EM - [PFS] 1.37 The Beggar's Pearl (Inactive)

Game Master Evil Minion


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Liberty's Edge

Stats:
Swashbuckler 5/Pure Legion Enforcer 4| AC 23 T 16 FF 16 | CMD 21| hp 51| F +5 (D+10) R +12 (D+20) W +6 (D+14) | Spd 30' | Init +6 | SR 18 Vs. Divine

Mutahir's foes vanquished, he turns in the general direction of the woman and starts moving forward, hoping to find himself in light quickly...

acrobatics to move full speed: 1d20 + 15 ⇒ (3) + 15 = 18
perception: 1d20 + 6 ⇒ (12) + 6 = 18

as he steps out of the darkness he blinks as his eyes adjust and then sees the woman and walks in her direction with a grin.

Godslave... your out of minions... it's you and me now... Why don't you make this easy and come down? I'll send you to your wolf whore quickly and painlessly...

Liberty's Edge

Wolf (Ranger Companion) | HP: 19/19 | AC: 18 FF: 14 Tch: 14 CMD: 18 (+4 Overrun and Trip) | Abilities: Low Light Vision, Evasion, Scent, Trip Init: +3 | Perception: +1 | Stealth: +9 | Bite +4 1d6+3 plus trip

Will: 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Relieved to see the Elf fiend leave the shadows, Daedîn hops 5' north up on the table to make sure he's in point blank range...

Acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23

...and fires a silver arrow at the Lady...

Longbow: 1d20 + 10 + 1 - 2 - 1 ⇒ (16) + 10 + 1 - 2 - 1 = 24

Magic/Silver Damage: 1d8 + 3 - 1 ⇒ (4) + 3 - 1 = 6

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad sends another fiery ray at the icky lady. He hopes she's almost out of spells to heal herself.

ranged touch: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

Male Dwarf Ranger 6 | hp 45/51 | AC 22 T 14 FF 18 | CMB +8 CMD 22 | F +7 R +9 W +6 | Spd 20' | Init +7 | Perc +11 (dark 60) Dirty Fighter, Favored Enemy (Humans +2, Magical Beasts +4), Favored Terrain (Mountains +2)
Prepared Spells:
Level I: Lead Blades, Magic Fang

Dynath fires another round of blessed arrows at her.
You can’t dodge everything!
Attack1: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Attack2: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22
Damage1: 1d8 + 2 ⇒ (7) + 2 = 9
Damage2: 1d8 + 2 ⇒ (3) + 2 = 5

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

He will attack a derro
1d20 + 5 ⇒ (13) + 5 = 18
1d6 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

Male Gnome Kineticist 5 HP: 46/53, 10nl (burn) | AC: 19 (21 in cities)| T: 14 (16 in citites) | FF: 16 (18 in cities) | CMD: 15 | Fort: +8| Ref: +9 | Will: +0 (+1 vs enchantment) | Init: +4| Perc: +5

That's a whole 10 feet away...

As the 'lady' lowers herself, Fimbir sees that he's managing to hit her. And that that's drawing her attention. It'll be easy to sleep once you're down in the ground! he yells, trying to pull off some ammount of bravado. The gnome gathers forth more energy and launches it again at the mage, this time with the fire looking thicker, and clingier.

Move action gather power, then shooting an extended Burning blast. If it hits, she needs a DC 16 Reflex save or catches on fire. 1d6 fire per round, and should hopefully distract her spells a bit.

Ranged touch: 1d20 + 8 ⇒ (18) + 8 = 26 for fire damage: 3d6 + 6 ⇒ (6, 6, 5) + 6 = 23


GM Screen:
1d2 ⇒ 2

Reflex: 1d20 + 6 ⇒ (2) + 6 = 8

th: 1d20 ⇒ 3
dh: 1d20 ⇒ 11

1d6 ⇒ 4

After what seems like an eternity in the dark, Mutahir finally staggers out of the area of blackness into dim light that seems almost painfully bright in comparison. He is just in time to see the wolf fleeing back towards the entrance, and Daedîn leaping up onto one of the buffet tables on the southern side of the room. The sniper fires a carefully aimed arrow at the elven priestess floating in the air over Dynath. Although Daedîn's aim is good, he is not able to pick the real Morilaeth from her illusory image. The arrows passes right through the mirage, dispelling it.

