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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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

I can take care of any traps!

Brunhilde hisses as she begins to get some of the larger boulders out of the way...

Shadow Lodge

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

Beyond the secret door is a narrow set of steep stairs descending into darkness. After several dozen feet, the stairs end in a solid stone door carved to resemble an immense scowling face

The door is secured with a superior lock enchanted with arcane lock (Disable Device DC 50); beyond is the second level of Sevenfingers’s tomb—the Labyrinth of Hungry Ghosts—which is beyond the scope of this scenario, but just might allow further adventurers', or perhaps a later expedition the opportunity to explore this.

I suppose that really leave just the one option at this point, going through the final door, though dealing with the <un>Living Tumor might be something you may need to come back to shortly.

This large chamber has a relatively low ceiling. The far southwest wall is set at an angle, and against the center of the wall sits a heap of bones and skulls resembling a large makeshift throne. To the left of the throne sits an oak and brass sea chest, carved with images of sea serpents chasing their own tails. Sitting atop the throne, flanked by two of the faster, more animalistic undead, sits what seems to be a an ancient unloving pirate king. Or rather, one who seems to see themselves as some sort of pirate-king.

Know Religion DC 17:
This creature in known as a Ghast, a moderately powerful form undead much stronger than a simple Ghoul, though with much of their same strengths and powers. For every 5 points you beat the DC, you may ask for one form of information, such as weaknesses, abilities, etc.

"Ah, this is interesting. Have you come back to deal? What offerings do yo bring this time?. . . Or are you the offerings. . ."

if anyone initiates combat or acts aggressively:

ROUND 1
Glexit ()
Festrog 1 ()
Omar ()
Hikari ()
Night Hunter ()
Brunhilde ()
Carrick ()
Ghast ()
Festrog 2 ()

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) |

know religion: 1d20 + 4 ⇒ (3) + 4 = 7

Not sure what it is, Carrick detects evil on the strange creature. Still pretty sure it's undead. At least in appearance.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar tries to recall anything about this creature.

bardic kn:rel: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15

Come back? Come back from where? Why would we bring offerings? Do you have something to barter in return?

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

kn. Religion: 1d20 + 4 ⇒ (13) + 4 = 17

Oret immediately identifies this creature, and whispers to his allies. "Another undead, this one is a much more powerful ghoul. We'd take caution agressing it" He maintains his distance still gripping tightly his weapons but takes a step back and let others do the talking.

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

Sevenfingers? Is that you?

Brunhilde offers with a smile! But her princessly charms do not seem to extend well to undead Pirate Kings...

Diplomacy1d20 + 4 ⇒ (5) + 4 = 9

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

"Sounds.. well.. ghastly... shall we deal with him? or leave?"

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) |

Any respectable Iomedaen Paladin couldn't stand to leave a Ghast still kicking.

A Ghast, I see, Well then you'll be glad to meet your final resting place.

Carrick channels Iomedae's power to smite the undead horror.

Smite Evil - Carrick will attack.

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:

"Nor will Shizuru, Lady of the Sun, suffer the continued existence of vile creatures like you!" Hikari again calls upon the favour of his goddess, while studying the ghast to determine the best way to attack.

Standard action cast divine favour, move action studied target the ghast. Also, Hikari will trigger his heightened awareness to get +4 to initiative.

Shadow Lodge

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

I wanted to apologize to everyone and just let everyone know I'm not abandoning the game. I've gotten hit with some massive inventories this week and the end of last, and have been working very long hours and through the weekend. I tried to get on and post on the weekend, but the site was down, and I didn't get home until very late last night.

I'm exhausted tonight, but I finished up. So, with luck, I'll be able to jump in and get everything rolling tomorrow. Again sorry for the long wait.

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) |

@GM B - no worries, we'll get there.

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

no problem.. thanks for checking in and letting us know... recover and post when you can

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

As always RL takes priority. No worries!

