DM B's PFS PbP Hall of the Flesh Eaters Table 1 (Inactive)

Game Master Beckett

Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

Subtier 1-2

INIT:

[spoiler=Init Rolls]
[dice=Brunhilde Olafsdottir]1d20+2[/dice]
[dice=Carrick Castermill]1d20+4[/dice]
[dice=Glexit Nenroy]1d20+5[/dice]
[dice=Hikari Hayashi]1d20+4[/dice]
[dice=Night Hunter ]1d20+3[/dice]
[dice=Omar Posada]1d20+4[/dice]
[dice=Oret Terra]1d20[/dice]
------------------------------
[dice=]1d20+[/dice]
[/spoiler

Hall of the Flesh Eaters Table 1 MAP


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Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

perception: 1d20 + 3 ⇒ (7) + 3 = 10
will save: 1d20 + 6 ⇒ (12) + 6 = 18

Oret travels cautiously as traps as noticed at the very start looking out for any future traps, but in the dark, his vision is greatly hampered.

Reacting the Hikari's sudden trance, he asks him out of concern for his wellbeing. "Hey Hikari, everything alright with you?"

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

"Look out!" Hikari shouts in warning, as he sees the idols flying at his party mates. He sighs a sigh of relief though when he sees none of them seriously injured. He then descends and joins them, assisting in the healing where necessary.

When the party enters the room, Hikari suddenly points at the large bas-relief carving of a wide-eyed had on the eastern wall and exclaims in alarm. "Did you see that? It came alive and spoke!" However, he sees everyone staring at him in confusion. Confused himself, he asks, "Wait? What happened?"

He turns back to the wall carving briefly, scanning it to determine any source of evil, chaos or magic.

Detect alignment (class ability) and detect magic (spell) on the bas-relief as well as the rest of the room.

perception: 1d20 + 9 ⇒ (13) + 9 = 22
will: 1d20 + 6 ⇒ (10) + 6 = 16

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Will Save for Later: 1d20 + 6 ⇒ (20) + 6 = 26

Immune to sleep and fear and +2 v. enchantments
Also Aura of courage gives +4 morale bonus to saves vs. fear if within 10'

Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Healing himself up from the previous failing hazard. We should have been more cautious coming down that hole. These place is fraught with peril, get your guards up!

--------
Upon advancing into the next room; Noting Hikari's strange reaction. Carrick casts detect evil on the wall relief as well; and then on Hikari, in case some evil had overtaken him.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

At least we all survived to tell the tale, but let's keep our guard up is right!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Carrick Castermill wrote:
Carrick casts detect evil on the wall relief as well; and then on Hikari, in case some evil had overtaken him.

Carrick:
You do not see anything odd with Hikari's auras, and in particular no signs of Evil, on him or within the room. Well, that's not exactly true. You do sense Evil nearby, but are unable to pinpoint it exactly. It seems to radiate from a small area, but every time you try to study it, it seems to move slightly.
Hikari Hayashi wrote:

He turns back to the wall carving briefly, scanning it to determine any source of evil, chaos or magic.

Detect alignment (class ability) and detect magic (spell) on the bas-relief as well as the rest of the room.

Hikari:
You do sense a bit of magic, although it seems to be more of a trace of something that was there rather than something that is currently, similar to a small puff of smoke after a magician disappears. You do not sense either Evil or Chaos, though. After you have double checked, just to be sure, the bas-relief relies, "It is fine to be skeptical, son. We will meat soon." Afterwards, even the traces of magic are gone, and looking around at the assembled Pathfinders, you know no one else heard the sending.

With nothing else to do except walk into the belly of the beast, you advance, caughtously, on guard, and taking every possible precaution. As the group enters, suddenly a wave of negative energy washes over the group, and then,. . . as far as you can tell, um, um, absolutely nothing happens. At all. Not a thing.

Detect _____ magics turn up notta.

With the trap's power now expended, the room is otherwise safe. The bas-relief, upon further inspection, appear to be just that, a mundane piece of art, <IF you allow yourself to believe that. . .>, and you find nothing else of interest in this room.

Moving onwards, you come to a large, partially flooded room. This long, high-ceilinged hall is partially flooded with murky, stagnant water, and the sound of slowly dripping water echoes ominously throughout. A massive banyan tree has breached a large section of the south wall, and the tree’s enormous invasive roots now extend several feet into the hall. Long sheets of thick moss and other detritus cling to the twisted tree roots, forming a curtain-like barrier.

