DM B's PFS S02-20 Wrath of the Accursed PBP (Inactive)

Game Master Beckett

Init:

[spoiler=INIT ROLLS
[dice=Bane]1d20+4[/dice]
[dice=Basalte]1d20+2[/dice]
[dice=Bizzle]1d20+5[/dice]
[dice=Elenial]1d20+5[/dice]
[dice=Fendahl]1d20+4[/dice]
[dice=Noisy]1d20+6[/dice]
---------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

When Pathfinders in and around the Osirian capital of Sothis don’t respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society’s past.

Wrath of the Accursed Map


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Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Well, since no one's commented on the items we procured... Noisy will happily wear one of the ring of protection until we turn it over to the Society.
Also, since there are two potions, he'll quaff one of those too!
CMW: 2d8 + 3 ⇒ (3, 2) + 3 = 8

Then top off with his wand: CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Fendahl Silvermane wrote:

"Hrrmm, this room smells of death and decay. Besides embalmers, I have heard necromancers often ply their trade in such places.

Noisy chuckles. "I too apply my trade in such places!" He adds cheerfully.

Noisy is a dirge bard! =)

"The dead sometimes need a voice as much as the living." He adds, solemnly. "There are those who claim they might even be able to hear me, ha!"

He takes a moment to try to figure out what religious affiliations this mortuary might adhere to. Knowledge (religion): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Then just looks around with the others for clues.

Perception: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30

Shadow Lodge

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

As you begin to look around the room, you notice that a lot of the things within the room seem to be authentic, not replicas. Unfortunately, you do not recognize the various religious items, though they do seem to be a mishmash of something. Perhaps the rumors of an ancient Osirion faith that has recently come to light. You can not say. After about thirty seconds, just as you are beginning to have a look around, suddenly one of the stone tomb's lids slides to the side, falling with a loud thud. From inside, a skeletally thin hand rises, wrapped in ancient linen.

The sound, aside from likely alerting anyone deeper inside, also seems to awake another of the ancient guardians, as a second mummy rises, pushing aside the large stone lid that was it's grave.

Everyone, please give me two Will Saves vs Fear Effects.

Will Saves DC 16:
The very sight of these two powerful undead awakens a deep sense of dread and terror inside of you. So primal, it can literally freeze you in place.
Rounds Paralyzed for Will Save 1: 1d4 ⇒ 1
Rounds Paralyzed for Will Save 2: 1d4 ⇒ 4

------------------------------------------------------------------------

Know Religion DC 20:
Of all the undead, these are some of the more insidious. Not only does their mere presence have the power to freeze those within sight cold in their tracks, but their touch also carries a nasty curse and plague. "Mummy Rot" as it is called, requires both a Remove Curse and a Remove Disease to be cast in on order to overcome, and is very, very lethal.

Know Religion DC 25:
In addition to that, Mummies are highly resistant to everything, <DR: 5/- with the exception of flame, which deals extra damage.

------------------------------------------------------------------------

INIT ROLLS:

Bane: 1d20 + 4 ⇒ (18) + 4 = 22
Basalte: 1d20 + 2 ⇒ (1) + 2 = 3
Bizzle: 1d20 + 5 ⇒ (5) + 5 = 10
Elenial: 1d20 + 5 ⇒ (15) + 5 = 20
Fendahl: 1d20 + 4 ⇒ (11) + 4 = 15
Noisy: 1d20 + 6 ⇒ (11) + 6 = 17
---------------------------------
Mummy 1: 1d20 ⇒ 6
Mummy 2: 1d20 ⇒ 11

ROUND 1 (assuming you can act)

Bane (), Elenial (), Noisy, & Fendahl ()
---------------------------------------------------
Mummy 2 ()
---------------------------------------------------
Bizzle ()
---------------------------------------------------
Mummy 1 ()
---------------------------------------------------
Basalte ()

Shadow Lodge

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

Just to be clear, before anything, I need 2 separate Will Saves. Failure means you are paralyzed for a number of rounds noted in the spoiler.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Will Save1: 1d20 + 7 + 2 + 4 ⇒ (20) + 7 + 2 + 4 = 33
Will Save2: 1d20 + 7 + 2 + 4 ⇒ (12) + 7 + 2 + 4 = 25

Knowledge Religion: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

Where are the mummies on the map?

"Ho ho!" Noisy retorts, "Now we see some of the local Osirion Fauna."