Shadow Lodge

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

I appreciate the understanding guys and gals. I'm back now, and I'm going to spend a bit catching up and then will post. If I miss anything, please feel free to remind me. My concentration on the game has been completely broken.

It seems that the question as to what to do is made mute as Carrick, perhaps rightly so, makes a move to begin a fight with the abominations clinging to a mockery of life. However, it seems that you are not the first adventurer types to try such a tactic, and they appear a lot more ready than you may have expected.

Hikari:
Unfortunately, I had removed the earlier Init rolls, and I honestly do no recall what numbers everyone had, or if I had included your +4. I believe that I did, but I can't be sure. So, I'm going to bump you up a little bit in the init order.

As Glexit <acts>, Hikari likewise seems to react very quickly, first calling on divine aid, and taking a moment to observe any weaknesses the BBEG might have. One of the lesser undead rushes at Oret, thinking him a much easier target to attack from surprise than he likely will be, and yet. . .

Taking to all fours as the undead creature rushes at the Oread, it delivers a devastating bite to Oret's shoulder, taking out a stony chunk of flesh, but also tipping the priest over causing him to land hard on the stone floor.

Charge vs Oret (FFAC 19): 1d20 + 6 ⇒ (20) + 6 = 26 <HIT>
Crit Confirm (FFAC 19): 1d20 + 6 ⇒ (4) + 6 = 10 <no crit>
plus free trip vs CMD 14: 1d20 + 8 ⇒ (17) + 8 = 25 <TRIPPED!>
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

ROUND 1
Glexit ()
Hikari () <divine favor + study target>
Festrog 1 (+5, charged)
Omar ()
Night Hunter ()
Brunhilde ()
Carrick () SMITE!!!
Oret (-9, tripped)

Ghast ()
Festrog 2 ()

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 steps forward and attacks the festrog1.

to hit: 1d20 + 4 ⇒ (2) + 4 = 6
dmg if hits: 1d6 ⇒ 3

to hit: 1d20 + 4 ⇒ (8) + 4 = 12
dmg if hits: 1d6 ⇒ 3

But the stench from across the room affects him so much that his eyes tear up and he cannot see clearly to attack effeciently... "Hey, I live in a swamp, but that smell is awful, even to me... what the hell IS it?"

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) |

Well Carrick intents to charge if the lane is clear once his turn comes up. Looks like I can do it without provoking the Festrogs.

Carrick smites the evil ghast, then charges across the room drawing his longsword in route.

Mwk Longsword + Smite + Charge: 1d20 + 8 + 3 + 2 ⇒ (7) + 8 + 3 + 2 = 20
damage + smite: 1d8 + 3 + 6 ⇒ (8) + 3 + 6 = 17

AC 20 v. Ghast; AC 18 v. Festrogs

If charge is not available:

Smite, Single move (move back 1 space from current), Ready attack on first creature to enter melee. Use roll above remove +2 from attack; remove +3s if attack against Festrog instead.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar, seeing the creature drag down Oret, does not hesitate and will step to defend his tripped ally.

Stay back foul creature! Oret, I am with you, brother!

He takes a mighty swing...

MW greatsword : 1d20 + 6 ⇒ (16) + 6 = 22 for dmg : 2d6 + 4 ⇒ (6, 1) + 4 = 11

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 holds his ground in attempt not to endanger himself any more than he currently is."Thanks friend, I feel I need all the help I can get."

Going to hold/delay until everyone goes, don't want to spent a move to provoke action unnecessarily if everyone can take it down.

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

Seeing that Carrick has gotten himself into a bit of a bid with his display of valor Brunhilde rushes forward with a war cry. The Shield made barges into the lesser undead with full force.

Begin raging. Move and attack with shield. Sucessfull Shield Bashh attempt will provoke a DC 21 bull rush this will move the ghast into the wall which will trip it. And provoke a swift action armor spike attack.

