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

Game Master Lady Ladile

Current Scenario: #3-16 The Midnight Mauler

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The Concordance

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HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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:

"I'm alive!" Soddy huffs indignantly, wiping furiously at her face with a sleeve, clearly unnerved by the sudden overwhelming emotion she just experienced. "I am a leshy. Hath not a leshy eyes? Hath not a leshy hands, organs, dimensions, senses, affections, passions? Fed with the same food, hurt with the same weapons, subject to the same diseases, healed by the same means, warmed and cooled by the same winter and summer as a fleshy is? If you prick us, do we not bleed?"

A pause.

"Well...it isn't blood that we bleed, but I think you understand what I meant."

Another pause.

"I wish I'd come up with that speech all on my own, but I heard it in this fleshy-made play that I saw in Absalom once. Quoting it seemed appropriate. Anyway, it sounds like Sleeping Sword would like to carry the pendant. I'm okay with that."

Grand Lodge

Infernal Infiltration : Impossible Playtest

Without objection, Sleeping Sword dons the creepy skeletal necklace and the party moves south into another room. Within you find three white marble statues of featureless spirits that echo the murals on the walls. The murals depict thousands of souls streaming toward a great spire, and as you enter you swear you can even hear the sound of the wailing souls.

Oh, no, wait. You really are hearing the sound of wailing souls. It seems to be coming from the statues themselves. The statues seem to move for just a moment but then it becomes apparent that there was something or someone residing within each of them. Three incorporeal forms detach themselves from the solid stone and move across the room towards you!

Maria, Zithembe, or Grandfrogger:
You each instantly recognize the murals as depicting the River of Souls flowing into Pharasma’s Spire to be judged.

Knowledge (PLANES) DC 15 to ID:
These are unfettered phantoms, not undead. Outsiders born of a strong emotion. In this case, they look angry. Obviously they can become incorporeal, and slashing weapons aren’t particularly effective. Ask what else you want to know for each 5 over the DC.

Who’s up?:

Grandfrogger Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Hepsubia Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Maria Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Sleeping Sword Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Soddy Daisy Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Zithembe Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Green Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Red Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Blue Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
I’m going to put Hepsubia with Sleeping Sword and move Blue to the bottom to simply posting and keep things moving.

The first to react to your presence is the one closest to Sleeping Sword. It steps in and simply tries to bludgeon the monk with its solid but ghostly arm.

Slam: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, B: 1d8 + 5 ⇒ (3) + 5 = 8

It just barely hits, doing a small amount of damage to the dhampir.

Round 1
Bold May Act
Map: Angry Spirits
Conditions: None

Green

Zithembe
Maria
Soddy Daisy
Grandfrogger

Red

Sleeping Sword (-8)
Hepsubia

Blue

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

Knowledge (planes) vs DC 15: 1d20 + 10 ⇒ (16) + 10 = 26 Ooo! Any other resistances/immunities, or perhaps a weaknesses we should know about?

"Phantoms, those are. Cutting them, do not bother." The Grandfrogger begins to chant, and yet another ghostly apparition appears above him. This one - an elderly grippli matron - scowls at the red ghost, slips the slipper off her foot, and hurls it at them.

Spiritual Weapon: 1d20 + 12 ⇒ (20) + 12 = 32
Force damage: 1d8 + 2 ⇒ (7) + 2 = 9
Crit Force damage: 1d8 + 2 ⇒ (1) + 2 = 3

Casting spiritual weapon.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria is focused on the murals, "Those are obviously depicting the river of souls in Pharasma's Spire. Clearly the artist had not been though, I can point out five inaccuracies. But the feel of the place as depicted is pretty accurate."

Knowledge: Planes + Inspiration: 1d20 + 12 + 1d6 ⇒ (1) + 12 + (1) = 14

"Anyway, watch out for those ghosts."

Hmmm.... ok then. Does the Grandfrogger know if this is an evil outsider? It will definitely affect what Maria does if they are. Also waiting for Zith to move so she has an option for a 5-ft away.

Liberty's Edge

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Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Know PLanes: 1d20 + 6 ⇒ (9) + 6 = 15

Groovy. But why are they so angry?

Hepsubia searches for her most beautiful, favorite mace to fight the phantoms.

The fact that you have never seen her holding a mace in combat isn't relevant.

Yeah everyone should get a blunt to wash away the anger..

Maybe I should sing a song to appease them? Or at least to help us fighting them?

One of the option of a Skald Weapon song is "Ghost touch", which can give us an edge here. Which is highly ironical, as we must use bludgeoning weapons.

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | 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 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Zithembe strides into the room, and his eyes transform into rubies. The ancient warrior spirits who are less lost to madness and rage join with him to share their experiences. His allies experience ancient memories of long past skirmishes.

