Phantomblade |
" From what I can gather, this man was with the other group of Pathfinders. He is, as of now, the only survivor. The men that attacked us are all that remain from the transport ship and the only way for this man to remember what happened is to go to the labyrinth." phantom says as he fills the party in on what the conversations have revealed
-Posted with Wayfinder
Warpac |
"Well, then. Our way forward seems simple, though mutiny is a serious crime. These sailors may want to find a different profession far away if and when we get them back."
GM Batpony |
If there are no further questions for the Paladin and the sailors, we'll head to the labyrinth.
Warpac |
Move on out!
'Zero' |
"It seems like there's only one option, then," Zero says, chuckling to herself in hope that someone else has another option. "We'll get you home, but business before pleasure, of course," she offers to the remaining sailors. "Don't go anywhere, we'll be right back."
GM Batpony |
The Paladin becomes ecstatic at your agreement to assist him, and he leads you to Sevenfigers's Tomb. Your journey, although very short, takes you across some unusual sights. The Paladin takes a brisk walk, slightly faster than a normal walk.
The first thing that you pass through among the trees is something that resembles an effigy, made of akulls, tree branches, bloodstain bones, and vines in the middle of a small clearing.
Soon after, you're brought to another clearing. In the center of this clearing stands a large monolith, about five feet in diameter and twelve feet tall. Carved into the dark stone are the faces of dozens of one-eyed humanoid creatures, their mouths agape as if preparing to appease an unspeakable hunger.
DC 12 will save or be shaken for 1d6 rounds. This is a fear effect. It's a very scary looking statue thing.
The entrance to the tomb, as you reach it, is appalling. It's just a crack in the ground through the grass. No signs, no magnificent carvings.
"It's through here" the Paladin exclaims. A small set of stone steps descending lead you to the first level of the tomb, which by the looks of it has been vacated and unoccupied for sometime, Slightly ahead, as you venture through the vacated halls (of the flesh eater) the door to the Labyrinth lies before you, the door though has been chopped to pieces.
This door was destroyed an adamantine sword and once depicted a scowling face.
Checkpoint! once everyone has checked in and is ready, we'll head right into the Labyrinth .
[
Phantomblade |
"Let me lead so that I may spot any dangers before we come across them"
I also to average healing on my own wand. Question in that though is the average 4 or 5
-Posted with Wayfinder
Kor'sarro Khan |
Following the group the Paladin would regards everything and if needed go up to the Monolith should someone request it (no Fear for the Paladin). otherwise when they get to the Door he blinks for a moment and regards the rest. "Did someone break out or break in?"
Warpac |
Kn Engineering: 1d20 + 6 ⇒ (5) + 6 = 11
"Nice to be able to use stairs this time. Last time we descended through a shaft."
Warpac will cast Guidance and use a blessing of Lucky Presence before the door is opened by Phantomblade.
'Zero' |
"Be on your guard, but not on edge, fellows," Zero offers brightly, trying to inject some humor into the group. "The door's already sort of opened for us," she continues, peering through the broken pieces of door.
GM Batpony |
I would say around 5 minutes.
Stealth Wight: 1d20 + 20 + 5 ⇒ (11) + 20 + 5 = 36
Stealth Fog: 1d20 - 3 + 5 ⇒ (11) - 3 + 5 = 13
Perception,Gronk: 1d20 + 10 ⇒ (12) + 10 = 22
Perception,Zero: 1d20 + 11 ⇒ (4) + 11 = 15
Perception,Warpac: 1d20 + 8 ⇒ (10) + 8 = 18
Perception,Kor’Sarro: 1d20 + 0 ⇒ (13) + 0 = 13
Perception,Phantom Blade: 1d20 + 9 ⇒ (11) + 9 = 20
Perception,Jorah: 1d20 + 11 ⇒ (14) + 11 = 25
It is unclear from the broken pieces whether the door is broken from the inside or outside. The spiral stairs descend 80 feet from the Hall of the Flesh Eaters to a large mist-filled chamber. Everyone notes that within the large mist, there is a part of the mist that moves differently, somewhat odd.
Updated Map.
