DM Panic's PFS Perils

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DM Panic's PFS Perils - Tide of Twilight, God's Market Gamble, Glass River Rescue and Crypt of the Everflame!


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I don't think we should spend more than 3 days sorting out the pool, so I'll make some assumptions.

Ramli sheds his clothes, and despite being weakened from the earlier fight with the shadow, manages to descend into the pool's depths to the bottom, and with the aid of his cantrip locate a single key radiating magic.

With some effort, Damvorak, Sad Rock, Alaric and Ugnoth all tug on the rope and bring Ramli back to the surface just as he was beginning to feel some fatigue from his endeavor.

Unsure exactly which door the key opens, the party moves up to the southeast door, and after checking it for traps, unlocks it with the key from the room with the firepit and continues on.

Latest Map

Here, a small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.

Perception DC15:
Both Kassen and the mercenary leader are wearing golden necklaces, each made up of a simple golden chain, from which hangs an oddly shaped medallion. While not identical, the amulets look similar.

The hallway continues before turning left and ending at yet another door.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

"Those amulets look awfully alike. I wonder about this Kassen..."

Any checks to recognize anything else about them?

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Not wanting to waste the effort of his dis-pantsing, Sad waddles over to the corner to finish relieving himself., still sure that his solution would have worked if given the chance.

My ideas are good too. Sad not monster. Sad thinker.
Oops, Sad pee on foot again.

Hitching up his pants, he runs to help with Ramli's dive.

* * *

1d20 + 7 ⇒ (14) + 7 = 21 Perception

Sad looks around and waits for whatever is next.

Grand Lodge

Male Half Orc Cleric/3

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Damvorak will take a closer look at the bench as he passes the room in the rear. Seeing not much though, he's happy to press on to the far door. He will cast detect magic on the room just in case, and he keeps maintaining a light spell on his staff.

He does his best to avoid Sad's puddle as well in case that needs to be said. :)


Nothing else is discovered in the room with the bench. I'll assume a return to standard marching order and Alaric opens the next door...

A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.

Only Alaric, Ugnoth and Sad Rock notice the following...

The pillar stutters slightly, as if it is about to do something.

Latest Map

We are not in combat/initiative, but I'm going to ask each person in the party to take a full round action. I'm sure you can sense why..

Liberty's Edge

Male Human, Shoanti bard

Ugnoth will move in to I17 .

I think a trap is about to go off! Take cover or spread out!

Grand Lodge

Male Half Orc Cleric/3

"If it's a trap, let's just close the door and let it go off in an empty room! Get back here Ugnoth and close the door!"

Damvorak tries to see into the room past the rest of the party and shrugs.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Ramli, not noticing anything odd, startles at Ugnoth's declaration. Following Damvorak's suggestion, he backs up a bit, away from the room.


As I'm fine with everyone spending a free action to quickly talk, Ugnoth can change his action based on what Damvorak says. Or, Alaric or Sad Rock could head into the room and we'd be headed down that path (of folks going into the room; and Ramli and Damvorak could have different actions)

Thus, I await Ugnoth, Sad and Alaric...

Silver Crusade

2 people marked this as a favorite.
Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.
Ugnoth the Stormbringer wrote:
I think a trap is about to go off! Take cover or spread out!

Sad, alarmed, spreads out his arms and legs, standing like a starfish (if a starfish were 4' or so tall, make of more stony substance, had only 4 limbs, and was substantially dumber).

"Uglynot, how this help with trap?"

Grand Lodge

1 person marked this as a favorite.
M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Ramli starts laughing. And laughing. And laughing.

He tries to correct Rock, but is laughing too hard to give him any useful advice.

Ramli's player is also laughing and laughing... I've seen a lot of good posts from Painlord over the last two-plus years, but this may be my favorite!

Liberty's Edge

Male Human, Shoanti bard

I do not fear this trap, but someone needs to see whatever happens...

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Alaric stands amazed as Sad Rock unbuckles his trousers, standing transfixed as several questions about Oread anatomy are answered for him. "... when we tell the bards of our glorious struggles here, what say we leave this part out, agreed?"

___

Alaric brandishes his shield as he makes to spring into action, watching as Sad Rock spread-eagles and Ramli collapses into fits of laughter. Stunned, Alaric can do little but stare, scarcely remembering to raise his shield in self-defense before the trap is triggered.

