GMPablo
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OOOOOhhhh. Great stuff!!!
The Bull's Strength should go to Anaba.
Oil o' magic weapon might be really handy for ??? Chime in here. Who was missing magic weapons?
Potion of invisibility is very nice for a thief... I will take please?
CLW to anyone in need. Use it first before any spells from memory or wands
Cat's grace... also good for a thief but others could benefit as well (Rolande?)
Elixer of tumbling - Rolande makes sense.
Those wands are all badass, too. Can we divide them up so all can be used simultaneously? Who can use wands?
Check out the treasure sheet link - it is most helpful!
Buchart
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These are indeed some nice findings! I'll take the Potion of CLW since I just used one a bit ago.
I say Rolande, aren't you an adherent of the goddess Iomedae, (Cleric of Iomedae, a well known deity of goddess of righteous valor, justice, and honor.)? Did you have to perform some sort of ordeal as part of your upbringing or are these people just...overzealous?
GMPablo
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To expideite the process. Does this work?
Scroll Web (CL3) Sekkim
Scroll of barkskin (CL3) Cela
Wand of produce flame (10 charges) Cela
Wand of mage armor (10 charges) Sekkim
Wand Shocking Grasp (10 charges) Buchart
Potion of Bulls Strength Anaba
Oil of magic weapon X2 Anaba and Buchart
Potion of invisibility Fernleaf
Potion of cure light wounds Fernleaf Buchart
Potion of cat’s grace Rolande
Elixir of tumbling Rolande
Sekkim
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so i can both use and buy the scroll, or the wand? How many times can i buy each after the adventure?
By the way, do i still have that burning hands wand?
Produce Flame is an excellent druid spell. You can toss little flame bolts around for a whole fight with one charge off that wand. Unless you have had special training with ranged weapons it's a very effective ranged option.
Sekkim takes the other two wands. Since you can carry the charge off of a melee touch spell, he'll use the shocking grasp wand right away and hold the charge for later use. At the start of future fights, Sekkim will have his light crossbow in his main hand and the wand of mage armor in his off hand. He'll also store the web scroll in a convenient backpack pouch.
Buchart , you want to use this wand before i bag it? Could be handy in a pinch.
GMPablo
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In Society play there will be items on your chronicle sheet. You can keep nothing gained in the adventure, but you can buy from chronicle. In general they take all the items and convert to gold then let you purchase what you want.
Scrolls can be copied however and are nice wizard finds since all you need to pay is the fee to copy, not the purchase price, just do that before chronicle sheets sent.
Shocking grasp is awesome for magus since he can deliver via his weapon
Buchart
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so i can both use and buy the scroll, or the wand? How many times can i buy each after the adventure?
By the way, do i still have that burning hands wand?
Produce Flame is an excellent druid spell. You can toss little flame bolts around for a whole fight with one charge off that wand. Unless you have had special training with ranged weapons it's a very effective ranged option.
Sekkim takes the other two wands. Since you can carry the charge off of a melee touch spell, he'll use the shocking grasp wand right away and hold the charge for later use. At the start of future fights, Sekkim will have his light crossbow in his main hand and the wand of mage armor in his off hand. He'll also store the web scroll in a convenient backpack pouch.
Buchart , you want to use this wand before i bag it? Could be handy in a pinch.
You do still have my Wand of Burning Hands! I paid for that one after my first mission! Please use it wisely. I will use the Wand of Shocking Grasp right up if I'm able (and buy one later if I feel it useful)!!!
We are able to purchase some items we find along the way after the adventure, but not all. You can always go back to an old sheet to purchase it. We should use anything we find along the way!!!
GMPablo
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dododododododododo hands wave up and down - You eat and rest in the secure room. It's easy to lose track of time in this windowless environment.
After about six hours you are ready.
Anaba +1 back to Strength (8 now -10)
Spell casters please list your spells
I assume Buchart and Sekkim are holding shocking grasps and Sekkim has a mage armor up (1 hour)
You gather yourselves at the top of the stairs ready to descend into the darkness!
Don't forget your treasures - use them!
2 smokesticks Cela X2
bullseye lanterns Buchart
3 flasks of oil Buchart, Cela X2
3 potions of cure light wounds Sekkim, Fernleaf, Sekkim
Dagger +1 Fernleaf
Key (Magic) X2 Fernleaf
Mace Buchart
Everflame lantern (unlit) Cela
Scroll Web (CL3) Sekkim
Scroll of barkskin (CL3) Cela
Wand of produce flame (10 charges) CL1 Cela
Wand of mage armor (9 charges) CL1 Sekkim
Wand Shocking Grasp (8 charges) CL1 Buchart
Potion of Bulls Strength Anaba
Oil of magic weapon X2 Anaba and Buchart
Potion of invisibility Fernleaf
Potion of cure light wounds Buchart
Potion of cat’s grace Rolande
Elixir of tumbling Rolande
Buchart
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Memorizing Enlarge Person and regaining 1 pool point! Shocking Grasp, Frostbite and 2 pool points still in memory. Oh, yes, the Wand of Burning Hands has 13 charges left.
Mmmm! These Pathfinder Patties (dried compressed bean curd in my rations) aren't too bad on the hardtack with the yak jerky! All this needs is some mustard!
Sekkim, perhaps you can talk Roldare out of his masterwork crossbow? Though you probably don't need it from the way you plastered that golem with bolts!
