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

Game Master Beckett

Low Tier Play without Adjustment.

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=Henrikuaxian]1d20+6[/dice]
[dice=Kitajo]1d20+2[/dice]
[dice=Marduk]1d20+3[/dice]
[dice=Nectanebo]1d20+2[/dice]
[dice=Night Hunter]1d20+3[/dice]
[dice=Risa]1d20+2[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

-->> MAP <<--


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Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

I thought about going for the boss instead but was in two minds. DM B. switch my attack as required please.

Shadow Lodge

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

Hey all. I'm going to try to update tonight, but I'm just getting home, so I may not be able to or it might be a little bit later. We will see. I also want to give a heads up that I will probably be very busy and working very late tomorrow. After that, I should be fine from here on out. This should be the last day of what's been keeping me away so much the last few weeks.

Shadow Lodge

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

Nectanebo and his newly formed minion both move in to attack, but neither of them is able to land blows, as devastating as they might have been against their surprised foes. Kitajo drops into a "come and get me" stance, awaiting anyone to rush at him, while Hen "summons" another ally to the field.

The two sailors each move towards the closest foes to them, one going after the skeleton warrior and the other the knight, both drawing a ratty scimitar as they do. The first hits the skeleton, but with such an ineffective weapon it simply cuts a small notch into the breastbone with no effect. The other's weapon goes straight through the night, as she curses it's magical protections.

Marduk rushes forward with her enormous axe, cutting one of the poor sailors down where she stand. The mists seem to react, . . . favorably, to the wanton spilling of blood, and near the tree line, just out of sight, you swear you hear a dark laughter.

Risa moves in a bit closer and calls on divine aid to help herself and her allies while Night Hunter also advances a bit, drinking double barreling two drinks with ease.

The Half-Orc and one of the sailors each return fire, the sailor stepping back and drawing a crossbow, which she levels at Nectanebo. The Half-Orc, aware of the fogs detriment, still fires her bow, though advances closer before doing so. Necktie manages to avoid the bolt, even from such close range, but Marduk is not so lucky, taking the arrow in the shoulder and spilling more warm blood on the mist covered ground.

Nectanebo, Kitajo, and the strange skeleton that seems to fight for Nectanebo all advance on one pirate sailor, cutting her down where she stand, which oddly, does not seem to cause their leader any noticeable grief, though it seems the mists themselves react favorably to the spilling of blood, almost as if they grow that much thicker as the body lands dead on the ground.

ROUND 3

Nectanebo (life link)
Skelly ()
Kitajo (life link)
Henrikuaxian ()
Marduk (Rage, charge, -8)
Risa ()
Night Hunter (life link)

Half-Orc Leader RED ()
Sailor ORANGE ()

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 charges the leader, aiming his flying kick attack at her knee, hoping to make her fall down just fluff, I know there's no called shots in pathfinder.

to hit: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
dmg if hits: 1d4 ⇒ 4

Grand Lodge

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- | AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.
Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

Painted in blood, both her own and from her previous opponent. She spots another target and charges!

+1 Orc Double Axe (Single attack), charge, bless, rage: 1d20 + 12 + 1 + 2 ⇒ (7) + 12 + 1 + 2 = 22 for Slashing Damage, rage: 1d8 + 10 ⇒ (7) + 10 = 17

RAGE STAT BAR| HP: 58/66 ; AC (because of charge): 15/9/12 ; CMD: 23 ; Fort save +10 ; Will save +6

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

With barely a conscious effort, the gnome looks at his knight, and the knight springs forward to engage with the leader. It takes a swing toward her, missing to one side. Henrik will then move forward, and cast another spell in the direction of the leader.

A sound manifests behind her, a sound like a sword being drawn from the scabbard of an invisible foe. It seems to be coming from about 5 feet southwest of her.

Swift action to maintain concentration on my illusion (from effortless trickery)
Move action to move closer
Standard action to cast Ghost Sound with the Threatening Illusion metamagic, targeting the square diagonal to the leader to the southwest (marked with an orange circle on the map), which simply acts as a target that is threatening her for purposes of determining flanking. DC16 will save to disbelieve for anyone who heard it.

