[PF2] March of the Dead (GM Watery Soup)

Game Master Watery Soup

Slides
Hero Points: Galimus 2, Lawric 2, Niaqun 1, Thurgan 1


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Male Orc Animist 3 | HP 39/39 | AC 20 | F +8 R +8 W +10 | Perc +8 (+2 Init) darkvision | Stealth +8 | Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Niaqun focuses on his spirits and change the one that he is attuned to (Circle of Spirits to get back Earth's Bile). Then he focuses and grabs Thurgan axe,

"May spirits guide you!"

Runic weapon


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Despite the increased number of opponents, Galimus sees little need to change tactics that worked so well the last time.

He once more fills himself, Thurgan and Grump with energy from the Forge of Creation, causing them all to glow faintly with that light focusing on the tips of blades and claws.

Casting 3 action Infuse Vitality.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

The zombies break through 1d9 ⇒ 8 the storage room and 1d8 ⇒ 5 one of the windows in the retail area.

GM Screen:
Search (Galimus): 1d20 + 5 ⇒ (9) + 5 = 14
Search (Niaqun): 1d20 + 8 ⇒ (3) + 8 = 11
Search (Lawric): 1d20 + 11 ⇒ (7) + 11 = 18
Defend (Thurgan): 1d20 + 6 ⇒ (20) + 6 = 26
Initiative (Enemy): 1d20 + 7 ⇒ (7) + 7 = 14

--Round 1
Thurgan (51/51, shield 20/20, AC 21, runic weapon, vitality 1d4, fatigued) / Grump (32/32, AC 19, vitality 1d4, fatigued)
Lawric (33/33, AC 17, fatigued)

Red Troop (-0)
Blue Troop (-0)
Galimus (37/37, AC 19, vitality 1d4, fatigued)
Niaqun (39/39, AC 20, fatigued)

Shambler Troop: zombie immunities, weakness slashing, weakness vitality, weakness area, weakness splash, slowed 1


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Thurgan and Grump move into position - keen to ensure one of them is between the cleric and any oncoming tide.

Thurgan raises his shield

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Lawric stands perfectly still in the middle of the empty room, unmoving in the long silence before the storm of combat.

Exerting his will against the night, the shimmering emanation around him expands... spreading order outward like ripples through still water.

He turns his head slightly, eyes drifting to Thurgan and Grump.

Without a word, he bends fate around them.

The Lady’s blessing settles on the faithful

◆ Sustain Bless (+10ft)
◆ Guidance Thurgan
◆ Guidance Grump

Status:

HP: 33/33
Hero Points: 1
Halfling Luck: 1
Focus Points: 2
Spell DC 19, Attack +10
Cantrip: Guidance, needle darts, prestidigitation, shield, vitality lash
1: Bless, Command, Fear
2: Calm, Cleanse affliction
Fount: Heal, Heal, Heal, Heal
Active conditions: Spirit Sense, Fatigued


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Everyone prepares for the invasion.

Lawric, I'm going to move the 25' aura off of the screen - it covers all allies easily, and makes it difficult to move the other icons. I can move it back if you'd really like a visual reminder, but also check the dimensions, as I think some of the included squares are 30'.

The Red troop begins squeezing through the window, and then re-forms their formation inside the room. Stride, Form Up. Note that there is one square of the Red troop outside of the house, it's an idiosyncrasy of the Form Up action.

The Blue troop begins pouring through the retail windows, and dozens of arms reach out for Grump.

Bludgeoning: 2d6 + 5 ⇒ (1, 1) + 5 = 7
DC 18 basic Reflex save.

--Round 1
Galimus (37/37, AC 19, vitality 1d4, fatigued)
Niaqun (39/39, AC 20, fatigued)

--Round 2
Thurgan (51/51, shield 20/20, AC 21, runic weapon, vitality 1d4, fatigued) / Grump (32/32, Reflex vs -7, AC 19, vitality 1d4, fatigued)
Lawric (33/33, AC 17, bless 25', fatigued)

Red Troop (-0)
Blue Troop (-0)

Shambler Troop: zombie immunities, weakness slashing, weakness vitality, weakness area, weakness splash, slowed 1

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Thanks! I am a-ok with that. I hand drew it, so any inconsistency was a me issue. I am intentionally holding off to be the last action of the "heroes" turn.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Thurgan stands his ground and swings his axe in broad sweeps!

Bless, Guidance, Runic
Attack vs Red 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage 2d8 + 4 + 1d4 ⇒ (4, 5) + 4 + (2) = 15 slash+vitality.

Attack vs Red 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
Damage 2d8 + 4 + 1d4 ⇒ (6, 7) + 4 + (3) = 20 slash+vitality.

