[PFS] GM ShieldBug's Black Waters (#0-06) - OutPost I (Inactive)

Game Master ShieldBug

Maps and Handouts


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Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Mr ice stabs at the zombie.

aoo: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17
piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3

----

MR ICE attacks the zombie twice.

Attack 1: 1d20 + 1 + 1 + 2 ⇒ (9) + 1 + 1 + 2 = 13
Damage 1: 1d6 + 2 ⇒ (6) + 2 = 8

Attack 2: 1d20 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7
Damage 2: 1d6 + 1 ⇒ (2) + 1 = 3

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Dog attacks! Attack of opportunity

Chomp! attack: 1d20 + 3 + 2 + 1 ⇒ (12) + 3 + 2 + 1 = 18
damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Plus trip if hits Trip: 1d20 + 3 ⇒ (8) + 3 = 11

Enzo carefully aims and fires an arrow at the creature.

ranged attack: 1d20 + 3 + 1 + 1 - 4 ⇒ (18) + 3 + 1 + 1 - 4 = 19
damage: 1d6 + 1 ⇒ (3) + 1 = 4

Dog attacks!

Chomp! attack: 1d20 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Plus trip if hits Trip: 1d20 + 3 ⇒ (18) + 3 = 21


Year of the Skykey

As the zombie is getting up again, it's stabbed in the chest by Mr. Ice and chomped on the leg by the dog. "Mmwwaragh..." It raises its hands to strike back, but is suddenly surrounded by a whirlwind of flower petals. "Bragh?!" It tries to bat the fragrant projectiles away, but finally collapses under the relentless assault. As the petals fade away, a stone from Bunny Paras' sling plonks the zombie on the head and bounces to the floor behind. The zombie doesn't even flinch, and Paras' fight song turns into a victory dance as the zombie is surely dead... again. It happened so quickly, Tera didn't even have time to finish casting her spell.

The zombie was dead after Everbloom's attack, thanks to a hit with the AoO from the dog. So Tera can keep her spell slot, and Bunny Paras and Enzo can keep their ammunition from their last posts.

COMBAT OVER!!!
No one took any damage from that one, so Mr. Ice, you may update your status to full health again thanks to Tera's healing. :)

With the zombie defeated, you now have time to explore the room more thoroughly. Those investigating the body in the east recess find him still clutching onto a notebook, silently staring at the ceiling. The young boy looks very thin, but otherwise shows no sign of the decay you would expect from being down here for over a decade.

If you look in the notebook:
The last page of the notebook has a letter from the boy to his brother.

Dear Brother,

I’m scared. This used to be our place to escape to, but now it seems we’re stuck here. I’ve tried and tried, but I can’t find a way out. There is too much rubble, and the stones are too heavy. Several days have passed and I feel so weak. All of the food is finished. Even the drowned rat-corpses that were
down here are long gone. I can’t find anything else to eat. After all the adventures we talked about, is this how I’m going to die?

I keep reporting everything as you taught me to. It gives me something to do, and makes me feel less useless. Still, I keep hoping that you would find us, brother. That you would come and rescue us. But I never did tell you about this place. We told no one. And now it is too late.

There is also plenty of rubble washed into the room from when the pool drained above. You find old, waterlogged books, quills and empty ink bottles, but not a lot of any use...

Perception (DC 15):
Except for an untarnished golden ring, with an engraved band of intricate feather patterns.

If you use detect magic and succeed at a spellcraft check (DC 16) you can open the following spoiler.

Spoiler:
This is a ring of feather falling.

Deris pokes his head around the door and asks. "Is it safe yet?"

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Enzo looks around to see if there is anything else hostile.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Seeing no immediate danger, Enzo approaches dog and pats him until dog returns to it's home plane.

"Yes, it would appear so Deris." Enzo approaches the child's corpse warily.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Seeing the condition of the child's corpse, Enzo seems deep in thought.
"Hmmmm..." Enzo strokes his moustache.
Heal: 1d20 + 1 ⇒ (3) + 1 = 4
Enzo uses detect magic on the child.
Enzo inspects the notebook. "Deris, do you recognize this child?"

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom lets out a triumphant yip! Preening, she wanders over yo the zombie corpse and blasts it in the face with some more flower petals.

"NOW it's dead." she tells Tera.

