GM Ladile's TL;DR: A Pathfinder Society Campaign

Game Master Lady Ladile

Current Scenario: #8-07 From the Tome of Righteous Repose

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Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Appraise: 1d20 + 6 ⇒ (20) + 6 = 26

Of course, the Totawly AWesome and Stupendous Lil" Hep has the right skill for the right occasion.

And even more skills for all the wrong occasion she can meet (or probably create, because she is after all, an agent of Chaos, Displaced Things (or Thongs, not sure about it), Fluffy Kittens and General Mischeviousness From Here to Eternity (and Heavens).

And, being THAT Awesome, she totawly surpass any expectations, even those you didn't have.

But you can't teach that. Its the Gift of Totawl Awesomeness. Don't be jealous and drink it in, man!

Wow. Groovy.

Of course, you don't know yet what she has saw.

But it's Groovy.

Whatever that means.

Grand Lodge

Tome of Righteous Repose slides

Hep watches Maria perform the simple ritual and begin cleaning the shrine, likely peering over her shoulder and helping the way a kitten “helps” with cleaning up a mess. As Maria bows out, she feels a presence envelop her, as if the ancestors of the Yohanatotsu clan are thankful for her efforts and once more at peace here in this place so far removed from their homeland.

Hep feels the same thing and experiences a groovy vision…

TTALH:
You see the three samurai sisters fighting a final last ditch effort against a horde of undead that seem to be flooding out of the very complex you stand in. Suddenly, one of the sisters falls and is immediately swept up in a wave of black necromantic energy that issues forth from deeper within the tombs. She rises from death, her armor blackened as if blasted by forge fire even as her katana is sheathed in ice. Her sisters cry out a name, “MICHIKO!!” and the vision fades to a blood-red tinged blackness.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy watches the proceedings with interest, but does her best to stay out of the way while those more attuned to the spirit world see to the shrine. She does nod along as Maria explains the proper way to approach a shrine such as this one.

"Each spirit is different, just like each fleshy is different. Different things make them happy."

She also does her best to keep her eyes peeled for any signs of trouble while the others work.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

I'm afraid I have some Bad news from the past for you: I witnessed the three samurai sisters fighting an horde of undead. One of them, Michiko, fell. And unfortunatly, she rised again, as a lifeless warrior carryin what seemed to be an ice-covered katana. Well, the blade was ice-covered, not the whole weapon, or she would have had some trouble keeping it in hand.

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Maria makes some notes and then comments, ”Excellent. Well, not about her. But excellent information to have. Perhaps if she is down here and still cursed we could end that. Also, ice isn’t always slick though so maybe the katana was fully covered in it. It only gets slick at temperatures where it is melting. Does everyone have a good way to mitigate cold damage?”

She moves to start scouting the next area once she is sure everyone is well prepared for things.

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Perception + Inspiration + Elixir: 1d20 + 14 + 1d6 + 10 ⇒ (9) + 14 + (6) + 10 = 39 (+2 vs. traps)

Grand Lodge

Tome of Righteous Repose slides

Maria leads the way scouting for traps. She’s absolutely certain that there’s nothing unusual here. Absolutely….

She pauses at the sound of flowing water. Peering into a twisting hall, she spots a staircase leading down into dark watery depths. The clear water shifts and swirls, lapping up against the ancient sunken stairs. Exploring further into the water would likely require a specialist team and is likely “beyond the scope” of your instructions.

Proceeding further to the west, your scout finds herself in a long, wide connecting corridor. Several small rooms extend off the sides. Shelves wrap around each side room holding small stone boxes with the bones of fallen warriors. However many of the boxes have been opened, and there are fragments of bone scattered all across the floors.

One of the smaller rooms has a narrow hallway leading south, and there is also a larger gallery visible to the north. At the far southern end of the wide passageway, you see the first room you came into where you encountered the haunt.

Nothing attacks you, nothing surprises you, and there’s nothing much of interest here….

I’ve placed Maria’s token on Slide 7 as a reference to where the party is. Which way? North to the large room, south and west through the narrow hall, or south back into the main entrance hall?

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"Uh.. I am somewhat inured to the privations of cold weather, having crossed the Crown of the World multiple times... but I have no special protection against supernatural cold.

