PFS1 #5-08: The Confirmation (GM Mike...R)

Game Master Mike...R

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What does everyone want to do now? Is there anything else you want to speak to Uori about, or do in the current cave? Zika has discovered that the carving she identified may relate to some sort of ritual that can be performed using the model city, and Uori has offered to activate the wand he gave you if the party are not able to use it. Alternatively there are the two unexplored tunnels leading from this cave (one at the top of the map and one at the bottom of the map).

Grand Lodge

Male Dwarf Hunter 1 | AC: 17/12/15 | HP: 12/12 | Fort +5*, Ref +4*, Will +2* (*+3 vs spells/SLA/poison) | CMB +3, CMD 15 | Init +2 | Perception +6

Since Zika is the only one to put the pieces together, I think she should be the one to ask Uori about the ritual to perform using the city model.


As its been a few days, it may be worth moving things forward. As it was Zika who discovered the information about the ritual, one option could be to investigate elsewhere in the cave and then come back to the ritual later.

Dark Archive

F Human Bard/1| HP 9/9|AC16/T13/FF13| Fort+1/Ref+5/Will/+1 |Init+3 |Perc +3 | Sense Motive -1

The words of Uori made Zika think for a minute. She looks at the city's diorama while thinking of the meaning of "The Soldier" and the lantern. She looks at the city's replica one last time and takes out the everburning torch she grabbed earlier from the last room.

I am not sure this will work, but maybe...

Zika approaches the everburning blue torch to the replica of the city, trying to iluminate it completely.


The light from Zika's touch creeps across the model city, eventually fully illuminating it. As this happens the blue light momentarily intensifies and a warm breeze of indeterminate source briefly seems to brush past the Pathfinders. As the light fades back to normal, the cavern once again reverts to its previous damp stillness.

Uori raises an intrigued eyebrow, "Hmmm, it would seem that a little of Aroden's power may still persists here.".

As a result of the ritual everyone gets a +1 insight bonus to their AC whenever they have taken damage since the start of their last turn. The effect of this blessing lasts for 24 hours.

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

A little divine help is never a bad thing. Safe travels, Uori... Bart says as he prepares to head out.

when everyone is ready

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

Zhaxia sends to the gillman, Until we meet again, noble sir. Thank you for your assistance. Then she readies to follow Bartok--north or south, it seems to matter little to her.


It sounds like the plan is to investigate the unexplored tunnels, let me know which one and if there is anything remaining that anyone wants to do before leaving this cave.


"It has been a pleasure talking with you and discovering a little more about this cave." nods Uori "Good luck with your exploration."


Which tunnel do the party want to explore first?

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

In the interests of moving things along:

1 for north, 2 for south: 1d2 ⇒ 1

"Let's go north."

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

argh...thought i posted...this site hates me i swear...

North is as good as any other direction... Bart says as he strides forward, his eyes getting attuned to the dark(if any)


Leaving Uori to his meditation the Pathfinders head into the tunnel to the left of the pool (technically it's heading east as I had to turn the map around to fit it on the slide!). The cave’s damp air becomes increasingly stale as the party advance down this passage. As they progress, those with keen noses start to detect a smell, the feted stench of decay. The stench grows increasing evident as the party find themselves approaching what would seem to be another cave.

I've added the a map for the area you are approaching on slide 6. The cave you are heading towards is in the area on the right of the map which is currently covered up. What does everyone want to do?

Grand Lodge

Male Dwarf Hunter 1 | AC: 17/12/15 | HP: 12/12 | Fort +5*, Ref +4*, Will +2* (*+3 vs spells/SLA/poison) | CMB +3, CMD 15 | Init +2 | Perception +6

Morden wrinkles his nose at the stench that seems to only be getting stronger. "Death up ahead, smells like. Some time ago, probably."

No preparations needed other than having my weapon drawn.

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

"I hope this doesn't mean we found Uori's fellow pilgrims." Zhaxia loads her light crossbow.


