Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke steps carefully through the room, examining the vaults and sarcophagi for traces of magic.


Each of the sarcophagi in the northern crypt has, on further examination, been opened and apparently looted... even the physical remains of those previously interred here have been taken. A cursory gaze into the aether reveals no magic at play here...

...the investigation is shortly curtailed though, a low moaning sound coming from the southern crypt...


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan wordlessly points to the crypt, making sure the others heard the same thing he did.


Rikkan was right to be alert... three shambling figures - freshly dead and, alarmingly, showing evidence of vivisection, move inexorably towards the friends...

Initiative for Party and Enemy

Zoreck the Unclean, Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Astraea, Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Rikkan, Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Shieldmaiden Illonna, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Locke, Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Drancis, Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Zombies, Initiative: 1d20 ⇒ 14

Initiative Order
Astraea, Drancis, Illonna, Zoreck, Locke, Rikkan then
Zombies

Sheesh... I roll high for the zombies and then stratospheric for everyone else... I guess zombies are kinda slow after all!

Everyone may act now


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"We should hold here and use the corridor as a choke point."

Kn Religion to identify: 1d20 + 6 ⇒ (2) + 6 = 8

Illonna draws her sword and takes a position at the hallway, preparing to strike the zomebies should they draw close.

Readying an attack if a zombie gets withing my reach

Readied Longsword: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods in agreement as he moves into the room so as to get into position. "OK, I'll soften them up for you." Lifting up a piece of rubble with his mind he squeezes the bubble surrounding and prepares to fling it at one of the zombies...

Move into room. (Position updated on map).
Readied action: Kinetic Blast: 1d20 + 3 ⇒ (1) + 3 = 4; damage: 1d6 + 5 ⇒ (6) + 5 = 11 bludegoning.
.
Heh...nice roll there. Not sure if you use fumble chart GM, he he. Also note the type of damage.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

With sword in one hand, Zoreck draws his pistol with the other. He draws a bead on the one zombie he has a clear shot at, and pulls the trigger.

Ranged touch attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Note... bullets do both bludgeoning and piercing damage...


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan saves his bombs this round, knowing the others were right ...bottlenecking the zombies made the most sense. The group could save resources and pick the undead off from range before they closed the distance.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

I like this "let them come to us" strategy. Astraea grips her new shield tightly in one hand, the fancy masterwork dagger in the other, and asks the stars for guidance.

Casting bless on the party. +1 to hit and on saves vs. fear for everybody. 4 level one spells left for the day.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke agrees with creating a choke point. He holds fast and begins a rousing chant of cleansing undead.

Inspire courage, +1 bonus to attack and damage.


GM Zed wrote:
Oooops, I forgot that Astraea and Zoreck both need to make DC12 Fortitude Saves against the disease they’ve been carrying (it needs 2 consecutive saves to improve – both have already saved once).

I'll grab those saves at some point folks...

Zoreck's bullet crashes into the first zombie shambling into the tunnel that separates the crypts leaving a significant hole in the undead's torso... yet still it shuffles forwards - oblivious to the lump of rubble that crumples under Drancis' grip and, somehow, avoiding Illonna's readied blow...

As it gets close, it swings a mindless fist at Zoreck...

Zombie, Slam vs Zoreck: 1d20 + 4 ⇒ (15) + 4 = 19, hitting for 1d6 + 4 ⇒ (1) + 4 = 5 plus Disease

Perception DC10:
These recently dead humans have been subject to some vivisection... they also have the blood-filled eyes that affected the worst of the afflicted in Holver's Ferry.

Zoreck has potentially been exposed to disease - will check whether Zoreck or anyone else contracts the disease at the end of the combat.

Everyone may take their turn now


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

"They are afflicted with the disease! Zorek, move back!"

Illonna hacks at the zombie with her longsword, desperate to end the battle before anyone contracts the same madness plague as the townsfolk.

Zorek, swap positions with me. I'm immune to disease so I'm better for eating hits right now. Assuming he moves I'll 5' into that square and Fight Defensively. AC jumps to 18.

Longsword: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Attack of Opportunity:

I'm taking the first AoO that provokes at any of the zombies if they try to move past me.
Longsword: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Earlier Fort save (DC 12): 1d20 + 5 ⇒ (14) + 5 = 19

Angered at getting hit by a diseased zombie, Zoreck makes a feral growl, then shouts, "For Kurgess!" as he savagely slashes at the walking corpse. After the attack he swaps positions with Illonna.

Raging: Round 1

Longsword attack: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14
Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Whoops! I'll roll that save now.

Fort Save: 1d20 + 1 ⇒ (4) + 1 = 5


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan tosses his bomb at the middle zombie, hoping to splash the others as he did so.

RTA with Bless and IC and PBS 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17

Damage 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Not wanting the zombies to get past the choke point, Drancis gathers his bubble tightly in his mind and lets it fly at the zombie in front.

Move: Gather Power.
Standard: Pushing infusion, Kinetic Blast, (Bless): 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7; Damage: 1d6 + 5 ⇒ (4) + 5 = 9 bludgeoning.
Bull Rush: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5. Drancis will wait until Zoreck and Rikkan's actions are resolved. Hopefully the lead zombie will drop and the next one will not be in melee. If that is the case then remove the -4 penalty to the roll GM Zed.


