GM Endless Forms' PFS 01-49 Among the Dead (Inactive)

Game Master Mike Tuholski

A 1-7 PFS scenario played at the 3-4 subtier. Map!


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Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake follows George carefully, but making clear that he needs to be near the front.

I will not allow this man to be treated as a slave.

He draws his Greatsword and focuses ahead.

If anyone causes him injury, then they will anwer to me. Lead on George.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Release the man from his bonds before he gets himself killed. He said he would guide us. Let him prove that his word is worth something.

Nivik will cast Detect Magic as the party heals the injured man. Proceed carefully, gentlemen.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Iggy looks back and forth at all his companions. Well, George and Kraang! want this man tied up. Nivik and Jake seem to think he shouldn't be...

His hold on the rope slackens a bit. "I'll make sure to keep him healed," he says, wary of the more experienced Pathfinders.


The Flaxseed Pathfinder Lodge

Hustavan mumbles a thanks to the party, although the acid continues to burn his wound.

acid damage: 2d4 ⇒ (4, 4) = 8

Looking a bit closer now, George notices that Hustavan has stepped on a pressure plate which obviously set off the trap. It likely has to be manually reset.

As George moves towards the statues, however, the party hears a padded footstep in the hallway ahead, follow seconds later by the body of an undead winter wolf, clearly attracted by the sounds coming from the party!

gm rolls:

zombie: 1d20 + 2 ⇒ (7) + 2 = 9
jake: 1d20 + 4 ⇒ (7) + 4 = 11
ignatius: 1d20 + 4 ⇒ (4) + 4 = 8
kraaang: 1d20 + 0 ⇒ (20) + 0 = 20
nivik: 1d20 + 10 ⇒ (18) + 10 = 28
nivik: 1d20 + 10 ⇒ (19) + 10 = 29
george: 1d20 + 6 ⇒ (15) + 6 = 21

Initiative:

1. Nivik, George, Kraaang, and Jake
2. Zombie wolf!
3. Iggy

Nivik, George, Kraaang, and Jake are up!

DC 14 KN (religion):
This is a zombie of a winter wolf. It has DR/slashing and is immune to cold and vulnerable to fire. It has standard undead traits and is staggered, like most zombies.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Knowledge(Religion): 1d20 + 12 ⇒ (17) + 12 = 29

Nivik! Your fire spells will do the most damage the to beast., George rasps out before pulling vials from his under his cloak and mixing them together on the fly. Mr. Chips holds a very fragile looking glass sphere out and George fills the sphere will all of the vials before stoppering it. The chemicals start to swirl and steam. George launches the sphere at the beast as Mr. Chips covers his ears and closes his eyes.

Alchemist's Bomb(Touch Attack/Fire Damage): 1d20 + 9 ⇒ (10) + 9 = 192d6 + 5 ⇒ (1, 1) + 5 = 7

Curses, the magnesium didn't react as strongly with the brimstone as expected Minimum damage. :(

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Fire, you say?

Fire Jet, use 1 of 7: 1d6 + 1 ⇒ (5) + 1 = 6 DC 15 Reflex for half and avoids Fire Damage next round of: 1d6 ⇒ 4

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

Ignatius sees that Hustavan is still suffering from his wounds, and gives the old man another tap with the healing wand.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

"Eeugh, what is that thing? Some kind of zombie woof?"

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Round 1, Total Defense (AC: 24)

Jake moves forward ans assumeds a defensive posture in front of the Wolf.

C'mon you ugly bastard!

Total Defense:
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense.

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Kraang! reaches across his body, crossing his arms as he reaches into a pair of pouches. In one hand Kraang! holds up to revel powdered iron and in the other brimstone. He beings to hum, the octaves sliding up and down the scale. The brimstone and iron flutter out of Kraang!'s rubbery palms. In rays of mist, they intertwine, swirling together across the dungeon's floor. Once past Jake, the two elements spark and ignite into a sphere of flame. This spongy mass roll over to the hindquarters of the zombie wolf, prodding it to go forward.