Pressing on Bart finds that the tunnel the Pathfinders are traveling down opens up into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. Towards the back of the cavern he spots a single humanoid body lying face down on the floor. More disturbingly, it would appear this body is not alone, as lurking behind some of the numerous rock formation found in this small cave he spots several skeletal figures...

GM Rolls:
Initiative:
Init(white): 1d20 + 6 ⇒ (16) + 6 = 22
Init(yellow): 1d20 + 6 ⇒ (14) + 6 = 20
Init(orange): 1d20 + 6 ⇒ (3) + 6 = 9
Init(Zika): 1d20 + 3 ⇒ (11) + 3 = 14
Init(Morden): 1d20 + 2 ⇒ (15) + 2 = 17
Init(Zhaxia): 1d20 + 2 ⇒ (11) + 2 = 13
Init(Bart): 1d20 + 2 ⇒ (18) + 2 = 20

Two of whom lurch towards him and attack...

white claw vs Bart: 1d20 + 2 ⇒ (19) + 2 = 21
claw damage: 1d4 + 2 ⇒ (4) + 2 = 6

yellow claw vs Bart: 1d20 + 2 ⇒ (16) + 2 = 18
claw damage: 1d4 + 2 ⇒ (3) + 2 = 5

yellow claw vs Bart: 1d20 + 2 ⇒ (10) + 2 = 12

...each landing a blow with a single claw.

Initiative wrote:

-- ROUND 1 --

Creature (white)
Creature (yellow)
Bart -11
Morden
Zika
Zhaxia
Creature (orange)

(Bold may act)

Grand Lodge

Male Dwarf Hunter 1 | AC: 17/12/15 | HP: 12/12 | Fort +5*, Ref +4*, Will +2* (*+3 vs spells/SLA/poison) | CMB +3, CMD 15 | Init +2 | Perception +6

"Look alive, everyone! Got nasties incomin'!"

EDIT: Per GM's comment below.

Morden rushes into the room, brandishing his poleaxe as best he can (though it's much too unwieldy for such cramped quarters). Once inside, he tries to skull-bash the nearest skeleton.

Dwarven boulder helmet vs yellow: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 3 ⇒ (4) + 3 = 7 bludgeoning

The rhino, meanwhile, stays put and waits for instruction.


As it's a bit unclear on the map (and may help the party to get into the room), the square to the south of Bart can be moved into from Bart's square.

Also, for knowledge checks it would be knowledge (religion) to identify the creatures.

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

Zhaxia casts a protective spell and stands pat, waiting to get into the room.

Casting mage armor.

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

Bart snarls and growls at the skeletons. He drops his sword and grabs his club from his belt and in one fluid motion brings it down on the foe directly in front of him.

club: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 4 ⇒ (2) + 4 = 6

Need a hand here, people...

if Zika can 5ft step back, that will let Bart step back and we can funnel them in...one at a time...


Morden rushes into the cave drawing an attack from one of the skeletons as he passes Bart...

yellow AoO claw vs Morden: 1d20 + 2 ⇒ (4) + 2 = 6

...the skeleton misses, however Morden's headbutt in return also fails to find its target.

(The white skeleton doesn't get an AoO due to the spur of rock just north of Bart providing cover)

Zhaxia casts some defensive magics. While Bart swings at the skeleton but the creature manages to step out of the way just in time.

Initiative wrote:

-- ROUND 1 --

Creature (white)
Creature (yellow)
Bart -11
Morden
Zika
Zhaxia
Creature (orange)

(Bold may act)


I'll give it another 12 hours to let Zika post her turn.


Botting Zika to keep things moving.

Zika sees if she can recall anything about these creatures...

Knowledge(religion): 1d20 + 6 ⇒ (16) + 6 = 22

...and confirms that these are gillman skeletons. She explains that they can be hard to damage unless you are using bludgeoning weapons. They also cannot be harmed by the standard things which can't harm undead and also by cold. Additionally they can see in the dark (i.e. DR: 5/bludgeoning; Immune: cold, undead traits; Senses: darkvision 60ft).

