GM PDK |
Vs. north Tengu:
Skeleton claw claw: 1d20 + 2 ⇒ (3) + 2 = 5 1d20 + 2 ⇒ (16) + 2 = 18 1d4 + 2 ⇒ (1) + 2 = 3 1d4 + 2 ⇒ (4) + 2 = 6
Vs. south Tengu:
Skeleton claw claw flanking: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 1d4 + 2 ⇒ (4) + 2 = 6 1d4 + 2 ⇒ (4) + 2 = 6
Skeleton claw claw CONFIRM CRIT: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 1d4 + 2 ⇒ (4) + 2 = 6
Both tengus go down... unconscious and dying.
All PCs may go.
Hskrota |
Hskrota roars when the tengus fall. "These skeletons will not get the best of us!"
attack+inspire+rage-pa: 1d20 + 6 + 1 + 2 - 1 ⇒ (10) + 6 + 1 + 2 - 1 = 18
damage+inspire+rage+pa: 1d10 + 6 + 1 + 2 + 3 ⇒ (2) + 6 + 1 + 2 + 3 = 14
The Wasp |
The Wasp keeps swinging, even though his sword doesn't appear to be very effective.
Attack, +1: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
The Balrog |
Balrog will try to trip the last remaining skeleton. Naturally, he charges the weapon with Arcane Strike for the visual effect of violet flames racing down its length, even though the damage doesn't apply for this attack.
As I understand it, whips are reach weapons and so do take a -4 for cover, but not the -4 for ranged weapons into melee.
Whip Trip, Cover: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Nithrandyl Eikrekkr |
Nithrandyl tries to get to a better spot to send another missile to harm the undead...
Disrupt Undead vs touch: 1d20 + 3 - 4 - 4 + 1 ⇒ (16) + 3 - 4 - 4 + 1 = 12..DMG: 1d6 + 1 ⇒ (2) + 1 = 3
"We need to save the tengus!"
GM PDK |
Nithrandyl destroys the last skeleton just before it goes down with Balrog's whip.
Several tracks in the room lead to the northeast.
Hskrota |
"Poor tengus. I have a wand here; Balrog, would you do the honors?"
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (1) + 1 = 2
Not sure how much they need exactly. Let me know how many of those charges to mark off.
Hskrota |
Ok cool.
When the tengus are revived and have had a moment to rest, the nagaji suggests, "Let's follow these tracks. I'm sure whatever left them will be friendly." Hskrota keeps an eye out as they press forward.
perception: 1d20 + 6 ⇒ (20) + 6 = 26
Nithrandyl Eikrekkr |
After the battle ends Nithrandyl collects his breath and wits and then goes over to assist the tengus in getting up.
"Friendly...? Are you serious...? Not much has been friendly down here..."
Orin Arkhein |
Orin will help with the tengus, but since they've already been wanded, there's little he can do... So instead he follows along as Hskrota moves forward.
GM PDK |
You follow the tracks to a cul-de-sac, and it's not too long before you figure out it's yet another secret door with the same design you've encountered previously in this ossuary.
Upon pivoting the secret door out of the way, you come upon the following chamber:
The acrid stench of chemicals and reagents fills this
chamber, and the walls are marred by strange stains and
scorch marks. Several tables are scattered about the room,
covered in a bewildering plethora of glassware, alembics,
retorts, tubes, simmering cauldrons, and smoking beakers
full of brightly colored liquids. Scattered pages of written
notes in a crabbed hand lie strewn about the chamber. A
large alcove in the northwest corner contains a bookshelf
groaning under the weight of heavy, dusty tomes and scrolls.
Three large glass vats stand against the eastern wall, filled
with bubbling green fluid. Floating within the vats are three
grotesque objects—putrescent corpses, tubes and wires
embedded in their rotting flesh, their skin discolored with
decay and chemical stains.
A man, hunched over his notes, whirls around suddenly. "Bah! not surprised! priests of Pharasma in the ossuary above not so secretly trying to sabotage my efforts! You lot best turn around before I make you discover why the cowardly priests won't come here in person to fight me! AAAAARRRGH!!! MR. MARROW! show them the way out of my lab!! NOW!!!"
A well-dressed zombie rises from his desk to the east, finger pointing south, while groaning, as if attempting to tell you all to go that way...
The man remain seated, awaiting your compliance, but downs a reddish liquid from a nearby vial while grabbing a nearby spear just to make sure...
