ (6) + 7 = 13
fort: 1d20 + 4 ⇒ (8) + 4 = 12
heal: 1d20 + 7 ⇒ (1) + 7 = 8
fort: 1d20 + 4 ⇒ (6) + 4 = 10
heal: 1d20 + 7 ⇒ (12) + 7 = 19
fort: 1d20 + 4 ⇒ (15) + 4 = 19
heal: 1d20 + 7 ⇒ (13) + 7 = 20
fort: 1d20 + 4 ⇒ (10) + 4 = 14
heal: 1d20 + 7 ⇒ (17) + 7 = 24
fort: 1d20 + 4 ⇒ (17) + 4 = 21
heal: 1d20 + 7 ⇒ (18) + 7 = 25
fort: 1d20 + 4 ⇒ (6) + 4 = 10
heal: 1d20 + 7 ⇒ (6) + 7 = 13
fort: 1d20 + 4 ⇒ (2) + 4 = 6
heal: 1d20 + 7 ⇒ (11) + 7 = 18
fort: 1d20 + 4 ⇒ (10) + 4 = 14
heal: 1d20 + 7 ⇒ (4) + 7 = 11
fort: 1d20 + 4 ⇒ (6) + 4 = 10
heal: 1d20 + 7 ⇒ (1) + 7 = 8
fort: 1d20 + 4 ⇒ (15) + 4 = 19
heal: 1d20 + 7 ⇒ (13) + 7 = 20
fort: 1d20 + 4 ⇒ (12) + 4 = 16
heal: 1d20 + 7 ⇒ (17) + 7 = 24
fort: 1d20 + 4 ⇒ (6) + 4 = 10