GM Endless Forms' Jade Regent (Inactive)

Game Master Mike Tuholski

Forest of Spirits (Book 4)

Combat Map

Hongal and the Forest of Spirits

LOOT!


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Male

"Oh no, it's nothing like that. Simply a field of force to prevent living creatures from entering. Hm..." Terflynn looks for a possible source of the magic.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
"See if you can tell where the source might be located. It should be in the center, if you can tell where field seems to curve."
"I sincerely hope this ward is meant to preserve the dead, and not the living."


The Flaxseed Pathfinder Lodge

The antilife shell is centered on the middle of the bridge itself, covering the whole walkway across.


Male

"Hm, I was going to suggest we disable the artifact responsible for this effect, but it would appear to be within the bridge. Seeing as we rather need this bridge, I propose we look for a control mechanism. Surely the native peoples using this place would have needed a way to enter and leave. Perhaps these doors?"


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso nods and stands immediately to the side as Jennix does his trapspringer thing.


Male

Terflynn takes several steps back, covering his eyes and ears. "I have the fullest confidence in you, Jennix."


The Flaxseed Pathfinder Lodge

Or dispelling it would work.

The two doors lead to identical structures. These octagonal structures, half-buried within the stone walls of the cavern, rises twenty feet above the cavern floor. Inside, a narrow stair along the walls leads to a small balcony allowing observers to look out the tower’s slit windows. A dark corridor leads deeper within the rock.

Open niches line the walls of this narrow corridor, within which lie funerary biers and a scattering of ancient grave goods. Each burial niche contains 2d6 ⇒ (2, 5) = 7 small funerary items (such as bracelets and rings of copper and turquoise, beaten copper burial masks, spirit-fetishes of carved bone, and the like) worth 10 gp each.

At the very back of the structures sit larger tombs: Two funerary biers lie in this chamber. Pictographs of the dead rising from their graves to attack the living are carved and painted on the walls: on a twilit tundra on the left side of the room, before moonlit mountains in the center, and on a starry snowfield on the right. Each bier holds 2d6 ⇒ (2, 5) = 7 grave goods as in the corridor before, but these are much higher quality and worth 100 gp each.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack wanders around the area, looking for anything that may be tied to the invisible barrier blocking their path on the bridge. While curious about the site, he carefully avoids disturbing the treasures and looks for a switch or lever of some kind.
Perception 1d20 + 16 ⇒ (5) + 16 = 21 (FT:Dungeon? if it applies)


The Flaxseed Pathfinder Lodge

Zachary finds no switches or levers.


Male

"These are valuable artifacts of cultural and historical significance. Not to mention material significance. Shall we...?" Terflynn inquires, eyeing the grave goods.


The Flaxseed Pathfinder Lodge

Any ideas about how to proceed? Dispelling it is the most obvious way; there are things you can do to help that process too (give you bonuses on the dispel check).


Male

I'm fine with trying to dispel it. I just thought we might do everything else we can first.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Ok, I'll just assume you are able to dispel it eventually.

Eventually Terflynn's magic is able to overcome the barrier and you pass into the necropolis proper.

Ahead a strange pillar, seeming almost a bar-branced tree, stands in the center of this arching cavern in the midst of a pool of still water. A faint violet radiance from beneath the pool lights the cavern, reflecting off the ceiling above like tiny stars. Beyond the stone tree, a pale light glints from one wall of the cave. To the northwest, a smooth passage slopes upward.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix peers at the statue, then turns to Yerflynn. "Any ideas, or just start.heading back up?"


Male

"I am in no particular hurry, personally. This is a fascinating place. I wonder what magic may lurk here?" The elf replies, investigating the tree and the pool. Detect Magic


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso remains silent but looks carefully about the cave, looking for anything that might seem abnormal.

Perception: 1d20 + 15 ⇒ (11) + 15 = 26


The Flaxseed Pathfinder Lodge

I'm ignoring the compass on the map because north should always be up just to make things simpler.