He draws a ring-pommeled dagger from his belt as he moves. He flips the blade around his fingers in order to punch the phantom with the metal of the ring strengthening the blow. "Echoes of souls," he says, "still need to be freed."

Add +1 to hit and +1 to damage (and magic damage) if Hep has her Skald Song up. I couldn't tell if she did or just said something about it and was delaying.

Free: Spiritual Invocation
Move: Move 10 ft
Standard: Attack
Kunai (cold iron), Champion, Seance: 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23 (+ 1d6 ⇒ 6 = 29 if 23 misses)
Bludgeoning, Champion, Seance: 1d4 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11

Allies within 30 ft gain +2 to non-spell damage.

AOO if triggered:

Kunai (cold iron), Champion, Seance: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29
Bludgeoning, Champion, Seance: 1d4 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Hep isn’t up yet. I think she was wisely indicating her plan though.

Right after Zithembe steps past her, Maria drops back, draws her bow and slams back an elixir.

”A song would be nice Hep, our spirits could certainly be improved by music. Perhaps our foes here would enjoy it as well.”

Step, Draw Weapon, Drink Elixir of Shield.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

I is shocked. Me, acting WISELY? Really?^^

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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 stands on tip-toe to try and see what's happening, but it's difficult due to her stature, the close quarters, and her taller allies being scattered around. She hesitates, waiting for opportunity to present itself...
______________

Soddy will Delay for the moment~

Grand Lodge

Infernal Infiltration : Impossible Playtest

Grandfrogger:
You recall (after the Grand-mother-frogger scowls at you for forgetting) that phantoms (Neutral, not evil, outsiders) are immune to mind-affecting effects, but have no other special resistances or weaknesses. She reminds you that when an unfettered phantom moves more than 5 feet, it becomes incorporeal until it stops moving. When they are in melee, they are corporeal. Which Sleeping Sword’s small wound can attest to.
=======End Spoiler=====

The Grand-mother-frogger hits Red with a slipper, and it seems that it was extra effective! Red growls at her, but decides to focus on the jade medium first.

The elf ladies engage in some repartee about the enemy, then Maria gets more ready than she usually is. Maybe she’d just gotten complacent in this crypt with so little combat happening. So far….

Zithembe strides into the fray calling upon his own spirits and slams the hilt of the small knife into the phantom’s gut. He can tell that the phantom is currently not incorporeal, and it took all the damage he dished out. (Also you did not need the extra d6 to hit it. The 23 was enough.)

From the back of the line, the small leshy elects to wait until she can see better past those elves with their crazy long legs.

The Red phantom is angry. Which kind of goes without saying. Conveniently there’s someone to take it out on right in front of it.

Slam: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, B: 1d8 + 5 ⇒ (7) + 5 = 12

Slam: 1d20 + 10 ⇒ (16) + 10 = 26
Damage, B: 1d8 + 5 ⇒ (2) + 5 = 7

It lets all its rage out as it strikes Zithembe twice.

Round 1
Bold May Act
Map: Angry Spirits
Conditions: None

Green

Zithembe (-19)
Maria
Grandfrogger

Red (-23)

Soddy Daisy (Delaying)
Sleeping Sword (-8)
Hepsubia

Blue

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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:

"Okay, here I go!"

Soddy slips past Maria and trundles around the corner, before stopping and plucking a seedpod off of her body. She takes aim at Red and throws...

Seedpod vs. Red (Ranged Touch; Into Melee): 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Damage (B): 3d6 ⇒ (1, 2, 5) = 8
______________

If that hits, Red needs to make a DC 17 Fort or be entangled (if possible) for 2d4 ⇒ (3, 3) = 6 rounds.

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"Uh, the blows feel solid enough."

Although far more proficient with the sword, Sleeping Sword heeds his companions' advice and strikes with foot and fist, swaying this way and that to avoid a counterpunch.

umarmed strike (magic bludgeoning) vs red, flurry: 1d20 + 8 ⇒ (16) + 8 = 24damage, champion: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14
umarmed strike (magic bludgeoning) vs red, flurry: 1d20 + 8 ⇒ (16) + 8 = 24damage, champion: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13

if red still stands, spend 1 ki on additional attack; if red has dropped, Sleeping Sword gains 1 ki and then spends it on Ki Dodge for +4AC.

umarmed strike (magic bludgeoning) vs red, flurry: 1d20 + 8 ⇒ (12) + 8 = 20damage, champion: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Feel their Hunger. It binds them to you. Let it flow into you.

