Outpost V - GM Valen's Pathfinder Society Scenario: #3-09 The Secluded Siege (Author's Table)(17 CP) (Inactive)

Game Master Lysle

Start Date: We've Begun!

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Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Horatio Phillipton wrote:
"I fear malevolent spirits are not the kind of thing that we can reasonably let linger, especially if tarrying will cause their power to grow."

"I suggest that you do not tarry any longer than necessary," Balentiir replies. "But, take whatever precautions you need to avoid adding to the ranks of the undead."

You can spend the 10 minutes if you would like.

Brekovi wrote:
Assuming that we clear the breach, how would you suggest we seal the area?

"I have not set eyes on the breach for some time. I suspect that some working knowledge of underground structures and engineering would be most helpful, but some muscle or finesse may be all it takes. If I did not think you sufficient capable of accomplishing the task, I would have assigned others to it," Balentiir concedes.

Looks like the votes are for the breach...

“Our combined defenses are only as strong as their weakest point. And I believe I know where that point is.” Balentiir explains further. “As this lodge once served as a prison, the vaults of the Sothis Lodge still contain several cell blocks that have held various prisoners over the years."

“About a year ago, a portion of the ceiling and walls of one of the cell blocks partially collapsed. With all the destruction and heavy debris, the cell block was no longer functional. It was abandoned, if not forgotten.”

Balentiir pauses in thought, his face momentarily shadowed by a look of regret. “I believe the collapse left an opening the undead are using to reach the upper levels. I need you to get in there and close that breach to ease the pressure on our forces. Understood?”

Perception to Sense Motive (DC 20):
You sense that Balentiir is struggling to contain his emotions as he discusses the collapsed cell block and may be deliberately withholding details.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Perception to Sense Motive: 1d20 + 11 ⇒ (1) + 11 = 12

I have some knowledge of Engineering and Crafting that might help us seal the breach after we deal with the Undead.

But I have no idea what the Venture-Captain is thinking.

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Perception to Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16

Oh, much easier if you don’t need the area intact!

When he gets a chance, he holds up the cracked, red gemstone found in the remains of the statue and asks “Is this part of the normal defenses or something added?

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

"So you mean we have to build walls?"

Perception: 1d20 + 13 ⇒ (20) + 13 = 33

"You seem unsure about this. Maybe you tell us more?"


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Brekovi wrote:
When he gets a chance, he holds up the cracked, red gemstone found in the remains of the statue and asks “Is this part of the normal defenses or something added?

"That is an animus gem," Balentiir replies. "Quite possibly, the gem is what allowed the constructs to fall under the command of unintended masters. I urge you to keep it. Indeed, Amenopheus, a former Pathfinder Society associate and a Jeweled Sage, would likely be interested in the gem, cracked though it may be."

~Squash~ wrote:
"So you mean we have to build walls?"

"If necessary, yes."

~Squash~ wrote:
"You seem unsure about this. Maybe you tell us more?"

At the question, the formal Balentiir begins to struggle visibly to contain his emotions. The venture-captain nods surreptitiously to Po'ogaat. In response, the grippli begins speaking loudly and pointing, distracting the nearby Sandswept Hall agents by discussing the various items displayed in the hall.

With the other agent's attention diverted, Balentiir continues in a hushed voice. That particular cell block has a tragic history. About a year ago, I had tracked down a fugitive named Omad Col. I brought him here to the lodge to be held for bounty. Although he was checked for contraband, he somehow managed to smuggle a wand of shape stone into his cell.

“One night, the fool tried escaping by activating the wand. He must not have realized just how deep underground he was. Once shifted, the cell wall could no longer support the mass of the sand and stone overhead. Collapse was inevitable," Balentiir explains.

“Several Pathfinders bravely rushed into the collapsing cell block. They struggled to release the prisoners’ restraints and dig them free. That is when the remainder of the ceiling gave way. Pathfinders and prisoners alike were crushed. Eighteen lives were lost."

The normally calm and dignified venture-captain pauses a moment to maintain his composure. “The regrettable loss of so many lives—lives of people trapped in harm’s way— has caused many to grow concerned about the Pathfinders practice of holding prisoners for bounty within the lodge. The future of this lodge—and my own future—have been called into question by many, myself included. The investigation into the incident was still ongoing when the attacks began."

