Rogue

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Azura, I just reported the session. The event is "PbP w GM Baveyo - 2016" and the number is 80685.

Feel free to fill it in on your sheet at your convenience.

In response to your question whether or not a chronicle sheet is valid without an event code - I'm not sure, but I suspect you could write any number there and no one would even know : )


I could run part two in August. But feel free to find new paths : )


Thanks everyone. You can find the chronicle sheets HERE

Let me know if there is an issue.


”You… you killed him…” huffs Hustavan. ”That villain could have been interrogated and made to pay for his crimes. You Pathfinders have much to learn if you claim to be heroes. I shall be talking with the authorities about your deeds.” Hustavan quickly turns away, heading toward the stairs with indignation in the air.

The group turns their attention to the stone. You all feel that the artifact must be terribly powerful and that its acquisition could be both a boon and a terrible burden for the Society. While many of you attempt to discern the nature of the green glowing rock, Castoris takes a more archaeological approach. However, it takes much more than a gentle rapping with his weapon to chip off even a sliver of the rock. Once the small piece breaks off the larger rock, the small chip loses its glow. He believes that it is possible to destroy the rock if he had a few hours and some helping hands.

Working together, Barnaby, Jormond, and Azura believe that the rock is incredibly powerful but far too strange to determine its source or purpose. It does have some aura of necromantic magic lingering within, but that is all you can determine. Looking above the rock, the ceiling and surrounding walls, it looks like this rock fell to its current location.

Some of your group heads upstairs to clear any other rooms or aid those in need. The doors to the exits are open and people are rushing around in the streets, telling tales of madness that unfolded in the theatre. You learn from some that are running that there were some zombies still attacking the theatregoers, but just moments ago – at the same time the locks released on the doors – all of the undead fell limp and collapsed to the floor. A noble rushes up to you, ”It was like their … life force … or something like that was pulled out of them. Whatever you Pathfinders did, it worked! How splendid it will be to retell the dangers and excitement of the tonight at all the dinner parties and balls we will hold. We will be celebrated as the survivors of this horrid event.” He runs off in jubilation.

Upon further investigation, your group finds Wuther’s corpse among the undead bodies. A quick once-over easily confirms that Wuther’s was turned into an undead monstrosity and is unrecoverable by any means known to your group. In Wuther’s belt pouch is a draft of the final letter he wrote to Venture-Captain Eliza Petulengro, wherein he details the final stages of the dig and the strange character of his companion—noted as “cleric of Irori” but clearly Fel. His pouch also contains a personal journal, a shorthand record of his many adventures as a Pathfinder.

Your groups stand alone in the middle the theatre's main hall. Bodes are strewn all around. Only small smatterings of people can be heard off in the distance. Just another night for a Pathfinder.

That’s the end. You can either decide to destroy the green glowing rock or you can bring it back to the Society, but it doesn't change your prestige. Also, I assume that since you found Wuther’s body and writings, that you bring him and his works back as well.

I had a really good time, and I hope you all enjoyed it. I’ll have chronicle sheets up in a day or so. If you have a day job and you haven’t rolled for it yet, please do so in Discussion. Thanks : )


Yvette’s eagle wakes up and moves into battle. It must have still been wiping sleep from it’s eyes, because it did nothing but feather a gentle breeze toward Fel.

”Out of my way you infernal bird. Step aside for your new master!” Fel belts out.

Yvette, unimpressed with her eagle, decides to compensate and casts some kind of ambiguous spell on the cleric.[ooc] But seriously, what spell was it?

Fel gets hit by some mysterious spell that derives from Yvette. ”NO! It cannot… be… Zyphus…” Fel falls to the floor. ”You have forsaken me…”

A low hum from the green stone stops as Fel exhales his last breath. You hear sounds of locks turning, letting you believe that the doors upstairs can now open to the outside. It is eerily silent.

Need to know what you all, as Pathfinders, want to do now. You have searched this room and found a large green glowing rock. There are no baddies around, and you don't really need to search the unexplored rooms upstairs.

Player Status
Jormond (-18)
Yvette
Barnaby (4/24)
Castoris
Azura
Nergi (-10)


Azura nails Fel with a solid arrow hit while the others work to help Barnaby survive the event. Barnaby regains consciousness and heals himself, but only a bit.

Fel looks pretty bad, but he doesn’t look like he’s going to give up without some encouragement.

”Do your worst, Pathfinders. Zyphus reign will tower over the crumbling ruins of your meager society…”
Those in bold may act
[Round 3]
Jormond (-18, life link with Nergi, casting Silence)
Yvette
Barnaby (4/24, prone)
Castoris
Azura
Nergi (-10, life link with Barnaby)
Cleric (-28)


If she is outside the the area affected by silence when casting, then I'm calling that it works.


Fel gets hit by Castoris’s arrow. ”HA! That’s all you got, paladin? Pathetic.”

