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Bookshelves line the walls of this small library. Many of the tomes have been torn to shreds, and smoldering piles of ashes fill the room with an acrid stench. One small stack of books on a circular table seem to have escaped destruction.
There are seven mostly unscathed books. The surviving six books are history texts, tomes on geography, and tactical manuals. The seventh tome is a manual of warUE.
Grasker continues to shudder, the color leaving his skin as he slips ever closer to death.
A female voice calls his name from a distance, "Be strong, my son. Be strong. You are strong of spirit and your time is far from now." Radiance warms in his hand, or at least in the hand of his mind's eye, giving him strength to hold on.
Eli's reliable hammer hits the Schir so hard it seems he might be knocked back, but somehow he holds his ground. Cole's twin arrows both miss.
the slippery sick voice of the Schir, punctuated somehow by his giggles, slips into your mind, promising all sorts of debauched devastation at the tip of his Halberd as he swings at the frightened man.
halberd: 1d20 + 10 ⇒ (19) + 10 = 291d10 + 4 ⇒ (4) + 4 = 8
Top of the Round, Beagan is up!
Beagan calls out, hoping for peace with the intriguing creature, but it is too late; Serra the Great and Terrible Knight has slain the beast with his wand.
Grasker tries to flee from the carnage, but can't seem to get past the Schir.
The Schir giggles and strikes with his nasty halberd at the fleeing man.
AoO on Grasker: 1d20 + 10 ⇒ (9) + 10 = 191d10 + 4 ⇒ (6) + 4 = 10
Xanthos has no pity for the poor creature, biting and clawing at it with plenty of force. Beagan too strikes it. So hard do they attack that some of Wolfbunny's (as opposed to the Goatwulfbird) attacks bring a squawk from the creature. Grasker's stolen shadow stops struggling for a second as the creature deals with the pain. Beagan's sword, however hard it strikes, it doesn't seem to make it through it's filth encrusted hide, though.
Serra, Eli, Grasker are up
The GoatWolfBird attacks Grasker again, his shadow shuddering as if already dying.
gore: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 261d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Will Save please Grasker. Beagan, Serra and Eli are up
Grasker tries to get his shadow back, hitting the creature hard with Radiance. beast currently -25hp
From down the hall, the sound of hooves scuff the floor. A flash of a nasty, saliva covered Ranseur flashes into the room at Grasker.
attack on grasker: 1d20 + 10 ⇒ (4) + 10 = 141d10 + 4 ⇒ (9) + 4 = 13
The new creature, goat-headed and covered in a mangy gray hide that only partly covers its gaunt but muscled frame, hisses as he misses, sucking on his halberd for comfort before he tries again.
Beagan boggles at the strange sight and calls out to the creature, but whatever he said is lost beneath the fury of Xanthos' missed attacks. One claw does seem to graze it,but does no damage to it all.
Serra let's loose with his wand, doing plenty of damage to the winged beast.
Grasker strikes out opportunistically as the creature flies by, but even with his will steeled against fear, he is not able to hit.
Eli, Grasker and Cole are up
Serra vaguely remembers a story of such a creature, a Peryton by name.
The poored bored creature let's the excitement go to its head as it stikes again and again at Grasker.
Peryton Gore attack on the closest one (Grasker): 1d20 + 9 ⇒ (10) + 9 = 191d6 + 3 ⇒ (4) + 3 = 7
He flies on, but not before trying to touch the same creature (grasker) with his shadow.
ranged touch attack: 1d20 + 8 ⇒ (18) + 8 = 26
His shadow transforms, taking on the very shape of Grasker's. It begins to behave oddly, as if in agony, all the while looking just as Grasker does.