If we should encounter the fallen samurai, disarming her may be an effective tactic. The Way of the Sleeping Sword says: the blade and the warrior are one.

Now let us bring the light of the Empress of Heaven to this place."

Go north? Don't mind which was we go really.

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

North seems good.

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

"Some wards against the cold, I have." The Grandfrogger pulls his heavy woolen cloak tighter around his small body as he follows. "But unlimited, it is not. One person, I can protect."

Resist energy will give one person Cold resistance 10. Sadly he can't bump the CL to 7 for twice the resistance. Oh well!

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"A little cold is okay but too much makes my daisies wilt. I think it'll be okay though, as long as I keep away from sharp, icy blades. That's usually not too hard."

"Usually."

"Oh! Yes, north is a good direction."
______________

The above is meant as flavor; Soddy doesn't have any cold weakness in a mechanical sense :)

Grand Lodge

Tome of Righteous Repose slides

A quick agreement leads the party north into a long gallery bisected by the entry hall. A wide set of stairs exits the room directly across from where you came in, and a quick glance around reveals a smaller hallway leading south from the shadowed southwestern corner.

A statue of an elven woman with a snake’s body lies crumbled at the east end of the high-ceilinged room. Dozens of fist-sized nooks line the walls near the statue. The nooks themselves hold wax-sealed rolls of parchment containing stories of heroism from the time of the Shining Crusade. Many are written various dialects of Tien, though plenty are also in Common and Elven.

Knowledge Planes DC 17:
The broken statue is a lilend azata, a type of benevolent outsider who chronicles lore and stories. Leaving written tales at such a shrine is a common act in certain cultures. The hope is that the stories would be picked up by historians and bards and thus the acts of bravery told within the scrolls would be immortalized in history.

As you peruse the room and read a few of the stories, someone notices a small bag tucked into the back of one of the nooks. A quick scan and safety check reveals that it contains a pair of magical gloves and three potions.

The Spellcraft DC or Craft Alchemy (for alchemists) for each of the four items is 20. Please roll separately for each.

Potion 1:
remove curse

Potion 2:
remove disease

Potion 3:
remove blindness/deafness

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy's archetype allows her to use Profession: Herbalist in place of Craft: Alchemy checks.

Soddy perks up as the cache of potions is revealed and she reaches out her hands for them. "Ancient potions! May I have a look?"

Profession: Herbalist (DC 20): 1d20 + 12 ⇒ (6) + 12 = 18
Profession: Herbalist (DC 20): 1d20 + 12 ⇒ (2) + 12 = 14
Profession: Herbalist (DC 20): 1d20 + 12 ⇒ (17) + 12 = 29

The leshy takes a few moments to swirl each potion around, holding them up to the light to better judge their color and viscosity, before carefully opening each one to have a sniff and a small taste. But alas, she's only able to identify the third potion's function.

"This one is thick and coats the tongue. Slightly bitter, purple in color...it's a potion of Remove Blindness/Deafness."

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Being fluent in Tien and Elven (and even, sometimes, in Common!) Hepsubia reads a few scrolls, glances at the statue, and studies the magical objects

Know planes: 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
¨potion 1, alchemy: 1d20 + 15 ⇒ (1) + 15 = 16
potion2, alchemy: 1d20 + 15 ⇒ (6) + 15 = 21

That's a lilend, they are kind of celestial bards, ful of songs and knowledge. Colleagues, in fact. Those are gloves. Magical gloves. Ghostvision gloves. You'll see dead people. Or something like that. Useful to spot ghost, very powerful if you can channel energy, but as long as you wear it, you'll be only able to see the restless dead, not the living. So that's a double-sided hammer. With spikes on it. Not sure with the first potion, but Maria will know, and the second one can remove your diseases.

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Maria takes a simple sniff and immediately identifies the last potion, ”Remove Curse, useful. Nice to have some free options in case we run across some nasty things in here. I am continually amazed at how long magical items can keep their potency, I can’t find an expiration date on any of these.”

Cant fail the perception check to ID these.

She, of course, logs the locations and information her teammates have discovered.

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"Wuzzat? Ghostvision?"