Attack 1d20 + 10 ⇒ (9) + 10 = 19Damage 1d6 + 10 ⇒ (6) + 10 = 16
If Bull Rush is successful free armor Spike attack Attack 1d20 + 10 ⇒ (20) + 10 = 30Damage 1d6 + 6 ⇒ (3) + 6 = 9
Crit Confirmation 1d20 + 10 ⇒ (8) + 10 = 18Damage 1d6 + 6 ⇒ (1) + 6 = 7

Shadow Lodge

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

Night Hunter moves in, slamming fist and foot into the undead that seem to miraculously grow larger just as they connect. Then, with a single fell swing, Omar utterly destroys the Festrog attacking his planar ally, metaphysically ripping the Negative Energies from it's corrupted soul and with them, the mockery of life from the corpse.

With devastating effect, Brunhilde rushes at the remaining undead, slamming her shield into the other Festrog, likewise robbing it of the mockery of life that is it's undead existence, and turning it's corpse into another weapon against the princely undead Ghast. While it's a strong maneuver, it's offers a perfect opportunity for Carrick to step in with his glowing sword, and a guided descending swipe from the knight finishes the job. Both fall before their might with astonishing ease, ending the threat before it truly even has a chance to be one.

The sea chest next to the throne bears a coarse inscription that reads “I leave you this as wages for your loyal service from now to eternity, my ambitious traitor—S.E.” Within are 10,000 silver pieces, a tiny fraction of Sevenfingers’s wealth.
With this out of the way, you are left with three tasks yet, though there is no true hurry at this point, as you have the remainder or today, and 2 full days to complete them.

Excavating the collapsed passageway takes a few hours of work, though you find tools throughout the complex that aids the task. Inside, you are surprised by a single ghoul, one who appears to have been sealed in and starved for countless years. It attacks in a crazed madness, but falls quickly, undecided if it should attack you or flee, free for the first time in decades. As it rushes past you, you easily cut it down, and with it's destruction, the last of the threats for the site falls.

Within that last chamber, it reeks of filth and rotten meat. A heap of coins and other valuables lies piled in the middle of the room. The largest item in the pile is a gem-studded copper sphere. Though completely motionless, the light on the sphere seems to flicker and fade like a desert mirage.

From what you can gather, there had once been a small assortment of leather packs left here, containing the various scattered treasures. In his madness, the Ghoul, a pirate named Thrennt had been sealed in here accidentally, and as he died, the proximity to the Necrotic Tumor caused him to rise as a Ghoul. It's unclear how long the Ghoul remained here, but with no source of food, it began to feed upon the leather backpacks, eating everything save for the small metal parts, scattering the treasure around the floor. When those ran out, the Ghoul went mad in starvation.

After that is complete, you have the option to destroy the Necrotic tumor, and with time, it is not so difficult.

The last task is to attempt to create an accurate map, and details of the location and perils you have encountered.

So, this is one of the biggest issues for this scenario. Here is what the Scenario says: ". . .many of which depend on the players’ actions, not those of the PCs. Of course, the players might not be accomplished cartographers or practiced writers, so the GM is encouraged to judge whether or not the group fulfilled these goals based more on the players’ having made a legitimate effort rather than for having created an artistic or literary masterpiece."

This is an issue for a few reasons. 1.) The scenario doesn't really tell you this is needed in any reasonable way. Nor does it give you (the Players) any way to do so. There is no "Here is a sheet of paper to draw a map on" Hand Out. 2.) This is very artificial, and trying to force an objective on the Players, and not their characters is just dumb. More so when there is absolutely no warning or indication about it. 3.) This is also something that is not really going to work in a PbP medium. So, I'm going to hand wave it a bit, and do something a little bit different, but in the same lines of thinking.

