[RD] PFS 7-05: School of Spirits (Table 1) (Inactive)

Game Master Andrew Harasty

School of Spirits TABLE 1


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Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg nods to Junia and follows her in, bow drawn and eyes alert...

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

”Sounds somewhat ominous... luckily I’m always armed” he states with a small grin before following.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

Let's proceed carefully...Patros says as he sticks close to J as she heads in.

perc: 1d20 + 7 ⇒ (13) + 7 = 20

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Making your way to the classroom, Patros sees the sign on the shed:

Entry to above ground structure in the ‘Yard is strongly discouraged. It contains an dangerous supernatural force. Items in the yellow box are for emergencies only. Signed, V-C Dreng

J. approaches the classroom.

The small classroom is all that remains of a once great school. School benches and chairs are scattered about in a haphazard fashion and a chalkboard hangs crooked from a single nail on the western wall. The sound of the ocean beating against the cliffs in the distance is the only thing that breaks the silence.

After J.’s rescue, public interest increased, and the classroom was partially rebuilt as a memorial for the dead. Several children’s names are written next to small memorials with their portraits. The names include Badru Ahnkamen, Grishan Maldris, Cassiel Marlinchen, Stilonius Morilla, Anaretta Nimz, and Jaran Shamyyid.

Perception:

Perception Cork: 1d20 + 3 ⇒ (9) + 3 = 12
Perception Boftil: 1d20 + 10 ⇒ (5) + 10 = 15
Perception Egg: 1d20 + 7 ⇒ (17) + 7 = 24
Perception Patros: 1d20 + 6 ⇒ (20) + 6 = 26
Perception Peregryne: 1d20 + 9 ⇒ (7) + 9 = 16
Perception Bon Jon Bovi: 1d20 + 6 ⇒ (1) + 6 = 7

As you approach Egg and Patros feel a slight vibration from the ground. Something evil haunts here.

J. starts to enter the classroom.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon reminds the others, "The Venture Captain advised us we might want supplies from the Pathfinders' shed before we entered. We should probably go check and see what they left there before we go in."

If there's still time, I'd like to check out the shed before we enter. Do we have a key to it? Or does anyone know how to open locks?

Also, do we see a Yellow Box? I'm guessing it might be in the shed?

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

You can quickly investigate the shed.

The storage shed was once locked, but its lock is damaged and no longer functions. It contains various supplies used by the archaeological teams that work here including large rolls of twine, wooden stakes, brushes, sacks, shovels, trowels, and various measuring implements.

Most of the shed has been ransacked already. The yellow box is still there. The box contains 4 haunt siphons

Haunt Siphon:

These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial rolls a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)— this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon.

When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green— if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

"Huh, we'll we'd better take these with us!" Bon Jon grabs one of the haunt siphons.

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

"They do seem useful"

Peregryne grabs the rest, keeps one in hand and hands the other two out to whoever else wants them.

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will politely decline taking a haunt siphon, thinking others may be better suited. "Egg prefer bow..."

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Sure. I'll take one. I can see how these could be handy." Cork takes one of the offered vials and tucks it into a convenient location on his belt.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

I'll take one as well.. might as well be prepared... Patros says. The ground shaking unnerves him a bit.

J., what do you feel...?

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

Boftil reaches out and takes a Haunt Siphon as well.

Or have they all been claimed already? If we are thinking they should be for frontline fighters then he should have one, if for supporting/ranged guys then he'll decline.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

J. ignores the shed and continues in to the broken classroom. Standing near the class room, the ground begins to shake and the rumbling gets louder. The sky grows black. From the ruined classroom you start so see shades of children running towards the door. As they do so, spectral fragments of ceiling fall and the ground under everyone else opens up. J. is caught, wounded and pinned by the debris.

Everyone make a Reflex save and a Will save vs Fear

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Reflex: 1d20 + 2 ⇒ (9) + 2 = 11
Will: 1d20 + 3 ⇒ (11) + 3 = 14

Cork's eyes grow wide. "What is that shaking?" He raises his arm instinctively to block the falling ceiling.

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Reflex: 1d20 + 8 ⇒ (13) + 8 = 21

Will: 1d20 + 4 ⇒ (20) + 4 = 24

Egg reacts quickly and brings his bow to bear, looking for a target...

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Reflex: 1d20 + 5 ⇒ (6) + 5 = 11 +2 vs mind-affecting & evasion
Will: 1d20 + 4 ⇒ (4) + 4 = 8 +2 vs mind-affecting

If possible, Bon Jon will activate his haunt siphon.