* Strike
* Strike
* Command animal

Grump
Ref 1d20 + 7 ⇒ (1) + 7 = 8

The bear gets hit, the bear gets mad.

Attack vs blue 1d20 + 8 ⇒ (19) + 8 = 27
Damage 1d6 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7 slash+vitality

Attack vs blue 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d6 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11 slash+vitality

* Attack
* Attack

Can I throw Grump a hero point?


Male Orc Animist 3 | HP 39/39 | AC 20 | F +8 R +8 W +10 | Perc +8 (+2 Init) darkvision | Stealth +8 | Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Niaqun lashes the troops with vitality

Vitality lash@blue: 3d6 ⇒ (3, 3, 6) = 12 Fort save DC18

Than he focuses on the ground which begins to boil with lava

Earth's bile@reflex dc18, fire + earth: 1d4 + 1d4 ⇒ (4) + (3) = 7 In 10 ft burst on failure burning 1 fire


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Galimus creates a resonance in his body then throws it across the distance between him and the blue man group of undead where it reverberates and explodes.

Sonic Damage DC19 Fort Save: 2d10 ⇒ (2, 3) = 5

He then uses some of the reverberations to protect himself.

Casting Noise Blast (10ft radius sonic spell) then Shield.

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Lawric waits as the dead pour through the shattered boards, their moans filling the air like wind through a crypt. He stands his ground, eyes fixed on the first to breach.

Only when they are close enough to threaten the others, does he move.

“COME NO FURTHER.”, his shrill and strained voices pierces the silence.

A wave of white-blue light erupts outward from him, washing through friend and foe alike. The living feel warmth surge through their wounds; the dead recoil as the same energy burns through their hollow frames.

*** 3 action Heal

Healing. DC 19 Fort Vitality Damage: 3d8 ⇒ (1, 4, 4) = 9


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Yes, Thurgan, you can freely use your Hero Points for Grump.

Thurgan and Grump hack away at the dozens of zombies swarming. Thurgan's slashes are so effective that the whole group is pushed back. Size gets smaller as the hit points are depleted.

Blue Fortitude: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 18, 12 vitality
Blue Reflex: 1d20 + 8 ⇒ (3) + 8 = 11 vs DC 18, 4 fire plus 3 bludgeoning plus area
Blue Fortitude: 1d20 + 11 ⇒ (8) + 11 = 19 vs DC 19, 5 sonic plus area

Niaqun lashes with a wind from Creation's Forge, and then earth and fire. Zombies fall by the dozens, rhythmically percussing on the floor as the Blue Man Group starts stomping their feet. The noise hurts them, though.

--Round 1
Galimus (37/37, AC 19, vitality 1d4, fatigued)
Niaqun (39/39, AC 20, fatigued)
--Round 2
Thurgan (51/51, shield 20/20, AC 21, runic weapon, vitality 1d4, fatigued) / Grump (32/32, Reflex vs -7, AC 19, vitality 1d4, fatigued)
Lawric (33/33, AC 17, bless 25', fatigued)
Red Troop (-45) size -4
Blue Troop (-64) size -8

Shambler Troop: zombie immunities, weakness slashing 5, weakness vitality 5, weakness area 5, weakness splash, slowed 1

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

We cross posted. See above


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Haha, so we did!

Red Fortitude: 1d20 + 11 ⇒ (19) + 11 = 30 vs DC 19
Blue Fortitude: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 19

Lawric unleashes a wave of healing, but Red seems unaffected.

I'm not going to bot Grump's save, but note that it should be resolved in proper order: Reflex save first, then +9, then whatever damage is about to happen.

Red pushes through the door, swarming around Thurgan. Troops can occupy enemy squares, but it's difficult terrain to squeeze through the doorway. A flurry of fists punch at him from all sides.

Bludgeoning: 2d6 + 5 ⇒ (6, 4) + 5 = 15
DC 18 basic Reflex save from Thurgan.

Cyan swarms around Grump, pushing towards the rest of the crew, their fists flying everywhere.

Bludgeoning: 2d6 + 5 ⇒ (1, 1) + 5 = 7
DC 18 basic Reflex save from Niaqun (plus familiar), Galimus, Lawric, and Grump.

