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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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).

Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools.

Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2.

Written by Larry Wilhelm

Grand Lodge

F Human, with Orcish qualities Mom-12

“I am perplexed. A new kidnapping spree plagues my beloved city. It seems our citizens make easy prey to those who profit from such exploits. While this disturbs me, I am more troubled by reports that some of those kidnapped return to the city as undead monsters who accompany this Cult of Nature’s Cataclysm plague, a plague that I can’t seem to excise from my beloved city. This ends now! For a third time we battle Groetus-worshiping dogs and there will not be a fourth!”

Taking several deep breaths, Hestia regains her composure.

“I am sending you to Swift Prison to interrogate a cultist we captured who was trying to kidnap a local engineer. Meet my man Garver out front - he’ll take you in to see the Nature’s Cataclysm fool. Find out where the other cultists hide, where they’ve taken their recent victims, and how they’re turning them into skeletons. Free as many Cassomir citizens as you can - the good publicity never hurts. Any questions?”

Please make Knowledge Local rolls.

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

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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

”Will this never end?” Zinkyudo asks. ”Someone needs to impose some sort of order on this place. The number of kidnappings in this city, and what happens to the kidnapped folks – it’s unbelievable.”

He settles down a bit and says, ”But I’ll do what I can to put an end to it. Though I won’t be eager to come back to Cassomir, as much as you may love the place, Ventrure-Captain. I’ve seen too much of its ugly side.”

Liberty's Edge

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

knowledge Local: 1d20 + 1 ⇒ (17) + 1 = 18

Gwen racks her brain for lore of what she's learned of this city. Any shred to aid in the endevour.

"I disagree, good Zinky. Surely Evil can not spawn in infinite numbers? If we but excise this most recent outbreak, perhaps we shall have broken the spirit of misfortune that seems to plague this city! I would have it that they come at us openly like this, rather than corrupt the city slowly and imperceptably over a number of years. This last step speak of desparation! Let us have done with them in one more stroke, and let the good people get on with the business of governing but now made richer for the evil-doers absence!"

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 lights a new cigar and then says to the rest of the group, "Gwendolen, I'm not entirely sure what you said but I liked that parts I understood. I'll be happy to help if I get to shoot some things and have a good meal afterwards. Maybe I'll finally get to have that special Taldan cigar I've been saving for when this whole ordeal is over."

Liberty's Edge

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

Gwen pulls Nev and Zinky aside and asks them in hushed tones. "Have either of you experience in interrogating a cultist? I have read but poorly of the lore of cults, but theiy members usually are think of head and merely words might prevail us but little. Have you any idea of what we're to do when we get there? Perhaps we can but provoke the man's pride? Mayhap if we belittle him and the forces he works for, he shall freely give us the details we want, confident that we go to our deaths?
This is but a poor idea at best, but a poor idea is better than none at all, unless you can think of better?

Grand Lodge

F Human, with Orcish qualities Mom-12

Gwen's Knowledge Local:
The wardens of the Swift are notorious for allowing unusual privileges in exchange for exorbitantly high sums. Prisoners who pay these extortions earn the right to reside in one of the Swift’s private apartments. Rich prisoners may also purchase the “Liberties of the Swift,” the right to walk the prison grounds and surrounding city streets freely. Wardens of the Swift are often replaced after being caught abusing their posts for personal gain.

Swift Prison’s formidable gates loom over those who pass beneath them. Out front, a gilded statue stares uncaringly at those who serve time beyond her sentry-like gaze. The wrinkled, dirty faces of Cassomir’s prisoners are briefly illuminated behind the bars of the ground floor begging cells. Their pathetic drone as they beg for coppers fills the courtyard in front of the prison.
Hestia’s man, Garver - a tall Taldan man with a slim physique and plain peasant’s clothing - approaches. [/b]“Ah. You made it. Good. Follow me.”
Garver turns and enters the prison, marching through myriad hallways that twist and turn and finally end at a plain but thick wooden door. Garver produces a key and says, [b]“Our captured cultist enjoys visitors, and if you like his work, it’s all for sale.”

PAX East was great fun, next Con is mid-April, Star Wars Celebration.

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

Sorry for the delay - very busy few days here...

Knowledge Local: 1d20 ⇒ 5

Looking over to Gwen as they walk, Blayne says "Well, I haven't ever interrogated a cultist, but I can charm him, and with Cayden's blessing perhaps we'll be able to get some useful information from 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 follows along behind Garver, quietly replying to Gwen, ”No, I’ve never interrogated a cultist before, though I guess I’ve killed a fair number of them at this point. And I have to say, having spent a little time around people of various faiths, I’m not sure that belittling the man and his gods is going to get him to tell us anything. It seems Blayne’s idea of charming him is likely to be more effective.”