She then draws an appropriate weapon (Zika can chose which one), takes a step back and starts telling an inspiring story (inspire courage +1 for everyone).

The three skeletons all lash out at the Pathfinders...

orange claw vs Morden: 1d20 + 2 ⇒ (9) + 2 = 11
orange claw vs Morden: 1d20 + 2 ⇒ (11) + 2 = 13
white claw vs Bart: 1d20 + 2 ⇒ (6) + 2 = 8
white claw vs Bart: 1d20 + 2 ⇒ (16) + 2 = 18
yellow claw vs Morden: 1d20 + 2 ⇒ (10) + 2 = 12
yellow claw vs Bart: 1d20 + 2 ⇒ (7) + 2 = 9

...however they all miss or fail to penetrate our intrepid heroes armour.

Initiative wrote:

-- ROUND 2 --

Skeleton (white)
Skeleton (yellow)
Bart -11
Morden
Zika
Zhaxia
Skeleton (orange)

(Bold may act)

Grand Lodge

Male Dwarf Hunter 1 | AC: 17/12/15 | HP: 12/12 | Fort +5*, Ref +4*, Will +2* (*+3 vs spells/SLA/poison) | CMB +3, CMD 15 | Init +2 | Perception +6

Gotta clear some room in here! Still unable to effectively bring his favorite weapon to bear, Morden uses his head.

Dwarven boulder helmet + Inspire Courage vs yellow: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage + Inspire Courage: 1d4 + 3 ⇒ (2) + 3 = 5 bludgeoning


Morden strikes a second time at the skeleton, but once again it dodges out of the way.

Initiative wrote:

-- ROUND 2 --

Skeleton (white)
Skeleton (yellow)
Bart -11
Morden
Zika
Zhaxia
Skeleton (orange)

(Bold may act)

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

Bart swings away at the foe in front of him, desperate to not leave Morden by himself.

attacl, club: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 4 ⇒ (4) + 4 = 8
if that drops him, he'll step into that square to allow others to move up.


Bart's club finds its mark, smashing into the skeleton and sending bone shards flying across the room. What remains of the skeleton clatters to the floor.

Initiative wrote:

-- ROUND 2 --

Skeleton (white)
Bart -11
Morden
Zika
Zhaxia
Skeleton (orange)

(Bold may act)

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

Zhaxia steps closer so she can see the skeletons, then focuses her will. One of the larger bone fragments from the fallen skeleton flies through the air at the orange enemy.

Telekinetic projectile attack, including inspiration and PBS: 1d20 + 2 + 1 + 1 ⇒ (15) + 2 + 1 + 1 = 19
Bludgeoning damage, including inspiration and PBS: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Zhaxia launches the pelvis bone of the fallen skeleton right at the head of it's compatriot, knocking the skull clean off and reducing the skeletal threat to a single foe.

I'll bot Zika again.

Zika continues her tale (maintains the performance), while moving into the room and launching a sling bullet at the remaining skeleton...

Zika sling vs white + PBS + IC: 1d20 + 3 + 1 + 1 ⇒ (15) + 3 + 1 + 1 = 20
damage + PBS + IC: 1d4 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

...finishing off the remaining foe.

Initiative wrote:

-- END OF COMBAT --

Bart -11
Morden
Zika
Zhaxia


With their attackers dispatched the party are able to properly look around the cave. The dead body at the back of the cave initially appears to be that of a human, however upon closer inspection the party realise it is in fact a dhampir. Close to the body are several sheets of rotting paper covered in writing, a few of these are still legible. Reading the notes they seem to contain detailed plans to create an army of undead, created from the 'fish people who have been frequenting the caves'.

Most of the gear on the body itself is in a very poor state, however there are a few items which do look useful and also detect as magical, specifically a quiver of 20 arrows and an amulet.