But that gives the rest a clear line of sight to their target!

Tad tosses another bolt of divine flame, and striking her once more, burning off the last of her robes, and singeing the woman beneath. Dynath follows that with two blessed arrows of his own. The first strikes her in the thigh, but the second deflects off her breastplate.

Then it's Fimbir's turn. The little gnome starts to hear the voices screaming in fear in the back of his brain, and puts everything he has into his next shot. Once again, the flames from all around seem to bend and flow towards him, building up around his body and funneling down his arms, until he lets it all loose in a mighty blast of fire that streaks across the room like a comet.

The flames strike her dead center, engulfing her in a fiery blaze! You hear her scream in pain, and anger... a scream that slowly dies out as her body crumples, and descends to the floor between Dynath and Mutahir... still burning, but no longer breathing.

Combat Over!

Fimbir (-13, 10 nl)
Mutahir (-17)
Benny (-2),
Daedîn (-5)

The band, who had been hiding out under the bandstand, suddenly makes a break for the entrance as their queen falls. The derro hiding in the alcove beside them joins in, screaming as he goes, though he seems to be having a hard time just getting past the tables without tripping over his own feet in his drug addled haze.

The remaining derro (and mite) are all going to flee. You can pick them off if you want. None of them can or will put up much of a fight

Benny's fear will expire quickly thereafter, and he will be back in about half a minute, assuming he doesn't get distracted stabbing the fleeing derro.

The darkness areas will linger for another 2 minutes.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn spits. "I pray there are no more here like her..."

He checks the body of the Elf Lady...

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

If they don't look like they are going to hit him or try to hit him he will not attack them


None of them are armed, and most are so drugged up and high, they barely recognize each other, much less you.

Liberty's Edge

Male Gnome Kineticist 5 HP: 46/53, 10nl (burn) | AC: 19 (21 in cities)| T: 14 (16 in citites) | FF: 16 (18 in cities) | CMD: 15 | Fort: +8| Ref: +9 | Will: +0 (+1 vs enchantment) | Init: +4| Perc: +5

Fimbir smiles wide as the lady drops...then slumps exhausted against her throne.

You guys, he says, tired and still shaking a bit. I think Torvic had some solid points.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad gathers everyone who is hurt together for healing. He explains to Mutahir that he is about to send out a wave of healing energy, and explains aproximately what its range is, so Mutahir can avoid it if he chooses. Then Tad grasps his holy symbol and prays.
channel positive energy: 1d6 ⇒ 5

He sees that everyone other than Fimbir and Mutahir looks better, so he casts a spell and then his tongue snakes out to gently tap Fimbir on the shoulder.
CLW: 1d8 + 3 ⇒ (4) + 3 = 7 spontaneously casting CLW, swapped in for liberating command

The little froggy looks sad that he doesn't know how to heal Mutahir.

Silver Crusade

ecclesitheurge of Sarenrae 16

Now that everyone is better, Tad uses detect magic to look around the area. He also checks that the nasty lady is actually dead.

heal: 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

The halfling will finally feel better and not so ascared :) and will ascend the stairs and look around. He will poke the lady to make sure she is dead, with his spear.
1d6 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

Stats:
Swashbuckler 5/Pure Legion Enforcer 4| AC 23 T 16 FF 16 | CMD 21| hp 51| F +5 (D+10) R +12 (D+20) W +6 (D+14) | Spd 30' | Init +6 | SR 18 Vs. Divine

Mutahir looks at the downed creature with disgust, takes her holy symbol from her body, and with a few short strokes destroys it with his sword.

He walks away as the frog cleric heals everyone, seeming happy to have his wounds rather than allow to froggy healer to even attempt to patch him up.

Once everyone is back, he looks at the room where everyone is hiding.

We should search that place. As well as the rest of this. We can destroy everything of this godslave and her taint from this place, see if we can't find out what she was using on our friends who left earlier.