His training easily allows him to ignore the creatures' aura of despair, as he flips his drum around within reach.

"Careful, most of these come with foul cursed diseases and are difficult to damage... though they burn easily enough"

"But they will soon learn there are things to fear, even in death!"

He gets a determined look on his face, as he starts to thump out a rhythm on his drum, starting with the more familiar upbeat one, and once again, quickly melding it into something even more ominous, as he glares at both creatures muttering some arcane words.

Move action to start Inspire Courage for all... then giving the mummies a taste of their own medicine and attempting to frighten them both. (Though you've not placed them yet, I'm assuming I can position to catch them in a 60' cone). Although normally they'd be immune to such things, because Noisy is a Dirge Bard, he can affect undead with his mind affecting spells due to his Secrets of the Grave class ability.

So cast Fear. DC 20 Willpower save. If they fail they are panicked for 7 rounds. If they save they are shaken for 1 round.

Oh, and the bard inspire courage won't help with the mummy fear aura... popped up after the fact!

Shadow Lodge

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

Sorry, I had them placed underneath the map and forgot to move them to the top layer. Fixed.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Ok, good enough, easy to get them both in the cone! Now we just hope you don't roll as well as you did last time I tried this =)

Shadow Lodge

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

I'm just waiting on the others, in case it might change things.

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

will 1: 1d20 + 5 ⇒ (12) + 5 = 17

will 2: 1d20 + 5 ⇒ (19) + 5 = 24

-Posted with Wayfinder

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

waiting till after noisy starts singing
Bane will flying kick number 1 using elemental fist on first atk

atk: 1d20 + 12 ⇒ (2) + 12 = 14

dmg: 1d8 + 14 + 3d6 ⇒ (2) + 14 + (5, 3, 5) = 29

atk: 1d20 + 12 ⇒ (14) + 12 = 26

dmg: 1d8 + 11 + 1d6 ⇒ (2) + 11 + (6) = 19

atk: 1d20 + 7 ⇒ (2) + 7 = 9

dmg: 1d8 + 11 + 1d6 ⇒ (4) + 11 + (3) = 18

reroll atk 1: 1d20 + 15 ⇒ (6) + 15 = 21

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl leaves Kirrah outside to guard with the wolf.

"Hrmm, walking dead of a powerful sort. I have seen these back in Sothis."

Fendahl sees the mummy's approach and is unsure of himself, but steadies and prepares to attack.

will: 1d20 + 12 ⇒ (18) + 12 = 30
will: 1d20 + 12 ⇒ (6) + 12 = 18

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

The bard song bonus to saves vs fear will not apply. Noisy won't get to start it until *after* we get hit by the Despair Aura.
Though Fendahl made all his saves regardless =)

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

oh ok well then bane will act on his original spot and i only added the +2 to attack forgot to add to damage and didnt add it at all on will saves

-Posted with Wayfinder

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

It will apply to Bane's attacks. It just doesn't apply to the initial 2 will saves is all, since those happen right off.
Bane made both his anyway =)

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

I corrected Fendahl's saves- with 1 minute to spare.

Fendahl will cast barkskin on himself and move to engage the mummy in the rear as Bane (and probably Basalt) has the closer one.

"Hrrmm, we need to set these down quickly."

Also, cannot update map. Do the coffin/slabs block chargelines?

Fendahl awaits the bard's to inspire the team and frighten the undead before moving.

Shadow Lodge

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

Ok, so I need to know, is Bane running in at the start or not?

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

yes before they get to act

-Posted with Wayfinder

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

I drew the 'cone' area on the map... (cut out lots of parts, just included the bits in the room)

Also moved Bane's token the 20' he's allowed for his flying kick, since he cannot do so

Bane's ok with his flying kick whether he goes first or not, as he ends up just outside... though he said he wanted to wait for the +'s to hit and damage... (methinks the later retraction was due to miscommunication about the will save part of it) ... he goes before the mummies regardless.

Shadow Lodge

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

Ok, wanted to make sure that Bane wasn't the first target of the Fear.
Elenial Will 1: 1d20 + 4 ⇒ (14) + 4 = 18
Elenial Will 2: 1d20 + 4 ⇒ (19) + 4 = 23

Despite the warnings of caution, Bane rushes in to attack, but most of the strikes seem to bounce of the Mummy's boney wrapped body with no effect. Elenial quickly draws her longbow and unleashes a pair of arrows in quick succession, with one sinking deep into the creature's head.

