[PFS CORE] GM Alias 0-06: Black Waters (Inactive)

Game Master Jon A

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Grand Lodge

Elf Paladin: 1 HPS: 15/15 AC 18 (FF15, touch 13) fort+2 ref +3 will+3 Perception:+0, Init +5

Caelben tries to hit the ghoul in front of Ranor, hoping to make good use of his spear once more

To hit AC Ghoul: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Piercing damage if hit: 1d8 + 4 ⇒ (6) + 4 = 10

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Gaining more confidence, Raven draws out more water from her waterskin and launches it at the remaining ghoul.

Elemental ray (frost) vs touch: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Son of a...

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

"You are doing a great job keeping them away, Ranor! We will fell the last creature soon."

Imrana moves over by the door then fires her wand once more.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


@Ranor: I had it in my head that the 1 is auto-miss/20 is auto-hit thing was a house rule. You are correct, though. Just means I play too many games with similar rules.

Ranor and Caelben quickly finish off the last ghoul, pounding and poking it into little pieces. Throughout the combat, Deris sat quietly with the ghostly children, reassuring them that everything would turn out all right.

"Don't worry children. These people are here to help us. They won't let any of the nasty ghouls get to you."

Go ahead and take care of anything you need to. I am going to assume the group moves on.

A steep set of 100 stairs leads down from the area with the spectral kids to the west landing and solid stone door. The door is closed, but as you approach it, you hear the sounds of the ocean beyond.

Silver Crusade

CORE Male Human (2.0A CORE) Pal 2 | HP 21/22; AC 20;TCH 13; FF 17; F +7; R +4; W+5; CMB +5; CMD 18; INIT +4; Smite 1/1; Lay on Hands 1/3; Arrows 19/20 | Wands: CLW 47/50

I forget it also. That is the only bad thing about high AC. When you do get hit you get hit very hard.

Not quite sure what to make of the ghostly children Ranor walks past them as they do not seem like an immediate threat.

Does anyone else hear the ocean? Why are we hearing the ocean down here?

Liberty's Edge

Male Human Cleric 2 (HP: 17/17 | AC: 18/12/16 | F+5 R+3 W+5 | Init +6 | Percep +2 SM +6)

"Maybe when the quake happened, water came rushing in? We should be careful in opening the door." Kevan stands behind Ranor. He waits for the others to arrive before they open the door.

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

"Well, we are standing close to the sea, same sea what reclaimed this place." Aloisius go to door behind rest of party and gets ready to bring in some magical help against the tide.

Grand Lodge

Elf Paladin: 1 HPS: 15/15 AC 18 (FF15, touch 13) fort+2 ref +3 will+3 Perception:+0, Init +5

Before we open this door..did we check out the rest of the rooms behind us? Just making sure we didn't miss anything there

"...the sea rushing in you say? I don't swim all that great...anyone mind if I hang back a teeny bit?"

Caalben looks obviously nervous


I assume you did a quick sweep of the other rooms and side passages, but there was nothing of interest in any of them.

After listening closely, the group determines that water slaps up against it, but does not completely fill the room behind the door.

With the frequency of storm waves approaching the shore, salt water erupts from cracks in the floor of this large hexagonal room. Foamy, blinding spray jumps in every direction, then drains from calf-height to ankle-deep before the next wave hits. Occasionally a length of black-brown seaweed shoots in and adds one more strand to a room that already appears draped in long wet hair. In each of the chamber’s six corners, a fluted pillar rises to the fifty-foot ceiling. Between each pair of pillars, an open arch connects the chamber to an attached space. Beyond the northwest and southwest arches, three tiers of recessed spaces form three massive steps. A stone sarcophagus rests on each step.

Silver Crusade

CORE Male Human (2.0A CORE) Pal 2 | HP 21/22; AC 20;TCH 13; FF 17; F +7; R +4; W+5; CMB +5; CMD 18; INIT +4; Smite 1/1; Lay on Hands 1/3; Arrows 19/20 | Wands: CLW 47/50

Ranor slowly enters the room watching the cracks in the walls with unease. Taking a moment he makes his way to the northern alcove and inspects the sarcophagus.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana eyes the sarcophagi warily, trying to keep an eye on them

"Stone sarcophagi? Hmm...we should be careful. Such items do not bode well when we have already encountered undead nearby."