--Round 2
Galimus (37/37, Reflex vs -7, AC 19, vitality 1d4, fatigued)
Niaqun (39/39, Reflex vs -7, AC 20, fatigued) / Bird (15/15, Reflex vs -7)

--Round 3
Thurgan (51/51, Reflex vs -15, shield 20/20, AC 21, runic weapon, vitality 1d4, fatigued) / Grump (32/32, Round 2: Reflex vs -7 then +9, Round 3: Reflex vs -7, AC 19, vitality 1d4, fatigued)
Lawric (33/33, Reflex vs -7, AC 17, bless 25', fatigued)

Red Troop (-45) size -4
Blue Troop (-75) size -8

Shambler Troop: zombie immunities, weakness slashing 5, weakness vitality 5, weakness area 5, weakness splash, slowed 1


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Galimus' eyes roll up in his head, showing the whites as he releases his conscious hold over the assorted psyches making up his personality.

When they lower, they are covered in white, only the faint images of his pupils and irises showing.

Free Action Meddling Futures

Meddling Futures: 1d4 ⇒ 1

"Ha ha! Yet more of the lurching undead with which to contend!" Galliard declares, stabbing with his spear.

Longspear: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Blunt or Piercing: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Then Shields himself with occult energy.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Thurgan continues chopping away!

Reflex 1d20 + 6 ⇒ (10) + 6 = 16
Bless, Runic
Attack vs Red 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Damage 2d8 + 4 + 1d4 ⇒ (1, 8) + 4 + (1) = 14 slash+vitality.

Attack vs Red 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage 2d8 + 4 + 1d4 ⇒ (5, 6) + 4 + (2) = 17 slash+vitality.

* Strike
* Strike
* Command animal

Grump
REROLL Ref 1d20 + 7 ⇒ (8) + 7 = 15
This round roll Ref 1d20 + 7 ⇒ (18) + 7 = 25
And a third roll Ref? 1d20 + 7 ⇒ (1) + 7 = 8

The bear gets hit again, the bear gets madder.

Attack vs blue 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d6 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8 slash+vitality

Attack vs blue 1d20 + 8 ⇒ (20) + 8 = 28 - crits work?
Damage 1d6 + 3 + 1d4 ⇒ (4) + 3 + (1) = 8 slash+vitality

* Attack
* Attack

Poor Grump getting bump!


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Forgot my Reflex save.

Refl: 1d20 + 6 ⇒ (6) + 6 = 12

Also, I'm clumsy 1 after using Meddling Futures but the save came first (not that it mattered, much).

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Reflex, Fatigue: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18

Lawric focuses on the cluster of undead pressing against Thurgan. He extends one hand toward them.

“RETURN TO YOUR GRAVES.”

A line of pale energy lashes through the horde, cutting into the rot that refuses to rest.

He lowers his hand, draws a steady breath, and whispers a quiet phrase under it.

He calls the Lady’s clarity to his own mind.

** Vitality Lash DC 19, Fort: 3d6 ⇒ (2, 1, 2) = 5
* Guidance (self)


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Galimus tries to jab with his longspear, but only knocks off tiny bits of flesh from the swarming bodies.

Thurgan makes wide slashes, visibly mowing down several squares worth of creatures. Grump takes full damage last round, heals fully, and then Succeeds this round. No third save required. Grump slashes at Blue, dispersing the remaining zombies. Grump has 1 action remaining.

Red Fortitude: 1d20 + 11 ⇒ (19) + 11 = 30 vs DC 19

Red seems unaffected by the lashes. I actually don't think Vitality Lash was supposed to work on the troops, since the target is an individual creature and troops are immune to individual attacks. But I think this fight is almost over, so we'll see what Niaqun does and I might just call it.

--Round 2
Galimus (30/37, AC 19, vitality 1d4, fatigued)
Niaqun (39/39, Reflex vs -7, AC 20, fatigued) / Bird (15/15, Reflex vs -7)
--Round 3
Thurgan (36/51, shield 20/20, AC 21, runic weapon, vitality 1d4, fatigued) / Grump (29/32, AC 19, vitality 1d4, fatigued) Grump 1 action
Lawric (30/33, AC 17, bless 25', fatigued)
Red Troop (-69) size -8
Blue Troop (-93)

Shambler Troop: zombie immunities, weakness slashing 5, weakness vitality 5, weakness area 5, weakness splash, slowed 1


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Grump - moves to the combat


Male Orc Animist 3 | HP 39/39 | AC 20 | F +8 R +8 W +10 | Perc +8 (+2 Init) darkvision | Stealth +8 | Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Niaqun turns around and repeats his destruction with vitality and flames

Vitality lash@red: 3d6 ⇒ (3, 2, 5) = 10 Fort save DC18

Again the ground begins to boil with lava

Earth's bile@reflex dc18, fire + earth: 1d4 + 1d4 ⇒ (2) + (4) = 6 In 10 ft burst on failure burning 1 fire


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Red Reflex: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 18

The ground boils with lava, and the remaining zombies melt into the ground, clutching at Thurgan in vain.

