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Jerrik will now cast Chord of Shards, hoping to catch the enemy within a wave of sharp, crystalline shards!
DC 14 negates: 2d6 ⇒ (5, 6) = 11 points of damage.

Signboy77 |

Reflex: 1d20 + 3 ⇒ (14) + 3 = 17
Asar is able to dodge the magical crystalline shards that Jerrik summons. Vitor and Rayne both swing and miss with their swords.
Argus, Ezren and Farris are UP!

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Farris unstoppers the cork on his vial of holy water and lobs it at the skeleton!
RTA: 1d20 + 2 ⇒ (11) + 2 = 13 This probably misses, alas...
Damage: 2d4 ⇒ (1, 3) = 4 ... or splash damage of 1.

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"Sorry. Forgot my coins." Argus chides as he dodges the skeleton's swing. Swinging back at his opponent."Hey Old man, can you get rid of the webs?"
Unarmed: 1d20 + 4 + 2 + 2 + 1 ⇒ (11) + 4 + 2 + 2 + 1 = 20
Damage: 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11

Signboy77 |

That beats the touch, actually.
Farris throws a vial of Holy Water that just manages to hit the skeleton. It lets out a raspy shriek as the blessed liquid causes some of the bones to smoke.
Meanwhile Argus demonstrates that famous dwarven humour, giving him the edge to plant another powerful punch on the skeletal champion, but Asar still stands.
Ezren!

Signboy77 |

"Your own skeletons will make nice replacements for the minions you've destroyed!" Asar taunts as he swings his sword around in a powerful arc.
Power Attack: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
Lucky rolls for you guys.
Instead, Asar misses. After recovering from his terrible swing, Asar carefully backs away from the group.
5-foot step
Party Up.

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Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
Rayne tumbles around Asar and readies a strike when he gets a flank.
Flank, Favored: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Shirt Reroll!: 1d20 + 6 + 2 + 3 ⇒ (13) + 6 + 2 + 3 = 24
1d8 + 5 ⇒ (6) + 5 = 11

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Moving around to the left side of the enemy, Jerrik draws his rapier and tries to stab the target! If someone comes to flank, I'd wait for that advantage.
Rapier: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Seems waiting won't matter.

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"Much obliged."
Argus calls as the webs disappear. He watches the group moving in to attack and positions himself across from Jerrik before attacking Asar.
Unarmed: 1d20 + 4 + 2 + 2 + 1 ⇒ (10) + 4 + 2 + 2 + 1 = 19
Damage: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

Signboy77 |

Rayne somersaults around Asar, and sets up a flanking opportunity. Vitor takes note and steps up to flank with Rayne. Each of them swing their swords at the skeleton, managing to sink their blades into the dry, dusty bones. Rayne's swing manages to knock Asar off his balance. Vitor takes advantage of that unbalance and hits Asar's legs, bringing the skeleton crashing down - bones scattering.
The once bright blue fires in the skull's eye sockets fade slowly. The mandible moves, but makes no noise. You have managed to destroy the skeletal remains of Asar, Kassen's enemy in life, and apparently, death.
Out of Combat.
I don't have time for more right now. I'll post more later, but feel free to role play in the aftermath.

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Rayne stows his sword after Asar falls and moves to pick up his bow. "Maybe I should be training to be a swordsman. Webs don't get into the way nearly as much."

Signboy77 |

Rayne is able to determine that the woman is alive, but unconscious and in need of healing.

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Farris joins Rayne in helping the woman, if only to make sure the warrior did not get any ideas about taking advantage of a poor lost lamb in a terrifying situation...
If she seems to stir, he calls out, "Hello...? Dimira, right...? Are you okay?"

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Argus leans down and picks up Asar's skull, peering at it for a few moments before tossing it away and checking the rest of the body for anything of use.
"Good to know the lass is alright. We should probably get her back to her brother so they can get out of here. We still need to collect that flame."

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"Yea. I'm surprised we haven't found it yet. I feel like we've searched everywhere." After the woman wakes, he will stow the wand and [ick her up to carry her.

Signboy77 |

The young woman groggily comes to, "Oh, are... are you from the Society? Oh my," she sits up and looks around the tomb at the pile of bones.
"That...that thing claimed to be the body of Asar. He was Kassen's sworn enemy. We... we were down here less than a day when we were attacked. They killed everyone...oh, Roldare! He was my brother and I'm sure he didn't survive..."
She looks around, "You defeated Asar! You must collect the flame - that's it there, mounted above the crypt."
Taking one of the lanterns provided to you, you light it with the flame in the crypt. Once you do so, a ghostly figure appears.

