Devil We Know, Part 3: Crypt of Fools (PFS) T1-2 (Inactive)

Game Master Mari Clock

Cassomir

Hall of Wonders

The Forgotten Fountain

Crypt of Fools 1

Crypt of Fools 2


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Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Oh, I see. I thought the secret compartment inside the statue's foot held the image of Aroden using his holy symbol, but now I see that's the painting.

Zinkyudo turns to Blaine and says, "Seems like this is your department, think you can get this open? Looks like it needs some sort of divine power applied to it or something." While he asks, he studies the compartment carefully for any clues about how it opens.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo is pretty sure he's right that a divine power needs to be used to open this compartment.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

As Zinky speaks to Blayne, Gwen audibly rolls her eyes. "Ugh. Men. Just because my cuirass has extra large bumps, doesn't mean I'm _too_ hadnicapped."

She bats her eyes and smiles sweetly. "Would you big, strong, men mind allowing a delicate flower like myself a chance to solve the big, nasty puzzle? Mah goodneth, but I do declare I hope I don't break a nail." This is followed by more fluttering of the eyes.

Then she casts Guidance on the statue. If that doesn't work it can be followed by the Blessing of War.

Grand Lodge

F Human, with Orcish qualities Mom-12

The compartment opens. You found another piece of parchment with a drawing on it.

You can view them all HERE

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev studies the map of Cassomir. Hm, that square there has an intersection like nowhere else 8 on the map. And that fort has the 6 circular towers 7 on the map. And right there, that point has three towers at the base, and one connected by a line of land 6 on the map. So where we need to go should be right in the middle. Nev exclaims, "I've got it! I know where we need to go!" He points at the spot between the three locations. "Gentlemen, I believe I've found this Tomb of Idiots."

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo turns to Gwen and shrugs apologetically, "Sorry, Gwen, no offense intended. I've just known Blayne a long time, I'm used to turning to him for this sort of thing."

He turns his attention to to the puzzle they've found, and is turning the paper upside down, holding it up to the light to look for hidden writing, all quite fruitlessly, when Nev declares he's solved it. After listening to the gunslinger's solution, Zinkyudo nods, impressed, and says, "Nice work, nice work indeed. Looks like we need to be right about here, like you say." Pointing at #5 on map.

Grand Lodge

F Human, with Orcish qualities Mom-12

Ding ding ding ding! You win the prize!

You head off to the Fountain Square.

Blayne: 1d20 + 3 ⇒ (12) + 3 = 15
Zinkyudo: 1d20 + 9 ⇒ (3) + 9 = 12
Gwendolen: 1d20 + 4 ⇒ (10) + 4 = 14
Nev: 1d20 + 6 ⇒ (3) + 6 = 9

Blayne just happens to notice yet another "I" carved into the side of a seemingly solid brick foundation wall of an opulent manor house.

Blayne: 1d20 + 3 ⇒ (20) + 3 = 23
Zinkyudo: 1d20 + 9 ⇒ (15) + 9 = 24
Gwendolen: 1d20 + 4 ⇒ (3) + 4 = 7
Nev: 1d20 + 6 ⇒ (14) + 6 = 20

Blayne, Zinkyudo, and Nev happen to notice that there is a loose brick near that "I" that you can maybe push.

Do you push the brick?

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo cannot restrain himself, and pushes the brick.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

"Y'know, Zinky, maybe we should scout out the house first, do a recon, maybe get more information on where we oh dear he's gone and pushed it already."

Grand Lodge

F Human, with Orcish qualities Mom-12

When pushed the brick opens up to a 2-foot-by-4-foot section of wall, revealing a set of stone stairs that descend beneath the streets of Old Cassomir. As you descend, the temperature falls rapidly until it stabilizes at 40 degrees Fahrenheit. The stairs are in complete darkness. After a number of quick turns and further descent, you find yourselves in a small chamber 200 feet beneath the city streets.

An ancient fountain decorates this open tunnel intersection. Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. A set of stairs leading down from above empties into the room from the south, while two 5-foot-wide tunnels exit the room to the east and west.

The Forgotten Fountain

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

I assume the stairs on the south side of the room are the ones we came down. Is that correct?

