[Outpost VIII] GM Chadius 3-98: Expedition into Pallid Peril

Game Master chadius

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Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Will DC 18: 1d20 + 8 ⇒ (11) + 8 = 19

Envoy's Alliance

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Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Will vs Fear, Bravery 1: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30

Klank has no fear. "I'm going after the Red one, support Joli." He tells the others before ◆ raising his shield and ◆ rushing through the room, trying to corner the wailing red woman. Movement could provoke from blue/white ghost

"Torag hasn't abandoned you, he's sent me to end your suffering." Klank offers up his warhammer to do just that.

◆ +1 Striking, Crushing, Cold Iron Warhammer: 1d20 + 17 ⇒ (14) + 17 = 312d8 + 4 ⇒ (1, 7) + 4 = 12

Klank will save his reaction for AOO on red during their turn. Shield raised so AC27.

AOO if Triggered by Red:

◆ +1 Striking, Crushing, Cold Iron Warhammer: 1d20 + 17 ⇒ (14) + 17 = 312d8 + 4 ⇒ (4, 4) + 4 = 12

Hammer specialization: If crit then Fort DC22 vs stunned 1. Also, Crushing: Item 3+: Uncommon/Magical/Necromancy: Source Grand Bazaar pg. 42. Usage etched onto a bludgeoning weapon. Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Klank offers his warhammer to the mourner's face. He already feels some resistance to the full blow. Could have been a critical if he was a bit more accurate.

The Blue ghost with a Black bandolier runs to set up a flank, but Klank's shield is up to the task.
Even is Klank: 1d2 ⇒ 2
Ghostly Hand: 1d20 + 10 ⇒ (8) + 10 = 18

The other ghost runs up to Joli, waves her Yellow scarf and wails in remorse, trying to unsettle Klank and Joli.

I'll need a Will Save DC 18 from Klank and Joli.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

I'll need a Will Save DC 18 from Klank and Joli.

Round 2
Henri (Bless 15 ft)
Klank (Shield Raised, Will Save DC 18 or Frightened 1)
Shayla
Blue-Black Ghost (0 damage, 12 temporary HP, +2 status bonus to Will saves against mental effects)
Blue-Yellow Ghost (0 damage, 12 temporary HP, +2 status bonus to Will saves against mental effects)
Perkins (Frightened 1)
Evindal (Moan immune: Blue-White)
Joli (Will Save DC 18 or Frightened 1, Moan immune: Blue-White)
Blue-White Ghost (0 damage, 3 temporary HP, +2 status bonus to Will saves against mental effects)
Red Mourner (23 damage, 5 temporary HP, +2 status bonus to Will saves against mental effects)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

>Labyrinth<

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Will vs Fear, Bravery 1: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17

Klank keeps a straight face in the 'face' of fear.

Bravery: Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Envoy's Alliance

LG Dromaar (Rainkin) Barbarian Bloodrager (Arcane) 6 | ◆◇↺ | Explore: Defend | (↺): Ferocity w/ 100 Victories
Stats:
AC 24 or 25 parry | ♥️ 100 + 9 temporary rage | Saves @ 13**/9*/12** | Perception @ 13** w/ lowlight | Speed 30 or 35 raging
☘️ ☑☑ | ✋✋ Merciful Bo Staff | ⚕ drained 0, Splash Resist [3] w/ borrowed Backfire Mantle, Drained 1, Fright 1

Will vs Frightened (DC 18): 1d20 + 12 ⇒ (16) + 12 = 28

Surrounded by ghosts, Joli keeps his cool, and his bo elevated in a defensive posture. He strikes out at the befuddled dwarf, intending to knock her out!

◆) Parry (to AC 25)
◆) Step
◆) Strike vs Red Mourner

Merciful Bo Staff (B, reach, parry, non-lethal) vs Red Mourner: 1d20 + 15 ⇒ (17) + 15 = 322d8 + 4 ⇒ (5, 3) + 4 = 12


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Joli swings and deals critical damage on the mad dwarf. He soon realizes she is undead and slightly transparent. She takes some of the damage but based on Evindal's analysis he knows she cannot fall unconscious. Ghosts don't sleep.