mechanics for shadow:
Shadow Mark (Su)
As a free action, a peryton can make a ranged touch attack by flying over a humanoid target—the maximum range of this attack is 300 feet. If the peryton hits, its shadow transforms to match the shadow of the creature struck. Once a peryton has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target, and every time the peryton hits that target with an attack, the creature must make a DC 13 Will save or become frightened for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Beagan, Serra, Ely are up
Cole Zeff: 1d20 + 3 ⇒ (12) + 3 = 15
Elyanius Myoch: 1d20 + 0 ⇒ (20) + 0 = 20
Beagan Berelcar: 1d20 + 3 ⇒ (20) + 3 = 23
Serra Iondri Phaer: 1d20 + 2 ⇒ (4) + 2 = 6
Grasker: 1d20 + 0 ⇒ (9) + 0 = 9
Elyanius Myoch: 1d20 + 0 ⇒ (2) + 0 = 2
Cole Zeff: 1d20 + 3 ⇒ (1) + 3 = 4
Creature: 1d20 + 7 ⇒ (6) + 7 = 13
Creature: 1d20 + 7 ⇒ (16) + 7 = 23
Cole Zeff: 1d20 + 9 ⇒ (3) + 9 = 12
Elyanius Myoch: 1d20 + 8 ⇒ (8) + 8 = 16
Beagan Berelcar: 1d20 + 0 ⇒ (16) + 0 = 16
Serra Iondri Phaer: 1d20 + 8 ⇒ (17) + 8 = 25
Grasker: 1d20 + 12 ⇒ (11) + 12 = 23
P: 1d20 + 10 ⇒ (10) + 10 = 20
PS: 1d20 + 9 ⇒ (16) + 9 = 25
Seen by Grasker only
He soars down as the door opens, striking at the person in front.
Ugly mishapen thing's attack on person in the front: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 3 ⇒ (5) + 3 = 8
Surprise Round, Creature and Grasker only
Because there is only one Tiefling left, I'm going to fast forward us a bit.
Beagan, Xanthos and Grasker make short work of the remaining Tieflings just as a small but lazy horde of cultists join them from a room down the hall. These also fall before the might of the righteous, dying quickly, which is likely far too good for them.
The companions then stumble into what is obvious barracks, with bedrolls and chests for the Cultists and Tiefling. Unfortunately aside from a few coins, there is not much worth salvaging.
Updated the map to match.
Things to consider, discuss:
- Mythic points are 3+tier instead of 3+double tier.
- Characters recover 1d4 mythic points per day instead of the full allotment. This increases to 1d6 ad tier 4, 1d8 at tier 7, 1d10 at tier 10, following the surge dice increases. Every time they defeat a mythic opponent or perform a mythic trial, they recover 1 mythic point for a maximum of 2 points recovered if defeating the mythic opponent is also a mythic trial.
- Each +2 to an ability score is instead a +1 to two ability scores.
- Mythic Power Attack doesn't have a special crit clause.
- Mythic Order's Wrath doesn't daze on a successful save.
- Mythic Heroism only grants the +4 bonus to attack rolls, saves and skill checks.
- Mythic Haste doesn't grant the extra move action each round, but affected creatures gain a +2 dodge bonus to AC and reflex saves, and a +2 bonus on attack rolls, on top of the usual extra attack during a full attack action.
Eli swings his mighty hammer, taking T6 out of the fight immediately. T4 wavers on her feet, but attacks the old man, while T5 closes in to try to end him as well.Unfortunately, neither of them so much as scratch him.
Attack on Eli by T4: 1d20 + 2 ⇒ (13) + 2 = 151d8 + 1 ⇒ (8) + 1 = 9
Beagan is up, then Top of Round 3.
Cole Zeff: 1d20 + 3 ⇒ (11) + 3 = 14
Beagan turns invisible and spurs Xanthos forward. Xanthos takes a huge bite out of T3, nearly ending the creature where he stands.
Serra, following up on the opportunistic attack on T1, hits him again, laying him out to bleed on the floor.
Grasker follows Xanthos' attack on T3, finishing off what Xanthos started.
Cole, then Eli are up!
T6 waits until T4 moves, always following her lead. T5, his face dark with rage, attacks the man that just dropped T2. T4 waits for the attack and takes advantage of it to strike at Eli as well.
T5 attack on Eli: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 1 ⇒ (5) + 1 = 6
T4 attack on Eli plus flank: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 61d8 + 1 + 1d6 ⇒ (8) + 1 + (2) = 11
T6 attack on Eli: 1d20 + 2 ⇒ (2) + 2 = 41d8 + 1 ⇒ (2) + 1 = 3
Unfortunately, they've all been drinking at someone's birthday earlier, and so they miss the white haired man.
