GM Bold Strider's PFS 03-08 Among the Gods (Inactive)

Game Master rpblue

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Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite watches in earnest as the wise masters pound the spikes into the wall to make their climb easier. He bows, showing his respect to their superior wisdom in such matters.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Here. And here. And up there." Shu points out the pre-existing holes. "Easy."

Once he's climbed to the top, he suggests Bevek join him in checking the two doors for traps before opening the one to the north.

East Door Perception: 1d20 + 10 ⇒ (16) + 10 = 26
North Door Perception: 1d20 + 10 ⇒ (16) + 10 = 26


Two DC 10 Climb checks are needed for each person climbing the wall. Can take 10.

As Shu crests the rise, two deformed and burned bodies lie against the eastern door in a puddle of congealed oil. It appears that they were felled by a flaming oil trap. It has given the upper part of the room quite an awful smell. None of the bodies possess anything of value.

Master Mu! Aid me! I don't think that I shall be able to climb this wall! screams Hustavan to the aged man.

Shu sees no traps and opens the door to the north.

A row of nine open coffins stretches from east to west across the north wall of this room. Each coffin is made from a dark wood, painted black, and polished to a mirror finish. The inside of each coffin is lined with green fabric and holds a ratty blanket and musty pillow. Boxes, crates, and barrels line the south wall on either side of the simple wooden door there. The entire room smells sickly sweet, vaguely like a mixture of rotting vegetables and fresh taffy.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"See I told you there was some sort of trick to it. You guys and your magic rings and monkeys." Gob says as he climbs up the cliff.

Taking 10.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Seeing the others making progress, Baern leaves the spikes and climbs up with the guidance given him.
T10

He checks the bodies for any clue as to how long they have been deceased, though his instinct is recently given the odour.

-Posted with Wayfinder

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Bevek follows the gnome up the cliff, and moves to the door in the east wall. He kicks the puddled corpses out of the way, and then pauses to wipe the ick off his boots.

Man, these guys really are nuts. They're so busy killing each other off with traps, I'm not sure were gonna find anything alive down here.

He then very carefully checks over the door for other hidden surprises.

Find Traps: 1d20 + 8 ⇒ (2) + 8 = 10

The puddle of oil and cultist makes it pretty difficult, though.

Grand Lodge

Monk 5

Take 10 Climb

Mu climbs the wall then brings out some silk rope. He casts the rope and some ridicule down on Hustavan. ”Hulry up rlecruit!”

Does rope bring DC down to 5?

GM Bold Strider wrote:
The entire room smells sickly sweet, vaguely like a mixture of rotting vegetables and fresh taffy.

Mu can smell the lingering scent wafting out of the room, "Smells rlike a good rlecipe! -Shu! Wat's in theah!?


Hustavan climbs the rope. What ho, Master Mu! Valiant climb! Let's move forward!

Bevek finds no other traps on the door.

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Bevek moves over and sticks his head in the door to the north.

I didn't find anything on the door to the east. Hey, what do we have in here? Coffins? I'm not sure there's enough left of some of these guys to worry about coffins. Anything worthwhile in these boxes and barrels?

Bevek looks over the contents of the room.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

Brewslee climbs up the smooth cliffface using the rods.

T10

Wen he gets to the top he staggers over to each coffin. Do yoush think that they dug thesh up to ushe for the bodiesh?


GM:

Br: 1d20 + 5 ⇒ (3) + 5 = 8
Be: 1d20 + 5 ⇒ (9) + 5 = 14
1d3 ⇒ 1

Bevek and Brewslee:
Your body seems to be a bit tired. It could be from the climb or something else. You each take 1 Dexterity Damage.

As Brewslee and Bevek investigate the room, the first thing they notice is the body of a male human lies crumpled in front of the barrels on the southeast side of the room. Most of the coffins look empty but the one on the far side of the room looks to contain another body.

Grand Lodge

Monk 5

Mu nudges Hustavan into the room, ”Hoi, wats all this clrap? You keep food next to dead peeple?”


Hustavan puts up his nose at the thought of eating food here and doesn't enter the room, preferring to stay away from rooms until you have explored them more thoroughly. I eat food of a higher caliber...

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

Ugh. I feelsh a bit tired..... Brewslee holds on to the wall as he moves a bit slower.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"Well maybe you should get out of there before something bad happens. My poor suit can't take any more punishment in the process of trying to save you."

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

If there is nothing of interest in the room Brewslee has entered, Baern will motion to the other door and, scimitar and shield drawn, stands ready for whatever lies beyond.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite climbs up and looks on as the rest of the group investigates the room filled with coffins. He goes on to investigate the one body still in the coffin. He looks it over for signs of how it died, or if it is somehow reanimated to undeath?

He also searches for any goodies in the coffin with the unfortunate figure.

Heal: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu tests the body in the coffin for undeadness (by shooting it). If it doesn't react, he detects for magic. If there is no magic, he shrugs and heads for the other door.