Spellcraft DC18 to ID the arrows:
They are +1 arrows.
Spellcraft DC20 to ID the amulet:
It is a +1 amulet of natural armor.

GM Rolls:
Perception:
Perc(Zika): 1d20 + 3 ⇒ (20) + 3 = 23
Perc(Morden): 1d20 + 6 ⇒ (15) + 6 = 21
Perc(Zhaxia): 1d20 + 4 ⇒ (7) + 4 = 11
Perc(Bartok): 1d20 + 1 ⇒ (20) + 1 = 21

Zika, Morden and Bart also spot a concealed exit from this cave in the northern wall, which leads further into the cave system.

What does everyone want to do next?

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

Zhaxia gives a small smile at the success of her attack, then smiles more broadly as Zika finishes the other one off. "Well done! Bartok, you look as though you could use some healing. Shall we use what our halfling guide left us?"

Spellcraft arrows: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft amulet: 1d20 + 8 ⇒ (8) + 8 = 16

Add +2 if either of the items has teleportation magic.

"Hmmm...I am not familiar with the nuances of the field around the amulet, but these arrows carry a basic enhancement to accuracy and damage. Bartok, I believe you're the only one who can use them."


As both Morden and Zika can use the cure light wounds wand from Janira's backpack, I'm happy to assume they can use the wand heal Bart. For the arrows it looks like both Bart and Zika have bows.

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

"It would be respectful to return to Uori and tell him the bad news."

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

They had some sharp claws...thanks for the back up...and the curative magicks... Bart says as he checks out the body.

This might be one of Ouri's people... he says as he turns the corpse over.

Dark Archive

F Human Bard/1| HP 9/9|AC16/T13/FF13| Fort+1/Ref+5/Will/+1 |Init+3 |Perc +3 | Sense Motive -1

After using the wand to heal Bartok, Zika puts the wand back into the backpack and looks at the notes of the necromancer.

Well this is... horrifying. Seems like this corpses turned against them... Thought... Zika looks a bit around the corpse. I don't see material components to actually raise a corpse, nor any spell components in general actually... Nor an unholy simbol or a spellbook... Either someone already took them or they kept it on some other room. That or he was relying exclusibely on scrolls and they were so badly damaged that they are not even recognizable.


Bart turns over the body and following further examination he is sure it is not a gillman. It looks like the corpse could be human, but is unusually pale even considering its deceased state and some of its teeth appear unusually long.

As Bart and Zika examine the body they notice a breeze coming from the unexplored concealed passage that both they and Morden all spotted earlier. Attention drawn by the breeze, they also become aware of the sound of a voice being carried on it... It is really faint, but it sounds an awful lot like Janira and possibly the sound of combat!

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

Bart grabs a couple of the arrows they found and races towards the sound.

We have to help her...or die in the attempt...

how many arrows were there? i'll take 2 and leave the rest for Zika..i assume i was healed to full? and regarding Janira's pack..i'll snag a pot of clw and the Barkskin...any objections?


There were 20 arrows in total. I'm assuming Bart would have been healed up to full...

CLW (CL3) rolls: 2d8 + 6 ⇒ (6, 2) + 6 = 14

...which would have used 2 charges from Janira's wand, leaving 6 charges remaining.

Grand Lodge

Male Dwarf Hunter 1 | AC: 17/12/15 | HP: 12/12 | Fort +5*, Ref +4*, Will +2* (*+3 vs spells/SLA/poison) | CMB +3, CMD 15 | Init +2 | Perception +6

"Well then what're we waitin' for?" Morden thunders. "This way!" He leads Mount toward the concealed passageway.

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

Zhaxia follows, crossbow ready.


The Pathfinders head into the concealed passage with a sense of urgency. As they progress the faint voice they heard in the cave, half-shouting and half-reciting, becomes a little more distinct "As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!". The party push on through a maze of tight passages that include steep ascents and short climbs, all the while they continue to hear the sounds of the distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and their heroic deeds. Eventually everyone spots faint illumination up ahead, racing towards it the Pathfinders realise it is the glow of moonlight reflecting into the tunnel from an exit out of the caves into a 40-foot clearing at the base of the Kortos Mounts.