“The questions raised by this tragedy will have answers, but for the time being, action is needed." Balentiir's usual speaking voice returns. "Go. Seal the breach, and put the trapped spirits to rest if you can.”


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

With directions provided by Balentiir, you are able to navigate the short distance to the entrance of the collapsed cell block without encountering resistance.

Here, you find a long, narrow passage leads to an opening in the rock left by a catastrophic failure of the nearby walls and ceiling. The floor is covered in mounds of sand and strewn with fallen rock. The twisted remnants of metal bars and iron doors lie scattered about, one of the few indications that the chamber once held rows of jail cells. An unearthly cold permeates the chamber.

Map of collapse cell block now up on Slides.

I will pause here tonight for any changes to Exploration Modes.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued
GM Valen wrote:
You can spend the 10 minutes if you would like.

During the briefing, Dr. Lazarus unpacks his healer's tools and offers to tend to the wounds of Doc Bloodshanks and Squash.

Treat Wounds (expert) DC 20: 2d8 + 10 ⇒ (6, 5) + 10 = 21
(Assurance => 23, w/ Ward Medic)

Sipping his brandy, Dr. Lazarus confirms with the Venture Captain, "So the malevolent spirits are the trapped spirits of those who were buried alive?" He pauses and continues, "And are the reports below of more wights, more ghasts, or something different?" The investigator continues to take notes.

Does Lazarus have enough information to Pursue a Lead with the subject being malevolent spirits? If not, did Balantiir provide enough info for him to Pursue a Lead on any specific undead that we can expect to find?

After finishing his snifter of brandy, Dr. Lazarus makes his way to the cell block, hammer in hand.
Exploration Mode: Search (no change)


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Dr. Thurston Lazarus, III wrote:
Sipping his brandy, Dr. Lazarus confirms with the Venture Captain, "So the malevolent spirits are the trapped spirits of those who were buried alive?" He pauses and continues, "And are the reports below of more wights, more ghasts, or something different?" The investigator continues to take notes.

"The souls of the buried is believed to be the cause. As for the undead, those you listed are probable. There were no clergy among the witnesses." Baltentiir notes.

Dr. Thurston Lazarus, III wrote:
Does Lazarus have enough information to Pursue a Lead with the subject being malevolent spirits?

Sure.

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Will keep my exploration activity Detect Magic since there are others much better at it doing the Search.

As they travel through the passages, Brekovi checks for any unexpected sources of magic.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

If nothing else, the area should have been cleared and the bodies proper interred right after the incident.

Murph stays with Search for Exploration.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash continues to search.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

No light permeates the collapsed cell block, save for those sources that party is using. There are shuffling sounds coming from the northeast.

Initiatives:

Brekovi, Arcana w/Scouting: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Doctor Bloodshanks, Perception w/Scouting: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Dr. Lazarus, Perception w/Scouting: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
Murph, Perception w/Scouting: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Phillipton, Religion w/Scouting: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Squash, Perception w/Scouting: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
?, Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
Blue, Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Red, Perception: 1d20 + 8 ⇒ (8) + 8 = 16

As the party heads further in, Doctor Lazarus, Murph, and Squash each heard faint whispers, cries, and moans in the air, akin to the sound of souls being slowly crushed under a heavy weight. These are clear signs of an existing haunt.

Picture of haunt now on Slides.

Disable Religion or Occultism (trained) to exorcise the spirits, or Diplomacy to provide them with comfort. Each check requires 2 actions, which have the verbal trait, and three successful checks are required to address all of the spirits.

In addition to the area of twisted metal and sand, a pair of ghasts can also be seen.
Locations now provided on Slides.

THE COLLAPSED CELL BLOCK - Round On Begins!

PCs in bold may act

Brekovi
Doctor Bloodshanks
Dr. Lazarus
Phillipton
Squash
Murphy

Haunt
Ghast (blue)
Ghast (red)

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Spirits, we are here to ensure your proper interment, so you can more on to your proper afterlife.

◆◆ Diplomacy Check to try to calm the Spirits

Diplomacy Check: 1d20 + 11 ⇒ (9) + 11 = 20

◆ Stride forward

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

Entering the cell block focused on his lead, Dr. Lazarus is acutely aware of the haunted spirits. After considering his options, he performs an age-old occult ritual -- involving odd hand-gestures and an ancient Celestial chant.

Occultism + Pursue a Lead: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29

The Doctor then offers tidbits of, what he considers to be, his vast knowledge of such spirits to the next ally who attempts to deal with the spirits.