Sleep now with the fire.

Flaming Sphere: 3d6 ⇒ (5, 3, 2) = 10
Reflex of 15 to negate


The Flaxseed Pathfinder Lodge

Ref: 1d20 + 4 ⇒ (11) + 4 = 15
Ref: 1d20 + 4 ⇒ (14) + 4 = 18

George hurls a bomb, searing off some of the winter wolf's rotting flesh. Hustavan calls out, "A well-timed blow, m’lord! Not as well timed
as my downfall, but good enough!"
Nivik follows suit with a jet of fire that mostly burns away fur but still damages the wolf zombie. Jake takes a defensive stance to guard his companions and Kraaang hurls a ball of flame at the beast, only for the wolf to leap out of the way.

The wolf takes a step forward and tries to bite Jake!

bite: 1d20 + 14 ⇒ (13) + 14 = 27
damage: 1d8 + 12 ⇒ (3) + 12 = 15

Iggy heals the whining noble as the acid continues to burn in his wound.

acid: 2d4 ⇒ (2, 2) = 4

Initiative:

1. Nivik, George, Kraaang, and Jake
2. Zombie wolf!
3. Iggy

ZW: 14 dmg

You guys are up!

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Not wanting to expend a spell on a single enemy once the Flaming Sphere has come into play, Nivik decides to guarantee damage to the creature by using is wand of Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

I swear, EF, that all these wands I use in your games are defective. I demand a factory recall.

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Kraang!'s milky white eyes gain a flickering orange sheen to them. As the druid stands motionless, the sphere rolls forward.

Fire dmg: 3d6 ⇒ (2, 1, 2) = 5
Reflex 15 to negate

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Round 2, Power Att, Furious Focus

Jake attacks to wolf to return the favor.

GS Att: 1d20 + 10 ⇒ (6) + 10 = 16
GS Dam: 2d6 + 4 + 4 + 6 ⇒ (1, 6) + 4 + 4 + 6 = 21

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George pulls out more chemicals and rolls a bomb across the floor through the wolf's legs where it explodes in a nifty fireball.

Bomb: 1d20 + 9 ⇒ (17) + 9 = 262d6 + 5 ⇒ (2, 5) + 5 = 12

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

I rarely use bombs. If I target the back square of a Large creature with my bomb, would Jake have to make a Reflex save against the splash damage? (Rolling the bomb into Kraang's Flame Sphere, for example.)

EDIT: A little research helps... From the Thrown Splash Weapon page of the SRD "If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square."


The Flaxseed Pathfinder Lodge

Nivik hits the zombie wolf with a missile! No refunds! Buyers beware!

Ref: 1d20 + 4 ⇒ (1) + 4 = 5

Kraaang rolls his flaming sphere right into the undead canine! Jake hacks off one of the wolf's legs and George finishes it off with a powerful explosion, sending rotting wolf fur throughout the chamber to cover the party!

Out of combat!

"Well done! Well done, everyone!" Hustavan offers, encouragingly. "Of course, I think I brought it out of hiding by not finding that trap so perhaps it was a blessing in disguise!"

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Kraang! slithers forward to rejoin with the group. He towers over Hustavan as he passes. He pets the gentry on the head while grumbling praise.

Yes. Good Reek.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George wipes some undead winter wolf gore into a vial before his hand disappears into his cloak. Mr Chips can be seen running around collecting tufts of undead fur and one of the eyeballs before disappearing into the foot of George's cloak and reemerging on his shoulder.

George turns back towards the stairs and Hustavan. Betrayer, which direction is the sleeping quarters of the leader of the Zyphans? We should hit them hard and fast. Disrupt their leadership to send the minions into a panic and be done with the lot of them.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

I could use some healing, if anyone is able?