Haunt Siphon, positive energy: 3d6 ⇒ (5, 1, 5) = 11

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

reflex: 1d20 + 7 ⇒ (5) + 7 = 12
will: 1d20 + 3 ⇒ (7) + 3 = 10

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Will: 1d20 + 4 ⇒ (8) + 4 = 12
+2 vs Charm, Compulsion & Emotion effects
+2 vs very hot conditions, severe heat, breath weapons, and cloud vapors and gases

If able, Peregryne will also activate his haunt siphon.

HS Damage: 3d6 ⇒ (3, 1, 4) = 8

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

"What madness is this?" Boftil spits out, adding a few choice dwarven swear words as well for added colour.

REFLEX: 1d20 + 4 ⇒ (17) + 4 = 21
WILL: 1d20 + 4 ⇒ (13) + 4 = 17 + another 7 if spell/spell-like or only another +2 if supernatural

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Cork, Bon Jon, Patros, and Peregryne all fall down and take 2d6 ⇒ (4, 1) = 5 damage from the spectral debris. They also all are pinned by their own fear by the rubble.

Egg and Boftil are otherwise unaffected as they see their companions succumb to the power and fear of the haunt.

You can easily use the haunt siphons quell the haunt at this point

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Except that the PCs that took the siphons are the exact ones that failed the saves...this haunt is a smart one...

Egg will rush over to one of his companions and activate a haunt siphon...

Siphon: 3d6 ⇒ (1, 1, 5) = 7

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork falls to the ground and then cowers from the spectral images. "No! Go away! Leave us alone!"

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

"Told ya that ya shoulda given me one of those bloody things. Listen ta the big, ugly dwarf next time, OK!" Boftil strides up and grabs one of the siphons as well.

Siphon: 3d6 ⇒ (4, 5, 3) = 12

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The dark energies get pulled in to the siphons, but still some lingers.

Using one more of the siphons finishes it off.

After the haunt dissipates, J. and the rest of the party realize that they are no longer "pinned" and the fear has passed.

J. turns to the party. "That was not what I expected, but the call is still strong. It is coming from below. In the necropolis itself. I can feel it pulling me, but I can hold back for now." Grishan's shadowy form nods and also adds. "I can feel the restless force as well. It feels...wronged and angry."

You can take a moment to collect yourselves. J. does not wonder off on her own this time.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

"Whew, that was SCARY! Um, so, Sir J. are you sure you wouldn't like to do something else? We could take you to the fairgrounds, get you tickets for the carousel and the ferris wheel, it'll be loads of fun and later we'll take you home to your mother and she'll never know the difference. No?"

Bon Jon asks his companions if one of them would be so kind as to use his wand of Cure Light Wounds on him.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

He also offers it to any of his companions who do not have wands of their own.

He also asks if any of his friends are able to activate his wand of Mage Armor if they will use it on him.

If we don't have anyone who can use these wands, Bon Jon will attempt UMD checks

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

Peregryne gets up off the floor and stands in the open. A blast of wind appears from nowhere and blows all of the dust of him.

"Well that was... interesting. What's next?

I don't think we have anybody who can use the wand. Cornelius has +5 UMD if that helps.

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

"No wand wavers around? Well, this could be interestin' then!" Boftil grunts. Waiting for everyone to get themselves sorted he then leads the group down towards the Necropolis.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon attempts to activate the wands himself.

UMD DC 20, CLW: 1d20 + 4 ⇒ (1) + 4 = 5 and immediately borks it for the day.

He shrugs with dismay and hands it to Cork. ”maybe you’ll have better luck?”

UMD DC 20, Mage Armor: 1d20 + 4 ⇒ (14) + 4 = 18
UMD DC 20, Mage Armor: 1d20 + 4 ⇒ (4) + 4 = 8
UMD DC 20, Mage Armor: 1d20 + 4 ⇒ (12) + 4 = 16
UMD DC 20, Mage Armor: 1d20 + 4 ⇒ (14) + 4 = 18
UMD DC 20, Mage Armor: 1d20 + 4 ⇒ (16) + 4 = 20

His efforts with the wand of mage armor are more successful.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

I have my curative flask...but was hopong to save it...use my wand, Cork...I got it for use in these situations

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

After collecting yourselves you lead yourselves to the lower necropolis.

Necropolis

The reek of death chokes this narrow stone corridor, where a trio of corpses slowly rots into the stone.

DC 15 Heal:

You deduces that these people died two months ago, and notices that two of the three people have no signs of physical injury.

You are able to locate the following interesting items from the bodies. Many of these were taken originally from the Pathfinder stash from the shed.