Liberty's Edge

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Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Hepsubia, aka The Greatest Artist Living Today In a One-Meter Radius, starts to sing a rythmic song, empowering your weapons, wich takes a ghostly hue

Sit down by the fire and I'll tell you a story
To send you away to your bed
Of the things you hear creeping when everyone's sleeping
And you wish you were out here instead
It isn't the mice in the wall, it isn't the wind in the well
Every night they march out of that hole in the wall
Passing through on their way out of hell

They're the things that you see when you wake up and scream
The cold things that follow you down the Boreen
They live in the small ring of trees on the hill
Up at the top of the field
And they dance on the rain, they dance on the wind
They tap on the window when no one is in
And if ever you see them
Pretend that you're dead or they'll bite off your head
They'll rip out your liver and dance on your neck
They dance on your head and they dance on your chest
They give you the cramp and the cholic for jest

Weapon song bonuses to choose: Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

Grand Lodge

Infernal Infiltration : Impossible Playtest

Soddy Daisy tosses a seedpod into the fray but misses. She thinks that it might have hit had it not been for that big jade galoot being in the way.

Sleeping Sword eschews his sword for his fists. Wham! Wham! The phantom takes two solid punches to the torso, staggering under the impact. The monk focuses his ki for one more strike, but the phantom sees it coming and dodges out of the way just barely hanging onto its strange un-life for a few moments more.

And then a song begins. Softly at first as Hep gets her voice warmed up, but then belted out in a way to inspire and enhance her friends’ and allies’ capabilities. And maybe even get them dancing.

The Blue-ish tinged one opens its mouth to scream in rage, but nothing comes out. All Soddy can see is a terrifying visage of phantasmagorical anger bearing down on her until it stops and slams its open palm into her little head

Slam: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, B: 1d8 + 5 ⇒ (2) + 5 = 7

Nearly knocking her sunhat off, but certainly ringing her bell.

Green sees an opportunity to pummel the monk in tandem with Red. It steps just into a flanking position and unleashes its ire twice.

Slam, flanking: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Damage, B: 1d8 + 5 ⇒ (7) + 5 = 12

Slam, flanking: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Damage, B: 1d8 + 5 ⇒ (5) + 5 = 10

The first just barely hits before the monk easily dodges the second wide swing of the phantom’s arm.

Round 2
Bold May Act
Map: Angry Spirits
Conditions: A Most Awesome Weapon Song*

Green

Zithembe (-19)
Maria
Grandfrogger

Red (-50)

Soddy Daisy (-7)
Sleeping Sword (-20)
Hepsubia

Blue

*Options from the weapon song (assuming the affected weapon is already +1): Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria steps in and focuses on her target, trying to finish off the injured spirit, ”We got this. One at a time, cover each other.”

Step, Focused Shot with Perfect Strike (best of two rolls) vs Red, Ghost Touch on her Bow chosen, in case they turn incorporeal.

Wasp + PBS: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Wasp + PBS: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18

Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Zith: 1d8 + 1 + 5 + 1 + 2 ⇒ (8) + 1 + 5 + 1 + 2 = 17

Grand Lodge

Infernal Infiltration : Impossible Playtest

In spite of putting all her concentration into the shot, Maria misses also. Seems that luck just wasn’t on her side.

Round 2
Bold May Act
Map: Angry Spirits
Conditions: A Most Awesome Weapon Song*

Green

Zithembe (-19)
Maria
Grandfrogger

Red (-50)

Soddy Daisy (-7)
Sleeping Sword (-20)
Hepsubia

Blue

*Options from the weapon song (assuming the affected weapon is already +1): Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

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 moves a bit closer to the fray, casting baleful red eyes on the envious phantom attacking Sleeping Sword from the rear. The matronly apparition above him notices and scowls, producing yet another slipper in her translucent hand and hurling it.

Spiritual Weapon vs Green: 1d20 + 12 ⇒ (8) + 12 = 20
Force damage: 1d8 + 2 ⇒ (3) + 2 = 5

The shaman blinks those red eyes for a moment, concentrating. "Cooperate, we must!" he croaks loudly as they open once more. "Your companions, cover! Your training, remember!"

5-ft step, Move action to re-direct spiritual weapon from Red to Green, Standard action to activate Tribal Cooperation to give everyone the benefits of the Escape Route feat for 6 rounds (hoping that'll let our ranged folks reposition without having to tank any AoOs).

Escape Route: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | 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 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Zithembe focuses on finishing off the phantom of red ectoplasm in front of himself.

Kunai (cold iron), Champion, Seance, Song: 1d20 + 8 + 2 + 2 + 1 ⇒ (11) + 8 + 2 + 2 + 1 = 24
Magic, Bludgeoning, Champion, Seance, Song: 1d4 + 3 + 2 + 2 + 1 ⇒ (1) + 3 + 2 + 2 + 1 = 9

Don't forget: Allies within 30 ft of Zithembe gain +2 Damage to Non-Spell Damage. You know, if they'd hit.

