Glen Fiddich |
Before entering the tomb, Glen detects for the presence of evil lurking within. He turns to the other casters, "Can you check for any magical auras inside the mausoleum and around that stone sarcophagus?
Once inside, and having taken a closer look with Milo and realizing the lid of the sarcophagus has already been disturbed, Glen looks at Guang.
"Let me help you lift this, brother." He heaves, but he loses his footing in the dust.
Strength check: 1d20 + 4 ⇒ (4) + 4 = 8
I double-checked. Heroism doesn't help with ability checks. Curses!
Guang the Enlightened |
"I think that brother Lurgh's muscles far exceed my own," Guang says with a chuckle, gesturing at the powerfully built half-orc. "I shall assist, if there is room, however.
If we can throw on another aid:
STR Aid: 1d20 + 4 ⇒ (3) + 4 = 7 No, no we cannot
Lurgh |
If you want some muscle, all you need to do is ask.
Lurgh begins to cast a spell which causes his muscles to grow even more. He then wait for one of them to release their grip.
Bull's Strength, duration 9 minutes.
Strength: 1d20 + 8 ⇒ (15) + 8 = 23
Lurgh heaves the lid and shoves it aside.
Guang the Enlightened |
"Ah! Most impressive, brother Lurgh. Your study has perfected your strength of body, until you are mighty as an ox in the springtime," Guang says admiringly.
"Now, let us see what is in here..."
Detect evil spam! Before he sticks his head over the edge and gets eaten. ;)
Prophet of the Purifying Flame |
If needed and allowed:
Str Aid DC 10: 1d20 ⇒ 1
Nope!
GM Turmoil |
No evil or magical auras are detected emanating from the sarcophagus. The slab falls away to reveal a black aperture. A horrific miasmic stench rushes from the hole, a nauseous mixture of neglect, decay, and sweet spices. No corpse lies within the tomb, only the top of a flight of irregular stone steps leading steeply downward into the earth and the darkness, much further than your vision allows you to see.
Before we continue, I need to get your marching order for this dungeon. Also, to make this move along quicker, could you all agree to check rooms either clockwise or counter-clockwise as you explore? That way I can keep you moving along a little quicker instead of always waiting for directions.
Prophet of the Purifying Flame |
Know History: 1d20 + 9 ⇒ (16) + 9 = 25
I would prefer to be front or middle.
Clockwise sounds good.
Looking around and taking a few quick notes, "I see both ancient Osirioni influence, some 7,000 years old or more, but interestingly, I also see a touch from the Jistka, from long before that. This may not bode well."
GM Turmoil |
I can add a lot to that info after the scenario. There's some interesting historical stuff related to the mission, but it would ruin things if I explained it all now. Remind me afterwards.
Also, you can just place yourselves in order on the strairway as you figure it out. Also note, this is one of those maps where each square is 10ft.
Guang the Enlightened |
Happy to have Guang taken point as he has good per, darkvision, and good AC, but if someone else wants it I won't insist. And I say clockwise, completely arbitrarily. Guang's AC is currently 27 (29 vs undead)
Guang peers down into the dark, foul smelling stairs. "Very exciting, my friends!"
Oh, also drinking an antiplague and antitoxin.
Glen Fiddich |
Glen activates the light from his wayfinder and takes the middle spot in the formation on the stairs, following the Prophet.
GM Turmoil |
Ancient Osiriani hieroglyphs cover this chamber’s dusty walls and floor. A body lies face down at the foot of the stairs, dressed in a tan robe, a blotch of red staining its back. The repugnant smell of decaying flesh hangs in the air.
These are all separate checks, though I believe some are easy enough to be autosuccess for a few of you.
Corpse marked on the map
Lurgh |
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Survival: 1d20 + 2 ⇒ (4) + 2 = 6
Be careful! Flesh-eating beetles infest the corpse! Milo or I could burn the body, but we might lose anything on it.
Prophet of the Purifying Flame |
Perception DC 17: 1d20 + 13 ⇒ (5) + 13 = 18
Perception DC 20: 1d20 + 13 ⇒ (19) + 13 = 32
Perception DC 15: 1d20 + 13 ⇒ (8) + 13 = 21
Perception DC 30: 1d20 + 13 ⇒ (19) + 13 = 32
Wow, super lucky roles.