Three suits of leather armor,
three short swords,
three oils of magic weapon,
two potions of cure light wounds,
a scroll of remove disease,
a wand of lesser restoration (6 charges),
a wand of protection from evil (18 charges),
a collection of excavation tools and sundry items,
a pair of ghostvision gloves (Pathfinder RPG Ultimate Equipment 236),
two potions of cure moderate wounds,
two potions of remove fear,
A scroll of breath of life.

The magic items are each marked with a small Glyph of the Open Road, the symbol of the Pathfinder Society.

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Heal: 1d20 + 0 ⇒ (18) + 0 = 18

Bon Jon looks at the corpses carefully. "Though I'm no doctor, I feel confident that it's been a couple of months since they died. Strangely, it looks like two of these three were not injured physically, or at least there's no sign of it that I can see."

If no one objects, Bon Jon will take one of the potions of Cure Moderate but will leave the other items for others who might be better able to use them.

Just a note: before we continue on, several of us are still damaged from the haunt. We should wait to see if Cork is able to activate my wand of CLW (does anyone else have UMD) before we keep going.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Yes. I just wanted to get the next "wall o text" out of the way before the next encounter. Everyone can make sure you are healed.

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

"They had all this useful stuff and they still end up dead!" Boftil mutters as he rummages through some of the stuff. "Encouraging ain't it?"

Boftil would be keen for an oil of magic weapon, a potion of CMW and one of Remove Fear. Happy to surrender to more pressing claims, though. He doesn't have UMD either, unfortunately.

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will take a potion of CLW and one of remove fear...

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

I'll grab a clw pot and an oil of magic weapon...that makes 2 of each i have...everything else i cant use

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Yeah, I have some facility with wands but not much. I'll give it a try." Cork takes the wand from Bon Jon Bovi and tries to use it.

Since we're not in round time, do I need to actually roll UMD? How many times?

Cork helps the others look through the gear. "You guys can take this stuff. I don't need any of it yet."

Silver Crusade

NG M Aerokineticist 6 - HP 69/69, 18 NL - AC 22, T 16, FF 16 - F+12*, R+13*, W+6* - Init: +6 - Perc +11, SM +11 - Burn: 3/8 - Active Conditions: Aerokinesis, Enveloping Winds (35%), Elemental Overflow (+2)

Peregryne will take anything that is left over and will distribute later if necessary.

Yes you still need to roll because if you roll a 1 on any of the checks, you are unable to activate the wand again for 24 hours / the rest of the day. Cant remember which but you get the idea.

Hmm we are not a particularly magical bunch are we? Just a magus, and no divine support. Perhaps not the best option when dealing with the supernatural :P

Peregryne also has a CLW Wand if our 2x UMD users start rolling a bunch of 1's

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

Boftil has a wand on him as well, in case the dice really start to turn against us.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

And I have a CLW wand... I looked at the status lines for everyone and it appears they aren't updated since everyone except me shows at full health. Please let me know how many wand charges you need.

Cork tucks Bon Jon Bovi's wand into his belt and extracts his own. "I'll use my own on myself, it seems only right." He makes a sharp gesture with the wand and heals himself completely.

UMD: 1d20 + 5 ⇒ (20) + 5 = 25
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Cork, Bon Jon, Patros, and Peregryne each took 5 hp of damage from the haunt. If a wand has a spell that isn't on your spell list, you need to make a UMD check (DC 20) each time you use it; there's nothing that prevents you (out of combat) from trying over and over until you make it, except that once you roll a natural 1 (as I did with my wand), you are unable to UMD that wand for the rest of the day. It's all a bit tedious, and supposedly one of the things that they plan to fix in Pathfinder 2.0

So, assuming that Cork's UMD check has fully healed himself... Bon Jon attempt to use Peregryne's wand to cure himself and the others (in this order: Peregryne, Patros, Bon Jon):

UMD, wand of CLW: 1d20 + 4 ⇒ (6) + 4 = 10
UMD, wand of CLW: 1d20 + 4 ⇒ (8) + 4 = 12
UMD, wand of CLW: 1d20 + 4 ⇒ (11) + 4 = 15
UMD, wand of CLW: 1d20 + 4 ⇒ (2) + 4 = 6
UMD, wand of CLW: 1d20 + 4 ⇒ (3) + 4 = 7
UMD, wand of CLW: 1d20 + 4 ⇒ (12) + 4 = 16
UMD, wand of CLW: 1d20 + 4 ⇒ (9) + 4 = 13
UMD, wand of CLW: 1d20 + 4 ⇒ (14) + 4 = 18
UMD, wand of CLW: 1d20 + 4 ⇒ (14) + 4 = 18
UMD, wand of CLW: 1d20 + 4 ⇒ (12) + 4 = 16
UMD, wand of CLW: 1d20 + 4 ⇒ (12) + 4 = 16
UMD, wand of CLW: 1d20 + 4 ⇒ (16) + 4 = 20
UMD, wand of CLW: 1d20 + 4 ⇒ (6) + 4 = 10
UMD, wand of CLW: 1d20 + 4 ⇒ (11) + 4 = 15
UMD, wand of CLW: 1d20 + 4 ⇒ (6) + 4 = 10
UMD, wand of CLW: 1d20 + 4 ⇒ (13) + 4 = 17

After many attempts, Bon Jon succeeds once on Peregryne who is now fully healed..

