DM B's PFS PbP The Labyrinth of Hungry Ghosts High (Inactive)

Game Master Beckett

Low Tier Play.

A Pathfinder Society Scenario designed for levels 3–7.
Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.
This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters".

Having ventured past the Hall of the Flesh Eaters, the group of Pathfinders have discovered only one of the remaining Pathfinders from the team before them they where sent in to look for. Jaohd Ilzinian, the leader and a Taldan paladin of Shelyn, deprived of his memory and weapons, his powers expended joins you as you explore further into the maze.

INIT:

[spoiler=Init Rolls]
[dice=Bennybeck]1d20+3[/dice]
[dice=Bernard]1d20+6[/dice] +4 with no Grit
[dice=Ellismus]1d20+2[/dice]
[dice=Omar]1d20++4[/dice]
[dice=Thorill]1d20+2[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-->> MAP <<--


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Open for Dotting. Please Only dot at this point.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

.


.

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

Dot.

Silver Crusade

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (4d6+12) Fort +5, Ref +4, Will +6

dot dot dot

Dark Archive

Shades of Ice GM Evil's Signup Sheet

Dot. Will make a profile for the Inquisitor Pregen when I know what level we are playing.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Dot

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

If you have not already, please go to the Discussion thread and post your Chronicle Sheet/Reporting Info BEFORE posting here.

The Labyrinth of Hungry Ghosts

On the Grinning Pixie’s deck, Venture-Captain Calisro Benarry stands defiantly amid the howling wind and driving rain. The powerfully built half-orc’s voice carries over the storm. “There!” she yells, pointing to the northwest. “We’ve reached the Gloomspires.” As if on cue, numerous impossibly narrow fingers of black rock suddenly appear in the distance. The unnatural structures exude a sensation of unnatural and profound dread. Benarry laughs deeply as the sensation descends.

Turning to those of you that have had a recent history with the location, she turns and adds, “I bet you’re glad to be back to these gods-accursed spires! I sent in another team to continue the good work you started, and things didn’t go so well. You’re the closest thing to an expert on this rock we have, so I’m trusting you to bring the team through this mission safely.”

She leans in closer. “Let’s review some of the details of your mission.” Her eyebrows furrow. “Two months ago, I sent another team of Pathfinders to Old Sevenfingers’s tomb aboard a Thuvian caravel called the Pride of Aspenthar. The Pride and the Pathfinders never returned to Drenchport. Divinations confirmed that the ship was lost. It apparently sank after transporting the Pathfinders to the tomb, but no Pathfinders were on board. I sent the team into the second level of the tomb, a place called the Labyrinth of Hungry Ghosts. I put a veteran explorer named Jaohd Ilzinian in charge of the team. He’s a paladin of Shelyn known for his skill at fighting against things that should be dead."

“Ilzinian’s team carried the Orb of Stars with them. It’s a powerful magic item that freezes the Gloomspires in place so they can be explored safely. As you can see,” she says, gesturing to the spires, “the orb isn’t working. In the last few minutes, those columns have shifted twice. Without the orb, the spires only stand still on the solstice.”
Benarry allows her words to sink in before continuing. “The solstice begins in a few hours, so you’ll be able to make your way to the tomb just fine. I need you to climb up to Sevenfingers’s tomb, find out what happened to the Pathfinders, and recover the Orb of Stars. Also, I let Jaohd borrow Old Flotsam, my folding boat. She’s precious to me, and I’d really like her back.”

A sudden flash of lighting and the roar of distant thunder punctuate the captain’s words, and she smirks. ”Sounds simple enough, don’t it? The spires will stay in place for three days. If you find the orb, you’ll get two weeks. If you stay longer than that, you lubbers might run into trouble sailing back out. I’ll circle the Pixie around the spires for three weeks just in case. Any questions before you jump in the rowboat?”

Know Arcana (#1) or History (#1) DC 15:
The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. The Gloomspires are hollow and contain many chambers and passages, all of which are believed to be cursed, monster-infested, or both.

Know Arcana (#1) or History (#1) DC 20:
Since the time of the Ghol-Gan Empire, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings. Of these, Sevenfingers’s tomb is the most well known.

