Marduk Zhro'hysh
|
GM: I already posted my readied action, even if I indeed forgot Night Hunter's inspiration. That's a total of 18 to hit for 9 damage. Also, I didn't understand why you wrote <hit> while you didn't hit Marduk :)
DM Beckett
|
I had forgotten your Readied Action, and I'm actually not sure. I roll each dice and then preview before posting, and I could have sworn it hit. It obviously didn't, so just ignore and I'll update when I get home.
DM Beckett
|
Kitajo moves up, easily avoiding any possible counter attack the undead abomination might offer and lands a solid blow. As the elbow connects, you can all hear an audible crack as the undead's nose caves in, but, unlike a living target, it is not enough to put it out of the fight.
Suddenly the patch of mist that seemed to have avoided the gust of wind's more devastating effects on the rest of the mist slowly inches forward, washing over Kitajo, Marduk, and Night Hunter.
ROUND 2 <+1 Att/vs Fear>
Risa ()
Marduk ()
Nectanebo ()
Skelly ()
Henrikuaxian ()
Night Hunter ()
Zombie-Like Undead RED (charge, -8)
Kitajo ()
Mist Creature BLUE (-10)
Kitajo Uchihide
|
Kitajo fights the feeling of dread welling up inside him as the mist moves over him. He ducks and weaves as he tries to avoid contact.
Will save: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Reflex Save: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
We get a +1 against fear from Nighthunter, don't we?
Kitajo seems to fade slightly inside the mist and wince at an unseen attack.
Edited. I don't make the Reflex save due to the -2 from the shaken. I will resolve the stuff now
Night Hunter
|
will save dc 8: 1d20 + 6 ⇒ (19) + 6 = 25
reflex save dc 15: 1d20 + 6 ⇒ (16) + 6 = 22
Night Hunter flings himself to the side, avoiding damage and rolls away from the mist, landing on his feet again, still tossing out verbal advice to his companions (inspire, +1 to hit and damage, +1 fear saves)[/ooc]
Henrikuaxian
|
Know(Rel): 1d20 + 9 ⇒ (2) + 9 = 11
Know(Dung): 1d20 + 9 ⇒ (16) + 9 = 25
Will: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20
Henrik's eyes widen a little as the mist fiend reforms after his wind blast. "That's a 'Hungry Fog'! Never been able to see a real live one. They're very, very deadly! Resistant to non-magical weapons and cold, and outright unaffected by Acid, Electricity, and Sonic, but Wind will really knock it on it's ass! Only had the one wind scroll, unfortunately."
As he finishes his spiel, he flicks his wrist, and a wand pops out of his wrist sheathe. "Hopefully this will still help a little." He jabs the wand in the direction of the mist fiend, and a small orb of light comes streaming out of the end, whizzing toward the mist. The gnome then takes another small step back.
Swift action to eject a Wand of Magic Missile, standard to fire it, then moving back away.
MM Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Marduk Zhro'hysh
|
Save will DC 8: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Woah!
Reflex save DC 15: 1d20 + 8 ⇒ (12) + 8 = 20
Marduk grips firmly her Orc Double axe and she quickly comes back to her senses. She attacks the zombie in front of her, teeth and axe out.
+1 Orc Double Axe, IC: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 for Slashing Damage: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13
+1 Orc Double Axe (second end), IC: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 for Slashing Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Bite, IC: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 for B/P/S: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Nectanebo the Vulture
|
Knowledge (Religion) to identify Undead: 1d20 + 10 ⇒ (9) + 10 = 19
Nectanebo's servitor rushes fearlessly into the fog...
[dice=claw vs "zombie-like undead"]1d20+4[/dice]
damage: 1d4 + 3 ⇒ (4) + 3 = 7
...while Nectanebo himself takes a more cautious approach.
[dice=masterwork longbow, bless (I think), courage, melee penalty vs "zombie-like undead"]1d20+3[/dice]
damage: 1d8 ⇒ 7
low lets me keep my arrow: 1d100 ⇒ 50
Risa Whitby
|
Start of my turn, Kitajo receives 5 hp from Risa, who will take out a wand of CLW and heal herself.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Marduk Zhro'hysh
|
Looks like I forgot the flank. So the attacks should be 23/15/19. Sorry for that.