Jorah |
Jorah is quite uneasy being back in this place, after the battle that occurred during his last journey. "I agree with Zero, we must be prepared for anything. If its anything like my last trip, we can expect plenty of undead."
Warpac |
Kn Eng: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8, which burns his guidance to no effect.
This place is bloody unnatural. If a dwarf made those stairs my name is Bob.
Warpac growls out (foolishly) "The last time we were here the way down was trapped. Let me lead the way. Leave it to a dwarf to spot any traps."
Just in case, he gets a Detect Poison going. Traps have poison sometimes and that has saved him in the past.
@Batpony
If there is a trap or a roll to avoid a trap Warpac will use his lucky presence on the next roll to roll twice and take the better result.
GM Batpony |
Detect poison shows up nothing at the moment.
Phantom has passive trapfinding, so between Warpac and Phantom you guys got to decide who goes first in marching order :) I'm guesing at the moment no one has stepped into the misty room yet.
Warpac |
Warpac is mostly bluster. Phantomblade should go first but Warpac will go first if given the chance. If he does not speak up before long, have Warpac lead the way.
Phantomblade |
phantoms effect is 10 ft so I can be second in order and still spot the traps when lead person is with in 5ft of it
-Posted with Wayfinder
GM Batpony |
sounds good. So anyone doing anything before stepping into the mist chamber?
GM Batpony |
As Kor'sarro steps into the place, the oddly shaped fog notice before transforms itself into a shape of a giant skull, from the skulls mouth, and army of skeleton fog soldiers emerge, as if the skull has taken shape and starts to approach your direction.
However before the party could react, two skeletal like warriors emerge out of shadows of the fog and thrust Kor'sarro with their spears.
longspear: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
dmg: 1d8 + 8 ⇒ (6) + 8 = 14Plus Energy drain
longspear: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
dmg: 1d8 + 8 ⇒ (2) + 8 = 10Plus Energy drain
Energy Drain: DC18 Fortitude save or -1 level for 6 hours, the effects stack.
They deal deadly blows to Kor'sarro as he was caught off guard by the surprise of the creatures.
Initiative,Zero: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative,Warpac,underground: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative,Kor’Sarro: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative,Phantom Blade: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative,Jorah: 1d20 + 3 ⇒ (14) + 3 = 17
Hungry Fog: 1d20 - 3 ⇒ (10) - 3 = 7
???: 1d20 + 8 ⇒ (18) + 8 = 26
Combat Round 1
active conditions:()
Wight Guardian
Phantom,Jorah,Gronk,Zero,Warpac,Kor'sarro -24 (2 Fort saves)
Hungry Fog
A little bit on the fog here, it is similar to the one that you have on the outside but less dense, same effects but 25% miss chance as oppose to 50%.
Warpac |
Warpac, observing the wilting influence the spear strike have on Khan, decides he had better indulge in some self-preservation and casts Shield of Faith on himself and uses some fervor to also cast Divine Favor.
"Desna, preserve me!" he shouts as he runs the gambit and positions himself for an attack in a few seconds.
Hopefully I can distract them long enough so that the others can slip by unmolested.
He will use his lucky presence for any saving throw required, but hopefully they both miss :)
Kor'sarro Khan |
Fortitude: 1d20 + 13 ⇒ (10) + 13 = 23
Fortitude: 1d20 + 13 ⇒ (9) + 13 = 22
Growling in pain the Paladin takes a hold of the No-dachi and lashes out at one of the 2 skeletons, knowing where the other one is he doesn't risk the opportunity for either of them to flank him as he moves after the 2 attacks on them. "Careful friends, these creatures make some sort of attack on you and it seems to sap your strength...
Attack 1: 1d20 + 11 ⇒ (11) + 11 = 22
Damage attack 1: 1d10 + 14 ⇒ (6) + 14 = 20
Miss change (0 -25 = miss: 1d100 ⇒ 91
Attack 2: 1d20 + 6 ⇒ (7) + 6 = 13
Damage attack 1: 1d10 + 14 ⇒ (7) + 14 = 21
Miss change (0 -25 = miss: 1d100 ⇒ 52
GM Batpony |
Warpac moves into position and calls forth the blessings of Desna, Kor'sarro on the other hand, retaliates to the attack, hurting the Wight visibly.