Grand Lodge

Infernal Infiltration : Impossible Playtest

Nana-frogger misses Green with her slipper, but it notices her scowl and howls right back at her. Meanwhile her beau inspires his allies and gives them a nice tactical advantage.

Zithembe doesn’t need much help to finish off the first of the three. It dissolves into ectoplasmic mist even as it keeps screaming, though not in pain only in anger.

Round 2
Bold May Act
Map: Angry Spirits
Conditions: A Most Awesome Weapon Song*; Escape Route**; Seance***

Green

Zithembe (-19)
Maria
Grandfrogger

Soddy Daisy (-7)
Sleeping Sword (-20)
Hepsubia

Blue

*Options from the weapon song (assuming the affected weapon is already +1): Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

**Escape Route: An ally who also has this feat (all of you) provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

***Allies within 30 ft of Zithembe gain +2 Damage to Non-Spell Damage.

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Sleeping Sword gains +1 on his unarmed strike this round.

Nodding to Zithembe in appreciation of the shabti's accurate strike, Sleeping Sword sways and staggers sideways and strikes at the next phantom...

flurry vs green: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16damage: 1d8 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
flurry vs green: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19damage: 1d8 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15

If either blow hits (looks unlikely), Sleeping Sword triggers Gentle Rest as a swift action, which Staggers the target for 1 round with no save. Otherwise he Ki Flurries:

flurry vs green: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17damage: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16

Well. May have to switch to sword next round, see how much DR they have :o

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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:

"Ow, that was rude..."

Taking advantage of the spirit of cooperation granted by the Grandfrogger, Soddy moves into a more advantageous position and attempts to fling another seepod...

Seedpod vs. Blue (PBS; Ranged Touch): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 *sad trombone*
Damage (B): 3d6 + 1 ⇒ (5, 2, 5) + 1 = 13

...but it somehow manages to ping off the nearby corner and nearly hit her, instead.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Sowwy for the lack of post: end of the week was real busy at work, and we had a day or so without internet access at home (someone dumb cut our cable). Then I couldn't access Paizo... Well, I'm back now.

Having lost a few precious moments seeking for her favorite mace (which she must have left at home, because no one would dare stealing it from her, as she is the Totawly Awesome and Magnificent Hepsubia, and the group main, if not only, thief. Beside, no one would succeed stealing it from her, ahahah. Only ONE person would be AWESOME enough to steal her favorite mace without Lil"Hep noticing: herself.), Hepsubia hops into the battle (that likes "jump into the fray", but more playful.

Suddenly very proud of her thieving skills and devious duplicity, Hepsubia strikes with her sword, whose blade became slightly translucent under the power of her song

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Grand Lodge

Infernal Infiltration : Impossible Playtest

Sleeping Sword looks like he he may have fallen asleep as he can’t hit anything. Soddy slips past the Blue phantom using Zithembe as cover but is so focused on the movement that her throw goes way wide. Hepsubia, likewise misses, though her miss is both barely by a whisker while still being awesome.

North to Sw : 1d3 ⇒ 1

Its original focus having been straight ahead, Blue barely notices the little leshy slip away. Instead, now its eyes are drawn to the elf. It steps carefully forward and strikes out in fury

Slam 1: 1d20 + 10 ⇒ (12) + 10 = 22
Damage : 1d8 + 5 ⇒ (4) + 5 = 9

Slam 2: 1d20 + 10 ⇒ (15) + 10 = 25
Damage : 1d8 + 5 ⇒ (6) + 5 = 11

Maria takes two big hits.

Meanwhile, the whiff of a sword from around the corner isn’t really enough to take Green’s focus off of Sleeping Sword, so it returns the monk’s flurry with its own.

Slam 1: 1d20 + 10 ⇒ (6) + 10 = 16
Damage : 1d8 + 5 ⇒ (6) + 5 = 11

Slam 2: 1d20 + 10 ⇒ (10) + 10 = 20
Damage : 1d8 + 5 ⇒ (5) + 5 = 10

With the same result as what Sleeping Sword had - striking nothin’ but air.

Round 3
Everyone May Act
Map: Angry Spirits
Conditions: A Most Awesome Weapon Song*; Escape Route**; Seance***

Green

Zithembe (-19)
Maria (-20)
Grandfrogger

Soddy Daisy (-7)
Sleeping Sword (-20)
Hepsubia

Blue

*Options from the weapon song (assuming the affected weapon is already +1): Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

**Escape Route: An ally who also has this feat (all of you) provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

***Allies within 30 ft of Zithembe gain +2 Damage to Non-Spell Damage.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria moves out of the dangerous middle melee spot, taking full advantage of her allies providing cover during the movement. She aims carefully, then pauses and winces as her broken ribs grind inside her chest.

