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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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 will claim the magic oil, but seems unwilling to part with his flail. "Hate to see good steel go to waste... can anybody put this to use?" (Alaric's flail is already masterwork, but I'll loot it if nobody else wants to claim it.)

Grand Lodge

Male Half Orc Cleric/3

Damvorak collects his things and wonders at the dead youth who was destined to have them. Better him than me... I guess.

Not feeling good about it, he takes the items quietly and says nothing - wishing he hadn't suggested the room.

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's perpetual smile falls from his face.

"A sad moment, indeed. The lads would have loved these, I'm sure."

He gingerly picks up the wand and scroll, looking sadly at them.

"Still, perhaps we can use them to get a measure of vengeance."

Liberty's Edge

Male Human, Shoanti bard

These things would not benefit me as much as one may think, but the scroll may be useful...if time allows.

Ugnoth is prepared to lead with Alaric down the staircase.


The module assumes some customization per person from a list and I overlooked that Alaric already had a masterwork flail. Instead, assume that item was a potion of bear's endurance (yeah, I know not that exciting either).

Descending down the stairs, you all enter a circular chamber with three passageways leading from it.

In the center is a small stone pedestal.

The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

Latest Map

Silver Crusade

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

Sad looks at all the intersections, looking for the way the girl might have gone/been dragged.

1d20 + 9 ⇒ (12) + 9 = 21 Perception

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]

Score!

"I smell more undead..." the knight says, wrinkling his nose. "... and that's not the worst of it. Gods take this damp!"

If Sad Rock's search proves fruitless, Alaric will lead the charge into the western passage.

Liberty's Edge

Male Human, Shoanti bard

Checking with Sad for tracks.

Survival 1d20 + 5 ⇒ (9) + 5 = 14
Perception 1d20 + 7 ⇒ (7) + 7 = 14


GM Rolls:

Initiative:
Alaric: 1d20 + 8 ⇒ (16) + 8 = 24
Damvorak: 1d20 + 2 ⇒ (3) + 2 = 5
Ramli: 1d20 + 2 ⇒ (4) + 2 = 6
Sad Rock: 1d20 + 7 ⇒ (11) + 7 = 18
Ugnoth: 1d20 + 4 ⇒ (6) + 4 = 10
Zombies: 1d20 + 0 ⇒ (13) + 0 = 13

Kneeling and searching for tracks uncovers little additional insight beyond what appears to be humanoid sized creatures, perhaps skeletal, leaving the area and ascending the stairs, and perhaps something dragged down the stairs and to the west.

As Alaric bravely leads the group to the west, he soon realizes that the corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing.

The stench of rotting flesh is overpowering here and soon the source becomes evident.

Stepping out from around the corners are several humanoid figures, each bearing large bulbous growths that seem to hum and pulse with each of their labored steps. They groan, and arms outstretched, advanced towards Alaric and Ramli (who had wisely taken a few steps to look down another passage and prevent the party's flanking).

Round 1
24 Alaric :
18 Sad Rock :
13 Zombies :
10 Ugnoth :
6 Ramli :
5 Damvorak :

Latest Map

Click to see what these lovely creatures look like

Knowledge Religion DC15:

These are plague zombies. You vaguely recall the they carry disease, and something about those bulbous growths being bad...

Knowledge Religion DC20 (same check pop both for 20+):

You recall that when a plague zombie dies, it explodes in a burst of rotting, infected flesh. All creatures adjacent to the plague zombie are exposed to its plague (just as if they had been struck by its slam attack) and must make a Fortitude save or contract zombie rot.

Now Up: Alaric, Sad Rock

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 grimaces as the unfamiliar creatures lurch in his direction. He fumbles at his potion belt, downing a potion of protection from evil and taking a 5ft. step to the north, shattering the vial in his gauntleted hand. AC 24, Saves: +7, +4, +5

Silver Crusade

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

Round 1, Init 18

Sad advances to H2 and takes a swing, 2-handed, at Z3 with his new club.

1d20 + 6 ⇒ (8) + 6 = 14 to hit;
1d6 + 6 ⇒ (4) + 6 = 10 damage.


