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Drink up guys. Can't see the potions will see a better use. Do we want to use the stairs or clear the level first? First two opinions in agreement carries the vote! I vote clear then stairs.

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Syllyn has a wand of CLW. That should do as well as administering a potion to another player. No need to keep the potions around unless someone wants to be holding it so they can administer to themselves.

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Yes. CLW is on the bard class list and thus on the skald class list.

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Also, you guys can easily find out that the two potions you just found labeled 'healing' are also CLW.
"They taste like peppermint! Healing potions always taste like that unless they taste like castor oil." Lauranna says sampling both. "What? I always try tasting things in stoppered bottles. I mean it said 'healing' right there on the side and all."
True, we could use the potions first, but on the flip side they work for anyone, wands only for a select few. I'm good either way.

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Purnel, with his acid burn still smarting, drinks one of the potions from the horses in front of the crypt. Or from the hiding man. Reread and did not find any potions with the horses. I think we are out of free potions now.
potion clw: 1d8 + 1 ⇒ (3) + 1 = 4
"That is much better."

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"Is there some reason not to check out this door before we take the stairs? Just seems logical not to leave a potential foe at our backs."
unless I missed something about the door, why not check it out first?

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DOOR!

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Lorqinor? Is the door okay. I see you voted for stairs. But it looks like the rest want the door. So 4 to 1 against stairs. But is your vate a veto on door. in distant past i have seen people be stubborn an venture off alone when groups differ. I don't recommend it.
You could also use healing. Others have offered with wands. This low level it could be differance of not dying.
"I wonder if i am developing a resistance to healing magic. Potions just don't seem to have as great an effect on me anymore."

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Door is good with me too. Let's move on it.

GM Redelia |

You open the door and find a narrow passage. Down the passage is a chamber. The remains of a small fire smolder in the center of this broad
chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke. You know you cannot see as well as usual in this room from your watery eyes. Your breathing is labored, resulting in -2 to attack rolls. You know that spending too long in this room may be bad for your health.
You also see something menacing move towards you. You are able to partly see through it.
Syllyn init: 1d20 + 1 ⇒ (9) + 1 = 10
Purnel init: 1d20 + 5 ⇒ (5) + 5 = 10
Aerian init: 1d20 + 4 ⇒ (9) + 4 = 13
Dylph init: 1d20 + 7 ⇒ (17) + 7 = 24
Lorqinor init: 1d20 + 9 ⇒ (18) + 9 = 27
Lauranna init: 1d20 ⇒ 16
enemy init: 1d20 + 2 ⇒ (3) + 2 = 5
Entire party is up before the scary thing.

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Not sure if I'll have LOS with the folks in front of me...if not, I'll delay until I have a clear shot...I do have Deadeye Bowman and Purnell is short enough, he shouldn't be in my way...
Dylph will fire a cold iron arrow as soon as he has a clear shot...
Shortbow: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7

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Syllyn applies oil of bless weapon to his longsword. One move action to retrieve and one action to apply.
Syllyn is still in the corridor. Do the vapors affect him where he currently stands? If not he will probably hold his position and let it come to him. If he is in the vapors anyway he will 5' step forward if Purnel moves.

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Purnel shifts over pulling out a vial of holy water and readies to pour it on the thing if it comes near.
"We are bottled up." "We should back out and let it come to us in cleaner air."

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I agree, provided the corridor is clear of gasses. You could make your way back behind Syllyn instead of stepping to the side if this is true. But if you stay in the room it will do Syllyn no good to retreat.

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Aerian backs up at Purnel's suggestion... waits to see what the others will do.

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"Whoa, this is room needs a good airing out. Hey Purnel, can you tell what that thing is?"

GM Redelia |

No, low light vision can't help with the blurring the smoke causes. Those who are in the hallway are not impacted by the smoke. Based on what you guys said, I shifted people back slightly. I moved Dylph further back, since he knows his weapon can't hurt the think. I left Syllyn at the very front, since he was preparing an attack.
The shadowy creature moves forward toward Syllyn. triggers Purnell's readied attack; go ahead and post for that.
The creature reaches forward a hand and touches Syllyn.
touch attack: 1d20 + 4 ⇒ (18) + 4 = 22
strength damage: 1d6 ⇒ 6
:( Of all the awful times to roll maximum...
Syllyn feels the creature sap his strength.
Entire party may post; Purnell may also post his readied attack from last turn.

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Is there a reason we can't identify the creature? Is it because of the smoke?

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pour holy water: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 2d4 ⇒ (1, 1) = 2
know religion untrained: 1d20 ⇒ 5
"Its a transpart thing that is shadowy. Not sure but things go through it." "It saps strength."

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I'm guessing maybe a shadow...I got nothing that'll harm it...and if it kills one of us, we'll be facing two...not very familiar with clerics in Pathfinder...can clerics turn undead in PFS?