”It’s ok, I am fine. Just focus on these spirits.”

She takes aim again and releases another arrow.

Move, Focused Shot with Perfect Strike (best of two rolls) vs Blue

Wasp + PBS: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Wasp + PBS: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21

Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Zith: 1d8 + 1 + 5 + 1 + 2 ⇒ (2) + 1 + 5 + 1 + 2 = 11

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | 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 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Zithembe steps into a potentially dangerous spot to defend the Grandfrogger and Hepsubia as best he can. He keeps his shield raised while striking at the blue phantom.

5-foot Step, Attack (Fighting Defensively)

Kunai (cold iron), song, champion, seance, fighting defensively: 1d20 + 8 + 1 + 2 + 2 - 4 ⇒ (12) + 8 + 1 + 2 + 2 - 4 = 21 + Spirit Surge: 1d6 ⇒ 6 (since if I read correctly, Hep's 21 barely missed)
Magic, Bludgeoning, song, champion, seance: 1d4 + 3 + 1 + 2 + 2 ⇒ (2) + 3 + 1 + 2 + 2 = 10

AC 24/FF 22

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

Spiritual Weapon vs Green: 1d20 + 12 ⇒ (3) + 12 = 15
Force damage: 1d8 + 2 ⇒ (2) + 2 = 4

The transparent figure above the Grandfrogger pulls another slipper out of her ghostly apron and hurls it at the envious apparition. Below her, the small figure croaks and then lashes out with his tongue around the corner!

Melee Touch vs Blue: 1d20 + 8 ⇒ (1) + 8 = 9
Cold damage: 4d6 ⇒ (3, 6, 6, 1) = 16

Casting frigid touch, though he’s not touching anything with that roll. XD

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

The Hunger draws you to Essence, and though the Bloodless pull only weakly, they pull nonetheless.

Sleeping Sword finally draws his blade - a gleaming skymetal katana, its already deadly edge honed further still by the temporary magic bestowed by his purchased scroll, and now by Hepsubia's weapon song that causes the edge to glow white-hot. Choosing Flaming enhancement.

Getting the measure of the phantom's artless attack form, the swaying monk sidesteps, and then strikes...

katana vs Green, flank: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22damage, 2 hands, champion: 1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15fire damage: 1d6 ⇒ 4

"The Sword and the Warrior are one."

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Flanking attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
dmg: 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9

Hapsubia uses an opportunity to strike.

But she isn't sure she would miss or not.

Aren't flanked target on FF AC?

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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:

Ever persistent, Soddy maneuvers around and attempts to throw yet another seedpod...

Seedpod vs. Blue (PBS; Ranged Touch): 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage (B; Seance): 3d6 + 1 + 2 ⇒ (4, 2, 6) + 1 + 2 = 15

"Might as well be trying to strike mist!"

Grand Lodge

Infernal Infiltration : Impossible Playtest

Maria jukes and jives around the Blue phantom who screams in anger that he can’t retaliate. That’s okay, cause Maria can’t retaliate against him either, missing by a hair.

Zithembe opts to protect his allies and himself. He needs the help of his spirits to guide his kunai at just the last moment to make the weapon connect.

The Frogger family both miss, though surely the Grand-Mother-Frogger blames it on him.

Sleeping Sword uses the distraction that Hepsubia provides to finally land a blow on Green. The fire seems to work just fine, as does the sharp blade of his katana, too. But, unfortunately, Hepsubia isn’t able to capitalize on the flanking.

Soddy is shocked when her seed pod actually hits the Blue phantom! Sadly, it does seem to ignore some of the damage from her seed pod. But, hey, at least it’s a hit!

Their Touch AC is fairly low compared to their full normal AC. But they do have DR 5/slashing.

Blue considers the enemies. The jade man looks hard to hit, but the Frog and Elf seem soft. It phases out through the wall and appears behind the Grandfrogger and Hepsubia. It then pauses a moment as if waiting for something.

Green sees the opportunity and shift-steps 5 feet to the left. Now with flanking, Blue strikes Hepsubia, and Green does the same.

Blue: Incorporeal movement, Readied action to Attack when Green gets into Flank. Green: 5-foot step, Attacks with flanking. Sorry Hep.

Zithembe, Hepsubia and the Grandfrogger make take AOs vs Blue, though it’s incorporeal as it moves.

Blue Slam, flanking: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage : 1d8 + 5 ⇒ (4) + 5 = 9

Green Slam 1, flanking: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damage : 1d8 + 5 ⇒ (6) + 5 = 11

Green Slam 2, flanking: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage : 1d8 + 5 ⇒ (4) + 5 = 9

All three phantom slams connect with the singing elf. She’s hurt, but she’s not down yet!