Sleeping Sword jerks upright from a slumbering lean, his scabbard flashing into his hand.

"Oh. Curious. I have a very limited ability to harm undead with the light of the Empress of Heaven - usually my blade is superior. Perhaps these gloves could make it worthwhile? But if I cannot see the rest of you then that presents other dangers."

Sleeping Sword has a single 1d6 channel per day (typically converted into a ki point via a channel focus), so probably not worth it. But if they're no use to Zith, I'll carry them tucked into Sleeping Sword's belt so they can be equipped reasonably quickly.

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

Sleeping Sword dons the magic gloves cautiously. Still able to see the living, he concludes that the ghostvision needs specific activation.

Still happy to give them to Zith if they're more likely to be useful to him.

Before going deeper into the dungeon, the old monk focuses his ki.

Ki power: Barkskin, before I forget.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Though Sleeping Sword doesn't give any indications that anything is amiss when he dons the gloves, Soddy feels the need to make sure. She gently tugs on the old monk's sleeve to get his attention.

"Hello! We can see you, can you see us?"

Grand Lodge

Tome of Righteous Repose slides

With nothing else to discover in this long dark chamber, the Pathfinders move…. Where? North, west, or back south?

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Keep going North, I’d say.

Maria puts the three potions in her haversack if no one else grabs them and begins scouting the next area.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Perception + Inspiration + Elixir: 1d20 + 14 + 1d6 + 10 ⇒ (20) + 14 + (5) + 10 = 49 (+2 vs. traps)

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

Sleeping Sword looks down at Soddy Daisy. And, seeing the leshy clearly, nods and gives a snaggletoothed smile.

"I hear and I forget. I see and I remember. I do and I understand."

North is good.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy has to take a moment to parse Sleeping Sword's reply but then gives a satisfied nod. "Yes. Some people can listen and read and understand but others learn best by doing. I'm like that too. And so I can't be afraid of trying something new, otherwise I won't learn!"

Noticing that Maria seems to hesitate the slightest bit before carefully beginning to scout to the north, the leshy simply gives the elf a thumbs up.
______________

North is fine with me!

Grand Lodge

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Tome of Righteous Repose slides

I forgot a tiny detail.

As Sleeping Sword starts to put the gloves on, something falls out of one, as if it had been tucked inside for safe keeping. At first glance it’s a round object bisected by a curved line. But the cleric of Shizuru instantly sees it for what it truly is: a blazing sun behind a katana. It does not radiate magic, but was certainly once a divine focus for someone who served the Empress of Heaven.

On the back is a simple inscription in Minkain Tien:

The Empress of Heaven will protect you, as you have always protected us. Your little sisters.

Silver Crusade

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active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

The old man turns the disc over in his palm, and reads the inscription. He blinks away tears. "...Michiko... was this yours?"

Sleeping Sword sinks to his knees. He reveals his own, matching, symbol - a wooden disk on a simple leather cord tied around his neck. He lifts his face heavenwards, raising the found symbol in one hand and his scabbarded katana in the other.

"Empress of Heaven! Lady Sun! You have sent your servant to this place as a blade in your blessed hand. By your light, I shall not fail in my appointed task."

"ヨハナトツミチコ、あなたが拒まれていた眠りをお届けします。"

Tien:
"Yohanatotsu Michiko, I will bring you the sleep that you have been denied."

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy remains silent as Sleeping Sword experiences a moment of faith. As he completes his prayer, the leshy offers him a hand to get him back on his feet - an amusing sight, given the height difference. While she herself doesn't feel a strong calling to any particular faith, she can't help but feel solidarity with those that follow deities of the sun.*

"I'll help. Sometimes it's good to bring light to dark places."
______________

*One of my 2e characters is a leshy champion of Sarenrae :)

Grand Lodge

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Tome of Righteous Repose slides

The party moves carefully into what is likely the largest room in this crypt, everyone watchful and cautious.