The western half of the room is flooded with about 3 feet of dirty standing water, and where the room narrows, the floor gradually slopes up from west to east, leaving the eastern half dry. Over the centuries, several trees have gradually sent roots through the masonry, and a banyan tree has broken through part of the south wall to access the water here. Its roots cover roughly a 40-footby-15-foot patch of wall, and stretch up to 15 feet across the room. The roots are slick but sturdy enough to climb, though not easy. (Climb DC 15)

Perception #1 (DC 24):
Hey look, a hungry Giant Leech!!!

Know Nature DC 14:
What you first assumed was an odd bit of the tree's roots partially sticking out of the water is actually a giant leech. In fact, as you take a closer look at the 3ft deep water, you spot multiple (ordinary) leeches softly swaying in the muck.

======================

Perception #2 DC 20:
A scum-covered leather satchel is crammed among the banyan’s roots, just slightly out of reach.

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

perc dc 24: 1d20 + 9 ⇒ (11) + 9 = 20

perc dc 20: 1d20 + 9 ⇒ (16) + 9 = 25

Night Hunter blinks and stares at the roots of the tree and points out a scummy leather bag stuffed in among the roots of the banyan. "I might be able to get to it. I do climb rather well."

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

Omar will advance behind the front rank, wary of any tricks, traps or terrors.

perception: 1d20 + 6 ⇒ (1) + 6 = 7

Oops...I am assuming we need to make the above roll before rolling kn:nature :(
bardic kn:nature: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16

perception: 1d20 + 6 ⇒ (14) + 6 = 20

I see it as well. Omar nods to the grippli.

You are the best climber I have ever seen in a party, Night Hunter. Just remember the people living here seem to love traps.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Hikari's hair inevitably stands on end from the mysterious presence. He turns to the rest but clearly sees that none have heard it. "There was a ... presence. It's gone now. It said it had been waiting for a long time. That we will meet it soon." He pauses here, not certain how to continue. Then, rather lamely, he adds, "We all be best on our guard." He grips his bow tighter and continues moving along.

Hikari leaves his team to discuss about the tree, while scanning the area for magic, chaos and evil.

perception, heightened awareness: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

When Night Hunter makes ready to climb the roots, Hikari calls for Shizuru to guide him. cast guidance on Night Hunter

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Night Hunter, oblivious to any danger except possible traps and the relatively easy climb itself, starts out.

perception for traps because Omar warned him: 1d20 + 9 ⇒ (6) + 9 = 15

wow, these rolls just suck

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

perception 1 and 2: 2d20 ⇒ (5, 9) = 14

Oret oblivious to the object makes no comment, however after much pointing out he notices the item."Well by all means, feel free to grab the satchel. I guess we head up from here?" He stands and just observes the grippli as he is about to climb.

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Do we need to reveal some things on the map?

When Hikari mentions the disturbing presence, Carrick comments as well.

I sensed something as well, with detect evil, but whatever it is did not want to be seen. Kept moving around and then vanished.

Reluctantly and cautiously moving forward.

--------

Perception 1: 1d20 + 6 ⇒ (20) + 6 = 26 Woot!

Perception 2: 1d20 + 6 ⇒ (1) + 6 = 7

Carrick doesn't spot the satchel the others notice; instead his eyes focus on something else!

Night Hunter wait! Carrick calls out before the grippli moves forward.

Look there, a giant leech I think! Right there He points it out to his fellow pathfinders.

I suggest we not get to close to that thing, it looks hungry.

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Take 10 on Kn. Nature for 16

Indeed... a giant Leech. and look there... some more! As far as I know Leeches aren't the fastest...

Brunhilde grumbles as she draws forth a pair of throwing axes.

I say we try to pepper them from range and force em to come to us

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

"I'm glad you spotted that... I didn't see a thing. That thing looks bigger than me!"

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

Omar will look surprised as well.

Wow, good call.

He will ready his bow if a ranged assault is started.

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

"Well, are they hostile?" Oret takes a look in the direction of the leech, drawing his bow as he rest have. "It would be a shame to kill a creature that does not mean us any harm."

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

You are free to go and have a look and spoil our tactical advantage. If anything in this god forsaken place does not mean us any harm I'll wear a pink dress on our next joint mission...

Brunhilde scoffs at the stone man as she shakes her head in disbelief...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Having spotted the giant leech, it offers very little resistance as you put it down. It simply moves too slowly for it to be much of a threat, and this allows you to claim the other prize with little trouble.

