Sesska |
Sesska once again attempts a double dagger assault on [red]!
TWF, Dagger, Flank: 1d20 + 4 - 2 + 2 ⇒ (6) + 4 - 2 + 2 = 10
Dmg, Sneak Attack: 1d4 + 1d6 ⇒ (3) + (2) = 5
TWF, Dagger, Flank: 1d20 + 4 - 2 + 2 ⇒ (5) + 4 - 2 + 2 = 9
Dmg, Sneak Attack: 1d4 + 1d6 ⇒ (2) + (6) = 8
...and once again critically injures the air in front of her.
Zinnia Hardbottle |
"Well, with just one wolf left, I imagine our victory is virtually assured!" Zinnia exults, as she starts to swing her whip around wildly.
It is not at all clear just what she intends to accomplish brandishing the weapon in such haphazard fashion, though she does manage to demonstrate some amount of dexterous control over the long leather cord. It snaps all around the single remaining wolf, but never seems to quite make contact.
"It is a commonly used phrase -- the so-called 'lone wolf -- but in actuality the phenomenon is quite rare. In the wilds of nature a 'lone wolf' is soon to become a dead wolf."
Free: bardic performance, +1 AC & saves
Standard: Aid Another, +5 to Horus' next attack roll vs. red wolf
Aid Another: 1d20 + 4 ⇒ (20) + 4 = 24
EDIT: Success! Horus gets +5 on next attack roll vs. red wolf
Pioni Pintapple |
"Thanks Doc!"
Pioni pulls herself to her feet.
Sethran-GM |
With a mighty swing Horus fells the Wolf with a roar of effort, breaking bones and tearing sinew. Clearing the Wolve's fallen bodies from your camp so as to not attract more predators, you settle down for the night, your good doctor and Horus easily channelling the prayers of their gods to seal your wounds before you rest.
With two clerics they have plenty of channels to heal you over night, so no need to spend wand charges etc.
The night passes uneventfully, if you keep watches you can hear the sounds of the wildlife rustling through the forest beyond but nothing approaches you this night. Awaking refreshed annd sharing your supplies for a hearty breakfast you saddle the cart and move on.
Looking at your map, it tells you that there is a Lake nearby which would be perfect to re-fill your waterskins. Sure enough, after a short distance you see the shores of a lake ahead. The trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water. Upon closer inspection, the dark form is in fact a body with a nasty bite mark in it!
Horus Neter-iry |
Perception: 1d20 + 1 ⇒ (11) + 1 = 12.
Knowledge(Local): 1d20 + 0 ⇒ (14) + 0 = 14.
Heal: 1d20 + 1 ⇒ (4) + 1 = 5.
"Huh. What was a foreigner doing out this far, and alone? Surely he must have been part of a larger group - he has no survival gear upon him. That said...", Horus pulls out the man's well made short sword. "Can anyone put this to good use...?"
Helm Akodo |
Helm kneels and examines the corpse, but can't make anything else out.
"I am a foreigner in this land. Should I fall in battle some might wonder why I was here," he responds. "We should give him an honorable burial, though."
heal: 1d20 ⇒ 11
Dr. Rygel |
perception: 1d20 + 3 ⇒ (7) + 3 = 10
k.local: 1d20 + 1 ⇒ (20) + 1 = 21(untrained)
heal: 1d20 + 7 ⇒ (6) + 7 = 13
"Perhaps these parts are simply hostile to foreigners? That would seem to include ourselves. "
"We should get a move on, before anything else nasty shows its face".
Sethran-GM |
Whilst not from Kassen he is not a foreigner The City he is from is the Capital of Nirmathas which is the nation Kassen is in ^^
Gathering the few belongings of the odd corpse on the Lake shore, you spend a few moments re-filling your water skins before pressing on towards the Crypt, determined to make haste before you suffer the same fate of the unknown traveller. Your Journey the rest of the way takes around 3 more hours to reach the Crypt.
The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous. Your map names this valley as Serpent's Gorge and marks that the Crypt is at the bottom.
