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Umbryl continues to cut heads and has whittled them down to six. Dusty fails to connect. Sabola waits to see if more threats erupt.
Six heads continue to bite at the mage but only three connect.
att: 6d20 ⇒ (5, 8, 14, 15, 13, 8) = 63
The heads do not threaten adjacent, but spell missed.
Setesh has not returned from the NE building.
The bell again proves to be false. Advancing down the hall...
You see an area to your left about 30 feet north-south by about 20 feet east-west. The room contains a mangey humanoid creature about three feet tall and apparently made of wood. It is moving stifflv toward you.
kN arcane DC15:
It is a magical construct
kN arcane DC20:
It is highly resistant to attacks that are not enchanted
Gellumniq 1d20 + 1 ⇒ (1) + 1 = 2
Many of the party get the jump on the wooden creature.
Map updated with Teraldan and wood creature
Are Ingrid and Lorcan heading outside--map should be updated with exit on it.
Zoros' appearance in the hall gives the goblins a target, albeit an obstructed one.
The chief and the hobgoblins advance, stepping over the fallen elf and human. The chief swings his scimitar in a dangerous arc that misses both the humans.
Turk looks at the fallen elf and human. "I think they meant to sacrifice for others. We cannot let these chase us dragging bodies. I may not be able to hold them off, the hall is too wide."
The healing force knits the wounds of two of the priests as well as friends.
The priests look to renew their assault after Horster tumbles and strikes a zombie cutting his bandages, but not dissipating his evil energy.
The two acolytes begin to drag Morgan and the wizard back to their chambers.
"No one attacks the Dark Cabal!! Prepare those two for embalming!!"
The two priests begin to cast after stepping back their version of infernal healing and their wounds continue to close.
Mit;l and Crom up
Acolytes are carrying the two heroes off into the dark.
Umbral cuts into one of the heads before it can attack him saving himself a small bite. Dusty misses with her bolt of fire.
The sandy creature forms into the middle of courtyard and appears to be an attractive, elderly lady sculpted finely out of sand. As she looks around she says. "You are not wanted here. This house is a dangerous place. Much tragedy has happened to the family that lived here, and the curse continues to follow those that visit."
She gestures to the back of the house.
You turn the corner to the right--moving from a ten foot wide corridor heading east to a ten foot wide corridor heading south with three large rooms off of it.
You look in the first room and......
You continue to the second room and....
Kn: Eng DC 10:
The pedestal is a solid block of mahogany; it can be moved, although it is extremely heavy. At least four party members are needed to move it.
Appraise DC 15 +2 if elf or half elf:
Pedestal would be worth 500 gp on the open market. The hell is a normal bell made of brass, and is worth about 10 gp.
Dusty relates that:
Beheaded also guard grim crypts, abattoirs, and hideouts of murders who like to keep reminders of their past sins close at hand. Beheaded come in many varieties, usually based on the creature the head came from. A beheaded prefers to float at head height so it can more easily attack the face, neck, and shoulders of its victim.
Dodging the blows of the two warriors, the goblin chief aims a wicked two handed blow through Meztli to hit the heavily armored warrior.
cleave Meztli/Turk: 2d20 ⇒ (18, 12) = 302d4 ⇒ (2, 1) = 32d4 ⇒ (1, 3) = 4
The falchion bites into Meztli and leaves her swooning. Turk looks to see if there is anyone to help hold the line to keep the goblins from swarming around his guard.
Lacking targets, the goblins with crossbows hold their fire as the chief's companion is spelled by another goblin with a short sword that swings at the human warrior.
The chief stumbles in the way, but his armor turns the halberd blow. Turk steps and swings his sword also fails to penetrae the plated mail where Meztli failed.
Turk motions Meztli back as he stands
"Looks like it is me staying my lady! The elf may not see two hundred if you don't take him."
Setesh flees into the dead end room and what appears to be a spider drops on him. This tan-colored creature looks like a ten-legged spider. Oversized jaws grind together slowly beneath beady eyes.
attack/damage: 1d20 ⇒ 151d6 + 1 ⇒ (2) + 1 = 3
init Setesh/spider: 2d20 ⇒ (3, 20) = 23
attack/damage: 1d20 ⇒ 201d6 + 1 ⇒ (1) + 1 = 21d20 ⇒ 21d3 + 1 ⇒ (1) + 1 = 21d20 ⇒ 151d3 + 1 ⇒ (3) + 1 = 4
confirm/damage: 1d20 ⇒ 171d6 + 1 ⇒ (2) + 1 = 3
You can pick three and a half words to yell.
Sabola charges into the sandy area of the open courtyard and slows down. A sandy figure arises from the sandy depths and bows deeply.
Setesh flees into a dead end room at the NE corner of the house.
Umbryl is surrounded by flying heads as they react to his presence. As they surround him, he manages to hit one if he has a weapon ready. AoO for Umbryl--will stop the last attack if effective.
flying heads: 8d20 ⇒ (20, 19, 8, 12, 8, 16, 10, 20) = 113
This was a tough fight once the straggler gathered the tribe together--hence the opportunity to negotiate with the torturer and then the ability to let the men at arms delay for you. Will update tomorrow as everyone seems to be busy. The other group ran out the front and never looked back. I try to avoid Kobyashi Maru = no win scenarios.