From each person individually, can I get the following things.
1.) a relatively short, journal-style entry about what you have all encountered or done here, approx. 1-2 paragraphs each.
2.) a single Knowledge (engineering), or Craft/Profession (related to map making) check. If you have any tools that might allow you to make a more accurate map (a ruler, a way to measure, a straight edge for drawing), you can apply a +2 here.

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 falls to his knees, Thank you for your faithfulness of Iomedae and your righteous justice through your instrument, me and the longsword I wield.

After offering the pray the Paladin pops back to his feet. Turning to Brunhilde, Well done my fierce friend! Your attack open the ghast up for my deadly blow.

Turning to the others, Well done all, let's give this room a through search and then get to digging, to secure the prize we came to seek.

All the while, his mind fixated on the necrotic mass outside the door and what possibility could be down to destroy it.

Shadow Lodge

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

Was editing the post above. It's finished now, so please check back and reread. :)

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) |

My apologies for jumping the gun GM B. Carrick still does all the stuff above and then we move on.

As the trapped ghoul is destroyed Carrick can't help but have a melancholy moment. I can't imagine even a dreadful pirate deserved a miserable undeath such as that. This place is accursed. After this he is even more resolute about destroying the tumor.

Later as Carrick reflects on the experience in his report to the Venture Captain he writes:

Carrick's Journal:

The investigation of the first level of Sevenfingers tomb was a successful endeavor where the Pathfinder team showed excellent teamwork and cooperation in the face of adversity. Despite the success of the mission and the recovery of the Orb of Stars; I can't help but offer a stern warning to future expeditions deeper into the tomb. To come prepared for both physical and mental challenges sure to be present there.

My specific concerns involve the fact that of all the places I've visited, to include the Worldwound, the pervasive feeling of dread and despair that permeate every inch of the level our team explored, was unprecedented. The place simply oozes evil. Case in point a large tumor of necrotic energy filled a large room and a ghast, ghouls, and ghoul-kin made there homes there. Despite destroying all threats including the tumor, the uneasy feeling never left me. And I'm sure the deeper you go the closer you come to the heart of the evil there.

I would recommend a team of clerics be sent in to concrete the explored areas, and all further teams be properly equipped to deal with a purely evil place and the psychological and physical threats surely present.

Unfortunately, I'm know help on the roll.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar's Journal:

I am not sure why they are making me write this journal. I am more about singing glorious songs of battle and heroic exploits. Our mission started simple enough aboard the Grinning Pixie in a storm, Venture- Captain Calisro Benarry expounded upon our search of the Gloomspires for the treasure or lore of old Sevenfingers.

As we found the base of the tomb, there was a possessed band of berzerkers bearing a strangely inanimate kin with them. They seemed mad, and we were forced to put them down.

Descending into the tomb itself, we found a curiously delicious smelling blob (not sure why everyone else thought it was disgusting) anyway, more ghastly undead crawled the place over and we finally cornered the old ghast in his lair. With stout blade and strong hearts we made short work of the villain. Finding a chest nearby with this inscription - “I leave you this as wages for your loyal service from now to eternity, my ambitious traitor—S.E.” Within are 10,000 silver pieces, a tiny fraction of Sevenfingers’s wealth.

Omar finishes his journal entry and tries to add a map, checking through his pack, only to find a few items of use.
ink, black, inkpen, journal, and mirror

bardic kn:engineering: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13 assisting if others are attempting with more skill, otherwise he goes it alone with his crude map.

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 has no special skills that would aid the group, nor equipment for making maps or journals, so he does his best and, after a stiff drink, composes a journal entry in his head that he can write out when he returns...

NH's journal:

We came to the pirate's tomb and entered not knowing what we might find... It was very dry inside. (note: this is only relative... from the pov of a swamp dweller) We found much evil... some kind of living bulbous thing that we eventually killed... almost like a growth of flesh that reeked of death. Undead creatures were feeding on it. We killed them, and others as well...

The others identified these beings as ghouls, and a ghast. I'm not well-informed when it comes to such things, so I'm glad my teammates knew what they were.