Round 2
Henri (Bless 15 ft)
Klank (Shield Raised)
Shayla
Blue-Black Ghost (0 damage, 12 temporary HP, +2 status bonus to Will saves against mental effects)
Blue-Yellow Ghost (0 damage, 12 temporary HP, +2 status bonus to Will saves against mental effects)
Perkins (Frightened 1)
Evindal (Moan immune: Blue-White)
Joli (Moan immune: Blue-White, Blue-Yellow)
Blue-White Ghost (0 damage, 3 temporary HP, +2 status bonus to Will saves against mental effects)
Red Mourner (38 damage, +2 status bonus to Will saves against mental effects)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

>Labyrinth<

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [ ] 3rd S [ ] H [ ] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Mrs. Perkins moves up and casts haunting hymn (hits Blue-White and Blue-Yellow).

Sonic: 2d8 ⇒ (3, 8) = 11
Frightened 1 DC 21 basic Fortitude save

---

↺ Mrs. Perkins will use her Spirit's Mercy reaction if hit by an incorporeal creature, expending a spirit wisp to gain resistance 6 to the damage.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Mrs. Perkins unleashes a shout against two of the ghosts.
Blue-White: 1d20 + 6 ⇒ (16) + 6 = 22
Blue-Yellow: 1d20 + 6 ⇒ (4) + 6 = 10
Both take damage but some of it is resisted. She reaches for a wisp, just in case...

Round 2
Henri (Bless 15 ft)
Klank (Shield Raised)
Shayla
Blue-Black Ghost (0 damage, 12 temporary HP, +2 status bonus to Will saves against mental effects)
Blue-Yellow Ghost (0 damage, 3 temporary HP, +2 status bonus to Will saves against mental effects)
Perkins
Evindal (Moan immune: Blue-White)
Joli (Moan immune: Blue-White, Blue-Yellow)
Blue-White Ghost (0 damage, +2 status bonus to Will saves against mental effects)
Red Mourner (38 damage, +2 status bonus to Will saves against mental effects)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

I'll delay Evindal in a bit unless someone wants to bot him.

>Labyrinth<

Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Sorry for the delay - had a family visit that just finished yesterday.

Evindal steps to be able to better see the ghosts and then hurls two ghost charges at them.

◆ Step

◆ Quickbomb Ghost Charge vs Blue-Yellow, ignore lesser cover, Bless: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Vitality dmg: 2d8 ⇒ (3, 1) = 4
Presuming that's a miss: Blue-Yellow takes 5 Vitality splash dmg.
If that's somehow a hit, Blue-Yellow takes 8 Vitality dmg (4+4 splash) and Blue-Black takes 4 Vitality dmg (from splash) and Joli would also take 4 Vitality Splash but that should not effect them (plus Backfire Mantle gives Resist 3 to Splash).

◆ Quickbomb Ghost Charge vs Blue-Yellow, ignore lesser cover, MAP, Bless: 1d20 + 12 - 5 + 1 ⇒ (1) + 12 - 5 + 1 = 9
Vitality dmg: 2d8 ⇒ (2, 1) = 3
Crit fail: no effect

3 vials (of 6) used.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Evindal tosses a bomb designed to excise ghosts. One of his bombs is a direct hit, while the other one splashes against the ghosts. The ghost with the Yellow scarf whines as she disperses into nothing.

The Red Mourner's spell that gave 12 temporary HP is Self Only, so the ghosts do not get the temp HP. No one dealt enough damage to kill one until now, so I don't need to retcon anything.

A ghost lashes out as Mrs. Perkins.
Blue-White vs Mrs. Perkins: 1d20 + 10 ⇒ (17) + 10 = 27
Void Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Blue-White vs Mrs. Perkins: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
She reacts and a wisp emerges to absorb the deathly energy. Upset, the ghost wails again. Joli and Evindal have heard this ghost moan before and they are not vulnerable. Klank and Mrs. Perkins feel the wail shake their very soul.

Mrs. Perkins and Klank need to make a DC 18 Will Save or they are Frightened 1. It has auditory, divine, emotion, enchantment,
fear, mental traits.

The Red-clad Mourner screams at Klank. "Torag has deceived you! He abandoned me and my family here, and then my family abandoned me! Only I remain- to spread the TRUTH!" She attempts to cast a spell, and Klank reacts accordingly, almost critically hitting her.

But the spell goes through and tests his willpower against 6d6 ⇒ (3, 6, 1, 2, 2, 3) = 17 mental damage.