The Balrog: 1d20 + 4 ⇒ (19) + 4 = 23
Hskrota: 1d20 + 3 ⇒ (16) + 3 = 19
Nithrandyl Eikrekkr: 1d20 + 5 ⇒ (10) + 5 = 15
Orin Arkhein: 1d20 + 1 ⇒ (8) + 1 = 9
The Wasp: 1d20 + 3 ⇒ (9) + 3 = 12
Man: 1d20 + 7 ⇒ (16) + 7 = 23
Mr. Marrow: 1d20 + 0 ⇒ (19) + 0 = 19
Round 1: (bold can go)
Man
Balrog
Hskrota
Mr. Marrow
Nythrandyl
Wasp
Orin
Hskrota |
Hskrota is quick to action, putting his cold iron flail to good use against the fancy zombie's hide.
attack+inspire-pa: 1d20 + 5 + 1 - 1 ⇒ (19) + 5 + 1 - 1 = 24
damage+inspire+pa: 1d10 + 6 + 1 + 3 ⇒ (1) + 6 + 1 + 3 = 11
confirm crit?: 1d20 + 5 + 1 - 1 ⇒ (14) + 5 + 1 - 1 = 19
extra damage: 1d10 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15
GM PDK |
Mr. Marrow is no more. Enraged, the man with the spear yells, "TEST SUBJECTS, ATTACK!"
Upon his command, something stirs in one of the large vats of fluid... the thing bursts out of its glass containment, splashing slimy fluids and glass shards everywhere!
Init:
Vat Zombie: 1d20 + 0 ⇒ (6) + 0 = 6
Tengus: 1d20 + 3 ⇒ (17) + 3 = 20 Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
...as it struggles to get out, Nyth, Wasp and Orin have time to complete their actions for this round!
Round 1: (bold can go)
Man
Balrog
Tengus [Stealth 26]
Hskrota
Mr. Marrow
Nythrandyl
Wasp
Orin
Vat Zombie
Tengus
Nithrandyl Eikrekkr |
Nithrandyl moves into position to try and only get the enraged man in the 15ft cone of Color Spray... DC14 WIL
"ನಿಮ್ಮ ಕಣ್ಣುಗಳು ಕುರುಡು!" the elf cries out as he casts his spell...
Orin Arkhein |
Orin takes the opportunity to draw his sickle and cast lead blades.
The Wasp |
The Wasp casts a spell and channels some of his arcane energy into his rhoka sword. Then he steps toward the vat zombie and swings.
Swift action to use an arcane pool point to give sword +1 enhantment, and cast shocking hands to be delivered with a successful hit.
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
That ain't it, though!
The Wasp |
Ah, thanks - I missed that. I also just realized that my attack and my shocking grasp are two separate attacks..., so I will adjust here.
First attack, +1 Inspire, but -2 for Spellcombat. So roll is now a 6!
Spellstrike attack: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22
Base Damage Shocking Grasp + weapon: 1d6 + 1d8 + 2 + 1 ⇒ (1) + (2) + 2 + 1 = 6
Crit Confirm?: 1d20 + 5 + 1 - 2 ⇒ (4) + 5 + 1 - 2 = 8
Base Damage Shocking Grasp + weapon: 1d6 + 1d8 + 2 + 1 ⇒ (4) + (3) + 2 + 1 = 10
EDIT: I also forgot the Concentration check.
Concentration: 1d20 + 5 ⇒ (16) + 5 = 21
GM PDK |
Vat Zombie on Wasp: 1d20 + 4 ⇒ (7) + 4 = 11 for 1d6 + 4 ⇒ (4) + 4 = 8 [MISS!]
Tengus move in to flank.
Man takes an AoO on Red Tengu:
spear: 1d20 + 6 ⇒ (5) + 6 = 11 for 1d8 + 2 ⇒ (6) + 2 = 8 [MISS!]
Tengus:
Red Tengu, dagger, flanking, inspire: 1d20 + 3 + 2 + 1 ⇒ (11) + 3 + 2 + 1 = 17 for 1d4 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10 [MISS!]
Blue Tengu, dagger, flanking, inspire: 1d20 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7 for 1d4 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6 [MISS!]
The tengus' blades are deflected by some kind of invisible shield!
Heedless of the tengus, the man lobs a bomb in the adventurer's midst!
Tengus both AoO as he lobs his frost bomb!
Red Tengu, dagger, flanking, inspire: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26 for 1d4 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8 [HIT!]
Red Tengu CONFIRM CRIT, dagger, flanking, inspire: 1d20 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14 for 1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7 [MISS!]
Blue Tengu, dagger, flanking, inspire: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 for 1d4 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4 [MISS!]
man frost bomb ranged touch vs. Nith's Touch AC 11: 1d20 + 8 ⇒ (3) + 8 = 11 for 1d6 + 3 ⇒ (5) + 3 = 8 cold damage PLUS Nithrandyl is staggered if he fails a Fort save vs DC 14.[HIT!!! NITHRANDYL IS FROZEN SOLID!]
Also: 4 splash cold damage against everyone else, DC 14 for half.