Know Arcana (#1) or History (#1) DC 25:
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and plane-traveling magic very difficult, though summoning spells tend to function normally.

Know Arcana (#1) or History (#1) DC 30:
A humanoid race of powerful sorcerers called the Makers constructed the Gloomspires during the Age of Serpents. The Makers are believed to have escaped enslavement in a nightmarish realm and fled to Golarion.

------

Know Arcana (#2), History (#2), or Local DC 15:
Sempet Sevenfingers was a legendary pirate who was active in the region 300 years ago.

Know Arcana (#2), History (#2), or Local DC 20:
From his dreaded flagship, the Voracious, Sevenfingers commanded a small fleet of pirate ships. His practice of using kuru cannibals to augment his boarding parties inspired fear and hatred across the Shackles.

Know Arcana (#2), History (#2), or Local DC 25:
Sevenfingers was a powerful wizard who dabbled in necromancy and communed with evil outsiders, entities from the Dark Tapestry, and other beings from unspeakable realms beyond Golarion.

Know Arcana (#2), History (#2), or Local DC 30:
Sevenfingers had dealings with the denizens of Leng. His flagship, the Voracious, was actually a black ship of Leng, gifted to Sevenfingers by his dreadful allies.

In addition to any questions you might have for the Venture-Captain <who totally stole my Venture-Captain's idea>, please take a moment to both introduce and describe your character.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

The Halfling walks in with a silent entrance, a brand new and shiny long spear on his back. Though he seems friendly enough though. He has some nice armor and a heavy looking cloak. His eyes dart around and he takes a place near the venture captain and introduces himself to the group My name is Bennybeck. he says as he offers his small hand out to shake,

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Know Local 1d20 + 7 ⇒ (7) + 7 = 14 #1
Know Local 1d20 + 7 ⇒ (16) + 7 = 23 #2
nodding his head at the VC's information he thinks back to see if he knows or has heard rumors about such things.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

@ Ellismus:
I just wanted to take a moment and explain a bit how this works. The Spoilers above are Skill Checks that everyone can attempt to make. I wanted to try something a bit new this time with the formatting, but I don't think I like it as it seems more confusing. Anyway, essentially there are two different checks you can make.
#1 allows for a Know Arcana and/or Know History check.
#2 allows for any of Know Arcana, History, and/or Local.
Assuming you have Know Arcana, Know History, and also Know Local, you could attempt up to five rolls here to see if your character knows anything.
-
The assumption is that if you rolled high enough to beat a DC 25, for example, you can open that spoiler, and everything above it for additional information, lore, or possibly hints.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Thanks for your patience DM Beckett! The advice is greatly appreciated! Please PM me if I'm slowing the game down or if I'm otherwise doing something wrong or out of turn. Thanks!

Know Arcana: 1d20 + 12 ⇒ (11) + 12 = 23
Know Arcana: 1d20 + 12 ⇒ (19) + 12 = 31

Well met, Mister Bennybeck Ellismus shakes Bennybeck's extended hand My name is Ellismus... El for short. I wonder why the Grand Lodge selected me for this mission. I am specialized in alchemical... explosions... but closed spaces such as these sometimes... require a delicate touch. Ellismus extends his cloak to display a fine set of masterwork thieve's tools Albeit no expert in 'those' arts, I can lend a hand when the main man is in a pickle... Ellismus smiles in an attempt to be friendly, but it looks a bit creepy instead...

Ellismus turns to the others and shares all his knowledge on the Gloomspires and Sevenfingers Nasty business, this Sevenfingers was into. Why in Brigh's logic would someone seek such troublesome partners. Better to reinvent the wheel from scratch rather than poke the bear to buy the existing square model! Ellismus seems proud of that one, unaware that it's not remotely funny. He smiles creepily again.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Beckett is a great DM!

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

A half-elf garbed in adventuring gear, or fresh oil on his weapons, strides in, ready for the briefing.

"I am Omar Posada, Skald and Society initiate reporting. I was recently in the Gloomspires...infact on the mission to find glory and old Sevenfingers himself. Lots of unliving in that tomb. But our team survived.