Dr. Lazarus uses Clue-in to provide a +1 Circumstance Bonus to the next person attempting to dispel the spirits.
This is a Reaction -- triggered on the next person's attempt, unless they don't want it.

Then, with a flourish, the stodgy professor pulls up his dueling cloak for extra protection.

◆◆ Disable Haunt (using Occult), ↺ Clue-In, ◆ Raise Dueling Cloak

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash has no idea what to do about the noise and rushes ahead instead.

"Neh, can someone down that racket?"

Finding another of the walking dead he lashes out at it.

◆◆ Sudden Charge

chain: 1d20 + 17 ⇒ (4) + 17 = 21slashing: 2d6 + 4 ⇒ (3, 6) + 4 = 13

◆ Strike

chain: 1d20 + 17 - 5 ⇒ (13) + 17 - 5 = 25slashing: 2d6 + 4 ⇒ (6, 6) + 4 = 16

AoO:
chain: 1d20 + 17 ⇒ (20) + 17 = 37slashing: 2d6 + 4 ⇒ (2, 2) + 4 = 8 knocked prone and frightened 1

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

◆◆ Occultism to calm spirits/disable hazard
Doc listens to some of Doctor Lazarus' tips about how to proceed with the quelling of the spirits, and incorporates that into his efforts.
Occultism (trained) w/ Clue In bonus: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29

He advances, getting ready for whatever action may come.
◆ Stride

Envoy's Alliance

Male Hillock Halfling Cleric 8 of Halcamora HP 86/86 Hero Points 1/1 AC 24 (25 Shield) Saves F+15 R+14 W+17 Perc +16 Exploration Investigate Active Conditions: - Reactions: Recognize a Spell Divine Font used (0/4)

Phillipton begins his prayers to Halcamora to give rest and succor to the trapped spirits. "Our Lady of Ripe Bounties, we beseech thee. Give these poor unfortunate souls nourishment of the spirit so that they may taste the fruits of Nirvana..."

Religion: 1d20 + 12 ⇒ (6) + 12 = 18

◆◆Religion
◆Stride

Hero point!
Religion: 1d20 + 12 ⇒ (14) + 12 = 26

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Brekovi moves up to where he can see the creatures. He then tests their resistance.
Electric Arc, DC 21: 3d4 + 4 ⇒ (3, 2, 3) + 4 = 12

You were able to settle the spirits, right?” he asks hopefully.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The spirits spurn Murph's efforts to comfort them, but the two doctors and the sommelier fortunately know how to drive out the restless souls.

@Phillipton - You may save the Hero Point as the initial roll was a success.

~Squash~ wrote:
Finding another of the walking dead he lashes out at it.

Squash slashes another the restless dead. Its form remains upright despite the limited flesh left on its bones.

Brekovi wrote:
Brekovi moves up to where he can see the creatures. He then tests their resistance.

Ghast (blue), Reflex (DC 21): 1d20 + 10 ⇒ (5) + 10 = 15

Ghast (red), Reflex (DC 21): 1d20 + 10 ⇒ (13) + 10 = 23

One of the ghast's (blue) is largely fried by electricity as the other (red) is only singed. Still, it is enough to fell the walking dead.

The last ghast approaches the leshy, who lashes out!
Stride

The undead (red)is knocked down, but manages to rise to its feet and reach out with a claw.
Melee Strike, claw (agile, finesse), frightened 1 v Squash: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (2) + 5 = 7

Four additional ghasts (green, orange, purple, yellow) emerge from the breach!

Three of them (orange, purple, yellow) advance on Squash!
Each: Stride
Orange, Melee Strike, claw (agile, finesse) v Squash: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (2) + 5 = 7
Orange, Melee Strike, claw (agile, finesse) v Squash: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (1) + 5 = 6
Purple, Melee Strike, claw (agile, finesse) v Squash: 1d20 + 11 ⇒ (3) + 11 = 14
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (3) + 5 = 8
Purple, Melee Strike, claw (agile, finesse) v Squash: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (4) + 5 = 9
Yellow, Melee Strike, claw (agile, finesse) v Squash: 1d20 + 11 ⇒ (11) + 11 = 22
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (4) + 5 = 9
Yellow, Melee Strike, claw (agile, finesse) v Squash: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (4) + 5 = 9

None are able to lay a claw on the leshy!