Tossing her snout in the air, she turns and examines the room. Seeing Enzo examining the body, she rolls her eyes. So sentimental.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

She slinks over to the mounds of soggy papers and trash and pulls out a ring. The ring is gold and bears an engraving of feathers. She walks over to the others and holds out the ring. "Looks untarnished. Does it do anything?"

Once someone takes the ring from her she gawks at the dead body with an amused smile on her snout. "The kids got a notebook." She pries the notebook from the corpse's grasp flips it open and reads it...

"Looks like the kid was trapped down here after the earthquake... Starved to death... Lasted a while before keeling over, though. He recorded his notes in here up until his death. And... Dreamt of his brother rescuing him." Everbloom snorts. "The fool."

With a shake of her head and a laugh she hands the notebook on to someone else. She looks at the body again and bends down to flip it over. Looking at the body's face she says, "You did good, kid, even if you were an idiot."

Looking at the others, Everbloom remarks, "Looks like there's a chance some of the kids survived down here for a while. Maybe Junia or what's-her-name lasted a while too."

She shrugs, clearly not caring one way or the other.

Then she goes back to sifting through the garbage for more treasures while the others look around.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Detect magic on the ring. "Hmmm... Appears magical. Interesting..." Enzo strokes his moustache.
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
"Aha! A ring of feather falling! This ring will protect you from a painful fall. We should put this to use." Anyone want the ring of feather falling?

"It is possible Everbloom."

Enzo will inspect the rest of the room with detect magic.


Year of the Skykey

Deris tentatively enters the room and approaches Enzo. "Hmm... Yes, I think that's young Grishan. Quiet boy." He looks down sadly, "He, Cassiel, and Junia were inseparable. She's going to be so sad when I tell her about this." He looks off towards the south, eager to keep exploring, as the others search the room for clues and treasures. Enzo doesn't notice anything else about the boy, magical or otherwise, that would explain his condition. However, once he starts inspecting the rest of the room for magical auras, he finds faint necromantic energies all around. The whole place practically oozes fell magic.

Do you wish to move on?

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

My kids will have a post in soon, then we'll be ready to move on.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras and Paras dance and sings! They don't notice the dead body.

At news of the ring, Bunny Paras snatches it from Enzo and puts it on Paras' big dinosaur finger. There! Now you won't get hurt next time!"

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras looks happy with her fancy ring.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Mr. Ice examines the child's body. "Weird that it's not dec-c-composing. That happens sometimes when it's freezing c-c-cold, but this kid doesn't look frozen."

Heal: 1d20 + 2 ⇒ (15) + 2 = 17

I want to hear about what I learn first. And what Enzo knows about the necromancy magic. Then I am ready to move on.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

"Hmmmm..." Enzo strokes his moustache.
Knowledge Arcana: 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge Engineering: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge History: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge Local: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge the Panes: 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
"This room has a faint aura of necromancy...."


Year of the Skykey

GM Screen:
percep, Tera: 1d20 + 4 ⇒ (19) + 4 = 23
percep, Everbloom: 1d20 + 4 ⇒ (15) + 4 = 19
percep, Bunny Paras: 1d20 + 3 ⇒ (15) + 3 = 18
percep, Mr. Ice: 1d20 + 2 ⇒ (11) + 2 = 13
percep, Enzo: 1d20 + 5 ⇒ (12) + 5 = 17

If he didn't know better, Mr. Ice could swear that the boy has only been dead for a few weeks at most. He concludes that there must be magic at work because he can find no natural reason for the condition of the body. Looking at the necromantic auras throughout the room, Enzo has to agree. However, after several minutes of intense thinking and stroking of his moustache, he can only guess at what magic could be at play. Most likely, the necropolis was designed to preserve those interred within, similar to the mummies of Osirian, but more sophisticated and without the need for personal rituals. It would likely take months of study to figure out anything more concrete.

Continuing further into the necropolis, you climb a staircase and come across a small room, lived in room. Several little piles of trinkets interspersed with few pieces of plain, ancient jewellery are stacked next to each other in a recess to the east. Under each stack is a different name written in chalk with handwriting that varies from neat cursive to wobbly block. There is nothing of any real value, however, and none of it matches the description of the ring of the salamander.

The other three walls are covered in notes marked in the neatest chalk cursive you have ever seen. Most of the entries have been wiped clean by the sea water seeping through cracks in the wall, but with a little effort, you are able to find and piece together some of the remaining entries.

