Devil We Know, Part 2: Cassomir's Locker (T2-PFS) (Inactive)

Game Master Mari Clock

Cassomir Sewers

Cassomir Below


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Grand Lodge

F Human, with Orcish qualities Mom-12

A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

Written by Joshua J. Frost

Grand Lodge

F Human, with Orcish qualities Mom-12

Venture-Captain Hestia Themis, a small, dark-haired, and dark-eyed Taldan woman, sits behind her enormous blackwood desk in the Pathfinder lodge in Cassomir and clears her throat. My friend, the Countess Arieta Patrizia, is dead. She escaped her capture by the fiends who operate beneath Cassomir only to succumb to disease and wounds incurred in Cassomir’s disgusting sewers. Ordinarily, this would be a matter for the Taldan authorities, but Arieta came to me directly after escaping and recounted a story that leads me to the natural conclusion that only the Pathfinder Society can resolve this issue.

Venture-Captain Themis rises and paces back and forth behind her desk. Arieta told me of an artifact she saw while in captivity below Cassomir. This artifact, called the jet rat, is known to us, but we must confirm that what she saw is indeed true. She claims to have seen it transform normal rats into something bigger, more vile and mean. If that’s true, the artifact she saw down there is old, evil, and should be stored safely in the vaults beneath the Grand Lodge in Absalom where we can study, catalog, and examine it. Worse, she claims to have seen this object in the hands of the derros, vile Darklands creatures that we have long suspected are responsible for the Cassomir kidnappings. I have a map here that shows the location of the sewer grate Arieta was dropped through when she was kidnapped. She could not, due to her illness, recall much about how she got to the location where they kept her in captivity, but she knows where they dropped her into the sewers and you’ll find that location on this map.

Venture-Captain Themis stops pacing and eyes you across her desk. Bring me back this artifact—if you happen to free a few captured Taldans along the way, that’s good news, but the artifact is your mission. Any questions?

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

"Got it! We need to retrieve the artifact in order to stop the cult. Did Arieta find the missing pathfinder, Cestis?" Arbiscar gets a closer eye to the map "Why do you think it's better for us to do it instead of giving it to the authority? Plus what do you know about the derros and the cult?"

Grand Lodge

F Human, with Orcish qualities Mom-12

You found Cestis in the cells at the end of the last adventure.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

We will not fail you.

Xichikitte is now sporting several new tattoos: on his right forearm a stylized heuceva and a dire rat, as well as four marks in a spiral circling his left wrist (representing vanquished enemies).

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian looks around the room to see the same efficient pathfinders he worked with last time and nods his approval.

"Ah yes, I recall that the prisoners mentioned some small folk that would match a derros' description. As for the jet rat, that would explain all the vermin we encountered last time, as well as that strange chalk marking. To echo what Mr. Xichikitte has already elegantly articulated, we shall find this object and assure the loss of your companion will not be in vain!"

Grand Lodge

F Human, with Orcish qualities Mom-12

Venture Captain Themis looks at Ariscar and says, The Pathfinder Society wants the Jet Rat. We do not wish for the Taldan authorities to get that.

If there are more questions, go ahead and ask and I'll answer them, but in order to get the adventure under way...

Murky puddles dot the tile floor below, which gently slopes toward the room’s center where some of the puddles are very slowly draining into a large, 10-foot-by-10-foot drain. Thick, sticky webs cover most of the corners of the room, and several large vermin appear to be caught in the webs. The sound of running water can be heard to the north.

Perceptions
Sebastian: 1d20 + 9 ⇒ (10) + 9 = 19
Jiankuo: 1d20 + 1 ⇒ (8) + 1 = 9
Arbiscar: 1d20 + 3 ⇒ (20) + 3 = 23
Xichikitte: 1d20 + 2 ⇒ (4) + 2 = 6

Perception DC21:
You see a giant spider, 20 feet off the ground in the northwest corner of the room.

Initiatives:

Sebastian: 1d20 + 2 ⇒ (16) + 2 = 18
Jiankuo: 1d20 + 3 ⇒ (8) + 3 = 11
Arbiscar: 1d20 + 1 ⇒ (5) + 1 = 6
Xichikitte: 1d20 + 5 ⇒ (18) + 5 = 23
Spider: 1d20 + 3 ⇒ (1) + 3 = 4

Sorted Initiatives:

Xichikitte
Sebastian
Juinakuo
Arbiscar
Spider

The party is up, I placed you all at the trap door entrance. Feel free to move as you need.

Cassomir Sewers

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

The dwarven cleric points a place behind the cobwebs, "Look! There is a giant spider there behind!"

Arbiscar moves behind the obstacles and launches an acid dart towards the spider.
Acid dart (touch): 1d20 + 2 ⇒ (14) + 2 = 16
Acid damage: 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Xichi casts an Acidic Ray at the spider.