The fourth (green) hangs back, licking its decaying lips with delight.
(Delay)

THE COLLAPSED CELL BLOCK - Round Two Begins!

PCs in bold may act

Brekovi
Doctor Bloodshanks
Dr. Lazarus
Phillipton00
Squash
-7 HP
Murphy
Haunt
Ghast (blue) -28 HP (prone, frightened 1)
Ghast (green) (Delay)
Ghast (orange)
Ghast (purple)
Ghast (red) -35 HP
Ghast (yellow)

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

Nodding with satisfaction as the haunts are quelled, Dr. Lazarus focuses on the immediate threat of the ghasts. "These horrors are popping up like mushrooms." He devises an attack strategy against the nearest one.

Devise a Stratagem w/ Known Weakness vs Purple: 1d20 ⇒ 9 (Roll is used for subsequent attack roll.)
Known Weakness provides a free Recall Knowledge check (Religion +14)

Seeing a possible opening, he moves within range and hurls his hammer.

+1 Striking Returning Grabthar's Hammer (w/ Stratagem) vs Purple: 1d20 + 16 ⇒ (9) + 16 = 25
Bludgeoning Damage + Strategic Strike: 2d6 + 2d6 + 5 ⇒ (1, 3) + (2, 4) + 5 = 15

◆ Devise, ◇ Recall, ◆ Stride, ◆ Strike

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Figures that there is always more than initially meets the eye.

◆ Stride forward next to Squash

◆◆ Twin Feint Purple
First Attack with +1 Short sword: 1d20 + 14 ⇒ (13) + 14 = 27
Piercing Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7

Second Attack with +1 Kukri, target is Flat footed from Twin Feint: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
Slashing Damage + Precision Damage: 1d6 + 4 + 2d6 ⇒ (5) + 4 + (2, 1) = 12


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Dr. Thurston Lazarus, III wrote:
Nodding with satisfaction as the haunts are quelled, Dr. Lazarus focuses on the immediate threat of the ghasts. "These horrors are popping up like mushrooms." He devises an attack strategy against the nearest one.

The doctor confirms the creatures are ghasts. (I think you learned everything last time, but if you want me to ID a trait, let me know).

Dr. Thurston Lazarus, III wrote:
Seeing a possible opening, he moves within range and hurls his hammer.

The hammer strikes true, breaking bone.

Murph's blade work finishes the foe.

Then, another ghast (green) advances and attacks.
Green, Melee Strike, claw (agile, finesse) v Murph: 1d20 + 11 ⇒ (1) + 11 = 12
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (3) + 5 = 8
Green, Melee Strike, claw (agile, finesse) v Murph: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Damage, slashing plus paralysis: 1d4 + 5 ⇒ (2) + 5 = 7

THE COLLAPSED CELL BLOCK - Round Two Cont'd!

PCs in bold may act

Dr. Lazarus
Murph
Ghast (green)
Brekovi
Doctor Bloodshanks
Phillipton
Squash

Ghast (blue) -28 HP (prone, frightened 1)
Ghast (orange)
Ghast (purple) -34 HP
Ghast (yellow)

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

"No, I know mushrooms. Much quieter when eating, much less annoying."

With everything around him, Squash retracts his arms again and starts swinging.

◆ Interact (end grasping reach)
◆ Strike
Chain (orange): 1d20 + 17 ⇒ (15) + 17 = 32
Slashing: 2d6 + 4 ⇒ (3, 4) + 4 = 11
I'm guessing prone and frightened 1.

Then tries to finish the injured one.
◆ Strike
Chain (blue): 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13
Slashing: 2d6 + 4 ⇒ (3, 6) + 4 = 13

AoO:
Chain: 1d20 + 17 ⇒ (10) + 17 = 27
Slashing: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Brekovi releases more electricity, this time on Blue and Green, then shifts to a two-handed grip on his staff.
Electric Arc, DC 21: 3d4 + 4 ⇒ (4, 2, 4) + 4 = 14

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Doc strides up. "Incoming, Squash!" He grabs and hurls a second acid flask.

◆ Stride
◆ Quick Bomber to attack w/ Acid Flask, using Directional Bombs feat

Acid Flask attack on Green: 1d20 + 10 ⇒ (5) + 10 = 15
Ah, don't want that to miss, so I'll hero point it ...