Omar nods to each of the others in greeting before continuing.

He tries to recall any bardic stories or songs from the past that may shed some light on the present.

bardic kn:history#1: 1d20 + 1 ⇒ (7) + 1 = 8
bardic kn:history#2: 1d20 + 1 ⇒ (7) + 1 = 8

Odd, I remember an old limerick...funny, but no help here.
How about arcane?

bardic kn:arcana#1: 1d20 + 1 ⇒ (6) + 1 = 7
bardic kn:arcana#2: 1d20 + 1 ⇒ (6) + 1 = 7

Ok, that is just creepy...Old Sevenfingers is already playing games from beyond the grave!

What are the odds! lol

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

...get rid of those dice! LOL

Ellismus openly marvels at the halfling's and half-elf's swagger and clear, professional voices ...Ahem! unliving you say? what foulery are we to expect in these dreaded Gloomspires? you've been there?! describe it all Sir!

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

@GM, how much can Omar share of our last mission? Can he share his final journal entry with the party? I think he is the sole member of that group on this table...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Omar Posada wrote:
What are the odds! lol

With the "aid" of someone be forced to reroll and take the lowest, I have seen an entire table roll 1's for Init. Granted, it was the Paizo die Roller, but still. :P

Ellismus the Blue wrote:
...get rid of those dice! LOL

Oh come on now. . . I have a few Save or <Party> dies comin' up. Let's not be too hasty. They, um, just need a chance to, um, warm up, yah, that's it.

Omar Posada wrote:
@GM, how much can Omar share of our last mission? Can he share his final journal entry with the party? I think he is the sole member of that group on this table...

As long at you do it "in character, you can share the entire thing. That being said, I think everyone, or almost everyone has played it before, if not with this character. Or am I misunderstanding what you mean?

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water

Bernard is a halfling about 3ft.-tall, that has a one-eye eyeglass, brown hair with some dreadlocks and uses a corsair-like clothes, and it seems that he's feeling in home at Grinning Pixie.

"Hey, guys. I'm Bernard Nimblefeet", he takes off his hat to greet them.

"So, V. C. Benarry, can you tell us more about the Gloomspires? Besides the undeads, what more we should expect from it? And the lost Pathfinders, how many were them? Were they all veterans, or only Jaohd Ilzinian?"

Dark Archive

male Ulfen Knifemaster 4 Perc. +8 AC 18 (T 14 FF 14) HP 44 CMD 25 CMB 8 FORT +6 REF +4 (+6 while raging) WIL +3 (+2 vs. mind affecting +2 while raging)

Kn. Local1d20 + 5 ⇒ (9) + 5 = 14

The odds for that happening are 1:160000 so you're actually quite special as of this day...

Sven enjoyed being back at sea, even if the destination of their travels was Gloomy an Ulfen would never regret entering a ship and as such the wiry man had been upper deck almost day and night aiding the sailors in their daily struggles.

This one wasn't a Pathfinder for academic studies and archives, no he lived for exploration and adventure and distraction from the tales of the past that haunted his dreams every night.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Ellismus nods to the two newcomers, and turns to V.C. Benarry to hear her reply to Bernard's question.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Well, Ellismus...here is the short version of the story

Omar relates the prior mission.

Our intrepid mission started simple enough aboard the Grinning Pixie in a storm, Venture- Captain Calisro Benarry expounded upon our search of the Gloomspires for the treasure or lore of old Sevenfingers.
As we found the base of the tomb, there was a possessed band of berzerkers bearing a strangely inanimate kin with them. They seemed mad, and we were forced to put them down.

Descending into the tomb itself, more ghastly undead crawled the place over and we finally cornered the old ghast in his lair. With stout blade and strong hearts we made short work of the villain. Finding a chest nearby

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

I am so tired of fighting the undead. I just got done taking out some skelingtons and the time before that there were ghouls and ghasts. Not fun at all/ he says with a frown.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Bah! Sven and Omar are two big lads... and Bernard and I will provide the artillery. Assist the big lads when needed but otherwise just 'let them do the talking!' bwahahaha! Keep your fingers nimble for traps and locked doors I say!