To the northeast, an uneven passage winds clumsily through the rocky mountain, climbing a number of cliff-like shelves as it passes.

Directly north numerous small side passages branch out from the main corridor, which slopes upward. Hundreds of burial niches have been carved into the rock walls of the catacombs.

Terflynn detects some old necromantic magic on the pool; it seems to be a repository for disembodied spirits. The water in the pool is normal, cold water, but it glows with a pale radiance that sheds dim light in the cavern, reflected by mica flecks in the ceiling. A body lies on the floor on the far side of the Stone Tree.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack keeps an eye out for any threats in the underground complex as his companions search the area.


The Flaxseed Pathfinder Lodge

What do you guys want to do?


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso moves around south of the pool to investigate the body. I believe I see something, he says as he moves over.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix follows after Miso. "What is it?"


Male

"This is a crypt Miso. I suspect a great number of bodies rest here." Terflynn remarks, distracted by the fountain. He attempts to cast into it to learn more about the source of the light. Detect Magic of course.

-Posted with Wayfinder


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

I assure you, I have no objections to them doing so, the Kellid responds over his shoulder to Terflynn, so long as such bodies continue to rest. He inspects the body closely.


The Flaxseed Pathfinder Lodge

The body continues to stay at rest, at least for now.

Terflynn studies the water some more; he can't determine any distinct magical effects, but the light seems simply to come from the life energy stored in there from all of the lost souls that have been trapped inside.


Male

"I fear the forces at work here are more a priest's business than my own. I'm not sure we'll learn anything from this." Terflynn looks up to see his cohorts examining a body. "Oh, I see. What have we here?" Terflynn moves forward to study the lone body.
Knowledge(local): 1d20 + 10 ⇒ (13) + 10 = 23
Heal: 1d20 + 5 ⇒ (1) + 5 = 6
Trying to see if I recognize this individual's origin or what might have killed him/her (if indeed he/she is dead).


The Flaxseed Pathfinder Lodge

They have Tien features but it does not seem to be anyone recognizable or well-known (based on their dress). They are certainly dead.


The Flaxseed Pathfinder Lodge

There's nothing else here but you pretty much have three options: the door to the southwest, the rough-hewn passage to the northeast, or the straight path to the north.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

We're supposed to bring the caravan through here, right? I say we should check everywhere that could have any sort of nasty surprise before moving on due to that mission.

Miso looks toward the door to the southwest. Perhaps we should check that portal?


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"Yes, we need to make it a safe crossing for the others." Zack chimes in.


The Flaxseed Pathfinder Lodge

Miso leads the way to the door: it is gilded and engraved with a demonic, tusked skull face. Much of the gilt on its outer surface has been scraped off, but a flickering light gleams from the edges of the door. Suspicious of traps or ill effects, you take your time examining but find nothing dangerous and move in.

Flickering firelight illuminates the octagonal room beyond. Red demonic faces leer from the walls against a painted background of midnight blue. In the center of the room, seeming almost to swim in a sea of night, a bier of blue-painted stone bears a motionless skeleton, its face concealed beneath a golden mask.

As you watch, however, the area around the skeleton begins to grow darker. . . the darkness begins to take shape. . . and suddenly you are met with the sinking realization that this spirit is restless: a shadow of its former body!

gm rolls:

sh: 1d20 + 5 ⇒ (2) + 5 = 7
Jennix: 1d20 + 3 ⇒ (8) + 3 = 11
Miso: 1d20 + 2 ⇒ (10) + 2 = 12
Terflynn: 1d20 + 3 ⇒ (7) + 3 = 10
Zachary: 1d20 + 2 ⇒ (6) + 2 = 8

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Ivol Vuutin (greater shadow)

You guys are up!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix curses. How do you attack a shadow...? Terflynn?