Acid Flask attack on Green: 1d20 + 10 ⇒ (5) + 10 = 15
*sigh*

Even taking a moment to aim the attack, Doc's throw misses its mark. He pulls out his crossbow. "Well, guess we'll see about this, then."

◆ Interact: Draw crossbow


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
~Squash~ wrote:
With everything around him, Squash retracts his arms again and starts swinging.

Squash downs one of the ghasts (orange), but misses the other (blue)

Brekovi wrote:
Brekovi releases more electricity, this time on Blue and Green, then shifts to a two-handed grip on his staff.

Ghast (blue), Reflex (DC 21): 1d20 + 10 ⇒ (2) + 10 = 12

Ghast (green), Reflex (DC 21): 1d20 + 10 ⇒ (2) + 10 = 12

The shock destroys one ghast (blue) and burns another (green).

Doc Bloodshanks wrote:
Doc strides up. "Incoming, Squash!" He grabs and hurls a second acid flask.

The flask strikes only the stone floor.

BOTTING Phillipton - No post in 48+ hours - Putting PC on Delay

The downed ghast (orange) rises to its feet, only to be met by Squash's chain!

The ghast crumples back to the sand-covered floor, destroyed.

A nearby ghast (yellow) tries to take advantage of the occupied leshy and strikes repeatedly with its teeth and claws.

Ghast (yellow), Melee jaws (finesse): 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Damage, piercing plus ghast fever and paralysis: 1d6 + 5 ⇒ (4) + 5 = 9
Ghast (yellow), Melee claw (agile, finesse): 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Damage, slashing plus paralysis: 1d6 + 5 ⇒ (3) + 5 = 8
Ghast (yellow), Melee claw (agile, finesse): 1d20 + 11 - 8 ⇒ (3) + 11 - 8 = 6
Damage, slashing plus paralysis: 1d6 + 5 ⇒ (2) + 5 = 7

THE COLLAPSED CELL BLOCK - Round Three Begins!

PCs in bold may act

Dr. Lazarus
Murph

Ghast (green) -14 HP
Brekovi
Doctor Bloodshanks
Phillipton (Delay)
Squash
Ghast (blue) -42 HP
Ghast (orange) -35 HP
Ghast (yellow)

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

Dr. Lazarus surveys the situation and devises a strategy against the closer ghast.

Devise a Stratagem vs. Green: 1d20 ⇒ 2 (Roll is used for subsequent attack roll.)

Not seeing a clear opening for a thrown weapon, he decides to move into melee position with the other ghast and attack strategically with flanking. When he gets into position, he swings his hammer down hard.

+1 Striking Grabthar's Hammer vs. Yellow: 1d20 + 15 ⇒ (15) + 15 = 30 (vs. flatfoot AC, due to flanking)
Bludgeoning Damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15

◆ Devise, ◆ Stride (35' movement), ◆ Strike

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Thank you Dr Lazarus

◆ Attack Yellow (Green if Yellow goes down)
First Attack with +1 Short sword, target is Flat footed from flanking: 1d20 + 14 ⇒ (4) + 14 = 18
Piercing Damage + Precision: 2d6 + 4 + 2d6 ⇒ (6, 5) + 4 + (1, 4) = 20

◆ Second attack on Yellow (Green if Yellow goes down)
Second Attack with +1 Kukri, target is Flat footed from flanking: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19
Slashing Damage + Precision Damage: 1d6 + 4 + 2d6 ⇒ (1) + 4 + (6, 6) = 17

◆ Third attack on Yellow (Green if Yellow goes down)
Third Attack with +1 Kukri, target is Flat footed from flanking: 1d20 + 14 - 8 ⇒ (4) + 14 - 8 = 10
Slashing Damage + Precision Damage: 1d6 + 4 + 2d6 ⇒ (6) + 4 + (3, 2) = 15


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The combined attacks of Doctor Lazarus and Murph swiftly bring about the destruction of the two remaining undead.

COMBAT OVER

The chamber falls deathly quite. The breach pit stands wide open, like a vengeful maw.

The PCs are free to attempt to seal the breach. Two successful checks are required to accomplish this task, or a critical success on a single check. Each attempts requires spending 2 actions. Applicable skills are: Architecture Lore, Engineering Lore, Labor Lore, Mining Lore, or some other underground terrain-related Lore check (such as Cavern Lore), or an Athletics, Crafting, or Thievery check.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Let's start with an Engineering Lore, based on the assumption the Lore DC's are lower than other skills.