Ranged Touch: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Crit Confirm: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"Excellent catch Mr. Arbiscar!" Sebastian congratulates the Oread as he draws his shortbow and shoots at the flat-footed spider.

Shortbow: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 5

Grand Lodge

F Human, with Orcish qualities Mom-12

Arbiscar is a Dwarf now. He underwent a race change operation between games.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

I hope his surgery went without complications.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Sorry for the misunderstanding. I felt a sudden nostalgia for playing the traditional dwarf cleric fighter. Operation seemed to go well though the gem eyes took their time :-)

Liberty's Edge

Male Aasimar Oracle 13

"Not my speciality I'm afraid gents, 在蜘蛛扔小石子"

Jiankuo draws an old sling from his side and hurls a bullet towards the giant spider.

Sling: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Grand Lodge

F Human, with Orcish qualities Mom-12

You've sliced off all the legs of the spider, and left its pincers going about a 100 miles a minute, before you decide to cut those off, too, and then cut the spider in half (longways) for good measure.

Jiankuo, due to your location, you need to make a Reflex save as that sewer grate is completely decayed and its bolts are rusted through, the latches that once held them in place long ago rotted away.

Sewer:
DC 20, 1d6 falling damage if you fail.

If everyone can please make a Perception and then Knowledge Nature checks:

DC 15:
among the dire rat corpses in the webs is the bloodless corpse of a derro.

Grand Lodge

F Human, with Orcish qualities Mom-12

And, because I didn't give you an opportunity before, if you're at all interested in the Sewers.

Knowledge Local DC 12:
The Cassomir sewers are actually the third incarnation of a sewer system beneath Cassomir. As the newest, the current Cassomir Sewers are large, vaulted affairs with tile ceilings, brick walls, stone walkways, and make-shift wooden bridges. Unless otherwise noted, the sewers are completely unlit and the PCs will need to provide their own illumination. The sewer grates at the end of each “dead end” lead to smaller and smaller pipes that eventually connect to the storm drains throughout Cassomir.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Knowledge is for wussies!

Grand Lodge

F Human, with Orcish qualities Mom-12

Of course, best to go just banging right in and not worry about the consequences... ;)

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (nature)+Inspiration: 1d20 + 8 + 1d6 ⇒ (2) + 8 + (3) = 13
Knowledge (local)+Inspiration: 1d20 + 8 + 1d6 ⇒ (2) + 8 + (4) = 14

Sebastian strokes his chin as he recalls some random details about the sewer system, then activates one of his sunrod for light, "There goes any opportunity for stealth I'm afraid. Shall we move forward?"

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Looking at the dead spider Arbiscar says "Do you like spider to the acidic cobwebs? That one will not boder any more good dwarf, grumble."

Seeing Sebastian trouble with the light Arbiscar offers him his skills "I can see in the darkness, but if you prefer I can cast Light over one of your items." If he wishes, Arbiscar will do his best renewing the spell when necesaire.

Similarly, the dwarf will cast his longstrider domain spell enhanced with his Beacon of faith so he can walk 40 feet during 3 hours even under heavy armor.

"I've placed my nose on orcs that smell better than this damned place. Let's explore what is within." and so, Arbiscar moves forward into the sewers scent.

Liberty's Edge

Male Aasimar Oracle 13

Reflex Save: 1d20 + 4 ⇒ (4) + 4 = 8
Falling Damage: 1d6 ⇒ 6

Jiankuo will use cure light wounds to restore the damage from the fall.

Cure light wounds: 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Before proceeding, Xichi casts Mage Armor on himself.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

As Sebastian begins to light his sunrod, he decides instead to accept Arbiscar's offer of a Light spell, "Thank you Mr. Arbiscar, I shall happily take you up on that offer."

Placing his sunrod back in his backpack, he moves behind Jiankuo and Arbsicar, but places himself in front of Xichikitte as the party moves forward.

Grand Lodge

F Human, with Orcish qualities Mom-12

I assume you guys are all heading along the "sidewalk". I'll need you to let me know how you want to get to which parts.

I opened a bit off the map.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar casts light over Sebastian's objects, then helps Jiankuo to get out of the whole "Nervous feet today friend?"

Afterwards he goes around the whole first area of the sewers in order to avoid crossing the tables. Looking to his back to see if someone follows him, he peers from behind the wall to the whole corridor in order to see what is around.
Perception (darkvision 60'): 1d20 + 3 ⇒ (20) + 3 = 23
Stealth: 1d20 + 0 ⇒ (12) + 0 = 12

Grand Lodge

F Human, with Orcish qualities Mom-12

You changed your icon, too :)

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

The investigator stays silent as Arbiscar leads the way through the sewers, but he does keep his eyes open for any surprises.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19 +1 for traps.