Combat over!

An eerie calm comes over the house again, and the heroes are left with nothing but the sound of their breaths.

---

It's 4 am now. Galimus and Lawric stayed up for an hour after the first fight, so they need 3h40min of sleep, and Thurgan needs 5h20min of sleep until rested. Niaqun only needs this last shift, 2h40min. How long will you sleep for? Until everyone is rested, or will some people wake up early and let Thurgan sleep into the day?

There is also one pending issue from the previous day: disease. Lawric said he had a casting of Cleanse Affliction. Galimus, Thurgan, and Grump all failed Fortitude saves and are diseased, but the onset is 1 day. Lawric can try to heal one of them now.

Both of these tie in to a bigger question of whether you want to try to finish the mission in the next game day, avoiding the onset of disease entirely, and also avoiding having to barricade yourselves again.

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

When the last of the noise fades, Lawric steps carefully over the scorched floor. The air still hums with heat and the stench of rot.

He stops beside Galimus without a word. For a long moment, he just looks at him—expression unreadable. Then he reaches out, resting two fingers against the oracle’s shoulder. A faint, sterile glow passes from his hand into the wounded flesh.

Cleanse Affliction.

When it’s done, he withdraws his hand, turns, and walks back across the room. He lowers himself to the floor, cloak wrapped tightly around him, and closes his eyes.

He does not say goodnight.

Cleans Affliction

I originally through that this lowered the level by one. But on reread it seems like that only happens if they are past level 1. So this may not have any effect at all

Spell Text:

Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to counteract with each casting.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Well Thurgan might now get a bit of a sleep-in with Grump, the real danger seems to be at night, but a few lost hours in the morning would probably be ok - then we can see if we can get tp the root of the problem that day


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Once more Galimus wrestles an aspect of his personality back into the collective of his psyche as the last of the zombies is dismantled.

He nods his thanks to Lawric as the little cleric bestows a healing blessing upon him.

"It will be dawn soon and, by all accounts and evidence, the undead are worse at night. We should get some rest. Thurgan and Grump need it the most and while they're sleeping in, the rest of us can look about reinforcing this place. There's no telling how long we're going to be here or how long it will take us to deal with whatever is causing these undead to rise," he says.


Male Orc Animist 3 | HP 39/39 | AC 20 | F +8 R +8 W +10 | Perc +8 (+2 Init) darkvision | Stealth +8 | Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Yeah let us rest all, and then push through the day...

After the fight Niaqun goes to sleep ... "Wait me in 2 hours give or take"

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Lawric glances toward the broken windows and shattered frames, then back to the others settling in.

“WE SHOULD MEND WHAT THEY BROKE”

He adjusts his cloak, voice lowering slightly.

“I CAN OBTBAIN SUPPLIES WHILE THE OTHERS REST.”

Lawric will rest out his 8 hours. The remaining time that he is awake, but others are asleep, he will scavenge supplies to repair windows/entry ways. He is going to tweak his spell repertoire as well.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

6:40 am: Sun rises, and the smell of burning flesh briefly wafts across the town. Thurgan goes to sleep.
7:40 am: Niaqun finishes daily preparations. Galimus and Lawric wake up, refreshed.
8:40 am: Niaqun returns with materials for one reinforcement. Galimus and Lawric finish their daily preparations.
11:40 am: Niaqun, Galimus, and Lawric return with materials for 9 reinforcements (10 total).
12:00 pm: Thurgan wakes up, fully rested.
1:00 pm: Thurgan finishes daily preparations.

Exploring the town in the morning, Niaqun, Galimus, and Lawric swing by a few other sites. Just accelerating the exploration.

---

Erastil's Table (Church) (A5 on map)

Facing the road, the building’s facade stands like an empty mask. A bow symbol, with its arrow pointing down, remains above the once-grand entry, covered in soot and ash. Barely visible beneath the grime, the lintel bears an inscription reading, “All are Welcome at Erastil’s Table.”

Charred timbers rise from the crumbled walls of this ruined structure, giving it the appearance of some great beast whose flesh has been stripped to its bones. A great fire consumed this place, obvious from the blackened walls and melted lead pooling along the base of what must have once been beautiful stained-glass windows.

The doors leading into the shrine, both front and back, are closed, although the double doors in front have been so badly burned that anyone can easily break through to enter what’s left of the building. All the doors had been jammed closed with simple iron pitons, and even after several weeks, a faint odor permeates the air, acrid and unnatural. It smells like alchemist's fire.

Just inside the back door lie the blackened bones of three people who, from their clothing, were priests who served this small community.