A basic DC 24 Will Save will reduce the damage. I don't think Klank is a Divine caster, there are additional penalties if he is.

Then she goes for a conventional attack. Well, as conventional as a ghost hand is.

Hand of Despair: 1d20 + 16 ⇒ (12) + 16 = 28
Void: 2d10 + 4 ⇒ (3, 6) + 4 = 13

As her hand goes past his shield and into his armor, he can feel some of her memories. Her friends unable to escape the pyroclastic flow. Survivors wasting away, telling her Torag had abandoned them. One by one, they all passed except for her. She destroyed her warhammer while cursing Torag's name, shattering his holy symbols. A foul energy overtook her at that moment. Klank realizes the same energy is trying to take him. He must hold firm!


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Mrs. Perkins and Klank need to make a DC 18 Will Save or they are Frightened 1. It has auditory, divine, emotion, enchantment,
fear, mental traits.

Klank: DC 24 Will Save vs 17 Mental damage. There are extra effects if he's a Divine caster or he has divinely granted abilities.

Round 3
Henri (Bless 15 ft)
Klank (13 damage, Shield Raised)
Shayla
Blue-Black Ghost (7 damage)
Perkins
Evindal (Moan immune: Blue-White)
Joli (Moan immune: Blue-White)
Blue-White Ghost (12 damage)
Red Mourner (45 damage, +2 status bonus to Will saves against mental effects)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

>Labyrinth<

Envoy's Alliance

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Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

GM, Evindal's second bomb was a crit miss (nat 1) so it doesn't do anything, not even splash dmg.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Will vs Fear, Bravery 1 vs Wail DC18: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19

Will vs DC24: 1d20 + 13 ⇒ (13) + 13 = 26 No divine abilities.

Klank stands firm through the mental onslaught. His warrior training holds strong, his patience still remains. "Torag has not abandoned you. You abandoned him. And now you fight to destroy those who are here to save this place. Tell us your name!" He raises his shield and pauses for a moment before striking out at the red ghost twice.

+1 Striking, Crushing, Cold Iron Warhammer: 1d20 + 17 ⇒ (17) + 17 = 342d8 + 4 ⇒ (2, 2) + 4 = 8

+1 Striking, Crushing, Cold Iron Warhammer: 1d20 + 17 - 5 ⇒ (2) + 17 - 5 = 142d8 + 4 ⇒ (6, 8) + 4 = 18

AOO saved for Red:

+1 Striking, Crushing, Cold Iron Warhammer: 1d20 + 17 ⇒ (16) + 17 = 332d8 + 4 ⇒ (4, 2) + 4 = 10

AC27. Saving AOO for Red. If red is destroyed then will use reaction on whatever triggers it first: shield block or AOO.

If I crit: Crushing: Item 3+: Uncommon/Magical/Necromancy: Source Grand Bazaar pg. 42. Usage etched onto a bludgeoning weapon. Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn.
Hammer Specialization: The target is knocked prone, Fort DC22.

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [ ] 3rd S [ ] H [ ] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Will: 1d20 + 11 ⇒ (4) + 11 = 15 vs DC 18

"My goodness, that is ... loud."


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◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Evindal: Sorry about the bomb confusion, I forgot about the Remaster changes.

"My name?" The woman seems to pause in a moment of clarity. "I... name... I don't remember-" before she seems to seize back in pain from unknown forces and screeches. "Torag must have stolen my name!"

Seeing her confusion and her pain, Klank presses on with a critical strike while her guard is down.

Fort vs Prone: 1d20 + 10 ⇒ (6) + 10 = 16

He knocks her over as her body jerks unnaturally, pulled like puppet strings from unknown sources.

Round 3
Henri (Bless 15 ft)
Klank (21 damage, Shield Raised, Moan immune: Blue-White)
Shayla
Blue-Black Ghost (7 damage)
Perkins (Frightened 1)
Evindal (Moan immune: Blue-White)
Joli (Moan immune: Blue-White)
Blue-White Ghost (8 damage)
Red Mourner (56 damage, +2 status bonus to Will saves against mental effects, Prone)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

>Labyrinth<


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Pathfinders exploring the Unsealed Way have found the beginnings of new passageways. The expedition will soon have new routes leading farther into the mountain. The Unsealed Way is cleared!

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1, Cold 2 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W/P 13/14/11/11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 19/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Shayla moves up to the doorway and chucks a ball of acid past Joli at the two ghosts.