Tera discovers a small note about a pretty ruby ring found by one of the children. Everbloom notices a summary of a club meeting, undersigned by fourteen names, including Junia, Cassiel, and Grishan. And near the southeast corner of the room, Bunny Paras spots a scoreboard for who knew the best ghost stories. Most of the names have been lost, but some are still legible.

Meeting Notes:
First Club Meeting Notes ------- 5-NEHTH-4698
  • We shall not tell anybody else about the clubhouse (especially the adults, or Cynthia); it shall remain our secret!
  • Clubhouse activities include Ghost Stories, Exploration, and other Daring Activities

Other Rules

  • Whoever tells the best ghost story chooses the next dare
  • If a club member does not complete a dare, they bring treats the next day

Scoreboard:
Best ghost stories

Mohmet III
Verec I
Cassiel IIII III
Chardun III
Edmann IIII
Laueli II

Note mentioning a ruby ring:
The pretty ruby ring belongs to Junia as her spoils in a brave exploration mission that she was dared to by Edmann. The club council has decided that she found it fair and square and others should stop complaining about it.

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Tera shows the note. "This ring belonged to Junia." She casts detect magic on it. "It appears they had a club going on down here. We'll probably find then all someplace."

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom wanders into the room and pokes around in the piles of trinkets and other possessions. Noticing the notes on the wall, she reads them for a while.

"There were fourteen kids in this club. Junia, Cassiel, Grishan and... a bunch more. Looks like they kept this place a secret. They told ghost stories and explored. Something about dares." Everbloom shrugs. "I don't understand children."

"Did anyone find something interesting?" she asks, going back to sift through the trinkets.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras looks a little nervous after noticing the not about ghost stories.

"Sing a happy song, Paras!" she tells her dinosaur, so cheer everyone up.

Bunny Paras starts to dance to Paras' happy songs.

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras sings a happy dance song. It sounds very cheery.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Before leaving the room, Mr. Ice puts a cloth over the boy's body. He stands over them quietly, looking like he's thinking or praying.

Don't worry. I'll bring you home. You'll be at peace soon.

---

When Mr. Ice enters the room he looks through the piles of trinkets and ancient treasure with Everbloom. He collects all of it in his backpack. Then he goes to check on Bunny Paras. He knows she doesn't like spooky stories.

"Are y-you alright?"

He notices the chalk writing Bunny Paras saw, and reads it himself. "There's a l-l-list over here keeping count of who t-told the best ghost stories. M-most of the names are washed away, but it looks like C-c-cassiel told lots of spooky ones. She won a lot. I don't see Junia's n-n-name. Maybe hers got washed aw-way."

Mr. Ice looks at the names on the wall. "Who were the fourteen kids? Their parents might want to know. I've got C-c-cassiel, Mohmet, Verec, Chardun, Edmann and Laueli on the ghost stories. Everbloom, you've got Junia and Grishan. That's nine kids identified. Does anyone see readable names for the last five?"

Mr. Ice looks all over the walls until he finds all the names. What are the other kids named?

"We should bring all the bodies back with us."

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

"Yeah, I think I've got all fourteen here. They're hard to read though." Everbloom remarks. She points out her list of fourteen names for Mr. Ice to decipher.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Enzo casts detect magic across the room ensuring to pass over all items.

Enzo pulls out his inkpen and parchment, and writes down the names of the children.

“Yes, Mr. Ice. I agree we should bring the bodies back once we are done down here.”


Year of the Skykey

@Tera: The note was written in chalk on the wall, but none of the rings in the room have any rubies in them. ;)

Tera inspects the trinkets to see if she can find the ruby ring mentioned in the note on the wall, but comes up empty. Just to be sure, she casts detect magic on the items, and finds them all to be unmagical in nature.

Deris smiles proudly when when he hears Mr. Ice says that his daughter won a lot. "Ha! Didn't I say that Cassiel tells the best stories." With the help of Everbloom, Mr. Ice is able to make out the names of the last five members of the secret club: Eliza, Anrie, Georne, Wilra, Quadris, and Nathaniel. Enzo writes down the names as Mr. Ice reads them out, then checks the room for magical auras. Apart from the same faint necromantic auras that are everywhere down here, he doesn't find anything of interest.