A map of the chapel is on Slide 8. There are no intact entryways, and this is no more suitable for resting for the night than sleeping in the open.

---

Jacra's House (A6 on map)

This modest home looks similar to all those surrounding it. Inside, the furniture has been tossed about, and there are clear signs of a struggle. The kitchen floor is partially collapsed, with a narrow hole leading down into the depths below. Note that this is the second such hole that you've seen leading down into the depths.

What sets Jacra’s home apart from other houses is the number of bird perches throughout, many of which are surrounded by droppings and the occasional raven feather. The books in this home mostly cover arcane subjects such as the nature of magic and research into boundaries between worlds. While the library alone is easily worth 100 gp to a collector, Jacra’s spellbook is not among the items here.

What can be found here is a scrap of parchment on the writing desk, hastily torn from the clip. This is the rest of the missive that was sent to Agrit. It reads, “... xt. Do not come for me or this town. By the time you get this, we will already be dead. I love you, my dear friend. Take care of Coal. That old bird means the world to me.” Jacra’s name is signed at the bottom of the letter.

LINK to opening post.

---

Fiorna's Spring (A3 on map)

Burbling up from underground, this massive spring sits high above Fiorna’s Faith and runs down the hillside, through the village, and then into the woods to the south. The body of a human man bobs in the center of the pool, prevented from floating downstream by his cloak, which is snagged on a rock.

DC 20 Medicine:
The body received wounds before death (severe bruising around the neck) and after (several arrow wounds and a massive slash to the abdomen), leading them to suspect that the body was dumped here to poison the spring.

---

Lady's Hill (graveyard) (A7 on map)

The hill to the west of town bears one striking feature: a large cemetery accompanied by a small shrine and mausoleum. A simple stone path winds up the hill to the graveyard, worn smooth by countless steps made to honor the dead.

Though rain and mist shroud the cemetery, it’s clear something is amiss. The soil has been upturned in several places, and many of the headstones lean at dangerous angles or have fallen to the tumbled earth.

A simple signpost next to the path reads “The Lady’s Hill,” below a spiral symbol, which Lawric instantly recognizes as that of Pharasma, the Lady of Graves, she who passes judgment on those who travel into the Great Beyond.

The three decide it would be best to return with Thurgan.

Please make your daily preparations, and we'll begin at the graveyard at 1:00 pm. You'll have 7 hours until sunset.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

That's some pretty cool stuff!"

Breakfast is a noisy affair; the sounds of tearing meat and clinking armor fill the wreckage of the general store. Thurgan eats beside Grump, tightening straps, checking his shield, and running a whetstone along his axe until it gleams.

“Lawric will need us today. We’ll keep the clergyman safe so he can do the Lady’s work” his gaze drifts toward the Hill in the distance, “The restless dead here need their sleep… and he’ll see to it they slumber"

Grump snorts in agreement, rising to his paws, ready for violence.

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Medicine, DC 20: 1d20 + 11 ⇒ (12) + 11 = 23

Lawric studies the body for a long moment before extending his hand. The water stirs at his gesture, rippling outward. A corner of the cloak tears free from the rock, and the corpse drifts slowly down the spring.

Prestidigitation to try and free the body.

“IT ISN’T A FINAL REST,” he says quietly, “BUT IT IS REST. NO ONE SHOULD BE LEFT AS POISON TO THEIR OWN.”

Consider the spoiler opened.

The next morning, Lawric moves in silence— even for him. His motions are deliberate, almost meditative, as he prepares his things. The hard light in his eyes never fades; determination has taken the place of rest.

“HER WORK NEEDS DOING.” It’s the only sentence he offers. A brief nod passes to Thurgan and Grump... something old, practiced, understood without words.

When the party steps off toward the hill, Lawric falls in behind the orc as naturally as a shadow finding its source.

Status:

HP: 33/33
Hero Points: 1
Halfling Luck: 1
Focus Points: 2
Spell DC 19, Attack +10
Cantrip: Guidance, Needle darts, Prestidigitation, Light, Vitality lash
1: Bless, Bless, Santuary
2: Dispel Magic, Cleanse affliction
Fount: Heal, Heal, Heal, Heal
Active conditions: Spirit Sense


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

The exploration of this idyllic village would almost be relaxing - it is quiet and peaceful after all, without the noise and chaos inherent in people - were it not for the blatantly unsettling and terrible reasons for that quiet and peace.

He's not a religious man, but it doesn't take much to guess what happened at the church and to kill people seeking sanctuary in that way only seems cruel.

Were the doors jammed from the inside by the occupants or the outside by the attackers?

