PFS (standard) 01-35 Voice in the Void by DM Doctor Evil

Game Master DM DoctorEvil

Blakros Museum Basement


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By rule: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. So with the monsters dealt with, then yes, taking 20 is okay.

Getting down to a nitty gritty grid search of the room the party has to get quite messy in the nasty fungus and mold growing in the former library.

After several minutes of canvassing, Tad finally rips the gooey mat of fungus loose from behind the last bookcase and spies a trapdoor in the floor.

The door is quite heavy Requires STR DC 14 to lift. Immediately upon touching the trapdoor, an adjacent purplish mushroom covered with white spotty tumors, begins wailing at an ear-splitting level. It wails for several seconds, then ceases likely alerting whatever is below to your approach.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

str check: 1d20 + 3 ⇒ (13) + 3 = 16

Helm covers his ears as the creature wails.

Once it is finished, he pries open the trapdoor.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Damn Helm, nice pull!" Swayaah slaps Helm on the shoulder after he pries it open. She draws her earthbreaker and crouches low.

She pets Ilvan. "Stay. If we're not back in a day, return to the lodge." Ilvan whines. "I know, but you're a small boy. Grow up so you're big and strong and you can come with me anywhere, OK?"

She turns to the party. "Whatever it is knows we're approaching, but I'd like to prevent it from ambushing us."

Stealth: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Helm grunts and lifts the heavy door open, revealing a circular 10-foot in diameter shaft, that has stone steps spiraling down along the circumference. The steps and walls are quite slippery, coated with ooze from the fungus. It looks to be about 40' to the bottom of the shaft.

Descending at half speed requires a DC 10 Acrobatics check (full speed is DC 15). Not sure why, but if you wanted to climb the walls down instead, it would be DC 25 Climb check, per the text. Failure means a fall to the bottom of the shaft and ensuing damage.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Recognizing how precarious the descent is, Helm removes his heavy armor before trying.

"I will try first and secure our position at the bottom," the half-orc volunteers.

He carefully navigates his way to the bottom, taking each step carefully.

acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Easy, girl." Swayaah carefully tiptoes her way down at half speed.

Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15

Scarab Sages

HP 50/52 | AC19 (+2 vs Flying) T12 FF17 | Init +4 (+2 Underground) Perc +10 (+2 vs Flying) CMB +10 CMD 19 | F+9 R+3 W+12 (+2 Poison, Spells) | CN Mountain Dwarf | Inquisitor (Witch Hunter) 4 / Cleric (Crusader) 2 / Divine Scion (Cleric) 1 | Greatsword +9; 2d6+5 (19-20/x2) | sheet

Dvalin offers the use of his knotted rope for the decent ... then takes 10 to cautiously climb down at half speed.


The shaft deposits you in the alcove at the far end of an antechamber, free of the riotous growth of fungi and mold that choke the shaft and archives above. The simple, cleanliness of the basement's basalt walls give way here to a disturbing, organic style of architecture that makes it seem like you are walking through the gullet of some monstrous behemoth. At the far end of the hall, a large ornate arch that looks disconcertingly like a beast's toothed maw stands in the wall, covered by a heavy black curtain with sickly green light from the chamber beyond shining round the edges. A plain iron box sits on the floor in the middle of the room.

The basalt here is carved differently, organically somehow and is markedly different from the normal basement above. The passage expands as it extends to the arch, widening from 10 to 35 feet across and ceiling going from 10 to 20 ft high. Dim light spills on the northern 15 feet area illuminating the curtain. The rest of the chamber is dark.

Assuming you can produce a light source?

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Assuming Swayaah's 60 ft of Darkvision doesn't see a snarling beast in front of her

Swayaah takes out her Gem of Brightness. Rubbing it with her wrist, the gem lights up like a hooded lantern.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

"What do you make of that black box?" Helm asks the others. "Is it magical?"

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Swayaah draws her Earthbreaker and keeps an eye out for traps. "I'll check it out."

Perception: 1d20 + 9 ⇒ (9) + 9 = 18 +2 vs traps. Swayaah has +5 to Disable Device , feel free to roll it.

