GM Doug's The Lost Legend (Inactive)

Game Master Doug Hahn

Slides Deck


201 to 208 of 208 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Vigilant Seal

1 person marked this as a favorite.
CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

"Let's do it, Gurmire!"

Happy to have a flank, Packet strikes out at the Howling Thing!

Short Sword: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24

damage: 2d6 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11

Sneak Attack: 1d6 ⇒ 5

and again:

Short Sword: 1d20 + 11 + 1 - 4 ⇒ (10) + 11 + 1 - 4 = 18

damage: 2d6 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8

Sneak Attack: 1d6 ⇒ 6

and again:

Short Sword: 1d20 + 11 + 1 - 8 ⇒ (15) + 11 + 1 - 8 = 19

damage: 2d6 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12

Sneak Attack: 1d6 ⇒ 3


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Iniquity's glaive slices twice into the creature. It screams in frustration! Gurmire moves in to provide a flank for Packet… Packet connects all three times, thanks to his agile weapon and his goblin friend! The creature collapses into a pile of ancient dust.

As you look down, you can see the component parts of the thing reforming… it will take a while, but the undead here will reform unless you can somehow sanctify this area.

Out of combat! Most parties do not get all 11 success points for clues in town, so they walk to the entrance of the cairn. The skeletons wait until you pass them by (and cannot be detected UNLESS you know from clues in town), then pop up right behind you while the wight(s) come at you from the front at the same time. So, it can be a pretty intense fight while trapped between the rocks and flanked! The wight drains on every attack with a fort save as well.

That said, you all 100% earned an easier battle by fighting smart, preparing, and getting ALL the clues for this location. Great job!

I will move you on in a bit with ideas how to de-curse/sanctify this place.

Radiant Oath

[Gender:] NG (he/him) Human (Taldane) Champion 7 | HP 99/99 | AC 28 (30) | Sh 12 (120 hp) | F +14 R +10 (bulwark) W +12 | Perc +10 | Stealth +8 | 25 ft | Hero 1/3 | Focus 1/1 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 hp/min (0/10 r), resist negative 1

"Well done! Hmm. Not much time for self congratulations," Iniquity says, casting an eye at the reforming undead. "We need to find the anchor to that curse, if we can."

Envoy's Alliance

1 person marked this as a favorite.
Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

Gurmire gives a shout of joy as the last of the undead go down. His elation is short lived as he sees them start to reform. “Not fair!

Nodding agreement with Iniquity, he asks “Climb or walk in?” Glancing towards the stream, he says “Think all underwater ones taken care of.” as he gestures towards the remains of the skeletons.

Smiling, he adds “Like new bomb! Hurt undead, safe for friends!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Map updated; the barrow is revealed. I assume you want to attempt to break the curse before investigating further.

Pip and Packet use Read Aura to determine that the barrow is the source of the necromantic energies — it's a curse! It was stronger… much stronger… when Voth was here but has weakened over the centuries. It's weak enough now that you could break the curse permanently if you can do so while the undead are vanquished.

You can suppress it in a number of ways (as I read it, you get this info automatically with detect magic/read aura):

- Dispel Magic with a successful Counteract check (DC 18)
- A Heal Spell
- Turn Undead
- Performing a prayer and a Religion check (DC 18)

Envoy's Alliance

Male goblin alchemist 4 | 25’ | HP: 38/38 | AC: 21 | F: +8 R: +11 W: +6; Resist Fire 2 Cold 1 Electric 1 | Reagents 3/8 | Hero Points: 1| Exploration: Scouting | Status:

On hearing the methods that could be used, Gurmire replies "Not good with prayers, but could ask Sarenrae." He looks to the others to see if anyone else thinks they can do better.

I assume the Religion check requires Trained.

Vigilant Seal

2 people marked this as a favorite.
CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Religion: 1d20 + 7 ⇒ (11) + 7 = 18

"I've investigated some blighted places before, I believe I know just what to do!


2 people marked this as a favorite.
SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Packet thinks about a certain forgotten place below Absalom, where he first met Pip and Gurmire. How terrible that tomb was, full of things people wanted to forget or contain… but how there was also a glimmer of hope to be found there.

He performs a ritual, with the help of iniquity and Gurmire and Pip, and suddenly the sunshine seems a bit brighter, like a cloud moving away from the sun. The bones of the undead cease coalescing, turn to ash, and float away on a breeze.

The site is now permanently cleansed.

★★★

Inside the barrow, you find your prize: it's filled with valuable coins, jewelry, and gems. You feel fine taking them now that the area is hallowed once again.

A stone has been pried loose and then set back in its place… backward. Hidden inside, wrapped in waxed cloth, is a small, brassy knob with a rotatable viewport. The cloth also has an encoded note from Gregaro Voth written on it. It contains a secondary decoding cipher and a request that the future generations of Pathfinders cleanse this barrow, as Voth was unable to do so when he was alive.

With the primary cipher, it's clear that the log is hinting at a fourth site, but the Pathfinder Society won’t be able to confirm its existence or location until the documents have been fully decoded.

★★★

You rest and relax at the outpost — drinking cider with old craftspeople, performing morality plays in the tavern, learning about these peoples' culture, or spinning more and more outrageous tales at the Cracked Egg with the other neer-do-wells.

Soon enough, a Pathfinder transporter arrives along the trail you marked and uses teleportation magic to carry you back to the coast and the Risen Albatross.

Venture-Captain Stella Fane smiles as she clinks her glass full of run against each of yours. Once them eggheads figure where to go next, ye shall indeed receive an offer to participate!

This is the end of the Lost Legend!

201 to 208 of 208 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Doug's The Lost Legend All Messageboards

Want to post a reply? Sign in.