Liberty's Edge

Male Human Cleric 2 (HP: 17/17 | AC: 18/12/16 | F+5 R+3 W+5 | Init +6 | Percep +2 SM +6)

"We still have not found any sign of Junia, either as a ghost or otherwise." Kevan follows Ranor into the room, looking into one of the alcoves.

Grand Lodge

Elf Paladin: 1 HPS: 15/15 AC 18 (FF15, touch 13) fort+2 ref +3 will+3 Perception:+0, Init +5

Caelben relieved that no water came rushing out when the door was opened moves closer to inspect the room with the others.

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

"Well, if there's already dead people... walking around," Raven says hesitantly, "wouldn't these be empty?"

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

"Maybe. Hey, why don't ya open one and find out?" jests Aloisius, trying ti lighten the mood. The gnome steps into the room, drenching his feet. He makes a face of sheer unhappiness at getting wet again.


As the group moves into the room, they suddenly spot movement in the western alcove.

An emaciated undead creature which looks similar to the ghouls in the previous area is searching for something in the corner. It is dressed in rotting finery, wisps of fetid, expensive cloth still dangling from its limbs. Perched atop its head is a golden crown, resplendent with a dozen glittering gems, while its putrid fingers each bear extravagant rings made from a dozen different precious gems and metals.

Knowledge(religion):

This is actually a ghast. It is similar to a ghoul, but its paralysis affects elves, and it is resistant to channeling.

Initiative:
Aloisius: 1d20 + 2 ⇒ (13) + 2 = 15
Imrana: 1d20 + 3 ⇒ (18) + 3 = 21
Kevan: 1d20 + 6 ⇒ (12) + 6 = 18
Ranor: 1d20 + 4 ⇒ (19) + 4 = 23
Raven: 1d20 + 3 ⇒ (10) + 3 = 13
Caelben: 1d20 + 5 ⇒ (8) + 5 = 13
Bad Guy: 1d20 + 4 ⇒ (16) + 4 = 20

Round 1
1st: Ranor, Imrana
2nd: Bad Guys
3rd: Kevan, Aloisius, Raven, Caelben

Bold is up!

Special rules for this room. A water spout shoots into the chamber and can momentarily blind anyone unable to shield their eyes from the spray. Before you take your turn each round, make a DC 12 Reflex save — those that fail the save are blinded until the start of their action next round (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance).

Silver Crusade

CORE Male Human (2.0A CORE) Pal 2 | HP 21/22; AC 20;TCH 13; FF 17; F +7; R +4; W+5; CMB +5; CMD 18; INIT +4; Smite 1/1; Lay on Hands 1/3; Arrows 19/20 | Wands: CLW 47/50

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

Turning towards the snarling creature Ranor gets a spray of water in his eyes. Raising his shield he moves closer towards the sound of the creature and swings his flail as defensively as he can as he can towards the sound of the snarl.

Flail: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Miss chance Low Hits: 1d100 ⇒ 64

Ranor's flail strikes the wall. Got it!

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana, who had lagged behind, rushes up to the room at the sounds of combat. She frowns as she sees the undead creature locked in combat with Ranor.

"It is as I suspected. It is good that the paladin has managed to contain it, it looks like."

Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14

Knowledge (religion): 1d20 + 8 ⇒ (17) + 8 = 25

Double Move


Oops, forgot the DC for the knowledge check. Imrana made it easily.

Ranor takes a splash of water to the eyes, right as he swings at the ghast, causing him to miss. Imrana moves into position.

The creature then attacks Ranor in a maelstrom of snarling teeth and claws.

Bite@Ranor, AC20: 1d20 + 5 ⇒ (5) + 5 = 10

Claw1@Ranor, AC20: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Claw2@Ranor, AC20: 1d20 + 5 ⇒ (5) + 5 = 10

One of the claws finds a chink in Ranor's armor, drawing blood.

Ranor, I need a Fortitude save, DC15, to avoid paralysis.

Round 1
1st: Ranor, Imrana
2nd: Bad Guys
3rd: Kevan, Aloisius, Raven, Caelben

The party is up! Don't forget your splash check.

Liberty's Edge

Male Human Cleric 2 (HP: 17/17 | AC: 18/12/16 | F+5 R+3 W+5 | Init +6 | Percep +2 SM +6)

Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16

If Ranor makes his save:

Kevan comes up behind Ranor to bless him with added protection. "Another undead! Destroy it!"
Cast Protection from Evil on Ranor. +2 AC, +2 saves

If Ranor fails his save:

Kevan casts a protection spell on himself and moves up to threaten the creature with his longspear.
Cast Protection from Evil on himself. +2AC, +2 saves

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

Reflex: 1d20 + 3 ⇒ (15) + 3 = 18

Aloisius squints his eyes against the spray and starts casting a spell.
Full round casting time.