It will be about a minute before Benny gets back for healing...
So will assume you guys do some of the looking around whilst you wait for him to return. (It's important =))

GM Screen:
1d20 ⇒ 9

3d6 ⇒ (1, 1, 4) = 6

1d20 ⇒ 5

In the calm that follows Lady Morilaeth's defeat, you take a moment to recover. Daedîn goes to examine the dead elf, and she does indeed appear to be dead, and he realizes she is wearing a lot of makeup, most of it burned off now, revealing a slightly out of proportion face. Clearly elvish, but mixed in with something else unidentifiable. She is wearing armor and has a number of weapons, though she never drew any of them during the fight with you.

You also now notice a chair, jammed up against the southeast wall, behind the bandstand, that has a single occupant. The yellowed skeletal remains of what appear to be a dwarf lay draped over it, as if discarded there.

Tad casts a simple divination spell, and starts to scan about. He will immediately notice a number of magical auras on the fallen priestess, though he has to get close to filter out the auras on his companions. As he concentrates he starts to realize there are quite a few of them, half a dozen at least, ranging in strength from weak to moderate. As he continues to study them, he realizes that one of them is not an item on her person... but an actual effect on the corpse itself... which is of concern, considering she's dead... there should not be any effects lingering now.

He steps in and uses his healing skills, and she does appear to be dead... but wait... no... for just the briefest of moments, he thinks he feels a pulse, but then it's gone again. He starts to say something to the others, when suddenly her eyes open, and one claw-like hand reaches up and gasps him around the throat!

Suddenly everyone sees the form of Lady Morilaeth rising from the floor, apparently not as dead as you thought, the burned skin weaving back together as she starts to float into the air once more, the little grippli clutched in her hand, kicking his feet.

"You thought you could kill me?!" She cries, her manic laugh echoing through the hall. "You can not kill me in a dream, fools! I control this dream. I control all your dreams!"

And for the second time, a burst of negative energy washes out from her drawing just a little life from everyone! She is not even holding her holy symbol this time, you all saw Mutahir destroy it. Instead, she holds up the little grippli, as if he is now a symbol of Lamashtu. It shouldn't work, but somehow it does!

6 negative energy damage to everyone but Benny. DC 16 Will for half

Fimbir's mind is instantly overcome with fear once more, his eyes going wide in fright, as he turns to flee. Mutahir and Daedîn once again feel the trepidation that nagged them earlier.

Daedîn and Mutahir's shaken condition returns.

But with one hand on the grippli, and channeling her negative energy, she only manages to get a short distance off the ballroom floor, before the Pathfinders can react. Her second incarnation does not last long at all.

This time, you make sure she is not faking it, and stays dead.

Unless none of this is real... and you really are in some sort of dreamscape...?

So, though she can fly, with perfect maneuverability, she only has a fly speed of 10. Which means, she only makes it half that going straight up. So only gets 5' off the floor... so still in reach. At which point, the remaining martial types will quickly cut her down once more. (She was only able to recover to 15 hit points before Tad spots her ruse). Am not going to drag this out again... and now that you know what to look for, her feign death ability will do her no good.

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

he will poke poke poke her to make sure she stays dead when he gets back up


You would have just been entering the hall when all that went down, Benny. So feel free to stab her a bunch of times. Though it will take some of Daedîn's silver arrows, or Dynath's blessed ones, to really keep her dead.

Liberty's Edge

Stats:
Swashbuckler 5/Pure Legion Enforcer 4| AC 23 T 16 FF 16 | CMD 21| hp 51| F +5 (D+10) R +12 (D+20) W +6 (D+14) | Spd 30' | Init +6 | SR 18 Vs. Divine

Mutahir spits on the corpse this time in annoyance.

Stay dead foul creature.


Sadly, spittle does not stop her regen =)

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad gets out his waterskin to wash away the corrupting feeling of the foul creature's touch. Then he prays in thanks that he survived.


You guys do still need to make the will save vs the channel though! Her parting gift to you!

Silver Crusade

ecclesitheurge of Sarenrae 16

will save: 1d20 + 6 ⇒ (9) + 6 = 15

So Tad takes 6 damage from the negative channel, 5 of which is healed by his positive channel listed above.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Will: 1d20 + 2 ⇒ (4) + 2 = 6

Daedîn puts a couple of silver arrows into the Lady's dead again body, one in her head and one to her heart...