Assuming nothing explodes in her face, Swayaah checks out the box for any details. If nothing comes out of it, Swayaah will touch the box and check out its weight and look for openings.


Swayaah approaches the black iron box carefully, her lit-up gem aiding her inspection. Peering carefully at the box, she sees dozens of small, nearly invisible wires running the length of the iron, and is fairly certain that touching it would send an electrical current that shocked one foolish enough to reach out unprepared.

At first the ranger is stumped by the device, unclear the right place to touch it or how to avoid the electrical trap she so carefully spied.

Disable Device: 1d20 + 5 ⇒ (4) + 5 = 9

Just did hit the DC to see the trap Taking 10 on the Disable here wouldn't get you the DC, so I rolled it, but rolled badly.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Sounds like I didn't fail by 5 or more, so the trap didn't go off.

"Yeah, there's something nasty here. Lots of lightning energy if I touch this the wrong way...which I almost did."

She shugs. "Let me try that again."

Disable Device: 1d20 + 5 ⇒ (10) + 5 = 15 You mentioned taking 10 wouldn't do it, so...
"Uh...hmm. Wait, once more."
Disable Device: 1d20 + 5 ⇒ (19) + 5 = 24 Much better


I didn't consider the miss by 5 or more setting off the trap. Happy to retcon that if you want the damage...Let's just say you new better than to touch it...

After some fiddling with the outside of the box, Swayaah understands the network of thin wires are fed by a central line. Cutting that line in a few places seems to interrupt the circuit and disable the electrical trap.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

I'll avoid that damage, thank you! :)

Swayaah wipes the sweat off her brow. "Oh man, that could have been real bad. Let's see what's in there..."

What's in the box?

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm looks at the box over Swayaah's shoulder.

"A dishonorable act, leaving traps to disable your enemies," the samurai observes. "I am glad you are skilled in this area," he tells the tiefling.


This is the kind of thing I would leave in one of my homebrew dungeons, where you disable the trap, and then when the all clear sounds, the really BAD stuff happens...hardly fair to a group of money-grubbing murderhobos really.

With the trap disabled, Swayaah reaches out to touch the box and immediately winces as a high-pitched alarm sounds, loudly announcing your presence to anyone on the other side of the curtain. The ear-splitting alarm cuts off a few seconds later and the urban ranger opens the box, peering inside.

At first it seems to be filled with a dark viscous liquid that swirls around, but as Swayaah and Helm watch in horror, the liquid starts to pour out of the chest and onto the floor, and up the arms and legs of the pathfinders. Turns out not to be a liquid at all, but thousands and thousands of black spiders, pouring out of the iron box, filling the entire area around it in a mindless swarm.

Initiative:

Helm: 1d20 + 2 ⇒ (9) + 2 = 11
Swayaah: 1d20 + 1 ⇒ (12) + 1 = 13
Dvalin: 1d20 + 6 ⇒ (19) + 6 = 25
Tad: 1d20 + 2 ⇒ (4) + 2 = 6
Elris: 1d20 + 2 ⇒ (3) + 2 = 5
Spider Swarm: 1d20 + 3 ⇒ (3) + 3 = 6


Spider Swarm - Round 1

25 Dvalin
13 Swayaah
11 Helm
6 Spider Swarm
6 Tad
5 Elris

The swarm is out, enveloping squares where Swayaah and Helm were working on the box. Dvalin, Helm and Swayaah are up first in the count as they react quickly.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

How large are the spiders?

"Seriously? You put a bunch of spiders in an lightning-trapped box with an alarm? Behind another alarm?" Swayaah flees from the swarm and draws her earthbreaker.

Swayaah doesn't have any flasks. Hopefully she can squish 'em.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm retreats from the spiders, moving toward one of the room's corners. He then retrieves a flask of acid from his bandolier.

"Burn them up!" he yells.


Spider swarm creature size is Diminutive, and therefore immune to all weapon damage.

