[Gameday XI] PFS2 3-98 Expedition into Pallid Peril (GM MattMorris) (Inactive)

Game Master ChesterCopperpot

Slide Deck
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Frozen Flame + Dragon's Demand

A special table for levels 5-6.

Having made several recent forays into a set of unearthed ruins in the volcanic region of Droskar’s Crag, the Pathfinder Society has uncovered what could be an access point to the lost dwarven city of Raseri Kanton. Pathfinder agents from across Golarion have come to support the Society’s latest large-scale endeavor. However, the Aspis Consortium have also begun exploring the ruins, so it’s a race to see who can reach Raseri Kanton first!


VC Australia - WA

House GM test send - please ignore.


VC Australia - WA

A quiet chime sounds through the house to indicate the game has now begun and GMs may commence play.

Vigilant Seal

F Human (dromaar) witch 7 | HP 71/71 | AC 22+1+1 | F +14 R +12 W +13 | Perc +11 (+13 for Initiative) | Stealth +12 | Exploration: Detect Magic | speed 25 | Hero 0/3 | focus 3/3 | spells 1: 2/3 2: 3/3 3: 3/3 | 4: 2/2 | ◆◇↺ | Active Conditions: mage armor, +1 on one skill/attack roll, +1 on next Fort save, +2 on next Will save

"Hmp." A grouchy-looking half orc woman with a prodigious frown hunches over her cane, leaning on it with both hands. Her beady eyes stare intently at a random point in space; she seems lost in an unpleasant reverie.

Her pocket wriggles, and out pops the snout of a black rat. It clambers up her tunic to sit on her shoulder and whisper into her ear. Her expression softens slightly, and she reaches up to stroke the rat a couple of times. Suddenly, the rat tenses, then makes a mad clambering dash back to her pocket. She glances up to see what spooked her rat, eyes narrowing with what looks like more irritation than she actually feels.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

A race, what are we waiting for, if we take an hour to plan things, that is an hour that we waste that we could have started out. Unless we can't start before a certain time.


Frozen Flame + Dragon's Demand

At the looming foot of Droskar’s Crag, a dormant volcano, the Pathfinder Society’s base camp bustles with activity. Wagons arrive with new goods as merchants set up shop. A steady stream of Pathfinders trickles into the camp, and joyful greetings fill the air, together with whispered rumors about the mission ahead. Venture-Captain Luna Aldred has called everyone here for a major expedition, and if the rumors are to be believed, the secret road to a legendary lost city awaits!

GM Screen:
Itka Biklest's Diplomacy (T): 1d20 + 7 ⇒ (11) + 7 = 18

I won't be rolling for you unless your skills are filled in on the Macro sheet. Please fill it in!

If you have not already done so, please introduce your character. Any PCs who previously played Pathfinder Society Scenario #2-19: Enter the Pallid Peak or Pathfinder Society Scenario #3- 10: Delve the Pallid Depths can share their knowledge of the Pallid Peak and the adventures they’ve had.

Purchases during the adventure
You can make purchases at the start of the adventure or when you return to the base camp. You can purchase common equipment from the Pathfinder Core Rulebook of up to your level. In addition to equipment, you can purchase spellcasting services to remove negative conditions.

This information is also on Slide 5.

Dark Archive

Fenritz 'The Judge' Ungarz is a sturdy dwarf of the Death Warden heritage. Though he's pale in complexion, his beard is well maintained. He dresses more like a scholar while traveling - explorer's clothes, a clan dagger, a backpack & a satchel comprise the majority of his gear. He does carry a wayfinder on his belt & wears a wizardly cap on his head.

"I've been here before - it's a dwarven complex. Lots of traps & things to snare the unwary. Having a couple of dwarves along should help all of us get past the worst of them."

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

"Traps, sounds like fun. And such an honor to have your kind with us to lead the way. D... it's time to head underground, I'm gonna need you to light me up again."

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

Hearing Daphnaie's voice, Drogo stops stroking the squirrel tail extruding from his beard and catches up with the conversation. He nods in agreement

"Yes, yes. Time is of the essence, if Aspis is causing trouble again there's no time to waste."