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

UMD, wand of CLW: 1d20 + 4 ⇒ (11) + 4 = 15
UMD, wand of CLW: 1d20 + 4 ⇒ (10) + 4 = 14
UMD, wand of CLW: 1d20 + 4 ⇒ (12) + 4 = 16
UMD, wand of CLW: 1d20 + 4 ⇒ (17) + 4 = 21
UMD, wand of CLW: 1d20 + 4 ⇒ (12) + 4 = 16
UMD, wand of CLW: 1d20 + 4 ⇒ (9) + 4 = 13
UMD, wand of CLW: 1d20 + 4 ⇒ (15) + 4 = 19
UMD, wand of CLW: 1d20 + 4 ⇒ (15) + 4 = 19
UMD, wand of CLW: 1d20 + 4 ⇒ (19) + 4 = 23
UMD, wand of CLW: 1d20 + 4 ⇒ (6) + 4 = 10
UMD, wand of CLW: 1d20 + 4 ⇒ (3) + 4 = 7
UMD, wand of CLW: 1d20 + 4 ⇒ (19) + 4 = 23

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

That should get everyone fully healed - 4 charges used from P's wand (will use someone else's next time...)

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Feel free to spend charges between wands. There are enough to go around that eventually you will be good to go

This wide chamber lies just beyond the hallway where the treasure hunters met their end.

A spirit of a young girl with blond hair sits in the center of the room. As J. and the party approach, the spirit gets up, turns around, and addresses J. “I’ve been waiting for you a long time, Junia. Waiting for you to come back. Why did you leave me? Won’t you come back to me? Then we can all be friends again.

J. is paralyzed by fear and guilt, and can only mutter “Cassiel, Cassiel, I’m so sorry, please forgive me” over and over again. Grishan explains that this is the spirit of their friend Cassiel Marlinchen who died with him in the necropolis.

Updated Map

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon greets the spirit cordially. "Hello Miss Cassiel, I am Bon Jon Bovi and any friend of J. is a friend of mine. How do you do?"

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg, kinda anxious around the spirits, bows to the new one but remains silent...

The Exchange

Male Dwarf Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

Boftil shifts uncomfortably as others in the group start to converse with the spirit, gripping the handle of his hammer just a little bit tighter.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork stands back and to the side. He's not as comfortable talking to the dead as Bovi seems to be. He keeps a look out for anything suspicious.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

J. cowers as Bon Jon speaks to the spirit.

The shade replys, "How do I do? I am dead while Junia breaths. I am cold while she is warm. I hunger for what she has. Why should I not just take if from her?"

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Upon hearing this new spirit's words, a chill runs through Egg and he brings up his bow. "You try, Egg shoot..."

Liberty's Edge

Medium Male LG Suli Unchained Monk 8 | HP 68/68 | AC 20 T 20 FF 16 (w/ Mage Armor & Barkskin: 27/20/23) | CMB +13, CMD 33 | F +11, R +12 (evasion), W +6 (+2 vs stunning, fear, +6 vs mind-affecting, +4 vs paralysis & sleep, +1 vs fire) | Init +3 | Perc +10 SM +2 | Speed 50' | +2 Str/atk/CMB check | +2 Dex check unused | Lucky Number: 3 | Active Conditions: Mage Armor, Barkskin

Bon Jon laughs, but this time there is a hint of menace in his voice. "Ah, Miss Cassiel, but surely you see that such words will only lead you away from that for which you wish, for we are many and you are one. Why not let us help you to find your final rest, that you may sleep in peace for all time, in the bosom of Pharasma, who is surely waiting for you with great eagerness? Your threats will do little to frighten doughty and battle-tested Pathfinders such as ourselves..." As if to emphasize his point, Bon Jon loosens his sword in its scabbard.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

I wish the situation was different for you...but doong that would not regain what you lost. Think....if you did that, you would lose touch with who you truly are... diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork senses the tension rising and puts a hand on the hilt of his cutlass. He doesn't have much to say to the spirit but he is ready should fighting break out.

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