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Danse Macabre

GM Kip's page

440 posts. Alias of Kip84.


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Faunra were you interested in a Chronicle sheet?

Average +1 for Hp

Oh and level up to 3rd level!

Picking up right where we left off

During a lul in the harvest feast while the mayor is off mingling with some other townsfolk, a man dressed in dark greys and browns approaches the head table. " Good evening, honoured heroes. I am Cygar, a member of the Pathfinders. I've been speaking with the Mayor this afternoon and well he's told me about the bandits you found that had raided the Crypt. I'm a little concerned that they only seemed to be after these amulets but left everything else intact. That kind of thing always stinks of some powerful artefact... I think these Bandits need to be tracked down and I'm hoping you will help me. If your interested meet me at the docks in three days time. " he nods and then melts back into the crowd.

The Mayor bows his head. " Tomorrow I will send some people to the Crypt. We will give him honor by burying him in the villagers section next to the brave ancestors who died protecting this town so long ago. "

After everyone has time to clean up and rest for an hour or so the Harvest feast gets started. The lamp is hung over the head table, which you all have a seat at. There are many toasts to the brave heroes and also to honor the townsfolk who have fallen including Nadab.

Thank you everyone for sticking with this to the end. If you are interested in continuing the story Here is the Link to the new discussion thread.

Post below if your interested in continuing with the series and please dot the gameplay thread so the campaign will appear in your Campaigns Page.

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The journey back to Kassen is somber and uneventful. Roldare is thrilled to see Dimira again and seems to regain most (but not all) of his sanity.

Mayor Uptal greets you all at the town gate it looks like he's been waiting out here for some time and there is quite a crowd of townsfolk as well. " Thank the gods you are back! " he turns to address the townsfolk. " We will celebrate these heroes at the harvest feast tonight. " he watches as the townsfolk disperse and then turns back to the party. " Come and refresh yourselves. Faunra, I'll need you to write up a report for the town reco... Wait what happened to Nadab? "

I'm happy to send out chronicle sheets. Just pm me an email address.

I'm just unsure how this all works reporting wise... (To be clear I've run PFS before and know how to report games but this was not run as a PFS game and didn't have PFS registered characters.)

I would have thought we'd have needed to run this as a PFS game to hand out chronicles at the end?

DC 15 Heal check:
This man died about 3 months ago from strangulation.
DC 15 Knowledge (religion) check:
This man is a follower of Razmir, the living god whose cults have sprung up all around the Lake Encarthan region.

DC 20 Knowledge (local) check:
You have heard rumors of a cult opening up a headquarters in Tamran, the capital of Nirmathas.

Searching his body:
Anyone searching his decayed body finds a map leading to the crypt (along with a note that reads, “The amulets are entombed with Kassen and Asar”), a wand of magic missile (CL 3rd, 22 charges), bracers of armor +1, a horn of fog, 354 gp in newly minted coins, and a spellbook that contains the following spells: cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic missile, ray of enfeeblement, and all wizard cantrips.

Surprisingly the body does not leap up and attack. The corpse is relatively fresh and doesn't appear to be the body that belonged in this sarcophagus. In fact this sarcophagus is marked as Asar's.

The dead man is wearing gray robes and an iron mask that covers his face. The stench of rot hangs heavy around him.

No worries. It has been slow at times. Honestly I think we've done well. Most pbp's ive been involved in die before they finish and all of them slow down to a crawl at some point.

If we continue I wouldn't be promising any particular post rate.

I'm not really sure about PFS reporting on modules like this. I'd have to look in to it.

Hey everyone, as this module draws to a close I find myself leaning towards wanting to continue on.

So who wants to continue on with the next module: Mask of the Living God?

Samuel Soulkeeper wrote:

He then walks to the eastern side of the catacombs exploring the remaining rooms.

On the eastern side of Kassen's tomb is the Villager's Crypt.

This crypt is the resting place for a number of villagers, each one entombed inside a stone sarcophagus. Unlike Kassen, none of them appear to be disturbed.

On the western side is the Raiders Crypt.

This crypt contains the resting place for some of the raiders that attacked Kassen so many years ago. The central sarcophagus has been disturbed, its lid lying broken on the ground in front of it. The corpse of a masked man lies beside it.

