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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Envoy's Alliance

Male Hillock Halfling Cleric 9 of Halcamora HP 96/96 Hero Points 1/1 AC 25 (26 Shield) Saves F+16 R+15 W+18 Perc +17 Exploration Investigate Active Conditions: - Reactions: - Divine Font used (0/5)

Shaking off his fear and his frozen muscles, Phillipton dashes and gives Squash a little bit of protection.

◆ stride
◆◆ cast shattering Gem

If any creature strikes Squash, Squash attempts a DC 11 flat check. If he suceeeds, the gem that's floating around him blocks the attack. The strike damages the Gem first and any remaining goes to Squash. The gem has 10 hit points. If the gem is destroyed, the creature that strikes Squash takes 2d8 damage (with a basic reflex save, DC 22).


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Dr. Thurston Lazarus, III wrote:
After discovering the proper flight path, based on distance, wind resistance, and air-speed velocity, he hurls his hammer, twice in succession.

The doctor cannot currently discern more about the weaknesses of the huge zombies, though when his hammer strikes twice, he notes that the positive energy from his disrupting weapon is quite effective as it knocks away large chunks of the creature.

The zombie tries to avoid the fiery sphere.
Huge zombie (green), Reflex: 1d20 + 9 ⇒ (9) + 9 = 18

It burns.

The leshy then brings the creature down with his second swing.

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round Five Begins!

PCs in bold may act

Murph -55 HP
Doctor Bloodshanks -42 HP (+10 temp HP and +2 item bonus to Fortitude saves)
Huge zombie (green) -177 HP
Huge zombie (purple)
Dr. Lazarus -15 HP
Squash -17 HP (Gem)
Phillipton
Brekovi

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

Doc Lazarus, I am on my way back to you.

◆ Stride
◆ Stride
◆ Pull out the Lesser Elixir of Life he got in the middle of the scenario

Grand Archive

male NG dromaar alchemist (chirurgeon) 7 | HP 101/101, Hero Points: 3 | AC 25 | Fort +16; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 6/6, & many others (see profile)| Exploration: Investigate (Crafting +19) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)

Doc nods approvingly to Phillipton as he pulls the elixir out. "The nutmeg gives it a nice little kick." He darts off to stand near the central column, reloads his crossbow, and fires at the remaining giant. Alchemical fire continues to infuse this second bolt as it launches from the crossbow.

+1 striking alchemical crossbow attack: 1d20 + 11 ⇒ (9) + 11 = 20
+1 striking alchemical crossbow damage (piercing): 2d8 ⇒ (4, 7) = 11 + fire damage: 1d6 ⇒ 3


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Doc Bloodshanks wrote:
Alchemical fire continues to infuse this second bolt as it launches from the crossbow.

Unfortunately, the fiery bolt misses its target.

The remaining zombie sloshes through the muddy ground and swings its mighty fist!
Wide Swing [one-action] The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike’s reach. This attack counts as two attacks for the zombie hulk’s multiple attack penalty.
Melee Strike, hunk of meat (reach 15 feet) v. Squash & Doc Bloodshanks: 1d20 + 17 ⇒ (18) + 17 = 35
Damage, bludgeoning: 2d10 + 9 ⇒ (3, 10) + 9 = 22

Squash, flat check for gem (DC 11): 1d20 ⇒ 11

The fist smashes the gem around the leshy!

Zombie, Reflex DC 22) v gem: 1d20 + 9 ⇒ (12) + 9 = 21
Damage slashing: 2d8 ⇒ (8, 1) = 9

Shards of crystal slash through the zombie's decaying flesh, even as the fist slams into the half-orc, smashing the Pathfinder against the wall and causing him to drop!

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round Five Con'd/Round Six Begins!

PCs in bold may act

Dr. Lazarus -15 HP
Squash -61 HP
Phillipton
Brekovi

Round Six
Murph -55 HP
Doctor Bloodshanks -86 HP (dying 2, prone)
Huge zombie (purple) -19 HP

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

Dr. Lazarus stares in disbelief at the massive destruction the huge zombie is causing. Relieved to see Murph made it safely to his side, he says, "Ahh excellent. Now, hold still." He quickly provides some in-battle healing to the little gnome.