Did you hear something?:

Grandfrogger Auto-succeeds
Hepsubia Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Maria already succeeded
Sleeping Sword Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Soddy Daisy Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Zithembe Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Suddenly, the walls appear to fall away and reveal a war-blasted vista. Mighty trees laid low by gargantuan undead monstrosities litter the muddy field under heavy, gray skies. Ghostly crusaders appear, shouting battle cries while intoxicated by the thrill of the fight. Commands are given by flags from leaders atop a nearby hill until a swarm of undead crawl out of the soil beneath beneath their feet. The crusaders closest to you do not attack, but instead rally to your side even as a ghostly undead hill giant marches steadfastly towards you!

Grandfrogger Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Hepsubia Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Maria Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Sleeping Sword Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Soddy Daisy Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Zithembe Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Soddy Daisy doesn’t hear the sounds of battle, but does see the manifestation after others point it out. Hepsubia, though, is so busy with … well … whatever it is that occupies her mind in this crucial instance. But either way, everyone else is able to react before the hill giant apparition begins to lay waste to you and your ghostly crusader allies.

Another haunt. Everyone except Soddy Daisy and Hepsubia may act before it does its thing.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy cautiously ambles into the chamber with everyone else but is so busy looking for suspicious things that she fails to notice the suspicious thing right in front of her until someone else calls it out and moves to take action.

"Oh! Where'd they come from??"

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

The elfvestigator sighs, ”I don’t know why I am surprised about so many haunts in here, but it certainly is a bit annoying to not be inclined to deal with them.”

She pulls out her curative wand again.

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 35/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 7/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 1/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion

"Hold spirits," Zithembe says as he concentrates on the spirits forming around them.

Cast calm spirit

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

The Grandfrogger again calls upon the bonds of cooperation and commitment, drawing forth a blessing upon the group.

Casting bless again - this time from Spirit Magic. Hey, if it worked the first time... XD

Grand Lodge

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Tome of Righteous Repose slides

Calm Spirits requires a caster level check to succeed against a haunt. Rather than wait for Zith, I’ll get it for him.
Zithembe’s Medium CL vs DC 16 : 1d20 + 4 ⇒ (15) + 4 = 19

The ghostly hill giant pauses at Zithembe’s command. It watches warily as the Grandfrogger buffs up his allies again, but takes no further action, nor does it fade away though.

The crusaders gathered around you turn to Zithembe and bow deeply in respect for his holy power. One of them sees the holy symbol of Shizuru that Sleeping Sword is carrying and turns as if to address the monk. Wearing the furs of the horse lords of Hangol - though clearly of an archaic style - the warrior looks right through Sleeping Sword as if seeing someone else. ”Lady Yua, though it pauses, how do we truly defeat this one?” he asks in desperation with a wave of his hand toward the giant.

DC 20 Diplomacy, Knowledge (religion), or Profession (soldier) check:
You completely destroy the haunt by telling them the battle has ended (Diplomacy or Religion) or giving them a useful battle tactic (Profession Soldier).

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Knowledge: Religion + Inspiration: 1d20 + 11 + 1d6 ⇒ (18) + 11 + (6) = 35

Maria steps up and whispers in 'Lady Yua's' ear, "We can completely destroy the haunt by telling them the battle has ended (Diplomacy or Religion) or giving them a useful battle tactic (Profession Soldier)."

Aid Attempt + Inspiration (all skills have it): 1d20 + 1d6 ⇒ (10) + (2) = 12 (Diplomacy +4, Religion +11, Profession: Soldier +2)

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"Wuzzat?" Sleeping Sword blinks. "Oh!"

The old monk bows to his elvish companion, then to the spectral horselord.

"The Way of the Sleeping Sword says: the greatest victory is that which requires no battle."

know.religion, prestige: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22
Sleeping Sword will spend 1PP to add +4 to that skill check. (P.22 of Season 10 Guide to Organised Play. I've never used a PP skill roll buff before!)

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 35/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 7/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 1/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion

Zithembe's bronze eyes transform into opal spheres. "Be at peace, spirits, for the battle you fought is now over. It is time for each of you to pass on to the next world," he says.

Diplomacy, Spiritual Parlay, Spirit Bonus, Aid: 1d20 + 15 + 2 + 2 ⇒ (3) + 15 + 2 + 2 = 22 + Spirit Surge (if base roll fails): 1d6 ⇒ 3

Liberty's Edge

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Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

I see dead people...