He gives a wink and a nod to her request, then gives his attention back to the black tail.

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2

This city has been here for centuries. Millenia. you hear a depp but quiet voice say as a pale orc approaches. And yet we and the Aspis come across it almost simultaneously. Fate has interesting connections.

He looks at the fellow agents around him, looming over most of them at almost 7 feet (though somewhat less so over Itka). I am Ortus. It is good to meet you. Especially one who has been here before. he nods down at 'The Judge'. You must already know something of the secrets below. It will help us uncover the rest.

Horizon Hunters

Male Kobold HP 70 | AC 21| F +14 R +11 W +9 | Perc +7 | Stealth +11 | speed 35 | Hero 1/1| Active Conditions: ---

"Hello, greetings my name is Phosporoo and I am a dragon, well a small one even but eating I will make big big and I will fly and reduce everything to ashes" exclaims the little globlin stuffed in a dragon costume that seems to have been made by him."Well what we are going to do today I need a lot of knowledge and experience to evolve."

Vigilant Seal

F Human (dromaar) witch 7 | HP 71/71 | AC 22+1+1 | F +14 R +12 W +13 | Perc +11 (+13 for Initiative) | Stealth +12 | Exploration: Detect Magic | speed 25 | Hero 0/3 | focus 3/3 | spells 1: 2/3 2: 3/3 3: 3/3 | 4: 2/2 | ◆◇↺ | Active Conditions: mage armor, +1 on one skill/attack roll, +1 on next Fort save, +2 on next Will save

"Hmp. That'll be a sight to see." Itka works her jaw like a cow chewing its cud before mentioning to the group in her harsh, gravelly voice: "Hmp. I haven't had dealings with the Apsis yet. It was bound to happen sooner or later. What have your experiences been?"

Horizon Hunters

Male Dwarf Wizard 6 HP 64/64 | AC 21/22(MA)/22(Shld) | F +11 R +12 W +13 | Perc +11| Exploration: Search | speed 20 | Hero 3/3 | focus 1/1 | spells 1: 1+1/3 2: 3+1/3 3: 1+3/3 | RK: A15, N11, O12, R11, S12|◆◇↺ |Active Conditions: Mage Armor

The Judge scratches his chin, pondering Itka's question.
Most of what we fought in Droskar's Crag was undead. Very few duergar remained, having fallen under the claws of the undead. There were signs of a necromancer hidden deep in a set of catacombs, but we didn't explore deeper as it was beyond the scope of our explorations at the time. No Aspis though.

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2

Let us hope that continues then Ortus nods to the judge. I have not encountered the Aspis before, but takes of their reckless acts spread wide.

Undead he sets his mouth into the faintest of grins. Can be dealt with. These last years in Belkzen have given much practice in that act.

Believe I filled out the macro sheet correctly GM. For Recall Knowledgea, Ortus’ Esoteric Lore can be used for any Recall Knowledge check (just at 2 less if not about a creature I’d or haunt or curse)


VC Australia - WA

Venture-Captain Luna Aldred bangs on her shield to gain the attention of the gathered crowd. As the noise dies down, she points to a piece of stretched canvas with a whittled stick. “When I was first told about the discovery of a ruined outpost under this mountain, I assigned a few agents to explore it.”

On the canvas, charcoal and chalk outline a sprawling underground complex. The map already lists names, discoveries, and potential hazards. However, three highlighted routes lead past the end of the explored segments. Each route is labelled with a name and shaded with a distinctive color: yellow for the Labyrinth, blue for the Sunken Halls, and white for Unsealed Way.

“Their preliminary explorations found extensive ruins, as well as signs that this path will lead us to a find that’s worthy of the Pathfinder Chronicles: the lost city of Raseri Kanton, which has been missing for almost a thousand years! This expedition warrants a large team. I reckon this group is enough, though I won’t turn away any stragglers.” Venture-Captain Aldred chuckles.