Within the leather satchel is a watertight scroll tube made of horn containing a scrap of parchment with a hastily scrawled note: “We lost Gavreth, Kehm, and Nars in the Hall of the Flesh Eaters. Before he died, the wizard claimed the horror is a work of necromancy. I know it at least responded to holy water, so that means we should be able to—“ The rest of the note is smeared and illegible.

Additionally, the satchel also contains a pair of sandals made of what seems to be wyvern leather, and also a small pouch of coins and rare gems.

Detect Magic + Spellcraft DC 19:
These are Sandals of Quick Reaction, <When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.>

Continuing on to the next room, following the only door you see, you come to a cathedral-like hall has a vaulted ceiling supported by eight square pillars. Dominating the middle of the hall is a huge mound of undulating gray-green flesh covered with weeping scarlet boils. The entire mass stinks of a weeks-old corpse. The ceiling is 20 feet high near the walls and rises to 30 feet at the apex.

The patch of rotting gray-green flesh can only be described as an enormous necromancy-infused tumor planted here and cultivated, likely over centuries. The mass is roughly 20 feet in diameter and 10 feet tall, and it bears hundreds of jagged, poorly-healed scars,. . . from what looks like bite marks. Humanoid bite marks.

Omar:
Seeing the massive boil of rotting flesh should turn your stomach, but for some reason it doesn't. Instead, your stomach begins to growl in hunger. Did anyone else hear that? They seem to be looking at you oddly.

A Passageway to the side has completely collapsed, and is now choked with rubble and small boulders. It could be reopened, but would require extensive work to excavate.

The western wall also bears a series of scratched symbols, that are hard to make out without closer inspection.

Perception DC 15 (Hidden Door, Stonecunning):
In between the seemingly random scratches, you notice the tiniest crack, forming a line. A Secret passageway!

Unfortunately, you do not have time for that in depth inspection at the moment, as you clearly hear something "pop" on the far side of the massive tumor. Inching forward to take a look, you spot six rotting corpses feasting on the mound of necrotic flesh. They seem so enamored with their meal, they don't even seem to hear <whoever you send up to scout>, but they spot another doorway just beyond the Undead.

Two separate rolls for two different forms of undead.

Know Religion DC 16 (RED):
Festrogs. quick and bestial Undead able to rush at victims very quickly. For every 5 by which you beat the DC, feel free to ask for one sort of group of info, such as special defenses, weakness, attack types, etc. . .

Know Religion DC 16 (PURPLE):
Ghouls. Savage cannabilistic Undead with the power to paralyze victims, which they then begin to eat while still alive. For every 5 by which you beat the DC, feel free to ask for one sort of group of info, such as special defenses, weakness, attack types, etc. . .

Currently, you have both a Surprise Round and also a full Round 1 before they can react. There is no Init per se at this moment.
-
Also, I apologize, I had forgotten to change the map. Now fixed.

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

perception: 1d20 + 2 ⇒ (12) + 2 = 14
kn. religion Red: 1d20 + 4 ⇒ (7) + 4 = 11
kn. religion Purple : 1d20 + 4 ⇒ (4) + 4 = 8

"That's a sight" Oret sighs as he realises his channel energy abilities are not of much use against the dead. "Does anyone know what does things are? It seems my studies are incomplete."

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

perception: 1d20 + 9 ⇒ (19) + 9 = 28

"Look there's a se.. what was that noise..." Goes to look... "Oh my... strange creatures, eating the mound of flesh. Disgusting.. and I was raised in a swamp, I know from disgusting."

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

perception: 1d20 + 6 ⇒ (10) + 6 = 16
kn. religion Red: 1d20 + 4 ⇒ (17) + 4 = 21
kn. religion Purple: 1d20 + 4 ⇒ (19) + 4 = 23

For Festrogs - special attacks; For Ghouls - weaknesses

In a hushed tone, Festrogs and Ghouls, nasty creatures

If we back out of this room slowly we may be able to take them one at a time, if we can get them to pursue us.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

"We should take them down quickly or else they may eat all of the strange meal and gain power."

Perception : 1d20 + 6 ⇒ (20) + 6 = 26

Omar draws his pole arm and prepares for battle.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

And I'm guessing that the entire mass is emanating waves of evil? :)

Hikari looks askance at Omar but does not comment.

knowledge(religion): 1d20 + 7 ⇒ (9) + 7 = 16
knowledge(religion): 1d20 + 7 ⇒ (18) + 7 = 25
For ghouls, to complement Carrick, will ask about special defences.

Hikari adds on. "Beware of the festrogs. They can rush you very quickly. And the ghouls can paralyze you on touch, then eat you alive. Nasty creatures."

