DM B's PFS PbP The Labyrinth of Hungry Ghosts High (Inactive)

Game Master Beckett

Low Tier Play.

A Pathfinder Society Scenario designed for levels 3–7.
Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.
This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters".

Having ventured past the Hall of the Flesh Eaters, the group of Pathfinders have discovered only one of the remaining Pathfinders from the team before them they where sent in to look for. Jaohd Ilzinian, the leader and a Taldan paladin of Shelyn, deprived of his memory and weapons, his powers expended joins you as you explore further into the maze.

INIT:

[spoiler=Init Rolls]
[dice=Bennybeck]1d20+3[/dice]
[dice=Bernard]1d20+6[/dice] +4 with no Grit
[dice=Ellismus]1d20+2[/dice]
[dice=Omar]1d20++4[/dice]
[dice=Thorill]1d20+2[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-->> MAP <<--


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Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Okay. Typing on phone.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Is it just a will save or is is t a dance as well?

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 will save

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 }

Are the g-ghosts multiplying? Omar looks concerned.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

I think that we need to get out of here lest these things charm all of us and make us dance warns the Halfling.

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 }

"Aye...b-but we can't leave our friends ."

Shadow Lodge

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

Omar thrusts out his wand at one of the nearer spirits and while the wand itself seems to pass right through it's incorporeal form, there is a small discharge of light and power as it's held magic is released. The spirit recoils in surprise and pain, but manages to resist some of it's effect, and it's clear it does not enjoy Omar's little verbal jab, either.
Will DC 11: 1d20 + 4 ⇒ (10) + 4 = 14

Both Bernard and Sven continue to twist and twirl with the rest of the assembled spectral revelers throughout the room, still not in control of their own bodies, <but yes, you are still able to otherwise act. The forced dance takes up your Move Action, but you can still take a Standard Action as long as it's something you could do while dancing.>, and are beginning to look somehow drained. <No actual effect yet>

One of the spirit's delays, seeing "the mage" as the greatest threat, and waits to join the other in attacking Ellismus. Before that other spirit is able to join in though, Ellismus flings a vial at the most distant spirit. It hits the creature directly in the chest, exploding in a fiery display that leaves only a small smear of bright green goo.

Another for forsakes his current target and rushes at Ellismus, leaping over the table in the middle of the room to level a raised fist at "the mage". As it rushes, it seems almost to walk on air, stepping over the table completely and walking at the same level as your heads (5ft off the ground).

Both Bennybeck and Ellismus receive a free AoO here, if they have a threatening weapon with which to do so. It's possible to kill it before it actually even gets to attack.

Slam vs Ellismus (AC 24): 1d20 + 6 ⇒ (19) + 6 = 25 <HIT>
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Ellismus -> Will DC 12 (Fear):
Any creature struck by an ectoplasmic creature’s slam attack must succeed at a DC 12 Will save or be shaken for Rounds: 1d4 ⇒ 2.

Jaohd calls out In Celestial, "We must do something. I can not bear more allies falling to this evil place. . ." as he also continues to dance very poorly.

THE FINAL COUNT DOWN 10. . . 9. . . 8. . . 7. . . 6 . . . (x0)

Bennybeck (-7, free to act)
Jaohd ()
Bernard () <Perform Dance Please>
Ghost RED (-2)
Omar (-5, free to act)
Sven () <Perform Dance Please>
Ellismus (-6, free to act) <Will Save Please>
Ghost PURPLE (charge)

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

will save: 1d20 + 2 ⇒ (18) + 2 = 20

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water

Perform (dance): 1d20 - 1 ⇒ (2) - 1 = 1

Bernard continues dancing, while draw his wand of cure light wounds from his pack.

Shadow Lodge

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

Benny delays, not sure just what to do while Jaohd takes a few more clumsy steps, and then seems to snap out of it, breaking both hands free of the woman he had been folding, and steps aside. In Celestial "I needeth a magical blade, I can not strike true."