Beagan and Xanthos is up, then top of the round (round 2)
Serra lays into T1 on his way by, laying a gash into his side that will really hurt, if he can still feel things in the morning. -7 to T1
With T1 on the other side, T3 follows through on what he's been planning all along, attacking Grasker. T1 joins him in the concerted attempt to take out the channeler.
T3 attack on Grasker plus flank: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 61d8 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8
T1 attack on Grasker plus flank: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 231d8 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10
T1 attack on Grasker plus flank to confirm crit: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 241d8 + 1 ⇒ (2) + 1 = 3
T3, for all his planning, cannot hit the broad side of a barn, let alone Grasker. T1 proves more effective, slashin the man in the thigh. -13 to Grasker
Cole Zeff: 1d20 + 3 ⇒ (11) + 3 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (15) + 0 = 15
Beagan Berelcar: 1d20 + 3 ⇒ (5) + 3 = 8
Serra Iondri Phaer: 1d20 + 2 ⇒ (18) + 2 = 20
Grasker: 1d20 + 0 ⇒ (19) + 0 = 19
Elyanius Myoch: 1d20 + 0 ⇒ (3) + 0 = 3
Cole Zeff: 1d20 + 3 ⇒ (7) + 3 = 10
tiefling 1: 1d20 + 2 ⇒ (11) + 2 = 13
tiefling 2: 1d20 + 2 ⇒ (3) + 2 = 5
tiefling 3: 1d20 + 2 ⇒ (15) + 2 = 17
tiefling 4: 1d20 + 2 ⇒ (7) + 2 = 9
tiefling 5: 1d20 + 2 ⇒ (8) + 2 = 10
tiefling 6: 1d20 + 2 ⇒ (9) + 2 = 11
Serra Iondri Phaer: 1d20 + 2 ⇒ (18) + 2 = 20
Serra and Grasker are up, no surprise round.
The table is covered in high quality alchemical gear, and the left over of whatever work in process the group's untimely attack interrupted. Beside the very nice alchemy lab is the sword case. A folded piece of paper flutters out of it when it is opened, revealing a beautiful longsword nestled safely within. Though Serra can tell it is magical, he is unable to ascertain its properties.
When everyone is ready, no rush.
Serra opens the door into the far room, the stench of rotten eggs and vinegar floating out. A long table and six chairs have been pushed against the western wall. On the opposite wall, a tapestry depicting a map of Mendev hangs from a silver rod—the tapestry has been slashed several times and splashed with filth. A bedroll sits on the floor, and on the nearby table is an array of alchemical devices and a long wooden sword case wrapped with cords, as if ready for travel.
magicked items: +1 dark wood composite longbow, 5 +1 holy arrows, +1 breastplate. Serra is unable to identify with his cursory glance one of the arrows, and the magic shield.
I've been informed that the holy arrows are actually too high for Serra to have ID.d I'm leaving it, since it's Cole's birthday.
The weapon rack contains three cold iron longswords, two cold iron shortswords, two heavy crossbows, a magic composite longbow (+2 Str), a masterwork cold iron heavy mace, two cold iron longspears, 50 cold iron crossbow bolts, 100 cold iron arrows, a MWK longsword, 6 magic arrows , one of which has a much stronger aura than the others.
Upon Eli's utterance of the prayer from the other room, the door limned in the golden glow slides open, the glow dimming once again to nothingness.
This small chamber is free of dust. A holy symbol of Iomedae hangs unmolested on the wall above a weapon rack filled with swords, crossbows, and spears. Three wooden dummies wear pristine suits of armor. A shelf holds several leather quivers, each stamped with a golden sun. Two silver shields hang from pegs on the wall.
While Beagan, Serra, and Grasker fuss with things on the south side of the building, Eli works cleaning in to the north. As the sound of the others footsteps coming in his direction begin to sound, a faint glow begins around the area Grasker pointed out earlier, clearly delineating a door.
So in P7, there is a the secret door to the West, or the regular door to the East. In P6, there are stairs headed up.
Which one do you take?
Serra tries to get low, then lower, finally overbalancing and falling over.
As he struggles to get up, he can suddenly see it. The words, written in Celestial, “Let us inherit thine arms, Iomedae.” seem to glow and pulse before his eyes. It makes what is left of the despoilment of the shrine around him seem all the more grotesque and unacceptable.
