Rogdar Stoneshield
|
The one directly opposite the room we just entered.
It is the first door on the right hand side of the corridor.
Umm... I think it would be clearer if the rooms were numbered.
Rogdar Stoneshield
|
Rogdar glances back at his companions and for a moment the comely Delphina took on the appearance of a horned beast. Shocked by the illusion the dwarf rubs his eyes, willing reality to return. ;D
Just joking
| Keith S. |
You rearrange your group across the corridor and open the door. It opens reluctantly, again as if the hinges are filled with dirt and dust.
The room is 10 x 30. Their are niches in the long walls filled with mouldering bones. On the north and south ends are wooden cabinets, which look to be in poor condition.
In the center of the room is a large circle (7 foot in diameter) of powdered silver, surrounded by arcane symbols. The center of the circle is empty.
[the rooms are lettered now. good idea!]
Az'Avis
|
"I .. don't get this. Perfect pristine room facing dirt rotting room. This place is starting to give me dem shivers."
My character knows nothing of arcane stuff and ain't big on religion, so I can't contribute much here with in-game info. Not gonna meta-game ;D
Thank you for editing the map! :)
Paewyn Temari
|
Craning her neck so that she can see the circle in the centre of the room, without having to ask the warriors to step aside, Paewyn tries to get a good look at the arcane symbols.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (arcana): 1d20 + 6 ⇒ (16) + 6 = 22
| Keith S. |
Paewyn recognize the design as a magic circle. She also notes that is is broken - the drawing is interrupted on the far side. Usually magic circles are meant to contain (or keep out) other planar beings; being broken, whatever was inside has gotten out.
Delphinia comes to the same conclusion, but finally remembers the old history of Thassilon. There were 7 runelords of old Thassilon. Each was associated with a sin, as well as a school of magic. Beyond that, she is not sure of the significance of this area.
No one has yet stepped into the room past the 5 foot entry corridor.
| Marchello Aria |
Marchello casts detect magic, seeing what shows up and then tries to discern what the magical origins may be if any.
Knowledge (Arcana): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
But he really can't seem to put things together enough to tell.
He then casts guidance on himself again.
| Keith S. |
Marchello detects a spot of magic in the north cupboards.
Delphinia Elsabis d’Calathes
|
The Seven Runelords were the evil overlords of Old Azlant, embodying the Seven Sins. I believe a group of pathfinders have defeated Greed and Wrath. I believe a group of us are also working against Sloth at the moment. She imparts any other information that she may have about the runelords.
| Keith S. |
Looking about the room, Rodgar finds a scroll, which is determined to be a scroll of remove paralysis once it is studied by a magic user.
Nothing else of value is found in the room.
Paewyn Temari
|
"What worries me is that the magic circle in there has been broken. That may mean that a summoned, extra-planar entity is free to roam these crypts. Let's hope that it happened a very, very long time ago..."
Rogdar Stoneshield
|
Tossing the scroll to Luthor, Rogdar exits the room. "Nah, nothin' worth worrin' about." He grunts, clearly disappointed in the room's banality.
He stomps over to the next door(Room D) on the opposite side of the corridor.
| Keith S. |
Grumbling, the dwarf pushes past his team and opens the door of the next room, Az'Avis hurrying behind him.
This room is laid out like the others, a 10x30 foot space. Here, the walls are filled with shockingly graphic depictions of orgies with all manner of creatures Five humanoid skeletons lie in recessed biers - though at first glance, their skulls do not appear to be human. A pile of bloody bones and feathers lie at the south end of the room.
What gets your attention, however, is a creature leaping at Rodgar to attack! Here is a PICTURE of the thing. The creature is the yellow X on the map.
It is human sized, and has the shape of a perfectly formed human female, except for the head / skull / jaws and the legs.
claw 1d20 + 3 ⇒ (1) + 3 = 4 for 1d4 + 1 ⇒ (2) + 1 = 3
claw 1d20 + 3 ⇒ (8) + 3 = 11 for 1d4 + 1 ⇒ (4) + 1 = 5
bite 1d20 + 3 ⇒ (2) + 3 = 5 for 1d6 + 1 ⇒ (3) + 1 = 4
Rodgar is flat footed for this attack, but they all miss!
| Keith S. |
Initiative (I will roll to move this along a bit)
creature 1d20 + 5 ⇒ (2) + 5 = 7
Rodgar 1d20 + 3 ⇒ (7) + 3 = 10
Az'Avis 1d20 + 2 ⇒ (20) + 2 = 22
Marchello 1d20 + 2 ⇒ (11) + 2 = 13
Delphinia 1d20 + 2 ⇒ (13) + 2 = 15
Paewyn 1d20 + 6 ⇒ (10) + 6 = 16
Luthor 1d20 + 1 ⇒ (14) + 1 = 15
SOOOO
Everyone gets to go and then the creature. By the way, I roll like this when it is my character too!
Rogdar Stoneshield
|
Surprised, but strangely pleased, by the sudden appearance of the... creature, Rogdar wastes no time in moving up to strike the abomination down.
Rogdar takes a 5ft step further into the room. Moving to the left.
Dwarven Waraxe to the...: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Decent hit, modest damage.
Az'Avis
|
Az'Avis moves up to assist Rogdar in disposing of this foul abomination! The room itself disgusted him, but the undead truly revolted him.