As Bernard sails by, one of the spirits attempts to jab a spectral fist at the Halfling then returns it's ire to Omar.

AoO Slam vs Bernard (AC 20): 1d20 + 4 ⇒ (18) + 4 = 22 <HIT>
AoO Slam vs Omar (AC 19): 1d20 + 4 ⇒ (2) + 4 = 6 <miss>

Damage to Bernard: 1d4 + 3 ⇒ (3) + 3 = 6

Bernard -> Will DC 12 (Fear):
Any creature struck by an ectoplasmic creature’s slam attack must succeed at a DC 12 Will save or be shaken for Rounds: 1d4 ⇒ 4.

THE FINAL COUNT DOWN 10. . . 9. . . 8. . . 7. . . 6 . . . (x0)

Bennybeck (-7, free to act)
Jaohd ()
Bernard (-6) <Perform Dance Please>
Ghost RED (-2)
Bennybeck (-7, free to act)
Omar (-5, free to act)
Sven () <Perform Dance Please>
Ellismus (-6, free to act)
Ghost PURPLE (charge)

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

He has his long spear

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

1d20 + 5 ⇒ (15) + 5 = 20
1d6 + 1 ⇒ (4) + 1 = 5

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,unable to understand Jaohd , but seeing others using weapons against the spirits, will hand his cure wand to Jaohd (or just drop it) and draw his magic weapon as he steps south...

Sorry, server crashed. Reposted- His movement likely provokes Aoo

What's he saying now, Ellismus?

+1 Bec de Corbin, bard,shaken : 1d20 + 6 + 2 - 2 ⇒ (14) + 6 + 2 - 2 = 20
for dmg : 1d10 + 5 + 3 - 2 ⇒ (4) + 5 + 3 - 2 = 10

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"He's sputtering nonsense, as expected," replies Ellismus, "Something about a magical blade... Jaohd, by the gods man, make yourself useful! where can we find this magical blade?"

Ellismus five foot steps south and tries to torch the slimy ghost again:
Alchemist Bomb; ranged touch: 1d20 + 11 ⇒ (4) + 11 = 15 for dmg: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Shadow Lodge

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

The two remaining Ectoplasmic spooks likewise vanish in wiffs of mist, leaving the Haunt to remain, still continuing to dance about the room. To speed this encounter up a little bit more, IF NO ONE is going to attempt anything different to try and break others free, can I get
4 Rounds worth of actions from everyone.

THE FINAL COUNT DOWN 10. . . 9. . . 8. . . 7. . . 6 . . . (x0)

Bennybeck (-7, free to act)
Jaohd ()
Bernard (-6) <Perform Dance Please>
Bennybeck (-7, free to act)
Omar (-5, free to act)
Sven () <Perform Dance Please>
Ellismus (-6, free to act)

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ok, 4 rounds worth of haunt zapping here we go!

R1: Wand of CLW melee touch: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d8 + 1 ⇒ (5) + 1 = 6 damage.
CRITICAL CONFIRM ON WAND OF CURE LIGHT WOUNDS!! (always wanted to say that!!!): 1d20 + 2 ⇒ (13) + 2 = 15 FOR AN ADDITIONAL 1d8 + 1 ⇒ (7) + 1 = 8 DAMAGE!

R2: Wand of CLW melee touch: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d8 + 1 ⇒ (7) + 1 = 8 damage.

R3: Wand of CLW melee touch: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d8 + 1 ⇒ (1) + 1 = 2 damage.

R4: Wand of CLW melee touch: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d8 + 1 ⇒ (7) + 1 = 8 damage.

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 }

Seeing the ghosts disappated, Omar will try to move to Bernard and break him free of the grasp of a dancing spirit.

Come on Bernie! We need to get out of here.

check?: 1d20 ⇒ 1 not sure if that is a STR+3 check or grapple+5?
check?: 1d20 ⇒ 15 not sure if that is a STR+3 check or grapple+5?
check?: 1d20 ⇒ 3 not sure if that is a STR+3 check or grapple+5?
check?: 1d20 ⇒ 10 not sure if that is a STR+3 check or grapple+5?