Kor'sarro, the miss chance applies only for range outside 20ft, as per the earlier fog effect. So melee attacks don't need to worry about it.
Combat Round 1
active conditions:()
Wight Guardian R(-41) L
Phantom,Jorah,Gronk,Zero, Warpac,Kor'sarro -24
Hungry Fog
Phantomblade |
Phantom will charge the enemy right infront of him.
rage charge: 1d20 + 12 ⇒ (18) + 12 = 30
dmg: 1d10 + 13 + 2d6 ⇒ (1) + 13 + (6, 2) = 22
confirm: 1d20 + 12 ⇒ (6) + 12 = 18
CRIT dmg: 1d10 + 13 ⇒ (7) + 13 = 20
the enemy I hit takes a neg 2 to hit everyone and a neg 4 to hit me. I also gain 2 AC for the rage but lost it on charge so for this round it stays the same
GM Batpony |
Phantom's charge proves to be forthcoming as he hurts the wight very badly. the wight looks to be on the verge of death, again, a single blow would likely take him out clean at this point.
Combat Round 1
active conditions:()
Wight Guardian R -63 (-2 attack all -4 attack Phantom) L
Phantom, Jorah,Gronk,Zero, Warpac,Kor'sarro -24
Hungry Fog
Jorah |
Jorah moves into the room and calls forth on Desna for a flash of divine energy.
Burst of Radiance DC 18 hitting the other wight and the fog.
Damage: 5d4 ⇒ (3, 4, 4, 1, 3) = 15
GM Batpony |
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
rounds?: 1d4 ⇒ 3
The Fog is unaffected by the brilliant light that Jorah produces. No eyes and not evil. However the Wight on the left of the party covers his eyes as he is unable to see from the brightening light.
Combat Round 1
active conditions:()
Wight Guardian R -63 (-2 attack all -4 attack Phantom) L -15 (Blinded 3 rounds)
Phantom, Jorah, Gronk,Zero, Warpac,Kor'sarro -24
Hungry Fog
Gronk Bloodstone |
Gronk will move to meet the other Wight.. Rage and attack with Greataxe..
Attack: 1d20 + 15 ⇒ (6) + 15 = 21
Dam: 1d12 + 18 ⇒ (5) + 18 = 23
'Zero' |
Zero moves to the doorway at the bottom of the steps and snap-fires, hoping to thread the needle between Phantomblade and Jorah on the teetering wight (R).
Longbow, Deadly Aim: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Damage, Deadly Aim: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8
GM Batpony |
Gronk meets the other Wight with great rage as it injures it pretty badly. Zero, however, seems to be effected by the fog even at close range as his aim goes terribly wide missing all parts of the Wight.
The Paladin, makes no attempt to move into the room and watches the party in dramatic battle. As the fog closes in, you feel it's bewitching presences haunt you.
Everyone make a DC 8 Will save or be shaken for 1 round.
The fog closes in on Warpac and Phantom attempting to engulf them
Warpac and Phantom, as the hungry fog engulfs you, you can make a choice, to try to avoid the engulfment by making a DC15 Reflex save, OR make an attack of opportunity against the fog but forgo your save.
If you succeed your save, I will push you back to the appropriate spot. Staying inside the fog could be nasty. You still need to make that will save though.
Inside the room, although hard to see, you all notice dried blood on the floor, leading towards the north west corner of the room.
Also added an arrow to show you where the exit is, it didn't seem very clear from the map.
Combat Round 1
Engulf round! After Engulf Wight's turn
active conditions:(All make DC8 will save or be shaken)
Wight Guardian R -63 (-2 attack all -4 attack Phantom) L -38 (Blinded 3 rounds)
Phantom, Jorah, Gronk,Zero, Warpac ,Kor'sarro -24
Hungry Fog
Warpac |
Warpac will try an avoid the fog.
Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
(+2)[vs. spells, spell-like, and poisons - Hardy]
(+2)[vs. death effects – Fey Foundling]
I don't think the reflex save qualifies for either of those bonuses. bummer.