Spider Swarm - Round 1 - continued

Both Helm and Swayaah flee from the wave of tiny arachnids, one drawing her sledgehammer while the other reaches for a bottle of acid.

Need an action form Dvalin to move on.

Scarab Sages

HP 50/52 | AC19 (+2 vs Flying) T12 FF17 | Init +4 (+2 Underground) Perc +10 (+2 vs Flying) CMB +10 CMD 19 | F+9 R+3 W+12 (+2 Poison, Spells) | CN Mountain Dwarf | Inquisitor (Witch Hunter) 4 / Cleric (Crusader) 2 / Divine Scion (Cleric) 1 | Greatsword +9; 2d6+5 (19-20/x2) | sheet

Round 1 Caltrop Bead, Cold Iron
Dvalin curses as he realizes he is completely unprepared to deal with a swarm ... then retrieves his caltrop bead and prays for the best ...

Target Space: 1d20 + 5 ⇒ (7) + 5 = 12
Damage 10' R: 1d4 ⇒ 4


Spider Swarm - Round 1 - continued

Dvalin throws his cold iron caltrop bead at the floor and the device explodes in the middle of the swarm, throwing shrapnel everywhere in the area and blasting several spiders in the process.

The spiders rush towards the nearest target, which is Swayahh. The hundreds of spiders crawl over her, biting with their little mandibles for 3 hp dmg.

Additionally, Swayaah needs a DC 11 Fort save vs distractino or be nauseated by the thousands of creepers on her. Also a DC 11 Fort save vs poison from the bites.

Dvalin dmg, 3 splash squares: 3d4 ⇒ (4, 2, 3) = 9
Swayaah dmg: 1d6 ⇒ 3

Tad and Elris up next against the scuttling mass of legs and jaws.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Fort Save DC 11 vs nausea: 1d20 + 4 ⇒ (9) + 4 = 13
Fort Save DC 11 vs poison: 1d20 + 4 ⇒ (15) + 4 = 19

"Pffft! Hey, stay off my horns! I shine those every day!" Swayaah swats off some of the spiders without embarrassing herself.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm holds the acid flask until Swayaah can retreat from them.

readied action to throw acid flask for when she is clear of the spiders.

acid flask, ranged touch: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 2
miss direction, if needed: 1d8 ⇒ 7


Elris and Tad are on the clock. IF i don't' see a post for them by tomorrow, I will run them.

Grand Lodge

Brawler 1/Lore Warden 2 HP 22/22 | AC 19 T 14 FF 15 | Fort +6 Ref +7 Will +1 | Init +4 Per +9 | Low Light Vision, Keen Senses
Wand Charges:
CLW 45/50
Martial Flexibility:
3/4

Sorry! Getting used to a new shift schedule!

Elris looks down the shaft, hearing the yelling and attempts to climb down on Dvalin's rope!

"Hang on down there! I'm on my way!"

Climb: 1d20 + 7 ⇒ (7) + 7 = 14


Spider Swarm - Round 1 - concluded

Elris drops down the rope in a hurry, and takes in the sights of the swarm of spiders covering Swayaah.

Tad Underfoot lands just behind the lore warden and the bomb-throwing halfling reaches for one of his explosive concoctions with a wry smile.
"Clear the way, Swayaah!" he cries, waiting for the ranger to move before tossing the bomb.

End of Round 1


Spider Swarm - Round 2

25 Dvalin
13 Swayaah
11 Helm
6 Spider Swarm (9hp dmg)
6 Tad
5 Elris

Swayaah listens to Tad's advice and hauls herself across the room.

Her move elicits a response from Helm who throws his acid flask at the swarm, but fails to hit the scurrying spiders. Even the acid's slash doesn't catch the little buggers.

Dvalin up now before the spiders go again.