Female Shadar Kai Monk (Way of the Shadow) 1 | HP: 17 | AC: 15 | Ki: 2 | Staff: +5, 1d8+3 Unarmed Strike: +5, 1d4+3 | Deception: 3 Insight: 4 Perception: 4 Persuasion: 3 Stealth: 5 Thieve's Tools: 5

Imrijka strides into the room, dropping her pack to the floor and leaning her bow against the wall.
I am Imrijka, of Pharasma. I was told of the previous expedition, and the undead they encountered. I am here to bring the fire of Pharasma to the unholy blight and restore the balance of life and death to this tomb. Well met.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Clerics are usually good friends to have says Benny as he gives Imrikja a high 5.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Bernard Nimblefeet wrote:
"So, V. C. Benarry, can you tell us more about the Gloomspires? Besides the undeads, what more we should expect from it? And the lost Pathfinders, how many were them? Were they all veterans, or only Jaohd Ilzinian?"

“They’re a cluster of columns that rises out of the sea, about a hundred miles west of the Eye of Abendego. The columns are 500 feet tall and all look the same on the outside. On the inside, they’re hollow and full of chambers and passages, which they say are home to monsters, traps, and worse. Some say there are twenty columns, others say fifty. The fog never blows away, so it’s damn near impossible to count them properly.”

“An ancient race of powerful sorcerers called the Makers built the place. Supposedly they fled to our world in prehistoric times, escaping slavery to someone even more powerful. The Makers either died out or moved on before the Ghol-Gani cyclopes rose to power thousands of years ago.”

“Jaohd is a Taldan paladin who worships Shelyn. He’s tall and scrawny, with gray eyes and red hair. He joined the Society thirteen years ago and become an expert on spirits and haunts. His longsword, a fine blade he calls Ether’s Kiss, can hurt creatures with no real body of their own. Jaohd went into the Gloomspires with four other agents: the Taldan twins Alrasus and Naphinia, known for their quick fingers and quicker wits; Zumek, a Kellid warrior who could wrestle a crocodile and win; and Yetisiel, an elf with the power of storms in her blood.”

With no further questions, the VC sends you on your way with her best wishes.

Before heading out, Benarry gives you two pouches of grave salt as well as a wand of ghostbane dirge wrapped in a shroud, hoping it might help you in your mission.

"A mystic old sea dog performed a ritual to connect it to the wand. He said it should make the magic item more effective in the Gloomspires, as long as you don’t unwrap it. You let me know if he was trying to pull something on me, and I’ll go get my coin back.”

Your trip to the Gloomspires, a return home for some of you goes uneventful. The Gloomspires themselves, seen from a distance rise as massive stone towers from the sea itself, though they are covered in a dense, wind-resistant fog reminds you of it's treachery.

Climbing the narrow, winding steps to the top of Sevenfinger’s tomb takes 2 hours. The tomb’s summit is covered with thick tropical foliage, most reaching the height of 30 to 40 feet, a trek some of you remember all too well.

A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. To the south is the edge of the column, and a sheer 500-foot drop.

Strange, wind-resistant fog permanently envelops the Gloomspires. This behaves in many ways like fog cloud with the following exceptions. Creatures within 15 to 20 feet from an observer have concealment, and creatures farther away have total concealment. The Gloomspires are massive enough that a creature can discern their vague outlines from up to 500 feet away.

Perception or Survival DC 15:
Once again, it seems, you spot number of humanoid boot prints crossing through the clearing and can track the prints to the south.

Anyone casting any spells or anything at this point?

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar peers ahead, trying to pierce the fog but having no luck (and no other preparatory spells etc).

perception: 1d20 + 6 ⇒ (8) + 6 = 14

I cannot make out anything of note in this cloaking mist.

Omar draws his bow and has it ready, in the event anything is seen at range.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Ellismus activates his Mutagen (+4 dex) and joins the ranks of the halflings by drinking a Reduce Person extract (his ioun torch is already floating around his noggin')

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

perception 1d20 + 9 ⇒ (16) + 9 = 25

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Looks like there is other people around from these 'prints says the Halfling. Do you want me to sneak up ahead and see what I see?