Let me know if you need a roll...

"When I was able to hit her, the silver seemed to affect her... hopefully she'll stay dead now..."

He then continues to search...

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Silver Crusade

ecclesitheurge of Sarenrae 16

When we are all done looking around, Tad offers to help Mutahir wash and bandage his wounds, and just generally care for them in a non-magic way. If Mutahir agrees, I'll roll a heal check.


GM Screen:
1d20 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32

As Fimbir recovers from his more recent, but thankfully brief, fear attack, he will realize that there is an additional doorway in the bedroom, open... that was not evident, much less open, the last time he was in there! All the derro and the mite that were in here are also gone, except for one, that seems to have gotten stuck half way under the bed, and passed out there with its legs still protruding. He can only assume the rest fled out the secret way.

Dynath will also notice a few spots along the northern wall that seem to be careful concealed doorways, his dwarven senses easily picking out the telltale markers in the stone.

3 secret doors, all marked on the map. The one in the bedroom is currently open

You recover five magical items on the remains of the dead priestess, including two scrolls, her breastplate and a buckler, and her longbow. She also has a number of more mundane items, including a cold iron rapier, a number of holy texts, an expensive silver necklace and a second symbol of Lamashtu on a fancy silver ring.

The skeleton draped over the chair in the corner does indeed seem to be a dwarf, dead for centuries based on the yellowed state of the bones. An iron signet ring still sits on one bony finger and a rusty iron bracelet almost falls off the other bony wrist. A tattered leather satchel lays on the ground at its feet.

The ballroom is a mess. Tables have been flipped over, their contents spilled. The sound bursts litteraly shattered most of the bottles and plates on the northwestern tables, the entire area littered with sharp ceramic debris. Dead bodies lay everywhere. Some of them mites and derro killed by you... more of them mites and derro seemingly killed by whatever drug they were high on, or their hearts stopped by Morilaeth's fearful auras. The humans in the middle of the room all sport numerous wounds from swords and knives, but are all dead now. Whether they were alive when you first arrived is hard to tell. If they were, Morilaeth's initial channel probably finished them off.

Knowledge (local) DC 16:
Based on their clothing and markings, they appear to all have been members of Andoran's Lumber Consortium.

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

Know local 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn checks the secret doors for traps and locks...

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

He ponders the many dead bodies as he walks around the ballroom...

Knowledge (Local): 1d20 + 4 ⇒ (14) + 4 = 18

"Looks like these humans were members of the Andoran Lumber Consortium..."


Technically, its a different check for each door...

Daedîn will find no traps as he checks out the two doors in the ballroom, though the one on the left is a much larger door, and looks like it has not been opened in a long long time. He suspects the buffet tables would probably need to be shifted slightly, to properly open that one, as the doors swing into the ballroom. The door on the right, by the throne, is a more normal size. It opens away from the ballroom, and a quick check finds it a little stuck... such that it might take a little effort to push it open now.

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

Let's get this open he says with a smile There might be lots of gold here!


With a little work, you will be able to clear some of the tables, the roasted giant centipede doesn't smell too bad, actually, even if it looks totally gross, displayed as it is, inside the bisected carapace. Especially once you realize it has been splattered with blood during all the recent commotion.

Pulling open the larger doors, you find yourself looking into a wide shaft, leading downward. You guess it to be the top end of the lift you saw down in the workshop, but the machinery that once operated it is in no better condition up here, than it was down below. Clearly how the creations from the workshop were once brought up for display. Though it has been centuries since the Gallery of Wonders produced anything for anyone to look at.

The other door, takes a bit of muscle to push open, and doing so causes a brief collapse of stone. Once you do though, you find a hallway, cluttered with what look to be broken and dismembered pieces of statuary. The hall leads north a short ways, before turning to the right and eventually ending at a set of stairs going down. The stairs are completely choked with shattered dwarven sculptures. You could still make your way down them, but it would require a considerable amount of climbing over broken statues.

The last secret door, in the bedroom, is already open, and reveals a short twenty five foot long corridor, and a second secret door open at the far end of that. Both likely left that way by the escaping derro.