Battle Medicine (expert) DC 20 on Murph: 2d8 + 10 + 7 ⇒ (6, 7) + 10 + 7 = 30
Assurance => 23, Forensics Investigator +lvl

Dr. Lazarus is about to encourage Murph to get back in the fray, when he watches Doc Bloodshanks take a huge blow. He rushes to the alchemist's side and tries to keep the Doc on his feet.

Battle Medicine (expert) DC 20 on Doc: 2d8 + 10 + 7 ⇒ (1, 5) + 10 + 7 = 23
Assurance => 23, Forensics Investigator +lvl

Pretty sure the Doc has Orc Ferocity, so he may still be standing. But he could probably use some healing. Still, if Doc waves Lazarus off, hopefully I can retcon my actions...

◆ Battle Medicine, ◆ Stride (35' will just get him there), ◆ Battle Medicine

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

Thanks Doc Lazarus. I'll give it my best shot.

Seeing the blow Doc Bloodshanks took, Murph realizes we need to get this creature down ASAP.

◆ Stride
◆ Stride

With the difficult terrain, he can expend two strides for 50 ft of movement and get to the spot I am in, or maybe one further if necessary. I am having a little difficulty determining which squares the big zombie is in.

◆Strike with +1 Shortsword and Disrupting Weapon

Attack with +1 Shortsword: 1d20 + 14 ⇒ (9) + 14 = 23
Versatile Slashing Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Disrupting Positive Damage: 2d4 ⇒ (1, 1) = 2


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Dr. Thurston Lazarus, III wrote:

"Ahh excellent. Now, hold still." He quickly provides some in-battle healing to the little gnome.

He rushes to the alchemist's side and tries to keep the Doc on his feet.

Dr. Lazarus heals his allies.

Murph The Surf wrote:

Thanks Doc Lazarus. I'll give it my best shot.

Seeing the blow Doc Bloodshanks took, Murph realizes we need to get this creature down ASAP.

Murph's strike proves quite effective, carving out large swaths of dead flesh.

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round Five Con'd/Round Six Cont'd!

PCs in bold may act

Dr. Lazarus -15 HP
Squash -51 HP
Phillipton
Brekovi

Round Six
Murph -25 HP
Doctor Bloodshanks -50 HP CORRECTED (wounded 1)
Huge zombie (purple) -51 HP

Grand Archive

Male ysoki wizard 7| 35’ | Perc +11 Low-Light, Scent (imprecise, 30') | HP: 69/69 | AC: 25 (26 with Shield) | F: +11 R: +15 W: +13, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 4 3 1 | Hero Points: 0 | Status: Tailwind, Alarm, Wounded 1, Shield

Brekovi moves closer to the huge creature — directly behind squash — so he can direct his ball of flame. He then directs it under the huge zombie.

His last action is to get out the lesser elixir of life he had been given. Even if he doesn’t need it yet, there are plenty of other people that do.

Flaming Sphere, fire damage: 3d6 ⇒ (1, 2, 4) = 7 DC 21 basic reflex, success negates damage

Brekovi will allow Squash to have the elixir if he grabs it.

Envoy's Alliance

Male Hillock Halfling Cleric 9 of Halcamora HP 96/96 Hero Points 1/1 AC 25 (26 Shield) Saves F+16 R+15 W+18 Perc +17 Exploration Investigate Active Conditions: - Reactions: - Divine Font used (0/5)

Phillipton calls upon Halcamora's grace to touch everyone in the area.

3 Action heal, everyone is within, undead need a DC 22 Fort save, healing hands: 3d10 ⇒ (9, 10, 3) = 22

Verdant Wheel

gourd leshy fighter 9+ | ◆◇↺ | ♥️ 147/147 | AC 29 | F +20 (battle hardened) R +15 (bulwark) W +18 | Perc +19 | Spd 30ft. |

Squash presses the attack rather than take the healing elixir.

Thanks but since I'm using a two-handed weapon, taking it would mean not attacking at all this round.