He spends some time in the library at Jacra's house, admiring the collection and savoring the feel of knowledge at his fingertips.

"Would we have come if we had seen the whole message?" he says to no one in particular when he sees the scrap that remains.

He shakes his head in disdain at the corpse in the spring, not because of the disrespect to the body. It is only meat on its way to dust now, after all. But because of the implications for those who still live (including himself.)

He helps Lawric, if necessary, though makes a note to ensure the body doesn't get stuck anywhere else in the flow of water, later.

He absolutely won't enter the graveyard until everyone is together.

"Well, there's your problem right there," he comments.

As they trudge back up the path later, he loads his crossbow and checks to make sure his spear is in place and ready for action.

"Be careful around open holes," he says. "We've seen at least two places where something has tunneled in to attack and we don't know how many tunnels may be under us."


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

At the church:

Sorry, I didn't specify the pitons. The pitons were jammed in from the outside, locking the people in as the building was set on fire.

At the spring:

Moving the body out of the spring is trivial. The heroes can even climb into the water and just lift it out, so long as they don't drink it or have open wounds.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

--Graveyard--

GM Screen:
Perception (Galimus): 1d20 + 5 ⇒ (8) + 5 = 13
Perception (Niaqun), darkvision: 1d20 + 8 ⇒ (12) + 8 = 20
Perception (Lawric): 1d20 + 11 ⇒ (8) + 11 = 19 +1 Haunts or Spirits
Perception (Thurgan): 1d20 + 6 ⇒ (6) + 6 = 12

The footpath leading up to the cemetery is well worn, with neatly kept stone stairs making it easy to ascend even in the pouring rain. Atop the hill is the cemetery, a small shrine to Pharasma within, and a separate mausoleum to the north for those who could afford a more monumental final resting place.

Tombstones jut from the ground at odd angles, and the thick grass turf has started to tear in places, giving the impression that this used to be a quiet resting spot and the desecration of an otherwise holy place has been a recent occurrence.

Nine graves in the cemetery have been disturbed.

DC 18 Survival:
Three of these graves were hastily dug up from above about two weeks ago, with little concern for making a tidy hole. The coffins at the bottom are torn open and the bodies inside are missing. The dates on their headstones indicate all three died within the past year.

Five of these graves appear to have completely sunk into the earth. From each of these, a hole leads down into the darkness below, it appears they were exhumed from below.

The ninth disturbed grave is toward the back of the cemetery and appears to have been dug up much earlier. Black roots covered in an oily residue surround its hole. Of all the graves in the cemetery, this one has the most recent headstone, reading, “Harlo Krant, Merchant and Councilmember of Fiorna’s Faith, b.4678 d.4722.”

Art on Slide 10.

Niaqun discovers several black candle stubs positioned around the burial site, along with a small leather pouch. Inside the pouch is a single black
onyx gem - a gem that is used as components in rituals to animate the dead. The single gem is likely the last of many that were consumed in the ritual.

At the bottom of the grave is a coffin, but it looks like it was exhumed and then hastily tossed back into the hole, and then partially buried. Uncovering the coffin might take an hour with your hands, or less with the appropriate tools.

--Shrine--

GM Screen:
Perception (Galimus): 1d20 + 5 ⇒ (3) + 5 = 8
Perception (Niaqun), darkvision: 1d20 + 8 ⇒ (1) + 8 = 9
Perception (Lawric): 1d20 + 11 ⇒ (12) + 11 = 23 +1 Haunts or Spirits
Perception (Thurgan): 1d20 + 6 ⇒ (13) + 6 = 19

The long building next to the graveyard is a shrine to Pharasma. While the base of the building is made from stone, the walls and roof are wood and straw.

Inside, two rows of pews lead up to a simple dais with a stone plinth bearing Pharasma’s symbol, giving a place for the living to pay respects before burial. The doors to the shrine have been torn open, and its interior is covered in filth.

In one corner near the entrance, the floor has collapsed entirely, a hole leads down into the darkness.

In a small alcove behind the dais, a simple stone font stands filled with clean water. This is the only place in the entire shrine that hasn’t been defiled. The font is filled with holy water, which can be carefully collected into up to eight vials.

Sitting on the lip of the font is a silver chalice; the spiraling base transforms into a flight of whippoorwills that circle the cup.

Art on Slide 10.

DC 18 Arcana, Nature, Occultism, or DC 16 Religion:
This cup is a Lady's Chalice.