Her tone darkens as she continues, “This expedition was set to take months. However, the Aspis Consortium has heard of our plans, and they’ll surely be dispatching their own teams. We need to act quickly before those destructive louts claim the ruins. Move quickly, but not recklessly. Report back regularly. And for all that Aroden left us, don’t die.

“You know what to do. Explore. Report. Cooperate.”

Table GMs, begin Act 1.


Frozen Flame + Dragon's Demand

A Pathfinder Society agent makes a note of everyone present and the locations they intend to explore before running through a memorized set of instructions. “Keep in mind that this is a coordinated expedition. If anything strange happens, report it back. If you fully explore an area, report back. If you find additional passageways, report it back. If Venture-Captain Aldred gives you instructions or you receive a courier to change locations, follow them immediately. If you ever find yourself in over your heads, retreat and rest. If you’re not sure what to do... I guess you should report that back as well. Best of luck down there.”

As you enter the Pallid Peak, the table should select one of the three starting locations: the Labyrinth, the Sunken Halls, or the Unsealed Way. Additional locations will become available to explore later. Please voice you opinion!

Horizon Hunters

Male Dwarf Wizard 6 HP 64/64 | AC 21/22(MA)/22(Shld) | F +11 R +12 W +13 | Perc +11| Exploration: Search | speed 20 | Hero 3/3 | focus 1/1 | spells 1: 1+1/3 2: 3+1/3 3: 1+3/3 | RK: A15, N11, O12, R11, S12|◆◇↺ |Active Conditions: Mage Armor

After glancing at the map, the Judge comments "Last time I was here, we thought that the Necromancer lurked at the end of the Labyrinth. That's where I'd head first, but if our group decides otherwise, that's fine by me as well."

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

I say the Unsealed way, as it is unsealed, it should be easy access.

Horizon Hunters

Male Kobold HP 70 | AC 21| F +14 R +11 W +9 | Perc +7 | Stealth +11 | speed 35 | Hero 1/1| Active Conditions: ---

"laberynth sounds good for me"

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

"Yellow is the best daisy color, we should go that way first."

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2

Ortus nods with the majority. This labyrinth is likely the least explored. Most important to then secure and map for those following us.


Frozen Flame + Dragon's Demand

Labyrinth it is. We may get a chance to go elsewhere later! ;)

Nicknamed the Labyrinth by the initial scouts, reaching this area requires the PCs to traverse corridors that twist unexpectedly. Everburning torches light the area, hanging in iron chandeliers from the ceiling and providing normal light throughout the area. The ceilings are all 15 feet high. The walls are made from stone, and most doors are reinforced wood.

The slab that seals this hallway bears the marking of a gravestone. Three icons are carved into it, as well as an inscription and foot-wide square that glow faintly with magic.

The inscription, written in Dwarven, reads, “It is not how it ends, but how it starts.”

Crafting DC 15:
The three icons in the illuminated square have been worn down from repeatedly being touched.

The first of the three icons portrays a dwarven hammer.

Religion DC 12 or Dwarven Lore DC 7:
The sacred symbol of the god Torag.

The second icon shows an underground city

Society DC 19 or Dwarven Lore DC 15:
It as the city of Tar Khadurrm

The third icon shows a dwarf cutting off his beard.

Religion DC 19 or Dwarven Lore DC 17:
You can identify this as part of traditional mourning ritual called thundran.

GM:
6d20 ⇒ (4, 8, 11, 19, 6, 15) = 63

Mandowar:
You can tell that the door is trapped.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

dwarven lore: 1d20 + 10 ⇒ (11) + 10 = 21
crafting: 1d20 + 10 ⇒ (19) + 10 = 29
Careful door is trapped.

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2

Of course Ortus nods. Luckily I have prepared for this.

Dwarf Lore on the first icon: 1d20 + 8 ⇒ (5) + 8 = 13
Dwarf Lore on the second icon: 1d20 + 8 ⇒ (15) + 8 = 23
Dwarf Lore on the third icon: 1d20 + 8 ⇒ (4) + 8 = 12

The dwarf looks at the iconography on the door as he kneels down and takes out his thieves' tools. Torag is the hammer. As I am sure you know. And that city is of Tar Khadurrm. The beard I do not know. Banishment perhaps?