Caustic Blast, 30' range, 5' burst, Acid Damage; DC 20 Reflex for half: 2d8 ⇒ (8, 3) = 11 Double Damage plus 2 persistent acid on Reflex Crit Fail

◆ Stride
◆◆ Caustic Blast


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Shayla tosses acid at the ghosts, destroying them both.
Reflex vs Blue-Black: 1d20 + 8 ⇒ (4) + 8 = 12

He knocks her over as her body jerks unnaturally, pulled like puppet strings from unknown sources.

Round 3
Henri (Bless 15 ft)
Klank (21 damage, Shield Raised, Moan immune)
Shayla
Perkins (Frightened 1)
Evindal (Moan immune)
Joli (Moan immune)
Blue-White Ghost (8 damage)
Red Mourner (56 damage, +2 status bonus to Will saves against mental effects, Prone)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

>Labyrinth<

Radiant Oath

[S03-98] [R] Male Versatile Human Cloistered Cleric of Qi Zhong 5 / Medic | Field Medic | HP 58/58 (restoring 1 HP/min), AC 22 w +1 Scroll Robes (23 w Shield raised), Fortitude** +11, Reflex* +11, Will** +13, Perception** +13, Stealth +4 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Henri extends his deity's blessing to cover more allies. Not sure what is going on inside, he enters and pays Klank a doctor's visit.
DC 20 Battle Medicine: 1d20 + 15 ⇒ (10) + 15 = 25
Healing, Medic: 2d8 + 10 + 5 ⇒ (3, 1) + 10 + 5 = 19 HP for ally

◆ Sustain Bless, becomes 25 ft emanation, +1 status bonus to attack rolls while within the emanation
◆ Stride
◆ Doctor’s Visitation (to Battle Medicine)


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

"You channel the power of the gods?" The woman on the ground jerks towards Henri as he approaches. "They will leave you to waste away as soon as your usefulness ends. Torag left me to rot and he won't let me die so I can tell everyone in the Boneyard of his treachery."

She hobbles to her feet, earning another critical strike from Klank's warhammer. She is barely standing, her spiritual form fading in and out. Sometimes she smiles before groaning. "I... used to be like you... so proud of my warhammer. It did so much for me. My family. My homeland. I miss them so much!"

She continues to wail at Klank.
Hand of Despair: 1d20 + 16 ⇒ (8) + 16 = 24
Hand of Despair: 1d20 + 16 - 5 ⇒ (1) + 16 - 5 = 12

Desperate to leave this realm, yet forever chained to haunt this shelter.

The other ghost moans, trying to unsettle Mrs. Perkins, Shayla and Henri.
Will Save DC 18 or Frightened 1 (2 on Critical Failure)
Ghost Hand: 1d20 + 10 ⇒ (20) + 10 = 30
Void: 1d6 + 3 ⇒ (1) + 3 = 4 Doubled
Ghost Hand: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
Then its hand pierces through Mrs. Perkins, trying to wrench out her soul.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Mrs. Perkins, Shayla and Henri: Will Save DC 18 or Frightened 1 (2 on Critical Failure)

Round 4
Henri (Bless 25 ft, DC 18 Will Save or Frightened 1)
Klank (2 damage, Shield Raised, Moan immune, Battle Medicine Immune)
Shayla (DC 18 Will Save or Frightened 1
Perkins (8 damage, Frightened 1, DC 18 Will Save or Frightened 1)
Evindal (Moan immune)
Joli (Moan immune)
Blue-White Ghost (8 damage)
Red Mourner (71 damage, +2 status bonus to Will saves against mental effects, Clumsy 1, Enfeebled 1 until the end of Klank's next turn)

Religion or Society to Recall Knowledge vs Red Mourner
Religion to Recall Knowledge vs the Blue ghosts

>Labyrinth<

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1, Cold 2 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W/P 13/14/11/11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 19/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Shayla runs in and takes in the scene before her. She immediately moves into a flank with the remaining ghost, pulls out her shortsword and main gauche and stabs it.