Zinkyudo shrugs at Gwen suggestion, saying mildly, "Too late." He's pleased to see that pushing the brick yields real results, and very glad that Nev sorted out the puzzle at the heart of their mission.

Moving close to the fountain, Zinkyudo kneels down and takes a close look at the rows of carvings, asking the others, "Any idea what these carvings might mean?"

Perception to notice anything unusual about carvings: 1d20 + 10 ⇒ (13) + 10 = 23

Grand Lodge

F Human, with Orcish qualities Mom-12

That's what it appears to say, yes, from the south.

Perceptions:

Blayne: 1d20 + 3 ⇒ (2) + 3 = 5
Zinkyudo: 1d20 + 9 ⇒ (15) + 9 = 24
Gwendolen: 1d20 + 4 ⇒ (17) + 4 = 21
Nev: 1d20 + 6 ⇒ (10) + 6 = 16

Zinkyudo and Gwendolen locate the massive tumblers that circle the base.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Like tumblers in a lock? Not a short drinking glass suitable for scotch?

Zinkyudo does his best to try to figure out how the tumblers work, asking the others to do the same.

Int check?: 1d20 ⇒ 12

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev tries to move the tumblers, trying to figure out what they do and how he can make them do it.
Dexterity Check: 1d20 + 4 ⇒ (6) + 4 = 10

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen, fully flumoxed by this latest enigma, does her level best to stay out the way.
However, she keeps up a running Guidance on the two men as they prode and twist and turn. Perhaps Iomedae's aid shall lend them wisdom enough to see to an answer.

Grand Lodge

F Human, with Orcish qualities Mom-12

With Zinkyudo's intelligence, he suggests that Gwendolen turn them with her superior Strength

Str Check: 1d20 + 4 ⇒ (13) + 4 = 17

You note that though there are hundreds of symbols on the tumblers, you find the symbols that match the symbols on the pieces of parchment you located. When the symbols are aligned, the fountain opens up to the entrance.

Perceptions:

Blayne: 1d20 + 3 ⇒ (12) + 3 = 15
Zinkyudo: 1d20 + 9 ⇒ (4) + 9 = 13
Gwendolen: 1d20 + 4 ⇒ (3) + 4 = 7
Nev: 1d20 + 6 ⇒ (1) + 6 = 7

Blayne hears a familiar chittering down the passageway.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

What opened now? Which passage?

Grand Lodge

F Human, with Orcish qualities Mom-12

You're coming from the south entrance, you hear the noises from <--- that side. Forgotten Fountain

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Once Blayne describes the noise he's heard, Zinkyudo comments, "Well, I can guess what it is, but let's go take a look. Damned cultists..."

He moves to the door, then gestures somewhat graciously for Gwen to lead the way.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen pauses to place one armored hand on breast. "Mach Krieg" she utters, giving herself the martial blessing.

"Stay by me, and shoot anything that moves," she says, leading the way into the passage.

Grand Lodge

F Human, with Orcish qualities Mom-12

Initiatives:

Blayne: 1d20 + 0 ⇒ (5) + 0 = 5
Zinkyudo: 1d20 + 4 ⇒ (18) + 4 = 22
Gwendolen: 1d20 + 3 ⇒ (14) + 3 = 17
Nev: 1d20 + 8 ⇒ (1) + 8 = 9
Derro: 1d20 + 6 ⇒ (5) + 6 = 11
Mite Blue: 1d20 + 1 ⇒ (9) + 1 = 10
Mite Red: 1d20 + 1 ⇒ (4) + 1 = 5

sorted
Zinkyudo
Gwendolen
Derro
Mite Blue
Nev
Blayne
Mite Red

Forgotten Fountain

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"Something's moving," Zinkyudo says tersely. He raises his bow and puts an arrow into each of the mites, suggesting hopefully, "Maybe this crazy derro will want to talk to us. What do you think?"

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (18) + 8 = 26
Longbow damage: 1d8 + 4 ⇒ (2) + 4 = 6

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (6) + 8 = 14
Longbow damage: 1d8 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

"Odds are low," replies Gwen as she takes a step forward and makes ready for the enemy's approach.

5' step forward. Readied Action: Attack on approach.