Hmm, let's see what we can do here.

Engineering Lore: 1d20 + 10 ⇒ (13) + 10 = 23

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

After dispatching the final enemies, Dr. Lazarus says to Murph, "Nicely done, my boy. You're quite deadly. Glad to have provided a distraction." After quickly scanning the party to see if anyone needs healing, the Doctor joins the rogue in attempting to seal the breach.

If he has 1 minute to study the breach, he'll Pursue a Lead on the rift (dropping his previous lead of the spirits).

He unpacks his repair kit and sets to work.

Crafting: 1d20 + 16 ⇒ (9) + 16 = 25 (+1 if pursuing a lead)

If Pursuing a Lead on the breach...
As he works, Dr. Lazarus gives some tips on how others might help.
Clue-In provides a +1 Circumstance Bonus triggered by to the next person making an attempt on the breach.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash tries to help.

Athletics (clue in): 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Seeing that all the others seem to know what they are doing, Brekovi stays out of the way. He watches for any signs of danger as they work.

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Doc pulls out his repair kit and also sets to work on repairs.

I'm assuming we've got our two successes already, but just in case ...

Crafting: 1d20 + 15 ⇒ (10) + 15 = 25

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Thank you Doctor Lazarus. You're no slouch at putting the undead back down yourself.


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)

The breach is handily sealed without any collapse or harm to the party from falling rock.

Squash spies a wand of shape stone, likely used in the failed escape, lies just beneath the surface of the sands here. Its damage is evident, but it can probably be salvaged with proper attention and care.

Brekovi finds a dagger emitting a magical aura in the area as well.

Upon returning to Balentiir in the Hall of Recognition, the venture-captain is pleased to learn of your success. With the breach pit sealed and the haunt destroyed, he belives his scouts can enter the area and those nearby without fear of being attacked by undead.

"We are closer to finder the source of the undead than ever before," Balentirr declares. "Now, onto the next challenge. Based on reports by my scouts, a sizeable horde of undead has backed a contingent of Pathfinders defending a surface tunnel into a corner. The agents are holding their ground for now, but they can’t do so indefinitely.”

“My aides and I have devised a plan to relieve them." he continues. “The agents’ current position lies a short distance from the Old Gate Chamber, which once served as the final line of defense for the brig beyond. Mobs of mindless zombies, I am told, stand between the two."

“To relieve the besieged Pathfinders, approach the zombies from their flank and draw a substantial number of them toward you. Lure them through the Old Gate Chamber and into holding area beyond. Once they enter through the gate, shut the zombies behind it where they can pose no further threat."

“The agents have been holding their position for days. Check for signs of wounds or infection and promptly provide any necessary treatment."

A secret door from the Hall of Recognition leads to the tunnel connecting the gate chamber to the surface, where the besieged Pathfinders have made their stand.

Once through the door, it is but a few minutes before you spot mobs of zombies ahead, blocking access to the besieged agents beyond. The mindless zombies are unaware of the secret door.

No map for this encounter, but I have included a portion of an older map of the Sothis Vaults that inspired this encounter, which may help with visualization.

What follows is a skill challenge. The PCs begin with 36 Rescue Points as a party. These represent the beleaguered Pathfinders that you need to rescue. The results of the PCs’ checks each round determine whether they lose any Rescue Points. Losing points represents the loss of Pathfinder agent NPCs, while retaining points represents successful rescue efforts. Thus, the PCs’ goal is to lose as few points as possible over the course of these rounds

Each round, I will presents a description of the PCs’ task, along with the checks associated with that task. All of the PCs must then take their turn. On a PC’s turn, they attempt any one required roll, and the result determines how many Rescue Points they lose (or avoid losing) for the group. A PC can also choose not to act in a round, though they automatically fail (losing 1 Rescue Point) if they don’t act.

Feel free to offer any creative solutions to a task and an explanation why another skill may be suitable instead. Also a PC may automatically succeed at one check (avoiding losing any Rescue Points) by expending four vials of holy water, by creatively using a spell to redirect the horde or clear a path, or possibly by expending some other appropriate resource, at your discretion.

A PC who fails a check may choose to succeed instead (or fail instead of critically fail) by placing themself in harm’s way to protect another Pathfinder. If they do, they take 2d8+7 bludgeoning damage (DC 20 basic Reflex save) and must attempt a Fortitude saving throw against zombie rot.