Shadow Lodge

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

Staying back, Henrikuaxian "buffs" his summoned ally, though it seems that this new spell leaves a bit of doubt in the Half-Orc's mind. It seems like she has gotten he impression something is not right, but can't figure out just what it is.

Will Save DC 16: 1d20 ⇒ 19 <disbelieves>
Will Save DC 18: 1d20 ⇒ 15 <unsure>

Marduk and Night Hunter both rush in closer to the assault, with Marduk getting in an extremely lucky blow that again drops her target, cut nearly in half from should to pelvis. Once more, the mist, if not the land seems pleased with your offerings.

ROUND 3

Nectanebo (life link)
Skelly ()
Kitajo (life link)
Henrikuaxian ()
Marduk (Rage, charge, -8)
Risa ()
Night Hunter (life link)
Half-Orc Leader RED ()

Silver Crusade

Female halfling dual-cursed oracle 3 || hp 26/27 || AC 17, touch 13, flatfooted 15 || Perception +2, Sense Motive +6 || Fort +4, Ref +3, Will +3; +2 vs. fear || CMB -1, CMD 11 || Init +2 || Picture || lifelink: Nectanebo, Kitajo, Night Hunter

Risa moves closer and pulls out a wand of cure light wounds.

-Posted with Wayfinder

Shadow Lodge

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

Staying back, Henrikuaxian "buffs" his summoned ally, though it seems that this new spell leaves a bit of doubt in the Half-Orc's mind. It seems like she has gotten he impression something is not right, but can't figure out just what it is.
Marduk and Night Hunter both rush in closer to the assault, with Marduk getting in an extremely lucky blow that again drops her target, cut nearly in half from should to pelvis. Once more, the mist, if not the land seems pleased with your offerings.

Risa moves in closer to her allies while arming herself with an implement of healing. As she does, the leader takes a step away from the group while drawing and knocking a pair of glowing arrows, turning her focus at the Elf, Necktie. She launches both simultaneously, and as soon as they leave the both, both arrows burst into fire.

50% Miss Chance: 2d100 ⇒ (77, 30) = 107
Point-Blank, Precise, Rapid Shot Favored Enemy vs Nectanedo (AC 21): 1d20 + 10 ⇒ (13) + 10 = 23 <HIT>
Point-Blank, Precise, Rapid Shot Favored Enemy vs Nectanedo (AC 19): 1d20 + 10 ⇒ (4) + 10 = 14 <Miss due to Miss Chance>
Damage: 2d8 + 5 ⇒ (6, 7) + 5 = 18 <7 is Fire Damage if it matters.>

ROUND 4

Nectanebo (-18, life link)
Skelly ()
Kitajo (life link)
Henrikuaxian ()
Marduk (Rage, charge, -8)
Risa ()
Night Hunter (life link)

Half-Orc Leader RED ()

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo takes a step to follow the leader 5 foot step and throws a flurry of attacks.

Flurry Unarmed 1: 1d20 + 7 ⇒ (20) + 7 = 27
Flurry Unarmed 1 Crit Confirm: 1d20 + 7 ⇒ (18) + 7 = 25
Flurry Unarmed 1 Damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12

Flurry Unarmed 2: 1d20 + 7 ⇒ (17) + 7 = 24
Flurry Unarmed 2 Damage + Jabbing Style: 1d6 + 5 + 1d6 ⇒ (4) + 5 + (3) = 12

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 into flank with Kitajo...

acrobatics to avoid aoo: 1d20 + 9 ⇒ (16) + 9 = 25

then charges his fist with the heat of battle, doing fire damage on a hit and launches an attack on the leader.

to hit: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
dmg if hits: 1d4 + 1d6 ⇒ (1) + (3) = 4

His attack seems well-aimed, but fails to hit a truly vital spot, doing minimal damage.

Shadow Lodge

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

Kitajo and Night Hunter's flying fists and feet are enough to put that Half-Orc down with a loud thud, followed by a short moment of silence. Oddly, you realize that there does not seem to be the sounds of nature, crickets, birds, or other common animals around. Deep within the mists, you also notice something moving. Always out of the corner of your eye.