Linguistics + Comprehend Languages: 1d20 + 5 ⇒ (8) + 5 = 13
Survival: 1d20 + 7 ⇒ (1) + 7 = 8
"Careful, it's laying on some sort of pressure plate, likely a trap of some sort. I see foot prints all around, and over there," pointing at one of the walls that, upon closer inspection, reveals multiple small scratch marks, "something, probably a stone, has been lowered and raised, if not the wall itself."
Glen Fiddich |
Perception vs DC17: 1d20 + 21 ⇒ (20) + 21 = 41
Survival: 1d20 + 10 ⇒ (10) + 10 = 20 (+4 to track)
Perception vs DC20: 1d20 + 21 ⇒ (10) + 21 = 31
Perception vs DC15: 1d20 + 21 ⇒ (15) + 21 = 36
Perception vs DC30: 1d20 + 21 ⇒ (6) + 21 = 27
Glen spots the same jumble of footprints in the dust and sand that lie atop the ancient flagstones. "Yup, looks like two shod humanoids fought a number of unshod creatures with long toenails here and then fled east."
Glen concurs with the Prophets assessment, "The decaying body seems to be laying on a stone pressure plate, likely a trap trigger. Looks like it's also infested with flesh-burrowing scarab beetles."
Knowledge (nature): 1d20 + 9 ⇒ (8) + 9 = 17
"How about the scarab beetles, what do we know about them? I can toss an alchemist's fire, but it probably won't be enough to exterminate the bugs. Knew I should have bought some vermin repellant. Any ideas?"
Glen considers the pressure plate. "Anybody able to disable traps? We could try to step over it, but it would be good to examine the body. Maybe we could set something else on the plate, roughly as heavy as the body, and then roll him out of the way."
Guang the Enlightened |
Kn Nature: 1d20 + 6 ⇒ (16) + 6 = 22
"It seems a little fire might be safe and not risk the body," Guang surmises mildly, and retrieves an alchemist's fire from his pack to carefully lob it down. Just to keep us moving
Attack roll if needed: 1d20 + 11 ⇒ (11) + 11 = 22
Alch fire: 1d6 ⇒ 6
Prophet of the Purifying Flame |
I wasn't sure if Comprehend Languages/Linguistics would get that Ancient Osirion Spoiler, so I have not read it. Just wanted to check.
For the Scarab infestation, Salubri will approach, looking on it with dissatisfaction, recalling vague stories about different pharaohs in his peoples distant past that where notorious for using infection and starvation as weapons, and will call upon some of his cleansing flames to help burn it out, before offering a small prayer and final rites to the dead.
Fire Bolt: 1d6 + 4 ⇒ (2) + 4 = 6
It's not an area attack, so I'm not sure if it will work, but if so, I'd rather use that and save the Alchemist Fire, as mine are free. I can also do it a few more times, if needed.
GM Turmoil |
You you can read it with Comprehend Languages, you're good.
Just to keep us moving, I'm going to assume you figure out a way to either disarm the trap, or place something heavy on the plate. It's nothing particularly scary anyways. And either method for fire will work, I would have let you use a simple torch to do it if asked.
Applying a bit of flames to the body causes the beetles to scurry away from the corpse, with some burning up in the process. The Pathfinders and their ingenuity also take care of the trap easily enough. Upon searching the body, you find several pieces of gear, most notably a wayfinder engraved with the name 'Desi Talan'. Other items on his body include a +1 chain shirt, +1 rapier, 2 potions of CLW, 2 flasks of holy water, a scroll of bless weapon, and a potion of remove disease. You also find his masterwork lute, broken underneath his body, surely from when he collapsed.
Several small rooms are located off the larger one, but none of them contain anything beyond dust and broken pots, though one does have a long empty sarcophagus.
Glen Fiddich |
Glen draws his mug, creates beerl, pours a libation on the fallen Pathfinder, and proposes a toast. "To the fallen, to comrades lost upon the Open Road."