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Who is still a dance, dance, dance, dance dance machine?

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water

Ok, 4 rounds worth of haunt zapping here we go!²

#1:
Use Magic Device DC 20: 1d20 + 6 ⇒ (18) + 6 = 24 OK
Melee Touch Atk: 1d20 + 3 ⇒ (20) + 3 = 23
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7

#2:
Use Magic Device DC 20: 1d20 + 6 ⇒ (11) + 6 = 17
Melee Touch Atk: 1d20 + 3 ⇒ (15) + 3 = 18
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4

#3:
Use Magic Device DC 20: 1d20 + 6 ⇒ (7) + 6 = 13
Melee Touch Atk: 1d20 + 3 ⇒ (18) + 3 = 21
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

#4:
Use Magic Device DC 20: 1d20 + 6 ⇒ (16) + 6 = 22 OK
Melee Touch Atk: 1d20 + 3 ⇒ (10) + 3 = 13
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Dancing checks:
Perform Dance #1: 1d20 - 1 ⇒ (8) - 1 = 7
Perform Dance #2: 1d20 - 1 ⇒ (16) - 1 = 15
Perform Dance #3: 1d20 - 1 ⇒ (11) - 1 = 10
Perform Dance #4: 1d20 - 1 ⇒ (3) - 1 = 2

Crit. confirmation for #1:
Melee Touch Atk: 1d20 + 3 ⇒ (17) + 3 = 20
dmg: 1d8 + 1 ⇒ (6) + 1 = 7

Shadow Lodge

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

I can't tell if it's just my phone and internet or the site continues to have issues, but it's been difficult trying to get online here today.

With the other threats disrupted, and some rather extraordinary rolls with wands turned into weapons, the Haunt shutters, and then the spectral revels suddenly vanish. In an instant, the room goes deathly silent, and dark, save for whatever light you have brought with you.

Just for the record, it only took that one extra "round" to "kill" the Haunt. So everyone only uses 1 charge from their wands.

@ Sven. I totally understand. I'm in the military, and I've had deployments come out of nowhere and keep me off line for weeks unexpectedly. For now, I'm going to remove you from the initiative, essentially having your character hang back, not really interacting, but also not taking damage, (unless the party is really on the ropes and needs the extra help). IF you manage to get some time and want to come back, you are most welcome to rejoin.

With the ghostly manifestations now gone, the entire scene seems to shift, returning to it's modern iteration. The feast table still remains, though all of the food and drink you had seen has long since rotted away. A few skeletal figures remain seated, but most have long since collapsed upon the floor in piles of now mixed bones.

Know Religion or #1 Sense Motive DC 17:
An ancient, incomplete note still upon the table near one of the corpses indicates that while at the party, they had offered a challenge, seeking the three best dancers from amongst the assembled revelers. One name has been scribbed, and in a strange ghostly hand, a softly glowing green text has now been added, two simple lines where the names of the top three finalist might have been named. It seems that, if all three finalists had been written, the challenge would have been completed, and all of the spirits now bound to the Haunt,. . . would have moved on, permanently.

#2 Sense Motive DC 22:
Throughout the mental control of the dancing revelry haunt, you are not so sure that Jaohd was truly affected. His actions seemed, . . . forced, and you suspect he was fully under control of his own body the whole time, likely believing any attempt on his part to attempt to help others by wrestling them to the ground would have been perceived as him betraying and attacking the party, and so he instead pretended to be afflicted with the same curse as those around him.

As the entire scene suddenly shifts from a lively, albeit obviously ghostly party to that of an empty, dead room, you also spot some of the ghostly energy from the Haunt form into a tiny bit of bright green goo, a physical manifestation of the Haunt's essence that will quickly vanish into the spiritual world, but one that those who have some skill can harvest.