Year of the Skykey

After a quick and cheerful song and dance from Paras and Bunny Paras to lighten the mood, the intrepid Pathfinders forge onto the next room. Water drips from the double-vaulted ceiling and trickles down the walls to pool on the floor. Bone shards of a hundred skulls litter the room like shattered seashells. Wide stairs climb to the west. Narrow stairs dive to the north. On the south wall, an open doorway gapes, a carved relief depicting a massive battle filling the archway over the door. The rest of the walls are filled floor to ceiling with nooks that house ancient, but drenched, skeletal remains. In the centre of the room sit twelve school children in a circle on the floor. One child seems to be silently telling a story, her arms moving rapidly as she makes scary faces.

Peering around from behind you Deris' eyes grow wide with excitement. Quickly he shoves past everyone as he begins to shout. "SEE! SHE IS ALIVE! I KNEW IT!" He bellows as he points to the girl telling the stories. "This is my daughter Cassiel!" It's immediately apparent that these children are just like those in the classroom earlier. However, this time, they completely ignore Deris as he stands behind the circle, patiently waiting for his daughter to finish her story.

As you approach, the figures flicker, and sound returns to the ghostly scene. The see-through ghost of Cassiel leans into the circle of children and speaks in a low voice. "But, did you know that this is not the only house of the dead down here. No, they say that these tunnels and tombs go down and down, deep into the depths of the earth. But those caverns aren’t empty, no. In them lives a terrible MONSTER!" She raises her voice towards the end of her sentence and a few children yelp in fear. Cassiel continues, "It's a monster made completely of shadows, except for its long sharp claws and its mouth full of sharp pointy teeth, which it uses to EAT YOU!" At this she lunges towards one of the kids next to her in the circle, who jumps to cower behind one of the other kids. Sitting back up Cassiel wags her finger, "But this monster isn’t interested in your little toes, or your little fingers, or any of your little fleshy bits. Instead, this monster eats your soul." All the children look up to Cassiel in fright. One little boy pipes up, "But Cassiel, in the stories there always has to be a way to protect ourselves from the monster!"

Cassiel nods solemnly. "I have heard of one thing. That is that the monster only likes living souls." A little girl on the other side of the circle squeaks, "Well that won’t help us. I don’t want to die!"

"Well," Cassiel says, "maybe we can trick the monster. But we have to be very quiet, and very still." All the children nod, wide-eyed, and become very still.

Perception (DC 15):
You can hear the scraping and snarling of several creatures running towards you from the bottom of the stairs to the north. Whatever they are, they are moving quickly and do not sound friendly.

The map has been updated. I meant to do that in the last post, but totally forgot, so I marked where the room with the chalk notes is with an arrow. ;)

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Everbloom raises an eyebrow and smiles as she watches the spirits tell stories. She laughs loudly when Deris says they're alive, then shakes her head in amusement.

Suddenly she falls completely silent. Her ears twitch back and forth, and she stares at the north stairs.

"Something's coming. Fast. They don't sound friendly."

Everbloom pulls back her arms. Suddenly a vortex of leaves, flower petals and bits of bark swirl around her hands, gathering in her open palms. She ignores the beautiful spectacle, instead completely focused on the stairwell.

Gather power to reduce burn by one for her next blast. Everbloom readies an action to fire a kinetic blast with the pushing infusion against the first enemy she sees enter the room from the north stairwell. It will be a.... slashing blast.

Readied Rolls, if Needed:

Ranged Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Plus bull rush if it hits Bull Rush: 1d20 + 3 ⇒ (7) + 3 = 10 Max distance they can be pushed back is 5 feet.

Safe to say that she'll miss... Haha.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

perception: 1d20 + 3 ⇒ (1) + 3 = 4

"These children are spooky."

At Everbloom's warning, Bunny Paras loads her sling.

"Paras! Get your fight song on!"

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras toots a very loud, fast beat!

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Mr. Ice enters the room quietly and looks at the kids in confusion. He points at them one at a time, counting. "ten... eleven... twelve...? Where are the other two?"

Can I tell who the missing kids are?

Mr Ice. draws his swords and moves into the corner. He waits to see what comes out of the stairwell.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

I’ve never seen so many spirits in one location!
“Yes, Mr. Ice there appears to be two missing children.”

perception: 1d20 + 5 ⇒ (6) + 5 = 11

At Everbloom's warning, Enzo moves to a corner to see what approaches.

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Tera stands in a corner and quickly casts Bless on the party. She has her crossbow in hand. "Careful everyone."

No wonder I was confused."