He passes the mug around the team, so each Pathfinder can take a sip. When the mug makes the circle back to him, Glen drains it and puts it back on his belt.
Glen helps identify and divvy up their former colleague's gear.
"Let's get this poor bastard back to Obo, when we leave the necropolis."
Having encountered at least one trap today, Glen proceeds with caution.
Perception: 1d20 + 21 ⇒ (6) + 21 = 27
Prophet of the Purifying Flame |
Doing what he can to read the broken and ancient glyphs, "They speak of glory and triumph of someone refeted to as the Immolated Mirza, Verdizaam Charad. According to this, he had many victories, and claims responsibility for defeating the Jistka. It also speaks of destroying an entire nation, but I am not clear if it is meant to imply that nation was the Jistka Imperium or another. It somewhat reminds me of an old poem, where a wanderer stumbles upon an ancient ruin nearly destroyed and covered by thr wastes and time, the only inscription that can be read is "Look upon my works, ye mighty, . . . and despair." With the empty graves, one must womder. "
-Posted with Wayfinder
Guang the Enlightened |
Guang defers with a small bow to Salubri and his goddess-given flames, tucking the vial back into his pack.
At Glen's toast, he sips mildly, but smiles. "Ah, but our fallen brother is onto his next great journey, is he not? The open road never truly closes."
Guang listens to the Prophet's explanation of the glyphs with interest. "A most challenging time to be alive, it is sounding!"
In the chamber beyond, Guang peeks into the small alcoves and side chambers, and looks around inside the empty sarcophagus, but all seems of little relevance to their immediate mission. He moves forward, trying to peer around the next corner, but making sure not to get too far ahead of the others. Occasionally he pauses, to see if Irori whispers anything of corrupt darkness ahead. He trusts to his own eyes to warn him of more mundane dangers such as traps.
Guang won't try and solo scout or anything, I think I'm just the first person to move my token up. I'll detect evil here and there as I go, and here's a general Perception roll for traps. Of course if I do see a trap as I walk, I'll stop. ;)
Per: 1d20 + 18 ⇒ (13) + 18 = 31
Lurgh |
Whoever this immolated Mirza is, he was important enough or rich enough to have his tomb guarded by traps. I suspect will find plenty more such dangers within.
That being said, Lurgh follows close behind Guang and also keeps his eyes peeled.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
GM Turmoil |
Moving on, you find a room with two bodies lying slumped and bloody on the flagstones. One of the corpses leans against the wall, stripped to the waist, its chest cavity torn open and hollowed out. The other body lies face down in the middle of the floor, clothed in desert garb with a green turban. Unfortunately, you quickly realize that this is the same outfit that your old friend Agosa Agion wore.
The room itself is spacious, though part of the roof seems to have fallen in, leaving a clutter of stone debris on the floor. Alcoves line the walls, each one holding an ornate sarcophagus. At the far end stands a 30-foot-tall stone idol of a winged humanoid beast with a horned, lion-like visage.
As you move in and explore the room, please move your icon as well. And the hallway you see to the north was just another empty room. Remember these are stupid 10 ft squares!
Milo Flamecursed |
Knowledge (planes): 1d20 + 12 ⇒ (16) + 12 = 28
Milo follows along, still trying to be as non-descript as possible.
He frowns at the strange statue at the end of the newest hall, unable to make out who it represents.
The sight of the body that look suspiciously like Agosa makes his frown even deeper.
He quietly casts detect magic and scans the room for magical auras from the hallway.
If needed:
Knowledge (arcana): 1d20 + 15 ⇒ (7) + 15 = 22
Spellcraft: 1d20 + 17 ⇒ (6) + 17 = 23
Prophet of the Purifying Flame |
Bending down beside the fallen priest, Salubri will offer a gentle prayer, and perform a few of the rites of their shared faith before turning back towards the group, "When mortals die, you leave behind a piece of your soyl. It is that that allows for different forms of reviving to life."
"I can attempt to contact that portion, that spark of the man, though it is draining and somewhat time consuming, if we wish. The body has been damaged, and this may cause difficulty, but it seems the head is safe."
"If we agree, we may ask just short of a handful of questions," holding up four fingers, "and must choose wisely, but only of what he knew before his flesh perished."