DM Beckett
|
I just dropped a post in the Discussion Thread answering a lot of the questions, just to keep the Game Play thread a bit clearer an in character. <Editing this post to update game.>
Channeling the life forces between herself and her charge, Risa gives Kitajo a touch of healing and then restors that small portion of her own soul that had been afflicted in the bargain. Marduk, in asavage display of brutal slashing and chopping lays the Wight out, saving the party from it's most deadly of touches. <Actually, since you made the save, and manages to throw yourself out of the Ooze's area, (moving 5ft to an open square) you are not Flanking, not that it matters. :P > It drops in a pile of rotting, necrotic flesh, no longer a threat to anyone save for the viscose rot fluid on the beard of her large axe.
Nectanebo's summoned pet rushes at the mist, sending a carpal claw at the gaseous entity, which seems to have full effect. It's master levels his Longbow at the mist and lets an arrow fly, AND HITS, although the arrow itself seems to fly directly though it unimpeded and hitting the far wall, it somehow still dissolves a bit of it's spiritual corpus, what you might call pain.
Henrikuaxian calls out loudly a dire warning, and then sends a nearly invisible bolt of magical energy at the mist, which again hits although it seems to go directly through it and then dissipate.
Night Hunter continues to bolster his allies as the Fog simply moves forward, attempting to engulf the remained for the party, washing over Henrikuaxian, Nectanebo, Night Hunter, and Risa.
Henrikuaxian, Nectanebo, Night Hunter, and Risa take Negative Energy Damage: 2d6 ⇒ (5, 3) = 8
ROUND 4 <+1 Att/Dmg/Saves vs Charm and Fear>
Kitajo ()
Risa (-8)
Marduk (-3)
Nectanebo (-8)
Skelly ()
Henrikuaxian (-8)
Night Hunter (-11)
Mist Creature BLUE (-29)
Kitajo Uchihide
|
Kitajo moves up to the mist and makes an open hand attack at the mist, trying to swipe it away.
Unarmed strike (magic): 1d20 + 7 - 2 + 1 ⇒ (17) + 7 - 2 + 1 = 23
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Duck everyone
Nectanebo the Vulture
|
Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5
Nectanebo is woefully unprepared for the terrible cloud, but extricates himself before it can take any more of him. He turns around and takes a slash at it...
Guidingstar, courage: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d10 + 5 ⇒ (9) + 5 = 14
...while his skeleton does the same.
claw, courage: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 4 ⇒ (4) + 4 = 8
claw, courage: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 + 4 ⇒ (3) + 4 = 7
Marduk Zhro'hysh
|
Marduk laughs loudly in a shower of severed limbs.
She goes back towards the entrance and tries to hit the fog, shrugging.
+1 Orc Double Axe (Single attack), IC: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 for Slashing Damage, IC: 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Night Hunter
|
dc 15 reflex save: 1d20 + 6 ⇒ (13) + 6 = 19
Night Hunter avoids being engulfed in the mist and leaps back away from it, continuing to inspire his comrades.
DM Beckett
|
Kitajo moves in and levels a devastating unarmed strike to the mist, and while it offers no resistance, just like striking the wind, the strike itself seems to hurt the gaseous "thing" nonetheless.
While Nectanebo is not quick enough to get out of the way, he simply sits there, rocking back and forth, but able to offer a weak thrust with his weapon, which likewise catches only air, but still seems to have some effect. Marduk moves in as well, cutting deep, and in the end, the mist, seems to evaporate.
Jaohd stands up, finally able to resist the fear now that the mist creature is dead. He looks once more at the corpse of his fallen ally and then comments, <In Celestial> "Thank you Pathfinders. . . I was not prepared for this. Either of these. I do not remember what happened here, or that spook, whatever it was."
"Does anyone have any weapons they can spare? In case there are other things to battle, I should be useful. Or any way to cure any of my wounds? I do not recall how or when, but it seems my powers of been expended."
Investigating the body of the fallen Pathfinder, a shattered Wayfinder identifies him as Zumek. Zumek’s body is wearing a suit of masterwork hide armor, a masterwork composite longbow, and two quivers containing a total of 40 arrows. His masterwork longspear lies on the floor near his body.
long, 6 inches wide, and 6 inches deep.