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar smiles down on the halfling.

Well Benny, that is a brave offer. It all depends on how good you are at sneaking. We do not want you to get cut off from the rest of us, nor put into danger needlessly.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Ellismus, lowers himself to look at the tracks to try to determine how many creatures the party is dealing with.
Survival: 1d20 + 10 ⇒ (3) + 10 = 13

Benny, I agree with Omar. You can camouflage yourself in the bushes, but stay close to the big lads so you can have their backs. I'll go check things out...

Ellismus quaffs an invisibility extract and sneaks forward up the path...
Stealth with Reduce Person, Dex Mutagen, Invisibility: 1d20 + 29 ⇒ (3) + 29 = 32

As he moves forward, invisible, Ellismus pulls his ioun stone out of orbit and puts it in his pocket, then draws his longbow and notches an arrow to the string... his third arm comes out of his blue robes, unseen by all at this point, and draws a wand of cure light wounds from Ellismus' belt, before retreating into the folds of his robe... putting the wand against the alchemist's skin in a protective subconscious manner.

Dark Archive

male Ulfen Knifemaster 4 Perc. +8 AC 18 (T 14 FF 14) HP 44 CMD 25 CMB 8 FORT +6 REF +4 (+6 while raging) WIL +3 (+2 vs. mind affecting +2 while raging)

A devot follower of Pharasma himself Sven is stoked by the presence of a fellow devotee.

There is only one reason that the dead walk the earth. That those of righteous spirit guide their souls back to rest!

Sven promclaims. You two lead the way and let us no of any daner my daggers are not far wherever you are. With that he lowers an eyepatch to adjust his aim.

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water
DM Beckett wrote:
Anyone casting any spells or anything at this point?

@DM Beckett Bernard will always use his wand of gravity bow with use magic device skill, before enter in any suspicious passage or room. Since the spell's duration is 1-min., please allow me to know when it is close to end. Bernard will try to activate his wand as many time as he need before cross any danger place, so I won't roll the use magic device, only spend the wand's charge, to save time, unless you require me to do, ok?

Benny wrote:
Looks like there is other people around from these 'prints

"Yes, I can see it too", the halfling points at the humanoid boot prints' direction. "Seems they're going south."

perception: 1d20 + 10 ⇒ (9) + 10 = 19

"I'll cover your back, guys", Bernard told to Benny and Ellismus, with his crossbow in hands.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

[Invisible, Stealth 32] Ellismus moves forward and takes the left side path (Double move; Stealth at half-speed; 15'+15'=30' move total - see map).

Ellismus looks back to see what Benny is doing... Perception: 1d20 + 7 ⇒ (16) + 7 = 23 hoping he'll stay close to the warriors.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I will not be able to update until i get home, but can I get a Stealth check from everyone (who has not) in case you want to sneak up.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

1d20 + 10 ⇒ (13) + 10 = 23

Sneaky sneaky

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Ellismus smiles and thinks to himself, "Not bad Benny, but I can still see you! hehehe".

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water

Bernard follows Ellismus and Benny, covering their back.

Stealth: 1d20 + 10 ⇒ (20) + 10 = 30

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

We are pretty sneaky!

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

@Benny+Bern: are you both following El to the left or continuing down the main trail? (not clear based on your map location now...) Since El started close to you two, I'm guessing you could get a sense of where he went, although his footfalls appear pretty quiet with a Stealth of 32... :P

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

He would be in the alchemist.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Though the jungle canopy over this clearing is exceptionally thick, a small campfire set in its center illuminates the area significantly. The clearing contains a makeshift camp, with a handful of improvised beds made from old sails and numerous stools and tables scavenged and repurposed from flotsam.

Suddenly, as you begin making your way to the south your hear an enraged female scream, "I'm sick of this. Tell us where it is or I'll have 'em cut off your toes and feed them to you."

Emerging around a bend in the jungle canopy path, you stumble up a quartet of sailors holding down a scarred man. He is blindfolded, and very near the campfire, with both hands and feet bound.