Longbow vs Mummy 2: 1d20 + 14 ⇒ (4) + 14 = 18 <miss>
Longbow vs Mummy 2: 1d20 + 9 ⇒ (20) + 9 = 29
Longbow Crit Confirm: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Next, Noisy tries his old trick once more, engulfing the area in a strange dark fog for just a moment, causing them to recoil for a moment, but only a moment. Right afterwards, Fendahl calls on nature's protection before moving up a bit closer to help out.

Here it goes. . .
Mummy 1 Will: 1d20 + 8 ⇒ (19) + 8 = 27 <. . .>
Mummy 2 Will: 1d20 + 8 ⇒ (20) + 8 = 28 <. . .>
Well, on the bright side, I think you might have just saved Bane's life. . . A Mummy Rot Crit could be very bad. Honestly, I'm going in order, so I have no control on this.

The furthest Mummy slowly rises to it's feet then shambles towards Fendahl, and you hear a serious of snapping sounds as it move, then lurches a desiccated arm at the Half-Elf.

Slam vs Fendahl (AC 29): 1d20 + 14 ⇒ (7) + 14 = 21 <miss. Lucky!>

ROUND 1 (assuming you can act)

Bane (), Elenial (), Noisy (), & Fendahl ()
---------------------------------------------------
Mummy 2 (-5)
---------------------------------------------------
Bizzle ()
---------------------------------------------------
Mummy 1 (-14)
---------------------------------------------------
Basalte ()

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Just realized Fendahl's AC=30 from barkskin - only added +2 but at his level is +3. No change in result...this time thank goodness.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Geeze. I never seem to get the Fear spells to land on anything =P

Don't forget the mummy's are still shaken for a round. Didn't matter on Fendahl... but might help Bane still! =)

Oh, and check the discussion forum, Bizzle is out of communication for a week until next Sunday. You will have to Bot him.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Haste from Bizzle may not be bad, unless he has something to nullify one or both mummies this round. Tentacles maybe. I do not see scorching ray etc.

Shadow Lodge

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

Bizzle steos forward a bit and again focuses his mind to augment time in your favor, casting Haste on the party. The other Mummy sits up and clubs its arm at Bane.

Slam vs Bane: 1d12 + 12 ⇒ (5) + 12 = 17

Basalte begins to grow as he steps forward, and back to the top of the round.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Bizzle needs to make his will saves! As does Basalte. Botting them might not be necessary if they roll poorly =)
Not to mention might negate the haste...

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Ceasing to maintain inspire courage (though it lingers for 2 rounds)

Cursing at the failure of his spell to do much of anything yet again, Noisy unslings his musket and lifts it to his shoulder.

Once again he starts whispering into the breech, before aiming carefully at the mummy beside Fendahl, and pulling the trigger...

Firing once, with Weird Words conducted along with

There is a loud bang, as the gunpowder ignites and the bullet flies forward, but the noise grows even louder as the bullet seems to pull a wave of sound along with it causing the air to shimmer between him and his target.

Ranged Touch: 1d20 + 11 + 2 + 2 + 1 ⇒ (20) + 11 + 2 + 2 + 1 = 36, for 1d12 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8 physical plus an additional 4d6 + 5 + 3 ⇒ (5, 1, 3, 6) + 5 + 3 = 23 sonic damage.

edit: ooo!
Touch Confirmation: 1d20 + 16 ⇒ (12) + 16 = 28, for an additional 3d12 + 12 ⇒ (12, 2, 8) + 12 = 34 physical plus an extra 4d6 + 8 ⇒ (1, 5, 5, 6) + 8 = 25 sonic damage.

Am not sure if the crit affects the weird words riding along with it, or not... seems like it should as it all uses the same attack roll (much like a magus delivering a spell through a weapon) but the Conductive property doesn't say one way or the other.
Will leave it up to the GM... if not, just drop the additional 25 sonic damage.

So, total of 90 damage if it all crits. Total of 65 damage if just the bullet crits. 85 or 60 after DR.