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Kn Religion: 1d20 + 1 ⇒ (19) + 1 = 20
Does it have any weaknesses or vulnerabilities and what is its AC?
In spite of the debilitating weakness, Syllyn takes a swing at it but attacking defensively to boost AC by 2 and give the others a chance to do something. Current touch AC = 13 (about a 50/50 chance at being missed).
To Hit: 1d20 + 4 - 3 - 4 ⇒ (6) + 4 - 3 - 4 = 3
damage: 1d8 + 3 - 3 ⇒ (1) + 3 - 3 = 1

GM Redelia |

That bottleneck was my fault, as a result of how I interpreted what you guys said, so I've moved the map slightly so that someone else can also get in there and reach. Anyone who stays in the hallway is not impacted by the smoke, and for those in the room, you have several rounds before it does any harm other than a temporary perception decrease and slight decrease to attack. Since you guys seem to be rather stuck right now, let me point out that Lauranna has a wand of CLW that can be used as a touch attack against undead, Lorqinor's kinetic blast will do half damage, and several of you still have holy water.
edit: I moved things back the way they were. Sorry.

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Usually, Knowledge checks (like identifying a creature) are just a reflexive thing. I see Will Smith. I have previously studied The Fresh Prince of Bel Air. I recognize him.
knowledge (religion): 1d20 + 3 ⇒ (8) + 3 = 11

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Laurana casts bless as soon as she becomes aware of the shadow.

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Could Lauranna move back so Dylph can get to Sylyyn's crossbow and bolts or allow Syllyn to 5' step back and get next to him? Two move actions on his part should transfer both the crossbow and bolts over and he's our best archer I think.

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The half elf will shoot a blast of water at the creature
1d20 + 3 - 2 + 1 ⇒ (7) + 3 - 2 + 1 = 9 rta
1d6 + 3 ⇒ (4) + 3 = 7

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Now that the map seems settled.
Lauranna moves back and says: "Hey guys! There's a horrible undead shadow-thingie in there!" She waits a beat for a reaction and then adds: "I know! Cool right!? I'm heading back in to get a better look."

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Could Lauranna move back so Dylph can get to Sylyyn's crossbow and bolts or allow Syllyn to 5' step back and get next to him? Two move actions on his part should transfer both the crossbow and bolts over and he's our best archer I think.
Lizard Ninja.

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"Hey, there is a dagger in the fire"
Purnel will grab the dagger with a handkerchief covered hand and will shift, 5' step, behind the thing and swing with the dagger.
dagger swipe with flank: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
dmg: 1d3 + 1 ⇒ (2) + 1 = 3
confirm: 1d20 + 5 ⇒ (13) + 5 = 18
dmg: 1d3 + 1 ⇒ (3) + 1 = 4
Purnel will pull out his last holy water and empty it on the shadow.
ranged touch: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 2d4 ⇒ (4, 4) = 8

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Syllyn steps back and hands the crossbow to Dyllyn after his attack.

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Dylph makes a 5' move, switching places with Lorquinor, takes the crossbow & quiver from Syllyn, loading it with a ghost salt bolt as he does...then he quickly fires a bolt at the shadow...
Crossbow: 1d20 + 6 ⇒ (19) + 6 = 25
Confirm Crit: 1d20 + 6 ⇒ (10) + 6 = 16
Ghost Salt Damage (including Crit): 2d8 + 2 ⇒ (7, 6) + 2 = 15

GM Redelia |

Syllyn's sword swing and Lorqinor's water blast do not harm the shadow, but Dylph's skilled crossbow use hits the shadow hard. It looks wilted, like it's almost dead (or perhaps re-dead??).
Also, Purnel, you've already acted, so I'll save those rolls for your next turn, whichever you decide to do.
The shadow reaches out and tries to touch Purnel.
touch attack: 1d20 + 4 ⇒ (12) + 4 = 16
However, due to the pain it's in, the shadow is unable to make contact.
Entire party is up again. Please clarify if you are grabbing the dagger or not, Purnel.

GM Redelia |

As Dylph's second bolt slams into it, the shadow fades away...
note: all take -2 penalty from this for smoke
Lorqinor: 1d20 + 10 ⇒ (4) + 10 = 14
Syllyn: 1d20 + 6 ⇒ (20) + 6 = 26
Purnel: 1d20 + 8 ⇒ (16) + 8 = 24
Aerian: 1d20 + 9 ⇒ (13) + 9 = 22
Lauranna: 1d20 + 3 ⇒ (15) + 3 = 18
Dylph: 1d20 + 7 ⇒ (10) + 7 = 17
There is a scorched key on the ground on the far side of the fire, as well as the dagger that is in the fire.

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Aerian sighs and steps into the smoky room... He fishes the dagger out of the fire with the tip of his blade, but doesn't touch it til it cools... of course anyone else is welcome to pick it up...