At one time it seems to be vaguely humanoid, while someone else swears it seems to walk on four legs. Regardless, nothing jumps out to attack you. Yet. . .

You have a few minutes to heal up if needed. While you take a fem minutes, suddenly the bound and gagged man seems to struggle, as if "waking up", but you are pretty certain he had been awake the entire time and was just playing dead.

He tries to speak, but his gag prevents him from getting things out in any manner you can actually understand.

Silver Crusade

Female halfling dual-cursed oracle 3 || hp 26/27 || AC 17, touch 13, flatfooted 15 || Perception +2, Sense Motive +6 || Fort +4, Ref +3, Will +3; +2 vs. fear || CMB -1, CMD 11 || Init +2 || Picture || lifelink: Nectanebo, Kitajo, Night Hunter

Risa moves to the man and removes his gag. "Are you okay? Who are you, and who were these people?"

Shadow Lodge

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

You have as much time, reasonably, as you need. So, in this case, if you want to take average rolls for wands of CLW, (or ignore the UMD rolls if needed), I'm fine with that.

The man replies "Σας ευχαριστώ, γενναίος και δυνατός πολεμιστές. Νόμιζα ότι έγινε για. Το όνομά μου είναι, Ilzinian."

Celestial:
Thank you, brave and mighty warriors. I thought I was done for. My name is, Ilzinian. Forgive me, this places has cursed me that I might only speak the sacred tongue. Do you understand me?

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

linguistics: 1d20 + 2 ⇒ (2) + 2 = 4

"The man is speaking in tongues... perhaps the torture he was subjected to has broken his mind."

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo looks on in incomprehension. He looks at the man, trying to see if he has been injured in any way.

Perception?

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

"He's speaking Celestial, silly," Says Nectanebo while Risa restores him. He then kneels before the man.

Celestial:
"The others don't seem to, but I understand you. We are happy to help, Ilzinian. This is not a place where friends are terribly common. We are adventurers, in case you couldn't tell. My name is Nectanebo, though some call me 'the Vulture.' Why were they treating you that way?"

Diplomacy check if necessary/useful: 1d20 + 4 ⇒ (1) + 4 = 5 I hope he's grateful enough as is....

Grand Lodge

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- | AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.
Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

Marduk deflates from her rage and heals herself before anything.

CLW Wand: 2d8 + 2 ⇒ (3, 5) + 2 = 10

She then looks at the scene with boredom, waiting for the whole thing to be over.

"Can WE GO?"

Silver Crusade

Female halfling dual-cursed oracle 3 || hp 26/27 || AC 17, touch 13, flatfooted 15 || Perception +2, Sense Motive +6 || Fort +4, Ref +3, Will +3; +2 vs. fear || CMB -1, CMD 11 || Init +2 || Picture || lifelink: Nectanebo, Kitajo, Night Hunter

Risa looks from the man to Nectanebo and back. "What's he saying? What did you say?"

Shadow Lodge

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

As far as you can tell, the man has some minor bruising, but no serious wounds. He responds to the Vulture, again speaking only in Celestial, "Μπορούν, όπου αναζητούν την Folding βάρκα. Μπορούν, όπου το πλήρωμα του Pride της Aspenthar που έφερε την ομάδα μου εδώ. ΕΓΩ,. . . Δεν ξέρω πού είναι, ή η ομάδα μου. Θα πρέπει να έχουν καταραμένοι ή μαγευτεί στο Λαβύρινθο, για τώρα μπορώ να μιλήσω μόνο αυτό και μόνο γλώσσα, και είμαι δυσκολεύονται να θυμόμαστε όλες τις λεπτομέρειες για το τι συνέβη.
"

Celestial:
"They where seeking the Folding Boat. They where the crew of the Pride of Aspenthar who brought my team here. I,. . . I don't know where it is, or my team. I must have been cursed or enchanted in the Labyrinth, for now I can only speak this single tongue, and I am finding it difficult to remember all of the details of what happened." (If you are actually able to understand Celestial, please give me a Sense Motive check.)