Nergi is mildly weakened, giving some of her life essence to Jormond. Nergi then makes a similar connection with Barnaby in effort to aid him soon. She looks over to Fel and sizes him up. Fel wears full-plate armor and carries a heavy steel shield and a heavy pick made from a skull and bone.

Azura throws glitter at the cleric, but it doesn’t seem to affect him much at all.

GM screen:
Will: 1d20 + 7 ⇒ (17) + 7 = 24

”You glitter bombed me!” retaliates Fel. He looks around at the approaching Pathfinders. ”You may strike me down here today, but I will take at least one of you with me.”
Fel reaches out to Barnaby.
GM screen:
Touch Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 3d8 + 5 ⇒ (5, 6, 2) + 5 = 18
Rolling for Barnaby’s Will save to keep momentum going.
Barnaby Will Save: 1d20 + 4 ⇒ (11) + 4 = 15
Needed a 17 : ( …

Barnaby contorts in pain from Fel’s touch. The Pathfinder falls to the floor, limp.
Spellcraft DC 15:
[ooc]Inflict serious wounds

Barnaby needs a stabilize roll on his turn.

Just as Fel seems to be entering another long speech about Zyhpus or some other blah blah blah… Jormand unleashes a welcoming silence spell across the southern area of the room. Fel takes notice and shifts his gaze onto Jormond.

Those in bold may act
[Round 3]
Jormond (-18, life link with Nergi)
Yvette
Barnaby (-30/24, prone)
Castoris
Azura
Nergi (-5, life link with Jormond)

Cleric (-10)


Yvette, I think you and I might know each other : ) I'm one of the many many Mikes in the lodge.


Jormond takes a mighty strike against the ogre, hopefully ending its undead torment. Yvette’s eagle finishes him off, scratching and biting the grotesque corpse.

Barnaby, in shock, recognizes the cleric’s death’s touch spell. Hmm… Barnaby must be familiar with that type of spell from his past. Curious. He attempts an attack on the cleric, but misses.

As the cleric steps back away from Barnaby’s blade, Yvette’s magic makes his skin sizzle with pain. ”Arggh! You’ll die just like that other foolish Pathfinder! Fel! You’ve heard of me?! Of course you have. After your insignificant lives are extinguished, you will join the undead ranks with that puppet, Wuthers.”

Those in bold may act
[Round 2]
Jormond (-18, life link with Nergi)
Yvette
Barnaby (-12)
Castoris
Azura
Nergi (-5, life link with Jormond)

Cleric (-9)


You can count on that guy being evil : )


Castoris does some fancy footwork and blade maneuvers on the ogre, cutting in several places.

Reflex: 1d20 ⇒ 12
Azura greases the floor under the ogre and it falls flat. Omph! The ground shakes from the monsters crash.

”There you go, little blue wench!” cheers Hustavan. ”You peasants are quite handy when it comes to common brute tasks. Keep it up!”

GM Screen:

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 5d6 ⇒ (1, 1, 3, 6, 1) = 12

Suddenly, Barnaby screams out in pain, arching his back inward from some supernatural strike. 12 hp damage

A man dressed as a cleric materializes from behind Barnaby. ”You fools! You cannot stop the glory of Zyhpus! You shall all perish and become part of his living dead army.”

Those in bold may act
[Round 2]
Jormond (-23, life link with Nergi)
Yvette
Barnaby (-12)

Ogre (-16, prone)
Castoris
Azura
Nergi (life link with Jormond)
Scary looking Cleric


Nergi does her life-saving oracle mojo with Jormond again. There’s definitely a bond forming between those two after tonight’s events.

Nergi searches for evil in the ogre’s soul (if there is such a thing in the brute). It pulses with evil. This could also be because she did just witness it try to squish Jormond, so chances are there’s evil in its current agenda.

Those in bold may act
[Round 1]
Jormond (-23, life link with Nergi)
Yvette (summoning in progress)
Barnaby
Ogre (-3)
Castoris
Azura

Nergi (life link with Jormond)


After Jormond’s falchion swings by him, the ogre almost chortles at the puny attempts of the intruders. The ogre raises his great club and brings it down on Jormond.
Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d8 + 11 ⇒ (7, 5) + 11 = 23

The great club comes crashing down on Jormond, producing a Golarian-shattering sound.

Those in bold may act
[Round 1]
Jormond (-23)
Yvette (summoning in progress)
Barnaby
Ogre (-3)
Castoris
Azura
Nergi


Yvette Blakros wrote:
Sorry about vanishing this weekend. I was at a small local con and thought I would have a lot more time to post.

Was it the con in Bloomington?


Azura ~bluedove wrote:
Perhaps it was meant for Yvette's summon? She used a red circle for one before.

Oh, I really hope it was. That was a huge square!


I don't know how the red box got there. It's removed.

Yvette prepares a spell to aid the group and Barnaby slashes the ogre.
"Good shot, ol' boy. Give it another and prove your worth!" shouts Hustavan.