" I don't know what Iramine did after the group split and I can't recall much about the tressure vault. It all seems so hazy. " Kassen begins to fade " You are welcome, " he replies to Faunra " Use them well. " his last word echoes about the tomb as his form fades completely.

Samuel manages to work out the scales properties but the properties of the Blue Gem are beyond his knowledge.

Silver Scale (Kassen's Boon):
KASSEN!S BOON Aura moderate abjuration; CL 10th Slot amulet; Price —; Weight —

This small silver scale is warm to the touch and inscribed with the sigil of Kassen, hero of the Fangwood. You can use this scale to call upon Kassen’s favor, allowing you to reroll any one attack roll, saving throw, or skill check a!er the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this power has been used, the scale crumbles to dust.

" Asar, " Kassen pauses and sighs. " Asar was one of my adventuring companions. In our last adventure together we found a key to a large treasure hoard. We all took what we could carry and as I thought it would be to dangerous to return we split the key into three amulets. After that I came here, founded Kassen's Hold and settled down. I can only guess that Asar somehow felt cheated by me or wanted to take back my piece of the key but for whatever reason 10 years after I founded Kassen's Hold, Asar led a band of mercenaries against the town. We managed to defeat them but it cost me my life... We were both buried here, the amulet keys with us. Three months ago my spirit awoke to find that my amulet was gone stolen by bandits and that Asar had risen as a dreadful Skeleton. Asar didn't have his part of the key either... If all the parts are reunited they point to the treasure vault we found. The only other part is with another of my old adventuring party Iramine, an Elven Sorceress.

Motes of light gather above Kassen's sarcophagus and slowly form into Kassen's likeness. Then the ghost of Kassen speaks." Thank you, worthy adventurers, for cleansing my tomb from Asar's foulness. " He smiles at each of you and reaches into his sarcophagus. He pulls out his Longsword and offers it to the party "This sword served me well in my adventuring days.", then he pulls out a sack, "Though this looks ordinary it can hold many times its volume and is always light. " then he hands over his shield and a blue gem and finally ons silver scale each from his armour. "These scales will grant you a boon in a time of need. "

He floats above his body for a time but if no one asks any questions he slowly fades down into his body giving his thanks one more time.

Treasure: bag of holding (type I), a +1 flaming longsword, a +1 bashing shield, an elemental gem (water), and one scale from his armor for each PC

I'll update tonight, something happens when you light the lamp ;)

Venedictos wrote:
"Grieve not too deeply, my dear. Your brother lives. He's very...concerned about you, too," he adds dryly.

" He's alive! Oh please, take me to him. "

Samuel Soulkeeper wrote:

"Don't worry Dimira. We have cleared the crypt and Kassen is save once again." walking up the stairs to the sarcophagus, Samuel has a look at the loot.

He then calmly takes the Everflame torch in his hands and pass it to Quinn "It is time to take the flame to Kassen. We have won." Samuel smiles at the party and helps picking up the wounded woman as Venedictos attends her.

The torch is fixed to the wall. Ven and the original team were given a lamp to light with the everflame.

Kassen’s sarcophagus is open, and the lid is lying next to it. His body is intact, save for the broken links of a chain that lie around his neck—the medallion it once held is missing. Kassen is dressed in resplendent full plate with a longsword resting on his chest. The Longsword has a flame pattern etched into the blade.

The woman stirs as Ven tends to her wounds. " No, no more questions " she says weakly. " Wait, you're not... Oh thank the gods "

" I'm Dimira, thankyou for saving me. " she replies to Samuel.

She turns to Faunra " Asar, that one over there, " She says pointing at the 'blue eyed' skeleton. " He came upon us while we were setting up the crypt leading other skeletons with him. I don't know what caused them to awake from death but, oh it was so horrible. They killed everyone. Oh Roldare! " she bursts into tears.

@Samuel The everflame torch burns above Kassen's open sarcophagus.

Brayken smashes his skeleton into a pile of bones clattering against the nearby wall and then onto the floor.

Faunra smashes her sword through her skeleton from shoulder to hip. The two halves fall helplessly to the stone floor.

The crypt falls silent except for the shallow breathing of the woman lying in front of the open sarcophagus.