He ponders for a while, then suggests, "I agree with Carrick. Those of us with range attacks could engage them first to get their attention. Then we withdraw to the previous room. That would create a choke point."

What do you think? A bit of coordination, but we could effectively engage five to one/two.

Whatever the plan, Hikari will call on Shizuru's favor, then when the party is ready to engage, studies the nearest ghoul and gets ready to fire his arrow at it.

Surprise round: cast divine favor. Full Round: move action study red 1, standard get ready to attack.

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

"Drawing them into a chokepoint is a sound strategy... let's do it."

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Alright I'm all for it... Brunhilde remarks as she draws a throwing axe.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

gm:
Let me know if Omar feels compelled to a specific action other than just being hungry.

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

"The plan sounds solid, however I'm short of range weapon." Oret agrees fully on the strategic analysis. "But I may be assistance in providing you all forth with spiritual strength." Oret starts to mutter a few words in silence and bestows Adabar's Blessings on to the party.

surprise round: Guidance on Hikari. 1st round: Blessing, +1 morale bonus.

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Carrick arranges the Pathfinders in a kill box in the other room. Counting on Hikari and Glexit to draw the hungry dead with ranged attacks and then quickly retreat into the far room.

Will jab my dagger under the door if it needs help staying open.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Omar Posada wrote:
** spoiler omitted **

Omar:
Oh, don't worry, the party's screams of pain and defeat will,. . . I mean, um, sure no problem. There's nothing to worry about.
Carrick Castermill wrote:
"The Festrogs are quick, and like to attack like a wolf, sweeping you off your feet. And watch out for those nasty boils. Try not to cut or pierce them! For the others, nothing special. Just pound them into the dirt quick."
after which Hikari takes over, shouting
Hikari Hayashi wrote:
"And watch out for their fangs and claws. Each carries a powerful dark curse. Well, unless your an elf."
Hikari Hayashi wrote:
And I'm guessing that the entire mass is emanating waves of evil? :)

The undead, very much so, although from your starting position, they are all hidden from view. The massive tumor, a very strong indication of Evil, but also,. . . something else.

Init Rolls:

Brunhilde Olafsdottir: 1d20 + 2 ⇒ (4) + 2 = 6
Carrick Castermill: 1d20 + 4 ⇒ (11) + 4 = 15
Glexit Nenroy: 1d20 + 5 ⇒ (18) + 5 = 23
Hikari Hayashi: 1d20 + 4 ⇒ (20) + 4 = 24
Night Hunter : 1d20 + 3 ⇒ (13) + 3 = 16
Omar Posada: 1d20 + 4 ⇒ (3) + 4 = 7
Oret Terra: 1d20 ⇒ 19
------------------------------
Ghouls (1 & 2)): 1d20 + 2 ⇒ (19) + 2 = 21
Ghouls (3 & 4): 1d20 + 2 ⇒ (14) + 2 = 16
Festrogs (1 & 2): 1d20 + 1 ⇒ (13) + 1 = 14

Hikari makes ready before moving in closer, ready to engage, while Oret offers a bit of extra divine assistance. <I'm not clear what anyone else is doing with their Surprise Round and their next Full Round before the undead can react?>

ROUND 2

Hikari ()
Glexit ()
Ghoul 1 ()
Ghoul 2 ()
Oret ()
Night Hunter ()
Ghoul 3 ()
Ghoul 4 ()
Carrick ()
Festrog 1 ()
Festrog 2 ()
Omar ()
Brunhilde ()
Hikari ()
Glexit ()

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

@DM - I think we are setting up in that round and a half.

So, surprise round: move back to door.
Round 1: <contigent>Is door open and will stay open on own?
If yes, proceed to current location with longsword drawn.
If no, jab dagger under door to prop open, then move to current position.

That what you are looking for?

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Once Hikari and Glexit join us outside we are looking to create a chocke point in which we will smash our mindless foes!

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Night Hunter moves up behind the two leads and prepares to provide backup should one of them fall..

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

So to clarify, from our starting position, Hikari can't see any of the undeads? Then instead of the move action to study target, he would have to use the move action to move. Have tentatively moved him where I think he can see the purple 1, albeit with cover.

As soon as the rest of the party gets into position, Hikari moves until he has sight of at least one of them, and lets an arrow fly. He hopes he has sufficient time to get away when the undeads inevitably come after him.

Divine Favor, Fate's Favored, Guidance,
1d20 + 6 + 1 + 1 + 1 ⇒ (4) + 6 + 1 + 1 + 1 = 13 dmg: 1d8 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5 Sigh...