You are going to need three Acrobatics Checks to make it down the slope, you cannot take 10 due to the treacherous terran
Tying off ropes to help navigate the hill gives another +2 equipment bonus to the check (this does not stack with the bonus from a climber’s kit).
Pioni Pintapple |
"I'm happy to go first. Should we knot a few ropes together to help or just get on with it? Do we have enough rope?"
Dr. Rygel |
"Let's take it slow, eh? Much as I'd like to be tethered to you gorgeous gals, I didn't bring any rope with me. "
check 1: 1d20 + 2 ⇒ (7) + 2 = 9
check 2: 1d20 + 2 ⇒ (13) + 2 = 15
check 3: 1d20 + 2 ⇒ (17) + 2 = 19
Stumbling a little at the start, the grippli then begins to recall his upbringing in the swamp and uses the rain to his advantage, sliding smoothly to the bottom.
Sesska |
"I have rope, and like Death itself, am used to being patient."
Acrobatics#1: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27
Acrobatics#2: 1d20 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18
Acrobatics#3: 1d20 + 8 + 2 + 2 ⇒ (13) + 8 + 2 + 2 = 25
Gotta love the rules text of this module. It was the first one written after transitioning from 3.5, so it has a few quirks from the modern Pathfinder rules.
Pioni Pintapple |
"Fair enough!"
Acrobatics 1: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12,2: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 ,3: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Helm Akodo |
Helm removes his armor before trying to descend, lowering it carefully with a rope.
He starts strong, but then loses his footing part-way down.
acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22
acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
Sethran-GM |
Rygel, Sesska and Pionii have no trouble in slowly snaking their way down the slope, with Sesska holding on to a rope whilst the Good Dctor seems to climb nimbly and Pioni takes it at a controlled run.
Horus begins well, but by the time they are two thirds of the way, the rain here has made grip difficult and he loses control. He slides uncontollably the rest of the way, falling flat to his back and travelling across jagged rocks and through brambles.
Reflex: 1d20 ⇒ 13 Damage: 1d6 ⇒ 6
Helm also starts remarkably well, but his own confidence proves to be his down fall as he immediately slips and tries to regain his footing. He too is taken from his feet and slides far down the hill, finding his skin torn by thorns and jagged stones.
Reflex: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d6 ⇒ 6
Horus - 4/10
Helm 16/20
Dr. Rygel |
"Mind those rocks, will you? They're sharp, clearly meant to keep folk out. I get the feeling the land doesn't feel too fondly of us..."
Though sighing and complining, the Doctor does his job, taking out the little carving in his pocket and muttering a prayer. Channel energy: 1d6 + 1 ⇒ (2) + 1 = 3(healing both of them until they are at full health).
channel 2: 1d6 + 1 ⇒ (5) + 1 = 6
Sethran-GM |
Doffing her cumbersome armour, Zinnia takes it slow down the steep slope, remembering the rope gifted by the village Mayor she tethers that too. Slipping almost immediately she manages to grab hold of the rope to slow her descent, though it causes some rope burn.
Acro: 1d20 + 7 ⇒ (1) + 7 = 8
Acro: 1d20 + 7 ⇒ (19) + 7 = 26
Acro: 1d20 + 7 ⇒ (12) + 7 = 19
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
With all of you down the Slope, you take a moment to don armour and heal your wounds. Staring up at the building ahead you spy An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle.
Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
Sesska |
Heal: 1d20 + 1 ⇒ (10) + 1 = 11
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Not including +1 Perception vs Traps
"The animals met with my Lady two days ago. Which begs the question as to what happened to their riders. These wounds weren't caused by orcs or bandits. There is even a pack with supplies here."
Pioni Pintapple |
Perception: 1d20 ⇒ 3
"Anything we can use?" We can always repay the riders if we catch up with them before whatever's doing the killing."
Dr. Rygel |
perception: 1d20 + 3 ⇒ (6) + 3 = 9
"Ah, we should have grilled that mayor! He would have known who else might come here!"
"My guess is that whatever killed these poor beasts also slew the riders. Perhaps they are still inside?" He glares at the door, so ominouus is the opening.