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

The Grandfrogger also offers a few prayers, though they are textbook and generic enough to apply to most deities and/or spirits.

Knowledge (religion) to Aid: 1d20 + 10 ⇒ (11) + 10 = 21

Grand Lodge

Tome of Righteous Repose slides

As Soddy Daisy and Hepsubia ogle the masses of dead people, Maria quickly discerns what needs to be done. The soldiers accept the reassurances from "Lady Yua" and her attendant medium that the battle has ended. As the Grandfrogger concludes his prayers, the crusaders bow deeply in thanks and fade from sight.

With the haunted illusion now clear, you find yourselves in a vaulted room which features a raised dais at the east end with a large, gold-flecked stone basin full of a green fluid. Arcane symbols painted on the basin glow amber. Six scorch-marks mar the floor of the chamber, all angled from the dais into the gallery.

Investigating the basin, (which I think we can safely assume that the ever-curious Elf-stigator would do) reveals that the green fluid is in fact unholy water. In addition, it seems that the basin itself lends a corrupting influence to the water and the crypt as a whole. You deduce that emptying and/or destroying the basin (hardness 8, 30 hp) or resanctifying the water would end the effect.

Sorry, but the scenario gives all that info with no DC or check to discover it. So here it is "as written."

Spellcraft DC 18 to investigate the scorch marks:
The marks were caused by multiple castings of lightning bolt most likely in unison by multiple casters all standing at or near the dais.

Also, please consider/vote on which way next. There's 2 exits into the corridor to the north, one exit to the west, one to the Southwest, and the wide southern stairway you entered from.

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"Thank you for helping to lay those spirits to rest" Sleeping Sword nods. "Now, perhaps I can do something about this corruption."

The priest recites prayers to Shizuru as he draws forth a wand. Touching the tip to the unholy water, he Blesses the liquid in hopes of purifying it.

Wand of Bless.

Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20

"Uh.... those are Lightning Bolt marks" the old man frowns.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Really? Since they're in such a nice pattern and all angled the same way, maybe it was part of a ritual," Soddy remarks as she gazes around the chamber. "Or maybe it was a trap made by someone that favors symmetry!"

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Keep going North.

Maria frowns as Shizuru wanders right on up to the basin and starts tapping it with his wand, ”Normally, if you notice lightning bolt scorch marks you avoid the area until after it is deemed safe. But this time hopefully we got lucky. I say we empty the bowl and go from there, I don’t really want to destroy anything though. If bless doesn’t work, does anyone have consecrate?”

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

I haven't. But I can check for future traps if you want. Or for present traps. Even for past traps if you fancy it.

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"The Way of the Sleeping Sword says: my faith is my shield" the old monk offers by way of explanation. "And with this wand" Sleeping Sword taps another slender instrument, one of several worn in a bandolier, "the Goddess makes it so."

Grand Lodge

Tome of Righteous Repose slides

Agreeing (I think) to empty the basin when it seems that the blessing of Shizuru wasn’t sufficient, you leave a large unholy puddle on the floor and move on. The hallway to the north is bare and twists and turns until it ends at a convoluted series of intersecting rooms. Just beyond to the west another room beckons.

Assuming you continue west, as it seems in line with how you’ve been working your way through this.

This grand chamber contains finely carved stone, opulent in contrast to the rest of the crypt and with a ceiling vaulted extra high to 15 feet above the floor. The heraldry of five major houses are inscribed into the wall above five ornate sarcophagi. Each sarcophagus stands ajar and empty. Except one….

DC 15 Knowledge (nobility):
You recognize the crests of local and very ancient and prestigious Lastwall houses Caliphvaso, Ordranti, Immarin, Kavapesta, and Siervage. It seems most likely that the nobles of those houses desired the prestige of being buried alongside the crusaders. It further stands to reason that they would have hired the best stoneworkers to fashion their tombs, thus the finely carved stone and overall opulence of this room.

The one sarcophagus that’s different is so because it’s not empty. Among the dust and cobwebs in that one's bottom corner is a pendant made of an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth.