Looking at the others, he advises. You may wish to step back, in case. I have read much about dwarven traps, but this will be the first one I have worked myself.

Ortus can try to disable the trap on the slab (+13 to Thievery) if no one else in the group is better. He'd wait a moment if any of you recognize the meaning of that beard image though - could be a clue to the mechanism

Vigilant Seal

F Human (dromaar) witch 7 | HP 71/71 | AC 22+1+1 | F +14 R +12 W +13 | Perc +11 (+13 for Initiative) | Stealth +12 | Exploration: Detect Magic | speed 25 | Hero 0/3 | focus 3/3 | spells 1: 2/3 2: 3/3 3: 3/3 | 4: 2/2 | ◆◇↺ | Active Conditions: mage armor, +1 on one skill/attack roll, +1 on next Fort save, +2 on next Will save

Religion DC 19: 1d20 + 9 ⇒ (1) + 9 = 10

Itka leans down to squint at the dwarf cutting off its beard. "Hmp. A dandy primping? Seems unusual." Shuffling back out of the way, she gives Ortus plenty of room to work.

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

Daphnaie's eyes go wide as she takes in the sight of the Dwarven symbols. Unfortunately, she has no way to interpret the inscriptions. Instead she waits impatiently for everyone else to do all the work.

Horizon Hunters

Male Dwarf Wizard 6 HP 64/64 | AC 21/22(MA)/22(Shld) | F +11 R +12 W +13 | Perc +11| Exploration: Search | speed 20 | Hero 3/3 | focus 1/1 | spells 1: 1+1/3 2: 3+1/3 3: 1+3/3 | RK: A15, N11, O12, R11, S12|◆◇↺ |Active Conditions: Mage Armor

The Judge considers the doorway & the various clues engraved on them.

"Hmmm..." he ponders.

Crafting DC 15: 1d20 + 11 ⇒ (15) + 11 = 26
Dwarven Lore x3: 1d20 + 11 ⇒ (3) + 11 = 141d20 + 11 ⇒ (10) + 11 = 211d20 + 11 ⇒ (10) + 11 = 21

Horizon Hunters

Male Dwarf Wizard 6 HP 64/64 | AC 21/22(MA)/22(Shld) | F +11 R +12 W +13 | Perc +11| Exploration: Search | speed 20 | Hero 3/3 | focus 1/1 | spells 1: 1+1/3 2: 3+1/3 3: 1+3/3 | RK: A15, N11, O12, R11, S12|◆◇↺ |Active Conditions: Mage Armor

"Beard cutting in that fashion is a mourning ritual called Thundran."

Horizon Hunters

Male Kobold HP 70 | AC 21| F +14 R +11 W +9 | Perc +7 | Stealth +11 | speed 35 | Hero 1/1| Active Conditions: ---

"OHHH"" exclaims Phosporoo with a face of amazement and admiration, "In truth you are very wise I had no idea about this"

"I gonna check door if is magically trapped i get info about it"

[occ] i gonna use detect magic on door[/ooc]

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2
Judge Ungarz wrote:

"Beard cutting in that fashion is a mourning ritual called Thundran."

Hmm Ortus takes in the Judge's findings. Then perhaps it is meant to celebrate life. 'How it Starts'


Frozen Flame + Dragon's Demand

GM Screen:
1d20 + 9 ⇒ (12) + 9 = 21

The group quickly realizes that, due to its devotional nature, knowledge of religious practices would be the easiest way to bypass the trap on the door. Luckily, Itka knows just the incantation. Incorporating the name of the ancient city Tar Khadurrm ensures her success.

That's one Hazard success. Nice work.

Continuing on in the Labyrinth:
Inscriptions decorate the walls with scattered images, Dwarven script, and other symbols. The images and runes depict relics of dwarven life in centuries past.

