GM FurtiveZoog's PbP PFS First Steps - Part II: To Delve the Dungeon Deep (Inactive)

Game Master FurtiveZoog

This is for a public run PbP run of PFS First Steps - Part II: To Delve the Dungeon Deep before it is fully retired. The Map.


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Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

We should take a look at these things. The kobolds might have missed something worthy. Ralklain and Exitium move to the end of the corridor, checking to see if they are not missing anything.
R Perception: 1d20 + 0 ⇒ (3) + 0 = 3
E Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Alia's Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Exitium's Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Narvik's Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Pizzmic's Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Ralklain's Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Sunic's Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Wuliem's Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Searching the boxes turns up nothing of interest until Pizzmic barely notices, hidden in a bag of weevil-infested flour, four interesting vials crudely labeled in Draconic.

Draconic:
Gurk’s Fire Juice

The vials do not detect as magical (and nothing else in the room does, either), but Wuliem quickly identifies the vials as alchemist's fire.

You can decide who wants to carry them, and I'll just move you similarly through the next door to the south.

This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs.

Looking into the larger room beyond, you see cracked and crumbling frescoes lining the walls of a large empty room. The sections of the frescoes not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A large pile of bones rests just inside the passage.

The Map is updated as a large overview.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Should we investigate that tunnel first?

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem --absently--places the vials of Gurk’s Fire Juice into his pockets,while peering around at he rest of the boxes.

He doesn't seem to be aware of his...actions.

Upon entering the next chamber,
Wuliem whistles as he notices the 'once the image of a proud warrior chiseled roughly in granite'.
He moves over toward it, reaching for his journal and inkpen as he does.

Hmmm...this seems interesting.
Actually, there is an idea that I have been toying with that I may be able to harden my skin for battle to help prevent harm.
This statue dust could assist with that!

Wuliem begins to fill a vial with some of the statue dust.


As Ralklain suggests, the group advances into the room and towards the tunnel. On the top of the heap of bones are the battered, dismembered remains of several recently killed and eaten kobolds. Underneath these are layers of bones of increasing age, marking the results of the kills of many different predators through the centuries.

From the bottom of the pile comes a shifting of the bones as a human skeleton rises to stand before you, the evil hatred of all that lives is nonetheless apparent in its eyeless sockets. It wears no armor, but has a golden crown crushed into its deformed skull, and it holds a jade katana in its hands.

A lot of rolls...:

Alia's Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Exitium's Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Narvik's Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Pizzmic's Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Ralklain's Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Sunic's Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Wuliem's Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Alia's Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Exitium's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Narvik's Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Pizzmic's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Ralklain's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Sunic's Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Wuliem's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Skeleton's steath: 1d20 + 6 ⇒ (1) + 6 = 7
Skeleton's initiative: 1d20 + 6 ⇒ (2) + 6 = 8

Surprise Round: Everyone but Pizzmic and Alia see the skeleton and can act in the surprise round; perhaps Alia is still overcome by self-doubts and Pizzmic is thinking about other matters... ;)

Surprise Round: Wuliem, Ralklain, Exitium, Sunic, *Skeleton, Narvik
Round 1: Wuliem, Ralklain, Pizzmic, Alia, Exitium, Sunic
Then *Skeleton
Then Narvik

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Surprise round:
Ralklain 5-foot-steps to avoid hitting his friends (cover) and throws a Acid Orb at the creature:
Watch out!
Ranged Touch: 1d20 + 2 ⇒ (19) + 2 = 211d3 ⇒ 1

Exitium moves southwest, where he could charge next round (no one in front of him)


First Round:
Ralklain throws another Acid Splash at the creature:
Ranged Touch: 1d20 + 2 ⇒ (6) + 2 = 81d3 ⇒ 1

Exitium Power attack charges the beatch, pouncing:
Bite: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 4 ⇒ (5) + 4 = 9
Claw: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 4 ⇒ (3) + 4 = 7

Critical Confirm: 1d20 + 4 ⇒ (3) + 4 = 71d4 + 4 ⇒ (2) + 4 = 6


Ralklain's moves and a blob of acid flies from his fingers, sizzling a hole in the skeleton's rib cage.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

surprise round:
Wuliem reacts as quick--
and decisive-- as a Monk! He (assuming that the map is current)
reaches for a bomb, throwing it at the Skeleton King!

bomb touch attack: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 5 ⇒ (3) + 5 = 8

It's the Skeleton King with the Jade Katana!