Move to 3 squares to the left, taking an AoO. Then attack.
Attack:1d20 + 4 ⇒ (20) + 4 = 24
Confirm:1d20 + 4 ⇒ (3) + 4 = 7
Damage:1d6 + 4 ⇒ (4) + 4 = 8
Paewyn Temari
|
Since Paewyn is still shown as being in room C, she will have to use a double move to get up to room D this round. What happened to the march order by the way? I thought Paewyn was still second last in line, not last.
| Marchello Aria |
Marchello has no tolerance for the undead - his stomach begins to churn in a pit of anger and anxiety that flows through him as fury. He moves into the room, past Rogdar and Az'Avis (may take an AAO) and brings down his mace upon the abomination in a bid to crush it eerily exposed skull.
Assuming it is undead
Attack w. Mace w. Guidance: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage w. Undead Slayer, Subject of Study Trait Bonuses: 1d8 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10
| Keith S. |
The ugly thing is seriously staggered by Rodgar's hit. It snaps at Az'Avis as he runs past!
1d20 + 3 ⇒ (15) + 3 = 18 to hit
1d6 + 1 ⇒ (5) + 1 = 6 for damage
Az'Avis needs a will saving throw.
Regardless of the saving throw (but still need it), the creature's torso is solidly hit by Az'Avis' attack, but it remains on its feet.
It then takes its turn, attacking Az'Avis again
claw 1d20 + 3 ⇒ (20) + 3 = 23 to hit
claw 1d20 + 3 ⇒ (13) + 3 = 16 to hit
bite 1d20 + 3 ⇒ (9) + 3 = 12 to hit
confirm the crit 1d20 + 3 ⇒ (1) + 3 = 4 to hit
damage is 1d4 + 1 ⇒ (4) + 1 = 5
map later tonight once I modify it for positions.
| Keith S. |
The crit was not confirmed; Az'Avis takes 11 hit points and needs a will save DC14.
Az'Avis, Marchello and Rodgar are arrayed in front of the thing. Feel free to swing away while I work on the map; I don't really think I will need to be modifying the map if you get my drift.
| Keith S. |
Az'Avis is horrifying overwhelmed with erotic imagery and obtains the "sickened" effect (-2 to hit, damage, skills, etc) for
1d6 ⇒ 6 minutes.
All may attack away!
| Keith S. |
Az'Avis' scimitar crunches into the skull of the thing, and it collapses to the floor, head leaking brains, blood, and other juices.
The room is quiet but for the panting of the warriors. Az'Avis' eyes roll about in his head like a maniac.
There are the old bones in the niches, and the pile of bloody bones, feathers and sinew to the south.
Paewyn Temari
|
Having dashed up the passageway, Paewyn comes to a halt just outside the door to the chamber, only to see the remains of the monster slumped on the floor, and the others heaving for breath after their brief but sudden combat. Stepping gingerly past them, taking care to avoid the remains of the creature, she looks at everyone. "Who is hurt? I was still in the other chamber, for gods sake! Too far away to do anything." She takes her waterskin from the strap around her shoulders and passes it to Az'Avis, whom Paewyn realizes now has been wounded. "I have no ability at healing, sorry. Perhaps next time, you should wait until we are all present to help. Just a suggestion... but well done, nonetheless."
Looking around the chamber, she tries to spot anything else lurking in the shadows, and casts Detect magic again for good measure.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Rogdar Stoneshield
|
"Aye! Was a fine fight, if a tad short." Rogdar smirks, swinging his sullied waraxe in an arc and completely mishearing Paewyn. Finally noticing Az'Avis's injuries he sheathes his axe and draws a potion of cure light wounds (I believe we were each given one earlier.)
"Hey lad! Ye need ta watch yer flank next time, but ya got one decent sword arm there... Fer a human." He holds up the potion.
"This un's on me."
Rogdar Stoneshield
|
Rogdar grins as Avis downs the potions. Still in a good mood from the recent skirmish he looks about the room, curious of any loot. He also checks over the broken carcass on the ground.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
| Marchello Aria |
"Well done all, Pharasma's work has been honored with your efforts."
Marchello moves over to the bones in the niches and the ones in the pile and looks for clues - what types of bones they may be, if they are recently left, etc.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Az'Avis
|
"Okay, we best be silent with the next doors. One of us opens door, dwarf barges in with his shield up and us bruisers follow. Dis approach wasn't that great, best not do it again!", Avis muses outloud while rubbing the nicks and cuts that disfigure his otherwise lovely appearance.
Rogdar Stoneshield
|
Ah thanks. However, one-use items found and used during an adventure (such as potions or scrolls) does not count towards gold earned on the chronicle sheet we get at the end. According to PFS rules. So it doesn't cost us anything to use them.
| Keith S. |
Rodgar is correct; you don't get to keep what you are given. Of course, you may need them later - so you do risk that when you use the potions early.
There is the pile of bloody bones and feathers, and some skeletons with odd heads in the wall niches. That is all you see to explore.
| Keith S. |
All told, you find an elixer of love and a potion of eagle's splendor.
Make a knowledge dungeoneering or nature check if you want to try to identify what sort of creature the bones / feathers come from (it is about man sized, you figure). Knowledge dungeoneering or planes for the bones in the niches (which look a lot like the thing you just killed)