+1 Striking Main Gauche, OG, Bless: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24 for Piercing Damage: 2d4 + 4 ⇒ (3, 4) + 4 = 11 plus Sneak: 2d6 ⇒ (6, 2) = 8
Critical Hit: Double Damage + Crit Specialization (though I'm not sure if these can bleed)

+1 Striking Shortsword, MAP, Agile, OG, Bless: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 for Piercing Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6 plus Sneak: 2d6 ⇒ (2, 1) = 3
Critical Hit: Double Damage + Crit Specialization (OG until the start of her next turn)

◈ Stride
◈ Stab (Quick Draw)
◈ Stab (Quick Draw)

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

"We will do what we can to soothe your spirit and return you to your loved ones. Good bye." Klank attempts to put the spirit down with his hammer.

+1 Striking, Crushing, Cold Iron Warhammer, Bless: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 312d8 + 4 ⇒ (1, 7) + 4 = 12

+1 Striking, Crushing, Cold Iron Warhammer, Bless: 1d20 + 17 - 5 + 1 ⇒ (12) + 17 - 5 + 1 = 252d8 + 4 ⇒ (6, 8) + 4 = 18

Then he moves to help finish off the last ghost.

If the first swing kills red then move and strike the last ghost. If it takes both strikes then stride to last ghost. If the two strikes aren't enough then Klank stays put and raises his shield, saving his AOO for red.

Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Evindal moves into the room to have a clear shot at the remaining foe(s). This will provoke from Blue-White if it's still standing. Then he hurls two more Ghost Charge bombs at whichever foe is still up (or starting with Red Mourner if they are both up).

◆ Stride

◆ Quickbomb Ghost Charge, ignore Lesser Cover, Bless: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Vitality dmg: 2d8 ⇒ (7, 5) = 12 + 4 Vitality Splash dmg + Enfeebled 1 until the start of Evindal's next turn
On a miss (but not a crit miss) the target takes 5 Vitality splash dmg.

◆ Quickbomb Ghost Charge, ignore Lesser Cover, Bless, MAP: 1d20 + 12 + 1 - 5 ⇒ (12) + 12 + 1 - 5 = 20
Vitality dmg: 2d8 ⇒ (8, 1) = 9 + 4 Vitality Splash dmg + Enfeebled 1 until the start of Evindal's next turn
On a miss (but not a crit miss) the target takes 5 Vitality splash dmg.

5 (of 6) Versatile vials used


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Save your bombs, Evindal.
Klank bashes the woman in the head once more and she falls again. Her body crumples to ash. He quickly spins and destroys the remaining ghost.

Klank, Henri:
As Klank's warhammer bashes the woman's body, you see her spirit eject. She seems confused yet relieved. A hand taps her on the shoulder and hands her a warhammer. She nods to you in thanks before following the hand and disappearing.

Combat Over
Henri (Bless 25 ft)
Klank (2 damage, Battle Medicine Immune)
Perkins (8 damage)

>Labyrinth<

Within the ashes you find a small locket bearing a family crest.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank stows his hammer and shield while turning to check on the status of his team "Is everyone still in fighting form? Ears stop ringing yet?" He cracks a small joke, pretty atypical of the Dwarf, before giving an appreciative nod towards Henri for the patch-up.

He bends down to retrieve the locket from the ashes and wipes it off, squinting to get a better look at it. "I asked the woman's name so hopefully we could look her family up with the stone sisters." He adds "But maybe we can find more info about them with this instead."

Radiant Oath

[S03-98] [R] Male Versatile Human Cloistered Cleric of Qi Zhong 5 / Medic | Field Medic | HP 58/58 (restoring 1 HP/min), AC 22 w +1 Scroll Robes (23 w Shield raised), Fortitude** +11, Reflex* +11, Will** +13, Perception** +13, Stealth +4 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

"Her soul is now at peace." Henri mutters a short prayer before joining the others.

If Klank and Perkins allow, Henri inspects their wounds for proper treatment and begins to work on them.
Risky Surgery Damage: 1d8 ⇒ 3 S damage (gain a +2 circumstance bonus to your Medicine check to Treat Wounds)
DC 15 Medicine to Treat Wounds w Healer's Gloves, Medic, Risky Surgery: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 (Success becomes Critical Success)
Trained Healing: 4d8 ⇒ (4, 5, 4, 3) = 16 HP

As a Ward Medic, he treats both of them simultaneously.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

GM Screen:

Shayla: 1d20 + 15 ⇒ (12) + 15 = 27
Kernal Klank: 1d20 + 13 ⇒ (14) + 13 = 27
Joli: 1d20 + 13 ⇒ (19) + 13 = 32
Henri: 1d20 + 13 ⇒ (11) + 13 = 24
Evindal: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Wins ties
Mrs. Perkins: 1d20 + 9 ⇒ (5) + 9 = 14

As you finish recovering from your wounds and begin travel, you recall some of the earlier briefings this morning about Aspis incursions. One of their many attempts involved some kind of rare teleportation magic. Extremely unstable, they could teleport in, spend maybe a minute scouting the area, and then teleport back.