Scarab Sages

HP 50/52 | AC19 (+2 vs Flying) T12 FF17 | Init +4 (+2 Underground) Perc +10 (+2 vs Flying) CMB +10 CMD 19 | F+9 R+3 W+12 (+2 Poison, Spells) | CN Mountain Dwarf | Inquisitor (Witch Hunter) 4 / Cleric (Crusader) 2 / Divine Scion (Cleric) 1 | Greatsword +9; 2d6+5 (19-20/x2) | sheet

Round 2
Dvalin curses his lack of options, having nothing further that can damage the swarm ... :-(


Spider Swarm - Round 2 - continued

AS Dvalin looks on helplessly, the swarm inexorably crosses the floor towards him. It overwhelms Tad, who is readying his bomb, the spiders crawling all over the gunslinger, biting at his flesh.

Swarm Dmg, Tad: 1d6 ⇒ 2

Tad needs a DC 11 Fort vs Distraction and another DC 11 vs Poison. He and Elris are now up to end the round.


I will give those guys until tonight to post, then I will DM-PC them. I have Tad as a player in another thread and he seems to have gone aWOL.

Grand Lodge

Brawler 1/Lore Warden 2 HP 22/22 | AC 19 T 14 FF 15 | Fort +6 Ref +7 Will +1 | Init +4 Per +9 | Low Light Vision, Keen Senses
Wand Charges:
CLW 45/50
Martial Flexibility:
3/4

Finally making it down to the ground, Elris gasps slightly as he sees the swarm and moves as far away as he can. Looking at the swarm, the elf starts to think out loud. "If I hadn't forgotten torches, we wouldn't be in as near a bad of a mess...."

Pathfinder basic knowledge, yay! Also, sorry again! A complete shift change has messed with me, but I should be back in order.


Spider Swarm - Round 2 - concluded

Elris, having no way to damage the swarm, just stays out of the way of the onrushing insects.

Tad stands calmly by as the spiders skitter around him, and underhands his explosive bomb at the square nearby. The explosion is deafening, and as the smoke clears, the spiders are either all dead, or scattered to the far corners of the room.

End of Combat

Tad DC 11 Fort vs nausea: 1d20 + 8 ⇒ (12) + 8 = 20
Tad DC 11 Fort vs poison: 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm, who had been about to retrieve another acid flask, drops his hands.

"If that was meant to alert someone as to our presence, the trap certainly succeeded at doing just that," the samurai states matter-of-factly.

"It appears we only have one option going forward," he says as he prepares to advance.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"I would have thought the screaming mushrooms gave us away...although no one's come to check on the noise yet."

Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

Swayaah is curious about the box, but keeps her earthbreaker handy as she peeks behind the curtain.


The swarm defeated Swayaah moves to the curtain, and cautiously pulls it aside. The walls and ceiling of the chamber beyond bulge outward, continuing the grotesque architectural style of the antechamber, as if you were standing in the leviathan's stomach. Queer, glowing nodules protrude from the walls at seemingly random intervals, bathing the room in their sickly green glow. A tall, free-standing almost organic looking archway carved from a strange, glowing blue-green stone stands atop a low dais in a wide alcove at the far end of the chamber. The center of the arch is empty, revealing the wall behind it, but the space occasionally flickers with curtains of starry darkness, as if somewhere else lies just beyond the portal. A susurrus of ghostly whispers see to issue from the gate, their language and meaning unclear, but fraught with a sense of wrongness.

The archway is 15' tall and carved from a strange blue-green stone. A strange metal cylinder is attached at the apex of the arch. A girl stands before the archway. She is half-Osirian with long dark hair and light brown skin, wearing a weathered explorer's outfit. Her eyes are completely black, with no whites or irises showing. Five, disgusting fleshy fibroid umbilicals are attached to her hips, shoulders, and the base of her skull.

The animated corpses of several of the museum guards stand near the girl, whom you take to be Imrizade Blakros, awaiting her commands. As you watch the thing that used to be a Blakros gives the command for the zombies to attack the interlopers.