Shadow Lodge

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

Basalte's Will 1: 1d20 + 12 ⇒ (10) + 12 = 22
Basalte's Will 2: 1d20 + 12 ⇒ (2) + 12 = 14

Bizzle Will 1: 1d20 + 11 ⇒ (10) + 11 = 21
Bizzle Will 1: 1d20 + 11 ⇒ (2) + 11 = 13

DM Star Reroll: 1d20 + 15 ⇒ (4) + 15 = 19

It looks like Basalte has a DM Reroll, but I don't know if Bizzle does, so I went ahead and used Bassalte's here. So, no Haste after all.

Unfortunately, as the Mummies first appear, the room is flooded with a nearly palpable wave of dread, and it manages to overcome even Bizzle's strong will, preventing him from casting his Haste spell.

I just want to point out that these two enemies are extremely dangerous. While they will not likely actually kill you, they do have something that could easily require you to be marked as dead if you can't manage to get rid of it, and to be honest, if people roll poorly, could actually get you killed rather quickly. 1d6 Con and 1d6 Cha Damage per minute is no joke. Just giving fair warning here.

ROUND 2

Bane (), Elenial (), Noisy (),
Fendahl (), & Bizzle (paralyzed)
---------------------------------------------------
Mummy 1 (-14)
---------------------------------------------------
Basalte ()

Noisy wrote:


Am not sure if the crit affects the weird words riding along with it, or not... seems like it should as it all uses the same attack roll (much like a magus delivering a spell through a weapon) but the Conductive property doesn't say one way or the other.
Will leave it up to the GM... if not, just drop the additional 25 sonic damage.

So, total of 90 damage if it all crits. Total of 65 damage if just the bullet crits. 85 or 60 after DR.

My understanding is that it is considered extra damage, and so not multiplied on a crit. The only exception I know of to this is the Magus ability, which in my opinion was a bad call.

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

atk1elemental fist: 1d20 + 12 ⇒ (16) + 12 = 28

dmg: 1d8 + 16 + 3d6 ⇒ (6) + 16 + (6, 4, 5) = 37

atk stunning fist: 1d20 + 12 ⇒ (16) + 12 = 28

dmg: 1d8 + 12 + 1d6 ⇒ (5) + 12 + (1) = 18

atk3: 1d20 + 7 ⇒ (11) + 7 = 18

dmg: 1d8 + 12 + 1d6 ⇒ (4) + 12 + (4) = 20

-Posted with Wayfinder

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

dc 16 fort save

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

not to make light of mummy disease but as I understand the frequency of damage is daily not per minute. Onset is 1 min, right?.

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

I am good immune to disease ;p

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl will step over and slice at the remaining mummy with his katana.

"Hrmm, impressive shot Noisy. Now I know how you gained your name."

Fendahl +2 keen katana,pa,2H, bard: 1d20 + 14 - 3 + 2 ⇒ (11) + 14 - 3 + 2 = 24
for dmg: 1d8 + 7 + 9 + 2 ⇒ (2) + 7 + 9 + 2 = 20

Fendahl +2 keen katana,pa,2H, bard: 1d20 + 9 - 3 + 2 ⇒ (11) + 9 - 3 + 2 = 19
for dmg: 1d8 + 7 + 9 + 2 ⇒ (2) + 7 + 9 + 2 = 20

Shadow Lodge

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

Between Bane and Fendahl, the second Mummy goes down hard, and this time permanently. Taking a few moments to allow everyone to come back to their sense, you continue on.

Just so you know, Monks are not immune to this one.

Bestiary wrote:

Mummy Rot (Su) Curse and disease—slam; save Fort DC

16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

And while the Frequency is 1 day, it does kick in after one minute, so the first 1d6 Con and Cha would be right then. That's the bad part though. It you wouldn't be able to be healed (easily) once affected, and the 1d6 Con makes further saves that much harder. Then, you need to shell out money for both a Remove Curse and a Remove Disease, all by the end of the scenario. Otherwise you are marked as dead, even if it doesn't actually kill you. It also means you have to shell out a lot of money of PP to get the higher level resurrection spells, too.

This white-walled chamber holds two stone benches and there are storage jars made of pottery and alabaster, as well as shrouds and funerary masks stored on and around shelves and tables. A stairway on the wall opposite the door leads down. The pungent smell of astringent chemical compounds fills the air. Of particular note atop one of the tables is a thick belt made of electrum scales backed with gray leather. A folder of papers—documentation from the Sothis Pathfinder Lodge sits beside it. According to a quick read through, the belt is noted as a Belt of Physical Perfection +2.