Total Defence for AC 26. Should provide soft cover to those behind me.


Alaric and Ugnoth advance into the room, Alaric behind the relative safety of his shield.

Latest Map

As promised, the rest of you can alter your actions as both Alaric and Ugnoth have advanced into the room. That includes Sad Rock, whose starfish-maneuver was just a free action. :)

Still awaiting: Damvorak, Ramli, Sad Rock

Grand Lodge

Male Half Orc Cleric/3

Sorry, didn't realize you were waiting on me!

Damvorak continues to guard the rear, thinking it's a bad idea to challenge an inanimate trap for no good reason other than to 'see what it does'. He remains in the relative safety of the hallway for now.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad un-spread eagles and regains his composure, watching Alaric enter.

"Where the girl go? Thought she would be here."

Sad waits outside, wondering what is going to happen.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Ramli also waits.


GM Rolls:

Alaric: 1d4 ⇒ 4
Ugnoth: 1d4 ⇒ 2
Alaric: 1d20 + 10 ⇒ (16) + 10 = 26 for 1d8 ⇒ 7
Alaric: 1d20 + 10 ⇒ (11) + 10 = 21 for 1d8 ⇒ 7
Alaric: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 ⇒ 3
Alaric: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 ⇒ 7
Ugnoth: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 ⇒ 4
Ugnoth: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d8 ⇒ 1

The central pillar finally jolts and begins to spin in a circle while the blunt-tipped arrows shudder within.

Two of the projectiles manage to find their way past Alaric's defense and thud into the man (14 damage) while Ugnoth also find two more missiles thudding into him (5 damage)

The door into the room slams shut.

Everyone go ahead and take another full round action as desired.

Map

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

Ramli looks around to make sure there's no threat or trap in the hallway too.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

"That's not good. Everyone OK here?"


The hallway appears safe and secure.

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Cure Light: 1d8 + 1 ⇒ (7) + 1 = 8 13/19hp

"Kassen you cowardly , that was... oouughhh... that was a knave's trick." the knight groans, shakily reaching for his healing wand (can I draw it as part of a move action?) and administering it as best he can to the enormous puncture wound in his armour. Finding his wits again, he looks to the Shoanti. "UGNOTH! The south door! Move move move!"

If Alaric can draw his wand as part of a move action he'll take a single move toward the south door.


Alas pulling a wand is a move action itself unless it's within a spring-loaded wrist sheath (as usually wands of CLW are in PFS play).

I should also point out this room is called "The Pillar of 1000 Arrows" - there are many more arrows that appear they will fire shortly.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad rock looks at the door, wondering what is happening within.


I feel like I have enough of a sense of all the actions of the PCs to resolve this trap without us going through some of the pains of delays by PbP...

Ugnoth advances and opens the southern door, waving for Alaric to quickly move through and take cover. The knight steps forward, struggling for a moment to retrieve his wand and quickly mending his wounds while ultimately providing cover for Ugnoth.

The pillar continues to whirl and launch arrows.

GM Rolls:

Alaric: 1d4 ⇒ 1
Ugnoth: 1d4 ⇒ 3
Alaric Arrows: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 ⇒ 2
Ugnoth Arrows: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 ⇒ 6
Ugnoth Arrows: 1d20 + 10 ⇒ (8) + 10 = 18 for 1d8 ⇒ 7
Ugnoth Arrows: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 ⇒ 7

Alaric is AC 22. With cover, Ugnoth is AC20.

This time a lone arrow ricochets off Alaric's copious armor, yet two manage to sneak past him and into Ugnoth (13 damage to Ugnoth).

Ugnoth collapses to the floor with the latest injury, and Alaric steps over the man into the hallway beyond and then drags his unconscious form in (Sadly, two move actions)

GM Rolls:

Alaric: 1d4 ⇒ 1
Alaric Arrows: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 ⇒ 2

A single last arrow manages to find its way in through the southern door just as Alaric slams it shut (2 damage to Alaric).

For several more seconds, the thud thud thud of blunt arrows can be heard pummeling the walls and doors.

And then, silence.

Remember all this damage is nonlethal. After 10 rounds, the arrows stop. The reset for the trap is manual, so feel free to roleplay your PCs all reuniting in this room.