Know Arcana DC 15(Ectoplasm):
Unfortunately actually harvesting the ectoplasm requires special tools in order to refine it and turn it into a weapon against other incorporeal threats. It is of little use to you right now without those special tools, HOWEVER, by making this check you do unlock a special Chronicle Sheet Boon. :P

Additionally, from what seems out of nowhere, you see an elegant glowing longsword appear on the wall, hanging just over a fireplace. It is crossed with another fine longsword made of black adamantine. The paladin of Shelyn instantly recognizes them, muttering to himself <IN CELESTIAL>, "How could my mind have been so fumbled? Those are my blades." as he begins to make his way to retrieve it, but then stops, not wishing to have a confrontation if you still do not trust him. Do you, as a group, allow him to reclaim his weapons?

Scribed along the blade in Celestial are the words "Ether's Kiss", and hanging between the two swords is a common wooden holy symbol of Shelyn.

Spellcraft + Detect Magic DC 24 (magical Longsword):
Ether's Kiss is a +1 Ghost Touch Longsword.

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 watches as the dancers disappear into the ether.

bard kn:rel: 1d20 + 2 ⇒ (8) + 2 = 10 vs DC17

The skald has no idea how or where they went.

bard kn:arcana: 1d20 + 2 ⇒ (16) + 2 = 18 vs DC15 ectoplasm

Odd as it may sound, this puddle of green goo may actually be used to make a tool or weapon I have heard. Sadly I do not have a device to contain it.

Omar does not make any effort to stop the paladin from retrieving his belongings.

Those would have been very handy in fighting the spirits.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7
Knowledge Arcana: 1d20 + 12 ⇒ (14) + 12 = 26
Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

Sense Motive 1d20 + 6 ⇒ (8) + 6 = 14

I think we need to keep moving and quickly. I have had about enough of seeing you shake and shimmy says the Halfling.

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water

#1 Sense Motive DC 17: 1d20 + 2 ⇒ (3) + 2 = 5

#2 Sense Motive DC 22 (why not?): 1d20 + 2 ⇒ (1) + 2 = 3 Because of this, for sure.

DM Beckett wrote:
Do you, as a group, allow him to reclaim his weapons?

As Omar, Bernard doesn't make any effort to stop the paladin from retrieving his belongings.

"It's fine for me, since the beginning. Go ahead, if nobody opposed."

For Bernard, yes. But if the others still don't trust him, the halfling will not oppose them.

Bernard agrees with Benny, "yes, we must go quickly. This place is worse than I thought."

The gunslinger heals himself with his wand, before continue:

wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

And he will spend a charge of his wand of gravity bow, as well.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus heals himself as well:
CLW wand action: 1d8 + 1 ⇒ (4) + 1 = 5
again...
CLW wand action: 1d8 + 1 ⇒ (5) + 1 = 6

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 likewise tap himself once to cure his wounds.

clw: 1d8 + 1 ⇒ (7) + 1 = 8

That settles it then, lets venture forth to the great next unknown to claim glory for ourselves.

Shadow Lodge

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

The Adamantine Longsword is simply that, a non-magical Longsword, although the Occultist gets a strange vision as it comes close to him, seeing a bit of memory etched into the blade.

Jaohd accepts the blades, seeing this as permission to arm himself properly, and offers a solemn vow to the group, In Celestial, "I know thee not, but from what I've seen in this short time, I believe thee to be just and noble people. I swear," taking his holy symbol back with a genuine soft smile as he places it back around his neck, "I shall fight at your side, and give my life if need be."

Exiting the room again leads to another labyrinth requiring time-consuming navigation.

Please give me a Know: Dungeoneering or Survival Check. Please specify is you are making the check on your own or attempting to Aid Another. It does matter.

Secondarily, you can each also make a separate Know Arcana or Know Planes check (DC 17), to offer an additional +2 bonus to the first check. In both cases, you MAY NOT Take 10 or 20.

Lastly, let me know if you are going to be casting any other spells, healing, etc. . . Depending on your rolls will determine how long it takes to get to the next area, and also any possible threats you might encounter.