Readied Action: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 2d4 + 6 ⇒ (1, 4) + 6 = 11

AoO: 1d20 + 6 ⇒ (6) + 6 = 12
dmg: 2d4 + 6 ⇒ (4, 2) + 6 = 12

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo
Gwendolen
Derro Red 6 dmg
Mite Blue
Nev
Blayne
Mite Red

From where he stands, the Derro will cast Sound Burst and those of you inside the red square take 1d8 ⇒ 3 sonic damage and make a fort save to avoid being stunned for a round.

Mite Blue will move forward.

I think Gwendolen has reach so that puts him in range? If so, he's dead, if not, I'll update an attack for him.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo shot at the mites, not the derro. Didn't want to shoot through cover, and I was hoping to clear the path for Nev's shot.

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev tries to shake off the burst of sound from the derro. He glares at the small wild-eyed figure and takes a shot at him.

Fortitude: 1d20 + 4 ⇒ (9) + 4 = 13

Pistol: 1d20 + 8 ⇒ (16) + 8 = 24

Damage: 1d8 ⇒ 2

Grand Lodge

F Human, with Orcish qualities Mom-12

Sorry, Zink, misread that. I'll fix it.

Both mites are downed by Zinkyudo's arrows.

Zinkyudo
Gwendolen
Derro Red
Derro
Mite Blue
Nev
Blayne
Mite Red

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne will step forward and attack one of the remaining derro with a rapier thrust.

attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 + 2 ⇒ (6) + 2 = 8

"Take that, disgusting cultist"

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo
Gwendolen
Derro Red 10 dmg
Mite Blue
Nev
Blayne
Mite Red

Round 2
Zink and Gwen go.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo takes a short step forward and looses a pair of arrows over Blayne's shoulder at the derro!

5-foot step and flurry.

Flurry with Longbow, PBS, cover: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Longbow damage: 1d8 + 4 ⇒ (8) + 4 = 12

Flurry with Longbow, PBS, cover: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Longbow damage: 1d8 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

fort save: 1d20 + 3 ⇒ (5) + 3 = 8

OH CONFOUND!!

Gwen takes the sound burst particularly hard, and stands dazed by its force.

Grand Lodge

F Human, with Orcish qualities Mom-12

The Derro is down!

Turns out I read something wrong, you were supposed to do the opening of the tumblers *after* this encounter. My bad.

With a final audible click the tumblers lock into place. Suddenly, the fountain begins to rotate and its stale waters drain rapidly. The grinding of the gears echoes o. the stone walls, causing the ground to shake. As the fountain rotates, a spiral staircase appears where the fountain’s solid basin once sat. A slick staircase slopes down into Cassomir’s bowels, twisting its way down and around a deep cistern.

[b]Then your battle.[b]

An enormous room lies ahead, filled with dozens of family crypts decorated with family names, heraldic crests, and a variety of death-themed statuary. The walls, floor, and ceiling are made of smooth, polished stone, and the crypts are made of thick, square blocks of granite. A handful of statues stand throughout the room, though they don’t seem to be placed with any plan—some face the wall, some lie on their sides, and others are damaged beyond repair. The northwest quarter of the room is dominated almost entirely by a single large crypt. The name “Ismacco” is displayed across the front of the crypt.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwan lights a torch so that they might better take in the gradeur before them.

"It appears that we have found what we are looking for. Well, shall we be about it?"

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"Yes, let's," Zinkyudo replies, moving toward the Ismacco crypt. "Maybe our kidnapped engineers from the Hall of Wonders are here."

Grand Lodge

F Human, with Orcish qualities Mom-12

Crypt of Fools 1

You follow the passage that the derro and mites came from and you find your way down a stairway. It opens up into the large room (described above). Assuming you're all ready to go into the crypt, you see a thing looking at you.

Initiatives:

Blayne: 1d20 + 0 ⇒ (5) + 0 = 5
Zinkyudo: 1d20 + 4 ⇒ (15) + 4 = 19
Gwendolen: 1d20 + 3 ⇒ (12) + 3 = 15
Nev: 1d20 + 8 ⇒ (1) + 8 = 9
Thing: 1d20 + 0 ⇒ (7) + 0 = 7

Sorted Inits
Zink
Gwen
Nev
Thing
Blayne

You're all at the bottom of the map.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo raises his bow and nocks an arrow, ready to fire if the thing threatens them. "Anyone know what that thing is, and if it can be reasoned with?" he asks his companions.