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

First round:
Wuliem--not to be deterred! Reaches for another bomb to throw at his next target!

perception: 1d20 + 6 ⇒ (18) + 6 = 24

No worries! I have this all under control!


The bomb hits the skeleton king, causing most of it to disintegrate and what remains to fly off in all directions.

The combat, such as it was, is over.

GM rolls:

GM roll: 1d20 ⇒ 2
GM roll: 1d20 ⇒ 18

Fortunately, the jade katana seems to have survived the carnage and lands relatively softly on a pile of bones. Prying away the skeletons fingers, you are certain that this is what Amara Li wished you to find for her.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem approaches the Skeleton King's remains, bending down to scrap some bone fragments into a vial.

Never know if this might come in handy for future experiments!

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Well, that was easy enough. Narvik looks at what was the skeleton. Seems we have completed our main mission. If there is nothing more to do, perhaps we should return the prize and the agreements now?

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

Alia nods in agreement.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

We come all the way down here Narvik, and you want to leave without checking what's left? We could find one of the previous pathfinders alive! Or maybe thousands of gold coins!

Ralklain starts to move to the room to the south, willing to open the door he saw before.

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

Pizzmic is relived to see the katana and is utterlt impressed by wuliems performance. Pizzmic will cast detect magic and look around preception: 1d20 + 2 ⇒ (20) + 2 = 22

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

We came to obtain the katana. That task is complete. However, if it is the wish of the party to continue on in this place, we can. Perhaps you are right, one of the previous Pathfinders could be in here and require aid, I suppose.

I'm not sure if additional risk to our well being is worth a few more gold pieces, however if there is some chance that a person in need is within this keep, we should proceed. I really doubt there is much chance of someone surviving though...

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Is the Katana a magic weapon, by the way? Please let me take a look at it too Pizzmic.
Perception: 1d20 + 0 ⇒ (15) + 0 = 15
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

I suggest we press onward being now our main objective is complete I suggest we search the remainder of the ruins and hopefully find some more of those trade agreements. I think we should investigate the well and maybe purge whatwver spirit that dwells within. Finally I would like to dispose of the food and supplies left by the grey man and his kolbolt companion, there very well be many more aomewhere else nearby and we should only hope our efforts will encourage for them to move on. pizzmic searches the rest of the room we are in, looks at the golden crown picking it up. gold's gold

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem glances up at the group as he finishes his collecting.

I believe that we may find other lost treasures within this Keep.
I also agree that we should make it a difficult place to abide for these Kobolds! This isn't too far form the city and we wouldn't want them to grow in numbers!


Searching through the pile you find the skull and get the golden crown worth 300 gp (perhaps this was the warlord Asad's last stand?), 100 gp in mixed coins, a masterwork short sword, and a wax-sealed tin scroll tube with a scroll of comprehend languages.
I'll have 'looking around' become 'searching' here. ;)

Pizzmic doesn't detect magic on the katana, but his perceptive looking also notices that the pommel of the katana can be unscrewed from the grip and inside he finds a tightly-rolled document that seems, from the seals, the ribbon, and the lettering in Tien and Kelish, to be more than just the 'usual' trade agreement.

The tunnel extends quite some distance, eventually leading to what appears, from the light and a draft of fresh air, to be an alternate entrance to the dungeon, likely the usable one spoken of by the ghoul Maurit.

On the way to the door to the south, you pass a side corridor with two doors, one on the north side (likely the room 'spoken of' by the frog-creature) and one on the south side that must lead to the scribing room.

At the end of the corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.

DMPCing Sunic:
Sunic says, "Before we leave, cats, we should totally save the hungry beetles the froggy guy said were in that north room. I've got an idea and some more trail rations..."

The Map is updated as a large-scale view.

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

Ok sunic ole boy lets go engage the giant beetles remember they will prob be hostile and attack. They did try to get the froggie hmmmm it seems that sunics accent changed ever so slightly that's werid....oh well I'm probably just imagining it. pizzmic will draw his crossbow yet again and follow sunic should his actions of civility fail pizzmic will fire in the hopes to defend bis companion

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem alas arches an eyebrow at this strange sounding Sunic.