Perception for stuff: 1d20 + 10 ⇒ (7) + 10 = 17


Malachite and Shu move into the room as well.

GM:

Br: 1d20 + 5 ⇒ (9) + 5 = 14
Br: 1d20 + 5 ⇒ (12) + 5 = 17
Dexterity Damage: 1d3 ⇒ 1
---

Be: 1d20 + 5 ⇒ (3) + 5 = 8
Be: 1d20 + 5 ⇒ (6) + 5 = 11
Dexterity Damage: 2d3 ⇒ (3, 3) = 6
(2/9)

Shu: 1d20 + 4 ⇒ (4) + 4 = 8
Dexterity Damage: 1d3 ⇒ 3
(1/6)

Malachite: 1d20 + 4 ⇒ (13) + 4 = 17

Bevek, Brewslee and Shu:
Bevek and Brewslee feel even more fatigued as they move about the room investigating the boxes, coffins and people. (1 Dexterity Damage for Brewslee/6 Dexterity Damage for Bevek.) Shu begins to feel the effects of the fatigue as well. (3 Dexterity damage.)

Shu fires a bolt into the body of the elf and it doesn't react. Between him and Malachite, they find a +1 Short Sword, Scroll of Lesser Restoration and a Grey Bag of Tricks on the body of the elf.

The spry elder doesn't see any other magical auras, however some of the boxes are marked fragile, while others are clearly labelled for shipments of grain and foodstuffs.

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Ugh. Something in here is not right. I'm getting out of here.

Bevek moves back into the room with the cliff. He then sits down, shaking his head, trying to recover from whatever ails him.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Curious, Malachite opens one of the boxes marked "Fragile", thinking perhaps it is a major award...

Sorry I figured it was the appropriate season for an A Christmas Story reference. Pardon me if you haven't seen it.

Grand Lodge

Monk 5

Who hasn't? Although Mu wouldn't have any idea what it is, having been celibate his entire monkhood.

-Posted with Wayfinder

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Bah! This room making feel like Mu at naptime!" Shu gets out before worse things happen.

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

Brewslee stumbles about as he leaves the room. Ughh... SHooo tired.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Baern checks the teammates complaining of fatigue to see what has befallen them.
Heal: 1d20 + 16 ⇒ (19) + 16 = 35


GM:

Be-16: 1d20 + 5 ⇒ (1) + 5 = 6
Dexterity Damage: 1d3 ⇒ 3
(3/9)

Shu-14: 1d20 + 4 ⇒ (6) + 4 = 10
Dexterity Damage: 1d3 ⇒ 1
(2/6)

Malachite-14: 1d20 + 4 ⇒ (20) + 4 = 24

Baern:
They appear to be poisoned.

Bevek and Shu:
Your movements lag even further as your muscles begin to seize. (Bevek: 3 Dexterity Damage/Shu: 1 Dexterity Damage) Dice have it out for Bevek today...

Malachite:
You find a Red Ryder BB Gun with warning label: You'll shoot your eye out!. It must have came from Alkenstar.

The rest of the group sees the most of their party members stumble out, but Malachite feels completely comfortable in the room.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Baern considers his allies and notes, "What did you go and poison yourselves on in there? No matter. Come here, we'll get you fixed up."

Now wondering why I don't have lesser restoration memorized...

The dwarf sets to heal the poison from his allies.
Heal: 1d20 + 16 ⇒ (9) + 16 = 25 DC is the poison's DC, gives +4 to victim on their saving throw to kick it out. Guess I need to roll every time they make a save.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Poison?! Bah!" Shu gets out his antitoxin with shaking fingers and drinks it.

Grand Lodge

Monk 5

is Mu affected?

-Posted with Wayfinder

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Poison, you say? Damn. Wait, I've got something for that.

Bevek pulls out his own vial of antitoxin and drinks it down.


Only Shu and Bevek.

Baern helps B-1/S-2: 1d2 ⇒ 2 try to overcome their poisoning as both of the afflicted parties down vials of Antitoxin.

Bevek: 1d20 + 5 + 5 ⇒ (5) + 5 + 5 = 15
Dexterity Damage: 1d3 ⇒ 2

Shu: 1d20 + 4 + 5 + 4 ⇒ (1) + 4 + 5 + 4 = 14
Dexterity Damage: 1d3 ⇒ 3

---
Heal Check: 1d20 + 16 ⇒ (7) + 16 = 23
B-1/S-2: 1d2 ⇒ 2

Bevek: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16

Shu: 1d20 + 4 + 5 + 4 ⇒ (3) + 4 + 5 + 4 = 16

Total Dexterity Damage:
Bevek: 12
Brewslee: 2
Shu: 7

A studied analysis of the room by Baern illustrates that the corpses in the room were killed by poison. Baern, careful not to touch anything, finds two gas traps in the room. It is likely that the poison clouds left a residue behind on everything in the room and the interactions of the Pathfinders with the boxes and the corpses infected their blood.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

This lame @ss room is reason I was taking 20 on perception before. Figures I would miss the trap once I stopped. Are we on a time-limit? Because a couple of us are crippled at the moment and could use rest.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Heavily nerfed, perhaps, but not crippled. Seriously, I feel horrible that I'm not prepared with a lesser restoration! Thankfully, coming up at lvl 8 I can swap a spell out to learn it. Down side is it won't help us for the remainder of this series... But that's what scrolls are for! Will pick up an excess of them once we return to town. Or if we find any along the way.

