PFS 6-15 The Overflow Archives (Inactive)

Game Master Mike Andersen 351

Map the First

Player Handouts


APL = 2 + 3 + 1 + 1 + 4 + 3 + 5 = 19
19/7 = 2.7, rounds to 3.
"A party of five to seven characters whose APL is between two subtiers must play the higher tier with the four-character adjustment" - Guide to Organized Play p. 32

Thus, we are at High Tier with 4 player adjustments.

[Dice=Caith Init +0]1d20[/Dice]
[Dice=Caith Perception +0]1d20[/Dice]

[Dice=Dalangi Init +3]1d20+3[/Dice]
[Dice=Dalangi Perception +4]1d20+4[/Dice]

[Dice=Fuzzfoot Init: +3 ]1d20+3[/Dice]
[Dice=Fuzzfoot Perc: +3]1d20+3[/Dice]

[Dice=Gob Init +7 ]1d20+7[/Dice]
[Dice=Gob Perception 0]1d20[/Dice]

[Dice=Quillen +7 Init]1d20+7[/Dice]
[Dice=Quillen +7 Perception]1d20+7[/Dice]

[Dice=Shah Init: +2]1d20+2[/Dice]
[Dice=Shah Perc: +6]1d20+6[/Dice]

[Dice=Samaeon Init +2]1d20+2[/Dice]
[Dice=Samaeon Perception -1]1d20-1[/Dice]

[Dice=Zahaz Init +1 ]1d20+1[/Dice]
[Dice=Zahaz Perception +13]1d20+13[/Dice]

THE BIRD CR 5
Unique juju zombie giant vulture (Pathfinder RPG Bestiary 2 291,
Pathfinder RPG Bestiary 3 284)
NE Large undead (augmented animal)
Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +10
DEFENSE
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
hp 27 (5d8+5)
15 - 5 = 10 damage from Quillen, (magic DR overcome, slashing DR not overcome as Rapier is Piercing)
17 hp remain.
Fort +3, Ref +4, Will +6
Defensive Abilities channel resistance +4; DR 5/magic and
slashing; Immune cold, electricity, magic missile, undead
traits; Resist fire 10
OFFENSE
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +11 (1d8+8), slam +10 (1d6+8)
Space 10 ft.; Reach 10 ft.
TACTICS
Before Combat The Bird lurks under the dark water until
it spots any iridescent light that might be coming from
its prey.
During Combat The Bird relentlessly pursues the Worm,
attacking anything that comes between it and its prey.
Morale The Bird fights until destroyed, or until it consumes
the Worm, dead or alive. Once it consumes the Worm, the
Bird continues to fight only if attacked.
STATISTICS
Str 26, Dex 17, Con —, Int 2, Wis 15, Cha 11
Base Atk +3; CMB +12; CMD 25
Feats Great Fortitude, Improved Initiative, Skill Focus
(Perception), Toughness, Weapon Focus (bite)
Skills Climb +16, Fly +0, Perception +17; Racial Modifiers
+8 Climb, +8 Perception
SPECIAL ABILITIES
Fearsome Legend (Ex) As a unique creature drawn from
the collective subconscious, the Bird gains a permanent
+4 increase to its Charisma score and does not inflict
diseases with its bite attack.

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THE WORM CR 3
Advanced voidworm (Pathfinder RPG Bestiary 2 292, 217)
CN Tiny outsider (chaotic, extraplanar, protean, shapechanger)
Init +5; Senses blindsense 30 ft., darkvision 30 ft., detect law;
Perception +10
DEFENSE
AC 19, touch 17, flat-footed 16 (+5 Dex, +2 natural, +2 size)
hp 22 (3d10+6); fast healing 2
Fort +3, Ref +8, Will +4
Defensive Abilities amorphous anatomy, freedom of
movement; Immune acid; Resist electricity 10, sonic 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +10 (1d3), tail slap +5 (1d3 plus confusion)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +9)
Constant—detect law
At-will—dancing lights, ghost sound (DC 13), prestidigitation
3/day—blur (self only), obscuring mist
1/week—commune (CL 12th, 6 questions)
TACTICS
Before Combat Curious about the PCs, the Worm hides while
casting dancing lights and ghost sound to lure the new
arrivals into the water in search of treasure.
During Combat The Worm flits between targets, trying to bite
the PCs to see how each one tastes. If harmed, the Worm
neutralizes its attacker with its tail slap before reverting to
its taste-testing.
Morale Inquisitive even about death, the voidworm fights
gleefully until destroyed.
STATISTICS
Str 11, Dex 21, Con 14, Int 12, Wis 12, Cha 17
Base Atk +3; CMB +1; CMD 16 (can’t be tripped)
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +11, Bluff +9, Escape Artist +11, Fly +23,
Knowledge (arcana) +7, Perception +10, Stealth +19
Zahaz rolled a 27 Perception. taking 10 = 19+10=29 stealth. Minus 2 for bog = 27 stealth. 25' away = -2 penalty = 27 Stealth vs. 25 Perception.
Languages Common, Protean, Sylvan
SQ change shape (Tiny viper or weasel; beast shape II)
SPECIAL ABILITIES
Confusion (Su) A creature struck by a voidworm’s tail slap must
succeed at a DC 14 Will save or become confused for 1 round.
This is a mind-affecting effect. The save DC is Charisma-based.