Spellcraft DC 18 to identify it:

Nothing to see here:

Grandfrogger: 1d100 ⇒ 92
Hepsubia: 1d100 ⇒ 24
Maria: 1d100 ⇒ 52
Sleeping Sword: 1d100 ⇒ 12
Soddy Daisy: 1d100 ⇒ 9
Zithembe: 1d100 ⇒ 66

Suddenly Soddy Daisy begins wailing and crying out about the horrible fate that has befallen Mordesha.

Knowledge (Religion) DC 18:
The tattered remnants of the interred nobles' souls still cling to this room. They are not powerful, so their influence is transitory and limited to the bounds of their crypt (this room specifically). But it seems that there is some powerful negative energy effect in place somewhere nearby (but not here in this room) that is what is binding them to this plane.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Know Nobility: 1d20 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
Know Religion: 1d20 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8

Knowing that the essential thing to know, when someone ask you if you know about something, is that Maria knows everything there is to know about what you are asked about to know, and that brings some totawl relief; you don't feel burdened by the weight of useless knowledge.

Besides, unlike TOE (The Other Elf), you have no problem lying and inventing facts, dates, stuff, recipes (althought Maria does killer cocktails!) who can pass for real knowledge: it's UNreal Knowledge.

Way Better.

And Totawly Awesome and Stupendous, of course.

Dark Archive

HP 39 (-2, +4 to stabilize) | Mods: Shield 3m, Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 22/13/19 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 2/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Maria notices the drool coming from TAHL’s mouth as her vision glazes over obviously thinking all the important thoughts, ”I know that look. I’ll make margaritas when we get back, ok?”

She looks over the heraldry.

Knowledge: Local + Inspiration: 1d20 + 11 + 1d6 ⇒ (3) + 11 + (2) = 16

”Ah, the crests of local and very ancient and prestigious Lastwall houses Caliphvaso, Ordranti, Immarin, Kavapesta, and Siervage. It seems most likely that the nobles of those houses desired the prestige of being buried alongside the crusaders. It further stands to reason that they would have hired the best stoneworkers to fashion their tombs, thus the finely carved stone and overall opulence of this room.“

And then she waits to see if anyone identifies the magical item.

Knowledge: Religion + Inspiration: 1d20 + 11 + 1d6 ⇒ (6) + 11 + (5) = 22

And after Soddy Daisy begins wailing she surmises, ”The tattered remnants of the interred nobles' souls still cling to this room. They are not powerful, so their influence is transitory and limited to the bounds of their crypt, this room specifically. But it seems that there is some powerful negative energy effect in place somewhere nearby, but not here in this room, that is what is binding them to this plane.”

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 35/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 7/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 1/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion

"Then we must find a way to free them," Zithembe asserts.

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"Uh, you have the venture-captain's ritual against dark magic, yes?" the old man asks the shabti as he studies the strange bone pendant.

spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8

"I do not know what this is."

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

Spellcraft vs DC 18: 1d20 + 15 ⇒ (17) + 15 = 32

"A gravewatch pendant, this is. Ward against the undead, it does. Ward against ghosts, it does more. Draw their attention though, it does." The Grandfrogger glances meaningfully at Zithembe and Sleeping Sword.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Oh, some other dead people to see. Groovy.

Hepsubia grins.

She then turns to Soddy Daisy

Hey, are you dead or alive, cause I can see you!?

Grand Lodge

Tome of Righteous Repose slides

Is anyone going to wear the gravewatch pendant, and if so, who? It would occupy the neck slot.

And where to next? I presume the room immediately south labeled "spirit statues" on the map, but there are of course other more convoluted options you could take. 

Silver Crusade

active effects:
keen edge, mage armour, barkskin +2, shield of faith +2, gravewatch pendant
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 5 / cleric (crusader) 1 | AC 25 T 19 FF 23 | HP 50/50 | F +8 R +7 W +11 | CMD 25 | Init +2 | Perc +13 darkvision 60', lowlight vision | ki 6/6 | kick 5/5 | rest 7/7

"I do not hide from those in need of the Final Sleep" the old monk answers the Grandfrogger. "I stand in the light of the Empress of Heaven."

"The Way of the Sleeping Sword says: the warrior may abandon his own body, but he must preserve his soul."

Sleeping Sword has no neck-slot item and would certainly benefit from the pendant.

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