Risa (-4)
Marduk (-3)
Nectanebo (-8)
Henrikuaxian (-8)
Night Hunter (-11)
Night Hunter
|
"It seems your fallen friend has weapons and armor he might be honored if you took into battle in his stead..."
perception: 1d20 + 9 ⇒ (5) + 9 = 14 sigh... by one? *kicks the dice bot*
"I have this wand that will close and cure wounds, but I do not have the skill to use it... perhaps Risa, you can activate it for all to be healed?"
if Risa agrees, I guess each of you roll your healing and let me know how many charges it took to get you back to full or nearly full
clw on NH: 1d8 + 1 ⇒ (8) + 1 = 9
Nectanebo the Vulture
|
True to his moniker, Nectanebo the Vulture takes time for a more careful examination of the corpse...
Taking 10 on Perception for '16.'
...and finds something interesting!
He opens the box....
Disable Device if necessary: 1d20 + 9 ⇒ (18) + 9 = 27
DM Beckett
|
Laying beneath the Pathfinder's corpse, hastily concealed beneath his shirt, Nectanebo discovers a small oden box. Taking it and opening it, you also discover a candle, a potion, and a small collection of coins (55gp).
Nectanebo the Vulture
|
"Ah, lovely." Nectanebo examines each of the items in detail.
If I'm not mistaken, I can use the Appraise skill as a potential substitute for detect magic.
Appraise candle: 1d20 + 10 ⇒ (20) + 10 = 30
Spellcraft on candle if Appraise check was successful: 1d20 + 10 ⇒ (5) + 10 = 15
Appraise potion: 1d20 + 10 ⇒ (13) + 10 = 23
Spellcraft on potion if Appraise check was successful: 1d20 + 10 ⇒ (19) + 10 = 29
Appraise box: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft on box if Appraise check was successful: 1d20 + 10 ⇒ (20) + 10 = 30
He then withdraws what appears to be a small dragon skull from within his coat, and holds it in front of the corpse.
"Any other secrets you wish to share?"
I cast grave words on Zumek.
Marduk Zhro'hysh
|
Marduk doesn't care about all the fuss with the dead.
"They are dead." she points out.
She reaches for her wand and gives a small touch to her injuries.
CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2 Come on...
And another.
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5
Kitajo Uchihide
|
Kitajo stands off to the side. He is of no use here. His skill does not lie in magic or linguistics so he stand by, observing and patiently waiting for an indication of what the party will do next.
DM Beckett
|
Suddenly the corpse jolts, going into a spasms of sorts. You can not be sure if it is involuntary or prophetic words, but one arms seems to be pointing single finger as Nectanebo as it shouts in an unearthly voice "It's you! You are the traitor!"
After a moment or so of slavering silence, it continues with a mumbled "Beware the moonbeasts. In the last days they shall come into the cities, fighting as an old wolf, better to die in battle than from the ravages of age."
"The time is coming,. . ."
Nectanebo the Vulture
|
Nectanebo raises his eyebrows, but otherwise does not look particularly phased by this. "Ah. I see. I'm a traitor - THE traitor, even. I did not know that one could be a traitor without knowing it. Well, thank you for the warning."
Risa Whitby
|
Seeing everyone around her hurt, Risa gathers everyone together, then channels energy to heal them all.
Channel energy: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Night Hunter
|
"Thank you, Risa... that felt good!"
Henrikuaxian
|
The gnome will also nod in thanks to Risa. "Much better, thanks Risa!"
Just in case Nectanebo's appraise/spellcraft combo doesn't work...
Henrik will look over the various items that Nectanebo discovered, casting a quick spell while doing so.
Using Detect Magic
Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16
Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17
Spellcraft: 1d20 + 10 ⇒ (15) + 10 = 25
He shrugs at both the candle and the potion, coming up short on both, but at the box he gets rather excited. "Ah, our missing folding boat! Glad we found it, now we have a way home."
After the corpse does his rather creepy response...
Henrik looks simply amazed at the talking corpse. "You know, I've never heard a dead man talk before. Fascinating! How accurate is what he said? Is it just random, or did he really encounter a traitor at some point? Can we ask him anything else?"
Nectanebo the Vulture
|
"As far as I know, I've betrayed no one. Other than that, you know all I know. Death seems to be a confusing experience. Watch out for moonbeasts."
Kitajo Uchihide
|
Kitajo looks admiringly at the folding boat.