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

Omar waits for his chance to join in the battle (or dinner) in the room with the others.

"Save some for me!."

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

Omar will ready his bow and arrows to fire upon the undead.

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Night Hunter pulls out his sling and loads a bullet just in case he needs to use it.

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde steps into the chamber and readies a throwing axe. Somewhat disgusted at the sight on display.

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

Oret stands ready at the door, gripping his Morningstar tightly. Ready to beat whatever monster that walks through to a pulp.

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

Oret stands ready at the door, gripping his Morningstar tightly. Ready to beat whatever monster that walks through to a pulp.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

With your superior tactics and preparation, it doesn't take you long to destroy the abominations, forcing them to run the gauntlet to come to you. As the last one falls, you are left with an eerie silence, save for your own breath, and seeing the large tumor begin to slowly "heal" as it pulsates, almost as if mimicking a heartbeat.

From here, you have three options. At the far side of the room is a single close door. There is also the hidden spot you can investigate, now with time to take a better look easily spotting a hidden doorway. And finally, you could take some time to try to uncover the passageway that seems to have collapse. It might take a few hours, but you never know just what you might find beyond, or why it may have been collapsed.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

gm:
any lingering affect on Omar?

Bravo! That was glorious teamwork and tactics unparalleled!

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Well done folks...look over there... a hidden door. We should go that way and do it quick!

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

Oret makes a short prayer post the victory as a sign of respect to his deity. He stays quiet most of the time, and follows whoever takes the lead. Why is it always the hidden door that we take? Surely the right path is the one in sight. His thoughts stem from the notion that hidden things are that of those outside the law. Knowing the dangers, he sticks tightly to his mace and shield. "Adabar, give me strength..." He mutters slightly under his breath, moving to wherever the party heads to.

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Carrick follows Brunhilde over to the hidden door. Inspecting it to see how it opens and looking for traps.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

But he's distracted by the rubble to his left.

Remember Thrennt’s log claimed he hid the Orb in a side chamber connected to what he called the ‘hall of the flesh eaters’ and then collapsed the entrance to keep it safe. I think what we seek may be behind this rubble!

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

"Thank you for the reminder, Master Carrick. However, perhaps it is best that we investigate the remaining doors before we attempt to dig through the rubble. To leave nothing that might surprise us from behind while we conduct our excavation."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Something I did want to point out is that I didn't want anyone to feel robbed of the combat, but due to the circumstances, I felt that rolling a lot of attacks as they came toward you would have been a lot less interesting than it might sound due to the slower PbP medium, and I figure this would probably be the best option all in all.

Both options have pros and cons, so it's really up to you which of the two options you want to go with.

Omar Posada wrote:
** spoiler omitted **

I have absolutely no idea what you are talking about. You might want to ask the other characters why they are looking at you that way.

:P

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Night Hunter puts away his sling and scowls slightly (not AT anyone, but more because thinking isn't his forte) as he considers the options. "I agree the rubble sounds intriguing, and the way we might be destined to go, but let's investigate the other possibilities first since they are probably easier to get to."

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

What kinda Pathfinders are you guys. It's a secret door we are PATH...FINDERS...not trodders of the beaten path...

Brunhilde emphasizes her interest for looking into the secret door first.

No issues with dodging combat here...

Silver Crusade

Oread Cleric of Adabar 2 Fighter 1 | HP: 24/24| AC:19 T:11 FF:19 | CMB:6 CMD:16 | Saves F:8 R:2 W:7 (+2 vs charm & Compulsion) | Init:0 | Per:3 | Channel N Energy (0/4) | Defensive Aura (1/1) | Agile Feet (6/6)
spells:
Spells prepared: 1: Bless, Bless, Shield, Detect Chaos 0: Guidance, Mending, Stabilize, Detect Magic, Purify Food & Drink

Oret, a person of peace, just stands by the hidden door, waiting for someone to make the decision.

I'm okay with dodging combat too!

Silver Crusade

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3 HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30' Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

By all means, let's check out the hidden door, and the other door first. In the end, I think we'll have to remove that rubble to find what we seek. Now who can take a good look at this hidden door and make sure there are no nasty traps on it.

Carrick looks to the others for assistance.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 40/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (7/23 song used) { +8/8 hp , 3xmirrors, fly }

Omar likewise stows his bow and sets to helping with clearing the area around the secret door checking and opening it.

It's decided then - let's check out this door and see what wonders lie beyond.

perception: 1d20 + 6 ⇒ (19) + 6 = 25 on then door then opening it.

And...Voila!

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