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso, untrained in matters of the unliving, awaits Terflynn's response before acting.


Male

Knowledge(religion): 1d20 + 10 ⇒ (20) + 10 = 30
"This is a spirit. Use magic weapons or powers and absolutely don't let it touch you!"
With that, Terflynn attempts to hex the creature to prevent it from harming his companions. DC 20 Will or roll twice & take worse for all d20s for 2 rounds.


The Flaxseed Pathfinder Lodge

Will: 1d20 + 7 ⇒ (11) + 7 = 18

Terflynn brings down even more bad luck on this unlucky soul!

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Ivol Vuutin (greater shadow)

IV: misfortune 2 rounds

Miso, Jennix, and Zachary are up!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Calling on his luck, Jennix darts into the room, drawing his weapons, and swings at the ghost.

Attack: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Fire: 1d6 ⇒ 2
Sneak? Doubtful: 1d6 ⇒ 5


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Absent ghost touch or some such effect, no sneak, sadly.

Miso listens to Terflynn's advice on the creature and nods. He uses a swift action to enter Dragon Style as he darts into the chamber, moving around the thing to opposite Jennix.

attack using ki strike and w/flank: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Dragon Style unarmed strike (counts as magic): 1d8 + 8 ⇒ (6) + 8 = 14


The Flaxseed Pathfinder Lodge

Jennix stabs but misses! Miso then moves up and shows Jennix how to hit it by landing a kick on the spirit's rear.

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Ivol Vuutin (greater shadow)

IV: 7 dmg, misfortune 2 rounds

Zachary is up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack steps forward and looses an arrow form his magical bow at the creature.

Attack 1d20 + 12 ⇒ (19) + 12 = 31
Damage 1d8 + 13 ⇒ (8) + 13 = 21
(Deadly Aim, PBS)


The Flaxseed Pathfinder Lodge

Zachary hits the shadow! The shadow responds by swiping at Miso!

Take worse attack roll:
touch: 1d20 + 11 ⇒ (18) + 11 = 29
touch: 1d20 + 11 ⇒ (9) + 11 = 20
Strength damage: 1d8 ⇒ 1

A baleful shriek emanates from behind you; you turn to see the corpse you passed earlier twisting and mutating as it shambles up and comes behind Terflynn. "My killer! May your spirit rot as my body now does!" it screams past you towards the shadow creature in the tomb.

DC 18 Will save from everyone or cower in fear for 1d4 ⇒ 1 rounds

DC 16 KN (religion):
Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer. Devoid of any compassion, emotion, or logic, a revenant has but one purpose, and cannot rest until it has found vengeance.

DR/slashing; immune to old; SR; When confronted with its reflection or any object that was important to it in life, a revenant must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until the revenant is attacked or sees its murderer. If a revenant resists becoming overwhelmed, the revenant becomes obsessed with the source that triggered the saving throw and does everything it can to destroy it, reacting to the trigger as if the trigger were its murderer and gaining bonuses from its reason to hate ability.

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Ivol Vuutin (greater shadow) and Tuezarr

IV: 17 dmg, misfortune 1 round

You guys are up!


Male

will: 1d20 + 7 ⇒ (2) + 7 = 9
knowledge: 1d20 + 10 ⇒ (11) + 10 = 21
Terflynn cowers in fear!

-Posted with Wayfinder


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Will: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Jennix quails at the sight of undead versus undead.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Revenants are some of my favorite monsters. :-)

DC 18 Will save: 1d20 + 8 ⇒ (4) + 8 = 12

Miso, too, shrinks from the hot cold undead-on-undead action.


The Flaxseed Pathfinder Lodge

Oh boy. At least it's only 1 round.

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Ivol Vuutin (greater shadow) and Tuezarr

IV: 17 dmg, misfortune 1 round

You guys are up!