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6

Nectanebo grimaces.

Celestial:
"You're with the Pathfinder Society, too? Is there anything you DO remember for certain?"

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

While Nectanebo speaks Kitajo looks around the immediate area, looking for objects of interest and trying to make out those shapes in the mist.

Shadow Lodge

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

Whatever it is in the mist, it, or perhaps they, seem to avoid direct contact, robbing you of the ability to see just what it or they are. Every time you think you get close, or move towards a peculiar noise, you simply find nothing, only to see out of the corner of your eye movement elsewhere.

As Ilzinian and the Vulture continue to converse in Celestial, you all begin to realize that he can clearly understand the common Taldan tongue, but for whatever reason can not speak or respond in any other language. He doesn't understand the curse, and you believe him, or even how or why it happened.

From what you can gather, the paladin believes that one of his team members had been carrying a Folding Boat, and he explains that the sailors and pirates had been the crew hired to transport the Pathfinder team here. For some reason a mutiny broke out, which led to their own ship being breeched and sinking just off the coast. Ilzinian was not present, so is extrapolating from what he had overheard while being tortured for information he didn't know. It seems that Half-Orc woman, named Atanda had assumed command of the surviving crew through brutality, and was seeking the boat as a means of escaping the island.

With no other choice, you agree to journey into the Labyrinth to find the other missing Pathfinders, and a means of getting off of the island. For those of you who had been here before, you know the way, though it has been some months.

Months ago, a group of marooned kuru cannibals erected a gruesome skull-headed effigy from tree branches, jungle vines, and the bloodstained bones of their cannibalized companions in the middle of this clearing.

In the center of this clearing stands a large monolith, about five feet in diameter and twelve feet tall. Carved into the dark stone are the faces of dozens of one-eyed humanoid creatures, their mouths agape as if preparing to appease an unspeakable hunger. Visitors from ancient Ghol-Gan erected this standing stone. It once siphoned energy from Sevenfingers’s tomb to generate powerful necromantic effects. Since the passing of Ghol-Gan, the magic has diminished, though the stone still radiates a faint aura of necromancy and evil.

Finally making your way back to the Halls of the Flesh Eaters, you find a crack in the earth splits the ground here, most of it covered by thick weeds and the roots of a huge strangler fig tree. Below the tangled roots is a deep shaft that descends into the gloom.

Home, sweet home. Since the events of Hall of the Flesh Eaters, no creatures have moved to occupy the uppermost level, and it takes the Pathfinders only a short time to reach the second level. The heavy door to the second level <where you are heading into the Labyrinth of Hungry Ghosts>, has been chopped to pieces, though you can tell it once depicted an immense scowling face.

Know Engineering DC 15( Anyone that owns an Adamantine weapon gets a free +5 bonus and may make the check even if Untrained):
You can tell that someone used an adamantine sword to laboriously destroy the door. Odd, but maybe it will be important information down the road. Maybe?

Essentially the scenario skips the entire 1st level of the tower, which was explored in detail in part 1, Hall of the Flesh Eaters and goes directly to the mysterious door that had been discovered, but had not been able to open in that scenario. I'm going to assume it's been roughly 10 minutes since the end of the combat to talk to the NPC, explore the area above, and then travel through the first floor to get to the entrance to the second floor, where our real adventure begins.

So, with all that in mind, this is another good opportunity to consider buffs or the like. Additionally, what sorts of Light Sources does the party have?

And finally, can I get everyone to place their min's over on the far top right of the current map in the general marching order they would like. How long do the "ghostly summoned warrior and the Skelly last?

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

My skeleton lasts 30 minutes.

Knowledge (Engineering): 1d20 + 11 ⇒ (8) + 11 = 19

Nectanebo kneels over the sliced strips of door, looking at the fragmented face wistfully.

"Ah, Grumpy Guardian, we hardly knew ye. Looks like there's somebody down there with an adamantine sword!"