Ready action to shoot arrow if it attacks. I assume this would be a Knowledge (dungeoneering) check?

Readied Longbow attack, PBS: 1d20 + 9 ⇒ (7) + 9 = 16
Longbow damage, PBS: 1d8 + 4 ⇒ (7) + 4 = 11

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen steps up and hefts her polearm, prepared if it attacks.

"I don't think it can be barganed with. Or reasoned with. And it properbly doesn't feel pity, or remorse, or fear. And it absolutely will not stop. Ever."

Readied action: Attack on Approach: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11

Attack of Opportunity: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10

Grand Lodge

F Human, with Orcish qualities Mom-12

Yes, Dungeoneering. Sorry, I should have said that.

Grand Lodge

F Human, with Orcish qualities Mom-12

Is anyone going to roll a knowledge dungeoneering and decide whether to attack it or not?

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

None of us have that skill, so we can't get higher than a 10. Here's a roll:

Knowledge (dungeoneering): 1d20 ⇒ 19 which becomes a 10.

How about you figure Nev readied an attack as well, then the thing is up in initiative, and we'll see what it does?

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Sure, I'll hop on that.

assist-Knowledge (dungeoneering): 1d20 + 1 ⇒ (3) + 1 = 4

But not effectively at all!

"Hmmmm, maybe if we gave it flowers and crumpets, that would expose its weakness!"

Grand Lodge

F Human, with Orcish qualities Mom-12

Sorry for the delay in posting, folks, work has been brutal this week.

Zink's flurry misses.

The thing will move forward a five foot step, which I believe will trigger Gwen's readied action, but as he is only going the five feet, it shouldn't provoke the attack, so he'll be down 11 hp.

All attacks to Gwendolen as the only one within range.

bite: 1d20 + 7 ⇒ (20) + 7 = 27 dealing 1d8 + 4 ⇒ (2) + 4 = 6 points of damage if it hits, plus disease. Fort save please.
CritConfirm: 1d20 + 7 ⇒ (10) + 7 = 17 will confirm for another 1d8 + 4 ⇒ (2) + 4 = 6 points of damage, plus another disease attempt (maybe).

first tentacle: 1d20 + 3 ⇒ (6) + 3 = 9 dealing 1d6 + 2 ⇒ (3) + 2 = 5 points of damage if he hits, plus a grab: 1d20 + 13 ⇒ (14) + 13 = 27.

first tentacle: 1d20 + 3 ⇒ (11) + 3 = 14 dealing 1d6 + 2 ⇒ (3) + 2 = 5 points of damage if he hits, plus a grab: 1d20 + 13 ⇒ (17) + 13 = 30.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

A crit just does more damage, doesn't require an additional Fort save.

Zinkyudo unleashes a flurry of poorly aimed arrows!

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (7) + 8 = 15
Longbow damage: 1d8 + 4 ⇒ (6) + 4 = 10

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (2) + 8 = 10
Longbow damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev takes the shot he had prepared, before reloading and shooting another bullet at the gruesome beast.

Readied
Pistol: 1d20 + 8 ⇒ (18) + 8 = 26

Damage: 1d8 ⇒ 6

The other one
Pistol: 1d20 + 8 ⇒ (15) + 8 = 23

Damage: 1d8 ⇒ 5

Grand Lodge

F Human, with Orcish qualities Mom-12

Both of Zink's shots miss, but both of Nev's hit. It is down. 22 points.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo turns to Blayne and says, "Think you can get Gwen patched up? That thing hit her pretty good."

Once Gwen is healed, Zinkyudo heads for the Ismacco crypt.

Grand Lodge

F Human, with Orcish qualities Mom-12

I'm sorry, I didn't mean it is down and to end the sentence there.
I meant it is minus 22 HP. It is still up. My apologies.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

That is correct. Have 10 hp. Take away 12 is -2. Also, what's the DC?

Fort save: 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

F Human, with Orcish qualities Mom-12

Higher than 9.

Grand Lodge

F Human, with Orcish qualities Mom-12

Zink and Nev hit it, still waiting for Blayne, if he's going to heal Gwen or attack.

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