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Except for maybe Zach, we don't have any actions, sadly. This should be a fun encounter, LOL

PRD wrote:

Cowering

The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).

http://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering


The Flaxseed Pathfinder Lodge

Yeah, mostly waiting for Zach.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Sorry, stuck at the office late today.
Will 1d20 + 5 ⇒ (13) + 5 = 18
Zacks head whips back and forth and he decides to unload on the target he has already hit.

Attack 1 1d20 + 10 ⇒ (17) + 10 = 27
Damage 1 2d8 + 26 ⇒ (8, 4) + 26 = 38 (Manyshot)

Attack 2 1d20 + 10 ⇒ (19) + 10 = 29
Damage 2 1d8 + 13 ⇒ (2) + 13 = 15

Attack 3 1d20 + 5 ⇒ (16) + 5 = 21
Damage 3 1d8 + 13 ⇒ (2) + 13 = 15
(PBS, Clustered Shots, Deadly Aim, Rapid Shot)


The Flaxseed Pathfinder Lodge

Zachary's arrows bite through the shadow, leaving rough tears in the incorporeal form, milky substance dripping out onto the ground! A hiss escapes the shadow at the sight of its recent victim; it backs away, swiping at Miso again as it goes.

Take worse attack roll:
touch: 1d20 + 11 ⇒ (20) + 11 = 31
touch: 1d20 + 11 ⇒ (7) + 11 = 18
Strength damage: 1d8 ⇒ 3

The revenant lets out another shriek in anger at seeing its murderer but being blocked by you and denied the opportunity to defeat the shadow! It desperately claws at Terflynn!

claw: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 1d8 + 7 ⇒ (4) + 7 = 11
grab: 1d20 + 17 ⇒ (4) + 17 = 21

claw: 1d20 + 15 ⇒ (15) + 15 = 30
damage: 1d8 + 7 ⇒ (5) + 7 = 12
grab: 1d20 + 17 ⇒ (6) + 17 = 23

claw: 1d20 + 15 ⇒ (2) + 15 = 17
damage: 1d8 + 7 ⇒ (2) + 7 = 9
grab: 1d20 + 17 ⇒ (6) + 17 = 23

constrict damage if you were grabbed: 1d6 + 7 ⇒ (4) + 7 = 11

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Ivol Vuutin (greater shadow) and Tuezarr

IV: 50 dmg

You guys are up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack continues his barrage on the shadow.

Attack 1 1d20 + 10 ⇒ (6) + 10 = 16
Damage 1 2d8 + 26 ⇒ (8, 3) + 26 = 37 (Manyshot)

Attack 2 1d20 + 10 ⇒ (19) + 10 = 29
Damage 2 1d8 + 13 ⇒ (2) + 13 = 15

Attack 3 1d20 + 5 ⇒ (19) + 5 = 24
Damage 3 1d8 + 13 ⇒ (2) + 13 = 15
(PBS, Clustered Shots, Deadly Aim, Rapid Shot)


The Flaxseed Pathfinder Lodge

Zachary's arrows take down the shadow!

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Tuezarr (revenant)

Miso, Jennix, and Terflynn are up!


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Thanks, Zach; Miso wanted to go to Terflynn's aid but needed to see the shadow fall first.

The Kellid feels uncharacteristically weak as the shadow vanishes. He hears Terflynn's cry of pain and, still in Dragon Style, charges through the difficult terrain and allies between him and the thing clutching the witch.
Swift action: spend ki point for +4 dodge bonus to AC

unarmed ki strike, charge, Dragon Style: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
damage: 1d8 + 4 ⇒ (4) + 4 = 8

4 STR dmg; current AC 30 (touch 22)


The Flaxseed Pathfinder Lodge

Miso charges in to Terflynn's defense but finds that his punch is less effective against the revenant than, say, his claws might be.

Initiative:

1. Miso, Jennix, Terflynn, and Zachary
2. Tuezarr (revenant, 3 dmg)

Jennix and Terflynn are up!

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