Round 2: (bold can go)
Man
Balrog
Hskrota
Nythrandyl
Wasp
Orin
Vat Zombie
Tengus
Orin Arkhein |
Orin steps forward and slashes at the necromancer.
to hit: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
dmg if hits: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
to confirm crit: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
xtra dmg if crits: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
The Wasp |
Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16
Wasp slices at the vat zombie again.
Attack, inspired: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
The Balrog |
Think Nithrandyl put the wrong Touch AC in his stat line. Should be 13.
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Balrog dodges most of the freezing splash.
He casts Cure Light Wounds on the wizard.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Inspire Courage is lingering so still in effect. Didn't move in to attack because I wanted to leave the space for Hskrota.
Nithrandyl Eikrekkr |
@Balrog- i would have to double check but I think it takes into account Mage Armor.
FORT vs DC14: 1d20 + 1 ⇒ (20) + 1 = 21 Nithrandyl does not get frozen in a block of ice but the cold damage is enough to put him down for the count...until the bard brings him back up with a timely heal spell
4/7 hit points and prone i believe since the damage from the attack would have dropped him first then the heal
Hskrota |
Hskrota stalks the red foe, then in a fit of rage smashes the man across the face.
Moving north then northwest to avoid an AoO.
flail+inspire+rage+destined+flank-pa: 1d20 + 5 + 1 + 2 + 1 + 2 - 1 ⇒ (10) + 5 + 1 + 2 + 1 + 2 - 1 = 20
damage+inspire+rage+pa: 1d10 + 6 + 1 + 2 + 3 ⇒ (2) + 6 + 1 + 2 + 3 = 14
GM PDK |
I'll let Hskrota use his roll - let's assume he delayed for the tengu to move out of the way
Blue Tengu attempts to sneak attack:
dagger, flank, inspire: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22 for 1d4 + 1 + 1 + 1d6 ⇒ (3) + 1 + 1 + (4) = 9
...and places a dagger under his left ribs. The man slumps to the ground, unconscious.
You have neutralized the threat of the Godsmouth Ossuary and found the source of all the bodies missing!
1. you find a strange zombie "bride" north of this room, and she is fully sentient... she introduces herself as Esme Verisi... she has two skeletal handmaidens with her, and she appears on her guard a little upon seeing you all come into her room... how do you handle this?
2. how do you handle the tengus' share? honor it, renegotiate/intimidate them, or worse?
Hskrota |
"Being rid of that necromancer should satisfy those clerics." Hskrota can't help gloating a bit.
When they find the zombie bride, he inquires, "Who are you to marry, Miss? You look quite lovely."
diplomacy: 1d20 + 2 ⇒ (4) + 2 = 6
I would usually favor renegotiating but they were particularly helpful. I'm ok splitting the booty.
Also what do I need to do to clear this ability drain? I'm not totally clear on buying spellcasting services in PFS.
GM PDK |
Drain: Make a diplomacy check with the priests of Pharasmin upon your return. They give you your monetary rewards, as promised, but a good diplomacy can yield extra things... assisting is ok.
Bride: Knowledge local or geography.
Nithrandyl Eikrekkr |
Nithrandyl chastises himself for getting too close to the fight and getting almost frozen. He stands up and brushes himself off of. He thanks the bard and then checks on the others.
The Balrog |
"Hey, someone want to keep the necromancer from bleeding out? The Pharasmans might want to talk to him."
To the Tengu: "Good work. You guys definitely earned your share."
To Esme: well, Balrog is intrigued. A sentient zombie that is not hostile? Then he observes Hskrota's ill-fated Diplomacy attempt and tries to do better. "Forgive the snake. He is obviously not used to talking to women. I am The Balrog. How did you come to be here?"
Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
GM PDK |
This large chamber has a vaulted ceiling, and unlike the rest of
the ossuary, bears a distinct impression of habitation rather
than abandonment. Lit candelabras reveal old tapestries
hanging from the walls to ward off the subterranean chill,
and a threadbare carpet covers the floor. Shabby furniture—a
few chairs and tables, an armoire, and a dresser—flanks a
large canopied bed in the center of the room, topped with
satin sheets and a heap of lumpy pillows.
Most of the furnishings here were scavenged from the trash
heaps and from select tombs of the aristocracy, giving
the room an air of faded, decaying ostentation. Two long
wooden boards lean against the south wall to the right
of the entranceway, used to bridge the shaft between this
room and area 27.
"I am Esme Verisi. Who are you... and where is Svylennius?"
GM PDK |
You all know that the clergy of Pharasma does not take kindly to undead, be they sentient or mindless; you also know that there is an entire district of Kaer Maga that is run and operated by necromancers and filled with undead...
Her story is long and tragic, as follows. I just need to know what you'll do with her. This is RP only and doesn't affect the outcome of the adventure. Balrog already made her friendly.