GM Rolls:

Z1 vs Alaric: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 for 1d6 + 4 ⇒ (2) + 4 = 6
Z2 vs Alaric: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 for 1d6 + 4 ⇒ (1) + 4 = 5
Z3 vs Sad: 1d20 + 4 ⇒ (14) + 4 = 18 for 1d6 + 4 ⇒ (3) + 4 = 7

Round 1
24 Alaric : Drinks potion, 5ft to north
18 Sad Rock : Doubles back to H2 and swings for 10 damage
13 Zombie #1 : Slams Alaric for 6 damage
13 Zombie #2 : Misses Alaric
13 Zombie #3 : Slams Sad Rock for 7 damage
13 Zombie #4 : Hangs out and dreams about puppy dogs
10 Ugnoth :
6 Ramli :
5 Damvorak :

Round 2
24 Alaric :
18 Sad Rock :

Alaric quickly drinks a potion as a brilliant holy light illuminates his person. As he advances, the zombie groans and attempts to shield its eyes against the bright light, swinging a meaty arm against the knight that causes several of the pus-filled sacs to burst onto Alaric covering his face in a white goo.

Sad Rock, gripping his club with both hands, doubles back and pushes past Ramli and brings his weapon down into another creature lurking there. It smashed into the zombie's chest, who swings back at the oread while another massive bulbous sac explodes onto Sad.

6 damage to Alaric, 7 damage to Sad. Sad's club damage appears to "all go through".

@Alaric and Sad: Please make Fortitude saves to start your next post.

A fourth zombie appears somewhere behind the one Alaric is facing, and looks upward with a wistful look in its eyes.

Latest Map

Now Up: Everyone!

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 grunts in surprise as Rock pushes past him and cuts of his angle of attack.

"This calls for a bit of magic, I think," he says, quickly casting a cantrip.

He aims the resulting ray over Rock's head, hoping to hit the zombie as they weave back and forth.

Ray (ranged touch): 1d20 + 3 ⇒ (12) + 3 = 15
Should have some minuses for firing into melee/soft cover, I assume
Disrupt undead: 1d6 ⇒ 5

Liberty's Edge

Male Human, Shoanti bard

Ugnoth tries to tumble through the Zombie to E4.

Acrobatics 1d20 + 7 ⇒ (8) + 7 = 15

Failing that he will still try to strike it.

Earthbreaker 1d20 + 4 ⇒ (3) + 4 = 7
Damage 2d6 + 3 ⇒ (6, 3) + 3 = 12

Silver Crusade

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

1d20 + 5 ⇒ (8) + 5 = 13 Fort Save

"They smell yucky. Like fart."

Grand Lodge

Male Half Orc Cleric/3

Round 1, Initiative 5, Location: G4

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

Unable to get to an opponent, Damvorak delays waiting for an opportunity to open up. He twirls his staff in the air and waits.

Likely delaying the whole round, which is fine.


Sad Rock makes his save (it was against zombie rot). He still gets to take his full round action, too. Alaric also still up with a saving throw to roll...

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]

Fort: 1d20 + 7 ⇒ (16) + 7 = 23

Alaric spits and wretches, as some of the vile pus collects in the bottom of his visor. "Ugh! That's foul!" he moans, swinging his flail overhead and bringing it down on the creature's skull.

Flail: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


As Alaric brings his flail down, the zombie literally explodes, covering the knight head to toe in greenish-white fluid.

12AC. 12hp each. When they are reduced to zero hp, they explode. Alaric needs to roll yet another Fort save since he blew one up. :)

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]

Fort: 1d20 + 7 ⇒ (12) + 7 = 19

Alaric seems undeterred as his bright-coloured surcoat and polished armour are splattered with blood and fluid. He lifts his still-dripping flail and begins to build momentum again, the spinning iron splattering the rest of the party in goo.

Silver Crusade

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

Round 2, Init 18

Sad takes a swing, 2-handed, at Z3 with his new club.

1d20 + 6 ⇒ (20) + 6 = 26 to hit;
1d6 + 6 ⇒ (4) + 6 = 10 damage.

