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Thod runs Carrion Crown - Trial of the Beast
Game Master Thod

Carrion Crown Part II - Trial of the Beast



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Grand Lodge

Forty yards beyond the grille, the tunnel joins the local sewer, which Vorkstag and Grine use to move cadavers and merchandise through the city unseen.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan looks over the traveler's body, wondering if it was someone he knows or might be important to their case.

Knowledge (Local)
1d20 + 7 ⇒ (17) + 7 = 24


Male Forlorn Elf Magus 4

"Your home?" Nym asks the mongrelmen. "You'd like to return I assume?"


Female Elf FeatherMage 5

Wren will examine the ledge in the handcart.

"If we're done here, maybe we can take a wagon or this handcart to carry as much of this loot out of here as we can. Maybe we can hit the market and sell much of it quickly. Then, then...squawk!...then we can get to bed." Wren mumbles tiredly.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan shakes his head.

"I wouldn't sell much of it. At least not yet. Most of this is evidence of wrongdoing."


'Aldous' nods.

"Whilst some of those 'specimens' look like they could be worth a fair amount of coin to the right, discerning, buyer, I am forced to agree with Galadan: They are evidence, unfortunately..."

He then lopes back out to the other room, and the sole remaining door...

"Let's see what is behind this door..."

Grand Lodge

One of the mongrelmen - a brute among his comrades and maybe their new future leader - let's out a grunting noise in reply to Nym's question. You can clearly feel their gratitude as they leave.

Grand Lodge

Cadaver Pool

A wide staircase leads down 20 foot - ending at an iron door. The door is cold to the touch. Opening the door reveals a large room.
The floor of this room is hidden beneath the murky water filling the room to just below the bottom of the door. Dozens of pale cadavers float in the ise-cold waters, bumbing into each other or against the damp walls. The air is still and quiet, broken only by the sound of water lapping against stone walls.

A 10 foot long gaff hangs on the wall beside the door - seemingly being used to hook bodies and drag them to the door.

The water is approx. 4 feet deep.


'Aldous' raises an eyebrow.

"Charming. It looks like we just shut down a rather... prosperous... body-harvesting business."

He then wades into the pool, to begin searching it.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14.


Kevin shakes his head as Hastur enters the pool. "I am not going in there. Unless there is wine." The swordlord turns with his eyebrows raised towards Nym. "You do not think he would hide his wine in there do you? Maybe beer. I hear some like their beer cold." Kevin arpoaches the edge of the pool atempting to look into it's depths.
"Sound off if you stumble upon a keg in there Hastur."


Female Elf FeatherMage 5

Wren stays back from the pool as she just *knows* what water can do to feathers.

She will cast Detect Magic and slowly scan about.


Male Forlorn Elf Magus 4

"I think if there's wine or beer in there my friend, you're best taking it to some tavern here in town and bartering for something less...contaminated."


Kevin nods his head as he peers into the water. "Right. Right.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"I hope that is only desperation speaking. These corpses are best burned, to prevent the spread of disease."

Grand Lodge

Wading through the water Hastur notices too late that two of the bodies to his side - looking as dead as everyone else - start to move with astonishing agility

Suprise attack 1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Non-lethal Damage / Stunning Fist DC Fort. 13 1d6 + 6 ⇒ (3) + 6 = 9

Suprise attack 2: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 Non-lethal Damage / Stunning Fist DC Fort. 13 1d6 + 6 ⇒ (3) + 6 = 9

Fortitude Save 1: 1d20 + 3 ⇒ (4) + 3 = 7

Fortitude Save 1: 1d20 + 3 ⇒ (17) + 3 = 20

Hastur collapses stunned.

You hear a hissing voice from one of the attackers:
"You aren't supposed to be here. Grine and Vorgstag haven't told us. You better stay out until or we kill your friend here."

Aldous - I currently struggle with your current values for AC and saves as Hastur - but it looked save enough for 2 hits and one failed save.