"Everyone, stay alert!" He draws his crossbow, and gives the carving in his pocket a tap to make sure it is safe.
Sethran-GM |
With shoulders pressed against them and a bit of fforcing, you are able to get the heavy stone doors to slowly slide open. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
Unless mentioned otherwise, the crypt is unlit. Ceilings are 15 feet high and all the surfaces are made of stone. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters. This artwork is still in relatively good condition, although water damage and lichen have taken their toll. The stench of mold and rot hangs heavy in the air.
As you look on in horror, six of the decrepit skeletons get to their feet and turn to regard you with the flame of unlife in their eyes.
Zinnia: 1d20 + 3 ⇒ (20) + 3 = 23
Sesska: 1d20 + 4 ⇒ (2) + 4 = 6
Pioni: 1d20 + 3 ⇒ (4) + 3 = 7
Rygel: 1d20 + 2 ⇒ (18) + 2 = 20
Helm: 1d20 + 2 ⇒ (13) + 2 = 15
Horus: 1d20 + 2 ⇒ (4) + 2 = 6
Skeleton 1(B,R,Pu): 1d20 + 6 ⇒ (10) + 6 = 16
Skeleton 1(G,Y,Pi): 1d20 + 6 ⇒ (4) + 6 = 10
Combat! Bold Are Up Round 1 - Bonuses: +1 AC and Saves
Zinnia
Rygel
Skeleton 1
Helm
Skeleton 2
Pioni
Sesska
Horus
Zinnia once more begins to run off with a lot of interesting facts regarding the creatures before you. Informing you of their traditional attack patterns, you feel better placed to avoid them!
Dr. Rygel |
religion: 1d20 + 5 ⇒ (14) + 5 = 19
3 q's: resistances, vulnerabilities, special attacks?
Rygel immediately whips out his holy symbol (the little wooden carving), and proceeds to pray for help from Sivanah.
channel energy: 1d6 ⇒ 5 Will save DC 13 for half
Sethran-GM |
Skeletons have DR/Blunt, Immune Cold and Undead Traits. No -Specific vulnerabilities- attack with claw and scimitar
Willb: 1d20 + 2 ⇒ (1) + 2 = 3
WillR: 1d20 + 2 ⇒ (7) + 2 = 9
WillPu: 1d20 + 2 ⇒ (17) + 2 = 19
WillG: 1d20 + 2 ⇒ (16) + 2 = 18
WillY: 1d20 + 2 ⇒ (7) + 2 = 9
WillPi: 1d20 + 2 ⇒ (19) + 2 = 21
With a Brief prayer and the channeling of divine energies, Rygel causes the unholy magics binding three of the skeletons to dissipate instantly, their rotten bones turning to dust. The others look weakened but still stand...
The Skeleton remaining at the back of the room moves forwards, broken and rusty scimitar raised. Reaching Rygel it takes a swing at the good Doctor who easily ducks underneath and avoids harm.
Scimitar: 1d20 ⇒ 9
Combat! Bold Are Up Round 1 - Bonuses: +1 AC and Saves
Zinnia
Rygel
Skeleton 1 (Pu -2)
Helm
Skeleton 2 (Pi -2, G -2)
Pioni
Sesska
Horus
Helm Akodo |
Helm draws his three-section staff, called a sansetsukon, and strikes the skeleton with the green, tattered shirt with a powerful blow and a ki shout.
MW sansetsukon (silver)(power attack): 1d20 + 5 ⇒ (14) + 5 = 191d8 + 7 ⇒ (3) + 7 = 10
Sethran-GM |
With powerful shout and a stronger blow, the next skeleton is reduced to harmless dust and fragments of bones. With a creak and eyes burning with uholy soul-fire, the Skeleto at the back of the room moves forwards and tries to crush Rygel.