Latest Map

The new room that Alaric and Ugnoth have discovered...

A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.

Liberty's Edge

Male Human, Shoanti bard

I love being knocked unconscious while I'm sleeping...good thing it's nonlethal...

Ugh...You know Alaric I think I recall someone once saying back at the Grand Lodge 'Don't split the party'. Thanks for dragging me through. But now what do we have here?

Perception 1d20 + 7 ⇒ (10) + 7 = 17

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Fantastic! Thanks, Panic.

Cure Light for Alaric: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light for Ugnoth: 1d8 + 1 ⇒ (3) + 1 = 4

Alaric seems startled by how quickly the Shoanti's booming voice fills the hall. "Welcome back. Your people are a tenacious one, Shoanti. I suppose Bloodsworn Vale is reminder enough of that..." he says, helping the skald to his feet and opening the door to the pillar room once again and crying out to the others.

"To me, comrades! It'll take more than that to kill us! Hah!"

Liberty's Edge

Male Human, Shoanti bard

CLW Wand 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand 1d8 + 1 ⇒ (6) + 1 = 7

15/15 HP, -1 non lethal still.

***
Ugnoth will wait for the others before proceeding up the staircase.

Perception 1d20 + 7 ⇒ (9) + 7 = 16 at the top of the stairs.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"I'm all for some excitement, friends, but sometimes it's better to simply avoid the danger than running into head-on," Ramli says with a smile, as he picks a splintered arrow shaft off Alaric's shoulder.

"Down into the depths?" he asks with a shrug.


GM Rolls:

Alaric: 1d20 + 1 ⇒ (4) + 1 = 5
Damvorak: 1d20 + 3 ⇒ (10) + 3 = 13
Ramli: 1d20 + 5 ⇒ (13) + 5 = 18
Sad Rock: 1d20 + 7 ⇒ (4) + 7 = 11
Ugnoth: 1d20 + 7 ⇒ (7) + 7 = 14

Initiative:
Alaric: 1d20 + 8 ⇒ (6) + 8 = 14
Damvorak: 1d20 + 2 ⇒ (14) + 2 = 16
Ramli: 1d20 + 2 ⇒ (20) + 2 = 22
Sad Rock: 1d20 + 7 ⇒ (19) + 7 = 26
Ugnoth: 1d20 + 4 ⇒ (7) + 4 = 11
Skeletons: 1d20 + 6 ⇒ (11) + 6 = 17

Surprise Round
22 Ramli
17 Skeletons
16 Damvorak
11 Ugnoth

Round 1
26 Sad Rock
22 Ramli
17 Skeletons
16 Damvorak
14 Alaric
11 Ugnoth

After tending to Ugnoth's wounds and bringing the Shoanti to his feet, the five Pathfinders head into the room beyond with the intent to descend the stairs deeper into the crypt.

As soon as Alaric takes a few heavy steps into the room, four skeletons, dripping with what appears to be fresh blood, step out from hiding behind the four large columns and begin to advance towards Alaric.

Surprise round. Only Sad and Alaric failed the DC12 Perception to act in it.

Latest Map

Now Up: Ramli!

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"Oh ho!" Ramli exclaims in excitement as he pushes forward into the room, raising his quarterstaff in defense.

If the map's right, I wouldn't have a shot at any of the skeletons, so I'll move in to I-23, and fight defensively, giving +2 to AC.


No time to fight defensively as you move, as a surprise round grants either a move or a standard action.

Ramli advances into the room and readies his staff for the approach of the four bloody skeletons.

The four undead comply with expectation, their old bones creaking and cracking as they advance, leaving a bloody trail behind.

(Just move actions for those four)

Latest Map

Now Up: Damvorak and Ugnoth's surprise round actions.

Followed By: Sad Rock and Ramli's full round actions for round 1.

Grand Lodge

Male Half Orc Cleric/3

Round Surprise, Initiative 16, Location: J19->I22

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 3/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Damvorak, not wanting to take Sad Rocks space in the front lines, instead tries to move to I-22 where he can help the party defensively. He tumbles the last little bit to avoid an AoO from S4.
Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7

Ayep. Didn't think that would work. Ah well!


S4 AoO vs Damvorak: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 2 ⇒ (4) + 2 = 6

Wow, didn't think he'd hit!