--Mausoleum--

GM Screen:
Perception (Galimus): 1d20 + 5 ⇒ (17) + 5 = 22
Perception (Niaqun), darkvision: 1d20 + 8 ⇒ (9) + 8 = 17
Perception (Lawric): 1d20 + 11 ⇒ (11) + 11 = 22 +1 Haunts or Spirits
Perception (Thurgan): 1d20 + 6 ⇒ (9) + 6 = 15

Just north of the shrine, connected by a simple walkway, is the town’s only mausoleum. It once held over a dozen bodies, those with enough wealth to pay for a more opulent burial. The now-empty room is a mess of broken stone hatches, shattered caskets, and scraps of ruined funereal clothing.

DC 13 Survival:
This desecration happened over a week ago, but it’s difàcult to tell exactly when.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Thurgan fishes the body out of the river so that Lawric can administer the rites to allow the soul its rest - but wraps it in his blanket to carry it to the graveyard for a proper resting place.

***

Thurgan also gathers the holy water from the font "This may come in handy"

Religion 1d20 + 6 ⇒ (1) + 6 = 7

"Nice cup, looks pretty mundane"

***

Survival 1d20 + 1 ⇒ (9) + 1 = 10

"Looks like the place has already been raided"

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Earlier
Lawric kneels beside the body Thurgan pulls from the current. The rain patters softly against the river’s edge as he studies the face, expression unreadable.

“NAME KNOWN OR UNKNOWN?”

After the answer, he pulls a small, water-stained book from beneath his cloak and opens it across his knee. He writes carefully, the ink catching in the damp air—names where there are names, a small mark where there are none.

He traces a spiral in the mud beside the corpse, then places a hand on the brow.

“THE LADY OF GRAVES SEES YOU. YOUR PATH IS CLEAR. GO WITHOUT REGRET.”

He waits until the current carries the body downstream, watching in silence until it is gone. Then he closes the book, slides it back beneath his cloak, and rises to follow the others.

---

Survival, DC 18: 1d20 + 4 ⇒ (18) + 4 = 22
Religion, DC 16: 1d20 + 9 ⇒ (17) + 9 = 26
Survival, DC 13: 1d20 + 4 ⇒ (17) + 4 = 21
---

Lawric moves slowly through the graveyard, the rain dulling every sound but his steps. At each disturbed grave, he kneels long enough to study the soil and broken wood—then pulls his small, water-stained book from beneath his cloak.

He writes a name.

“THREE FROM ABOVE,” he says quietly, eyes on the torn coffins. His shrill voice pierces the quiet of the desecrated chapel and grounds.“THEY WERE FRESH, AND TAKEN WITHOUT CARE.”

He moves to the next cluster of graves, the ones that have sunken inward. Another pause. Another name entered.

“FIVE FROM BELOW. THEY WERE PULLED BACK INTO WHAT CLAIMED THEM.”

Finally, he stops at the last grave, fingers tracing the slick black roots.

“HARLO KRANT,” he reads, adding the final line to his record. “LESS THAN A YEAR IN HER KEEP.”

He closes the book and looks toward the shrine.

“THEY ARE ACCOUNTED FOR. NOW WE FIND WHO UNACCOUNTED THEM.”

He lifts the chalice, holding it up his eye. "A RELIC OF THE LADY. WE MAY USE IT" he mentions, looking toward Galimus as he speaks.

At last, he pauses stoicly, looking across the damaged and desecrated graveyard and shrine. His already pitched voice cracks with something close to emotion.

"SO MANY NAMES. WE MUST FOLLOW THOSE RESPONSIBLE INTO THE PITS"

All spoilers open. Looks like our next step is "down"


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Galimums follows along, more worried about being attacked than investigating as Lawric proves quite adept. He keeps his eyes on the horizon but also on the holes, his crossbow at the ready.

He nods as the halfling makes his proclamation regarding the chalice. "Only a fool refuses the tools provided by the gods," he agrees.

After they have explored everything he returns to the shrine and the hole in the floor.

"If we go in here and there's trouble, we can return to the surface in the shrine where you have power," he says to Lawric and Thurgan.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

"Yes, time to descend" Thurgan looks a touch excited at the thought of taking the battle to the undead.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Alright, there are a lot of forks in the tunnels and twists and turns. Can you guys give me a botting instruction on which way you want to go, e.g., "left turn at every fork" or "head east whenever possible" or something, so I don't just keep repeating, "You walk down a tunnel and there's a fork, left or right"?

Also, it's dark down there. Lawric and Galimus, how are you going to see?

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Casting light on his poppet

I am open for organized approach to the tunnels. All lefts seems as good to me as any other method of choosing.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Generally looking to head left - this was the hassle with (I Think it was )Godsmouth and the mega dungeon of doors :p

If you want to handwavium to 'you make your way for ages through the labyrinth when you finally happen upon a room...' I would be ok with that too - wild dungeons are hard in PbP


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Galimus has low light and darkvision.