From this room, you also see a set of stairs descending downward.

Spellcraft DC 35:
With careful study, you discover the Belt is actually a cursed object, and a particularly nasty one similar to that which befell the priestess earlier, in that there is no handy cure for it's curse. The Belt is actually a Girdle of Opposite Gender.

Linguistics DC 17:
By actually studying the documents, you find that they are an accounting of many of the items that had been found at the dig sight, and then stolen by the Shadow Lodge. Extremely pertinent, after looking more in depth, you see that the original identification of the Belt of Physical Perfection was false, and later footnotes actually refer to it as a unknown cursed object.

Perception (traps) DC 25:
As you begin to go down the stairs, you spot that the base of the stairs (bottom) is a very well hidden pit trap. Not only will you need to find away to disarm it, but you may also need to find a secure way around it's 10ft square area.

A set of steep, banistered steps climbs the eastern wall of this low-ceilinged basement. There are large clay urns, crates, and boxes against the walls. A rough tunnel has been dug into the middle of the northern wall.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Ouch. the not being able to be healed is rough. Between Fendahl and Noisy, we could cast the two spells....but was anyone hit? .

"Hrrmm, I wonder where this tunnel leads? ."

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Bane might have been, but he's immune to disease... so was not an issue =)

Noisy carefully reloads his gun but does not put it away this time, instead keeping it in hand in case there's more trouble.

"I had my name long before me and Hildegard here ever met." He says to Fendahl as he pats his musket affectionately. "But I suppose the Fates lined up some there as well." He adds, with a grin.

As they move further into the Mortuary, he stops to examine the belt with the others (Spellcraft: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32) noticing nothing unusual about it. (wow, a 35? even a 20 doesn't get me to that)

After taking a moment to peruse the documents, he frowns, however.

"These look like the cataloging documents that disappeared from the Lodge." He says, as he starts to leaf through them.

Linguistics: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

"Here's the headdress that cursed that poor Sarenite woman." He continues, pointing to one entry. "And this must be Khetera the Second's girdle, also missing." He continues, pointing to the very next item on the list.

"Balentiir mentioned them both... but here, it says the belt holds a terrible curse as well..." He turns the page, and back again, frowning slightly. "Though it does not go into the nature of it."

He looks at the electrum belt warily. "Best treat that with suitable caution."

Perception: 1d20 + 11 + 2 + 2 ⇒ (14) + 11 + 2 + 2 = 29

As they move down the steps, his dwarven stone senses kick in, and he calls for folks to stop. "Woah there," He adds, kneeling down to get a better look. "The stone here is not stable, looks like its been doctored to conceal a pit of some sort."

He grins slightly. "Just waiting for the unwary visitor."

Dunno if anyone has trap specialties, if not, Noisy can take a go at it.

"Luckily, today, that's not us!" He adds with a chortle, as he quickly pulls out a set of complicated tools, takes a moment to pick just the right ones, then gets to work.

Using his masterwork thieves' tools. The hope being to disable it so it won't open and we can just walk right across unharmed if possible.

Disable Device: 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Noisy wrote:

"Here's the headdress that cursed that poor Sarenite woman." He continues, pointing to one entry. "And this must be Khetera the Second's girdle, also missing." He continues, pointing to the very next item on the list.

"Balentiir mentioned them both... but here, it says the belt holds a terrible curse as well..." He turns the page, and back again, frowning slightly. "Though it does not go into the nature of it."

He looks at the electrum belt warily. "Best treat that with suitable caution."

Whatever. . . Fortune favors the bold. Your a Pathfinder. Just put it on. . . :P

But seriously, the DC 35 I'll explain after we finish up.

Shadow Lodge

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

By jumping over the bannister you manage to avoid the pit trap at the bottom, coming into the basement storage room, from which a small, roughly hewn tunnel slopes gently downward from the basement and is about 7 feet tall. You do see a light at the end.

Going further down the tunnel, you find a single smaller chamber carved into a room. The floor of this cool subterranean chamber is formed from the natural bedrock on which the city rests, and the dusty clay bricks of the walls rise up twenty feet. There are several benches and wooden tables here filled with antique relics and scattered paperwork. Two everburning torches illuminate the room. As you turn the corner, it's clear that someone was just in here though you see no one. A book lays open on a table next to a glass of wine and a partially eaten meal, still steaming.