Silver Crusade

CORE Male Human (2.0A CORE) Pal 2 | HP 21/22; AC 20;TCH 13; FF 17; F +7; R +4; W+5; CMB +5; CMD 18; INIT +4; Smite 1/1; Lay on Hands 1/3; Arrows 19/20 | Wands: CLW 47/50

Fort Save: 1d20 + 7 ⇒ (12) + 7 = 19
reflex save: 1d20 + 4 ⇒ (17) + 4 = 21

Ranor rubs the water from his eyes and places a quick hand on his wound.

Swift action Lay on Hands: 1d6 ⇒ 6

Able to see again he swings his flail at the undead creature. BEGONE FROM THIS WORLD!

Flail: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6

Hoping to use one of the geysers to her advantage, Raven tries pulling one of them toward her to shape it-- and pulls it right into her own face. Embarrassed and blind, she tries wiping it off as quickly as possible.


Kevan casts a spell of protection on Ranor, while Aloisius begins the incantation for another spell. Raven takes a face full of seawater. Ranor, meanwhile, clears his vision from the round before, and lands a solid blow on the ghast, cracking a few ribs.

Round 1
1st: Ranor, Imrana
2nd: Bad Guys
3rd: Kevan, Aloisius, Raven, Caelben

Bold is up!

GM Notes:
7 dmg

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Reflex Save: 1d20 + 3 ⇒ (10) + 3 = 13

Automatically recognizing the tempo of the water spout, Imrana adjusts herself to avoid the spray and keep her vision.

"You are doing well, Ranor! We shall have the creature downed in no time."

She points her wand at the undead and blasts it.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Elf Paladin: 1 HPS: 15/15 AC 18 (FF15, touch 13) fort+2 ref +3 will+3 Perception:+0, Init +5

Reflex: 1d20 + 3 ⇒ (20) + 3 = 23

Jumping to the side to avoid the water Caelben moves up behind Ranor and stabs at the scary bad guy with his spear

to hit AC: 1d20 + 4 ⇒ (14) + 4 = 18
Piercing damage if hit: 1d8 + 4 ⇒ (6) + 4 = 10


Between Imrana's bolt of magical energy and a well placed thrust of Caelben's spear, the ghast succumbs to its wounds.

Out of combat!

The party now has time to search the room at a leisurely pace. Each stone sarcophagus is stuck closed except for the front most one in the northwest alcove. The sarcophagus lid slides aside with the sound of a grinding millstone. The well-preserved body of a young girl lies inside, stringy black hair obscuring the face. Her atrophied limbs are drawn up like folded sticks against her torn school uniform.

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

"Look!" Raven rushes to the tomb, trying not to get caught by another geyser, and peers at the body. "Do you think this is her?"

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Silver Crusade

CORE Male Human (2.0A CORE) Pal 2 | HP 21/22; AC 20;TCH 13; FF 17; F +7; R +4; W+5; CMB +5; CMD 18; INIT +4; Smite 1/1; Lay on Hands 1/3; Arrows 19/20 | Wands: CLW 47/50

It couldn't possibly be. How would she survive all this time?

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

Aloisius closes his hands, cancelling the spell. "I never get to summon some creature to help us! Could have gotten into a great flanking position. But Ranor needs no help! Ranor the Indomitable!"

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana giggles at the gnome.

"The length of time it takes to call creatures is one of the reasons I have not paid much attention to conjuration."

Her eyes suddenly widen, and she puts her hand up to her mouth.

"That is not to say you are wrong to do so. I am sorry if I offended!"

She gives a formal, yet rushed, bow, then goes to investigate the body of the girl that has been found.

Heal (untrained): 1d20 - 1 ⇒ (16) - 1 = 15

Liberty's Edge

Male Human Cleric 2 (HP: 17/17 | AC: 18/12/16 | F+5 R+3 W+5 | Init +6 | Percep +2 SM +6)

Kevan comes over to examine the girl. He looks to Imrana as she checks the body. "I believe we should take her out of here and bring her and the boy's body out to their families."