As before, the stonework changes dramatically here, as large blocks of dull gray stone abruptly give way to smooth, highly polished black marble. Though the marble is seamless and unadorned, shadows skitter across its surface—moving faster when viewed out of the corner of the eye. These ephemeral shapes and spectral wisps occasionally take on vague humanoid forms with horror-stricken faces. Somewhere in the distance, a low growling sound echoes from deeper within the tomb.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus first observes the arcane patterns on the marble, then attempts to navigate the maze using his innate, wilderness-honed sense of direction:

Survival including Kn.Arcana bonus: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Knowledge Arcana: 1d20 + 12 ⇒ (10) + 12 = 22

Shadow Lodge

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

I need everyone's rolls here.

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 attempt to assist Ellismus on the checks.

bardic kn:dungeoneer: 1d20 + 2 ⇒ (17) + 2 = 19
bardic kn:arcana: 1d20 + 2 ⇒ (18) + 2 = 20

What new puzzle have we here, Ellismus?

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"It's an attempt by the builders to deceive one's natural instincts of orientation with a mix of complex architecture, magical enhancements and extra-dimensional space variations, of course. By concealing or distorting the sensory inputs, the brain has difficulty processing the information and the ego discards the id's cries as it's trying to be heard through a haze of doubt and fear."

The Concordance

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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 }

Um, yeah, that's what I was thinking too.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

1d20 + 7 ⇒ (10) + 7 = 17 Know Dungeon aiding

The Exchange

Male Halfling Gunslinger (bolt ace) 3 - Init +4/+6 - AC 20|16|15 - hp 28/28 - Grit 2/2 - Fort +4, Ref +7, Will +3; +2 vs. fear - Speed 30 ft.- Perception +10 - low-light vision - Adaptable Luck: 1/3; Lessons of Chaldira: 1/1
Wands:
gravity bow 42 CLW 46
Ammo:
Bolts 3; Bolts (adamantine) 10; Bolts (cold iron) 28; Bolts (ghost salt) 7; Bolts (silver) 20
Wrist sheath (spring loaded):
holy weapon balm holy water
Ellismus wrote:
"It's an attempt by the builders to deceive one's natural instincts of orientation with a mix of complex architecture, magical enhancements and extra-dimensional space variations, of course. By concealing or distorting the sensory inputs, the brain has difficulty processing the information and the ego discards the id's cries as it's trying to be heard through a haze of doubt and fear."

"What?!", thought the halfling.

Survival (aid Ellismus): 1d20 + 2 ⇒ (10) + 2 = 12

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 }

No casting of spells for Omar

So do we go over, through or around this mess? Time is wasting and no glory to be had staring at the floor.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

@DM Beckett: Sven is out and Evil Pregen 2 has not posted since February 15... seeing that this is now April 5th, correct me if I'm wrong but I think everyone still playing have posted their rolls.

Shadow Lodge

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

Just wanted to let everyone know, it's been a long day and long week. I also think that the site issues recently have sort of messed everyone up. Almost every game I'm in, running or playing has sort of come to a halt. This weekend, if not before, I'm planning on trying to get this kickstarted back up and running faster. I realize some folks might not be having as much fun as they can, or feeling like they can't contribute to what's going on, and I get it, (I'm in the same situation in the game I'm playing in), but, I will say that things will change soon. :P

@ Ellismus, you are correct. Part of the issue is as I mentioned above. I want to say I will be able to do so tomorrow or Friday, (and if I can, I absolutely will), but just in case, I wanted to update.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

I think without Sven and Evil Pregen 2 we're a pretty weak party at this point. Sven will be botted I think; any way you can reach out to Evil Pregen 2 to pitch in a bit more? I think this would definitely help speed up things. Every fight has really been a struggle IMO.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

I agree

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

From the darkness infront of you, you hear the sound of something being drug on the ground. As the sound gets closer, you see a humanoid creature dragging what appears to be a larger than normal sword behind him. Once he comes into sight, you notice that he is a large snake like human. He is wearing chainmail, a large falcata on his back, and a wayfinder on his waist.