Or they can lay traps, like this tripwire everyone but Mrs. Perkins and Henri noticed. Razor sharp, the wire is meant to render the victim clumsy for the rest of the day. Why would they put it here?

With no immediate danger, it doesn't take you long to disable the trap. You prepare for the last major area in this labyrinth.

Last chance for preparations.

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1, Cold 2 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W/P 13/14/11/11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 19/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Axe in hand, Shayla again disappears into the shadows. Stealth +15

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

"Slicing me up to fix me, strange concept Henri, but I'll allow it." Its not something he learned in medical school, but he didn't really immerse himself in it, preferring blacksmithing.

---

Klank puts away his tin snips after cutting the poorly hidden razor wire "Random attack or what. Keep on your toes, we'll head in when you're all ready." Klank double checks his shield and warhammer for dings while the others prepare. Continue with search.

I don't believe we have any damage to equipment, if so Klank can quickly repair it.

Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Evindal turns to Henri. "If you've got a free hand I could use a bit of patching up as well." Evindal is down 11 from the gas earlier in the encounter. He has Medicine as well, but not that great at it so he'll defer to Henri if he can heal another person.

If 20 minutes pass before the next encounter Evindal will be back to his full allotment of versatile vials.

Evindal studies the tripwire carefully and adds it to his notebook of clues regarding the Aspis incursion. He similarly takes some time to look around at the Labyrinth, continuing his investigation of its nature.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Stone shelves built into the walls here store books, ledgers, and other documents. A desk with an oil lamp provides spacefor a solitary researcher to investigate the materials.

Read Dwarven and 1 hour of collect books and study them:
You uncover a picture of the calamity that affected the city. Several ledgers remain that show bustling trade in both Raseri Kanton and Jernashall prior to 3980 ar. Diaries speak of a well-functioning, thriving society with little mention of unrest until a volcano erupted and forced the inhabitants to flee.

After an hour, you have an opportunity to draw conclusions.

If you make a DC 18 Academia Lore, Dwarven Lore, Library Lore or other relevant Lore check to Recall Knowledge check, open the spoiler below.
OR instead, you can attempt a DC 20 Society check to Recall Knowledge. If you succeed, open the spoiler below.

Recall Knowledge is successful:
In 3980 ar, the volcano Torag’s Crag erupted in a sudden, cataclysmic event that came to be known as the Rending.

The volcano had begun to show signs of impending eruption in the early 3900s, but the dwarven kingdom of Tar Khadurrm around and under the mountain ignored the warning. Tar Khardurrm’s underground capital city Jernashall was overwhelmed by magma flows, and its sister city of Raseri Kanton, on the surface, was destroyed when it fell into the open earth. This led to a great decline for Tar Khadurrm, which descended into bickering and fractured alliances until it finally collapsed almost 500 years later.

The dwarves of the Five Kings Mountains would go on to rename the mountain Droskar’s Crag, after the reviled god of cheating and endless toil. Over the following centuries, the caverns beneath became home to exiles and wandering monsters, and the mountain picked up another ominous name: the Pallid Peak.

Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Evindal quickly concocts a Comprehension Elixir for himself and any of the other party members who do not read Dwarven. Then he settles into the chair to study the books.

After reading for some time he decides that he really needs to be investigating what happened to the two Dwarven cities. Setting aside the previous investigation into the nature of the labyrinth and beginning a new one: "What happened to the Dwarven cities of Raseri Kanton and Jernashall and how does the past relate to what we are finding here now?" He still has a second open investigation regarding the Aspis Incursion and how to defeat it.

As he studies he also crafts and quaffs a Moderate Cognitive Mutagen, offering one to anyone else who would like it.

DC 20 Society, Cognitive Mutagen, bonus from investigation: 1d20 + 11 + 2 + 1 ⇒ (19) + 11 + 2 + 1 = 33

He tut tuts more than once as he learns of the folly of those ancient dwarves. read the spoiler for the details.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank helps the others collect and translate the tomes but has no real skill in putting together a cohesive conclusion. No trained applicable skills besides speaks Dwarven.

