GM Baerlie |
Sorry for the delay, tons of work and a sick husband :(
While Matsu and Tarra climb up the wall Rogar and Aimi get into the hall throught the door. Aimi feels that there is something wrong with some of the corpses and just in the moment she takes a closer look four of them rise and attack.
Ini Aimi: 1d20 + 3 ⇒ (8) + 3 = 11
Ini Matsu: 1d20 + 1 ⇒ (19) + 1 = 20
Ini Rogar: 1d20 + 2 ⇒ (17) + 2 = 19
Ini Tarra: 1d20 + 4 ⇒ (2) + 4 = 6
Zombie red: 1d20 + 0 ⇒ (2) + 0 = 2
Zombie blue: 1d20 + 0 ⇒ (7) + 0 = 7
Zombie green: 1d20 + 0 ⇒ (18) + 0 = 18
Zombie yellow: 1d20 + 0 ⇒ (5) + 0 = 5
Round 1
Matsu
Roar
Zombie green
Aimi
Zombie blue
Tarra
Zombie yellow
Zombie red
There are stairs on the other side of the wall, you can get down easily.
Rogar Valertis Alastoris |
Being wary from the beginning Rogar finds himself prepared as the corpses rise to a parody of life:"I don't know why, but everytime this kind of thing happens I cannot but feel a tad unsettled... doesn't corpses have the decency to stay where they belong???"
Power attack on the "yellow zombie", no penalty to Attack Roll due to furious focus
Attack Roll: 1d20 + 8 ⇒ (16) + 8 = 24
Damage Roll: 2d6 + 6 + 3 ⇒ (4, 5) + 6 + 3 = 18
Matsu Anfial |
Moving in the samurai gets down the barbican inviting the zombies to come closer, drawing his weapon. As he moves he using his SLA giving himself the outlook of an elf(+2Str)
GM Baerlie |
Matsu gets down the stairs and changes his appearenc to an elf.
The zombie in the center of the three moves towards Rogar. staggered, only move or attack
Aimi sings a song and inspires the party while she draws a wand out of her sleeve.
Another zombie starts to move against Rogar.
Tarra shoots an arrow at the zombie. The arrow hits it's target, but piercing a zombie seems not to be very effective. DR5
The zombie in the western corner also gets closer to Rogar.
Round 2
Matsu
Rogar
Zombie green
Aimi
Zombie blue
Tarra
Zombie red
Rogar Valertis Alastoris |
As the other zombie approaches Rogar slashes at it, a vicious grin on his face:"Sparing me the effort of getting you? How very kind of you!"
Attack roll: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage roll: 2d6 + 6 + 3 + 1 ⇒ (6, 2) + 6 + 3 + 1 = 18
Power attack against zombie "green"
Rogar Valertis Alastoris |
Rogar sheates his sword and laughs:"Well, that was fun! Now what? Shall we sheck this courtyard out?"
Perception check: 1d20 + 1 ⇒ (9) + 1 = 10
Rogar Valertis Alastoris |
Rogar moves towards the first door on his left and opens it... cautiously, sword ready in hand:"Knock-knock... anybody's home?" he mutters before entering
opening the door in front of Rogar (on the map) sword unsheated
GM Baerlie |
This modest brick building provided housing for a caravan’s beasts when the fortress was active. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall.
Rogar Valertis Alastoris |
perception check: 1d20 + 1 ⇒ (19) + 1 = 20
"So... What do we have here?" says Rogar as he looks inside the room
Rogar Valertis Alastoris |
Rogar scratches his head:"Seems like there's nothing interesting inside here. Let's try another door"
GM Baerlie |
This room served at times as a smithy and at other times as a storage facility over the course of the fortress’s occupation. The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms, and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates are all that remain of a barricade erected by a few travelers to keep out the Emerald Sage’s evil.
Most of the contents of this room are spoiled and worthless, though you find two sealed vessels full of salt crystals.
Rogar Valertis Alastoris |
After making sure there's nothing worth having in the old stable, Rogar enters the nearby room and starts searching again.
Taking 20 on a perception roll searching for treasure for a total of 21
GM Baerlie |
The two vessels of salt crystals are an application of silver weapon blanch and ghost salt*.
exotic minerals mixed with an infusion crafted from the
ectoplasmic remains of destroyed incorporeal undead. When
rubbed onto a weapon that is then placed over a hot flame
for a full round, ghost salt melts and forms a temporary
coating on the weapon. The blanching gives the weapon
the ability to do full damage to incorporeal creatures, even
if the weapon itself is nonmagical. An application of ghost
salt remains effective until the weapon makes a successful
attack. Each dose of weapon blanch can coat one weapon
or up to 10 pieces of ammunition. Only one kind of weapon
blanch can be on a weapon at one time.
This item originally appeared in Pathfinder Campaign
Setting: Pathfinder Society Field Guide.
GM Baerlie |
The remaining unopened door is the double door to the east. A few steps lead up to this door. Matsu opens the doors and steps into the room beyond.
A profound quiet has settled over this timeworn hall. Elegant stone columns line the passage, and hieroglyphics and colorful art depict scenes from a distant age. A small wooden door stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.
GM Baerlie |
Aimi picks up the wayfinder. It seems to be a genuine wayfinder presented by the Society to it's agents, but it's broken. The inside is engraved with a scarab and an inscription that reads "Congratulations, Asha. —V.L.". Near the dead body is a crushed backpack.
The art on the walls is decorative, with fanciful depictions of a royal barge sailing on the River Sphinx.
Rogar Valertis Alastoris |
Rogar picks up the salts and follows the others, when he notices what Aimi picked up he asks"So... what did you find? Any clue to what transpired inside here?"
Tarra Spindlethorn |
perception: 1d20 + 7 ⇒ (16) + 7 = 23
"Hey. Each of these Pharoah types has a set of gems on their headgear. An emerald, ruby and a topaz."
Tarra notices and alerts the others as she approaches Aimi.
"A wayfinder Huh? Cool. What's in the pack? "
Rogar Valertis Alastoris |
Rogar listens to Tarra's explanation, and then smirks:"Considering we are searching for an emeral sage I guess that's a pretty big hint we are on the right trail... Let's not waste any more time... I wonder what't hidden behind that door..."
Move up to the door in fron of the group and open it, sword in hand
GM Baerlie |
Tarra opens the backpack. Unfortunately almost everything is crushed, but a steel canister containing an oil and a stone have survived.
Rogar opens the door to another room. It seems to be a storage room, but the contents are destroyed.
This storage space housed food and supplies for the fortress. The walls, floor, and ceiling are charred, and the burnt remnants of a few splintered boxes and barrels and a handful of corpses are scattered to the edges of the room.
At least part of the damage is the result of a fireball spell.
Rogar Valertis Alastoris |
Perception check: 1d20 + 1 ⇒ (2) + 1 = 3
Rogar explores the room wary of his surroundings
Actually "oblivious" to his sorroundings was a better term XD