I could use something like that. A boat you say? How big is it? Big enough to fish from?
Henrikuaxian
|
"Big enough to get us all off this island, which is the rather important feature here. Can be unfolded into a small boat that holds up to 4 people, or a larger ship that holds many more. All kinds of useful."
Looking around, Henrik asks "So where do we go from here?"
Kitajo Uchihide
|
Kitajo disregards the shear drop as an exit from this room and moves toward the doorway opposite it.
Shall we go this way?
DM Beckett
|
Jaohd takes up the hide armor, longspear, and longbow, but doesn't seem very pleased with it, both because it was his fallen friend's and also because it just not feel at home on him.
The way onward is easily seen, a passage leading into the first of the actual labyrinth for which this level get's it's name. But, before advancing, Jaohd stops you with a humble request, Again speaking in Celestial, "Please, before we go onwards, I beg you to help me take Zumek to the surface. I heard you say he was killed by negative energy of the darkest sorts, and perhaps, whatever affliction has smitten me, I have enough holiness to lay him to rest that he not rise as one of the unholy. It will not take long."
Nectanebo the Vulture
|
Nectanebo holds up a hand. "Jaohd wishes to take his friend up to the surface so he can prevent his corpse from rising as undead. Those of you who have not been to this place before, take it from me: This is a prudent idea. This place has more power over the dead than I do...and it doesn't do good things with them."
Kitajo Uchihide
|
I am willing to accompany him to the surface.
Nectanebo the Vulture
|
"We should all do so. Our friends here can testify as to what may become of those who become separated."
Night Hunter
|
"yes, let's stay together... "
Risa Whitby
|
"That sounds like a reasonable request," Risa agrees.
Henrikuaxian
|
Henrik nods quickly in agreement. "I'm certainly not going to stay down here alone. Let's do try to hurry, though, as time is somewhat limited, as I recall."
DM Beckett
|
The trip back to the surface takes next to no time, and there is no trouble either there or the way back. As requested, Jaohd digs a simple grave, lamenting that he can not recall much about his own friend. He does offer a simple service and performs a few rituals common to Shelyn's faith and a few other benevolent faiths.
The trip back down is likewise uneventful, though Jaohd seems more somber and silent, lost in thought. When you arrive back at the same location you had just left, there is a single pathway leaving this area, entering into the true maze that gives this level it's namesake.
If you zoom in on the map a lot, you will see a very small maze. That is where you are going through right now. It's not just background for the map.
Please give me a Know Dungeoneering or Survival Check. You MAY Aid Another, but you MAY NOT Take 10 or Take 20 here.
Additionally, if anyone can make a DC 17 Know Planes or Know Arcana, you can get an additional +2 bonus here, (cumulative).
As you enter The Labyrinth you quickly discover the labyrinth’s perplexing, extra-dimensional nature, as the ever-twisting maze consists of hallways, stairs, ramps, and long lightless galleries that could not possibly fit inside the Gloomspire’s normal dimensions. Additionally, the strange realitywarping magic that infuses the Gloomspires causes walls and corridors regularly shift positions or cease to exist entirely. These supernatural physical alterations always occur out of sight, but they emit a sound reminiscent of the growl of an enormous predatory beast.
Marduk Zhro'hysh
|
Marduk frowns at Henrikuaxian. "Is it? I be not trouble. Let's make haste." and she helps to take Zumek to the surface.
Kitajo Uchihide
|
Kn Religion: 1d20 + 5 ⇒ (18) + 5 = 23
Sense Motive Aid?: 1d20 + 7 ⇒ (11) + 7 = 18
Survival Aid?: 1d20 + 3 ⇒ (10) + 3 = 13
On the return trip back down to the labyrinth Kitajo puzzles over the actions of Jaohd.
Do I have an opportunity on the way back down to get any of my party members away from Jaohd. I want to alert them what I discovered in the Kn Religion spoiler above.
Nectanebo the Vulture
|
Knowledge (Religion): 1d20 + 10 ⇒ (11) + 10 = 21
Nectanebo twists on his heels as he waits for the dull ceremony to finish. He wagers he might be able to do a better job.
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge (Planes): 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge (Arcana): 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (4) + 6 = 10 +2 = 12
Also, I just realized I forgot to add my +2 Elven Magic bonus to identifying those magic items earlier, for whatever that's worth.