The Flaxseed Pathfinder Lodge

"I. . . I don't know. . . I wasn't down here for very long and I was. . . terrified out of my wits most of the time. I told you, I don't know where the traps are or all of the secret places they have hidden away. I know we're in the crypts and that most of the lairs are down below but they usually led me there in the dark."

5d20 ⇒ (17, 4, 13, 10, 7) = 51

Jake and Kraaang notice a secret door to the right of the staircase coming down.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Ignatius has my only form of regeneration. You are free to utilize it.

George searches the secret doorway for traps and attempts to open it. If it is locked, he attempts to pick the lock.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Disable Device: 1d20 + 16 ⇒ (16) + 16 = 32

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Fantasic. Well done. Nivik comments as gore is sprayed everywhere. Let's move quickly. After a quick use of Detect Magic Nivik will urge the party to press on through the secret door that was located.


The Flaxseed Pathfinder Lodge

George finds no traps and opens the secret door, revealing a landing at the top of more stairs that descend further into the complex. George notes that the top landing is actually hinged, likely indicating a pit trap below the false floor.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Hmm... Hold that thought Nivik. The landing is trapped...

George looks around pensively. He strides to the carcass of their last kill and examines the creature closely. His claws cuts through the decaying flesh of the once-risen animal, exposing the skeletal underbelly. CRAAAACK! SNAP! He wrenches two stout rib bones from the undead winter wolf before cutting around the spine at the base of the head. SCHEEECK! George severs the spinal cord. He carries the animal parts back to the hidden door before throwing the heavy head of the beast onto the false floor, causing the trap to activate (hopefully!).

If the trap does activate, then George will hold the two ribs in structurally sound points to wedge the floor enough to hold the weight of a creature, allowing passage without the peril of the pit trap. (This assumes that the false floor resets).

Disable Device: 1d20 + 16 ⇒ (17) + 16 = 33

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Ignatius, please use the wand on me. I would like to be healed before progressing.


The Flaxseed Pathfinder Lodge

Usually it's quickest outside of combat just to roll your own healing and the owner of the wand can check it off (if you don't have your own).

George grabs some decimated wolf parts and tosses them on the false floor, which opens up to reveal a 30' deep pit. After confirming his suspicions, George has to manually reset the trap, after which he wedges several bones into the hinge to prevent it from opening, now allowing safe passage to the lower levels.

Just to confirm that you're not missing anything: The rest of the blacked-out areas on this level were just more crypts with nothing significant in them. There were several traps sprinkled through the crypts but they had all already been triggered; it was just to get you prepared for more traps I guess.

The party descends the stairs:

A five-foot-wide, rickety rope bridge stretches fifteen feet from a small landing at the bottom of a set of stairs on the south side of the room across a twenty-foot-deep pit to another small landing on the north side of the room. The north landing has a solid wood door leading north, and the south landing has a set of stairs leading up to the west.

Hustavan offers, "I've. . . I've been through here before! I remember this room. You have to cheat death by crossing the bridge before Zyphus triggers its collapse and crushes your skull with a rock or hurls you against one of the walls. Once you figure it out, you just get through here as quickly as possible. Lots of cultists die here even after they’re part of the cult. Nasty business."

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

I hear ya, but did not want to be presumptious.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Cheat death by crossing a bridge? I'm not sure I understand. Nivik will use Detect Magic to see what would cause such a thing to occur.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Hmm...

George scans the pit for hints as to the bridge's secrets: cloven skulls, earthen craters, tripwires, arrow slits, etc.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


The Flaxseed Pathfinder Lodge

Nivik detects no magic in the room. George sees that there are three dead cultists in the pit—2 human males and a female half-elf.

DC 10 Heal on the two males:
They were both killed by massive
internal injuries, probably from falling.

DC 15 Heal on the female:
You notice dozens of tiny bites all across her body and suggests that she likely died from some kind
of poison.