Hey all, I'm on holidays this week and headed for the beach. Posting may be spotty. I will do my best.

Asar attempts to stand one more time! Come on you can do it!
Acrobatics : 1d20 + 2 ⇒ (4) + 2 = 6 That provokes an AoO right? I think I missed that last turn. I'll just use Faunra' above Attack for the AoO.

Faunra smashes Asar's head from his shoulder as he tries to stand. The blue fire in his eye sockets dies as his skull clatters to the floor.

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Quinn leaps down off the stairs then swings his club at the skeletons weak L5 vertebrae :D smashing the skeleton in half with his femur club. The two halves of the skeleton crumble to the ground.

Round 3

Brayken's club smashes into the prone skeleton, cracking ribs.

Skeleton 1 climbs up onto the steps and attacks Quinn
5 foot step and full attack
Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13
1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 2 ⇒ (3) + 2 = 5
1d4 + 2 ⇒ (3) + 2 = 5

Skeleton 2 steps across to attack Faunra.
acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
5 foot step and full attack
Claw 1: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (4) + 2 = 6
Claw 2: 1d20 + 2 ⇒ (19) + 2 = 21
1d4 + 2 ⇒ (1) + 2 = 3

Skeleton 4 Steps around Brayken trying to draw his atention away from it's master.
5 foot step and full atttack
Claw 1: 1d20 + 2 ⇒ (8) + 2 = 10
1d4 + 2 ⇒ (3) + 2 = 5
Claw 2: 1d20 + 2 ⇒ (10) + 2 = 12
1d4 + 2 ⇒ (2) + 2 = 4


Samuel and Quinn are up.

Faunra I think you posted twice in round 2? When we're at your turn this round I'll insert your action or you can post a new one :) Your attack will hit Asar as long as he is still prone.

Updated Map, The grease is marked with the green square.

Quinn steps back taunting the skeletons.

Acrobatics : 1d20 + 2 ⇒ (3) + 2 = 5
Asar tries to get his feet underneath himself but just slips and slides around then falls over again.
He growls and attacks Faunra from his back swinging his Longsword at her legs.
Attack : 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Dmg : 1d8 + 9 ⇒ (8) + 9 = 17
His sword slices through her thigh drawing blood.

Faunra smashes one of the clawing skeletons to smithereens. It's bones flying everywhere.

Ven's song works to destroy the magic animating the skeletons.

Channel saves:

Asar : 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25 -1 hp
Skeleton 1 : 1d20 + 2 ⇒ (18) + 2 = 20 -1 hp
Skeleton 2 : 1d20 + 2 ⇒ (12) + 2 = 14 -1 hp
Skeleton 4 : 1d20 + 2 ⇒ (10) + 2 = 12 -3 hp

Braken is up.

Samuel Soulkeeper wrote:

Samuel pronounces some arcane power words and a grease surface appears bellow Asar's feet and the skeleton next to him. Ref DC 17 M-L/5-6

Samuel shouts at Quinn "I will try to set you a flank with an eagle next Quinn! Make your best at defending yourself while you are surrounded!"

The enlarge should lower his AC by 2 Kip, -1 for Dex lose and -1 for size increase

Also, remember if the skeletons move more than a 5-foot step, they cannot take a full attack action

ah, silly me! Edit ahoy!

Asar grease save : 1d20 + 3 ⇒ (11) + 3 = 14
Skeleton 2 grease save : 1d20 + 2 ⇒ (17) + 2 = 19 lucky skeleton 2

" Argh " Asar exclaims as he falls over onto his side. The skeleton next to him scrambles about just barely managing to keep its feet.

Round two Map

The skeleton manages to spin about and block the blow with his sword. "Ha!"

The other skeletons move in. One heads for Brayken trying to slip in under his defences.
Brayken's AoOEnlarged, power attack with inspire courage: Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Enlarged, power attack with inspire courage: Damage:: 1d8 + 11 ⇒ (1) + 11 = 12
It manages to duck under Brayken's swing and slashes at him with its claws.
Attack 1: 1d20 + 2 ⇒ (5) + 2 = 7
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3

The other skeletons move up to Faunra and Quinn. One attacks Faunra and the other two swipe at Quinn.