ROUND ONE - LURE UNDEAD

To relieve the beleaguered Pathfinders, the party must first draw the zombies' attention.
Each PC can attempt an Acrobatics check to get close without being mobbed by undead, a Deception, Medicine, or Performance check to imitate an easy meal, or a Religion or Undead Lore check to Recall Knowledge about mindless undead behavior.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

I think I can work my way in to get their attention.

Acrobatics to get in close: 1d20 + 12 ⇒ (17) + 12 = 29

I sure hope that is a success

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

So are these the type that are harmed more by bludgeoning attacks? I never had any interest in the undead and wouldn’t want to make a mistake about which are hurt by what.

Brekovi tries to find a high ledge that he can balance on. From there he uses a couple of Telekinetic Projectile spells to pelt the undead and distract them. He selects debris that the others in his group told him would be most effective.
Acrobatics: 1d20 + 11 ⇒ (10) + 11 = 21

The player knows what normally works, but these could be weird zombies and the character really hasn’t studied undead.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

At the Breach...
Dr. Lazarus sees Brekovi and and Squash find some goodies. "Are those things magical? Maybe they'll help in this assignment?"

At the Briefing...
As typical during Balentir's briefings, Dr. Lazarus can be seen sipping his brandy in between jotting notes in his writing pad. "Approach from the flank. Old Gate Chamber. Save the agents." He smiles. "Is that all?" He studies his notes.

Lazarus will designate his vampires lead as his Solid Lead of the day so he can return to it. If it make sense, and with the GM's permission, Lazarus will Pursue two new Leads with the focus of 1) zombie horde, and 2) pfs agents.

When Brekovi asks about zombie strategies, Lazarus is happy to tell him.
Lazarus has a +12 in Religion.

At the Stand...
The good Doctor looks at things with a forensics eye. Familiar with their dietary restrictions, he offers, "Over here, more dead meat to sustain your cravings of flesh." He continues studying his notes as he backs away.

Medicine + Pursue a Lead: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:
Dr. Thurston Lazarus, III wrote:

At the Breach...

Dr. Lazarus sees Brekovi and and Squash find some goodies. "Are those things magical? Maybe they'll help in this assignment?"

This dagger is.” He concentrates a moment, then adds “Seems that although it is badly damaged, the wand is as well. Take more time than we have to fix it.

It would take me ten minutes to identify the dagger, and right now I think we are in rather a hurry. Think we may want to wait on that as well.

——

Just before we begin our plan to trap the zombies

Quote:
When Brekovi asks about zombie strategies, Lazarus is happy to tell him.

Brekovi thanks the doctor for the advice.

Envoy's Alliance

Male Hillock Halfling Cleric 8 of Halcamora HP 86/86 Hero Points 1/1 AC 24 (25 Shield) Saves F+15 R+14 W+17 Perc +16 Exploration Investigate Active Conditions: - Reactions: Recognize a Spell Divine Font used (0/4)

Deciding that he's best suited to drawing away the horde and letting his fellow Pathfinders escape, Phillipton joins the doctor in his feint.

Medicine: 1d20 + 15 ⇒ (7) + 15 = 22

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Crafting (for Medicine, per class): 1d20 + 15 ⇒ (15) + 15 = 30

Doc mixes up a concoction of chemicals that have an aroma that he believes will be particularly alluring to the zombie appetites. He holds the vial, letting the smell waft as he lures the zombies.


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Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
Murph The Surf wrote:
I think I can work my way in to get their attention.

Murphy moves mouthwateringly, but marvelously misses being made a meal, managing to move the moaning mass of undead.

Crit success!

Brekovi wrote:
Brekovi tries to find a high ledge that he can balance on. From there he uses a couple of Telekinetic Projectile spells to pelt the undead and distract them. He selects debris that the others in his group told him would be most effective.

From his safe perch above the hungry undead, the ysoki rains debris, causing some undead to scatter and creating an opening for beleaguered Pathfinders to rush through.

Success!

Dr. Thurston Lazarus, III wrote:
Familiar with their dietary restrictions, he offers, "Over here, more dead meat to sustain your cravings of flesh." He continues studying his notes as he backs away.

Putting his elf in harm's way, the doctor enticing the mass of zombies, causing them to move elf-ward.