"About time someone else showed up. I have been here for a month now. I had a friend on the original team here and when i heard he had dissapeared, I took it appon myself to come here on my own. I am Thoril. A pleasure to meet you all."

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 }

Hail and well met, Thoril. Omar nods to the Nagaji, not quite sure what to make of the man-snake yet.

Omar's my name and we are trying to root out the evil here and welcome any help we can get.

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

"Finally! the muscle has arrived! by The Whisper in Bronze, I might finally be able stop wasting my bombs every time we meet a goblin!"

Shadow Lodge

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

Still waiting on word from the last possible addition, but:

It takes you another solid 4 hours of navigating yet another maze before you reach another destination, almost as if it where some form of waypoint along a longer journey.

This chamber is furnished to resemble the parlor of an upscale brothel, but it is covered in a thin layer of dust. Shelves holding various trinkets, ships in bottles, and decorative glassware line the walls. A table and three large chairs, all made of fine mahogany, sit in the southern end of the room. Garlands of dried flowers surround a fancy ceramic urn on the table. To the north, a short flight of stone steps extend to a raised area obscured by an emerald-colored lace curtain. Bronze statues of women in sailor’s garb with hollow eye sockets stand at the base of the dais. Each of the statues is covered in a green patina. Sad, brooding music fills the chamber, emanating from a quartet of ghostly musical instruments that float several feet off the floor.

Know History or Nobility DC 20:
This appears to be the ghost of one Lady Kaviiri, an entertainer and courtesan who rose to fame in Ilizmagorti 300 years ago. She and Sevenfingers were romantically involved (which is what she is really most known for), until the two had a violent falling out that ended with Lady Kaviiri’s decapitation.

Know Arcana or #1 Religion DC 16:
On closer inspection, your realize that the pair of statues in the room are actually a type of "creature" called a Celedon. A type of religious lesser golem often utilized as protectors by temples and occasionally honored members of faiths. They defend those site or people, but remain inactive unless someone does something to trigger their response, typically by attacking or damaging the temple. These, however, seem, . . .off. Both of the statue's eyes have been hollowed out, which while it doesn't affect their vision, does mean some of the magic that sustains their un-life has been altered, or is unstable somehow. (I didn't want to make it too confussing with the different Know checks, but if you beat a DC 21 or 26 with this check, let me know and I'll give you a bit more info about them.)

#2 Know Religion DC 20:
You do not see it, but you can clearly sense something in the room watching you, an invisible, spiritual presence.

Perform (musical instrument or singing) or Know: Local DC 15:
You recognizes the melancholic old tune being played by the ghostly instruments, and maybe, just maybe, playing along could just sooth the savage beast, as they sometimes say. The initial rolls where simply to identify the tune. Having done so, you may each attempt to join in if they wish, with another Perform (Musical Instrument or Sing only) Check.

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 }

Wow, these mazes are tiring.

Omar will try his best at studying the designs.

bardic kn:history: 1d20 + 2 ⇒ (12) + 2 = 14
bardic kn:arcana: 1d20 + 2 ⇒ (18) + 2 = 20

bardic kn:religion: 1d20 + 2 ⇒ (3) + 2 = 5

bardic perform sing: 1d20 + 6 ⇒ (10) + 6 = 16

Let's see what that uncovers. Ellismus, I don't know much about the first image, but the pair of statues in the room are actually a type of "creature" called a Celedon. A type of religious lesser golem if I recall correctly... he continues on with the details he knows.

He starts to hum the tune of the ghostly choir without realizing he is doing so....the music takes hold of the skald.

bardic perform sing: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Knowledge Arcana: 1d20 + 12 ⇒ (8) + 12 = 20

"Yes, it's one of those things. Since this looks like a brothel, these two specimens could be tied to the Calistrian faith, or perhaps to Besmara's, seeing they both look like sailors and there's a ships in bottles right there... but I don't know much about religion."