Those in bold may act
[Round 1]
Jormond
Yvette
Barnaby
Ogre (-3)
Castoris
Azura
Nergi


I forgot about the detect magics. There is necromatic and something else... but difficult to determine what it is... might have something to do with a huge glowing boulder : )


The group pears down the tunnel, inching forward in anticipation. The adjacent chamber is made of smooth walls, covered in strange glyphs, and also lit by the same standing lamps. At the center of that chamber stands a tall stone dais. In the middle of the dais is a huge boulder which, by all appearances, fell a great distance before crashing here. The boulder glows with an eerie green light, bathing the chamber in a green hue.

Standing in the middle of the chamber is a large ogre with this flesh rotting and peeling off of him.

”What the deuce is that monstrosity!” shouts Hustavan.

The ogre looks at your group and snarls.

GM Screen:

Initiative
Azura: 1d20 + 5 ⇒ (5) + 5 = 10
Castoris: 1d20 + 1 ⇒ (10) + 1 = 11
Yvette: 1d20 + 11 ⇒ (13) + 11 = 24
Nergi: 1d20 - 1 ⇒ (4) - 1 = 3
Barnaby: 1d20 + 1 ⇒ (13) + 1 = 14
Jormond: 1d20 + 5 ⇒ (20) + 5 = 25
Zombie Ogre: 1d20 - 2 ⇒ (14) - 2 = 12

Those in bold may act
[Round 1]
Jormond
Yvette
Barnaby

Ogre
Castoris
Azura
Nergi


Map updated.
Opening the door the group walks in the backstage of the theatre. The floors are painted black and the walls are covered in dozens of painted handbills and posters of previous operas performed here. Dozens of costume racks and painted backdrops are set up here to be wheeled out on stage for the proper scenes. There are also two staircases going down into what seems to be a room used primarily to store larger set pieces no longer used.

Walking down the stairs, it’s eerily quiet. The basement opens up into a large musty room with crates, mostly likely filled with costumes, props, scenery, and other items for the theatre’s productions. This room is well lit by standing lamps. At the far side of the room, though, it seems that the basement is now the home to a dig project that extends into the bedrock.

Hustavan whispers, ”I didn’t know the theatre was expanding the basement? How odd. There’s still plenty of room for storage down here. Why would they go to the trouble of excavating?”
The group turns to him with a blank stare… ”What?” asks Hustavan with a shrug.

Some of the group silently pokes around at the crates and gives the room a good look, but none find anything else out of the ordinary.

The group cautiously moves in to investigate the tunnel. Glistening with water, the slick walls and floor of these tunnels were recently carved from the thick bedrock beneath Oppara. Well lit by standing lamps, the tunnels stretch into an adjacent chamber, seemingly carved from the bedrock as well. The tunnel twists around a bit, and Jormond and Azura notice a faint green light coming from down the tunnel. From the sound of the area, it seems that the tunnel might open up into another room.

Your group is held here in the tunnel so you can discuss plans, actions, preparations, etc. You haven’t seen anything that could pose a direct harm as of yet, but there is a green glow – and that always means something good : ) What do you all want to do?


The group heals and watches the touching display of compassion and comradery between each other. Perhaps the night’s mayhem is bringing them closer together.

Player status
Barnaby (-1)

Azura startles the tied up cultists and puts the fear of the gods in their souls.
Blue: ”Fel? How do you know about Fel?”
Red: ”I knew he was gaining reputation! For Zyphus!”
Blue: ”We will tell you nothing, witch.”
Red: ”Yeah, nothing.”

Azura cracks her whip.

Red: ”He’s downstairs,” the cultists shrieks in fear.
Blue: ”Dude!”
Red: ”What? She’s scary, man.”
The blue cultists sighs… ”Fine. He’s downstairs.

Jormond steps up and mean mugs (yeah, I just said “mean mugs”!) the two.

Red: ”In the storage rooms downstairs. The staircases are right in that next room.” He nods to the door to the west. ”If you go down there you’ll see a tunnel. Follow that and you’ll find Fel. That’s all I know!”

The red cultist begins to sob, getting out a few words – something about his cat named Greg and how he’s gotta go… probably not important…

Azura and Jormond push the two for more information, but they don’t seem to know anything – only have joined the cult the day or so before tonight’s events. Their ropes are tightly knotted, so no reason to think they will escape.

Your move.


Jormond draws from an inner strength and produces to successful hacks on the female cultist. As she falls, she meagerly utters, ”I’m no witch… Zyphus, save me…”

End of combat

Looting Quint:
potion of bull’s strength, potion of cure serious wounds, potion of cure light wounds, half plate armor, heavy steel shield, masterwork heavy pick, and masterwork shortbow with 20 arrows

She also has a copy of the letter that you found earlier on a previous cultists you all made short work of.