Grand Lodge

F Human, with Orcish qualities Mom-12

Using a touch screen, went to swipe a spot off the screen, canceled out what I was typing. :-/

You are all aware that the "water" in the sewer system is, well, sewage, but you can also see that it is moving water, and not in a quiet way. There are minuses to all sound based perception checks.

Upon taking a closer examination at the wooden slats across the intersections
Sebastian: 1d20 + 9 ⇒ (13) + 9 = 22
Jiankuo: 1d20 + 1 ⇒ (8) + 1 = 9
Arbiscar: 1d20 + 3 ⇒ (18) + 3 = 21
Xichikitte: 1d20 + 2 ⇒ (6) + 2 = 8

Perception DC15:
You conclude that as long as you are moving at a normal rate of speed you should be able to cross it safely.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Yep! Feeled the other icon was not fit for a dwarf! :D

Looking carefully at the slats "Those wood slats seem firm to cross at a careful pace. Even though I would prefer to avoid them. I am not fond of creatures that lurk below water, neither I am fan of bathing out of home." he closes as well his nostrils in a clear signal of scent disgust.

"The worst thing of this is I will need a good shower once back at the lodge."

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Xichi peers into the smelly water, searching in vain for large hungry creatures.

Let us go then and be done with this place quickly.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"Quite right, quite right. Do not be hasty and the boards should be suitable for crossing." Sebastian agrees with Arbiscar's analysis.

East, west or south? I vote for east, but I don't really have a strong preference.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

I would prefer to stay off the boards until we need to. I have heard stories of large hungry creatures living in the sewers.

Definitely east. I have SPOKEN and my will is to be OBEYED WITHOUT QUESTION!

Unless, you know, anyone else has another idea, cause that's cool, we can do whatever, it's fine.

Liberty's Edge

Male Aasimar Oracle 13

"Perhaps we should head left and get a better feel for our environment before we cross one of those rickety planks. I doubt that they could support the weight of my armour, and despite having lost my footing here once today already, I will trust in Arbiscar's judgement."

Agreed, heading east

Grand Lodge

F Human, with Orcish qualities Mom-12

I'll admit I have no idea which direction you're talking about when you say East, but since none of you moved your tokens this time, I am going to guess you mean staying on the ledge you are currently taking and continuing along it.

As I said before, it is loud, so you'll all be able to get into the alcove and organize yourself.

This room appears to have once been the basement of the building above, the wall separating the basement from the sewer long ago smashed in and repaired, giving it the appearance of a natural part of the sewer system. The ceiling here is 30 feet high and the room is lit by torches in the north and south walls. Stacks of crates and barrels line the north wall, and a set of finely carved stone stairs start on the south wall and make their way up and around the west wall to a door high above the room in the northwest corner.

Initiatives:

Sebastian: 1d20 + 2 ⇒ (12) + 2 = 14
Jiankuo: 1d20 + 3 ⇒ (15) + 3 = 18
Arbiscar: 1d20 + 1 ⇒ (12) + 1 = 13
Xichikitte: 1d20 + 5 ⇒ (14) + 5 = 19
Grench: 1d20 - 1 ⇒ (15) - 1 = 14
Mite 1 Red: 1d20 + 1 ⇒ (1) + 1 = 2
Mite 2 Blue: 1d20 + 1 ⇒ (2) + 1 = 3

Sorted Initiatives
Xichikitte
Jiankuo
Sebastian
Arbiscar
Grench
Mite 1 Red
Mite 2 Blue

Cassomir Sewers

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Being last in line, Xichi will hold his action until he can move enough to see our enemies.

Speaking of which, what does Grench look like? Are the mites Bugs Of Unusual Size?

Grand Lodge

F Human, with Orcish qualities Mom-12

You think Grench looks very much like Dalirio you killed at the end of the last scenario, and the mites are little blue fey creatures. I always forget the knowledge checks. You can make Knowledge Religion and Knowledge Planes.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

In regards to the map directions, I was assuming up was north, down was south, right was east, and left was west. In any case, ended up going east so it's all good.

Also, to identify fey creatures you typically use Knowledge (nature). That's what I'll roll here, but Sebastian's modifiers are the same for religion and planes.

Knowledge (nature) + Inspiration: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (3) = 31

Sebastian moves forward while drawing his bow and fires it at the closest blue mite.