Pot Crit:

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

Fort: 1d20 + 5 ⇒ (10) + 5 = 15


GM Rolls:

Z2 AoO vs Ugnoth: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d6 + 4 ⇒ (6) + 4 = 10
Z2 vs Ugnoth: 1d20 + 4 ⇒ (10) + 4 = 14 for 1d6 + 4 ⇒ (4) + 4 = 8
Z3 vs Sad: 1d20 + 4 ⇒ (5) + 4 = 9 for 1d6 + 4 ⇒ (2) + 4 = 6
Z4 vs Alaric: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 for 1d6 + 4 ⇒ (6) + 4 = 10
Z4 Confirm vs Alaric: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 for 1d6 + 4 ⇒ (2) + 4 = 6

Round 1 Con't
10 Ugnoth : Attempts to tumble past Z2, fails, misses
6 Ramli : Misses due to Sad Rock
5 Damvorak : Delays

Round 2
24 Alaric : Crushes Z1
18 Sad Rock : Slams Z3 for 10 damage, drops it, moves to Z4
13 Zombie #2 : Misses Ugnoth
13 Zombie #4 : Slams Alaric for 10 damage (Alaric down to 3hp?)
10 Ugnoth :
6 Ramli :
5 Damvorak :

Round 3
24 Alaric :
18 Sad Rock :

The heroes swing their weapons at the zombies. Sad's is crushed into a goo of its own and Alaric's goo-flinging flail finds purchase in neck of his opposing foe. Sadly, another zombie steps forward to take his place and slams directly into the knight (10 more damage to Alaric).

The other zombies, not wanting to make the Pathfinder's misses look bad, simply shamble forward and moan about Nirmathi tax rates, or something vaguely similar like that. The one in front of Sad Rock seems to be making a "Mo-" shape with his withered, rotting lips.

Latest Map

Now Up: Everyone!

EDIT: Sad destroys Z3.

Grand Lodge

Male Half Orc Cleric/3

Round 2, Initiative 5, Location: G4->G3

Status:
Damvorak HP: 17/17, AC: 16 (f14/t12)
Weapon Equipped = Staff, Wand
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

Damvorak watches Avery get hit, hard, and wonders when he’ll crumble. Hopefully not for a while. He worries a little about the others, but still sees no way to engage the enemy, so he waits. He thinks about his spells, and plans a cure light - or a stabilize - should anyone fall.

He takes out the curing wand he found, and touches himself with it trying to top off his own health.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

He then steps into the room (to G3, 5' step).

Silver Crusade

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

Round 3, Init 18

Now covered in fartstink, Sad is really angry. While he's used to stinking, he prefers his own stank to those thrust upon him.

Moving to F1, Sad continues his clubpage.

1d20 + 6 ⇒ (16) + 6 = 22 to hit;
1d6 + 6 ⇒ (5) + 6 = 11 damage.

"Sad not like stink! SAD NOT MONSTER!"

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 again intones his cantrip, this time firing over Ugnoth's head.

"Push past them, lads. I can't get to any of them!"

Ray (ranged touch): 1d20 + 3 ⇒ (15) + 3 = 18
Should have some minuses for firing into melee/soft cover, I assume
Disrupt undead: 1d6 ⇒ 4

Liberty's Edge

Male Human, Shoanti bard

Again Ugnoth tries to tumble through the Zombie to E4.

Acrobatics 1d20 + 7 ⇒ (12) + 7 = 19

Then he will try to strike it.

Earthbreaker 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage 2d6 + 3 ⇒ (4, 4) + 3 = 11


The zombie struck by Ugnoth, zapped earlier by Ramli, explodes in a mess of rotten-smelling goo onto the barbarian. Alaric's softened by Sad earlier, explodes in near harmony as the knight swings his flail up and into it.

Fort save. Alaric's has 1hp remaining, I imagine he'll hit and it will kill his and explode it onto him and Sad Rock as well. So, let's just go with that and get Fort saves from Ugnoth, Alaric and Sad.

Out of combat.

Although the zombies carry nothing of value, a recess in the southeast corner of the room contains a pack that apparently belonged to one of them recently.

Sitting atop a large bloodstain, this pack holds some rotten rations, a map (detailing the area and pointing out the entrance to the crypt), a potion (cure moderate wounds), a pouch with 13 gp, and a small handbill (of a type typically found posted in taverns).

Although faded, the handbill clearly reads as a noticeof employment, telling all those interested to meet at "The Ranger’s Lament."

Know Local DC25:
The Ranger's Lament is a popular bar in Tamran, the capital of Nirmathas.