Stepping around the muck he continues to attack the zombie.

◆ Step
◆ Strike
Spiked Chain: 1d20 + 17 ⇒ (9) + 17 = 26
Slashing: 2d6 + 4 ⇒ (3, 2) + 4 = 9
◆ Strike
Spiked Chain: 1d20 + 17 - 5 ⇒ (6) + 17 - 5 = 18
Slashing: 2d6 + 4 ⇒ (4, 6) + 4 = 14

Hero Point
Spiked Chain: 1d20 + 17 - 5 ⇒ (2) + 17 - 5 = 14

AoO:
Spiked Chain: 1d20 + 17 ⇒ (3) + 17 = 20
Slashing: 2d6 + 4 ⇒ (4, 6) + 4 = 14

Grand Archive

male NG dromaar alchemist (chirurgeon) 7 | HP 101/101, Hero Points: 3 | AC 25 | Fort +16; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 6/6, & many others (see profile)| Exploration: Investigate (Crafting +19) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)

Doc is smashed again by yet another massive attack from this horrible hulk of a zombie. His body, battered as it has been in this fight, remains erect and ready to combat him.

The medical treatment from Lazarus is incredibly effective on Doc, whose body is well suited to receive medical treatment.

Godless Healing gives me another 5 HP from Battle Medicine, so I heal for 28 total. And then, as a consequence of following the Laws of Mortality ...

As the healing power flows out of Horatio, Doc's jaw clenches and he resists the flow of the divine over him. As effective as Lazarus' efforts proved, the celestial healing seems to have no impact on him. "I'll gladly take your deity's gift of wine, my friend, but not her gift of healing ..."

Once the divine healing is over, he gulps. A shimmer moves across his body, as his wounds continue to heal.

Revivifying Mutagen allows me to metabolize the remaining juggernaut mutagen. Its effect (positive and negative) end and I heal 1d6 ⇒ 5 ... so I'm now at 34 HP

◆ Quick Bomber

Having largely recovered from that massive assault mere moments ago, Doc grabs and hurls a green glass bomb at the zombie.

Moderate Ghost Charge attack, w/ item bonus to attack: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Moderate Ghost Charge damage (positive): 2d8 ⇒ (6, 7) = 13 +2 positive splash damage and enfeebled 1 until the start of my next turn

◆ Quick Bomber
Doc pulls another lesser elixir of life, this one of the less-nutmeg-ey ones that are of his own creation.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Brekovi wrote:
Brekovi moves closer to the huge creature — directly behind squash — so he can direct his ball of flame. He then directs it under the huge zombie.

Zombie, Reflex (DC 21): 1d20 + 9 ⇒ (10) + 9 = 19

Horatio Phillipton wrote:
Phillipton calls upon Halcamora's grace to touch everyone in the area.

Zombie, Fort (DC 22): 1d20 + 16 ⇒ (8) + 16 = 24

The surge of positive energy sears the zombie's foul flesh.

~Squash~ wrote:
Stepping around the muck he continues to attack the zombie.

With a swing, more foul flesh is flayed.

Doc Bloodshanks wrote:
Having largely recovered from that massive assault mere moments ago, Doc grabs and hurls a green glass bomb at the zombie.

The contents of the glass bomb burns fetid skins and sinews.

With an abundance of targets, the zombie brings about another powerful swing.
1 Murph & Squash, 2 The Docs: 1d2 ⇒ 1
Wide Swing
Melee Strike, hunk of meat (reach 15 feet) v. Murph & Squash, enfeebled 1: 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34
Damage, bludgeoning, enfeebled 1: 2d10 + 9 - 1 ⇒ (5, 8) + 9 - 1 = 21

The blow knocks the halfling into the mud and nearly fells the leshy!

Its other fist then comes down.
1 Murphy, 2 Squash, 3 Dr. Lazarus, 4 Doc Bloodshanks: 1d4 ⇒ 2
Melee Strike, hunk of meat (reach 15 feet) v. Squash, enfeebled 1: 1d20 + 17 - 5 - 1 ⇒ (6) + 17 - 5 - 1 = 17
Damage, bludgeoning, enfeebled 1: 2d10 + 9 - 1 ⇒ (9, 3) + 9 - 1 = 20

Still smarting from the first, the leshy avoids the second swing.