After the unlives of the non-living creatures were ended, we returned to the tumor and destroyed that as well.

I believe we found the item we were seeking and so we have returned to report. Maybe someone should return to the tomb and bless the place so the undead do not return.

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 is unskillful in means of cartography, and attempts to draw a map but instead finds himself scribbling illiterate lines that make no sense. This helps no one.

Journal:

The spires are of magnificent build, though i don't understand it. A constant mist shrouds the place, why? How?. Savage beings attacked us, but again we don't understand their motivation for being here. We don't understand a lot or anything save this place being a tomb of an illustrious pirate. Seven Fingers.

The tomb itself, are filled with undeads, so.. many... so...unlawful.. the state of this place suggest no one has maintained it in what seems to be ages. The tomb's exploration mostly resulted in a mass killing of undead creatures. In the end, we believe to discover the object we seek, as well as a fraction of what treasure was owned by seven fingers.

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 sighs a sigh of relief when all the undeads have been finally cleared from the dungeons. These are abominations to the Lady of the Sun.

Hikari is not trained in any of the skills. But I think craft can be attempted untrained.

craft: 1d20 + 1 ⇒ (8) + 1 = 9 Nope!

journal:

The island of Sevenfinger's tomb is lush with greenery, and would be a magnificent sight if not for the aura of chaos and evil that surrounds the entirety of the place. Evil spirits abound, and the barbarians we encountered were likely possessed by them.

Within the Hall of the Flesh Eaters, the sense of evil grows every stronger, strong enough to even bring carvings alive! Undeads swarm the area. Some were mysteriously feeding on some tumourous growth. At the end of the passages, there was the undead pirate king which fell quickly to our advances.

There seems to be deeper levels to this tomb, but that would have to be left for future adventurers.

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 only has Knowledge Dungeoneering or Nature or Survival to help making a map.

Brunhilde flicks some ghast goo of her shield and snorts...

Legendary Pirate pah...

later she writes into her journal.

Journal:
Seven fingers tomb was infested by stinking undead and dim witted savages.
I killed them all! Praise Gorum!

Survival1d20 + 6 ⇒ (3) + 6 = 9

Shadow Lodge

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

Journals looking good. However, can I get everyone that has not yet to make at least an Untrained Craft Roll.

Hikari Hayashi wrote:
Hikari is not trained in any of the skills. But I think craft can be attempted untrained.

I mean, I'd say that Profession Scribe (with Mwk tools) is close enough.

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:

profession(scribe), masterwork tools: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

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) |

Nice! Does that get the job done? Well done.

Shadow Lodge

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

That absolutely gets the job done. :)

You managed to secure the Orb of Stars and leave the Gloomspires within 3 days, they can safely reach the Grinning Pixie and report to Calisro Benarry. Before ordering the Pixie to return to Drenchport, she addresses you once more “Pathfinders, you have done a great service for me and the Society. The recovery of the Orb of Stars paves the way for future expeditions. Soon, perhaps, we’ll learn more about the Gloomspires’ mysterious creators, unravel their arcane secrets, and perhaps even delve deeper into old Sevenfingers’s tomb to liberate his ill-gotten wealth. Considering what you’ve seen, you’re all now among the foremost authorities on the Gloomspires. I hope that I may call upon all of you again should the Society decide to fund another expedition.”

She immediately begins to pour through your notes, and it seems pretty clear she is already beginning to plan another expedition into the dark place, almost as afflicted with a certain madness of obsession. However, should you be called once again to brave the darkness and mists, you can be assured of a few days, possibly even weeks of rest, training, and recuperation before that call for your services comes.

The End

Over the next day, I'll be working on reporting, Chronicle sheets, and as I mentioned, prepping Part 2.

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 has a few good stiff drinks at just the thought of returning to the Gloomspires... "Place is haunted... " he shudders as he drinks.

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