None of the secret doors, however, lead to gold of any kind. At least not at a cursory glance.

Liberty's Edge

Male Gnome Kineticist 5 HP: 46/53, 10nl (burn) | AC: 19 (21 in cities)| T: 14 (16 in citites) | FF: 16 (18 in cities) | CMD: 15 | Fort: +8| Ref: +9 | Will: +0 (+1 vs enchantment) | Init: +4| Perc: +5

Will save: 1d20 ⇒ 2 Fimbir twitches as the Lady's last 'present' wracks the gnome with pain. Even as she soon twitches from multiple more stab wounds. Why do bad guys always pick being jerks over maybe surviving? he asks to no one in particular as the party moves on.

With the three doors open, Fimbir scratches his head at the one in the bedroom. Definitely didn't see that before. He turns to the others. We should follow, right? what if all the mites and guys stop being scared like I did and come back?


Hey, she was more then happy to sit there and regen back to full. But Tad made the heal check to see through the feign death. =) Not Morilaeth's fault the grippli forced her hand!

Fimber:
You think you saw five others in the room with you, four derro and a mite. The mite and three of the derro were wearing costumes and were tripping heavily, clearly some of the fleeing revelers. The last derro was the one who was heavily injured from the blast on the door... and was one of Morilaeth's four servants who attacked you.

One of the drugged up derro is currently passed out with his butt sticking out from under the bed. The other 3 derro and the mite appear to have fled down the passageway.

For those keeping track at home =)

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad follows behind the others as they explore the doors. He feels good that they have rid the world of that nasty one.

Liberty's Edge

Male Dwarf Ranger 6 | hp 45/51 | AC 22 T 14 FF 18 | CMB +8 CMD 22 | F +7 R +9 W +6 | Spd 20' | Init +7 | Perc +11 (dark 60) Dirty Fighter, Favored Enemy (Humans +2, Magical Beasts +4), Favored Terrain (Mountains +2)
Prepared Spells:
Level I: Lead Blades, Magic Fang

Will: 1d20 + 6 ⇒ (13) + 6 = 19

Silver Crusade

ecclesitheurge of Sarenrae 16

Is there anything still to find or that we need to do?


I'm waiting for anyone to suggest anything. 8P

Silver Crusade

ecclesitheurge of Sarenrae 16

"If you are all done looking around here, we should try to catch up with my patients."

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

Perception 1d20 + 9 ⇒ (16) + 9 = 25
to make sure they have missed nothing.

Can any of you magic guys see if there is any magic here?

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad nods to Bennybeck and uses detect magic to look around.

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

We don't want to leave anything behind seeing that she wont be able to use it

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn shrugs. "Shall we take the stairs down through this north hall? Or perhaps this I assume it leads back down to the first floor opposite of where we entered. Perhaps we can explore/clear that area on the way out..."

Daedîn will stealthily head that way, bow drawn and eyes open for any further signs of danger...

Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

Perception: 1d20 + 10 ⇒ (18) + 10 = 28

Liberty's Edge

Male Gnome Kineticist 5 HP: 46/53, 10nl (burn) | AC: 19 (21 in cities)| T: 14 (16 in citites) | FF: 16 (18 in cities) | CMD: 15 | Fort: +8| Ref: +9 | Will: +0 (+1 vs enchantment) | Init: +4| Perc: +5

That sounds good to me. Fimbir replies to the elf. I'm not sure chasing them down those dark cramped spaces is the best idea: we're not so good in the dark so far.

Liberty's Edge

Male Dwarf Ranger 6 | hp 45/51 | AC 22 T 14 FF 18 | CMB +8 CMD 22 | F +7 R +9 W +6 | Spd 20' | Init +7 | Perc +11 (dark 60) Dirty Fighter, Favored Enemy (Humans +2, Magical Beasts +4), Favored Terrain (Mountains +2)
Prepared Spells:
Level I: Lead Blades, Magic Fang

Dynath follows Daedin, staying about 20’ behind.

Liberty's Edge

Stats:
Swashbuckler 5/Pure Legion Enforcer 4| AC 23 T 16 FF 16 | CMD 21| hp 51| F +5 (D+10) R +12 (D+20) W +6 (D+14) | Spd 30' | Init +6 | SR 18 Vs. Divine

Mutahir waits for the others to go ahead, and follows behind a distance, trying to not let his scrapes and bruises bother him.