After the Heal checks have been made:

DC 15 Survival:
While the humans likely died in this room, the half-elf died elsewhere and was dumped here.

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Heal on dudes: 1d20 + 3 ⇒ (6) + 3 = 9
Heal on chick: 1d20 + 3 ⇒ (10) + 3 = 13

"They're dead."

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Heal(Males): 1d20 ⇒ 11 Success!
Heal(Female): 1d20 ⇒ 12 Failure!
Survival: 1d20 ⇒ 19 Success!

Yes, Kraang. They appear to have perished. That being said, it looks like this is some form of falling trap. Those humans appear to have died from internal injuries related to sudden stops. The half-elf, however, was moved to this location. No idea what killed her.

Mr. Chips, can you go investigate the bodies for paper and shinies? Mr. Chips, Ook, ook!. He climbs down the wall of the pit [Climb 30'] and investigates the bodies of the Zyphans for anything papery or shiny before returning to George's shoulder.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12

George, wary of such a deadly trap, picks up some small rubble and begins to bounce the rocks onto various planks of the bridge. There are no magical auras? Can you see illusion auras with your arcane sight? Perhaps part of this is an illusion? Some of the planks could be real and some could be fake...


The Flaxseed Pathfinder Lodge

The Zyphans don't seem to have anything valuable. The rocks bounce harmlessly off the bridge.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Hmm... I guess I shall attempt a trapfinding method I heard about from a Champion of Irori in the River Kingdoms: "Bold Striding". Keep watch for any traps so we can better understand this room. George runs as fast as possible across the planks of wood. His feet falling fast and hard against the swaying bridge.

"Bold Striding": to move without caution for traps or danger and with a certain air of confidence that gain only be gained by having all your saves at 20+ and evasion.

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Kraang! cocks his head like a raven when he sees George decide to run across the five-foot-wide, rickety rope bridge.


The Flaxseed Pathfinder Lodge

As George begins to run across the bridge, it of course collapses under his feet half-way through!

damage: 2d6 ⇒ (4, 2) = 6
DC 20 Ref save to avoid

As George lies at the bottom of the pit rethinking his life decisions, Jake feels a mental force trying to throw him down into the pit!

cmb bull rush: 1d20 + 7 ⇒ (7) + 7 = 14

But Jake holds his ground!

gm rolls:

pol: 1d20 + 1 ⇒ (4) + 1 = 5
jake: 1d20 + 4 ⇒ (13) + 4 = 17
ignatius: 1d20 + 4 ⇒ (15) + 4 = 19
kraaang: 1d20 + 0 ⇒ (16) + 0 = 16
nivik: 1d20 + 10 ⇒ (16) + 10 = 26
nivik: 1d20 + 10 ⇒ (13) + 10 = 23
george: 1d20 + 6 ⇒ (11) + 6 = 17

Initiative:

1. Nivik, Iggy, George, Jake, and Kraaang
2. Baddie!

You guys are up!

DC 12 KN (religion):
This is a poltergeist, an incorporeal undead. They can control things through telekinesis and cause fear in their victims. They are also naturally invisible.

Mostly relevant to George: Unnatural Aura means animals will not approach within 30' unless you make a DC 25 Handle Animal check.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Reflex: 1d20 + 11 ⇒ (12) + 11 = 23 Success!

George falls from the collapsing bridge... but grabs one of the severed ropes and swings away from the falling debris. He lands lightly on his feet in time to see Jake being wrestled by some invisible force. He dusts himself off, muttering Well, son-of-a-*****, he was right. It does work.

It's a poltergeist! He's invisible and you will need magic weapons to attack him! Watch out for his Telekinesis! Can't fail the Kn.(Religion) check.

George readies a bomb to throw at the poltergeist if he become visible.
Bomb(Touch Attack): 1d20 + 9 ⇒ (5) + 9 = 14 3 of 11 Bombs Expended
Bomb(Fire Damage): 2d6 + 5 ⇒ (1, 1) + 5 = 7

Mr. Chips is last seen cowering under George's cloak before disappearing.