It seems that I am not the only one to become something different!
I may have need to converse with Sunic about his methods.

I agree! plus there may be other lost treasure. I wonder what this
unusual trade agreement may be? I knew I should have learned Kelish, but I figured that it was a dead language! Hehe!


Sunic takes a pile of his rations, opens the stuck door with several good shoves, and throws the rations into various places of the room, closing the door again after him. "So, let's give that a few and check the other room Ralklain wanted us to check out."

You climb over piles of rubble, including that of a broken chair - perhaps even a throne, although it is battered, ancient, and decayed - and enter the next room.

This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

I am weary, Alia says but game. She brandishes her crossbow.

Once more, into the fray, dear friends!

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

I don't like the look of this place, not at all. Narvik looks at the slime and repels from the smell of the room. Let's move through this place quickly.


As Sunic and the party approaches, the strange, slimy slick peels itself off the wall and attempts to slam Sunic!

The slime creature

GM rolls:

creature's slam, damage, and acid: 1d20 + 3 ⇒ (17) + 3 = 201d3 + 1 ⇒ (1) + 1 = 21d3 ⇒ 2

Sunic feels the blow on his arm and shoulder, then feels the acid exuded by the creature burning his flesh. It tries to grab him, but fortunately Sunic is larger than its usual meal and can't be engulfed so easily.
4 damage total

Knowledge (Dungeoneering) DC 11:
The creature is a giant amoeba, a type of small ooze. It is mindless, as are all (?) oozes.

Initiative rolls:

Creature's: 1d20 - 5 ⇒ (13) - 5 = 8

Alia's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Exitium's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Narvik's Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Pizzmic's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Ralklain's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Sunic's Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Wuliem's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Round 1: Ralklain, Exitium, Narvik, Sunic, Alia, *The Creature, Pizzmic, and finally Wuliem, who was probably distracted by how useful an organic acid would be in his studies.

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

I told you I didn't like the looks of this place! Narvik will rush toward the creature and try to determine if he can damage it by whacking it with his morningstar.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Narvik rushes up to the creature and lands a tremendous blow on the slow-moving mass, sinking the morningstar into the creature and causing sizzling slime to leak from the living bag onto the ground

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Ralklain casts guidance on the tiger.

Exitium moves around the creature (V15,V16,W17,X17,X18), biting it to pieces!
P.A.Guidance Bite: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 4 ⇒ (6) + 4 = 10

Crit Confirm: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 4 ⇒ (3) + 4 = 7

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Spot on GM!

Wuliem, wondering how he might harvest a portion of this creature for his studies, levels his quarterstaff.

know dungeoneering: 1d20 + 7 ⇒ (8) + 7 = 15

Be careful, this creature ... 'is a giant amoeba, a type of small ooze. It is mindless, as are all (?) oozes'

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

Alia slings her crossbow, and readies her mace...

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

Pizzmic already his crossbow in hand walks to moves to s15 where he takes a knee and readys an action to fire at anything that moves into square s20. you never know what could be waiting for an oppurtune time to strike. All in all this little quest was quiet successful I sure hope Sunic lets me ride his back on the way back to absolam. That dang pebble in my shoe is tearing my foot up.

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Should we burn this thing? I am not familiar with these ooze creatures.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem smiles at Narvik's suggestion!

Stand back! I have just the thing!


The creature comes apart like an overripe fruit in Exitium's jaws, something like innards and clear blood pouring out on the floor. It is obviously dead.

Opening the door to the next room, you find a cramped chamber that stinks of something worse than rotten eggs. A black mildew covers the walls and the three doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away.

Though the doors are locked, the black mold has weakened the metal and wood, and doors yield with a strong jolt or two. Each of the three cells contains an ancient skeleton. While in the rooms, you feel sickened, but you feel normal again when breathing fresh air. Searching the rooms you find with one set of remains a what appears to be a document of some sort written in Tien. The letter’s paper is brittle and browned with age. Its broken seal features a kirin flying amid three clouds.

There is no other treasure of interest here.

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Can anyone make out what this is? Is it another agreement or something else?