The handbill does not mention a time, date, or who the employer might be.

Silver Crusade

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

1d20 + 5 ⇒ (14) + 5 = 19 Fort

"Smell bad!" Sad notes as he casts Create Water (repeatedly) to clean himself and his new armor off.

Sad, after his impromptu bath, looks around...and cures himself.

1d8 + 1 ⇒ (1) + 1 = 2 Healing
1d8 + 1 ⇒ (2) + 1 = 3 Healing
1d8 + 1 ⇒ (2) + 1 = 3 Healing

Back to full hp. Yes, I like rolling dice. My ass takes average healing.

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]

Fort: 1d20 + 7 ⇒ (1) + 7 = 8 Oh, damn.

Alaric, near spent, sags against the wall. "By Shelyn, that was hard-fought. The goddess alone kept me standing, wiping those grotesques from this world." He winces, tearing off his helmet and spitting out a mouthful of blood and bile. "In my mouth. Hold a moment, I think I'm going to..."

Liberty's Edge

Male Human, Shoanti bard

Fort 1d20 + 2 ⇒ (20) + 2 = 22

*sniffs* Hmm...I guess none of you have been around after someone ate some buffalo that has turned. This really isn't so bad...Now our tribal healer, after drinking some goats milk...ugh. THAT was a horrendous smell.

Grand Lodge

Male Half Orc Cleric/3

"Sad Rock, share that water around. Ugnoth, it might not be as bad as that goat's milk, but wow are you guys ripe."

Damvorak helps heal the group with his spare curing wand.

"I don't know how a handful of kids was supposed to survive this. This town is either one of the tougher places I've ever been, or they're really vicious to their children."

Go ahead and figure out your own healing but make sure to mention if you're using Damvorak's found wand or your own so I can track charges. I've 9 charges left.

Silver Crusade

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

Sad goes to the door at C5 and knocks on it.

"Maybe we go this way?"

If no one answers (the door), he will open it.

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)

Anyone have Knowledge (local)?

"What kind of job would take one here?" Ramli wonders. "This seems a grim place indeed for children."

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 Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

17/19, by my count? I'll tally my charges at the end of the adventure.

Liberty's Edge

Male Human, Shoanti bard

Ugnoth is ready behind Sad.


After lining up and opening the southern door, you all enter a room containing a shallow reflecting pool that divides this long chamber, running from one end to the other.

The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.

At the far end, a lowered portcullis separates this room from another apparent crypt.

Latest Map

Let me know what, if anything, you'd like to do with the reflecting pool.

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)

Guys, Know (local)? Anyone? No one?

Ramli peers into the pool, trying to see if he can discern anything in its depths.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Silver Crusade

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

Sad smooths his not-hair in his reflection in the pool, then prepares to move on.

"Not time for preening now, Rumknee. Need to find girl."


Sad, and anyone else looking into the reflecting pool, go ahead and roll a Perception check.

Silver Crusade

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

1d20 + 7 ⇒ (4) + 7 = 11 Perception

"See? Sad not monster."

Grand Lodge

Male Half Orc Cleric/3

Damvorak glances at the pool, but doesn't look deeply into the water. He's more concerned with what lies beyond than some fetid pool.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


I can't resist posting now...

Sad Rock wrote:
"See? Sad not monster."

As Sad gazes down into his reflection, he sees himself looking back up, his eyes twinkling with innocence. Sad also recognizes Damnvrock and Rum-knee's reflections beside his own, smiling at him like the good Packminder friends they are.

Sad thinks to himself what a perfect image that he should remember forever.

But then, Sad's reflection shimmers briefly and smiles back at him, a big toothy grin. Sad leans closer and thinks to himself, but I don't have pointy teeth...

The pointy-teeth Sad nods as if sharing some deep inner thought with Sad Rock and his eyes grow deeper, darker and more sullen and he hoists his river-drake skull club up high as he turns and looks at Rumknee and Damnvrock, both standing with affectionate looks towards Sad.

The reflected Sad Monster then stands and brings his club down into the skull of Damnvrock, crushing brain from it. He swings it around into Rumknee's back before the man can respond and howls in joy as he hears the cracking of spine and the song of death.