Letter:
Loyalists of the Grim Harvestman, our time
has come!
My plan to recover the stone, blessed by
our beloved Harbinger of Unexpected Tragedy
Himself, has succeeded beyond my wildest
hopes. The fool Pathfinder I convinced to
journey here has fed the strength of our
Lord by encountering an unexpected tragedy
of his own. His hard work for Grim was
not in vain! Come to me at once, at the
appointed hour and place, and we shall lay
out a bounty before mighty Zyphus that He
won’t soon forget. When Pharasma, hated
cretin, lies slain in the bowels of hell and
our mighty harbinger rules the afterlife, He
will reward His faithful few with everlasting
life and power of unspeakable might! Come
to me, brothers and sisters, come to me!
Fel

Looting the two tied up cultists:
2 potions of cure serious wounds, 2 potions of cure light wounds, 2 masterwork heavy picks total

The tied up cultists are still out when the battle ends, but they finally come to (feel free to act on them before they come around if you want).

They realize that they are tied up, defeated, and that Quint lays in pieces beside them. ”Oh, great… I should have become a dentist like my mother wanted me to…”

Player status
Yvette
Jormond (-14)
Azura
Castoris (-4)
Barnaby (-1)
Nergi (-5)


I keep forgetting that you can do that, Nergi. That's pretty rad.

Those in bold may act
[Round 3]
Yvette
Jormond(-14)
Azura

R. Cultist (unconscious 2/7)
B. Cultist (unconscious 2/7)
Castoris (-4)
Barnaby (-1)

Quint (-9)
Nergi (-5)


Barnaby’s sword-cane swipes by the cultist, but only catches the air.
”Pitiful! Do what you will. I’ll reveal nothing save your rotting corpse for the undead to feast on.”

She takes another whack at Jormond with her pick.
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Jormond feels the sting of a Zyphus zealot.

Those in bold may act
[Round 2]
Nergi
[Round 3]
Yvette
Jormond(-19)
Azura

R. Cultist (unconscious 2/7)
B. Cultist (unconscious 2/7)
Castoris (-4)
Barnaby (-1)
Quint (-9)
Nergi


While Catoris ties up the unconscious cultists, Nergi attempts, but comes up empty, to sense an evil presence in the cultists.


Yvette's demon appears and starts working on the lead cultist. Perhaps the demon had a long journey to get to this plane and it's simply jet lagged, but it couldn't muster the strength to do much to her.

Nergi and Jormond are distracted by the sudden appearance of the demon, and neither can get a hit either.

But Azura's arrow strikes true. "Arrh!" shouts the cultists. "Your resistance is pitiful, relying on magics from insignificant gods!"

The red and blue cultist remain unconscious on the floor, drooling and hopefully having pleasant dreams of a perfect zombie apocalypse.

Those in bold may act
[Round 2]
Yvette
Jormond(-14)
Azura
R. Cultist (unconscious 1/7)
B. Cultist (unconscious 1/7)
Castoris (-4)
Barnaby (-1)

Quint (-9)
Nergi


Will: 1d20 + 2 ⇒ (3) + 2 = 5
Will: 1d20 + 2 ⇒ (5) + 2 = 7

The cultists look toward Barnaby's colorful display and then fall limp to the ground.

Color Spray:
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.
Unconscious, blinded, stunned: 2d4 ⇒ (3, 4) = 7
Blinded, stunned: 1d4 ⇒ 2

Castoris gets in a quick heal from his deity, but receives no help with guiding his hand in battle.

The lead cultists moves to Jormond and raises her heavy pick.
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
She's able to make contact with the bone axe.

"It makes no difference if you dazzle my men with your spells. Your magic is nothing, NOTHING, compared to Zyphus," shouts the woman.

Hustavan calls from the rear of the battle, "Can someone dispatch her quickly? She's quite annoying."

Those in bold may act
[Round 1]
Nergi
[Round 2]
Yvette
Jormond(-7)
Azura

R. Cultist (unconscious)
B. Cultist (unconscious)
Castoris (-4)
Barnaby (-1)
Quint (-6)
Nergi


Jormond runs into the room, but the cultist is able to get a hit off on him with his pick axe.
AoO: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Jormond tries to return the favor, but the cultist is just barely able to move out of harm's way.

Yvette begins to mumble something... preparing for something dubious, no doubt.

Azura, seeing Yvette occupied, eyes the woman in charge and lets loose an arrow.

"Aahh! You'll pay for that, witch," screams the head cultist.

The cultists engage the battle, ready to divide and conquer.
Red. Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Blue. Attack: 1d20 + 8 ⇒ (2) + 8 = 10

One of the cultists makes deadly contact with Castoris, but the other one cannot hit Jormond on his second swing.

Those in bold may act
Yvette
Jormond
Azura
R. Cultist
B. Cultist
Castoris (-10)
Barnaby (-1)

Quint (-6)
Nergi


Jormond and Castoris synchronize their kicks to bust open the door. The door flies open and two men and a woman stand in what seems to be a storage room behind the stage. All three wear armor and carry heavy picks made from bone. The picks and their armor are covered in a macabre of blood.

”I told you they would just come to us, Lieutenant Quint ,” remarks one of the men.