After a pause, he adds, ”And if that doesn’t work, we could make very clear to the man that if he doesn’t tell us what we need to know, Nev will shoot him. A lot.”

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

"They're all crazier than a bag full of rats."

Grand Lodge

F Human, with Orcish qualities Mom-12

I guess it wasn't clear you can attempt to talk to the cultist now.

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

Sorry, didn't get that, I was waiting for Garver to open the door. Can we get a description of the cultist, to RP with?

Grand Lodge

F Human, with Orcish qualities Mom-12

In a cell, covered in paint, you see a man dressed in torn beggar’s rags, with his feet shackled to the floor by a 3-foot length of chain, he throws color onto a dirty canvas. He stops painting when you arrive, looks through the bars, and exclaims with a toothless grin: “For you, my master, always for you!” He then lays the painting atop a small pile of recent works and sets up another blank canvas, madly attacking it with his brush.

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 stares at the man in wonder for a few moments, muttering, "This is a prison? Looks like some kind of crazy art camp to me..."

He shrugs and approaches the cell, studying the man closely and trying to assess whether he's mad, a genius, or both.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Sense Motive: 1d20 + 8 ⇒ (5) + 8 = 13

Going to wait for Blayne to lay some charm on, magical or otherwise, before doing any talking.

Grand Lodge

F Human, with Orcish qualities Mom-12

Blayne will certainly be a help.

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 looks in at the man and what he is painting before casting his charm spell. Once cast, he says "Greetings, before you start on that canvas might we ask you a few questions?"

Charm Person DC14

Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23 In case the charm is ineffective
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25 to understand if the charm is effective and generally if the man lies to us.

Grand Lodge

F Human, with Orcish qualities Mom-12

Will: 1d20 + 6 ⇒ (3) + 6 = 9

“Friends! Did the Master send you? Yes, he must have. Praised be he who ends the days! Do you seek my secret? Soon enough - but in return I ask something from you. You must give it to me as I need it to complete my collection.”

He points to two paintings hung in a shadowy corner of his cell. A third canvas hangs next to them but is blank.

“If you go outside this very prison you’ll find a statue covered in gold. You may have already seen her! Describe this statue to me in exquisite detail and I will tell you all I know.”

It is clear you will get no more info at this time. You go outside and look at the statue.

The statue sits just outside of the prison’s gates, its golden form shining brightly in the sun. It stands just over 7 feet tall and rests atop a 3-foot-tall stone base. The statue depicts a curvy Taldan female with short hair and wearing flowing robes open at the neck. She regards the PCs with a blank, uncaring expression. Faint moons decorate her flowing robes, and she crushes a set of scales beneath her left foot.

perception rolls
Blayne: 1d20 + 3 ⇒ (8) + 3 = 11
Zinkyudo: 1d20 + 9 ⇒ (9) + 9 = 18
Gwendolen: 1d20 + 4 ⇒ (19) + 4 = 23
Nev: 1d20 + 6 ⇒ (18) + 6 = 24

DC 15:
Perception check also reveals that the sculptor left his mark on his work of art—he carved a small letter “I” into her left foot.

Do you want to provide a description to the painter?

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

Nice work, Blayne! That sure made it easier.

After studying the statue carefully a while, Zinkyudo points out the sculptor’s mark on the left foot and says, ”I wonder if that detail will be important to the nut in the cell? Let’s go find out.”

Returning to the cell, he tells the crazed artist what they saw, ”It’s a golden statue, like you said. It’s a bit over 7 feet tall, and it’s on a 3-foot-tall stone base. It depicts a pretty bodacious Taldan woman, lots of curves on her. She has short hair and wears flowing robes, open at the neck. Her face just kind of stares, looks like she doesn’t care about anything. What else…her robe is decorated with a faint pattern of moons, and she’s crushing a set of scales beneath her left foot.”

With a glance to his companions, he adds, ”And one more thing, it looks like the sculptor signed his work. There’s a tiny letter ‘I’ carved into the statue’s left foot. Is that enough for you to do your painting? You ready to tell us all you know?”

Grand Lodge

F Human, with Orcish qualities Mom-12

The crazed painter rapidly completes his third masterpiece. My master resides within the Crypt of Fools, hidden deep beneath Old Cassomir. I’m not sure of its exact location, but if anyone has knowledge of the Crypt of Fools and how to get there, it would be the engineers at Cassomir’s engineering guild, the Hall of Wonders. The engineers all have complete blueprints of nearly everything built by the Taldor government in Cassomir, and since the Crypt of Fools was built by the government to hide the crypts of shamed families, it’s highly probable they have all of the information you need. Dalirio once told me that the cult was going to need to remove the documents from the guild eventually to prevent anyone from finding them.