Warpac |
Will ST: 1d20 + 10 ⇒ (20) + 10 = 30
(+2)[vs. spells, spell-like, and poisons - Hardy]
(+2)[vs. death effects – Fey Foundling]
That will have to do :)
But I have to ask. Are you sure you mean Warpac is in the fog? Warpac is the guy at the top of the map. The cloud does not seem to be covering him where it is currently placed.
Kor'sarro Khan |
Looks like Phantom and Gronk are the ones in the hungry fog
Will Save: 1d20 + 9 ⇒ (6) + 9 = 15 Easy :)
GM Batpony |
Oh no! My eyes deceived me, it is Gronk in the hungry fog. My bad! Also didn't notice you folks with high will save modifiers oops.
Phantom and Gronk as the hungry fog engulfs you, you can make a choice, to try to avoid the engulfment by making a DC15 Reflex save, OR make an attack of opportunity against the fog but forgo your save.
Combat Round 1
Engulf round! After Engulf Wight's turn
Wight Guardian R -63 (-2 attack all -4 attack Phantom) L -38 (Blinded 3 rounds)
Phantom (Will save 8 required or be shaken), Jorah, Gronk , Zero (Will save 8 required or be shaken), Warpac ,Kor'sarro -24
Hungry Fog
'Zero' |
To get it out of the way:
Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
"Don't let some creepy weather distract you and just kill it," Zero encourages.
GM Batpony |
Thanks for letting us know Jorah, we'll bot Phantom for now.
Reflex: 1d20 + 9 ⇒ (13) + 9 = 22
will: 1d20 + 3 ⇒ (11) + 3 = 14
Observing the oncoming skeletal soldiers of darkness within the fog march up, Gronk and Phantom tumble away with is, but puts the pathfinder in a tight spot against the corner. None of the pathfinders are scared by the fearsome sight as with enough experience, they know it is all just mind tricks and hallucinations.
As the fog closes in, the Wight Guardians see this as an opportunity and pursue to enter in the fog of their own will, from within the fog, the strike out their spears at Gronk and Kor'sarro.
longspear,Gronk: 1d20 + 12 ⇒ (9) + 12 = 21
dmg: 1d8 + 8 ⇒ (3) + 8 = 11+energy drain (DC18 Fortitude or -1 level for 4 hours)
longspear,Kor'sarro: 1d20 + 12 ⇒ (10) + 12 = 22
dmg: 1d8 + 8 - 2 ⇒ (6) + 8 - 2 = 12+energy drain (DC18 Fortitude or -1 level for 4 hours)
However, the fog has effected their visuals and they miss each of their targets by a finger.
Combat Round 2
active conditions:
Wight Guardian R -63 (-2 attack all -4 attack Phantom) L -38 (Blinded 2 rounds)
Phantom, Jorah, Gronk, Zero, Warpac, Kor'sarro -24
Hungry Fog
Phantomblade |
thanks for the bot. The last few days ruff with whole family down lol.
Phantom will move around and throw a dagger into the fog.
miss high good: 1d100 ⇒ 98
atk: 1d20 + 10 ⇒ (16) + 10 = 26
dmg: 1d4 ⇒ 4
-Posted with Wayfinder
GM Batpony |
No worries! Also, it is possible to attack the Wight within the fog, I'm not very clear on the rules here though, so unless anyone else has better ideas, I'm going to threat this as partial concealment if you attack someone within the fog (effects don't stack with the eerie mist). @Phantom, not sure if this changes your target, it might as you have sneak attack bonus attacking the blinded Wight.
Warpac |
"Great Desna, give my weapon the ability to destroy this minion of the undead."
As Warpac calls upon Desna to give his weapon power to destroy the fog (Sacred Weapon/Gghost Touch), he steps forward and delivers a Cleave attack to the fog and then the wight. He really wants the first attack to land so no power attack until the second attack.
+11/1d10+6 Dwarven Double Waraxe [1d10; crit x3; dmg: S] (+4[BAB] +2[str] +1[wpn foc] +1[enh] +3[div fav]/+2[str] +1[enh] +3[div fav])
To Hit Fog: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d10 + 6 ⇒ (2) + 6 = 8
If that hits, cleave through to the wight, gaining +1 for the special ability of the weapon...