Hastur's stats are listed under the 'Eidolon' spoiler on Aldous' page. AC 23/11/22, Fort save +4, for reference :-) So I guess my question is, are they taking a -4 penalty for attacking whilst prone...? (I assume that this was a surprise round.) I find it... convenient... that I happened to wander into a flank ;-)

You also don't drop prone when stunned ;-)

Grand Lodge

Situation:

The pool is 40*40 feet. You count at least 30 bodies floating - of these 2 have attacked when Hastur reached the middle of the pool. The pool is 4 feet deep - no swimming necessary - but it is difficult terrain.
The glimpse of the movement of the attacker looked like they attacked with surprising agility. Moments before they just seemed two more floating bodies.

Initiative:
Attacker 1d20 + 7 ⇒ (20) + 7 = 27
Wren 1d20 + 6 ⇒ (20) + 6 = 26
Aldous 1d20 + 6 ⇒ (14) + 6 = 20
Andrea 1d20 + 2 ⇒ (4) + 2 = 6
Galadan 1d20 + 4 ⇒ (6) + 4 = 10
Nym 1d20 + 2 ⇒ (17) + 2 = 19
Hastur 1d20 + 1 ⇒ (18) + 1 = 19

Grand Lodge

5 foot step (Nimble Moves allows them as far as I can tell) and attack. Will get rule book out to check. I havent regarded them as prone as they are not on the ground. You are not prone swimming and they merely 'float'. As such I don't think prone should apply. They work together. So only the first attack hits you then. Prone is for fluff - sorry - shouldn't have used it in my description.

Just checked out the Nimble Moves - it is crucial for my flanking ruling as it means that if the two are 10 foot apart and you pass through anywhere between them, then they can manage to get into flanking. That covers a lot of squares.
I wouldn't have ruled so if you needed to pass through exactly the right two bodies.

Sorry - need to check exact wording I use when I write - 10 feet apart should rather have said 10 feet between them which would be sufficient to cover any of the four squares in the middle of the pool from any direction and possibly more.
The stun last 1 round.

Wren can still act during the suprise round.

Grand Lodge

As it's late here - anyone feel free to do a free action (talk) ahead of the next action of the attackers. And the knowledge check is free action as well.

Knowledge Religion DC 5:

They look like zombies.

Knowledge Religion DC 10:

They are much to fast and agile for ordinary zombies. These are a variant JuJu zombies

[spoiler=Knowledge Religion DC 15]
They are much too intelligent and able of talk for ordinary zombies. These are intelligent Alchemical JuJu zombies. To keep their intelligence they need regular alchemical elixirs - like the once you found upstairs.
[/spoiler


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Knowledge(Religion)
1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19

"Undead! But no mere undead creatures, these are the dangerous alchemical juju zombies."

Galadan grabs out his light crossbow and a +1 crossbow bolt and aims at one of the zombies.

1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 firing into melee
1d8 + 4 ⇒ (5) + 4 = 9


Female Elf FeatherMage 5

Surprise Round

1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17 Know (religion)

"Mr. Hastur! MR. HASTUR! Look out!" Wren shouts out a warning, too late.

Round 1, Init 26

Wren agrees with Galadan's wise words about the Juju zombies.

Wren delays, trying to figure out which spell would work best.

Thod, is there a good spot for either a Featherdust or a Burning Hands? Wren is unwilling to get into the water and would prefer to to hit Mr. Hastur with either effect.


Kevin groans as he drawws his sword and enters the water. Oh come now, do we really have to do this? Grine is dead and voLkswagon will be visiting the magistraste. Just give up now."

Kevin move in so as to not get flanked imediately.

Power Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 10 ⇒ (5) + 10 = 15


Male Forlorn Elf Magus 4

Nym's initiative should be +4, so total of 21...not that it changes a great deal.

Nym will move about the outside of the pool to try and get into position to come at one engaged with Kevin, hoping to get a flank if possible. Before attacking he will spend 1 point of Arcana Pool to make his rapier +1 as a swift action.