You recall seeing a portrait of Junia, the Lady Dacilane's daughter, hanging in the entrance hall of the mansion, and you are confident that this is the same girl. As the group is leaning over the body of the girl, Raven spots a large, two-fingered ring made of ruby, carved into the shape of a salamander, worn on the girl's right hand. As the group stares at the body, Imrana suddenly realizes that the girl is not actually dead. She notices her chest moving as she breathes, albeit in a very slow and subdued manner.

The Exchange

Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

"I don't think 'survive' is the right word, she's just... preserved. But isn't that the ring we're looking for? I wonder how she got it."

Liberty's Edge

Male Human Cleric 2 (HP: 17/17 | AC: 18/12/16 | F+5 R+3 W+5 | Init +6 | Percep +2 SM +6)

"She's alive?!" Kevan watches the girl closely to see what Imrana notices. He quickly casts a detect spell to see if any dark magic has a hold of Junia. After scanning her, he sweeps the rest of the room.

Detect Magic

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana gasps, then quickly stiffles her surprise, her mind turning to what could have possible caused the girl's survival.

"Perhaps she was in some kind of stasis, much as I was for many years?"

In case either would help identify the effect
Knowledge (arcana): 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

Elf Paladin: 1 HPS: 15/15 AC 18 (FF15, touch 13) fort+2 ref +3 will+3 Perception:+0, Init +5

"Do you think it's safe to move her? It seems...wrong to leave her here"


This is obviously the ring that VC Dreng sent you to find. The ring gives off a faint aura of conjuration. Imrana is able to figure out that it is acting as a ring of sustenance, keeping the girl alive. Removing the ring should not cause any immediate harm to the girl, but once removed, the girl will need medical care.

It's a simple matter for the group to return the way they came in order to leave the necropolis.

Marlinchen stubbornly refuses to leave the spirit of his daughter.

It’s entirely up to the group on how to handle this, but anything short of physically restraining him (which you feel may unbalance the man even further), or incapacitating him in some manner, is unlikely to persuade him to leave.

Returning the barely living body of Junia to Lady Dacilane has several repercussions: she’s naturally overwhelmed with joy and sends for the best clerics of Asmodeus at once to see to her daughter’s recovery. Lady Dacilane promises to assist the Pathfinders in the future if they ever have any need of information about the aristocrats of Absalom — a small gesture, to be sure, but a very generous one in the mind of Lady Dacilane. The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. Of course, there are none.

When the ruby ring of the salamander is returned to the Pathfinder Society, they are naturally pleased at acquiring such an important artifact. Venture Captain Drenge personally thanks the group for their service to the Society. VC Colson Maldris is also grateful to the group for returning the body of his brother, and also for discreetly recovering the boy's diary.

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

Aloisius nods to the man as they leave the crypt, but pauses behind him in the passage, weaving a quick spell.

The little girl speaks to her father, though does not look at him, and lets him know, "It's okay, father. We'll be fine down here. Go on home, and know that I love you."

Ghost Sound, Will save DC 16 to disbelieve.

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

As they walk out, Aloisius jumps as if remembering something which was said for the first time. "Lady Reza, conjuration is a wonderful thing to play with! The tricks and jests you can pull on people! It makes for a great laugh, when you do it to someone who can take a joke of course. Or in the name of the greater good. But that's all habberdashery, really. We all study and practice what we are interested in and have an affinity for! I don't take offense at all! Why would I? Unless you don't like my hat!" He finishes pointing at his ruined wizard's hat, the plume of bright blue hair sprouting from beneath it.

He walks proudly by the party's side as they return the lost little girl to her family, not knowing the troubles their act of kindness would bring...

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana's face reveals a deep sadness, the kind that can only be seen in the eyes, never told.

"I am afraid that where and when I come from, we do not have much time for laughing."

Imrana finally manages a smile.

"Your hat is very lovely, and it suits you perfectly."

Dark Archive

Male Gnome Sorceror 4 | AC 17 T 13 FF 15 | HP 26/26 | F +3 R +3 W +4 | Init +2 | Perc +6
Per diem:
7/7 Laughing Touch, 7/7 lvl 1 spells, 4/4 lvl 2 spells
Reroll - Used to forced march

Aloisius stands upright and raises a finger as he recites an old adage like Kreighton Shaine is known to spout out. "'It is not from whence one comes from that they should mind but where they are now that they should concern themselves with.'" He finishes in a chortle as he slouches back down. "You're in the here and now. Who knows? Maybe you'll even earn a title like 'Lady' in the future!"

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