Kitajo Uchihide
|
Is it too late to use my Sense Motive roll to aid Nectanebo's?
DM Beckett
|
Do I have an opportunity on the way back down to get any of my party members away from Jaohd. I want to alert them what I discovered in the Kn Religion spoiler above.
Give me a Bluff check, please. . . You could also maybe try the "Pathfinder Special Decoder Ring" of special hand signals and double speak, if you want.
-----------
@ Everyone: Please also indicate if you are trying to roll for yourself or trying to simply Aid Another. It does matter here.
Night Hunter
|
sense motive: 1d20 + 3 ⇒ (2) + 3 = 5
survival: 1d20 + 3 ⇒ (10) + 3 = 13
"This place is very confusing."
Kitajo Uchihide
|
Given my bluff is -1 this can only go well I'll try to use Pathfinder Mojo.
Jaohd, you seemed to know those rituals quite well, as if you could recite them without having to think about it. That is quite a skill, my friend
Henrikuaxian
|
Know(Rel): 1d20 + 9 ⇒ (19) + 9 = 28
Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14
Henrik looks slightly puzzled at the rituals that Jaohd performs, but doesn't say anything about it, shrugging it off casually as they return to the depths below.
As they enter the maze, Henrik tries to make reference to his knowledge of the arcane to help figure out this magical maze...
Know(Arcana): 1d20 + 10 ⇒ (2) + 10 = 12
...but can't quite make the magical craziness of this place make sense. Instead, he tries to rely on his knowledge of how dungeons tend to work...
Rolling for myself
Know(Dungeon): 1d20 + 9 ⇒ (20) + 9 = 29
Woot!
...which works out much better for him.
"You know, this place actually makes a sort of sense. Maybe it's my gnomish heritage - I hear the First World is much like this."
Marduk Zhro'hysh
|
Oh I was ninja'd by the GM ^^
Marduk is well trained to track tracks and she quickly begins to pace into the maze, looking at the ground.
Survival: 1d20 + 13 ⇒ (17) + 13 = 30
Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
Risa Whitby
|
Knowledge religion: 1d20 + 7 ⇒ (11) + 7 = 18
Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
As Jaohd buries his friend and performs the ritual, Risa doesn't take her eyes off him. Even though nearly blind, the halfling has a keen sense towards people.
Surreptitiously, Risa pulls out a silver wayfinder and starts tinkering with it, still keeping a close eye on Jaohd.
Knowledge planes: 1d20 + 7 ⇒ (16) + 7 = 23
Survival: 1d20 + 2 ⇒ (1) + 2 = 3
The maze proves quite confusing and difficult for Risa, probably due to her limited vision.
DM Beckett
|
In Celestial "While I fully understand your reticence, I'm . . . I seem to have forgotten how to properly use these. I know no miracles. But, I understand, and I will not argue. I think I, the old I at least, would have been willing to give my life for others, and for honor. Perhaps this is a test of faith? If I am able to bring healing and light to the world even in my darkest hour, and I shall do my best to serve, even with these mundane tools."
Though no living creatures patrol the labyrinth, its passageways are haunted. Trapped within the polished black stonework are countless spirits and lost souls, the haunted vestiges of beings that died in the tomb. These utterly silent spirits appear as vague outlines and blurry humanoid forms that glide across the black marble. The spirits are only dangerous if a you touch the marble with bare skin for a prolonged period of time. If a you touches bare skin to the stonework, the ghostly
vestiges grow more distinct and agitated.
It takes you 1 solid hour to make your way to the next area through the maze, but you also feel there is much more to come. All buffs/allies/other that last 1 hour or less are now gone.
This chamber resembles a lord’s banquet hall, complete with a fireplace and a long oak dining table. Dozens of ghostly entities fill the chamber. A score of lords and ladies are seated at the table enjoying a feast, a group of minstrels play lively music in one corner, and more revelers dance and cavort in an open area to the south.
As you enter the room, one of the revelers approaches each of you individually with open hands, beckoning you to join in the dance. You can not help, after their gentle ministrations, but put aside your weapons, and succumb to party's magic, at least for a few steps with your ghostly (but not at all "ghastly") partner . . .
Please give me:
a Will Save
and a Perform Dance