DELUGE OF THE DRY BONES IN THE DRY CISTERN - Round Six Cont'd/Round Seven Begins!

PCs in bold may act

Dr. Lazarus -15 HP
Squash -73 HP
Phillipton
Brekovi

Round Seven
Murph -66 HP (dying 2, prone)
Doctor Bloodshanks -40 HP (wounded 1)
Huge zombie (purple) -123 HP (enfeebled 1)

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

With Philipton's group heal for 22hp to each of us, is Murph actually down? I just ask because I see Dr. Lazarus' hp total wasn't updated, since he'd be at full thanks to the cleric.

Dr. Lazarus compliments Philipton on the group healing, "Well done, my boy. That was inspired." Just then, he sees his colleagues reel from more tremendous blows from the beast. Feeling lucky to have escaped its wrath, the Doctor studies his foe.

Devise a Stratagem: 1d20 ⇒ 6 (Roll is used for subsequent attack roll.)

Seeing a possible opening play out in his mind, the investigator flings his hammer end-over-end, twice in a row, at the huge monstrosity.

+1 Striking Returning Grabthar's Hammer (w/ Stratagem): 1d20 + 16 ⇒ (6) + 16 = 22
Bludgeoning Damage + Strategic Strike: 2d6 + 2d6 + 5 ⇒ (1, 3) + (4, 3) + 5 = 16
Positive Damage from Disrupting Weapons: 2d4 ⇒ (4, 1) = 5

+1 Striking Returning Grabthar's Hammer +MAP: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30
Bludgeoning Damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
Positive Damage from Disrupting Weapons: 2d4 ⇒ (2, 4) = 6

◆ Devise, ◆ Strike, ◆ Strike

Verdant Wheel

gourd leshy fighter 9+ | ◆◇↺ | ♥️ 147/147 | AC 29 | F +20 (battle hardened) R +15 (bulwark) W +18 | Perc +19 | Spd 30ft. |

"Dead things so annoying. They don't know when to lay down."

Squash continues swinging.

Spiked Chain: 1d20 + 17 ⇒ (5) + 17 = 22
Slashing: 2d6 + 4 ⇒ (2, 2) + 4 = 8

Spiked Chain: 1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30
Slashing: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Spiked Chain: 1d20 + 17 - 10 ⇒ (16) + 17 - 10 = 23
Slashing: 2d6 + 4 ⇒ (2, 1) + 4 = 7

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 agree with Dr Lazarus. After the 22 HP regained from the 3 action heal, I was calculating my HP as 55/58. The hit for 42 HP from the crit would definitely hurt, but I should still have 13 HP.

By the way, Murph is a GNOME, not a halfling

Assuming I am still up. . .

◆First Strike with +1 Shortsword and Disrupting Weapon

Attack with +1 Shortsword: 1d20 + 14 ⇒ (15) + 14 = 29
Versatile Slashing Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Disrupting Positive Damage: 2d4 ⇒ (3, 1) = 4

◆Second Strike with +1 Shortsword and Disrupting Weapon

Attack with +1 Shortsword: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17
Versatile Slashing Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Disrupting Positive Damage: 2d4 ⇒ (1, 2) = 3

◆ Run away before I get smacked again. I think I could get back where the Mummy went down in 25ft of movement

If I am down, all I can do is a flat check to stabilize
Flat Check, DC 12 I think: 1d20 ⇒ 20

Grand Archive

Male ysoki wizard 7| 35’ | Perc +11 Low-Light, Scent (imprecise, 30') | HP: 69/69 | AC: 25 (26 with Shield) | F: +11 R: +15 W: +13, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 4 3 1 | Hero Points: 0 | Status: Tailwind, Alarm, Wounded 1, Shield

Brekovi continues to direct the ball of fire.
Flaming Sphere, fire damage: 3d6 ⇒ (4, 4, 5) = 13 DC 21 basic reflex, success negates damage

He then causes one of the sharper rocks in the chamber to go flying across the room to strike the zombie.
Telekintetic projectile: 1d20 + 11 ⇒ (19) + 11 = 30
Slashing damage: 3d6 + 4 ⇒ (2, 5, 5) + 4 = 16


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
GM Valen wrote:
The blow knocks the halfling into the mud and nearly fells the leshy!