Initiative:

Swayaah: 1d20 + 1 ⇒ (6) + 1 = 7
Helm: 1d20 + 2 ⇒ (15) + 2 = 17
Dvalin: 1d20 + 6 ⇒ (17) + 6 = 23
Elris: 1d20 + 2 ⇒ (10) + 2 = 12
Tad: 1d20 + 2 ⇒ (11) + 2 = 13
Imrizade: 1d20 + 7 ⇒ (17) + 7 = 24
Red Zombie: 1d20 + 1 ⇒ (12) + 1 = 13
White Zombie: 1d20 + 1 ⇒ (13) + 1 = 14
Purple Zombie: 1d20 + 1 ⇒ (11) + 1 = 12
Blue Zombie: 1d20 + 1 ⇒ (17) + 1 = 18
Green Zombie: 1d20 + 1 ⇒ (15) + 1 = 16


The Dark Tapestry - Round 1

24 Imrizade
23 Dvalin
18 Blue Zombie
17 Helm
16 Green Zombie
14 White Zombie
13 Red Zombie
13 Tad
12 Elris
12 Purple Zombie
7 Swayaah

The strange-looking Blakros daughter, a wand in her hand, readies an action.

Dvalin is up first, Helm should be ready as well.

Scarab Sages

HP 50/52 | AC19 (+2 vs Flying) T12 FF17 | Init +4 (+2 Underground) Perc +10 (+2 vs Flying) CMB +10 CMD 19 | F+9 R+3 W+12 (+2 Poison, Spells) | CN Mountain Dwarf | Inquisitor (Witch Hunter) 4 / Cleric (Crusader) 2 / Divine Scion (Cleric) 1 | Greatsword +9; 2d6+5 (19-20/x2) | sheet

Round 1 Holy Weapon Balm
Dvalin moves forward before casting Bless upon the party ...


The Dark Tapestry - Round 1 - continued

Considering the horrors beyond the curtain, Dvalin calls up on his patron deity and spreads that blessing out among the party members.

Blue Zombie follows it mistresses orders and moves to engage the enemies. AS it moves you note how speedily the zombie actually moves, unlike most of the staggering corpses you have seen in the past. It is able to move all the way to the curtain where it slams a meaty fist at Swayaah, who remains flat-footed, horrified by the sight momentarily. The swing from the fast zombie is still clumsily aimed and the ranger is able to avoid any damage.

Blue Zombie slam: 1d20 + 4 ⇒ (5) + 4 = 9

Helm is up next.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Just like those nightmares mom used to tell me." Swayaah mumbles to herself. One of the zombies quickly shuffles up to her and punches the nearby space.

"Uh...what?" Swayaah still isn't paying attention to what just happened.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

Helm's katana rings from its scabbard and he rushes forward to meet the foe. However, the curtain hanging between him and the zombie impedes his blade, and he only cuts cloth.

katana (cold iron)(two-handed)(power attack): 1d20 + 5 ⇒ (2) + 5 = 71d8 + 6 ⇒ (7) + 6 = 13


The Dark Tapestry - Round 1 - continued

Helm draws his katana and rushes to stand shoulder to shoulder with Swayaah, but his first swing catches in the heavy curtain and misses the zombie target.

Following the commands of their strange mistress, more former guards (now zombies) rush to engage the interlopers. Green Zombie strikes at Helm, but it also misses.

White Zombie also swings at the orc samurai, tearing down the heavy curtain, but his fist misses the nimble swordsman.

Red Zombie bursts through the doorway, trying to get in on the attacks. His movement provokes an attack from Helm but his meaty fist smacks the samurai hard, rocking him back on his heels.

Green zombie slam: 1d20 + 4 ⇒ (7) + 4 = 11
White Zombie slam: 1d20 + 4 ⇒ (8) + 4 = 12
Red Zombie slam: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg, Helm: 1d6 + 3 ⇒ (5) + 3 = 8

Helm can roll his AoO vs Red Zombie, if the zombie lives the above attack will take place, if not, disregard. Tad and Elris up next. I am fairly certain Tad is AWOL, but will give him a chance to post.

