Aaziroth |
Aaziroth looks through his backpack and glances at the group. "I think I have most of what I need. Remind me again who said they had a wand? Since we weren't able to get a cleric to come along, it looks like I'm the healer. I better pick something up in case I'm the one that needs the healing," he says without smiling. While to many, the statement could have been said in a joking manner, it doesn't appear that he has much of a sense of humor.
Will buy 2 potions of CLW
Koriar, the Unshackled |
Halorn looks at Zisudra and says, "Kid, listen to Koriar. The undead are bad business. And you wouldn't believe how bad they stinkl.". Halorn fails to notice the odd looks from the rest of the party.
Well he made a point... if we need someone to pass as na undead, his smell would not blow his disguise...
GM V |
When you are ready, the priest will open the door for you revealing a stair leading down.
The door grinds open despite long years of disuse. Within, a
stone spiral staircase descends into the earth.
BAD NO LOOKING: 1d20 + 10 ⇒ (4) + 10 = 14
Please decide a marching order and give me a perception check
Halorn Zakok |
"Are we usin' a scout or runnin' ahead into battle?" Halorn shifts his shoulders under his armor.
Tactically, it's best to put me 2nd (reach weapon) or last (guard the back). And, of course, darkvision 60'.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Talon Thief-taker |
I have the highest Perception, so should be toward the front. I do worry sometimes about being first, though, as a rogue. I'm still fairly squishy. Aaziroth has the best AC and HP, and should probably be first, but I think I can probably do rogue duty from the 2nd spot? Korior third? Maybe Ziusudra fourth and Madge guarding the rear? Any other suggestions? EDIT: Oops...forgot Halorn.
Koriar, the Unshackled |
I think this could work:
1 - Aazaroth (AC and darkvision [looking forward])
2 - Talon for perception (Looking for traps)
3 - Koriar (Quick combat support, Darkvision [Looking around])
4/5 - Ziusudra/Madge (Skish ones)
6 - Halorn(Reach when combat starts, Darkvision [Looking behind])
Also, there is not much sense of this place be full of traps (not an abbandoned crypt, undead roaming)
GM V |
As you enter you notice that the stairwell down is pitch black. The only light is coming from through the door. After you all enter Valanthe says,"I wish you all the protection of Pharasma. Remember you need the chime to get back in this door. Good luck."
I'm guessing you guys have torches or light spells to use. If not the priests will give you some torches
You desend the staircase surrounded by darkness, about half way down the stairs Halorn notices something in the space between the support pillar and stairs. Just then the stair case goes black and something drops on Ziusudra.
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
BG: 1d20 + 6 ⇒ (16) + 6 = 22
Ziusudra: 1d20 + 3 ⇒ (5) + 3 = 8
Madge: 1d20 + 4 ⇒ (15) + 4 = 19
Korair: 1d20 + 4 ⇒ (6) + 4 = 10
Talon: 1d20 + 6 ⇒ (9) + 6 = 15
Halor: 1d20 + 4 ⇒ (9) + 4 = 13
Aaziroth: 1d20 + 3 ⇒ (19) + 3 = 22
Round 1
BG
Everyone
Missing the forst attack it tries again.
Attack Zui: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 ⇒ 1
Grap: 1d20 + 5 ⇒ (4) + 5 = 9
The small thing latches onto the poor boys face.
Round 1
BG
Everyone
Halorn Zakok |
I'm assuming we're in some kind of magical darkness. IIRC, we can still see a bit?
"Hang on kid!" Halorn looks down at his weapon, a giant steel ball attached to a chain, and looks at the creature clinging to Ziusudra's face. He pauses a moment, considering the potential downside to a direct attack. "Hmmm..."
Sigh, someone remind me of the options for melee attacking into a grapple? Any problems? Likelihood of hitting ally?
Koriar, the Unshackled |
What creature is this?
Knowledge (nature): 1d20 + 5 ⇒ (11) + 5 = 16
Searched for this couple of minutes ago... it seems that there is no problem at all! Grappled creatures take -4 to Dex (-2 AC) and -2 to attacks and CMB.
Koriar, the Unshackled |
"Do not know what is, but will die!"
Koriar swings his heavy flail towards the creature grappling Ziusudra.
"If you like your nose, no move, kid!"
Attack, Power Attack: 1d20 + 4 ⇒ (17) + 4 = 21 Creature has -2 AC for taking part in a grapple.