Crit success!

Horatio Phillipton wrote:
Deciding that he's best suited to drawing away the horde and letting his fellow Pathfinders escape, Phillipton joins the doctor in his feint.

Tempting feint, Phillipton tempts zombies and avoids tempting fate!

Success!

Doc Bloodshanks wrote:
Doc mixes up a concoction of chemicals that have an aroma that he believes will be particularly alluring to the zombie appetites. He holds the vial, letting the smell waft as he lures the zombies.

The noxious odor is intoxicating to the zombies!

Crit success!

Squash is up!

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash wondered if undead like salad.

He quickly applies a poultice that he hope would protect him if they get too curious.

Applying lesser antiplague

Medicine: 1d20 + 3 ⇒ (10) + 3 = 13
Damage?: 2d8 + 7 ⇒ (6, 8) + 7 = 21
Reflex: 1d20 + 12 ⇒ (17) + 12 = 29
Fortitude: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32


Devil We Know | Burden of Envy | B12 Somewhere Below (GM School)
~Squash~ wrote:
He quickly applies a poultice that he hope would protect him if they get too curious.

They do. Hands grab, jaws lunge, but the leshy avoids the teeth and only runs into a swinging fist.

Success on basic save. Success on Fort save. Take 11 damage. Failure of skill check changed to success.

Thanks to the party's efforts, the horde is now on the move, chasing the party while allowing several of the besieged agents to get to safety.

But, the undead threaten still. The mob of undead remains some distance from the Old Gate Chamber. To lure the undead inside, the Pathfinders must keep ahead of them!

ROUND TWO - OUTPACE UNDEAD
To lure the enticed undead into the trap, the party must lead the undead into the holding area without falling to the horde.
Each PC can attempt an Acrobatics check to Squeeze through narrow side passages; an Athletics check to maintain a fast pace; or an Architecture Lore, Pathfinder Society Lore, or Survival check to identify shortcuts to the chamber.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

After a close call, Squash runs ahead as fast as his knotty knees will carry him.

Athletics: 1d20 + 14 ⇒ (10) + 14 = 24

Grand Archive

Male ysoki wizard 6| 25’ | Perc +10 Low-Light, Scent (imprecise, 30') | HP: 60/60 | AC: 23 (24 with Shield) | F: +10 R: +14 W: +12, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 3 2 1 | Status:

Although not quite the same as the warrens back home, still Brekovi feels confident in his ability to navigate these corridors.
Survival E: 1d20 + 12 ⇒ (16) + 12 = 28
I don’t think this counts as Sense Direction but just in case, will point out that I have warren navigator feat.

Grand Archive

M Elf Investigator 9 | HP 85/96 | AC 26 (25 w/ fatigue) | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' (50' w/ bracelet) | Leads: Onyx & Marcien | Hero: 1 | Conditions: fatigued

Relying on his vast knowledge of all things architectural, Dr. Lazarus studies the layout of the chamber to identify possible hidden passages.

Loremaster Lore (Architecture Lore) + Pursue: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21

If he finds something useful, he says importantly, "My dear colleagues, to your left is a viable shortcut." He points the way.

If anyone wants it, Clue-In will provide a +1 circumstance bonus triggered by the next ally to attempt a check involving the zombie horde.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph relies on his Acrobatics skill to dip, doge and dive to escape the undead.

Acrobatics check to keep luring the Undead on with Clue-in Bonus: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14

Using a Hero Point to reroll the Critical Failure.

Acrobatics check to keep luring the Undead on with Clue-in Bonus: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20

Better, but not great

Murph seems to be having trouble keeping his footing as he parkours down the hallway.

At least you should be able to see where the slick spots are.

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
I will also use a Hero Point
Acrobatics re-roll: 1d20 + 2 ⇒ (1) + 2 = 3

Yikes. Hero Points are not working for me this game ... OK, then ... in harm's way

Damage: 2d8 + 7 ⇒ (1, 5) + 7 = 13
Reflex save: 1d20 + 12 ⇒ (15) + 12 = 27
Fortitude save, antiplague bonus: 1d20 + 13 + 3 ⇒ (15) + 13 + 3 = 31

Do I take 6 or 7 points of damage?

Doc tries to squeeze through, but gets snagged up. The zombies swarm him, but he adeptly fights them off (mostly), and infectious rot have little hope against his boosted immune system.

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