”You were right,” answers the woman, ”points for you."

"Hmmm. This should be fun," says the other cultist with a grin.

"Alright boys, let’s put down this ragtag group in the name of Zyphus.”

”For Zyphus!” all three shout.

GM Screen:

Initiative
Azura: 1d20 + 5 ⇒ (18) + 5 = 23
Castoris: 1d20 + 1 ⇒ (10) + 1 = 11
Yvette: 1d20 + 11 ⇒ (15) + 11 = 26
Nergi: 1d20 - 1 ⇒ (7) - 1 = 6
Barnaby: 1d20 + 1 ⇒ (9) + 1 = 10
Jormond: 1d20 + 5 ⇒ (18) + 5 = 23
Quint: 1d20 + 5 ⇒ (2) + 5 = 7
Cultist: 1d20 + 5 ⇒ (12) + 5 = 17
Cultist: 1d20 + 5 ⇒ (8) + 5 = 13

Those in bold may act
Yvette
Jormond
Azura

R. Cultist
B. Cultist
Castoris
Barnaby (-1)
Quint
Nergi


Perhaps on a hunch or the oddity of the evening's events, Castoris and Jormond search the room high and low. Jormand even goes as far to detect any ill-will coming from Hustavan. Sadly, Hustavan is not evil; he's just a jerk.

"Why do you stare upon me like that, cretin? Hmmph. You foreigners are ... taxing."

Yvette joins the detectives by searching for magic, but comes up empty handed.

Jormond, though, does hear some muffled voices coming from the western door. He can't quite make out what they are saying, but someone is definitely giving directions or orders out to two or three others.


When the group opens the western door they see a gaudy, marbled hallway with finely carved pillars, the white floor here is split by a deep violet carpet. This entrance is reserved for the king and anyone he considers to be part of the royal court.

The room has a dozen or so corpses scattered across the ground. ”The king!” yells out Hustavan. He rushes forward into the room, searching among the bodies. ”Oh, praise Abadar. I do not see the king here. It’s mostly just a bunch of peasants and a few minor merchants. No one particularly important.”

None of the corpses seem to be moving. On closer inspection, it doesn't look like the bodies have deep scratches or bites, but rather they wounds that looked to have been made by ... strangely ... pick axes.

Some of bodies lay near the southern door leading out into the city. It is sealed and cannot be open.

Other bodies are more in a defensive pattern and has small melee weapons by their hands: daggers, pieces of broken chairs, etc.

Player Status
Barnaby (-1)


Barnaby looks through the northern door to the main theatre for trouble or survivors, but finds none.

Player Status
Yvette
Azura
Jormond (-1)
Castoris (-5)
Barnaby (-1)
Nergi (-6)


A celestial eagle springs behind the bugbear, spreading its wings wide as it attempts with talon and beak. It is able to scratch and bite the monstrosity successfully, weakening the bugbear.

"What in all that is holy is that thing?" yells Hustavan. I hope it is with your group. He shakes and looks for any kind of spirit behind the bar that could help take the edge off.

Yvette also gets off four bolts of hard magic from an erected hand pointed toward the remaining zombie. The zombie reluctantly takes it on the chin.

When the bugbear rises, Nergi and Castoris attempt to keep it down. Nergi misses, but makes another quick swing at the other zombie. The zombie has had enough and goes down.

Castoris's falchion with a stupid 18 crit hits the bugbear hard and settles it for good.

End of combat.

The room is quiet, save some small pockets of shrieks the group can hear from other parts of the theatre. Hustavan pokes his head up from the bar, mid-swig from a bottle of gin. He quickly puts the bottle down and shakes the dust from the battle off his fine clothing.
"I say, I'll never patron this place again. And I insist that you all demand your money back for whatever cheap seat tickets you had. I know I will. Humpf. Oh, and... good show dispatching this rabble. I would have done so myself, but someone had to watch our flank back here. Now finish your duty and help me get out of this damned place."

Where to next, group?.


As Jormond chops off the orange zombie’s head, it flies through the airing. A final grunt makes its way out of the zombie's mouth as its head finds its ways 20ft across the room, ”Arrssshgggh”

Zombie speak:
But I just wanted to join you for dinner! Noooo!

Barnaby makes work on the yellow zombie, and Castoris lays a mighty blow on the bugbear.

The bugbear groans loudly, and stands to get a better angle on his prey.

GM Screen:
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20

Need attacks of opportunity from Catoris and Nergi on bugbear zombie.

Those in bold may act
[Round 4]
Yvette
Azura

Jormond (-1)
Castoris (-5)
Barnaby (-6)
Nergi (-1)
Y. Zombie (-5)
Undead Bugbear (-27)


As Yvette seems to be catching her breath, Hustavan glares at Barnaby. ”Are you suggesting… Are you suggesting I should… work in some fashion? The audacity! –YIEEEEE!” Hustavan screams and hides again behind the bar, seeing the remaining undead attack.