Cassomir

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 listens carefully to see if anything the painter says appears to be false while considering other questions he might ask. Is the Master "he who ends days"? or perhaps that's a religious reference... And who is Delirio...

"When did you last see Dalirio?" Blayne asks.

Knowledge Religion: 1d20 ⇒ 2 Blayne certainly doesn't know who he who ends days is...

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 considers whether he knows anything useful about the cultist’s faith, and who this Master or the day-ender might be.

Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23

He then says, ”I guess we should figure out where the Crypt of Fools is.” Turning to Garver, he says, ”You’ve been here longer than us, where can we find the Crypt of Fools?”

Liberty's Edge

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

Gwen stares silently as the discussion goes forth. She's afraid that is she opens her mouth she'll just ruin it and be forced to kill the monster.

Her observations let her ponder the two unfinished works in the corner. The cultists is attacking the third, almost blank one, but what of the others?

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

She has no eye for art, but perhaps the mad hatter will answer directly, being so fully under Blayne's geas.

What of your collection that you are now finishing? What secret are you know working to those three paitings that was so important that they remained unfinished until now?

Grand Lodge

F Human, with Orcish qualities Mom-12

I thought you guys did the god check in Part 1, Groetus. Dalirio is the guy you killed at the end of Part 1.

Gwen, these are not his only 3 paintings, he's got a cell full of paintings.

Garver looks a bit unnerved, I've never heard of any Crypt of Fools.

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

You're right, Mari - I just didn't connect Groetus with the Ender of Days.

"Well, then," Zinkyudo says to Garver, "can you tell us where the Hall of Wonders is? The engineering guild? The crazy fellow said they should be able to tell us where the Crypt of Fools is."

Grand Lodge

F Human, with Orcish qualities Mom-12

Sure. He shows you a map of the town and marks the Hall of Wonders for you. Big red 2 marked on the map linked above.

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

"Let's head on over to the Hall of Wonders."

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

"Sounds good to me," Zinkyudo replies, heading out the door.

Grand Lodge

F Human, with Orcish qualities Mom-12

Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud “chunkchunk” sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on. An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders.

Walls are 20 feet up

Blayne: 1d20 + 3 ⇒ (6) + 3 = 9
Zinkyudo: 1d20 + 9 ⇒ (4) + 9 = 13
Gwendolen: 1d20 + 4 ⇒ (18) + 4 = 22
Nev: 1d20 + 6 ⇒ (13) + 6 = 19

Gwendolen can hear a very faint screaming coming from inside the hall.

Hall of Wonders

Smoke on the map is a thick mist that chokes nearly the entire western half of the building.

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

Seeing the look of alarm on Gwen's face, Zinkyudo rushes to the front door and pulls it open, trying to figure out where the screams are coming from.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

DM Mari - Map is set to view only, can't move my token.

Grand Lodge

F Human, with Orcish qualities Mom-12

Fixed.

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

That was quick! Thanks.

Grand Lodge

F Human, with Orcish qualities Mom-12

From where you are, you can't see more than 5-10 feet in front of you.

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 can't see anything in here!" Zinkyudo calls from the doorway. "Maybe there's another door or a window around the side, where there's not so much steam!" He moves quickly along the wall away from the steam, until he comes to a small window, which he peers into.

Double move, look into window (with darkvision if necessary).

Grand Lodge

F Human, with Orcish qualities Mom-12

That room is empty, and there is a closed door, you can make a climb check and a strength check if you would like to go in the window.

All the first floor windows will show you rooms with nothing of interest and a closed door.

If you want to look through the 2nd floor window in the corner, you would need a different climb check, and still a strength check to open the window.

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 attempts to clamber up to the window and force it open.

Climb: 1d20 + 2 ⇒ (9) + 2 = 11
Str check: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

F Human, with Orcish qualities Mom-12

1d20 - 2 ⇒ (2) - 2 = 0

You are able to get through and you see chick om a catwalk and three orcish thugs beating up on a gnome on the first floor.

You also see some contraption down below but can't now make out details.

Map updated.

Liberty's Edge

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

sry, weekends are bad for me

Gwen barrels forward through the steam, and tries to open the door.

Grand Lodge

F Human, with Orcish qualities Mom-12

Gwen is able to open the door, she sees a lot of mist and steam and smoke.