"Yes, Dwarves keep very detailed records, especially about finances."

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [ ] 3rd S [ ] H [ ] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Mrs. Perkins also reads Dwarven, and will tell all the children to sit in a circle so she can read out loud.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

The remaining rooms of the Labyrinth hold no danger. With your exploration complete, you can return to the base.

---

"Hey hey! I'm Geld Thundercrack, merchant extraordinaire!" A middle aged dwarven man greets you as you reach base camp. "I opened up a new shop in Absalom, Hands-Off Healing! I brought free samples!"

Each PC receives a free healing potion or oil of unlife (Pathfinder Advanced Player’s Guide 258) with an item level of up to their level.

"I also have some extra wares for sale. Torag needs your help to keep everyone prepared. Hehe."

You can purchase any common item of up to their level to which you have access at the base camp (including items that aren’t from the Core Rulebook).

As he turns to point at his shopping booth, you see the Thundercrack family crest drawn onto the back of his coat. It bears a striking resemblance to the apparition you just fought.

"Anyway, if you have anything you need to buy, I'm your guy!"

You have an opportunity to rest once for the night. Will you rest up or push ahead to the Sunken Halls?

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [ ] 3rd S [ ] H [ ] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Mrs. Perkins takes a healing potion, please, and thank you, and she doesn't need to rest for the night, but will if others do.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank also accepts a free potion. Dwarves like free stuff. "Take a look at this Geld and tell me what you think." He hands the merchant the relic he pulled from the red ghost's ashes.

If there isn't a reason to rush Klank would advise people to rest up and report to the VCs.

If he has time, Klank offers his services to help other Pathfinders or laborers repair damaged or broken equipment. "Never go into a fight with a damaged shield, it could be your last."


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

"Hey, nice locket you've got there. Looks pretty old..." His mercantile smile fades as he looks it over. "Hey, this is the Thundercrack crest. Did you find it inside...?"

"My grandma, she spoke about her sister, Delilah. Del was big into Torag. Always telling her to pray every night for his guidance and protection. Loved giving pop quizzes on the faithful. Eventually word of her spread, and one of them temples from Raseri Kanton sent for her to join a temple. It was her big dream, and she took her family there."

"I think that was... 20 years before Torag’s Crag erupted. Grandma said she argued the volcano was too unstable, showing signs. Del thought she was jealous. They... didn't leave on good terms. The funeral was packed, but I never knew what happened to her. Were you able to find anything else about her?"

Geld perks up again. "Anyway, I have some better sleeping quarters if you need 'em. First one is on the house." He clutches the locket. "Thanks, maybe Torag told me to talk to you all."

Envoy's Alliance

LG Dromaar (Rainkin) Barbarian Bloodrager (Arcane) 6 | ◆◇↺ | Explore: Defend | (↺): Ferocity w/ 100 Victories
Stats:
AC 24 or 25 parry | ♥️ 100 + 9 temporary rage | Saves @ 13**/9*/12** | Perception @ 13** w/ lowlight | Speed 30 or 35 raging
☘️ ☑☑ | ✋✋ Merciful Bo Staff | ⚕ drained 0, Splash Resist [3] w/ borrowed Backfire Mantle, Drained 1, Fright 1

"Your grandmother's spirit has passed on"

Joli gives a moment of silence.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)
Jolinaxus Strangemuse wrote:
"Your grandmother's spirit has passed on"

"Great Aunt, I believe Joli meant." Klank nods in affirmation. "We found the locket and a warhammer with some remains inside. This likely was your Aunt." Klank leaves it at that.

Radiant Oath

[S03-98] [R] Male Versatile Human Cloistered Cleric of Qi Zhong 5 / Medic | Field Medic | HP 58/58 (restoring 1 HP/min), AC 22 w +1 Scroll Robes (23 w Shield raised), Fortitude** +11, Reflex* +11, Will** +13, Perception** +13, Stealth +4 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Herni takes a healing potion too.

"But she is at peace now..." Henri assures the merchant.

"A good rest is nice before we go to the next location."


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

"Thanks. It means a lot. The Thundercracks have always wondered about ol' Del..."