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"Don't worry lass. Your brother is safe. Worried out of his skull about you, but safe. We'll get both of you out of here."
As the figure appears, Argus clenches his fists, his knuckles cracking, and readies himself for combat.

Signboy77 |

Sorry - had an all day work meeting today. Will have one tomorrow as well. You guys are basically done. Please, post a boon roll (d20) here in the gameplay thread.
The ghost speaks to you, "Greetings, champions! I am Kassen. Thank you for putting an end to Asar's wickedness. Alas, though he was a mercenary captain, his remains were buried here and somehow were revived. No doubt he would've wreaked havoc on my dear village if you had not brought him down. Please, accept these as thanks."
Kassen's ghost indicates a small pile of equipment. In it is a bag of holding (type I), a +1 bashing shield, an elemental gem (water), and six scales from his armor.
Searching around the rest of the crypt, you find a wand of magic missile (CL 3rd, 22 charges), bracers of armor +1, a horn of fog, 354 gp in newly minted coins, and a spellbook that contains the following spells: cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic missile, ray of enfeeblement, and all wizard cantrips.
Dimira is happy to hear that Roldare is still alive, "Oh, how wonderful... thank you so very much!"
The journey back to the village is uneventful, but a bit somber. The task, which was meant to be ceremonial, certainly turned more deadly than you had expected or the Society intended. But you are greeted with a hero's welcome as you enter the village, and the eternal flame is given its place again.
Thank you for playing. I will have chronicle sheets out to you guys sometime in the next couple of days and also get this reported.

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Yeah Sign, thanks for running it. It was a blast.
Boon: 1d20 ⇒ 13

Signboy77 |

Ezren - you rolled a 20. You get to choose which of the following boons you would like. Also, please let me know your email so the VC can send you the boon directly. You can post your email here or send it to me in a private message.
Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time that you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. Choose one of the following benefits, and cross the other off your Chronicle sheet.
• When you cast the listed spell, you may increase the DC of the saving throw by 2.
• When you roll a saving throw against the listed spell, you gain a +4 bonus on the save.
You may use this bonus once for free, after which you should check the box below; each additional use of the selected benefit costs 1 Prestige Point.
Long Distance Support: You heard the Decemvirate’s call to arms as the Fifth Crusade began, but for whatever reason the society did not send you to the front lines immediately. You may nonetheless send extra supplies to aid your fellow Pathfinders. At the end of any scenario that does not take place in Mendev or the Worldwound, you may choose to spend 1 Prestige Point to send a cache of necessary supplies north to aid the war effort. On a line below, have your GM record where the scenario took place and initial the entry. Upon filling all five lines, you gain two benefits.
First, you gain a Mendevian Commendation for your tireless efforts to supply the crusade. A Mendevian Commendation grants you a cumulative +1 bonus on Charisma-based skill checks to influence Mendevian Crusaders (maximum +3).
Second, as a swift action while fighting a creature with the demon subtype or bearing an unholy symbol of a demon lord, you may grant all allies that you can see within 60 feet a +2 circumstance bonus on attack rolls, damage rolls, and saving throws against those creatures for one minute. When you use this second ability, cross it off your Chronicle sheet.
Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.
Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.
Also, the reporting asks for your names, but I'll put anonymous, unless you want me to know your real names.

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Yeah, most people use the main account alias. Mine is Tobias, or you can call me Ben

Signboy77 |

Aha. I will use the Paizo alias then. Just need to wait for Farris to roll for the boon, then I can report. I will send chronicles when I have access to my laptop.

Signboy77 |

Okay, it's been reported. We were session 68.
Thank you again everyone. I had a great time as your GM, and I'm glad to have successfully completed my first PbP GM experience.
I've just started summer break today and I'll be slowing down my PbP activity. I'll send out a PM when I'm ready to start Masks of the Living God, if you guys are still interested. I imagine I'll be ready in a couple of weeks.

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Sounds good. Thanks again for the game.

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I'm still debating whether I want to rebuild Farris while I have the chance... the classes in the ACG are looking mighty interesting. But I will probably be OK to join you in a few weeks, that sounds like it'll be well after my exams end after all.