Year of the Skykey

Good eye, Mr. Ice. :)

Everbloom's keen ears pick up movement from below, and the Pathfinders immediately take up defensive positions around the edges of the room. Bunny Paras loads her sling, Mr. Ice draws his two swords, and Everbloom gathers her power with a beautiful display of swirling flowers and leaves. Meanwhile, Paras provides the soundtrack, a fast beat to get the blood pumping and prepare the party for battle, as Tera blesses her friends and aims her crossbow at the empty doorway.

Huddled in the corner by the doorway, Mr. Ice has a few more moments to inspect the ghostly scene silently playing out in the middle of the room. It doesn't take long for him to realise that doesn't recognise any of the faces, meaning that Junia and Grishan are missing. Before he has any time to notify the others of his realisation, however, three humanoid creatures burst into the room.

They move far quicker than Everbloom could have expected, her blast shooting just a bit too late to hit the vicious looking creatures as they pour through the doorway. They are already in the middle of the room, snarling at the Pathfinders surrounding them by the time anyone else has a chance to react. They snap at you with mouths full of long, sharp teeth and foul breath, and raise their thin, pale arms, ready to strike with their razor-sharp claws.

Mr. Ice gets an Attack of Opportunity as well as a full round of actions. Everbloom's readied attack went off, but unfortunately missed.

Initiative:
init, Tera: 1d20 + 3 ⇒ (7) + 3 = 10
init, Everbloom: 1d20 + 3 ⇒ (1) + 3 = 4
init, Bunny Paras: 1d20 + 3 ⇒ (15) + 3 = 18
init, Mr. Ice: 1d20 + 3 ⇒ (7) + 3 = 10
init, Enzo: 1d20 + 2 ⇒ (17) + 2 = 19
init, Baddies: 1d20 + 2 ⇒ (4) + 2 = 6

Know. Religion (DC 7):
These creatures are Ghouls. Ghouls are undead that haunt graveyards and eat corpses. That is not to say they aren't willing to attack the living, and when they do, they have the particularly unsettling ability to paralyse their victims with only a scratch from their claws or teeth. For each 5 you beat the DC you can ask a question from this list.

___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Bunny Paras & Paras ( )
Tera ( )
Mr. Ice + AoO ( )
Enzo ( )
----------------------
Red/Square ( )
Yellow/Circle ( )
Blue/Pentagon ( )
----------------------
Everbloom ( )

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
None.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Knowledge Religion (untrained): 1d20 ⇒ 1

Mr. Ice stabs at the stinky humanoids as they run into the room.

Attack oO: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Confirming a Critical: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Extra Damage: 1d6 + 2 ⇒ (5) + 2 = 7

---

After getting a good look at these ugly guys, Mr. Ice asks, "What are th-th-these?!"

He stabs at the yellow guy (he is the one I hurt before, right? If he is dead already I will attack blue instead) with his short swords.

Attack 1: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Piercing Damage 1: 1d6 + 2 ⇒ (6) + 2 = 8

Attack 2: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Piercing Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

"I don't want to know! They look spooky!" Bunny Paras says to Mr. Ice.

She shoots her sling at the blue enemy.

Ranged Attack: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21
Bludgeoning Damage: 1d4 ⇒ 2

Confirming a Critical: 1d20 + 4 + 1 - 4 ⇒ (5) + 4 + 1 - 4 = 6
Extra Damage: 1d4 ⇒ 3

Then she reloads her sling.

"Paras! FIGHT!" I cannot fail the handle animal check for that.

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras suddenly spins around, whipping her tail at the red enemy!

Tail Attack: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Damage: 1d6 ⇒ 3


Year of the Skykey

Mr. Ice stabs at the creatures as they flow into the room and, hidden as he was behind the doorway, manages to catch one completely unawares. The sword leaves a giant wound in yellow's side, and it turns to face Mr. Ice with a snarl, breathing its foul breath in his face. It looks ready to drop, but somehow manages to dodge the next two attacks.

Bunny Paras hits the second humanoid right between the eyes, dazing it slightly. "Buh!?" As blue shakes its head clear, Paras suddenly pirouettes at Bunny Paras' command, attacking red. Unfortunately, the creature reacts too quickly, dodging swiftly away from the swinging pink tail.

Know. Religion (DC 7):
These creatures are Ghouls. Ghouls are undead that haunt graveyards and eat corpses. That is not to say they aren't willing to attack the living, and when they do, they have the particularly unsettling ability to paralyse their victims with only a scratch from their claws or teeth. For each 5 you beat the DC you can ask a question from this list.