Shortbow: 1d20 + 3 ⇒ (6) + 3 = 9

"What an uncanny resemblance!" He exclaims upon seeing the man in the room, deviating his arrow far from its mark.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

I assume Sebastian would have already identified the enemy

With longstrides and profiting his dwarf sturdy movement Arbiscar moves towards the back of Grench trying to avoid any AoO. Once at position he uses his dwarven axe over him.
mwk Cold Iron dwarven waraxe (flat-footed): 1d20 + 5 ⇒ (9) + 5 = 14
Slashing/Cold Iron damage: 1d10 + 2 ⇒ (4) + 2 = 6

Grand Lodge

F Human, with Orcish qualities Mom-12

If Jiankuo doesn't post in the next couple hours I will bot so we can move on.

Grand Lodge

F Human, with Orcish qualities Mom-12

@Xich, you can move through your party members squares. Go ahead and post your move and I'll bot Jiankuo and take the mobs turns after.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Xichi moves into the room and casts an Acidic Ray at Grench.

Ranged Touch: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo steps into the room and fires at Grench with his sling.

Sling: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Grand Lodge

F Human, with Orcish qualities Mom-12

So I guess it is a good thing I got busy at work so I didn't bot Jiankuo, but I was going to that anyway.

Jiankuo, Sebastian, and Arbiscar are so stunned by the man that resembles the one they just killed that they all miss.

Xichikitte, however, seems undaunted by the resemblance and hits Grench for 6 points of acid damage. does it continue next round?

Grench will activate his Aura of Madness. DC 13 and everyone inside the room area must save.

Red mite will shoot a dart at Arbiscar Red’s dart: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 231d3 - 1 ⇒ (1) - 1 = 0
Blue mite will shoot a dart at Jiankuo Blue’s dart: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 91d3 - 1 ⇒ (3) - 1 = 2

Sorted Initiatives
Xichikitte
Sebastian
Jiankuo
Arbiscar
Grench 6 dmg
Mite 1 Red
Mite 2 Blue

Cassomir Sewers

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23
GM wrote:
6 points of acid damage. does it continue next round?

Nope. One round only.

Aura of Madness is an 8th level power. Yowch! Will save, BTW.

Will DC13: 1d20 + 5 ⇒ (3) + 5 = 8

Xichi pauses a moment, confused.

Confused Action: 1d100 ⇒ 79 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)

He narrows his eyes and points at Jiankuo as he backs up the stairs.

Look out! He's an imposter!

Acidic Ray, Ranged Touch: 1d20 + 2 ⇒ (6) + 2 = 8 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Never been so glad to whiff a ranged touch attack!

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Will Save: 1d20 + 4 ⇒ (11) + 4 = 15

Dropping his bow, Sebastian closes on the human as he draws his rapier and attempts to strike, "Pardon me, haven't we met before?"

Rapier: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Will: 1d20 + 5 ⇒ (8) + 5 = 13

Stepping enraged by the madness around Arbiscar yells "You! Avatar of madness! Die so law comes back to this place!" and steps to the creature's back, flanking with Sebastian.
mwk cold iron dwarven waraxe+flanking: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
cold iron/slashing: 1d10 + 2 ⇒ (7) + 2 = 9

In addition Arbiscar tries to guess what kind of creatures are his minions.
K. Religion: 1d20 + 2 ⇒ (17) + 2 = 19 No other knowledges

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo steps forward, dropping his sling and drawing his greatsword and attempts to strike Grench with a powerful blow.

Greatsword w/ Power Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16

Oh, almost forgot...

Will Save vs. Aura of Madness: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

F Human, with Orcish qualities Mom-12

Grench will channel negative energy: 1d6 ⇒ 1 DC 14 for half.

Red will strike at Arbiscar with a dagger: 1d20 ⇒ 4 1d3 ⇒ 1
Blue will throw a dart: 1d20 + 2 ⇒ (12) + 2 = 14 at Sebastian 1d3 ⇒ 1
Subtract 1 from both mite attack damages the dice roller wouldn't recognize the expression.

Sorted Initiatives
Xichikitte maddened
Sebastian Saved v. Aura
Jiankuo Saved v. Aura
Arbiscar Saved v. Aura
Grench 14 dmg
Mite 1 Red
Mite 2 Blue

Cassomir Sewers

I will give you that they are mites, but I think fey creatures require knowledge nature checks.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

@GM, you'll let me know when I'm no longer confused, yes?

Confusion: 1d100 ⇒ 66 Deals 1d8 points of damage + Str modifier to self with item in hand

Xichi prepares to cast another spell at Jinkuao, but halts in shock.

It's got me! It's inside me!

He begins punching himself in the stomach frantically.

Damage: 1d8 - 1 ⇒ (1) - 1 = 0 Hooray for low strength!

@GM, is that 1 point nonlethal damage then?

Grand Lodge

F Human, with Orcish qualities Mom-12

With his placement you remain mad until you make a save good save. Make another for this round before you do your action, and if you fail again then you take the 1 point of non-lethal damage.

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