Rapier attack: 1d20 + 11 ⇒ (9) + 11 = 20 +2 if flanking
Damage: 1d6 ⇒ 6


Female Human (Mixed race) Hedge Witch 5 (favoured class)

I think Wren means she would prefer NOT to hit Hastur..and did you take his +2 to AC from the ward into account?

"Not more undead... we really need to enlist a cleric you know" Andrea states with some annoyance.Having no spells that might be effective against the creatures she hovers again at the rear.

Grand Lodge

The two zombies listen when they hear about the demise of Grine and Vorgstag:

"What do you mean Vorgstag and Grine are dead. They killed me and my Brother and then enslaved us "

Sorry - I went yesterday to bed and come back with everyone wanting a fight it seems. The Zombies have initiative. Please let me know if I should go through with just a fight. They won initiative and would act first.

Looking closer at he zombies you notice a certain resemblance. Both of them seem to come from Tian. They don't have any weapons but seem to have well developed bodies.

Andrea - not sure if he +2 is in the AC. I didn't spot the AC when I posted.

Grand Lodge

Just checked - with the ward from Andrea I do miss both times. So Hastur isn't stunned.


"Then you are free unless you continue to attack. If you do, then once I figure out how to hit you, we will kill you. Again."


Male Forlorn Elf Magus 4

Nym is content to let this be a bloodless encounter.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea waits to see if Galadan is willing to let this encounter go by peacefully.Pharasma is not noted for her tolerance of the Undead.


Female Elf FeatherMage 5

Wren holds her action, still waiting a chance to nail the zombies with a spell if the need and chance permits.

Yes, Andrea, AVOIDING Mr. Hastur. Wren is tired. ;)


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan frowns grimly (that is to say that his normal frown furrows deeper).

"It is better that you find your rest again, and that your spirits be freed to seek out Pharasma's throne."

He looks at his companions, then back to the zombies again.

"That is what I would advise, but I will let you have a say in the matter. This monstrous thing that has been done to you, can be undone. We can burn your bodies, hold proper funeral rites, if you desire. Otherwise you will be seeking these chemicals out for the rest of your undeaths."

Grand Lodge

The speaker of the two turns to Galadan

"If you can truly save our souls then we will put our fate into your hands - Pharasma have mercy with us.
If you can't save our souls then we would ask you to give us whatever alchemical elixir is left and we will be peacefully on our way."


Female Elf FeatherMage 5

Wren stands down, having no opinion on this matter and goes back to weaving more owlbear feathers into her 'armor'.


Kevin shakes his head as he turns to Galadan. "I for one will not kill them unless they attack me. They had been forced to become this way, not by their own will. Unless your church has a means of reversing this then let them go."


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan frowns back.

"Undeath can only be reversed by a reintroduction to the bliss of death. It can be done in more peaceful ways, but there will always be a sacrifice, a giving up of the soul's hold on life. That is the only way I know to ease that transition."

Knowledge (Religion)(10)
Is there any other way to reverse the zombification process?
10 + 8 = 18


Kevin sheathes his sword and climbs out of the pool. "So kill them to set them free? How is that better than what was done to them?"


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"By killing them, we release the soul from an unnatural binding. As I said, there may be other ways to release the soul, but the return to death is one way certainly."

Galadan scowls at the situation.

Grand Lodge

The two zombies turn over to Galadan. One dives into the pool and one retrieves an amulet with a large gemstone.

"You won't find anything else of value here - unless you regard the bodies as valuable that Grine instructed us to guard. The amulet is from our ancestors but it isn't of any use for us anymore.
If you can reverse our condition and restore our souls - then this might help to pay for spellcasting.
Until then we will be waiting for you here and guard the bodies from any intruders. If you need other help - let us know."

You have done all that is possible here. I deliberately didn't put a value on the amulet - it will be enough and not more for any spellcasting services you deem necessary.
You should have time to get to Hergstadt and back. In Hergstadt I will regard you as fatigued. Aldous posted a good way to get rid of the condition once you are back and be fully operational next day.
You can also think about leveling up which will happen during the night.