Suddenly a mage appears out of nowhere, obviously aware of your presence, and casts a spell that causes most of the tunnel and a part of the room to be suddenly filled with oily dark tentacles that seem to grasp and pound at you.

Grapple CMB vs all: 1d20 + 15 ⇒ (13) + 15 = 28
Damage if you are Grappled: 1d6 + 4 ⇒ (4) + 4 = 8

Is there anyone whose Flat-Footed CMD that doesn't beat?

Hondo Heru is a swarthy Garundi man with a shaven head, wearing pale, loosefitting robes and a kilt. He is flying, though in this room there is not far to go, and you can feel multiple magics emanating from him.

THE FINAL SHOWDOWN!!!

INIT ROLLS:

Bane: 1d20 + 4 ⇒ (16) + 4 = 20
Basalte: 1d20 + 2 ⇒ (19) + 2 = 21
Bizzle: 1d20 + 5 ⇒ (2) + 5 = 7
Elenial: 1d20 + 5 ⇒ (9) + 5 = 14
Fendahl: 1d20 + 4 ⇒ (10) + 4 = 14
Noisy: 1d20 + 6 ⇒ (20) + 6 = 26
---------------------------------
Hondo Heru: 1d20 + 8 ⇒ (5) + 8 = 13

ROUND 1
Noisy (), Basalte (), Bane (), Elenial (), & Fendahl ()
--------------------------------------------------------
Hondo Heru ()
--------------------------------------------------------
Bizzle ()

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Hrrmm, well done, Master Dwarf. You are a credit to your people."

Fendahl is impressed with the wealth of knowledge on the items found as he was unable to discern anything meaningful.

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

that might actually fail to grab Basalte...
According to his sheet, his CMD is normally 29... plus he's still enlarged, so that raises it by 2 (1 size, 1 str), to 31... flat footed, he'd lose his dex bonus, so back down to 29... which is enough to get missed?.

"What the!?!" Noisy exclaims, as the black tentacles writhe up from the floor and start to grab everyone.

He quickly twists around, and attempts to break free. CMB vs DC 25: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

Holy crap, he succeeds!

Once free he utters a quick arcane word and taps the butt of his musket in a quick percussive beat on the wall next to him.

Immediate action: cast liberating command on Fendhal.
My hope here is he can get free and then use the same spell on someone else (Elenial hopefully), since he has it too... then he has enough move to get out of the tentacles still with a standard to spare!

Sadly, I don't move fast enough to get anywhere from here, as folks are in the way still, so will have to brave another round of this 8(

He then continues the beat to inspire his comrades once more.

Move action, inspire courage! The +2 from that will apply to any attempts to break out of the tentacles and any saves that might happen shortly! At a DC 25, Bane should have a decent shot to break free on his own.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl snarls in pain as the tentacles grab hold of him and squeeze.

"Hrrmm. This is not how we will end."

Escape+Liberate: 1d20 - 3 + 14 ⇒ (5) - 3 + 14 = 16

He tries to take advantage of Noisy's liberation, but in heavy armor, he cannot escape.

He then tries to brute force his way free.

CMB+bard: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Finally, unable to free himself, he tries to free Elenial...but cannot even cast the liberating spell.
Soooo close. Dicebot wins this round.

concentrate: 1d20 + 12 ⇒ (10) + 12 = 22

I got nothin'

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Doh! Well, on paper, it was a fine plan =)

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

"Again tentacles? Damn, I hate them."
You hear Elenial mumble a few words while she touches some falcon feathers attached to her belt. She takes out her bow and three arrows.
cast Aspect of the Falcon

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

"Is anyone free?" Noisy shouts, through the mass of tentacles. "We need to close with that bastard quickly. We're sitting ducks here."

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

[ooc]what is cmd to get out or hit points to break the tentacle[b]"

-Posted with Wayfinder

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

The CMD to escape is 25 (10 + its CMB), as per the spell description.
There is no option to damage them

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Say, DMB, can we suggest actions for botted players? Kinda tricky in the big boss showdown like this I reckon, given the risk of death is probably higher.

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

I think I forgot the concentration check
Concentration: 1d20 + 6 ⇒ (5) + 6 = 11

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Elenial Windwalker wrote:
I think I forgot the concentration check

Was just going to say this.

Noisy wrote:

Say, DMB, can we suggest actions for botted players? Kinda tricky in the big boss showdown like this I reckon, given the risk of death is probably higher.