The gnome, however, was still up, having been previously healed by Phillipton.

Apologies for the oversights on ancestry and Hit Points.

The Pathfinders assault the remaining zombie, huge as it is. The successful strike of any one of them would have been near enough to bring down the undead horror. Combined, their attacks leave little remaining of the corpse.

The zombie hulk had 160 HP total and Weakness 10 to slashing and positive.

COMBAT OVER

With the last of the undead destroyed, the chamber falls silent. The silence is quickly broken by the words and cheers of other Pathfinder agents as they appear, armed and battered, at the western and northwestern entrances to the cistern.

Looking around the chamber and seeing the remains of the undead, Po'ogaat declares, "The area is secured!" He then turns his head toward the bursts of red lightning still flash beyond the shadowy veil before adding in a more ominous tone, "At least, for now."

Those with proper training in the arcane or occult arts realize that the shadowy veil, still flickering with red lightning, is a threshold to an extradimensional space.

DC 20 Arcana or Occultism check to Identify Magic:
You recognize that the red lightning is being generated by whatever is powering the gate, and this power source lies somewhere beyond the veil.

Until the Pathfinder Society can study the veil and earn how to use it—a task likely requiring many days of study and experimentation—it can’t be used as a portal. Attempting to enter the portal would likely inflict a substantial amount of electrical damage.

If you inspect the body of the mummy guardian:
You find it is adorned with a gold nose ring, earrings, and other accessories worth 120 gp and a silver, gold, and opal bracelet worth an additional 140 gp.

The flow of undead into the Vaults now staunched, Venture-Captain Balentiir arrives on the scene, explaining that--thanks to your actions--the local Pathfinder agents can easily clear the Sothis Lodge of any undead that may possibly remain.

Balentiir orders the portal to remain heavily guarded for the time being. "But such guard duties do not require your expertise," he informs the party. "I believe my forces can now keep the lodge secure—thanks to your valiant efforts!"

"For now, I must insist that my belabored agents get some rest before tending to their duties above or below ground," he continues with a grateful tone. [b]"And, I must insist the same for you as well. Rest and and recuperate, at least for the time being. Should you have fallen prey to any illness or curse from the undead, please allow me to contribute to the costs of your recovery out of my gratitude for your heroism in one of the Hall’s darkest hours."

Norden Balentiir helps the PCs pay for the cost of removing mummy rot at the end of the scenario. Cursed PCs need only pay 25 gp for a guaranteed removal of mummy rot as the PCs succeeded at this adventure’s secondary objectives per below (although I don't believe anyone needs it).

"But, I assure you," he says, even as the flashes of the mysterious lightning illuminate his face, "That shadowy portal will not be left unexplored. I am already making plans to assemble a group of experts to discretely study the portal and learn how it works. Then, if all goes as expected, I plan to send an elite team of Pathfinder agents—perhaps including yourselves—to investigate what lies beyond, learn how the portal came to exist, and permanently end the tide of undead."

The PCs can return to venture through the veil in Pathfinder Society Scenario #3-14: The Tomb Between Worlds.

REPORTING NOTES The PCs allayed Mahderai’s concerns (by succeeding at the requisite number of checks). Checking box A.

PRIMARY OBJECTIVES The PCs defeated the undead foes in area C, thus securing the portal and, thus, they accomplished their primary objective. Doing so earns each PC 2 Reputation with their chosen faction.

SECONDARY OBJECTIVES The PCs fulfilled their secondary objective by accomplishing at least two of the following four objectives: allay Mahderai’s concerns, rescue at least two-thirds of the trapped Pathfinders in the Old Gate Chamber, seal the breach pit in area B, and disable the haunt in area B. Doing so earns each PC 2 Reputation with their chosen faction.