Serra's unseen servant gets to work, cleaning the graffiti from the walls and slowly putting the shrine back in order. Part of the overwhelming despair that seemed to cling to the place seems to lift and even the air seems cleaner. Serra's prestidigitation is called upon in many areas, as the Abrikandilu demons took immense pleasure in gouging and defiling the place.
With Radiance in the brackets and the stylized sun behind it, the room takes on a bit of its former glory.
As the companions recover, Grasker returns to the befouled shrine with Serra and Beagan returning with him. Radiance fits perfectly into the brackets, as if they were made specifically for the beautiful sword.
Looking up as Grasker replaces the sword, Beagan sees a fabulous optical illusion hidden within the florid prayers to Iomedae upon the wall. Written in Celestial, the words, “Let us inherit thine arms, Iomedae.” seem to glow and pulse before your eyes. It makes the despoilment of the shrine around him seem all the more grotesque and unacceptable.
Serra finds the following on the bomberboy cultist:
reminder description of the room with the cultists(P7):
Blood and filth smear floor of this long room. Six white stone statues of famous heroes line the hall—each clawed, bloodstained, partially smashed, or otherwise defaced. At the far end of the hall, a raised dais holds an upturned alabaster altar. Sitting atop the upside-down altar is a hideous mass of severed limbs that have been stitched together into a vile monstrous insectoid shape. Before the dais, seven ratty bedrolls have been laid out on the floor.
Reminder, Befouled Shrine(P4):
A bracket shows where a longsword once hung over a stylized gold sunburst affixed to the south wall. Lines of strange runes are carved into the walls on both sides of the sunburst. Dried blood and excrement have been smeared across the sunburst and a short bench for kneeling that sits on the floor.
In the room where the dretches came from(P6), stands a smashed sideboard along one wall and a stone staircase leads upstairs.
While helping to heal the others, you notice the faint outline of some sort of secret door along the curved western wall of the room with the six white stone statues.
Cole Zeff: 1d20 + 9 ⇒ (17) + 9 = 26
Elyanius Myoch: 1d20 + 8 ⇒ (15) + 8 = 23
Beagan Berelcar: 1d20 + 0 ⇒ (1) + 0 = 1
Serra Iondri Phaer: 1d20 + 8 ⇒ (7) + 8 = 15
Grasker: 1d20 + 12 ⇒ (20) + 12 = 32
There is a door off of P7, and then the stair way up out of P6. Which way would you like to go?
Xanthos panics, dropping Beagan by the door as he goes to cower in the corner. Beagan manages to land right, land with his sword in his hand. Meanwhile, in the other room, Grasker swings on the dretch that chose to join him and Cole, dropping him. Cole steps back, and his stomach finally back under control, takes a couple of shots into the fog, one of which draws an ugly curse from someone within the nasty mist. The second, though, thunks thickly into something, but it doesn't respond.
Once again, dretch two tries to get through the door, biting at poor sick Beagan.
bite, dretch 2 on Beagan: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 ⇒ (2) + 1 = 3 percent: 1d100 ⇒ 44
claw 1, dretch 2 on Beagan: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 1 ⇒ (2) + 1 = 3 percent: 1d100 ⇒ 37
Dretch 3, getting nowhere with Beagan, rushes after the summoned dretch and attacks the first person he sees.
bite, dretch 3 on Cole: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 1 ⇒ (1) + 1 = 2 percent: 1d100 ⇒ 79
Top of the round, Beagan, Grasker, Cole, Serra, then Eli.
cole:1, Grasker:2: 1d2 ⇒ 1
round 5, Init 5-
Once again, the dretches try to get through the doorway blocked by bunny and gnome. Having gotten no where with the gnome before, the first one goes for the bunnywolf.
bite, DR 2 on Xanthos: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 ⇒ (2) + 1 = 3
Spurred on by the summoned dretch's failure last round, DR 3 tries to frighten Xanthos.
Cause Fear, DC 11 Will, please
The summoned dretch, injured by Cole's arrows and unable to get past DR 2, turns his attention to those in the other room that hurt him.
bite, DR 4 on Cole: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 1 ⇒ (3) + 1 = 4
begin round 6? Beagan, Grasker, and Cole are up!
Beagan Berelcar: 1d20 + 3 ⇒ (15) + 3 = 18