Yellow Attack: 1d20 + 4 ⇒ (11) + 4 = 15 on Nergi
Orange Attack: 1d20 + 4 ⇒ (5) + 4 = 9 on Jornmond
Bugbear Attack: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10 on Castoris – still prone

Those in bold may act
[Round 4]
Yvette
Azura
Jormond (-1)
Castoris (-5)
Barnaby (-6)
Nergi (-1)

Y. Zombie
O. Zombie (-8)
Undead Bugbear (-9, prone)


Jormond finishes the stylish zombie in pink. "Huzzah! That's the way, peasant!" yells Hustavan.

Jormond, ignoring Hustavan, moves to help Nergi, and one of the undead reaches for him.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
But Jormond waves off its attack, like swatting away a fly.

While distracted, the orange zombie takes a slight hit from Azura, who now has become too exhausted to sing AND fight at the same time.

Nergi makes a connection with Jormond, and it must be some good eye contact, because both Nergi and Jormond feel physically better : ) I gotta learn that trick.

Castoris, not wanting to be outdone by Jormond, attacks the bugbear while its down on the ground... Real chivalrous like...

Those in bold may act
[Round 3]
Yvette
Azura
Jormond (-1)
Castoris (-5)
Barnaby (-6)
Nergi (-1)
Y. Zombie
O. Zombie (-8)
Undead Bugbear (-9, prone)


Azura makes contact with the pink zombie, still singing away. Her actions, perhaps, inspire Barnaby’s aim with a perfect on the same zombie.

Nergi heals a bit and lands one the business side of axe on the orange zombie.

The undead keep pushing on, searching for the tasty brains.
Orange and Yellow think they might have to share the tasty Nergi, but she’s so small, they will definitely want seconds...
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 4 ⇒ (6) + 4 = 10

The Pink still wants Barnaby.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23 and is briefly satisfied!
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

The bugbear, prone on the floor, reaches for Castoris’s other leg.
Attack: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6

Those in bold may act
[Round 3]
Yvette
Azura
Jormond (-1)
Castoris (-5)
Barnaby (-6)
Nergi (-9)

Y. Zombie
O. Zombie (-6)
Pink Zombie (-12 – looks bad… well even more for a zombie)
Undead Bugbear (prone)


Castoris chops down the purple zombie, but Jormond can't seem to make contact with much of anything.

Yvette begins chanting, summoning something majestic.

Those in bold may act
[Round 3]
Yvette
Azura
Jormond (-1)
Castoris (-9)
Barnaby
Nergi (-13)

Y. Zombie
O. Zombie (-1)
Pink Zombie
Undead Bugbear (prone)


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Barnaby takes out the red zombie. ”It’s about time!” chimes in Hustavan. The group all shoot him a death stare and he he slowing goes back to hide behind the bar. In a meager voice, "Good show. Good show. Carry on."

Castoris fumbles against the bugbear, while Nergi takes out only a small junk out of the orange undead (let’s say a pinky finger).

The zombies, all at once, seem to attack. The purple and orange zombies moan, ”Arrrggg… Arggghhgh…”

Zombie speak:

”Hey, Jack. It’s too bad they didn’t bring an archer.”
”Why’s that, Bart?”
”Because then we could have eaten his bone and marrow.
”Bart, you’re the worst.”
"What do you expect? I'm kinda brain dead here."

The purple one chomps at Castoris.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
And gets a piece of him: Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Orange and Yellow after Nergi.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
But she's far too nimble.

The Pink turns its attention to Barnaby.
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
And he deflects with ease.

The bugbear, still prone on the floor, reaches for Castoris’s leg.
Attack: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7

Those in bold may act
[Round 3]
Yvette
Azura
Jormond (-1)
Castoris (-9)
Barnaby
Nergi (-13)

Pur. Zombie (-2)
Y. Zombie
O. Zombie (-1)
Pink Zombie
Undead Bugbear (prone)


Finally the red zombie falls for good.


Nergi does some fancy footwork, and Yvette slices the air with more magic missiles. She’s chipping away at the red zombie, but he’s still moving.

He retaliates by taking a stab at Jormond.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 And barely misses him.

Those in bold may act
[Round 2]
Yvette
Azura
Jormond (-1)
R. Zombie (-14)
Castoris (-5)
Barnaby
Nergi (-13)

Pur. Zombie (-2)
Y. Zombie
O. Zombie
Pink Zombie
Undead Bugbear (prone)


Jormond just can’t seem to make contact with the red zombie. On the other side of the room, Azura splashes the floor with grease.
Reflex - Bugbear: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex - Yellow: 1d20 ⇒ 15
Reflex - Orange: 1d20 ⇒ 17

The zombies don’t seem to mind, but the Bugbear immediately loses its footing and falls flat.