Well done, Pathfinders! Thanks for a fun table!

Before I send out chronicle sheets, I still need a couple of you to complete the chronicle info at this link here.

Grand Archive

M Elf Investigator 9 | HP 96/96 | AC 26 | F+15, R+16, W+17 (+1 w/ bravo) | Perc +18 (Init +20 & win ties) | Exploration: Search | Spd: 40' | Leads: none | Hero: 1 | Conditions: none

Watching his colleagues take down the dangerous beast, Dr. Lazarus is quite satisfied. He claps Murph on the back, "You have spunk, my boy. I think his big toe might be taller than you, but you kept at it, even near death. Several times." He turns to the group. "Well done! All of you. And thanks again for the timely healing, Philipton." Since no one needs immediate medical attention, the Doctor moves closer to the flickering veil to study it.

Arcana DC20 + Pursue: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22

He nods and says, "This is most certainly a portal, but we'll need to study it further to figure out how to get past the electricity." He takes out his writing pad and jots some notes.

The Doctor rejoins the group, and while Balantiir is confirming his suspicions about the rift, Lazarus fills his brandy snifter and takes a sip. He looks around, "Anyone interested in sophisticated libation?" The stodgy forensics professor offers mugs with shots of brandy to everyone, and holds up his glass as a toast for a job well done.

Thanks for the game, GM Valen! That was a lot of fun. Really fun scenario with lots for everyone to do. Compliments to the author! And extra fun with such a great group of players. Thanks all!

Grand Archive

Male ysoki wizard 7| 35’ | Perc +11 Low-Light, Scent (imprecise, 30') | HP: 69/69 | AC: 25 (26 with Shield) | F: +11 R: +15 W: +13, Resist Neg 1| Focus: 0 | Exploration: Detect Magic | Drain Bonded: 4 3 1 | Hero Points: 0 | Status: Tailwind, Alarm, Wounded 1, Shield

Brekovi spends a little more item inspecting the portal but doesn’t learn anything more than he did earlier. He just nods agreement when Dr. Lazarus makes his pronouncement about it.

He then checks the undead bodies, notifying the local agents when any of them seem recent enough that they could have been former agents. The burns complicate this somewhat.

When he inspects the mummy body, he tells them team “Looks like there are some valuables here.” He quickly checks for magic before handling any of them, then holds them up for the others to see.

Overall I think that went quite well. Seems I might need some study before I face threats like these again. Sorry, it just hasn’t been an issue before.

Great game all!

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

Occultism to Identify the magic on the portal: 1d20 + 10 ⇒ (17) + 10 = 27

That is definitely a strange portal, and that electricity will not be trivial to deal with.

Then he will examine the remains of the Mummy Guardian.

Kind of expensively outfitted for an Undead, more shinnies than I would have expected.

Perhaps you will have me back for the next expedition.

Doc Lazarus, I do appreciate the healing, and I second the congratulations to Phillipton. I feel that without Phillipton's last heal, I would have been a dead gnome for sure.

This was great fun with a great group. I hope to adventure with you again in the future.

And Thanks again to the Author/GM, who created a great scenario and ran it well.

Grand Archive

male NG dromaar alchemist (chirurgeon) 7 | HP 101/101, Hero Points: 3 | AC 25 | Fort +16; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 6/6, & many others (see profile)| Exploration: Investigate (Crafting +19) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)

Doc Bloodshanks chugs his healing potion, then says to Murph, "Yes, the mummies are known to carry their wealth with them into the afterlife, certainly moreso than skeletons or zombies typically care to." He eyes the portal. "There are certainly intriguing enough mysteries here to keep us occupied for a time ..."

Envoy's Alliance

Male Hillock Halfling Cleric 9 of Halcamora HP 96/96 Hero Points 1/1 AC 25 (26 Shield) Saves F+16 R+15 W+18 Perc +17 Exploration Investigate Active Conditions: - Reactions: - Divine Font used (0/5)

That night, Phillipton will go into Sothis and find a wine merchant, and bring back what he finds for a proper tasting.

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