Damage, Power Attack: 1d10 + 7 ⇒ (7) + 7 = 14
Aaziroth |
Lucky for us, all of our fighters can see in the dark. I, too, was wondering how to proceed with an attack.
Upon hearing a muffled scream from his young wizard companion, Aaziroth turns around. "What is that? Hold still, Ziusudra."
If Koriar's attack didn't kill it ...
He draws his longsword and carefully tries to finish the creature off.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26 Figures, can I save this for later if it's not needed now. :)
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Confirm: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 ⇒ 6
Madge Zolversson PFS |
Madge can't see in the dark :(
Hearing the sounds of battle, Madge draws her short sword.
"Whoa, there! We got ourselves a bit of a scuffle already? Just point me in the direction of the fella!"
Active Perception to Pinpoint Square: 1d20 + 3 ⇒ (17) + 3 = 20
Move action to draw weapon and move action to actively perceive.
GM V |
Koriar strikes a might blow against the creature, then Aaziroth steps up and finishes it with another powerful strike. The creature falls from Ziusudra leaving him covered in its blood. Then the darkness that was smothering the are lifts.
Combat over. Guessing you continue down.
Old carvings cover the walls of this square chamber, thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors against whatever lies beyond.
Everyone can make an knowledge history and perception check.
Koriar, the Unshackled |
Koriar is still curious about the creature, while he continues to descend.
"Kid, you know what creature was that?"
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Madge Zolversson PFS |
As the light returns, Madge takes a good look at the creature, poking it with her short sword a couple times.
"Aw jeez. Ain't that something!"
She looks back to the others.
"Any of you know what kinda creature we got here? That whole darkness thing sure was a doozy, ya?"
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
GM V |
With the knowledge history check; while studying the engravings recognizes references to the seven runelords of ancient Thassilon. Adn the perception you find more recent (though still old) graffiti scrawled on the northern wall, which reads, “My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don’t know what it means, or why.” There are 3 closed doors. What do you do?
Madge Zolversson PFS |
"Oh! This sure is exciting. First time trying this out in the field, dotcha know?"
Madge will check each door in the room for traps.
Perception (traps) west door: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Perception (traps) north door: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Perception (traps) east door: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Koriar, the Unshackled |
Halorn walks over to the left door. "Can someone take a look for traps on the door? If we're clean, I'll just bash through it."
"No sense for traps... it a crypt after all but you check if want."
After Madge checks for traps. "See? No traps, told you." Koriar tries a friendly smile, with not much success.
"Oh, and no bashing also! Priests asked us to destroy the undead, not the temple!... But lets keep going. Left? Any way is good way when you are lost."
Talon Thief-taker |
Talon looks at the doors and Madge's quick once-over of the doors.
Raising a hand, he says "Whoa, guys...no need to bash in the doors. We have the chime, and I can open most doors given enough time."
The rogue takes some time to carefully examine all three of the doors, then removes some high-quality lock picks from his belt. They are rolled up in a cloth, each pick in its place, and he unrolls them and places them in front of a door. He commences picking its lock. assuming there is one!
take 20 perception on all 3 doors: 20 + 7 = 27
disable device: 1d20 + 10 ⇒ (10) + 10 = 20 Which door should I unlock? Middle one?
Halorn Zakok |
Halorn clearly has no understanding of the value of the crypts themselves, but shrugs in indifference. "Okay, but if we have to use the chime to get out of here through this door, then we're going to use it up pretty quick. Let's get goin'." He turns to face the left door again.
Definitely only do one door. I'd hate to use up 3 uses of the chime and leave 2 for getting out.
Koriar, the Unshackled |
"Yes, keep going, I do not want to sleep in here..."
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
"Should we try to keep this door propped open, somehow?"
"Hum... you think it will close if we leave open?... Maybe. Talon can you look at the locks? What you think?"
GM V |
Ziusudra rings the chime and the seal on this door slowly unravels and disappears.
A strange statue of a half-snake, half-human creature stands in a wide alcove to the south of two large stone doors. Comprising the lower body of a coiling serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven-pointed star in place of its head. Its crossed arms hold a quill and whip, and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.
I need Knowledge religion and perception checks.
Koriar, the Unshackled |
"What is this? " Koriar turns to Ziusudra. "Idea, kid?"
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Knowledge (religion) - untrained: 1d20 + 1 ⇒ (1) + 1 = 2