The images include portraits of loved ones, carvings of the destroyed cities, and small remembrances of the life left behind in the aftermath of the disaster. For example, images of the markets bustling with commerce are alongside images of children’s favored toys left behind. The walls also contain numerous letters to those left behind, often with a pining sorrow for what life was like before the volcano erupted. You can piece together that a community of dwarf refugees moved through this area after the destruction of Jernashall and Raseri Kanton, the two great cities of the kingdom of Tar Khadurrm.

GM Screen:

Itka Biklest's Perception (T): 1d20 + 9 ⇒ (14) + 9 = 23 +11 total for initiative
Judge Ungarz's Perception (T): 1d20 + 10 ⇒ (9) + 10 = 19
Mandower Steel Strong 2's Perception (E): 1d20 + 11 ⇒ (18) + 11 = 29
Phosporoo's Perception (T): 1d20 + 6 ⇒ (11) + 6 = 17
Ortus's Perception (E): 1d20 + 9 ⇒ (4) + 9 = 13 (+1 vs necromancy effects)
Drogo's Perception (E): 1d20 + 12 ⇒ (2) + 12 = 14

Mandower and Itka realize that the statues in the hallway are haunted by the spirits of these departed dwarves.

Haunt Hazard: Religion (trained), Dwarven Lore, Thievery (trained) to disable.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

Mandower will try to disable it dwarven lore: 1d20 + 10 ⇒ (5) + 10 = 15 if that is a failure, it stands, otherwise if that is a crit failure, I'm burning a hero point dwarven lore: 1d20 + 10 ⇒ (19) + 10 = 29


Frozen Flame + Dragon's Demand

That's a regular failure.

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2

Assuming Mandower or Itka point it out

Ortus carefully approaches the statues. We do not mean to disturb you. he says aloud (In Common unfortunately) Only to explore. PErhaps we can share your story with those who came after you.

Thievery: 1d20 + 13 ⇒ (19) + 13 = 32

Vigilant Seal

F Human (dromaar) witch 7 | HP 71/71 | AC 22+1+1 | F +14 R +12 W +13 | Perc +11 (+13 for Initiative) | Stealth +12 | Exploration: Detect Magic | speed 25 | Hero 0/3 | focus 3/3 | spells 1: 2/3 2: 3/3 3: 3/3 | 4: 2/2 | ◆◇↺ | Active Conditions: mage armor, +1 on one skill/attack roll, +1 on next Fort save, +2 on next Will save

Yes, Itka would've pointed it out to the group.

"Hmp. Judge Ungarz, can you translate for him?" Itka stops at a respectful distance and bows slightly to the spirits in the statues.

Horizon Hunters

Male Kobold HP 70 | AC 21| F +14 R +11 W +9 | Perc +7 | Stealth +11 | speed 35 | Hero 1/1| Active Conditions: ---

i cant help with these skills


Frozen Flame + Dragon's Demand

Ortus very respectfully repairs the statues a bit, filling in the holes where terrible mists would have poured out.

Success!

Honoring the lost dwarves allows you to explore farther into the Labyrinth. You walk on and come to a larger chamber.

A bas relief of a great city split in two adorns the walls of this chamber. Every inch bears a fine detail, from pairs of guards that watch over the doorway to a forge hammering away at a clan dagger. Dwarven calligraphy covers the stone tiles that make up the floor.

As you enter, a great moaning and wailing arises as unquiet spirits rise to combat your intrusion.

Initiative:
Itka Biklest's Initiative Using Detect Magic: 1d20 + 11 ⇒ (17) + 11 = 28
Judge Ungarz's Initiative Using Search for Exploration: 1d20 ⇒ 8
Mandower Steel Strong 2's Initiative Using Search: 1d20 + 11 ⇒ (10) + 11 = 21
Phosporoo's Initiative Using Detect Magic: 1d20 + 8 ⇒ (1) + 8 = 9
Drogo's Initiative Using Searching: 1d20 + 12 ⇒ (9) + 12 = 21
Ortus's Perception (E): 1d20 + 9 ⇒ (17) + 9 = 26 (+1 vs necromancy effects)
Ghost 1: 1d20 + 8 ⇒ (12) + 8 = 20
Ghost 2: 1d20 + 8 ⇒ (20) + 8 = 28
Ghost 3: 1d20 + 8 ⇒ (4) + 8 = 12
Z1: 1d20 + 14 ⇒ (10) + 14 = 24

One of the ghosts floats through the wall and toward the group, then lets out a frightful moan!