Grand Lodge

Half-orc Samurai 3 | HP 31/31 | AC 20; Tch 12; FF 18 | F +7; R +5; W +3 | CMB+6; CMD 18 | Speed 20 ft | Init +2 | MW Katana (cold iron): +7 (1d8+4/18-20) | Perc +3

katana AoO (cold iron)(two-handed)(power attack): 1d20 + 5 ⇒ (13) + 5 = 181d8 + 6 ⇒ (8) + 6 = 14


The Dark Tapestry - Round 1 - continued

Helm, swinging from his heels with both hands, uses his katana to great effect against the onrushing Red Zombie. As it moves to his left the blade meets the undead monster, and cleaves it clear in two, ending the fight in it.

Still waiting on Elris and Tad. Will DM-PC them tomorrow if no post up

Grand Lodge

Brawler 1/Lore Warden 2 HP 22/22 | AC 19 T 14 FF 15 | Fort +6 Ref +7 Will +1 | Init +4 Per +9 | Low Light Vision, Keen Senses
Wand Charges:
CLW 45/50
Martial Flexibility:
3/4

Looking at the enemies while moving at a distance behind Helm, Elris shoots an arrow at the White Zombie!

"Well, these things don't look fun.... Keep them busy you two!"

(PBS) Deadly Aim Masterwork Darkwood Composite Longbow: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 5 ⇒ (3) + 5 = 8 Piercing


The Dark Tapestry - Round 1 - continued

Moving up to get a clean line of sight behind Helm and Swayaah, Elris fires his longbow into the White Zombie. The bolt sticks right in the neck of the undead creature, wounding the zombie severely, but not downing it.

Tad steps up and fires his pistol at the same target, but the bullet ricochets off the stone doorway with a high-pitched whine.

Purple Goblin follows right behind his fallen brethren, moving around Helm who can only watch him squeeze past and slams his dead fist at the samurai from behind. Even with the advantage of a flank, the latest zombie cannot strike the canny Helm.

Tad pistol, into melee, PBS: 1d20 + 5 + 1 - 4 ⇒ (3) + 5 + 1 - 4 = 5
Purple Zombie slam, flanking: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Not really playing the zombies to flank, they are just madly rushing through the line, and that's where he ended up. Swayaah is next to close out the first round.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Wait, what?" Swayaah stands there dumbfounded. "Oh! Zombies! I love fighting Zombies!" Swayaah drops her earthbreaker, grabs her wand of cure light wounds with her tail, then brandishes her claws.

Swayaah tries to identify the creatures, and whatever happened to the Blakros woman.
K Religion: 1d20 + 5 ⇒ (11) + 5 = 16
K Planes: 1d20 + 5 ⇒ (2) + 5 = 7

Blue Zombie is her first target. She'll tear into the Green one if this is enough to stop it.
Claw 1, Power Attack: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Damage: 1d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8

Claw 2, Power Attack: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Damage: 1d6 + 3 + 4 ⇒ (4) + 3 + 4 = 11

Scarab Sages

HP 50/52 | AC19 (+2 vs Flying) T12 FF17 | Init +4 (+2 Underground) Perc +10 (+2 vs Flying) CMB +10 CMD 19 | F+9 R+3 W+12 (+2 Poison, Spells) | CN Mountain Dwarf | Inquisitor (Witch Hunter) 4 / Cleric (Crusader) 2 / Divine Scion (Cleric) 1 | Greatsword +9; 2d6+5 (19-20/x2) | sheet

Round 2 Bless
Dvalin moves up to the first purple zombie and swings his Greatsword ...
greatsword: 1d20 + 3 + 4 + 1 + 1 ⇒ (14) + 3 + 4 + 1 + 1 = 23 for slashing: 2d6 + 5 ⇒ (2, 2) + 5 = 9


The Dark Tapestry - Round 1 - concluded

Recovering her wits as her allies come under assault from the zombie guards, Swayaah tears into the nearest zombie with her claws, shredding decaying flesh and tearing into bone. Blue zombie falls under the fierce onslaught.

Swayaah's experience and knowledge of undead, lets her know these creatures are fast zombies. They can move more quickly, and attack faster than their normal slow-moving brethren. She has no idea what is going on with the thing that used to be Imrizade, but it's apparently not good.

End of Round 1

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