Nergi feels the floor get slick – need Reflex DC 15

Those in bold may act
[Round 2]
Yvette
Azura
Jormond (-1)
R. Zombie (-11)
Castoris (-5)
Barnaby
Nergi (-13, need Reflex safe DC 15)
Pur. Zombie (-2)
Y. Zombie
O. Zombie
Pink Zombie
Undead Bugbear (prone)


Yvette drives 4 bolts of power magic into the zombie in red. He moves back a bit, but he keeps pushing forward. Barnaby tries to finish him off, but to no avail.

Jormond expresses his frustration on how the gods clearly must be working against him when his spell didn’t go off as planned. For reals, I’m sorry about that.

Castoris whiffs on the bugbear, and Nergi does the same.
Hustavan yells from behind the bar, ”Do better you cretins! My life is in your hands!”

The zombies stand up and move closer and closer to Nergi. She is now piratically surrounded. One (in pink) moves up to Barnaby, ready to attack at any moment.

Purple: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8 On Nergi

Yellow: 1d20 + 4 ⇒ (18) + 4 = 22 On Nergi
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Nergi takes more than just a scratch.

The Bugbear then shifts his gaze onto Castoris. The Bugbear raises his morningstar and smashes it down.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

The morningstar leaves a bruise.

Those in bold may act
[Round 2]
Yvette
Azura
Jormond

R. Zombie (-11, looking bad)
Castoris (-5)
Barnaby
Nergi (-13)
Pur. Zombie (-2)
Y. Zombie
O. Zombie
Pink Zombie
Undead Bugbear


Hustavan runs for the bar and jumps over it for cover.

GM screen:
Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16

”Umph! …. I’m alright. Ow… Keep killing, peasants. Keep killing!”

Jormond makes such a blistering insult that even Nergi turns her head to him. The force of the enchanted insult rushes through everyone in the room, but it doesn’t seem to affect anyone, including the undead.

Blistering Invective and Undead:
I’ve looked on forums for about 30 minutes now, and all I can find is that since it’s a demoralizing effect, this spell doesn’t work on undead, including the undead bugbear. And James Jacobs discusses it (indirectly) here. If you find it elsewhere that it says it does work, then I’ll apply the damage and effects. Sorry.

Azura dashes up to a zombie that just joined the party and hacks into a bit – all while she continues singing. Sheesh, she must have some fantastic lung capacity!

The zombie with the red overcoat clambers into a standing position and hobbles over to Jormond. ”Arrrggghhhh…"

Speak Zombie – Translated:
“Oh, hi! I’m Bob. Nice to meet you. Man, am I having a bad day. A few hours ago, my wife made me go to this opera when I tried to tell her I didn’t want to go because I was already super hungry. Then the opera sucked. Shocker… And in some gods awful turn of events, I got bit by a zombie. But on the bright side, you all showed up to help me with the hunger part. You all are swell. Oh, yeah… BRAINS!”

Those in bold may act
[Round 1]
Yvette
Azura
Jormond
R. Zombie (-7)
Castoris
Barnaby
Nergi

Pur. Zombie (-2)
Y. Zombie
O. Zombie (prone)
Pink Zombie (prone)


We are keeping everything as already posted. No changes. You might need that surprise round for what's up next :)

Time for Round 1 and a bit of action to keep the hearts racing!

Just as the Pathfinders thought they had a good handle of the situation, two more of the corpses further down the room begin to stir. The group notices them, and the door a few feet in front of them bursts open with a group of undead barging into the room – one looks like an undead bugbear!

Hustavan shouts, "By all that is unholy! Protect me, you fools!" Hustavan runs up to hide behind Azura.

Those in bold may act
[Round 1]
Yvette
Azura
Jormond

R. Zombie (-7, prone)
Castoris
Barnaby
Nergi
Pur. Zombie
Y. Zombie
O. Zombie (prone)
Pink Zombie (prone)


Not a problem. We are going to keep the rolls, though. I don't want to make Castoris cry too much, and if I take them away, I'll never hear the end of it :)

Nergi is able to calm the noble down as she moves into the room of zombies.
"Better you all than me," Hustavan mutters, wringing his hands as the group takes out the undead.


Castoris rushes into the room and dispatches one of the zombies before it can get up.

Azura prepares for the upcoming battle with a supportive tune, and Barnaby readies an attack.

Jormond calls onto Desna for assistance, and the zombie rattles on the floor in affliction. The crit does confirm.
Crit Dam: 1d6 + 1 ⇒ (1) + 1 = 2

Just a reminder that in surprise rounds you can move or take a standard, but not both - at least that how I read the rules. But let's roll with it as is : )

Those in bold may act
[Surprise Round]
Yvette
Azura
Jormond
R. Zombie (-7)
Castoris
Barnaby
Nergi


Hustavan opens his mouth to object to Jormond's request, but then shuts it for now.

Yvette reviews the enchanted doors to the opera house. She senses a mass dimensional anchor spell. While this magic can be dispelled, it’s going to require the source or something close to it to drop the barring of the doors.

Castoris and Jormond open the door to the opera bar. Known to regulars as the Immortal Drunk, this bar serves theatergoers before the opera, during intermission, and hosts after-parties for wealthy merchants or socialites who are not part of the nobility. The red carpet indicates that this room is also an entrance for wealthy non-nobles.