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

As the party takes stock ofmtheir respective equipment, you catch a glimpse of Kitajo's wayfinder. It is a stajdard issue wayfinder ofnthe society but is capable of giving light should the need arise.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

I applied Mage Armor right before the previous battle, so we should still be well under the hour duration, yes? My knightly illusion is duration of concentration, so has already faded. Like Kitajo, I also have a wayfinder for light.

Silver Crusade

Female halfling dual-cursed oracle 3 || hp 26/27 || AC 17, touch 13, flatfooted 15 || Perception +2, Sense Motive +6 || Fort +4, Ref +3, Will +3; +2 vs. fear || CMB -1, CMD 11 || Init +2 || Picture || lifelink: Nectanebo, Kitajo, Night Hunter

Even though Risa can only see 30' around her, she has dark-vision. She has no light source otherwise. Risa is physically weak but also very curious so she'll probably be in the middle somewhere.

Grand Lodge

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- | AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.
Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

Marduk has low-light vision and would accept a light on her axe, for exemple.

"ALABASTINE SWORD? I be not knowing these." says Marduk.

Shadow Lodge

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

THE LABYRINTH OF HUNGRY GHOSTS

The second level of Sevenfingers’s tomb is known as the Labyrinth of Hungry Ghosts, for it has long been infested with malevolent ghosts, haunts, and corporeal undead that hunger for the flesh and souls of the living. The spiral stairs descend 80 feet from the Hall of the Flesh Eaters to a large mist-filled chamber.

Sevenfingers designed this mist-shrouded chamber. He removed a large section of the north wall, creating a 12-foot long, 10-foot high breach. Beyond the breach is a sheer 420-foot drop to the frothing sea. A great deal of mist has seeped into chamber from this opening, though it isn’t as thick as the mists outside of the tomb.

The floor is spattered with dried bloodstains, the Pathfinder agent Zumek met his end in this room, and his body has been tossed in the northwest corner. <Top left corner on the map>

The mist in this room is much thinner than elsewhere. It does offer everyone a +5 on Stealth Checks, and does grant 25% Concealment to all targets 20ft or further, (but none to targets between 5ft and 15ft away).

Can I also get a Sense Motive Check from everyone please.

Heal DC 15:
You realize that negative energy was ultimately what killed him.

Detect Evil:
you sense a pretty strong aura of evil in the area, somewhere in the mist here, but can not see the source directly. Know Dungeoneering?
.

Ilzinian notices the corpse immediately, and makes his way over to it, kneeling in some sort of personal prayer for the recently deceased.

New Map is up.

Grand Lodge

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- | AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.
Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14

The young rager approaches the cadaver and tries to understand what happened.

Heal: 1d20 + 6 ⇒ (20) + 6 = 26

With astounding expertise, she concludes.

"It be negative energy dat killed de lad."

Wow, that's a neat effect about the clouds, GM! :D

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Heal: 1d20 + 3 ⇒ (9) + 3 = 12

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Forgot my Sense Motive
Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"Fascinating. I wonder why that big hole is there? More of the mist too. I wonder if that's bad?" The gnome follows Ilzinian to the body, keeping a respectful distance as he goes through his prayer.

Heal: 1d20 ⇒ 2
Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

I wonder what killed him?

When Marduk chimes in, sounding very confident, Henrik nods his head in rapid agreement. "Absolutely, definitely the negative energy."

Silver Crusade

Female halfling dual-cursed oracle 3 || hp 26/27 || AC 17, touch 13, flatfooted 15 || Perception +2, Sense Motive +6 || Fort +4, Ref +3, Will +3; +2 vs. fear || CMB -1, CMD 11 || Init +2 || Picture || lifelink: Nectanebo, Kitajo, Night Hunter

Risa walks in, peering into the gloom as she keeps glancing down at her wayfinder. "How odd."

Sense motive: 1d20 + 6 ⇒ (7) + 6 = 13
Heal: 1d20 + 6 ⇒ (7) + 6 = 13

-Posted with Wayfinder

Shadow Lodge

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

Kitajo:
You are not certain, but it sort of seems that Ilzinian is more studying the corpse of his fallen ally than morning it. But, before you can really look too far into it, . . .