Shadow Lodge

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

Omar, once he recognizes the tune manages to pull off an amazing little show, and as he begins to hum along, suddenly the floating instruments move over and begin to join him, all keeping perfect pace, the words of an ancient song about lovers separated by war provide your minds, their longing almost felt.

Suddenly a ghostly woman appears, clapping after the performance ends and smiles at you. "I am so pleased that such a motley crew, likely from all corners of the Empire and beyond would know that song. Such refined tastes."

The floating instruments begin to move again, returning to their proper places throughout the room as she moves over to take a seat, inviting you to join her. "I am Lady Kaviiri, and I welcome to my home, dear guests. Is there something I can do for you? Perhaps answer a few of your questions? Or even educate you on the gossip and local events? And perhaps you might be willing to do me a small favor as well."

Grand Lodge

Male NG Human (Taldan) Alchemist (Grenadier) 8 - Init +4; Senses: Arcane Sight, See Invisibility, Trapfinding, Darkvision 60 ft., Perception +17, AC 36/ touch 17/ ff 29 CMD 21; hp 67/67+DR 5/- (abl.bar35pts); F+13, R+18, W+9; Speed 60 ft., Fly 90 ft.; Bombs 12/15; Enhance Potion 2/7; Wings 5/8 Active Buffs: Dex Mutagen, arcane sight, reduced person, shield, Aram Zey's focus, resist acid 20, cat's grace, darkvision, see invisibility, ablative barrier, endure elements, heroism, HA, BoF/Haste, Gr.Invis.; antitoxin/antiplague

Ellismus bows deeply, then takes a seat. He does not speak, however, leaving such enterprises to the more refined and educated members of the group.

Silver Crusade

M Halfling Rogue 3 AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 23 (3d8+3) Fort +7, Ref +7, Will +3; +2 vs. fear Percpetion +9

The Halfling will move up and introduce himself to the lady, holding his small hand out to shake hers
Hiya Lady Kavirri, I'm Bennybeck Wabbittracks. Pleased to meet ya

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 bows as he finishes the song.

Greatings Lady Kaviiri. We are travelers in search of knowledge,
so any information you have on any of the subjects you mentioned would be most appreciated.
An exchange of favors may be acceptable, if within our ability and schedule to achieve.

Shadow Lodge

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

She accepts Bennybecks hand as they sit, nodding and adding in "And a pleasure to meet you as well."

As you sit, she explains the general lay of the land, commenting on different nobles you have never heard of ands on different pirates of some fame in the area, most notable that "I've heard Blackfoot Gurge might even be here on the island. That should be interesting. Speaking of Cheliaxians, have any of you heard word about that whole ordeal in Varisia? I didn't think King Haliad III knew quite what he was biting off, but by Aroden, I didn't expect the little Taldan castoffs to grow as strongly as they had after breaking from The Empire."

Know History or Nobility DC 20:
Many of the things she mentions seem terribly out of date. The Chelish war with Varisia, King Haliad III, the pirate Blackfoot, these all happened some 300 years ago. Additionally, some of her comments throughout, you are not so certain that Lady Kaviiri even knows where she is. Comments about "some of her girls perhaps taking care of you", "her brothel", and other off handed remarks throughout the discussion imply she still believe she is Ilizmagorti, a small pirate town on the north eastern island of Mediogalti Island, some 1,600 miles (2,575 Km), south of here.

Know Religion or History DC 15:
Um, Aroden died just over a hundred years ago. . .

Afterwards, she turns to Omar, answering his questions, "Indeed. It will be of no trouble, I would imagine. Is there anything much less vague you might like to know?"

Sense Motive DC 20:
You notice that Lady Kaviiri, throughout the entire conversation, but not really at any one specific point seems to be overly interested in Jaohd Ilzinian. She doesn't say anything to him directly, and he doesn't seem to recognize it, but you can catch her looking at him when she speaks to the group or her eyes rest on him after looking at others when she speaks.

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