Svilennius’s lover, a Varisian necromancer
named Esme Verisi, lounges on the large bed in this
chamber. But Esme is no normal woman—she is a
magus zombie, a rare undead creature who has retained
her intelligence and spellcasting abilities, even though
her physical body has died and been animated as a
putrid, rotting zombie.
A native of Korvosa, Esme was afflicted with a magical
wasting disease that rotted her flesh and gave her the
appearance of a decomposing corpse, even though she
yet lived. Doctors and priests alike were unable to cure
the disease, and gave Esme less than a year to live.
At her wits’ end, Esme turned to the study of
necromancy in hopes of preserving her life, and traveled
to Kaer Maga to consult with the necromancers of the
Ankar-Te district. Unfortunately, upon her arrival
there, Esme soon realized that she had neither the time
to advance her studies to the point where she could
save herself, nor the money to pay for some magical
necromantic cure or solution. Unwilling to simply be
reanimated as a mindless undead creature upon her
death, Esme resigned herself to her fate, knowing all she
could do was work in Ankar-Te’s disturbing White Lady
brothel until the disease finally claimed her life.
It was there that Esme met Svilennius Tripe, newly
banished from the church of Pharasma and eagerly
throwing himself into both his obsession with the undead
and his new alchemical work. In Esme he found both a
muse and a project—her strange infection fascinated and
inspired him, and her wasted body was a canvas upon
which he could create his life’s work. For weeks Svilennius
worked feverishly to find a way to halt or cure Esme’s
disease, but ultimately he had to admit failure. However,
Svilennius thought he had found a solution, if not a
cure, in his researches—Esme was doomed to die, but
Svilennius believed that he could alchemically reanimate
her with her intelligence and personality intact. With no
other choice, Esme agreed.
Svilennius prepared his concoctions and extracts, and
when they were ready, he slit Esme’s throat. As her blood
flowed out of her body, Svilennius infused her veins with
his profane chemicals, converting her living tissue into
an alchemical mockery of life. The process complete, he
sat back to wait. According to his research, it would only
be hours before Esme awoke to her new unlife, but 3 days
later her corpse still lay unmoving on his worktable. His
masterpiece an apparent failure, Svilennius destroyed
his chemicals and notes in a fit of rage, but was unable to
bring himself to dispose of Esme’s body. It was fortunate
that he did not, however, for soon after, Esme’s eyes
opened, and she arose from the table a new creature—an
undead, rotting zombie with her mind intact.
Unfortunately, with the destruction of Svilennius’s
notes, Esme remains a unique creation. Of late, Svilennius
has begun to resent her, a constant reminder of his failure
to replicate his own success. More often he ignores her,
except for those periods of depression when he comes to
seek comfort and inspiration in her arms. Forbidden from
leaving the catacombs and mostly left to her own devices
with only the companionship of her mindless undead
handmaidens, Esme has grown increasingly bored, and is
beginning to think she might be going insane. Though her
relationship with Svilennius has not yet deteriorated to the
breaking point, Esme has begun thinking of finding a new
(un)life for herself somewhere away from the attentions
of the crazed alchemist.
Esme was once a beautiful young woman, but her
skin is now rotting and putrid, and her once-lustrous
blonde hair rank and lifeless. She does her best to
conceal the decay beneath heavy makeup and cloying
perfumes, but it’s a lost cause. Her clothing and jewelry
are formal dresses and accoutrements stolen
from corpses by Svilennius—once
fashionable, but seeming garish
and vulgar on her decomposing
body. Esme is accompanied by
her handmaidens Lulu and
Fiona, two clacking, mindless
alchemical skeletons that
Svilennius created for her
(under her command due to
her Command Undead feat),
also dressed in tattered
burial finery.
Though currently undead,
Esme is not evil and won’t
necessarily attack the PCs
at first sight. Esme can
be reasoned with, so this does not have to be solely a
combat encounter...
Nithrandyl Eikrekkr |
Nithrandyl listens intently to her long story.
The Balrog |
Balrog gets distracted somewhere around the word "brothel" but eventually regains his focus.
"If we can sneak her out of here past the Pharasma clergy, she can go back to Ankar-Te if she wishes. Or Geb, maybe. I don't have any problem with that.
As to this Svilennius, if she wants us to spare his life, I suppose the Pharasmans just want him gone. It wasn't our job to kill him. But I imagine they'll be waiting when we exit, so how do we get past them?"
GM PDK |
The tengus look at each other and smile (don't ask he how, they just do).
"Follow us! we dug our way in here... we can use the exit to PERSONALLY escort her to Ankar-Te!!! SQUAWWWWK! I think she yearns of freedom at this point!! this way you can escort the madman out from the way you came and deliver him to the Crows upstairs.. SQUAWWWK!"
Indeed, you all notice that she seems cold and distant towards Svilennius' unconscious form...