Round 4
Everyone May Act
Map: Angry Spirits
Conditions: A Most Awesome Weapon Song*; Escape Route**; Seance***

Green (-19)

Zithembe (-19)
Maria (-20)
Grandfrogger

Soddy Daisy (-7)
Sleeping Sword (-20)
Hepsubia (-29)

Blue (-15)

*Options from the weapon song (assuming the affected weapon is already +1): Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

**Escape Route: An ally who also has this feat (all of you) provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

***Allies within 30 ft of Zithembe gain +2 Damage to Non-Spell Damage.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria fires her last perfect shot. Though to be fair none of the prior ones have even been adequate, much less perfect. She then darts back in, using her allies as cover to provide a flank to her fellow elf, ”I feel that you may enjoy being an anger spirit Hep, so I guess dying here could be fun. BUT I expect it would get boring after a decade or two. Thus I would suggest a tactical relocation.”

She pauses then adds, ”After you stab this one, of course.”

Focused Shot with Perfect Strike (best of two rolls) vs Green (Zith provides cover), Move while drawing Rapier.

Wasp + PBS: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Wasp + PBS: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27

Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Zith: 1d8 + 1 + 5 + 1 + 2 ⇒ (1) + 1 + 5 + 1 + 2 = 10

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

AoO: 1d20 + 6 ⇒ (19) + 6 = 25
Dmg: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10

AoO, Crit?: 1d20 + 6 ⇒ (12) + 6 = 18
Dmg: 1d8 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11

Hepsubia manages an AWESOME counter offensive.

She even blows a raspberry at the ghost, to be even more offensive

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

katana vs green, flank: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30damage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11fire damage: 1d6 ⇒ 5
katana vs green, flank: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15fire damage: 1d6 ⇒ 6

confirm? martial manuscript: 1d20 + 11 + 2 + 2 ⇒ (13) + 11 + 2 + 2 = 28crit damage: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Sleeping Sword follows the greenish phantom closely, matching its movements. As it strikes at his allies, the old monk means to cut it down.

Assuming that crit confirms, Sleeping Sword recovers 1 ki. Unless Green is already downed, that ki will immediately be spent on an additional flurry attack.

katana vs green, flank: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15fire damage: 1d6 ⇒ 2
confirm?: 1d20 + 11 + 2 + 2 ⇒ (13) + 11 + 2 + 2 = 28crit damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15

looking better :o Sleeping Sword recovers 1 ki for each confirmed crit, and for downing an opponent.

As Sleeping Sword's skymetal blade flashes again and again, a wisp of ectoplasm is drawn from the phantom into the monk. The old man shudders and gasps - invigorated somehow, not pained.

There is only the Hunger.

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 isn’t able to react quick enough as the ghosts reposition, but neither can he call upon other spirits for aid while frost encases his tongue.

Frigid Touch vs Blue Touch AC: 1d20 + 8 ⇒ (13) + 8 = 21 (Target is staggered for 1 round on successful hit)
Cold damage: 4d6 ⇒ (5, 5, 1, 5) = 16

The spirit above him, meanwhile, continues her barrage of footwear.

Spiritual Weapon vs ??: 1d20 + 12 ⇒ (11) + 12 = 23
Force damage: 1d8 + 2 ⇒ (5) + 2 = 7

If Green is down, the Grandfrogger will need to use a move action to redirect the spiritual weapon to Blue. Otherwise it will continue attacking Green.

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | 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 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

AOO: Kunai (cold iron), Champion, Song: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26
Magic, Bludgeoning, Champion, Seance, Song: 1d4 + 1 + 2 + 2 + 1 ⇒ (4) + 1 + 2 + 2 + 1 = 10

Zithembe punches at the blue spirit as it passes with the cold iron ring of his knife.

As the green spirit disincorporates, he drops his knife and draws his sword as he moves behind the Grandfrogger. There he slashes too hastily at the blue spirit.

Drop Weapon, Move & Draw Weapon, Attack

+1 Longsword, Champion, Keen: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
S, magic, champion, seance: 1d8 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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:

With only one spirit remaining, Soddy hustles back down the corridor and stops next to the Grandfrogger. Though aiming is somewhat difficult with her allies surrounding her target, she nevertheless attempts to throw another seedpod.

Seedpod vs. Blue (Ranged Touch; PBS): 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage (B; Seance): 3d6 + 1 + 2 ⇒ (4, 6, 1) + 1 + 2 = 14

"I can do this all day so you should just cross back to the other side and make it easier on yourself!"

Grand Lodge

Infernal Infiltration : Impossible Playtest

Maria hits Green and then moves into flanking with her elf-buddy. Said elf-buddy lashes out at Blue as it tries to get behind her, her Awesome ghostly weapon making an Awesome slash across its chest in spite of it being incorporeal.