Sad Rock watches as reflections of Alaric and Ugnoth leap at him to tackle him and stop him. The Sad Monster casually grips both men by their necks and lifts them high before crushing them against each other like mere stones. Finally, in triumph, the reflected Sad Monster uses his stony hand and breaks through the chest of his two fallen warrior friends, tearing out their hearts and feasting upon them.

@Sad: DC11 Will save or flee from the room screaming, frightened for 1d4 ⇒ 4 rounds at the monster you saw lurking within.

@Damvorak, Ramli: You both see similar images of yourselves turning dark and evil and tearing into your allies. You need to make saving throws as well. Feel free to describe what you see if you like.

Alaric and Ugnoth, guarding the front of the party, spare no glance at the pool, advancing to the portcullis beyond and watching for evil.

We'll say the both of you don't look at the water, and thus aren't subject to its necromantic effect.

Silver Crusade

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

@#%@^!

Sad recoils from the vision, the opposite of what Sad is trying to accomplish in his service to the Pathfinders: proving he is not a monster...and other Oreads are not monsters too.

1d20 + 6 ⇒ (15) + 6 = 21 Will

Sad looks around the room with wild eyes, hoping what he saw is not what he just did.

Grand Lodge

Male Half Orc Cleric/3

Damvorak glances into the pool casually, without thought.
Will: 1d20 + 8 ⇒ (8) + 8 = 16

What he sees there though frightens him, and he brings his staff to bear on the still water, smashing it a few times to break up the image within.

He looks to the rest of the party, sweating - though not from exertion - and grows quiet again.

"Sorry. Thought I saw something."

He backs away from the pool and follows the rest quickly out of the room, almost pushing from his position in the rear...

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)

Will save: 1d20 + 3 ⇒ (14) + 3 = 17

Ramli shudders as he sees Sad turn into a monster and has to put him down. His voice echoes through the water as he call on dark magics, power flooding through him. The huge wizard wants to weep as he sees himself lose control of the spell, and it claims the half-orc who's been a faithful companion and friend.

"By the gods," his whispers, "it's monstrous!"

Silver Crusade

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

Sad joins with Damvorak to beat the water to watery...uh...pulp, getting his fear and anger out while enjoying some mirthful splashing.

When he has finished getting out his anger, "Sad NOT monster!" (with a glare at Ramli) Sad will go to the doors at C13 and leave the jerkflection pool.

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)

"That was ... strange."

Ramli backs away and casts a quick cantrip, trying to find the source of the evil pool. Detect magic


GM Rolls:

Initiative:
Alaric: 1d20 + 8 ⇒ (15) + 8 = 23
Damvorak: 1d20 + 2 ⇒ (11) + 2 = 13
Ramli: 1d20 + 2 ⇒ (20) + 2 = 22
Sad Rock: 1d20 + 7 ⇒ (8) + 7 = 15
Ugnoth: 1d20 + 4 ⇒ (12) + 4 = 16
Swarms: 1d20 + 2 ⇒ (5) + 2 = 7

As Alaric and Ugnoth gaze through the bars at the crypts beyond, the others brush off the fearful waters. While the pool radiates a necromantic aura, Ramli figures that at least the three who glanced in it wouldn't be affected by it again this day.

Alaric and Ugnoth both detect something of a fluttering sound, like thousands of tiny wings flapping from the room beyond. As they hold up their light source (a light cantrip somewhere I'm sure), they recognize the forms of thousands of bats advancing from the room beyond into the room with the pool.

(Two bat swarms. Yay swarms?)

Round 1
23 Alaric :
22 Ramli :
16 Ugnoth :
15 Sad Rock :
13 Damvorak :
7 Bat Swarms :

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]

"Get that portcullis up! I don't trust that water." Alaric shouts, lowering his visor and raising his shield, spinning his flail above his head, slowly building momentum. Alaric will delay until the portcullis is raised, meaning to charge headlong into their midst.

If we'd already raised the portcullis or it will take multiple rounds I'll revise my action to a readied attack, I wasn't certain... (As a side note, I am feeling really good about that Improved Initiative investment. Going first all the time is great, especially for, as Minsc would say, "Inspiring you all by charging blindly on!")


The portcullis is down. You can't see any way to raise it from here. You do believe if you flee, the bat swarms would not follow.

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