The heroes continue to be frustrated getting through the wall of zombies. The zombies attack Horster, Mit'l Kelgan and Crom (in that order).
The priest speaks in a husky voice: "You will augment those you have destroyed with your own bodies!!"
zombies +3: 4d20 ⇒ (6, 19, 16, 14) = 55
damage Mit'l: 1d6 + 4 ⇒ (4) + 4 = 8
Bogo Survival 1d20 ⇒ 19
He continues: "After fighting some evil priests, we went to the spot on my treasure map when we were dumped into the basement. This floor is hinged, and you must walk along this narrow ledge to be safe."
After Bogo moves to the spot, uncovers the flagstone exposing the empty treasure cache, and returns back, he puts his hands on his hips:
"Who jacked my treasure?"
A deep laugh comes from somewhere deep in the fortress.
As Setesh runs you hear him scream and realize disembodied heads are attacking him as he runs through a dining room.
ORDER OF ACTION
An acolyte and priest flank to hit Horster.
+4/+5: 2d20 ⇒ (8, 18) = 26
The other pair of acolyte and priest flank to hit Horster.
+4/+5: 2d20 ⇒ (1, 12) = 13
A mace and flail hit Horster, but he continues to stand.
anderson Bruford Wakeman and Howe -- the lineup that produced a single great studio album.
Two of my favorite albums were Yes Tormato and Rush 2112 -- we saw the Yes 90215 show while I was in college as well as the Pink Floyd Delicate Sound of Thunder. Not to mention catching the Boston reunion for Third Stage.
SHould mention the soundtrack to my college Viking D&D game prominently featured Songs from Broadsword and the Beast by Jethro Tull.
per Lorcan/ Ingrid: 2d20 ⇒ (10, 1) = 11
Lorcan and Ingrid withdraw.
With the chief somewhat healed, he steps back to fight.
cm: 2d8 + 3 ⇒ (3, 4) + 3 = 10
The chief swings through the elf to hit the barbarian leaving a temporary opening. His falcon bites into both of them.
The goblins in the rear take the time to move their comatose buddies out of the way.
A smelly troglodyte with a smile speaks in common.
Bogo rushes off to the room where his treasure was hidden. Moving around the area of the trap, he finds no treasure there. He looks around the area for footprints with obvious suspicion.
flee 1left 2right: 1d2 ⇒ 1
As you quickly follow the fleeing alchemist, it appears he has a head start.
You have a quick look around the room as you enter.....
Three skeletons, disturbed by the quick passage of the fleeing alchemist, attack the pursuers.
Sabal1d20 + 0 ⇒ (11) + 0 = 11
if/when skeletons go:
hit: 3d20 ⇒ (16, 15, 2) = 33 The skeletons hit Dusty again with khopeshes. 2d8 ⇒ (1, 6) = 7
Mit'l brings another zombie to the ground and it unravels.
One attack Horster, one Kelgan, and two Crom. The four zombies flail ineffectively at the rogue, cleric and fighter.
will x4: 4d20 ⇒ (17, 3, 5, 3) = 28
The chief drinks a potion as two goblins charge the gnome after a single bolt is fired.
The bolt misses, but two swords connect.
The former prisoners make their way to the exit at a run.
The high priest retreats down the corridor, still wounded by the earlier encounter.
His younger acolytes and assistants swarm over Horster and Kelgan.
flail vs Horster x3: 3d20 ⇒ (1, 2, 8) = 11
Ironically, Horster dodges three flails, but Kelgan takes a single blow from a flail.
Teraldan's group was exploring a sanctuary, and the Griffons found themselves at a distant elven temple. Exploring the statue of an dwarven deity had triggered a magical effect of the shrine. The nexus of many a magical portal, the elven shrine teleported the Griffons to the top of another sanctuary, where they ran into Teraldan's group minus Teraldan and some of his crew.
Looking desperately for an entrance to the basement, those left on the ground floor ran into the recently magically transported Griffons.
Before leaving you ascertain that Sebti the Crocodile is in charge of when the lottery progresses. She extended you a day's grace period and received a lot of grief for it. You do not know if she will do it again.
The east and west have archways leading around the grounds, but you move up the stairs to the manor proper.
As you approach the crumbling gated entrance, the sound of an angry mob can be heard outside the walls. A woman’s voice cries out in Ancient Osiriani, “Hold the gates! Don’t let them inside the compound!” Powerful blows shake and rattle the gates, and you feel the fear of the woman inside the manor.
Fail WIll DC 11:
You flee inside the manor, afraid of the mob gathering outsided.
You head to the estate on the next day. Sebti has assigned you the Pentheru Estate as your crypt to explore.
Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.
The hieroglyphs read “House of Pentheru” in Ancient Osiriani. The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian head cloths. Sabola points out small hieroglyphs on the statues’ bases that identify the figures as Pentheru the Elder and Pentheru the Younger. The bronze gates are decrepit and appear to have been broken open long ago.
As you approach the outer courtyard....
Map updated -- outer courtyard shown