Sleeping Sword cuts loose on Green and puts it back into the spirit realm, regaining his focus as he does so.

@Sleeping Sword: Green dropped after your first Crit. 2 ki gained: 1 for the first crit, 1 for dropping Green.

Team Frogger finishes off Blue with a stunning tongue and slipper combo!

Silence falls over the crypt again.

COMBAT OVER

Zithembe (-19)
Maria (-20)
Grandfrogger

Soddy Daisy (-7)
Sleeping Sword (-20)
Hepsubia (-29)

Kind of helps when you stop rolling 21's ;) 

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Sleeping Sword shudders and closes his eyes. He sways for a moment or two, before jerking upright. With a flick of the blade the old monk removes a slick of ectoplasm - but he does not sheathe the sword.

Opening his eyes again, Sleeping Sword says "Rarely have I endured such punishing blows; the hour of reckoning draws near. The Way of The Sleeping Sword tells us, every battle is won before it is fought."

His open hand withdraws a wand - the same one that he demonstrated to the rest of the pathfinders back at the briefing. A command word causes the dark crystalline tip of the wand to shed negative energy, which Sleeping Sword applies to his bruised and broken flesh.

inflict light wounds (healing): 4d8 + 4 ⇒ (5, 6, 3, 7) + 4 = 25

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Hepsubia mixes a few things in a vial and gulps the drink, healing herself in the process.

It might even have been her purpose.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria pulls out a much less necromantic wand and applies it to her own wounds.

CLW: 4d8 + 4 ⇒ (1, 6, 6, 1) + 4 = 18

”Let’s look around briefly here, then try to find the cause of all these haunts and spirits.”

Perception + Inspiration: 1d20 + 14 + 1d6 ⇒ (20) + 14 + (1) = 35

Then reapplies her other wand (heightened awareness).

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), 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:

"That was lively," Soddy remarks as she produces her own wand and gives herself a couple of taps.

CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5

Wand charges remaining (41).

"Where to next?"

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | 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 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Zithembe produces a wand made from deer antler and concentrates on gesturing with it just so. Some of his wands heal. However, while he is attempting to activate it a second time, the wand sparks. "Curses of the pit," the shabti frowns.

Use Magic Device DC 20, Sickened: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Healing: 1d8 + 1 ⇒ (6) + 1 = 7

Use Magic Device DC 20, Sickened: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Healing: 1d8 + 1 ⇒ (1) + 1 = 2

"Nolaria, could you do me a favor?" he asks one of his henchmen. The woodswoman step forward and holds a symbol of Old Deadeye as she prayers.

CLW: 1d8 + 3 ⇒ (2) + 3 = 5

"Thank you." He then drinks a vial with a red liquid inside.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Exactly +19

Grand Lodge

Infernal Infiltration : Impossible Playtest

Looks like Maria is still down 2 HP, and Hepsubia is still down 21. I’ll move us on, but if Grandfrogger or anyone else has anything else they would have done, you may.

As the party heals up, Maria pokes around but finds nothing of interest. Zithembe needs a little help from his hireling to get himself ready for the next fight.

Sleeping Sword gets metaphysical, and his words about battles being over before they are fought may prove prophetic.

As from down the southern hall an eerie voice calls out in Tien* ”Nitō-Gunsō Matsuri, what are the three of you screaming about now? Can you not let the rest of us enjoy our death in peace?” it asks clearly friustrated and upset at all the screaming the anger phantoms were doing. ”If you disturb Lady Michiko again, I will eat your soul as I did to Hasagawa.” The voice is likely male, but is strangely soft and sibilant. It’s also clearly getting closer, and you think you have mere seconds to prepare.

1 round of buff / prep. You can place yourselves anywhere in the room you were already in as you moved about to search and heal up. The voice is coming from a hallway extending to the south and indicated by the arrow on the map.

The Voice from the Past map

*This entity is speaking Tien. Since half of the party speak Tien also, I’ll assume they are translating for the rest of you rather than doing spoilers. If Sleeping Sword, Maria, or Hepsubia do address it directly, please specify if you are speaking in Tien or not as bonuses may (or may not) apply. Please and Thank you.

Sense Motive DC 15:
It’s not hard to tell that the speaker likely outranks (or outranked) Nitō-Gunsō Matsuri, whatever a Nitō-Gunsō is.

Knowledge History or Local re Tien/Minkai, Profession (Soldier) or related DC 15:
A Nitō-Gunsō was a mid-rank non-commisioned officer (NCO) in ancient Minkai ground forces, likely responsible for one or two dozen troops.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria translates quickly and fluidly, even as her mind is racing to determine the best course of action. She adds quietly to her allies that, "the speaker likely outranks (or outranked) Nitō-Gunsō Matsuri, which is a mid-rank non-commisioned officer (NCO) in ancient Minkai ground forces, likely responsible for one or two dozen troops."