Benny will find that you have already searched the ballroom and adjoining areas quite thoroughly, though as he checks out the ancient dwarven skeleton draped over the chair in the corner, he realizes that the rusty iron bracelet dangling off its wrist, rattles more then it should. A quick check, reveals a small hidden compartment, with over a dozen more of those odd glowing pearls from the Darklands, like the one Beggar stole from Torvic. Tad will notice no other magical auras that he did not already noticed.

Eventually, you finally decide to try the stairs, despite the fact they are clogged with broken statuary. It is extremely slow going, as you climb down, a task made more tedious by the complete absence of the phosphorescent fungi that you found everywhere else. It is totally dark, and you quickly realize a light source is required to navigate... making any attempts at stealth mostly moot.

Tad has no troubles at all, the little grippli easily able to make his way over the cramped rubble with no more difficulty then walking. Everyone else though, has to climb and squeeze down. It is only about forty or fifty feet, but feels like it takes forever!

Even before you hit the bottom, you realize there are some rather unpleasant smells coming up from ahead of you, and by the time you start to spill out at the bottom, to what appears to be a kitchen of some sort, the smell has risen to almost noxious levels.

Everyone needs to make a DC 10 fort save or you are nauseated.
Everyone make the save now, though it only kicks in once you hit the bottom of the stairs.

Although perhaps grand in its heyday, what remains of the kitchen area is mostly just stone counters, and broken ovens. On most of the counters, are numerous ceramic pots and bowls, all of which are filled with strange fungal concoctions. It is these that have created the horrid smells. You have no idea what the derro and mites were trying to do here.

A door across from where the stairwell spills out, is open, revealing a short hallway, and a second door that is also open, to a small ledge and a large open area beyond. You see one of the costumed drugged derro revelers from upstairs laying collapsed in the hallway. In the doorway beyond it, a large pony-sized ant seems to be pondering coming in from the open area, and you see a second ant clambering up onto the ledge beyond it.

Only Daedîn and Tad are at the bottom at the moment. The rest still clambering over stone.
Light is required to see here as well, currently, I assume Tad has one going.

GM Screen:
Bennybeck Init: 1d20 + 3 ⇒ (11) + 3 = 14
Daedîn Init: 1d20 + 7 ⇒ (5) + 7 = 12
Dynath Init: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Fimbir Init: 1d20 + 4 ⇒ (8) + 4 = 12
Mutahir Init: 1d20 + 6 ⇒ (2) + 6 = 8
Tad Init: 1d20 + 3 ⇒ (17) + 3 = 20

ants: 1d20 + 2 ⇒ (13) + 2 = 15

1d20 + 3 ⇒ (10) + 3 = 13

Only Tad reacts quickly enough to do anything about the ants, as the others try to finish getting down.

Tad, assuming you make the fort save, you have the option of trying to close the far door before they can get to it. You're not sure how easy it will be to close, however.

- Round 1 --------
Tad (-1), Dynath
ants
Benny, Daedîn (-6), Fimbir (-7, 10 nl), Mutahir (-23)

Tad and Dynath can go

Fort save pending from everyone (though delayed effects for some)

All those in the stairwell:
- It is a DC 10 climb check to move.
- If you're medium sized, you are also squeezing
- You can not end your turn in an occupied square

Net result: Everyone can move a single square as a move action *if* they make the climb check. (Of which you can try twice a round). There is no penalty for failure (other than not being able to move). Tad can move freely up and down (due to being small and having a climb speed)

Silver Crusade

ecclesitheurge of Sarenrae 16

fort save: 1d20 + 5 ⇒ (19) + 5 = 24

Tad sees the ants coming and tries to scorch the first one, hoping that will delay the creatures long enough for his companions to climb down.
ranged touch: 1d20 + 6 ⇒ (4) + 6 = 10 Using Fire Bolt
damage: 1d6 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

fort 1d20 + 7 ⇒ (15) + 7 = 22

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

Clib 1d20 ⇒ 6 lol, here he goes not going any where again lol

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