I'm fine with that.

Noisy manages to break free and cast a spell to help others do the same while also inspiring them to fight back, but it seems to little avail. Basalte and Noisy do not seem to be affected, both casting aside the oily black tentacles and double moving into the room to get out of their grasp. The mage again starts chanting once more calling on deadly magic and avoiding lowering his guard. Suddenly, the area of the black tentacles is also filled with a thick, mustardy gas as well, though unlike the Black Tentacles, the cloud seems to be slowly moving away.

Casting Defensively: 1d20 + 19 ⇒ (13) + 19 = 32

Spellcraft DC 20:

Noisy, Elenial, Fendhal, and Bizzle Fort DC 20 for Half:
Con Damage: 1d4 ⇒ 3

Bizzle Fort: 1d20 + 10 ⇒ (7) + 10 = 17

Bizzle, seeing how dire things are, tries to Dimension Door out of the area, also tapping Noisy as he vanishes, only barely making the magic work for him.

Concentration DC 35: 1d20 + 22 ⇒ (15) + 22 = 37

ROUND 2
Noisy (-8), Basalte (), Bane (), Elenial (grappled, -8),
& Fendahl (grappled-8)

--------------------------------------------------------
Hondo Heru ()
--------------------------------------------------------
Bizzle (-3 Con, grappled, -8)

Liberty's Edge

male 60/60 HP, AC:20[-ki], T: 16, FF: 18, CMD: 28, F: +6 , R: +7, W: +5, Init +4, Pereption +7, LN Male Human Lvl 7 Unchained Monk, Attack +10/+5 (3d6+16/ +13 +1d6 Acid, x2)Sunder +13 (1d3+16 Adimantium)

bane got grappled. Not by much but he did. Beat him by 2 lol

break grapple: 1d20 + 14 ⇒ (20) + 14 = 34

-Posted with Wayfinder

Shadow Lodge

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

Not anymore. . . Unfortunatly, that does mean you get hit with the Cloudkill though. I'll assume you spend your Move Action to get the heck out.

ROUND 2
Noisy (-8, -3 Con), Basalte (), Bane (-8), Elenial (grappled, -8),
& Fendahl (grappled-8)

--------------------------------------------------------
Hondo Heru ()
--------------------------------------------------------
Bizzle (-8, -3 Con)

Sovereign Court

NG Dwarf Bard 11 / Gunslinger 1

Bane had enough move to get out of the tentacles before the cloudkill hit.
Just to be clear, GMB, the poisonous cloud is filling the exact same area as the tentacles? (that's just plain mean, by the by =) Yay for d-dooring sorcerers!)

Frickin' chemical warfare! Kick that bastards ass Bane and Basalte!

Also, bizzle isn't supposed to still be grappled is he?

Spellcraft: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Fort Save: 1d20 + 7 + 4 + 2 ⇒ (6) + 7 + 4 + 2 = 19 (gah... so close!)

Noisy is glad, when Bizzle snags him and dimension doors the both of them out of the tentacles and the poisonous gas.

"Good job!" He says, looking around to get his bearings, coughing slightly trying to clear his lungs.

"Now lets deal with this bastard quick! The others are still stuck in that stuff!"

Cannot see Fendahl or Elenial anymore, due to the fog, so can't target them with Liberating Command! 8( They're on their own! Though you can still hear the song, so +2 still on your CMB attempts

He brings his musket up in the now familiar stance, and lets loose with both barrels as a single shot.

Firing both barrels as a single action, conducting another wierd words along with the first bullet
Also spending a grit point to add charisma to damage for a round

Barrel1: Ranged Touch: 1d20 + 12 ⇒ (7) + 12 = 19, for 1d12 + 9 ⇒ (5) + 9 = 14 plus an additional 4d6 + 5 + 2 + 1 ⇒ (5, 4, 6, 2) + 5 + 2 + 1 = 25 sonic damage.

Barrel2: Ranged Touch: 1d20 + 12 ⇒ (7) + 12 = 19, for 1d12 + 9 ⇒ (3) + 9 = 12 damage.

Then spend my remaining move action to reload one of the barrels with a paper cartridge.

Shadow Lodge

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

No he shouldn't be. Also, please note that he was able to take a friend with him, so Noisy was also moved out of the Black Tentacles and the Cloudkill, (didn't really have too many options for placing a 20ft radius spell.)

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