Knowledge: History + Inspiration: 1d20 + 12 + 1d6 ⇒ (19) + 12 + (2) = 33

Can't fail DC 15 Sense Motive. Shared results from that and the knowledge check above.

She speaks up, in the language she is hearing, "Hello. We are not enemies. We are here to help. My friends and I would like to speak with you. There is no need for soul eating."

Diplomacy + Inspiration Aid Another: 1d20 + 4 + 1d6 ⇒ (10) + 4 + (3) = 17

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

During the healing interlude, Sleeping Sword offers his Wand of Bless to the Grandfrogger for possible later use. He also offers to use any wands of Cure Light [or other] Wounds on Hep should she wish.

"An officer, or adjunct to Lady Michiko. Perhaps he can be convinced that the battles are over, made to stand down."

In case parlay should fail, Sleeping Sword uses another of his wands to bolster his defence somewhat.

Activate Wand of Shield of Faith.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Diplo: 1d20 + 5 ⇒ (17) + 5 = 22

Being, like, totally fluent in Tien, Hepsubia begins an AWESOME speech about how she thanks the spirit for their duty, that they are no foes of Lady Michiko, and how they are on a mission to bring back peace to the long dead, who are still to this day, revered for the honor in which they have performed their duty.

No soul eating has to be involved.

Really.

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 will certainly make sure folks are in fighting condition - if you need healing and have your own wand, feel free to roll yourself and he’ll activate it on your behalf. If you don’t have a wand, let me know and I’ll use charges from his.

The Grandfrogger watches with unblinking red eyes and waits for Maria to translate.

Ready to use that wand of bless, but I’ll wait for the owner to give the green light before casting.

Grand Lodge

Infernal Infiltration : Impossible Playtest

Maria gives some hints to the others, and Hep takes advantage of them to try talking the approaching entity down. Sleeping Sword and the Grandfrogger prepare for battle just in case, though.

As Hep finishes the speech that she was certain was Totally Awesome, the entity finally appears in the hallway. Floating in mid-air, it appears to be made of nothing more than tendrils of darkness and wispy shadows lit by an unseen fire. (He Who Addresses You)

Knowledge (Religion) DC 18:
This is a Greater Shadow, an incorporeal undead. Let me know what else you want to know about it.

As it comes into view, it suddenly focuses on Sleeping Sword. It floats past Zithembe, keeping its distance from Sleeping Sword and speaks (still in Tien) as if answering Hep though its eyes never leave the dhampir monk/priest. ”You are alive. You have entered this accursed place. You should not be here. Lady Michiko,” he glances back over his shoulder down the hallway, ”will not be welcoming. But you…”

Now his focus shifts fully to Sleeping Sword. ”You present the holy symbol of the Empress of Heaven. Two of them, in fact. Did you find one of those here, or are you just extra dedicated to Her faith?”

The Voice from the Past

Though it moved past Zithembe, which would provoke if in combat, it seems unconcerned. But if someone really wants to start combat we can roll Initiative….

Pronounciation Note: When used in Japanese transliteration, a line above a character - such as the ō in Nitō-Gunsō - means that the letter is pronounced distinctly twice. So this would be “Nee-toh-oh Gun-soh-oh.”

*This entity is speaking Tien. Since half of the party speak Tien also, I’ll assume they are translating for the rest of you rather than doing spoilers. If Sleeping Sword, Maria, or Hepsubia do address it directly, please specify if you are speaking in Tien or not as bonuses may (or may not) apply. Please and Thank you.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Knowledge: History + Inspiration + HA: 1d20 + 12 + 1d6 + 2 ⇒ (18) + 12 + (6) + 2 = 38

Resistances, Special Attacks, Special Abilities

Silver Crusade

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active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

The swaying monk inhales deeply, contemplating his words...

know.religion: 1d20 + 4 ⇒ (5) + 4 = 9

...though the shade is of a kind not previously encountered. Sleeping Sword counts on the counsel of his fellows to fill the gaps in his own learning. The Way of the Sleeping Sword is a martial path first and foremost.

"It is by the Will of the Empress of Heaven that I come to this place, servant of Lady Michiko" the priest addresses the shade in Tien, and presents the found holy symbol.

"It is by the Will of the Empress of Heaven that I came upon this symbol, which belonged to Lady Michiko in life, did it not?

Your mistress was a holy warrior who did her duty even at the cost of her soul. And you, you did the same. A loyal servant to the end, and beyond.

I tell you that Lady Sun knows this, for she has sent me here with my companions to cleanse the corruption that you suffer. It is Her Divine Will that you suffer no more, that you return to Her Light. You are not beyond Her Grace, if you only accept it."

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