Various parts of a dozen corpses lie strewn about the floor. Blood and gore stain everything, making the floor slick and filling the room with a metallic aroma. Bodies lie askew, mouths hanging open in silent screams, faces contorted in fear.

GM screen:

Yvette: 1d20 + 5 ⇒ (16) + 5 = 21
Castoris: 1d20 + 5 ⇒ (11) + 5 = 16
Nergi1: 1d20 + 9 ⇒ (8) + 9 = 17
Jormond: 1d20 + 10 ⇒ (6) + 10 = 16
Azura: 1d20 + 5 ⇒ (13) + 5 = 18
Barnaby: 1d20 + 5 ⇒ (18) + 5 = 23

Hustavan begins tugging at Jormond's arm, pointing with fear at the bodies. Everyone in the group notices that two of the bodies/zombies are twitching – almost “playing dead” and ready to strike any gullible victims that pass them. Only two of the bodies seem to be threats, and they are prone on the ground, among the other corpses. Hustavan, moves behind Jormond for protection.

GM Screen:

Azura: 1d20 + 5 ⇒ (16) + 5 = 21
Castoris: 1d20 + 1 ⇒ (8) + 1 = 9
Yvette: 1d20 + 11 ⇒ (17) + 11 = 28
Nergi: 1d20 - 1 ⇒ (4) - 1 = 3
Barnaby: 1d20 + 1 ⇒ (7) + 1 = 8
Jormond: 1d20 + 5 ⇒ (12) + 5 = 17
Zombies: 1d20 ⇒ 15

Those in bold may act
[Surprise Round]
Yvette
Azura
Jormond

R. Zombie
G. Zombie
Castoris
Barnaby
Nergi


Hustavan looks to Castoris in surprise. ”Me? How the deuce would I know anything about all of this?! How dare you imply… You simple… Simpleton!”

Yvette searches the cleric and finds the note. After she reads it aloud to everyone, Hustavan grabs the note out of Yvette’s hands, ”Let me see that.” He reads it again to himself, muttering the words as annoying nobles tend to do. ”What is this nonsense?” He throws the letter back into Yvette’s hands. ”Perhaps we should depart from here? The zombies are bad enough, but the performance was disastrous. I do not want to be caught dead here. It could be the demise of any reputable man of means.”

Trying to ignore Hustavan’s driveling, Yvette cannot recall a Fel or any other information gleaned from the letter.

Barnaby tries to shirk Hustavan, but he refuses to leave the group. ”Don’t you think we already tried to open the doors? They will not budge. They must be magically bound. No, I will stay with your group until all this mess is over. It is my duty to stay alive, and it is your duty to ensure it.”


As Jormond moves around the cleric, he dodges an attack of opportunity... but barely...
Attack: 1d20 + 5 ⇒ (13) + 5 = 18

Jormond takes a stab at the cleric from his new angle, but misses.

Nergi takes a terrible looking swing at the cleric. The zombies are already down for the count, so I assume Nergi would move on to immediate threats. If so, we need to move her up 5 feet.

Cleric: "You all will have to do better than that!"

Yvette chimes in with a witty jest and another blast of magic, causing the cleric some pain, but he's still looking pretty good.

Dammit, Castoris... I was about to post and then you had to go and kill the cleric as I was previewing : )

Then Castoris takes care of the cleric - for good. End of combat.

At the sight of the slain cleric and undead, the theatregoers stare at the Pathfinders in awe, shock, and fear. One noble steps forward and addresses the adventurers.

"I am Emperor Stavian III’s consul for the fourth district of Oppara Prefecture, Magistros Sebastus Hustavan. It is about time you safeguarded me from this... rabble of monsters and insanity. I demand protection and safe passage. The Emperor would not be happy if I was to come to any harm."

Hustavan moves to the middle of your group, almost using the Pathfinders as a shield from any danger. The rest of the theatergoers rush off into other parts of the opera house, seeking an exit—or perhaps hoping to rid themselves of Hustavan’s company.

Search cleric - Perception DC 10:
You find 2 potions of Cure Moderate Wounds, a holy symbol of Zyphus, and a letter:
Loyalists of the Grim Harvestman, our time
has come!
My plan to recover the stone, blessed by
our beloved Harbinger of Unexpected Tragedy
Himself, has succeeded beyond my wildest
hopes. The fool Pathfinder I convinced to
journey here has fed the strength of our
Lord by encountering an unexpected tragedy
of his own. His hard work for Grim was
not in vain! Come to me at once, at the
appointed hour and place, and we shall lay
out a bounty before mighty Zyphus that He
won’t soon forget. When Pharasma, hated
cretin, lies slain in the bowels of hell and
our mighty harbinger rules the afterlife, He
will reward His faithful few with everlasting
life and power of unspeakable might! Come
to me, brothers and sisters, come to me! -Fel

You all are up. What's your next move?

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