Everyone: Please attempt a DC 18 Will save. On a failure, you become frightened 1 (or frightened 2 on a critical failure). This effect has the auditory, divine, emotion, enchantment, fear, & mental traits.

~+~Combat Round 1~+~
Ghost 2
Itka
Ortus

Z1
Mandower
Drogo
Ghost 1
Judge Ungarz
Ghost 3
Phosporoo

Map

Horizon Hunters

Male Dwarf Wizard 6 HP 64/64 | AC 21/22(MA)/22(Shld) | F +11 R +12 W +13 | Perc +11| Exploration: Search | speed 20 | Hero 3/3 | focus 1/1 | spells 1: 1+1/3 2: 3+1/3 3: 1+3/3 | RK: A15, N11, O12, R11, S12|◆◇↺ |Active Conditions: Mage Armor

Will save DC 18: 1d20 + 12 ⇒ (3) + 12 = 15

Frightened 1

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

will save: 1d20 + 11 ⇒ (14) + 11 = 25 Mandower not afraid.

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

Drogo's Will (E): 1d20 + 12 ⇒ (5) + 12 = 17

Surprised by the ghost's moan, Drogo is Frightened 1.

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

Daphnaie's Will (E): 1d20 + 11 ⇒ (13) + 11 = 24

Daphnaie shrugs off the noise, having heard much worse before.

Vigilant Seal

HP 60/60 | AC 22| F +11 [E] R +13 [E] W +9 [E](+1 vs necromancy)| Perception +9 [E] | Darkvision | Stealth +4| Exploration: | Resist Negative 2

Will: 1d20 + 9 ⇒ (3) + 9 = 12

Ortus finds himself shaken, but turns to the translucent figure in front of the party. He quickly takes in the figure's form and attitude.

Deep breath GM, and apologies in advance for all the fun Thaumaturge dependent actions :p

One Action:, using Exploit Vulnerability on the ghost right by us.

Esoteric Lore: 1d20 + 13 - 1 ⇒ (12) + 13 - 1 = 24
If that mathces it's Level-based DC (which it should if its level 8 or lower, though unless its a level 1, not critting) Ortus recalls the highest weakness the ghost has (or one of them). If it has a weakness, he'll use the Mortal Weakness option to have his Strikes activate it when they hit; if it doesn't have a weakness, he'll scrounge up a Personal Antithesis for it that will give it Weakness 4 to my Strikes.
Further, due to Diverse Lore feat, Ortus also gains information as though he had succeeded at a Recall Knowledge check

Realizing they might be encroaching on blessed ground, the orc then lets his left hand drift to his side. Pulling from hooks a small hammer he holds it agaisnt his skin and looks right at the spirit. You've been dead awhile. Torag doesn't mind those like I anymore. Dwarves and Orcs, living together in harmony. he intones hoping to confuse and distract the ghost.

One Action: using Divine Disharmony on it. If that beats its Will DC it's flat-footed for the rest of my turn. (end of my next turn on a crit, but i seriously doubt that happened in this instance)

Initmiadte: 1d20 + 14 - 1 ⇒ (9) + 14 - 1 = 22

Then he lets the corded hammer dangle down as Ortus heaves his javelin straight at the spectre.

Third Action: Strike
Attack: 1d20 + 14 - 1 ⇒ (15) + 14 - 1 = 28 for Magic, Piercing: 2d6 + 6 ⇒ (1, 1) + 6 = 8 not counting the Weakness extra

The spear passes through the emerged ghost before racing back to Ortus' hand in a blink. Returning rune


Frozen Flame + Dragon's Demand

Not a crit, and the ghost has no weaknesses, so Personal Antithesis it is. Divine Disharmony succeeds, leading to a critical hit! 16 damage after resistance + weakness. That's enough to destroy it.