Skeleton 2
Attack v Faunra 1: 1d20 + 2 ⇒ (15) + 2 = 17 Hit
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

Skeleton 3
Attack v Quinn 1: 1d20 + 2 ⇒ (8) + 2 = 10
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6

Skeleton 4
Attack v Quinn 1: 1d20 + 2 ⇒ (9) + 2 = 11
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4


This party does seem to have an unfortunate lack of blunt weapons...

Venedictos begins an uplifting song bringing courage to his allies.

Faunra rushes forward swinging her sword at the animated skeleton. The blow rattles his bones but he is still in the fight.

Waiting on Brayken's turn.

Asar laughs as the javelin clips his shoulder. Then he moves up to Quinn (M5) and Attacks with his long sword

" Mhuhaha! "

Power Attack : 1d20 + 7 ⇒ (4) + 7 = 11 Woosh!
1d8 + 9 ⇒ (4) + 9 = 13

Brayken, Faunra and Venedictos are up.

Mappety Map!

Init rolls:

Asar 1d20 + 6 ⇒ (5) + 6 = 11
Brayken 1d20 + 2 ⇒ (9) + 2 = 11
Faunra 1d20 + 2 ⇒ (8) + 2 = 10
Quinn 1d20 + 2 ⇒ (13) + 2 = 15
Samuel 1d20 + 2 ⇒ (14) + 2 = 16
Skeletons 1d20 + 6 ⇒ (15) + 6 = 21
Venedictos 1d20 + 1 ⇒ (8) + 1 = 9


"So, Kassen’s heroes have come to fight me again. You will
make fine minions in my army of the dead. Come and meet
your fate."
With that, a wicked-looking skeleton strides into
view wearing polished mail and brandishing a cruel sword in
both hands. A cold blue flame burns in its empty eye sockets.

The skeletons stay where they are waiting for you to enter the crypt.

Samuel and Quinn are up.

I'll post more later.

I have to make a map and such.

GM rolls.:
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 2 ⇒ (16) + 2 = 18

Both of you see figures hiding in the shadows toward the back of the crypt. You also notice that the sarcophagus lid has been removed and lies to the side.

EDIT: No traps.

So many missed opportunities for knocking people off the bridge... :(


Everyone hoofs it across the bridge right behind the retreating statues while Braken holds down the pressure plate. Unfortunately Braken glaive handle slips as he goes to follow and the statues move forward once more...

Bullrush : 1d20 + 10 ⇒ (9) + 10 = 19

Brayken is pushed back by the statues but manages to get to the other side of the bridge as they are winched back.

When Quinn begins inspecting the brass doors for traps they swing open at his lightest touch on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.


You study the statues with detect magic. They appear to be completely mundane. Working with mechanical cogs, springs and chains that run under the floor maybe? The statues depict men wearing villager's clothing that is contemporary with Kassen's time. They must have been placed here to protect Kassen's remains from grave robbers.

Again the statues roll forward as Quinn accidentally trips the pressure plates.

Bullrush : 1d20 + 10 ⇒ (6) + 10 = 16

Quinn is pushed backwards but manages not to fall from the bridge. Again the trap rewinds itself pulling the statues back in to place in front of the doors.

Quinn kneels next to the pressure plate and starts working with his tools. A moment later there's an audible click, then the statues rush forwards the bearings in the wheels growling.

Bullrush!: 1d20 + 10 ⇒ (3) + 10 = 13 Aww :(

Somehow Quinn reacts so fast that he's able to get out of the way and not be pushed back or knocked off the bridge. After a few seconds the trap starts to rewind its self "Click, click, click, click, click. " The statues move back to their positions automatically ready to rush forwards again.

Before Quinn gets to the doors his keen eyes spot the pressure plates rigged on the last ten feet of the bridge and the hidden wheels under the statues.

Exploration Map

The bats just seem to swarm in the fissure crawling all over the place and flapping quietly. A couple of them get spooked and flap all around the catacomb but the majority stay quiet as Samuel makes hushing noises that seem to keep them calm. The party moves through the room and up another corridor to a door. Samuel and Quinn don't hear anything through the door and it opens freely when tried.