___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Bunny Paras & Paras ( )
Tera ( )
Mr. Ice ( )
Enzo ( )
----------------------
Red/Square ( )
Yellow/Circle (-12hp)
Blue/Pentagon (-2hp)
----------------------
Everbloom ( )

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
None.

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Tera channels Positive Energy to hurt the creatures. "I'm sure they are dead. They stink. They are ghouls, and can paralyze you with a touch."

Know Religion Untrained: 1d20 + 1 ⇒ (14) + 1 = 15
Channel to Harm: 1d6 ⇒ 1


Year of the Skykey

Certain that the creatures are undead, Tera focuses the divine power of her mysterious patron, channelling positive energy through her body. All three ghouls hiss and shield their eyes from the sudden burst divine light as small tendrils of smoke rise from their bodies. When the light fades again, only two of the ghouls remain standing, the third is just a pile of dust at the feet of Tera, Mr. Ice, and Everbloom.

Know. Religion (DC 7):
These creatures are Ghouls. Ghouls are undead that haunt graveyards and eat corpses. That is not to say they aren't willing to attack the living, and when they do, they have the particularly unsettling ability to paralyse their victims with only a scratch from their claws or teeth. For each 5 you beat the DC you can ask a question from this list.

___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Bunny Paras & Paras ( )
Tera ( )
Mr. Ice ( )
Enzo ( )
----------------------
Red/Square (-1hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-3hp)
----------------------
Everbloom ( )

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
None.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Knowledge Religion (untrained): 1d20 + 4 ⇒ (4) + 4 = 8
Seeing the vicious creatures, Enzo says “Oh my! Yes Tera, those are certainly ghouls!”
Enzo quickly slips past Paras and moves into the hall. Enzo provokes

From the hall Enzo summons a dog with his servitor ability. The dog appears beside Tera and Paras. The dog attacks the red ghoul. Dog smites evil.
Chomp! attack: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Smite evil
Trip if hits Trip: 1d20 + 3 ⇒ (5) + 3 = 8


Year of the Skykey

The ghoul snaps its teeth at Enzo, catching only air as the dapper man slip away to the safety of the hall. Now out of immediate danger, Enzo calls upon the aid of the dog once again. It materialises just in front of Tera and Bunny Paras, pouncing on the ghoul with sharp teeth of its own.

AoO. Bite (Enzo): 1d20 + 2 ⇒ (12) + 2 = 14
Dmg. BPS: 1d6 + 1 ⇒ (2) + 1 = 3

Enraged that its quarry has got away, Red turns its attention to the dog trying to chomp on its legs. The dog manages to dodge the ghoul's razor-sharp claws, but in doing so leaves itself open to a bite. It's only a small wound, but the dog seems to be struggling already, its movement appearing sluggish and difficult.

Dog, Fortitude save (DC 12) or open this spoiler:
As soon as the bite draws blood, you feel your body starting slowing down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (4) + 1 = 5 rounds.

Atk. Bite (Dog): 1d20 + 2 ⇒ (11) + 2 = 13
Dmg. BPS: 1d6 + 1 ⇒ (1) + 1 = 2
Atk. Claw (Dog): 1d20 + 0 ⇒ (4) + 0 = 4
Dmg. Slashing: 1d3 ⇒ 3
Atk. Claw (Dog): 1d20 + 0 ⇒ (4) + 0 = 4
Dmg. Slashing: 1d3 ⇒ 3

Meanwhile, the blue ghoul focuses on Mr. Ice. It rakes a claw across his right shoulder, leaving a painful mark and distracting him for a split second. A split second is all it took for the menacing ghoul to sink its teeth deep into the left side of Mr. Ice's neck, leaving a truly nasty wound. Mr. Ice starts to feel a little slower as he tries to retaliate.

Mr. Ice, Fortitude save #1 (DC 12) or open this spoiler:
The bite has left you feeling a little strange. You have contracted Ghoul Fever. It's nothing to worry about now, but after the scenario you will need to find a cure.

Mr. Ice, Fortitude save #2 (DC 12) or open this spoiler:
As soon as the bite draws blood, you feel your body starting slowing down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.

Mr. Ice, Fortitude save #3 (DC 12) or open this spoiler:
As soon as the claw draws blood, you feel your body starting slowing down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3 rounds.