Init Rolls:

Henrikuaxian: 1d20 + 6 ⇒ (14) + 6 = 20
Kitajo: 1d20 + 2 ⇒ (1) + 2 = 3
Marduk: 1d20 + 3 ⇒ (19) + 3 = 22
Nectanebo: 1d20 + 2 ⇒ (14) + 2 = 16
Night Hunter: 1d20 + 3 ⇒ (12) + 3 = 15
Risa: 1d20 + 2 ⇒ (1) + 2 = 3
...
Mist: 1d20 - 3 ⇒ (3) - 3 = 0
Wight: 1d20 + 1 ⇒ (13) + 1 = 14

Suddenly there are sounds from somewhere within the mist of something moving. At the same time, as odd to imagine as it might be, but you can think of no other way to describe it, a patch, a rather large patch of the mists seems to be moving, almost at you. . .

ROUND 1

Marduk ()
Nectanebo ()
Skelly ()
Henrikuaxian ()
Night Hunter ()

?????? W
Risa ()
?????? M

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

heal: 1d20 + 3 ⇒ (18) + 3 = 21
sense motive: 1d20 + 3 ⇒ (5) + 3 = 8

******

Night Hunter begins inspiring his companions by speaking to them in motivating tones. "You CAN defeat this misty foe, just keep your heads and have faith in yourselves!" +1 to hit and damage +1 saves vs fear

he pulls out an alchemist fire and prepares to fling it at the mist, hoping it will help burn off some of the vapor.

Grand Lodge

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- | AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.
Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

What's the knowledge check needed to identify the mist?

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

DM Beckett. I know it is just an oversight, but can you put me in the initiative order please? I should be with Risa, I think.

Shadow Lodge

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

Know checks to ID will come once you can actually see what you are encountering. One was above which I'm guessing no one could make, but will be more clear once you can actually see what these things are. Generally speaking, if there is a check to make, I will include it, so there is no need to ask. I apologize for the game stalling out. I have been getting home from work very late the entire week, and generally have so much extra stuff to catch up on here I have not had a chance to get online. I should be good though at this point.

ROUND 1 <+1 Att/vs Fear>

Marduk ()
Nectanebo ()
Skelly ()
Henrikuaxian ()

Night Hunter ()
?????? W
Kitajo ()
Risa ()
?????? M

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

Nectanebo grips his sword tightly, which shimmers in the darkness...

Spending 1 Focus from the Guidingstar to make it a +1 weapon for 1 minute.

...while his skeleton strikes a defensive posture.

readied attack for when a hostile comes adjacent, claw: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 + 3 ⇒ (4) + 3 = 7

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

nectanebo did you remember the +1 to hit and dmg front night hunter?

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

My assumption is that skeletons don't benefit from Inspire Courage (how are you doing that as a Monk, by the way?), but add +1 to those above rolls if you say they can, DM.

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

sensei can inspire courage like a bard

Scarab Sages

CG male Elf Occultist 6
Spoiler:
|AC 20, T 13, FF 17|HP: 39/39*|F +6*, R +4, W +5 (+2 vs Necr/curses/TNLs, +1 vs fear/conf)|Init +2, Perc +8|CMB +6 CMD 18|Deadspeaker 3/3, Ghostly Horde 1/1, Focus: ?? Gloaming, ?? Azrael, ?? Guidingstar, ?? Perun

3 compatible Archetypes??? That's rare.

Grand Lodge

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- | AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.
Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

No probs, GM :)

Marduk walks ahead in the mist. She readies an attack if an opponent gets in reach!

Readied attack: 1d20 + 10 ⇒ (7) + 10 = 17 for Slashing Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Moved myself on the map into the room, to reflect my earlier post of following Ilzinian to the body but keeping a respectful distance.

Noticing the movement in the mist, Henrik shakes his head at the mist. "This just won't do - can't see a thing down there! What if something interesting happens?" The gnome reaches into his scroll case and retrieves a scroll. He immediately begins casting from it. He points straight south of him, right into the large area of mist that seems to be moving, and a violent gust of wind erupts from his finger in that direction. Once that is done, he will take a discrete step back behind Kitajo.