As Damvorak tries to tumble past the skeleton to secure a better position, it reaches out for the cleric and tears a long gash along his back.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

"Careful, Damnvrock. Stay behind Sad. Uglynot, you too."

Sad Rock raises his club and readies for combat.

Round 1, Init 26

Sad advances to K22 (provoking from S4 vs. AC 18) and takes a swing, 2-handed, at S4 with his new club.

1d20 + 6 ⇒ (1) + 6 = 7 to hit;
1d6 + 6 ⇒ (5) + 6 = 11 damage.


No AoO vs Sad. Damvorak ate it.

Liberty's Edge

Male Human, Shoanti bard

Surprise Round

Ugnoth will charge to I26 to swing at the skeleton with his earthbreaker.

Attack 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage 2d6 + 3 ⇒ (5, 2) + 3 = 10

Standard Action Charge:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"Ha!" Ramli exults, "right where I wanted you!"

He quickly casts, though he leaves himself open in the close quarters and fires a ray of green energy far over the head of his foe, before slamming his staff down on the closest skeleton.

Cast defensively (DC=15+double spell level: 1d20 + 5 ⇒ (7) + 5 = 12
Mwk. Quarterstaff (one-handed, with spell): 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Ray (ranged touch): 1d20 + 3 ⇒ (5) + 3 = 8
disrupt undead: 1d6 ⇒ 1


GM Rolls:

[dice S2 vs Sad]1d20+2[/dice] for 1d4 + 2 ⇒ (4) + 2 = 6
[dice S2 vs Sad]1d20+2[/dice] for 1d4 + 2 ⇒ (4) + 2 = 6
[dice S3 vs Alaric]1d20+2[/dice] for 1d4 + 2 ⇒ (1) + 2 = 3
[dice S3 vs Alaric]1d20+2[/dice] for 1d4 + 2 ⇒ (2) + 2 = 4

@Ugnoth: No charge as the skeletons advanced to melee ahead of your post, but you still step up and kill one. Sad Rock's final movement shifts since S4 is no longer available at his action.

Surprise Round
22 Ramli : Moves to I23
17 Skeletons : Advance
16 Damvorak : Moves to I22, AoO hits for 6 dmg
11 Ugnoth : (no charge) swings, destroys S4

Round 1
26 Sad Rock : Moves to K23 (S4 is down), misses
22 Ramli : Destroys S1
17 Skeleton 2 : Claws Sad for 6 damage
17 Skeleton 3 : Misses Alaric
16 Damvorak
14 Alaric
11 Ugnoth

Round 2
26 Sad Rock :
22 Ramli :

The Pathfinders advance and Ugnoth and Ramli make quick work of two of the bloody skeletons. Two remain and one manages to claw Sad Rock (6 damage).

Knowledge Religion DC15:
These are bloody skeletons. They have the following special ability:

Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if
its remains are sprinkled with a vial of holy water.

Latest Map

Now Up: Everyone!

Sovereign Court

Half-Elf Fighter/2 Paladin of Shelyn/1 | Init +8 | low-light vision, Perception +1 | AC 22/12/20 | HP 25/27 | F +6 R +2 W +3; +2 vs charm and compulsion | CMB +7, CMD 19 | Loyal Oath (Su) [1/1]

Flail: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Alaric will keep the skeleton at bay with his shield, allowing him to bring his flail around in an arc and send it's head tumbling to the floor.

Liberty's Edge

Male Human, Shoanti bard

Acrobatics 1d20 + 7 ⇒ (17) + 7 = 24 to move half speed to I23

Earthbreaker Attack vs S3 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage 2d6 + 3 ⇒ (3, 3) + 3 = 9

These skeletons are beginning to bore me, we need to find this girl and get the townsfolk out of here. This is a stupid coming of age rite.

Grand Lodge

Male Half Orc Cleric/3

Round 1, Initiative 16, Location: I22

Status:
Damvorak HP: 14/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 3/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

Knowledge Religion: 1d20 + 4 ⇒ (12) + 4 = 16

DM Panic:
Can I simply channel energy while they're down to keep them from coming up - or does it need to be the killing blow?