Atk. Bite (Mr. Ice): 1d20 + 2 ⇒ (16) + 2 = 18
Dmg. BPS: 1d6 + 1 ⇒ (6) + 1 = 7
Atk. Claw (Mr. Ice): 1d20 + 0 ⇒ (4) + 0 = 4
Dmg. Slashing: 1d3 ⇒ 1
Atk. Claw (Mr. Ice): 1d20 + 0 ⇒ (18) + 0 = 18
Dmg. Slashing: 1d3 ⇒ 1

Note that your header is incorrect, Mr. Ice, before this attack you had full health, so you are definitely still standing. ;)
___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Everbloom ( )
----------------------
Round 2 - Bold may act
----------------------
Bunny Paras & Paras ( )
Tera ( )
Mr. Ice (-8hp)
Enzo ( )
Dog (-2hp)
----------------------
Red/Square (-1hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-3hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
Mr. Ice needs to make three fortitude saving throws, and the Dog needs to make one fortitude saving throw.

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Seeing the ghouls attack Mr. Ice with such ferocity, Everbloom slides over a few paces. A growl escapes her throat, which is quickly drowned out by the loud sounds of swirling leaves, petals and bits of wood which spin in a miniature vortex around her open palms. With a thrust of her hands a burst of tree branches grows from her palms in the blink of an eye, pounding into the teal ghoul.

Five foot step over. Move action to gather power which reduces her burn by 1. Standard to fire a pushing kinetic blast at the teal ghoul. Yes, she's hoping to knock him down the stairs. Haha. That means I'll be taking a total of 0 burn from by blast this round.

Ranged Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Bull Rush: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras spins again, whipping her tail at the red ghoul.

Attack: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Damage: 1d6 ⇒ 5

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras hurries across the room, so she can get a good view of the red ghoul who is right beside her beloved dinosaur. She fires her sling at the red ghoul!

Attack: 1d20 + 4 + 1 - 4 ⇒ (9) + 4 + 1 - 4 = 10
Damage: 1d4 ⇒ 1

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Fortitude Save 1: 1d20 + 4 ⇒ (13) + 4 = 17
Fortitude Save 2: 1d20 + 4 ⇒ (3) + 4 = 7
Fortitude Save 3: 1d20 + 4 ⇒ (2) + 4 = 6

Am I paralyzed for three rounds or five rounds? Just three, right?

Mr. Ice tries his best to stab the stinky ghouls, but his body won't listen! He does not move at all...

Also, he is very bloody and wounded.

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Tera casts Cure Light Wounds and holds it on her hand. She carefully moves up to Mr. Ice and delivers the healing.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Year of the Skykey

@Mr. Ice: Yep, just the three rounds.

Everbloom growls, summoning another loud, yet beautiful vortex of leaves, petals, and chips of bark, and sending the whole lot forcefully into the ghoul by the stairs. The blast almost pushes the ghoul off its feet, but it stands firm, snarling back at Everbloom through threatening teeth. However, it looks pretty banged up.

Paras spins again, trying to catch the red ghoul off guard with her tail. She gets closer this time, but the ghoul dodges away just in time. Meanwhile, Bunny Paras gets into a better position and fires another stone at the ghoul beside Para. Unfortunately, this ghoul seems to have eyes in the back of its head, and it ducks just in time for the stone to fly harmlessly over its head.

All Mr. Ice can do is watch the events unfold in front of him, his body frozen in place by some kind of poison. He's bleeding badly from his wound, but Tera is on the case. She charges her hand with positive energy, then carefully makes her way around the room and places her hand on Mr. Ice's neck, instantly healing him of all his injuries.
___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Everbloom ( )
----------------------
Round 2 - Bold may act
----------------------
Bunny Paras & Paras ( )
Tera ( )
Mr. Ice (paralysed 2/3)
Enzo ( )
Dog (-2hp)
----------------------
Red/Square (-1hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-10hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
The Dog needs to make a fortitude saving throw.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Fortitude Save (Dog): 1d20 + 5 ⇒ (4) + 5 = 9
Dog growls, but otherwise does not attack or move.

“Oh my! Mr. Ice!”