You give Geld some time as you begin to rest up for the night. After finishing your daily preparations and purchasing equipment, you head off to the Sunken Halls.

At the bottom of a lake, the entrance to the Sunken Halls offers underwater passage to a worked stone room beyond. The Society provides each of you with a >potion of water breathing<. Past Society expeditions have placed a guide rope that leads directly to the entrance to the chambers, so you're able to get there without trouble.

Bioluminescent algae flourishes in the lake, shedding dim light, but you worry the rest of the area will be dark.

The most shallow part of the lake is about 20 feet deep and will lead you directly to the halls.

Please give your exploration activity as well as how you will travel underwater.

>The Sunken Halls<

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [ ] 3rd S [ ] H [ ] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Mrs. Perkins will Search, or Scout if nobody else is Scouting and she has the lowest Perception modifier.

Did we know we were going underwater during daily preparations? Mrs. Perkins is untrained in Athletics, and has +0, so Swimming will be difficult for her. However, she has Cauldron, so she can make two potions a day. She knows the formula for a potion of swimming, so she can make two of those. They only last 10 minutes, though. She can hold one in her hand to drink when we enter combat, and she can offer one to someone else who's untrained in Athletics and has no other way to move around.

Envoy's Alliance

LG Dromaar (Rainkin) Barbarian Bloodrager (Arcane) 6 | ◆◇↺ | Explore: Defend | (↺): Ferocity w/ 100 Victories
Stats:
AC 24 or 25 parry | ♥️ 100 + 9 temporary rage | Saves @ 13**/9*/12** | Perception @ 13** w/ lowlight | Speed 30 or 35 raging
☘️ ☑☑ | ✋✋ Merciful Bo Staff | ⚕ drained 0, Splash Resist [3] w/ borrowed Backfire Mantle, Drained 1, Fright 1

For distribution of the Perkins potions, Joli assesses the physicality of his team...

Party Athletics:

Klank +15
Joli +12
Evindal +10
Shayla +11
Henri +7
Perkins +0

..."Four of us are strong swimmers" he observes, and nods to the witch.

He happily takes lead, before or after the kernal, and keeps his Bo poised for Defense...

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank buys a backup potion of water breathing from Geld, just in case. "We appreciate the rooms, and will see if we can't find out more information about your Aunt and her family later." The Kernal heads off with the team towards shudder a lake of all places.

"I'm a solid swimmer, even in all this equipment. Let's just hope their water breathing potions hold out. Just remember, we've only got an hour to get there and back, or find another way out that has air." He stows his weaponry while underwater and swimming, leading the team using the rope. Search


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

You know beforehand you will be going underwater, so Mrs. Perkins has enough time to make water breathing potions.

Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Evindal happily receives the Lesser Healing Potion. He also quick alchemy crafts Elixirs of Life to heal his damage (11 hp) and that of any of his comrades who are still wounded.

Learning that they will be heading into a flooded area, after they rest Evindal changes his alchemical preparations for the day. Advanced Alchemy: 5 Sea Touch Elixirs (grants user Swim speed 20' for 10 minutes), and gives one to each member of the party (besides himself since he can quick alchemy one as needed); this leaves 3 advanced alchemy items - unless there are other requests he'll craft three moderate darkvision (1 hour duration) and give them to whomever would like them.

When the group approaches the water, Evindal quick alchemy crafts a Seat Touch Elixir and a Moderate Darkvision for himself (2 of 6 vials used) and consumes his potion of water breathing before heading into the water.

Investigate as his exploration activity, with two investigations continuing: what happened to the dwarven cities (new) what is to be found within and beyond the water? and (continuing) how to deal with the Aspis? (reminder that Evindal gets +2 circ bonus to Perception for Initiative and wins ties).

Envoy's Alliance

Male Elf (ancient elf) Alchemist 5 (Investigator Dedication) | HP 56/56 | AC 23 (25 w/Shield raised) | F +11 R +13 W +8 | Perc +8 (low light vision) | Stealth +11 | Exploration Mode (default): Investigate | 2 Mantles Given to: Jolinaxus & Kernel Klank| speed 35'| Hero 2 | Reagents 0/8 | Vials 5/6 | Active Conditions: Resist Cold/Electricity | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

I don't think there is an Alchemical Item that Evindal can make at this level that will give the ability to breath underwater. There is Oxygen Ooze but it's uncommon.

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