Damvorak watches the bone crunching with interest. As the front line seems to be doing so well, he takes out his cure light wounds wand and heals himself of his minor injury sustained in an eagerness to help.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"Ah, nothing like hearing the crunch of your enemies' bones to satisfy," Ramli says with a grin. "Now if only there were some women to lament."

Not bothering with his magic, he simply slams his staff down on the closest enemy, hoping to dispatch it as quickly as the first one.

Mwk. Quarterstaff (one-handed): 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Two more skeletons topple to the ground with the bludgeoning assault of the party.

Out of combat!

Wet blood continues to form and drip from the bones of the fallen creatures.

@Damvorak: I don't want to get too hung up on it, so if you use a single channel to harm them now, you can destroy them.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad examines his wound, sad that he didn't get the chance to exact revenge on his own. Pulling out his wand, he heals tthe wound before it festers.

1d8 + 1 ⇒ (1) + 1 = 2 Healing (45/50)

"Where girl? And when starting choir time?" Sad asks, looking around and pawing though the bones for items of interest.

1d20 + 7 ⇒ (9) + 7 = 16 Perception

Grand Lodge

M HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6 Human magus (hexcrafter staff magus)

"I don't know. This girl got awfully far in here, considering what we've faced. Apparently the arrows and skeletons didn't bother her..."

Could this girl be more than we think...

Grand Lodge

Male Half Orc Cleric/3

Round 2, Initiative 16, Location: I22

Status:
Damvorak HP: 11/17, AC: 16 (f14/t12)
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 3/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear

As the fight winds to a close, Damvorak brandishes his holy symbol of Nethys and commands the dead to, well, stay dead. He channels energy to harm undead.

1d6 ⇒ 1

"They need to be purged, even if only a little, or they get back up again." he explains as he kicks a bone or two with his foot.


Sad could've "taken 5" out of combat with his wand.

You have a choice. Descend down the stairs in this room, or double back to the locked door behind the wood golem that you didn't have the key to at the time (and have since found a magic key in a large pool of water).

Grand Lodge

Male Half Orc Cleric/3

Let's check that door before we descend. I'd rather not leave an empty space behind us with who-knows-what skeletons in it.

That said, Damvorak continues to bring up the rear and watch for who-knows-what lurking behind us.


Excellent decision!

You all double back to the unexplored door, and sure enough, the key found at the bottom of the pool fits the lock and the door opens.

Expecting skeletons beyond, instead this small room features only a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached.

The first item with a note is a masterwork flail alongside an oil of magic weapon (labeled). The note clearly indicates it was for one of the youths of Kassen who was training to be a knight and perished on his journey. Based on the mayor's insistence, it would appear this item is for Alaric to take in the youth's stead.

The second "gift" is a wand of cure light wounds (10 charges remain) along with a scroll of lesser restoration. It would appear this item was for an acolyte of Erastil who met his demise, but instead may find good use in Damvorak's capable hands.

The third "gift" appears to be a wand of produce flame (10 charges remain) and a scroll of barkskin. One of the youths was apparently being tutored by a druidess and these items would find a home in Sad Rock's hands.

The fourth "gift" appears it was intended for a young bard and is a wand of lesser confusion (10 charges) and a scroll of eagle's splendor. Presumably, this would make sense in Ugnoth's hands although he is a bit atypical for a bard.

The fifth and final "gift" is a wand of magic missile (CL1; 10 charges) along with a scroll of scorching ray. Presumably this was for Holgast's student and would find a home in Ramli's hands.

That's all for this room. It would be more sentimental if we were playing this in the mode where you were all actual teenagers from Kassen, but as this is a PFS scenario don't hesitate to consume these items best you can.

With the items picked up and distributed, the party makes their way back to the stairs that descend down.

I'll pause for a few hours to give you all a chance to RP the taking/distribution of any items.

Silver Crusade

Male Oread
Stats:
Init +7;AC 20 (18 w/o shield), HP 35/35, F6/R2/W7.

Sad looks over all the items, his curiosity showing.

"Sad like magic, but this want not a good want," Sad holds up the lvl 1 wand of Produce Flame, created by a druidic crafter. "This want not last good enough for more than one punch."

Sad points out the flaw in the magic for all to see.

"Sad magic fire last two punches," Sad exclaims as it is all to clear how Sad's magic is better.

Sad quite enjoys having the scroll of barkskin.

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