The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

Of more immediate concern to the party though is what they can see through the screen of young trees just ahead of them. Around 100 feet from the cave entrance they spot two familiar figures, their friend Janira and the minotaur which she had lead away from the party earlier. The two of them are locked in combat, both having clearly sustained a number of wounds, with Janira seemingly having taken the worst of them. Both combatants appear fatigued and the blade of the minotaur's axe is riven by a great crack. Despite her dire situation Janira remains resolute "You vile beast!" she shouts "I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”

Janira's oratory is currently providing everyone (including her) with the benefits of inspire courage +1.

The map for this encounter can be found on slide 6 (North on the map is to the left). If anyone wants to adjust their starting position feel free to start anywhere in the rocky area at the bottom of the slope (i.e. the area where you are currently standing). There are a number of terrain effect associated with the different areas of the map and as there are quite a few of them I'll stick the details in a spoiler below to stop this post becoming a wall of text.

Terrain effects for this encounter:
The full moon provides dim light over the entire area. The patches of woodland (green areas on the map) are also filled with underbrush that behaves as light undergrowth, creating difficult terrain and concealment. The trees are only a few decades old and do not completely occupy their respective squares, so squares with tree trunks in can be moved through normally. A creature that shares a space with one or more trees benefits from partial cover.

The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. This is rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.

The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

GM Rolls:
Initiative:
Init(Zika): 1d20 + 3 ⇒ (15) + 3 = 18
Init(Morden): 1d20 + 2 ⇒ (9) + 2 = 11
Init(Zhaxia): 1d20 + 2 ⇒ (18) + 2 = 20
Init(Bart): 1d20 + 2 ⇒ (13) + 2 = 15
Init(Janira): 1d20 + 6 ⇒ (8) + 6 = 14
Init(Minotaur): 1d20 + 0 ⇒ (6) + 0 = 6

Initiative wrote:

-- ROUND 1 --

Zhaxia
Zika
Bart
Morden
Janira
Minotaur

(Bold may act)

Grand Lodge

Male Dwarf Hunter 1 | AC: 17/12/15 | HP: 12/12 | Fort +5*, Ref +4*, Will +2* (*+3 vs spells/SLA/poison) | CMB +3, CMD 15 | Init +2 | Perception +6

"We're a-comin' Janira!" Morden plunges into the underbrush, utterly ignoring the advantage he might have gained from it by being quieter. "Mount! Get 'im!"

Handle Animal: 1d20 + 7 ⇒ (17) + 7 = 24

Double move. Difficult terrain + short dwarven legs make for very little distance!


The rhino grunts and charges forward, as careful to avoid notice as one might expect of a charging rhino.

Double move.

Grand Lodge

male half orc fighter 1, HP 16, AC/T/FF 19/12/17. F/R/W +4/+3/+1 Perc +1, Darkvision, Init +4

janira..we're here...hang on... Bart yells as he whips out his bow after moving a bit close and loosing an arrow in a swift motion.

twang: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 201d6 + 1 ⇒ (4) + 1 = 5
assuming the magic arrows are +1...next round i'm dropping my bow and shield and gonna try to jump the stream...

Dark Archive

F Lashunta Psychic/1 HP 7/7 AC16/T 12/FF 14 Fort +1/Ref +2/ Will +2 Init +2 Perc +4|Sense Motive +0|Active conditions: none

Dim light means that anyone without darkvision or low-light vision has a 20% miss chance due to concealment, right?


Yes that's correct. Although I know Zika mentioned she was planning on repeatedly casting dancing lights while the party were exploring the caves, so I'm happy to assume the latest casting of that would still be active when the party exit from the caves. It would be a free action to move the lights to increase the light level in a certain area.

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