The ghostly (2) figure evaporates, torn apart by the pinpoint spear strike. Ortus knows that he'll be back, though. Ghosts tend to regenerate after a few days unless they are permanently put to rest.

Horizon Hunters

Male Kobold HP 70 | AC 21| F +14 R +11 W +9 | Perc +7 | Stealth +11 | speed 35 | Hero 1/1| Active Conditions: ---

im posting with phone and its very difficult to write, who is next to interact??

Horizon Hunters

Male Kobold HP 70 | AC 21| F +14 R +11 W +9 | Perc +7 | Stealth +11 | speed 35 | Hero 1/1| Active Conditions: ---

Will TS vs DC18: 1d20 + 8 ⇒ (4) + 8 = 12


Frozen Flame + Dragon's Demand

Itka is up next.

Vigilant Seal

F Human (dromaar) witch 7 | HP 71/71 | AC 22+1+1 | F +14 R +12 W +13 | Perc +11 (+13 for Initiative) | Stealth +12 | Exploration: Detect Magic | speed 25 | Hero 0/3 | focus 3/3 | spells 1: 2/3 2: 3/3 3: 3/3 | 4: 2/2 | ◆◇↺ | Active Conditions: mage armor, +1 on one skill/attack roll, +1 on next Fort save, +2 on next Will save

Looks like ghost 2 is still on the board. I'll assume it's really gone for now.

DC 18 Will save: 1d20 + 11 ⇒ (6) + 11 = 17
Frightened 1

Itka freezes for a moment as the ghost appears out of nowhere, scaring the bejeebus out of her. Immediately regretting her spell choices for the day, she takes a moment to cast Mage Armor on herself before stepping back out of the way so the others can enter the room before her.

◆◆ Cast a spell, ◆ Step


Frozen Flame + Dragon's Demand

A menacing ghost that appears to be wearing a broken religious symbol of Torag floats up to Judge Ungarz and swipes a spectral hand through the dwarf!

hand of despair: 1d20 + 16 ⇒ (15) + 16 = 31 for negative: 2d10 + 4 ⇒ (10, 3) + 4 = 17
hand of despair: 1d20 + 16 ⇒ (15) + 16 = 31 for negative: 2d10 + 4 ⇒ (3, 7) + 4 = 14

The attack saps a significant amount of the wizard's energy!
One crit and one hit. -48 to Judge Ungarz.

~+~Combat Round 1~+~
Ghost 2
Itka
Ortus
Z1
Mandower
Drogo
(Frightened 1)
Ghost 1
Judge Ungarz (-48, Frightened 1)
Ghost 3
Phosporoo (Frightened 1)

Map

As you may have guessed, that ghost is a little scarier than the others.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

Mandower will rage and sudden charge (stride twice and swing once with just 2 actions) around the left side and swing at the creature in front of him.
hit: 1d20 + 15 ⇒ (3) + 15 = 18 dmg: 2d8 + 6 ⇒ (8, 1) + 6 = 15 with his glaive slashing dmg

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

Shaken by the sight of these horrifying ghosts, Drogo and Daphnaie coordinate their movements to get into fighting position.

◆ Tandem Movement
- Drogo moves next to Judge
- Daphnaie heads around the corner.
◆ Act Together
- Drogo lays his hand on Judge, healing him for 18HP and granting a +2 status bonus to his AC for 1 round.
- Daphnaie continues striding through Mandower, landing next to the scariest ghost.
◆ Strike
- Daphnaie's arm appears to morph into a club sized thorn as she rams it through the spectral figure.

Acidic Thorn: 1d20 + 15 ⇒ (14) + 15 = 29
Acid Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9

After seeing Daphnaie attack, Drogo no longer seems scarred.

Drogo casts Summoner's Precaution as part of his daily preparations from a wand, for use when things get ugly. This will likely come into play at some point. :)

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