Claw: 1d20 + 2 ⇒ (16) + 2 = 18 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Combat! Bold Are Up Round 1 - Bonuses: +1 AC and Saves
Zinnia
Rygel - 5
Skeleton 1 (Pu -2)
Helm
Skeleton 2 (Pi -2)
Pioni
Sesska
Horus
Sesska |
Knowledge, Religion: 1d20 + 8 ⇒ (15) + 8 = 23 (Sesska will relay whatever information remains)
"Blessed by Pharasma are the slayers of the undead. We should end their existence now."
She hastily but carefully maneuvers around the two skeletons, flanking each with a different ally.
Double move, no AoOs provoked. Wielding a dagger in one hand, and a torch in the other.
Pioni Pintapple |
Pioni moves to attack, reluctantly drawing her tonfa.
Tonfa vs Purple Skelly: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d4 ⇒ 2
Dr. Rygel |
If Pioni pops one, I will also try to conserve resources by having a go with my sling.
Rygel steps back and draws a sling, loading it with a stone from his pocket, pellet in the remaining skeleton.
sling vs pink?: 1d20 + 3 ⇒ (1) + 3 = 41d3 - 1 ⇒ (2) - 1 = 1 blunt damage
Sethran-GM |
If in future you want to make that stipulation Horus, an alternative action is appreciated as to not waste time
With a concentrated effort, the rest of the skeletons are brought to ruin by the adventurer's and the immediate vicinity of the temple is quiet. Deeper into the Crypt of the Everflame you can still hear moaning, it is faint which means it is in the distance.
The Moaning is coming from the east The Entrance is north
Looking around the chamber, you see two bodies, badly mauled by the skeletons in a doomed last stand Also in the chamber is a pair of backpacks. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.
There are two exits from this room, both of them sturdy doors that have been opened, perhaps by whoever lies dead here.
Pioni Pintapple |
Perception: 1d20 ⇒ 17
"So. Towards the moaning?"
Dr. Rygel |
The Doctor rummages in his pockets for his scroll box, pulling out one of the two scrolls. As he reads, his wounds knit themselves back together somewhat.
clw: 1d8 + 1 ⇒ (2) + 1 = 3
perception: 1d20 + 3 ⇒ (16) + 3 = 19
"Now, that does not sound like the fun sort of moaning. That sounds like the evil sort. Are you ready, Horus?"
Helm Akodo |
Helm looks at the corpses on the ground, both those they had recently dispatched and the two bodies mauled by the skeletons.
"From what we have seen outside and in, it appears a group reached this place and found more than they expected," he says.
"Yes, we should see what is moaning," he agrees. Keeping out his bludgeoning weapon, he takes the lead.
Head toward the moaning if I can tell which direction.
Sethran-GM |
Gathering supplies and healing your wounds, the group make their way towards to terrified moaning deeper into the crypt. From the sharp ears of your companions, you work out that the moaning comes from the east and so head towards the door to the left corner of the entrance chamber. This one is unlocked and slightly ajar and does not take much to slowly push it open, revealing the gloomy chamber beyond.
This large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms. Due to the mazes winding paths, you cannot currently see your way out of this chamber.
Pioni Pintapple |
"Brooms?" Pioni tentatively lifts one by the handle before letting drop back into place.
She peers past Helm into the gloom. "I'll go left."
Sethran-GM |
Beginning their examination of the strange maze room Sesska and Pioni take a different path through, followed by their allies. Pioni moves through and spots nothing of interest, however Sesska stops suddenly as two things become apparent. First, there is a cleverly disguised pit before them and in the alcove to her right, Sesska spots an odd switch on the wall.
You will need a disable device check to shore up the pit. Pit is marked with a red T and the switch is a S.
Dr. Rygel |
(To Pioni)"Go ahead! I'll be right behind you! I don't see any traps around here."
perception: 1d20 + 3 ⇒ (15) + 3 = 18
Sethran-GM |
Peering around the shoulder of the small fighter the good Doctor does indeed spot something off with the floor ahead (Marked on the Map).
Helm Akodo |
Helm frowns as he examines the cleverly disguised pit. "What would be the purpose of this in a tomb?" he wonders. "Or of that switch on the wall?"
The samurai moves over to the switch and says "I will see if this does anything. Be on your guard," he warns before pushing it.