I can cast Speak With Dead, and ask 4 questions. Its a 10 min casting time, and he can not answer anything from after his death, such as "who was the last person/thing to come by your corpse".
-Posted with Wayfinder
Glen Fiddich |
Knowledge (planes): 1d20 + 10 ⇒ (14) + 10 = 24
Seeing Milo cast detect magic, Glen uses his Inquisitor ability to detect alignment (evil), before the any of the party enters the room.
Then, once it seems to be clear, he'll move into the room and inspect the body of the Pathfinder cleric and, thereafter, the one with the open chest wound.
Heal: 1d20 + 18 ⇒ (4) + 18 = 22
Heal: 1d20 + 18 ⇒ (14) + 18 = 32
Lurgh |
Being cautious, Lurgh also looks around with senses both mundane and magical.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Detect Magic: 1d20 + 7 ⇒ (5) + 7 = 12
Glen Fiddich |
"Speaking with Agosa's spirit would be very useful, Prophet. Perhaps, something about who attacked the Pathfinders, even if he can't tell us who killed him?" Glen asks.
Lurgh |
After all that trouble to get him here, his journey ends too soon. We need to find out what happened if we can. If what he came to do was left undone, the Pathfinder Society will have to decide whether to send another.
GM Turmoil |
Really busy tonight preparing for my interview before I start driving out there tomorrow. I'll try to get a post in at some point but the next 3 days will be very busy. As soon as you guys approach the body, something happens, and you will be in combat so don't bother with the questions for now. Again, hoping I can get you updated tomorrow night at the hotel.
Prophet of the Purifying Flame |
Jeeze, I was really hoping it was not a padticular type of creature with a caved in, empty chest. Thats just mean. :P
Good luck with the intetvoew though.
Guang the Enlightened |
Can't make the planes check
Guang is momentarily speechless at the sight of Agosa's body, his face stricken with regret. "Ai, to come so far on his mission of mercy, and then this? Oh, it is being true that the cycle of fate is sometimes cruel to us living creatures!"
He respectfully bows his head for the attentions the others pay to the two corpses, moving up as well.
"The ability to speak to his spirit might indeed tell us something of what we face-- and what took his life. If you are willing, Prophet, then let it be so."
GM Turmoil |
Just to be clear, the red skull on the map was the corpse leaning against the wall with the caved in chest. The one dressed like Agosa was the one in the middle of the room. But either way, you're close enough to trigger the ambush.
GM: 1d20 ⇒ 6
Channel, DC 16 Will for half: 4d6 ⇒ (6, 5, 3, 5) = 19
As you approach the corpse to try and converse with it, the body of Agosa laying in the middle of the room, rolls over to reveal that it's not actually your friend! As you catch a glimpse of the ghoulish face of the creature, you feel a wave of unholy energy wash over you, before you can react. Suddenly, half a dozen undead spring out from behind the sarcophagi. The quickly surround Salubri and Guang, with several of them rushing in, jaws snapping. One manages to bite the aasimar on the arm, penetrating his armor.
Glen Fiddich: 1d20 + 17 ⇒ (11) + 17 = 28
Prophet: 1d20 + 13 ⇒ (17) + 13 = 30
Guang: 1d20 + 18 ⇒ (9) + 18 = 27
Lurgh: 1d20 + 9 ⇒ (17) + 9 = 26
Milo: 1d20 + 13 ⇒ (7) + 13 = 20 (-1 in bright light)
Glen Fiddich: 1d20 + 6 ⇒ (7) + 6 = 13
Prophet: 1d20 + 4 ⇒ (12) + 4 = 16
Guang: 1d20 + 2 ⇒ (12) + 2 = 14
Lurgh: 1d20 + 2 ⇒ (13) + 2 = 15
Milo: 1d20 + 4 ⇒ (12) + 4 = 16
Ghouls: 1d20 + 8 ⇒ (13) + 8 = 21
Cleric: 1d20 + 1 ⇒ (3) + 1 = 4
Yellow bite vs Prophet: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 151d6 + 2 ⇒ (5) + 2 = 7
Purple charge vs Prophet: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 131d6 + 2 ⇒ (6) + 2 = 8
Orange charge vs Prophet: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 271d6 + 2 ⇒ (3) + 2 = 5 Need two DC 13 Fortitude saves, one for disease and the other paralysis
Red charge vs Guang: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d6 + 2 ⇒ (2) + 2 = 4
Need two DC 13 Fortitude saves, one for disease and the other paralysis
Surprise Round
Ghouls!