"Hmm, yes, a contact poison. I apologize for not having the means to cure ye of this affliction, but I shall be ready to use any scrolls or, if we be fortunate, wands to aid thy recovery."

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Considering every room we've entered has been trapped, and disable device is a dex-based skill, I'd say nerfed is not a strong enough word. We have 1 scroll of lesser restoration that we found, but it won't do much.

Grand Lodge

Monk 5

Through the Tian wars in his youth, Mu was the ubiquitous temple grunt with very few skills other than wrecking havoc and annoying others - a personal tradition that is little improved to date. Frustrated at his lack of any useful field skills, he blames Hustavan, "Hoi, why ah we brlinging you? You kno sheet! You bettah staht!"


Shu knows that it has been conveyed to the Pathfinders that their mission should be completed ASAP, however there is no foreseeable reason that the group could not rest. The nearest town is a two mile hike from the ruins.

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

Gob shakes his head. I tell them not to go in there and they all rush in. It's like they do the exact opposite. Wait that gives me an idea. "What ever you do, do not check that next door for traps or open it."

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Sense Motive for Gob: 1d20 + 18 ⇒ (16) + 18 = 34

Baern chuckles at Gob's attempt at reverse psychology. Might be worth a shot.

Did not remember that we had a scroll. Would anyone like it?

Liberty's Edge

Male Human (9) Monk (Drkn Mstr) 7/Fgtr 2 | HP 66/66 | AC 29 (33 vs AoO); T 25; FF 24 | F +11; R +11; W +12 | CMB +13; CMD 34|
Consumables:
Ki 8/8; Drunk Ki 4/4 | Shuriken 34/40 | Wands; CLW 43/50; Mage Armor 45/50

Would be best on Bevek as he has taken 12

Trapsh...... Where Gob?

Brewslee looks frantically about.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Use scroll on Bevek. He looks like he about to fall over." Shu's twitching more than a bit, but is trying to pretend he's not. "I think we look through next door, and if nothing tries to kill us, we rest right here on ledge."

Taking 20 on checking the other door for traps (total 30).

Liberty's Edge

Half Orc Wizard 5
Stats:
HP 37/37 | AC:12 (16) T:12 FF:10 (14) | F:+2 R:+3 W:+4 | CMB:+4 CMD:+16 | Init:+2 Percep:0 | Speed:30

"Every where." Gob says to Brewslee.

-Posted with Wayfinder


Shu checks the door for traps, but doesn't see any. He cautiously opens the door and peers inside.

This area seems to be part of a larger tunnel complex beyond. The tunnels are 5 feet wide and 10 feet tall. This area is separated from the larger tunnel complex by a heavy black canvas that was nailed into the ceiling and drapes across the tunnel 10 feet from the door in the west wall.

Grand Lodge

Monk 5

”I say we brlock doah and stay heah!”

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Not feeling particularly hurt, tired or injured, Malachite offers to stand guard while the tired, wise masters get their beauty rest.

Liberty's Edge

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5
Current condition: two negative levels Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

No, no. I'm fine. I just need to walk it off.

As he says this, he gets up to follow Shu down the corridor. He deftly manages to walk into the open door, nearly knocking himself out.

Um, ok, yeah. Maybe I'm not fine.

Bevek is down to Dex 4, so yes, he will take the restoration, please.

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Hrm, post got eaten.

Baern retrieves the scroll and uses it to heal Bevek.

Ability heal: 1d4 ⇒ 3

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Baern, with your heal check you should be able to take 10 to help those with ability damage during the rest period. Heal skill info on Long Term Care from the Player's Guide: DC 15 check restores 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. So, do we rest 8 hours or a full day?

Silver Crusade

Male Dwarf Inquisitor 8 | AC 21 T 10 FF 21 | HP 59/59 | F +7 R +2 W +12 | Init +6 | Perc +14 | Bane 11/11 | Judgment 3/3 | Reroll : Not Used

Personally, I'd rather not rest at all, but understand the need. As such we should probably keep it to 8 hours.


Need consensus on these actions as they require the group to agree. Boldly striding forward is a one man game. Getting a group of adventurers to rest is a group activity.

Grand Lodge

Monk 5

We're definitely not leaving to go to town. We could just barricade the doors and field rest for 8 hours.

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