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Kraang! silently nods in acknowledgement to George's warning. He readies to cast Faerie Fire once he has an inkling as to where this poltergeist is.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Can we now see this enemy now that its attacked or is it always invisible? I see him on the map but does the PC actually see him too?

Yes, indeed its a poltergeist! Nivik agrees with the assessment.

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

"P-p-p-p-poltergeist!?" Ignatius exclaims, and quickly draws his flask of holy water from his bandolier. He manages to open it and tries to poor the contents onto the poltergeist. "The power of Iomedae compels you!"

I think it needs a Touch Attack, and I think it counts as melee, but subtract one if it is supposed to be a ranged touch attack.: 1d20 + 5 ⇒ (13) + 5 = 18

Holy Water Damage: 2d4 ⇒ (4, 1) = 5

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

I don't see it? Just Hustavan... Also, Holy Water is a ranged touch attack.


The Flaxseed Pathfinder Lodge

No token on the map because they are naturally invisible, even when attacking.

I think holy water is ranged touch unless it's incorporeal, in which case you have to pour it on them (because they don't have a physical form for the vial to break against I guess). But double-check that.

The party readies itself, realizing what is pestering them. Unfortunately no foe is seen as Iggy feels an internal force trying to throw his body into the pit! Iggy is able to keep his footing though.

bull rush: 1d20 + 7 ⇒ (7) + 7 = 14

Initiative:

1. Nivik, Iggy, George, Jake, and Kraaang
2. Baddie!

You guys are up!

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Kraang pulls out his grappling hook and rope. He then grounds the hook. Kraang then looks to his fellow Pathfinders.

"It is but an annoyance. The fall can't hurt you if you are on the ground."

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Readied action: Bomb the Poltergeist - Failure. 2 of 11 Bombs Expended

George mutters as he realizes that he will be useless in this fight until the Poltergeist is revealed.

Hold Action

In response to the Holy Water question: "... but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity."

Is it possible to learn more about poltergeists? If so, here is my roll.

Kn.(Religion): 1d20 + 12 ⇒ (1) + 12 = 13 Best roll ever...

Grand Lodge

Spells Remaining:
1st: 3/5 | 2nd: 2/3 | Judgments: 1/2 | Bane: 4/5 | CLW Wand 46
Inquisitor 5 HP: 40/48 | AC 23 | T 13 | FF 21 | Fort +6 | Ref +3 | Will +6 (+2 vs. illusions)| CMD 18 | Init +4 | Perc +9 | Sense Mot +13

D'oh! I posted from my wife's iPad and thought that the green square for Hustavan was the poltergeist. My bad. I'll say Iggy still threw the holy water randomly and probably hit nothing in his panic.

Ignatius starts to untie Hustavan, "You can't climb down all tied up, now can you?" He shoots a nervous glance at George and Kraaang!, hoping they won't object.

Full round action.

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Nivik, not knowing how to fight an enemy he can't locate, decides to double-move to the door on the other side and opens it. Assuming I can get that far.

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

The door on the other side of the rope bridge that collapsed under George's feet half-way through?

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Ah that's right, wrong game. This bridge collapsed. Gah. EF, is there any way to determine what square the poltergeist is in and use magic missile on it? I'm not sure how this is playing out.


The Flaxseed Pathfinder Lodge

No way of telling where it is yet.

The party works at preparing themselves against the invisible trickster. Suddenly a rock flies out of the air towards Nivik from near the corpses.

thrown rock: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 ⇒ 3

If you make a DC 11 Perception check you can see where the rock came from and target that square.

Initiative:

1. Nivik, Iggy, George, Jake, and Kraaang
2. Baddie!

You guys are up!

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Kraang casts Faerie Fire in the location where the rock came from.

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