[+10/1d10+10 Power Attack with Dwarven Double Waraxe [1d10; crit x3; dmg: S] (+4[BAB] +2[str] +1[wpn foc] +1[enh] -2[pwa] +3[Divine Favor] +1[ddwa]/+2[str] +1[enh] +4[pwa] +3[Divine Favor])
To Hit Wight: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d10 + 10 ⇒ (5) + 10 = 15
Warpac is at a -2 AC for one round, which I will apply to his tag line
Jorah |
Jorah pulls out a folded piece of parchment from a pack on his hip and begins calling upon its powers. Winds begin to blow from nowhere, surrounding the fog.
Scroll of Wind Wall, making a square around the fog, essentially immobilizing it
-Posted with Wayfinder
Gronk Bloodstone |
21 hits when raging..
Fort: 1d20 + 17 ⇒ (5) + 17 = 22
Gronk roars as he is wounded.. He drops his axe and attempts to tear the fog to pieces with tooth and claw.. Letting his savage nature take control..
Bite: 1d20 + 16 ⇒ (8) + 16 = 24
Claw 1: 1d20 + 16 ⇒ (16) + 16 = 32
Claw 2: 1d20 + 16 ⇒ (17) + 16 = 33
Dam Bite: 1d6 + 18 ⇒ (3) + 18 = 21
Dam Claw 1: 1d8 + 14 ⇒ (2) + 14 = 16
Dam Claw 2: 1d8 + 14 ⇒ (6) + 14 = 20
Dam is +2 magic
Kor'sarro Khan |
Seeing the mist move a quick glance was given to his companions to see how they were doing before bringing his no-dachi down in a swoop and hopefully tear into it before flicking his wrist and reversing the attack and then taking a sidestep to see what would happen with the fog even after Grink attacked it.
Attack 1: 1d20 + 11 ⇒ (16) + 11 = 27
Damage Attack 1: 1d10 + 14 ⇒ (8) + 14 = 22
Attack 1: 1d20 + 6 ⇒ (10) + 6 = 16.
Damage Attack 2: 1d10 + 14 ⇒ (10) + 14 = 24
'Zero' |
Zero takes a moment to better inspect the remaining wights for any weak spots. (Studied target)
"Alright, you undead scumbags," she whispers, firing at whichever one looks more tore up.
Longbow, Deadly Aim, Studied Target: 1d20 + 11 - 2 + 2 ⇒ (5) + 11 - 2 + 2 = 16
Partial Concealment, 21+ hits: 1d100 ⇒ 91
Damage, Deadly Aim, Studied Target: 1d8 + 2 + 4 + 2 ⇒ (5) + 2 + 4 + 2 = 13
GM Batpony |
Warpac and Gronk had done enough damage to take out the fog. It doesn't matter for this part, but just to clarify, Gronk the Bite is not magic damage right? To make it easy, retrospectively I'll divide the damage out because you've done enough damage to eliminate the threat.
Phantom's dagger accurately breaks through the fog and hits one of the Wight's square in the eye eventually taking it out. Even without sneak attack he was a 4 life. Gronk and Warpac with their tremendous brute strength is able to disperse the hungry fog and it's evil looking skeletons with ease, however Warpac over-swinged his axe missing whatever he was targeting for next. Kor'sarro taking advantage of the situation swings forth the take out the last of Wight. Zero tries to bring back up with some arrows but simultaneously Jorah has put up a wall of wind for protection against the fog. Doesn't matter now, but the wall would have blocked your arrow!
Like a flash, the threat is removed. The Paladin comes out from the door and speaks again in the tongue of the heavens.
"You are very strong adventurers! I had feared my life, and was unable to act."
What to do now?
Warpac |
"I thought you were a paladin. Curious behavior for one of your ilk, I must say. Typically a Paladin will charge into anything."
Warpac starts chuckling under his breath, We have a rogue behaving like a paladin and a paladin behaving like a rogue. How amusing.
I assume we start inspecting the room, beginning on our side and moving to the other side - particularly those curious alcoves, and peering down the two exits from the room besides the one we came in.