The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

Exploration Map

After a refreshing drink and some time spent preparing spells the party heads back to the blocked of rooms to see if the portcullis has been raised.

The way stands open and you all move through into another catacomb room that has recesses carved into the walls to allow spaces for bodies.. the roof here has been damaged like some upheaval of the earth has created a fissure. Similar to the Giant frog area. Only here the fissure is occupied by hundreds of tiny bats. The bats chirp and flutter as the party's light and movement startle them.

Exploration Map

A short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads "Kassen's legacy lives on with his people. Drink and be refreshed."

Anyone drinking from the fountain:
Firstly you heal 2d8+10 hp and 1d4 Ability damage from one ability score. In addition, drinking from the fountain removes the fatigued, sickened,and shaken conditions. Lastly you are refreshed as if you had slept for 8 hours (including healing 1hp per level).

Faunra, Samuel and Brayken start to move through the room while Ven and Quinn hang back a little. Waves ripple from their legs and lap against the blue fungus, which sparks and crackles suddenly with electricity. Brayken swings a piece of the fungus that is hanging in the way and suddenly lightning is flashing through the room arcing from the fungus to the water and to Braykens glaive.

Brayken, Faunra and Samuel make a Dc 14 Fort save. Take 3d6 ⇒ (5, 5, 5) = 15 lightning damage on a fail or half (7) on a pass.

Then the room falls silent the fungus appearing to have discharged all its pent up energy.

So what's the destination now?

Faunra turns the wheel one more time and the tension of the chain is now so tight that the wheel will no longer turn. Hopefully that portcullis has been raised.

Exploration Map

A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. It's wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses, three large rats and one giant frog with strange burn marks all over their bodies.

Roll one Knowledge Nature and depending on what Dc you reach read the spoilers.

Knowledge Nature DC: 17:
The fungus growing on the walls is Azure fungus. A particularly dangerous plant. As a by-product of its growth it builds up a charge of electricity which it releases randomly or when it is disturbed...

Knowledge Nature DC: 22:
Same as above but you know that the fungus is vulnerable to cold. Any amount of cold damage will cause one five foot patch to become inert for an hour.

The wheels bearings are a little rusty and it's a little difficult to turn. Samuel does manage to turn it two full revolutions.

Brayken, Quinn and Faunra take out the remaining skeletons, the bones falling apart and splashing into the water. The room suddenly quiet except for the flapping of the eagle's wings.

In this chamber is a large wheel set in the floor at the southern end. Chains run off the wheel into the ceiling.

Kn Engineering Dc10:
This could be part of a complex mechanism that would raise the portcullis in the room with the long pool. You estimate that for a wheel this size it would take three full rotations to lift the portcullis fully.

Combat Map

Quinn splashes forward into the deeper section, managing to swim across and step onto the far ledge. It takes a full round

Brayken swings his glaive smashing another Skeleton to smithereens the pieces sink into the deeper water.

Samuel's summoned eagle lets out a screech as it appears and attacks one of the skeletons next to Brayken. It's talons slash and grasp at the bones , then it bites down hard on the skeleton's spine breaking its head off leaving the rest to crumble into the water.

Samuel moves into the room and fires an acid dart at the skeleton in the corner. The acid dissolves it's joints and it falls to pieces.

Venedictos moves forward passing some divine luck to Brayken with a touch.

Faunra sweeps her Greatsword through her skeleton, cracking the collarbone and passing through ribs and spine. The skeleton clatters against the wall.

Initiative: Quinn, then Brayken, Samuel, Venedictos and Faunra.

I hope I didn't miss anything.

Hey all, Merry Christmas (if you celebrate it), or happy holidays (if you celebrate something else.) So I'm in hospital right now with my third born daughter who is having some respitory problems. Looks like we'll be in here till at least Christmas morning. I should be able to make a proper post tomorrow.

Perception for Quinn : 1d20 + 6 ⇒ (15) + 6 = 21

Quinn pulls up short right next to Brayken (F9) spotting the floor dropping away through the murky water just in time.

Where do you want to end you move Quinn? There is a pit that takes up the squares E10, F10, down to E12 and F12. You could choose to move around (though you'll take an AoO from the skeleton in D10) or you could swim across with a Dc5 swim check.

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