One of the sailors, or perhaps pirates is a Half-Orc woman that seems to know how to handle herself, and seems to be the one giving orders.

SEE DISCUSSION THREAD

Init Rolls:

Bennybeck: 1d20 + 3 ⇒ (17) + 3 = 20
Bernard: 1d20 + 6 ⇒ (14) + 6 = 20
Ellismus: 1d20 + 2 ⇒ (8) + 2 = 10
Imrijka: 1d20 + 6 ⇒ (12) + 6 = 18
Omar: 1d20 + 4 ⇒ (2) + 4 = 6
Sven: 1d20 + 4 ⇒ (2) + 4 = 6
...
Half Orc: 1d20 + 4 ⇒ (16) + 4 = 20
Sailor 1: 1d20 + 3 ⇒ (20) + 3 = 23
Sailor 2: 1d20 + 3 ⇒ (7) + 3 = 10
Sailor 3: 1d20 + 3 ⇒ (11) + 3 = 14
...
rerolls for order only
omar: 1d20 + 4 ⇒ (7) + 4 = 11
sven: 1d20 + 4 ⇒ (20) + 4 = 24

As you stumble upon the area <of the current map> and hear the screamed threat, some of you are not as hidden or silent as you might think, and two of the figures partially obscured by the thick, unnatural fog hear your group coming, whipping about and alerting the others. Only Ellismus and Bernard where undetected once the alert goes out.

One of the sailors immediately draws a crossbow as she steps out from around the jungle's brush, leveling it at the obscured figure that seems the most threatening, but does not outright fire, . . . yet.

Right now, I'm going to say that any buffs with 10 mins or longer can be up, starting when you found the trail a few minutes ago. Anything less than 10 minute duration is either expired by now or not up.

ROUND 1

Sailor ORANGE (readied crossbow vs Omar)
Bernard (stealthed like a ninja)
Half-Orc RED (FF'd)
Benny (FF'd)
Imrijka (FF'd)
Sailor PURPLE (FF'd)
Sailor BLUE (FF'd)
Ellismus (invis, FF'd)
Sven (FF'd)
Omar (FF'd)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also keep in mind that due to the thick fog, you can make out vague forms up to 500ft away.
Targets between:
* 0ft and 15ft you can make out with enough detail that there is no combat concealment.
* 15ft and 20ft have 20% miss chance (a 01-20 on a d100)
* 20ft or more have 50% miss chance (a 01-50 on a d100).

Additionally, the dense jungle (the trees on the map) can be moved through, but is considered difficult terrain. This does also prevent charging through it.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +7; Senses: Arcane Sight, Trapfinding, Darkvision 60 ft., Perception +17, AC 32/ touch 19/ ff 25 CMD 22; hp 67/67+DR 5/- (abl.bar40pts); F+13, R+18, W+9; Speed 30 ft., Fly 60 ft.; Bombs 15/15; Enhance Potion 3/7; Wings 8/8 Active Buffs: Dex Mutagen, Haste, Aram Zey's focus, arcane sight, resist acid 20, darkvision, see invisibility, ablative barrier, endure elements, heroism, heightened awareness, reduced person, cat's grace; antitoxin/antiplague

Sorry for getting ahead of myself, and thank you for providing the guideline about the 10min+ effects.

On his turn Ellismus will quaff an extract of reduce person and move stealthily one square south (cost: 2 squares / stealth) and one diagonal square southeast into the green bush (cost 4 squares / stealth + difficult).
Stealth: 1d20 + 29 ⇒ (2) + 29 = 31

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

The Halfling will not post until his turn to see where people are.

Dark Archive

male Ulfen Knifemaster 4 Perc. +8 AC 18 (T 14 FF 14) HP 44 CMD 25 CMB 8 FORT +6 REF +4 (+6 while raging) WIL +3 (+2 vs. mind affecting +2 while raging)

Sven looks non threatening as he shows his empty hands and smiles reassuringly to the fellow sailor.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar stops, with bow still in hand, and waits to see what all his fellows do.

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water

Bernard will delay to act after the Half-Orc RED and before Benny.

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