Liberty's Edge

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

Her ranseur held before her, she advances resolutely into the gathering mists.

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 climbs in the window onto the catwalk and slips his bow off his shoulder. It looks like the woman there is in charge, and the thugs are doing her bidding, beating up that gnome. I hope I’m right…

He looses an arrow at the woman, then calls out loudly, ”Leave the gnome alone! Gwen, Nev, Blayne! Keep coming, there’s trouble!”

Climb check if necessary: 1d20 + 2 ⇒ (11) + 2 = 13

Longbow attack, PBS, Deadly Aim: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22
Longbow damage, PBS, Deadly Aim: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Liberty's Edge

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

In response to Zinky's call, Gwen keeps straight on into the room, marching until she can see the edge of the mist, where she takes pause to look around, ready for trouble.

Readied Attack: Attack on approach.

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 follows Gwen's example and runs in, gun at ready.

Readied Attack: Shoot on approach.

Grand Lodge

F Human, with Orcish qualities Mom-12

Initiatives:

Blayne: 1d20 + 0 ⇒ (12) + 0 = 12
Zinkyudo: 1d20 + 4 ⇒ (9) + 4 = 13
Gwendolen: 1d20 + 3 ⇒ (13) + 3 = 16
Nev: 1d20 + 8 ⇒ (10) + 8 = 18
Red Thug: 1d20 ⇒ 14
Blue Thug: 1d20 ⇒ 14
Yellow Thug: 1d20 ⇒ 13
Tashiela: 1d20 ⇒ 1

The thugs are in the middle of tormenting the Gnome, so they won't notice anything until Tashiela screams in pain at being shot.

Play Order
Nev
Gwendolen
Red Thug
Blue Thug
Zinkyudo
Blayne
Yellow Thug
Tashiela 9 dmg

As Gwen and Nev both go before Thugs, do you want to change from readied attack? Also, the Thugs are Orcs if you have any ability against them.

Liberty's Edge

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

Gwen comes to a stop at the T-intersection. She spies the as-yet-unaware thugs to her right, just as Nev caps the T a ways to her left.
She gesticulates at Nev in the universal sign for "shoot them a lot!".
Then she stays where she is, ready for them to try a counter-charge at Nev's superior firepower.

Readied Attack on approach to hit: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11

In case AoO: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9

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 nods at Gwedolen and shoots the thug, grinning at the familiar sound.

Pistol: 1d20 + 8 ⇒ (18) + 8 = 26

Damage: 1d8 ⇒ 6

Grand Lodge

F Human, with Orcish qualities Mom-12

A brass planetarium rotates in the northeastern corner. Next to the celestial model, a clockwork contraption ticks and tocks as it turns on its axis. Finally, a giant metal crab sits with its claws extended on a southwestern platform. A hatch at one end of the crab provides an entrance into a barrel-like chamber; inside two levers rest near the front of a cockpit.

They are not walls around the items, they are like knee height little chain fences like what you would see in museums blocking off the exhibits. Meaning, while you do have to move around them, you can go through the one with nothing in it, and any ranged attacks can go through them.

Red Thug
Blue Thug
Yellow Thug
Tashiela 9 dmg

After Nev shoots Red Thug, he moves up and it causes Gwendolen’s readied attack to strike, and he falls.

Blue Thug will swing his club: 1d20 + 3 ⇒ (12) + 3 = 15 at Gwendolen and deal 1d6 + 2 ⇒ (5) + 2 = 7 damage if he hits.

Zinkyudo and Blayne are up before Yellow Thug and Tashiela.

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

"Who are you people?" Zinkyudo shouts. He then lets an arrow fly at the woman, but it vanishes harmlessly into the steam. He takes a breath, aims more carefully, and places a shot perfectly into her side, at the height of her heart.

Flurry with Longbow, PBS: 1d20 + 6 ⇒ (1) + 6 = 7
Longbow damage: 1d8 + 4 ⇒ (3) + 4 = 7

Flurry with Longbow, PBS: 1d20 + 6 ⇒ (20) + 6 = 26
Longbow damage: 1d8 + 4 ⇒ (3) + 4 = 7

Crit confirm: 1d20 + 6 ⇒ (15) + 6 = 21
Crit damage: 2d8 + 8 ⇒ (5, 5) + 8 = 18

Grand Lodge

F Human, with Orcish qualities Mom-12

Tashiela falls over the railing and lands ungraciously on her head. .

Liberty's Edge

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

Did Blue Thug trigger my AoO on account of the Reach? I have the dice for that in the same post above.

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