Move action to retrieve a scroll of gust of wind from my scroll case
Standard action to cast gust of wind, starting point and direction indicated by blue arrow on map, where I was standing before 5-foot-step
5 foot step to move me behind Kitajo

Shadow Lodge

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

Marduk begins to advance, poking and prodding about, just in case whist "The Vulture" calls magical energies into his weapon. His skeletal ally, with mental instructions, makes itself ready for slaughter.

Nothing of seems to happen in those precious few seconds, not until Henrikuaxian had to go and destroy the peaceful serenity of no knowing what is coming to kill you all. With a few spidery phrases in the language of magic and an odd gesture here and there, suddenly clearing the room of all of the mist. . . well, almost all of the mist. A patch of it simply does not relocate as the rest of the normal mist does, but instead seems to simply swirl around itself as if it where oil atop water. As soon as the spells magic ends, it reforms into a patch of mist nearly 10ft by 10ft by now 10ft tall. Perhaps it was always doing so and you could not see it, or,. . . OR, perhaps someone made it mad, and this is how the creature displays it's wrath, but, now you can clearly look within its area and see scene of utter horror.

The somewhat humanoid figure is first to react, rushing at the group. The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light. It is clearly undead, and appears very zombie-like, although it's clear that this undead is smart, if savage.

------

Know Religion DC 13:
Called a Wight, this Undead, while not common, is infamous for it's ability to drain the life forces <Energy Drain> with but a touch, as well as the ability to pass on it's curse to all those it slays. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.

Know Religion DC 18:
They do not have any particular weaknesses or strengths of note <Energy Resistance, DR, or SR), but react very differently than most Undead to life giving magics, which may outright slay them. <Raise Dead and similar spells can outright Destroy them>

------
Know Dungeoneering DC 21:
This Ooze, normally referred to as a "Hungry Fog" is a very, very deadly foe. Horrid shapes form within this cloying green mist, which pulses sporadically and with seeming voracity. It is resistant to non-magical weapons as well as the cold, and outright unaffected by Acid, Electricity, and Sonic. Because it is literally comprised of mist, or some mist-like organic substance, it is very vulnerable to things that affect the wind.

Know Dungeoneering DC 26:
In many ways, the Hungry Mist is almost like an Undead creature, <Negative Energy Affinity>, leeching off of Negative Energy which it uses, holding like a battery and unleashing on those it "washes over" devastatingly.

Know Dungeoneering DC 31:
The random vision of horror you can see within the Hungry Mist are not just for show, although the sights they reveal are themselves gruesome enough, it is dangerous to get too close to the Ooze, as it can induce a supernatural terror in those that look too closely.

------
Gust of Wind Damage: 2d6 + 1d4 ⇒ (6, 2) + (2) = 10

Slam vs Marduk (AC 19): 1d20 + 6 ⇒ (6) + 6 = 12 <HIT>
Marduk, you have a Readied Action, which actually happens first. Please give me that before I roll any damage.

ROUND 1 <+1 Att/vs Fear>

Marduk ()
Nectanebo ()
Skelly ()
Henrikuaxian ()
Night Hunter ()
Zombie-Like Undead RED (charge)
Kitajo ()
Risa ()

Mist Creature BLUE (-10)

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo attempts to draw upon is monastic training to identify the creature in front of him.

Kn:Religion: 1d20 + 5 ⇒ (2) + 5 = 7

He doesn't recognise it. Regardless of not knowing what it is Kitajo rushes to assist Marduk. Tumbling to avoid any attacks as he moves past he launches an elbow at the creature.

Acrobatics of Avoid AoO: 1d20 + 8 ⇒ (9) + 8 = 17

Unarmed Strike: 1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18
Unarmed Damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8

If it makes a difference my strikes count as magic now as long as I have ki in my pool.

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

Kitajo, did you remember to add the +1 to hit and damage from Hunter's sensei 'advice'?

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