=========================
Prophet (-5)
Glen
Guang
Lurgh
So I need Will saves from everyone for the channel, and two Fort saves from the Prophet.
Lurgh |
Lurgh is 35 feet away, so I'm not sure he was in range of a channel.
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Lurgh fire a pair of flaming rays at the undead in the back (black).
Touch: 1d20 + 9 ⇒ (8) + 9 = 17
Fire: 4d6 + 11 ⇒ (5, 4, 6, 3) + 11 = 29
Touch: 1d20 + 9 ⇒ (3) + 9 = 12
Fire: 4d6 + 11 ⇒ (6, 4, 1, 4) + 11 = 26
GM Turmoil |
Milo's not up, didn't make the perception check so no surprise round action.
As for knowledge, I figure characters of your experience would be familiar enough with ghouls to know whatever they want to know about them. These ones are just different because they have class levels, which a knowledge check won't help with.
Guang the Enlightened |
Will save: 1d20 + 13 ⇒ (16) + 13 = 29
Guang shrugs off most of the negative energy. He actually smiles as the undead swarm. "Ah, now, this is being a simple correction of imperfection! Splendid!"
Swift action to enter Snapping Turtle Style; standard to activate ioun stone (shield, 1 minute). Is the black figure also a ghoul? AC now 34 vs undead.
Prophet of the Purifying Flame |
Will post when I get home.
Prophet of the Purifying Flame |
Fort 1 (Disease): 1d20 + 15 ⇒ (3) + 15 = 18
Fort 2 (Paralysis): 1d20 + 15 ⇒ (15) + 15 = 30
Allowing his rod to channel power into him, focusing the spiritual energies, Salubri takes a step back, and then calls on divine fire to smite the wicked, keeping it from touching either Guang or Glenn.
Selective Fireball, Refl DC 18 Half: 9d6 ⇒ (4, 1, 3, 6, 1, 4, 2, 3, 2) = 26
I am moving backwards first, drawing possibly 4 AoOs <Red, Orange, Purple, and Yellow> so that I can draw my Selective Rod as Part of a Move Action. Current AC vs Evil is 28. My hope is that all of them take AoO's (and miss) against my movement rather than my spellcasting.
Fort 1 (Disease): 1d20 + 15 ⇒ (6) + 15 = 21
Fort 2 (Paralysis): 1d20 + 15 ⇒ (10) + 15 = 25
.
Fort 1 (Disease): 1d20 + 15 ⇒ (4) + 15 = 19
Fort 2 (Paralysis): 1d20 + 15 ⇒ (5) + 15 = 20
.
Fort 1 (Disease): 1d20 + 15 ⇒ (12) + 15 = 27
Fort 2 (Paralysis): 1d20 + 15 ⇒ (2) + 15 = 17
.
Fort 1 (Disease): 1d20 + 15 ⇒ (10) + 15 = 25
Fort 2 (Paralysis): 1d20 + 15 ⇒ (20) + 15 = 35
.
Concentration (if hit): 1d20 + 14 ⇒ (11) + 14 = 25
Concentration (if hit): 1d20 + 14 ⇒ (4) + 14 = 18
Concentration (if hit): 1d20 + 14 ⇒ (5) + 14 = 19
Glen Fiddich |
Glen advances on the purple-people-eater, imbuing his +1 keen adamantine elven curve blade with the bane property against undead. He slashes across the ghoul's torso.
Attack, bane: 1d20 + 13 ⇒ (17) + 13 = 301d10 + 15 + 2d6 ⇒ (2) + 15 + (2, 3) = 22
Crit?: 1d20 + 13 ⇒ (2) + 13 = 15
If confirmed, additional crit damage: 1d10 + 15 ⇒ (9) + 15 = 24