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem shrugs his shoulders.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Stroking Exitium's head for the good job, Ralklain manifests:
We do not speak Tien. What is that black mold Wiluem?

We will search the entire black mold room, the larger room where we killed the ooze and the dead ooze and skeletons with perception checks. After that we proceed to the only room we have not gotten into yet. Oh wait, that's the room where Sunic threw the rations, right? Did he see anything in it? If not we will proceed to the freaking haunted or whatever well.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem approaches the black mold, peering at it intently.

know dungeoneering: 1d20 + 7 ⇒ (12) + 7 = 19

oops!...add +1 to that check


Knowledge (Nature or Dungeoneering) DC 12, the black mold:

The black mold appears to be a natural, relatively harmless mold resulting from water coming into contact with the plaster and dyes on the walls, with the decay of the wood, and the like, and, less savory, the decay of the bodies.

There doesn't seem to be anything else to be found in the room or the small prison.

Going to the unexplored room, you find the door stuck, but are able to eventually shove it open. Rubbish and black mold choke the far end of the chamber. The slightest movement kicks up dust and spores, choking the stagnant and already foul-smelling air. The black mold is present here, too, but isn't and thick.

You see what first appears to be three greenish-yellow glowing orbs on the ground, covered and dimmed by the mold and the dust. Looking closer, they are beetles the size of a housecat, and they have fearsome-looking mandibles, with glowing spots on their carapaces. But, they are occupied voraciously eating the rations.

Knowledge (Nature) DC 11:

They are fire beetles (a type of 'vermin'), named for the glowing spots on their carapaces.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

knowledge nature: 1d20 + 7 ⇒ (11) + 7 = 18

Wuliem gathers some samples of both,
explaining to the group what they are.

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Narvik looks into the room. Just beetles? If there is nothing else of note, we shouls simply move on. What's left to search in this mold-covered place?

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

Pizzmic while in the room with the beetles will cast detect magic and also make percepction check to see if there is anything of note. perception: 1d20 + 2 ⇒ (8) + 2 = 10


Since Pizzmic is searching, I'll have everyone search.

Pizzmic detects magic in the mess of rubbish and rubble in the northeast corner of the room.

rolls:

Alia's Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Exitium's Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Narvik's Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Ralklain's Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Sunic's Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Wuliem's Perception: 1d20 + 6 ⇒ (5) + 6 = 11
But, since you know of the magic item, you'd probably take 20.

First discovered are four more of the trade agreements and then, due to the persistence of trying to find the magic item, you find, after quite a bit of searching, a small sack with 200 sp and a set of magic bronze bracers.

Detect Magic plus Spellcraft (DC 18):

They are a set of Bracers of Armor +1,

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Good one Pizzmic

To the well then! Let's remember the guy from Andoran Faction asked us to deal with undeads, and whatever is down there must be one, right?


So you leave the room with the fire beetles - with Sunic making sure that the door remains open to allow them to leave once they've finished their meal - and travel to the well room, stepping carefully over the remains of the poor ghoul Maurit and through the smouldering spider's lair.

To recap: A mournful howl comes from a stone well in the room’s center. This large chamber’s walls, once painted with vermilion and gilded with gold leaf, are now splotched and crumbling. Unlike the walls, however, the tiles that decorate the well are untouched by the ages and gleam as if recently polished.

Wuliem, I believe, saw that there appeared to be a skeleton at the bottom of the well.

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

I suggest whoever decides to investigate inside the well should have a rope tied off to prevent them from failing and to be quickly pulled up if need be

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Metagaming a little in this dire moment of need, someone received a information about holy water or divine energy rending the think for a while, did you (Narvik or Aria, i believe) share that with us? We could tie Wulliem to Pizzmic suggestion and let him throw a holy water flask on it, since he's good on the throwing stuff.

We should also grant a proper burial to Maurit once we're done, shouldn't we?


The holy energy (e.g. holy water or channel energy), I believe it was determined, was only a temporary fix.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

After capturing some beetles in a vial,
Wuliem seems to be physically shaken by the mention of checking out the 'haunted' well.

I don't believe that disturbing that...darkness is a good idea!
I felt totally transfixed by the howling--
as if all I wanted to do was throw myself down there!
I suggest we leave it be!

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