GMPablo
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Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. The potion lasts 3 min
Slot —; Price 250 gp; Weight —
Description
This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.
You can google them and they will probably be in the top search as well.
Fernleaf Ivy_
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I will perform a celebratory Halfling dramatic rendering of an ancient love story prior to our departure. It usually leaves the Hairfoots and Proudtoes in stitches.
Perform (act): 1d20 + 1 ⇒ (2) + 1 = 3
I will then check for traps on the stairs prior to departing.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Fernleaf Ivy_
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I will perform a celebratory Halfling dramatic rendering of an ancient love story prior to our departure. It usually leaves the Hairfoots and Proudtoes in stitches.
[dice=Perform (act)]1d20 + 1
I am hoping there are no rotting vegetables, eggs or projectiles present within reach of the audience. Also, I have heard no mention of shepherd's crooks, hooks or hoses...
As I finish my performance, I turn my back to the audience and cover myself in my cloak, quietly. I then proceed to detect the presence of traps as rolled. I may or may not be a little red-faced due to forgetting half of my lines during the performance... But nobody could see that under my cloak, right? I made the roll that mattered.
| GM Pablo |
Fernleaf starts an oratory which makes everyone, even Roldare, need to go out and use the facilities. After gathering back at the stairs he skulks into the depths.
Fernleaf finds no traps. See new map link for Level 2 at the top of the post
At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”
Sekkim
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I want to go in direction.
Not picky.
We could do this the orcish way. Someone in the group drinks all of the alcohol we have, then we put them in the middle of the room, blindfolded, and spin them around in circles until they vomit. Whichever door the vomit lands closest to, we go down. If it lands closest to the stairs, we go get more alcohol.
That's not really the orcish way. It should be. The actual orcish way is substantially more boring. The biggest, strongest orc picks a direction just to demonstrate that he knows what he's doing, and everyone who knows what's good for him praises his wisdom in the hopes that they won't be forced to go first.
GMPablo
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Anaba takes the lead and heads West toward "The resting place of Kassen, hero of the Fangwood.”. The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.
GMPablo
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Because of the stone crypts in the middle of the room you can't scan the entire room, but you see none from here. As you are looking about some zombies shuffle into view their flesh rotting off the bones as they stumble forward, arms outstretched..
Buchart Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Cela Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Fernleaf Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Rolande Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Sekkim Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Zombies! Initiative: 1d20 ⇒ 18
Initiative!
Buchart is up! (holding shocking grasp charge)
Cela & Fahari
Zombies
Sekkim (holding shocking grasp charge)
Rolande
Fernleaf
Anaba
"Look out walkers!"
| Cela |
On my initiative(will be unavailable for most of day...)
seems like a great opportunity to use my new wand
Fahari will attack closest zombie
Claw 1: 1d20 + 3 ⇒ (20) + 3 = 23 claw1damgae: 1d6 + 3 ⇒ (2) + 3 = 5
Claw 2: 1d20 + 3 ⇒ (3) + 3 = 6 claw2damage: 1d6 + 3 ⇒ (6) + 3 = 9
Bite: 1d20 + 3 ⇒ (18) + 3 = 21 bitedamage: 1d6 + 3 ⇒ (3) + 3 = 6
GMPablo
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Buchart moves forward and hits the zombie adding a bit of shock at the end.
Cela send in Fahari "Grrrrroooowwwwlll"
Who takes a big bite and the zombie goo explodes all over Buchart and Fahariewwww...
Fortitude saves vs Zombie rot: DC 11; Fahari must make 2 (one extra for the bite).
Fahari 1 - Zombie rot: DC 11: 1d20 + 4 ⇒ (2) + 4 = 6
Fahari 2 - Zombie rot: DC 11: 1d20 + 4 ⇒ (19) + 4 = 23
Uhhohh there is a really bad taste in Fahari's mouth this guy didn't get his immunizations from the DCD!
Fahari onset: 1d4 ⇒ 2 If you cure before 48 hours no effect.
Cela throws some fire at the far zombie and barely misses.
The Zombie 2 steps up and attacks Fahari
Slam: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 4 ⇒ (5) + 4 = 9 and misses
The Zombie 3 and 4 move up to Anaba (can't attack this round)
Sekkim (holding shocking grasp charge) is up!
Rolande
Fernleaf
Anaba
Buchart is up! (holding shocking grasp charge)
Cela & Fahari
Plague Zombie 2
Plague Zombie 3
Plague Zombie 4
Fernleaf Ivy_
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My little 2' 10' ass should easily fit into one of the empty shelves formerly occupied by dead people. I will move to the shelf indicated and try to hide in the shadows and await an opportunity for a back attack on one of these nasties. I will use my recently found dagger +1 for this part of the combat.
To hide in the catacomb shelf:
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
I am not sure quite how Hidden Blade +1 and Sneak Attack +1d8/+1d4 factor into this scheme but I want to make sure I am using these abilities to best advantage.
GMPablo
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Rolande quaffs a potion and feels much more jiggy +4 Dex
Fernleaf slides in a shelf formerly occupied by the skeletons you killed upstairs...
Hidden Blade - A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. - This is no help in combat
Sneak Stab (Ex) - A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. - I would use that +1 dagger in your off hand and get the 1d4+1 +1d8 backstab bonus when sneaking or flanking