Female Elf FeatherMage 5

With all the area explored here, Wren will assist the party in categorizing and packing into two distinct piles: "loot" and "evidence", tiredly taking judicious notes with a long feather quill.

Wren will search for a wagon, cart, or horse/mule to help carry the evidence to the courthouse.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea sags slightly with tiredness knowing the trip to Hergstadt must begin all too soon


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan accepts the pendant heavily. "With this as a proper donation to the Church of Pharasma, I do not think your plight will go unanswered."

He too is wearied by the evening's difficulties.

"If there is nothing further here, we should take our prisoner back to the authorities and return to our original task."

Grand Lodge

The High Priest of Pharasma welcomes the donation from Galadan and promises to take care of the souls of the two alchemical zombies.

The guards take in Vorgstag and take care of any dead bodies and evidence so that it can be presented the next day.

It is still up to you to mention / list the evidence you regard as important. It is all stored away in the courthouse for quick retrieval.

Barrister Kaple at the court house is very pleased with the progress and the evidence you have gathered. Barrister Kaple gives you some more details about the next day:

"Tomorrow will be a crucial day. But we need a miracle as this case seems very clear. Six children disappeared in Hergstag. The vanished one by one - and then one day the Beast wandred into the village - laughing - carrying one of them - a girl named Ellsa.
The villagers managed to drive the Beast away using pitchforks. There will be three respected witnesses tomorrow. Garrow, Starle and Flicht. They own a small windmill on the outskirts of Lepidstadt in the direction to Hergstag.
I hope this information helps you."


'Aldous' frowns.

"Stitches laughing over the body of a child seems rather... out of character. We should probably have a chat with him before we head out."

I am just trying to keep the ball rolling ;-)

Grand Lodge

Stiches seems detached when you visit him. Part of him seems to have given in to his fate. Only when you manage Ellsa he reacts. He suddenly is more upright and his face contorts into the visage of a smile.

Laugh

Sense motive DC 10:

Stiches seems to be in deep pain. Only he can shed tears and his face is contorted in a way that looks like a laugh.


Female Elf FeatherMage 5

Wren will flutter around Stitches, tending over him like a mother hen, cooing with concern and making promises on the morrow.

"Oh Stitches, you were very good today and you'll be even better tomorrow. We, your friends, are going to get you out of this. Now let me straighten your brooch."

Wren will cast prestidigitation on the feathers of the brooch, cleaning and straightening the feathers, then spending some time cleaning up Stitches for good matter.

"We must go soon, but wanted to check in on you. We shall be back tomorrow! Don't you worry about us!"

* * *

Wren is ready to go get the minimal sleep before pressing on.


Sense Motive: 1d20 - 2 ⇒ (8) - 2 = 6.

'Aldous' frowns, in confusion.

"Stitches, why are you laughing? What happened to those children was terrible..."


Sense Motive: 1d20 + 0 ⇒ (5) + 0 = 5
Kevin shakes his head and grips the hilt of his sword as he watches Stitches laugh.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Sorry everyone, been busy at work.

"He is not laughing, my friends. He is crying." Galadan's solemn voice interrupts the discussion. "Stitch's body does not react to pain the same way as ours do."

Fatigued, he stands less straight than he normally does.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

Andrea looks aghast at Galadans comment "Oh you poor poor creature.. unable to even grieve properly"

Her heart aches for the sad spectacle of the Golem..a life formed from death and seemingly without hope.

Grand Lodge

If there aren't any questions to Stiches I suppose you move on. Feel free to ask some last questions. I will still reply for him - but I start moving you on to keep it going.

The track out of the city seems to take longer than it actually is. So much horror that you have witnessed - and while you are a huge step closer to Hergstag it seems you need to find some evidence there.
After all - like the Museum - all signs point to Stiches having been there. Maybe the three villagers can tell you more - maybe you prefer to just go straight on to have it done and get rest.

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