I'm good with taking the sinister path. Always left without repeating any previously explored places.


Male Orc Animist 3 | HP 39/39 | AC 20 | F +8 R +8 W +10 | Perc +8 (+2 Init) darkvision | Stealth +8 | Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Darkvision here, Gandalf said to follow your nose, but it is hard to bot, so turning left sounds good to me. Sorry for being silent, I keep to exchange blows with my life, waiting to see who gets tired first...

Niaqun heads down "I do wonder what travels underground raising the bodies...."

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Lawric has low light vision. The goal would be to be able to easily cover/hide the light source during regular exploration, but to be able to open it if we reach combat or other time it might be beneficial.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

See Slide 13, new overview map.

The heroes descend carefully down into the tunnels, which are tall enough to stand in, but not much more. Some appear to have been dug by tools as part of a network of crypts, and some with claws and teeth to connect places.

The heroes reach a 5-way intersection and make a sharp left, then another 4-way intersection and take the leftmost passage. This ends up being a loop, so they return and travel down the next most left passage. I've put yellow arrows to indicate unexplored passages.

A small chamber has a hole in the ceiling.

DC 18 Survival:
The hole will lead to an area near A6, Jacra's home.

Up ahead, the passageway is blocked with a cave-in. Red dot.

You can dig it out, which will take time and could be noisy, or you could explore other passages, or you can go up and see where in town you end up.


HP 51 | AC 21/23 | Fort +10; Ref +6; Will +8; | Perc +6 (DV) | Speed 25 |

Survival 1d20 ⇒ 13

"No point going up, may as well keep clearing tunnels"


Male Orc Animist 3 | HP 39/39 | AC 20 | F +8 R +8 W +10 | Perc +8 (+2 Init) darkvision | Stealth +8 | Speed 25ft | Focus 2/2 | Exploration: Search | Hero Points: 2

Survival, DC18: 1d20 + 8 ⇒ (6) + 8 = 14

Niaqun looks at the hole but makes not much of it so he follows the others ...

"I can send Pica to explore it ..."

Radiant Oath

Male Halfling Cleric (3) | HP 33/33 | AC 17 | Per: +11 F: +8 R: +7 W: +11 | Luck 1/1 | Focus 2/2 | Spell DC 19 Decep +8, Diplo +8, Med +11, Nature +9, Religion +9, Stealth +7, Undead Lore +5 | Special: Spirit Sense

Survival, DC18: 1d20 + 4 ⇒ (8) + 4 = 12

Lawric stands near the base of the cave-in, head tilted slightly as he studies the collapsed stone. He runs a gloved hand along the dirt wall, then lets it fall away.

"UP IS AWAY FROM THE SOURCE. WE SHOULD PRESS ON WITH THE CHALLENGE BEFORE US"

Clear tunnel


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

Galimus squints up at the hole in the ceiling and does some calculations.

Survival (Untrained Improvisation): 1d20 + 1 ⇒ (4) + 1 = 5

"Well, if worst comes to worst, we can just get out here. I'm pretty sure we're past the mudslide here," he says, confidently.

"Whatever is coming for us isn't coming that way," he says, pointing at the collapsed tunnel. "We can come back to that one after we finish checking the other tunnels."

Explore other passages is my vote.


(he/him) | March of the Dead | [url][/url] | Icons: ◆◇↺

Alright, we have 2 votes for clearing the tunnel, one vote for other passages, and one vote for sending Pica through the rubble to peek. Since they're not mutually exclusive, I'll send Pica through first, then we can roll to see if you can even remove the rubble.

Pica reports that, 20 feet ahead, there's an important-looking chamber. There's an altar in the middle, and several chambers off of the room holding prisoners - who are still alive!

Map on Slide 13 updated.

To remove the rubble, please make an Athletics check, or, if you have a creative solution, roll a relevant skill check (DC may be higher). If you'd like to be quiet, apply a -2 penalty to your roll. If you'd like to risk it, just go ahead and skip the penalty. Only 1 Success is necessary, so I'll resolve the rolls in decreasing modifier (not necessarily decreasing result).


Perc +5 |Low Light Vision, Darkvision | 25 feet | Spell DC 19 | Active Conditions: none Fleshwarp (Created) Oracle (Ancestors) 3rd HP 37/37 | AC: 19 | F +6 R +7 W +7

When it becomes evident that the group has decided to clear the collapsed tunnel, apparently the right choice given the fact that there are living people on the other side, Galimus simply looks expectantly at Thurgan.

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