Enzo draws a vial of acid and throws it at the nearest ghoul.
Ranged touch attack: 1d20 + 2 + 1 + 1 - 4 ⇒ (9) + 2 + 1 + 1 - 4 = 9
Acid damage: 1d6 ⇒ 5
Splash 1 acid damage


Year of the Skykey

You can always dismiss the dog and call another if you wish. 5 rounds is a long time. ;)

GM Rolls:
Red Ghoul
Atk. Bite (Paras): 1d20 + 2 ⇒ (2) + 2 = 4
Dmg. BPS: 1d6 + 1 ⇒ (4) + 1 = 5
Atk. Claw (Paras): 1d20 + 0 ⇒ (9) + 0 = 9
Dmg. Slashing: 1d3 ⇒ 1
Atk. Claw (Paras): 1d20 + 0 ⇒ (20) + 0 = 20
Dmg. Slashing: 1d3 ⇒ 2
Confirm Critical: 1d20 + 2 ⇒ (16) + 2 = 18
Extra Damage: 1d3 ⇒ 2

Blue Ghoul
Atk. Bite (Tera): 1d20 + 2 ⇒ (17) + 2 = 19
Dmg. BPS: 1d6 + 1 ⇒ (6) + 1 = 7
Atk. Claw (Tera): 1d20 + 0 ⇒ (2) + 0 = 2
Dmg. Slashing: 1d3 ⇒ 3
Atk. Claw (Tera): 1d20 + 0 ⇒ (17) + 0 = 17
Dmg. Slashing: 1d3 ⇒ 2

With the dog no longer a threat, the red ghoul turns its attention to the tail whipping dinosaur, Paras, and grabs her tail, digging in its claws deep as it leans in to take a bite. Fortunately, the dinosaur manages to spin away, pulling her tail free just in time, but in doing so, she makes the wound on her tail even worse.

Paras, Fortitude save (DC 12) or open this spoiler:
As soon as the claw draws blood, you feel your body starting to slow down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

Meanwhile, the other ghoul has taken exception to Tera's repeated use of positive energy and lunges at her with a hiss. It digs its claws into her arm and pulls itself in for a nasty bite to the neck, leaving a similar wound to the one she had just healed Mr. Ice of.

Tera, Fortitude save #1 (DC 12) or open this spoiler:
The bite has left you feeling a little strange. You have contracted Ghoul Fever. It's nothing to worry about now, but after the scenario, you will need to find a cure.

Tera, Fortitude save #2 (DC 12) or open this spoiler:
As soon as the bite draws blood, you feel your body starting to slow down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (4) + 1 = 5 rounds.

Tera, Fortitude save #3 (DC 12) or open this spoiler:
As soon as the claw draws blood, you feel your body starting to slow down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

___

COMBAT TRACKER - Round 2 - Bold may act - Map
------------------------------------------------------------

Everbloom ( )
----------------------
Round 3 - Bold may act
----------------------
Bunny Paras ( )
Paras (-4hp)
Tera (-9hp)
Mr. Ice (paralysed 1/3)
Enzo ( )
Dog (-2hp, paralysed 4/5)
----------------------
Red/Square (-1hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-10hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
Tera needs to make a three fortitude saving throws. Paras needs to make one fortitude saving throw.

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Fortitude Save: 1d20 + 2 ⇒ (18) + 2 = 20

Paras toots in pain! Then she whips her tail at the ghoul again!

Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d6 ⇒ 2

But she misses because she it hurt!

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

"PARAS!" shouts Bunny Paras. "Get out of there!" Giving Paras the down command. I cannot fail the roll.

Bunny Paras loads her sling and the fires it at the red ghoul who hurt her poor Paras!

"You're dead! BAD GHOUL!"

Ranged Attack: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18
Damage: 1d4 ⇒ 2


Year of the Skykey

Paras fights off the paralysing poison and defiantly whips her tail at the ghoul once more. The attack misses, but it also provides the perfect distraction for Bunny Paras to get a good shot in. The stone bounces off the side of the ghoul's head, stunning it for a second before it turns to face Bunny Paras with an angry hiss.
___

COMBAT TRACKER - Round 2 - Bold may act - Map
------------------------------------------------------------

Everbloom ( )
----------------------
Round 3 - Bold may act
----------------------
Bunny Paras ( )
Paras (-4hp)
Tera (-9hp)
Mr. Ice (paralysed 1/3)
Enzo ( )
Dog (-2hp, paralysed 3/5)
----------------------
Red/Square (-3hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-10hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
Tera needs to make a three fortitude saving throws.

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom opens her palm and growls, causing another loud, vibrant vortex of plant matter to swirl around her, gathering in her palms. Then she thrusts her arms forward at the teal ghoul, shooting a massive tree trunk from her hands at his chest.

Gather power as a move action, then standard to fire a kinetic blast with a pushing infusion which costs zero burn.

Ranged Attack: 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Bull Rush, max distance pushed 5 feet: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16

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