The zombie, slow and mindless, is an easy target for Zoreck – his blade crashes hard into the legs of his foe… biting deep but not quite felling the abomination… when Illonna moves into the blocking position originally taken up by Zoreck, she also slices at the zombie but, with the cramped conditions, cannot get enough power into her attack…

…it matters little though, Rikkan’s bomb is rolled into the corridor and, detonating right in the middle of the animated corpses, blasts the legs out from beneath the undead who was looming towards Illonna. As it falls, the stitching that was keeping it together catastrophically fails… spilling rotting viscera to the floor – Illonna and Zoreck, both close to the falling zombie, are splashed with the vile stuff…

The other two undead, shredded by the bomb, continue to shuffle forwards...

Lead Zombie dies - even on Half Damage from Bomb Splash

Trailing Zombie, Reflex Save vs Splash Damage (DC14): 1d20 ⇒ 4, Save Failed

GM Only:
Middle Zombie = 3/12HP, Trailing Zombie = 6/12HP

Drancis, seeing his opportunity to keep the zombies in the passageway and away from his friends, pushes forwards with his mind… but too no avail…

Drancis’ attack is still a miss when the -4 for firing into melee is not taken into account.

Waiting on actions from Locke and from Astraea


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

One bomb used today. Noting to help me keep track.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Any chance I can maneuver into position to Aid Another on Illonna's next attack roll?

Attack (Aid Another): 1d20 ⇒ 4 welp


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Considering our history with aid another it may be better to spam guidance.


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke continues his chant while drawing his shortbow, firing an arrow at the leading zombie.

Attack: 1d20 - 4 + 2 ⇒ (18) - 4 + 2 = 16
Damage: 1d6 ⇒ 1


Locke’s arrow thuds into the chest of the closest zombie – oblivious, it moves along the corridor towards the friends…

GM Only:
Middle Zombie = 1/12HP, Trailing Zombie = 6/12HP

With the stitching of one arm coming awry, the nearest of the two zombies looks like a cruel parody of Illonna… shambling forwards, it swings at the android but, with only one arm, it’s balance is poor and Illonna easily sidesteps the attack…

Zombie, Slam vs Illonna: 1d20 + 4 ⇒ (3) + 4 = 7, missing

Everyone may take their turn now


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Rage: 2/6. Note that Zoreck gains 2 temporary hp.

With a shout of fury, Zoreck attacks from around the corner and savagely slashes the approaching zombie.

longsword Attack: 1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15
Damage: 1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11


Zoreck's blade arcs upwards - catching the animated corpse in the torso and, as it travels upwards, tearing at the stitched flesh... The strength behind the attack rips the undead asunder - once more, Zoreck is spattered with globules of thickened blood and rotten meat.

There is only 1 zombie left - AC12 and 6HP - everyone (except Zoreck) may act now.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis grabs another chunk of rubble with his mind and flings it at the zombie.

I have got to improve my aim somehow...

Kinetic Blast (Bless): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13; damage: 1d6 + 5 ⇒ (4) + 5 = 9 bludegoning.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Readying another attack and standing my ground

Readied Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan delays until the rest of his team goes.


Picking up a sizable chunk of rubble, Drancis propels it forwards... hitting the last remaining zombie square in the face - it's skull implodes with the force of the impact and, no longer 'animated' the rest of the body crumples to the floor...

Combat Over

Zoreck - make a DC14 Fortitude Save to see whether you become a carrier for the disease.

Moving past the remains of the zombies, the friends enter the southern crypt. This long burial chamber contains six stone sarcophagi—three carved to resemble smiling maidens, two bearing the likenesses of noble young men, and a sixth depicting a naked man with a visage caught in extreme horror and revulsion.

A set of steps leads to a raised hallway in the south east of the room...


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

"Are you okay Zoreck?" Locke offers the taller man a steadying hand on the shoulder if he needs it.

----

Once in the next room Locke does his customary sweep for magical disturbances.


There are two intermingling auras in the crypt - both faint and, unsurprisingly, both are centred on the sarcophagus with the naked man decor. A swirling abjuration aura mixes with a fizzing evocation aura... both are quite faint...


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis moves into the room and pokes around the sarcophagi looking for anything of interest.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

Locke attempts to identify the magic on the sarcophagus but can't quite do so. He turns to the others, "Astraea, there seems to be spells upon this one. I am not entirely sure what they are, can you tell?"

It seems Locke is just awful at rolling spellcraft.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

"I'll try," Astraea says, glad to be rid of the zombies. "Nobody touch it, all right?"

Casting guidance first.

Spellcraft: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Kn Religion: 1d20 + 6 ⇒ (14) + 6 = 20

I'm curious about the burial rites used here.

Heal: 1d20 + 4 ⇒ (10) + 4 = 14 treat disease for Zoreck


Astraea – the abjuration aura seems to be centred upon the locking mechanism across the sarcophagus – a detailed examination of the aura’s interaction with the mechanism suggests that it is an Arcane Lock effect… whilst the evocation aura appears to be coming from a Burning Hands effect somewhere within the sarcophagus…

…similarly to the other crypt, the majority of the sarcophagi have been opened and looted over the years – the sarcophagus with the naked man though, is closed… and indeed, locked.

Illonna - so far as you know, the burial traditions here are no different to most noble families - interment within crypts that are maintained by the family itself... It is however, surely unusual to lock a sarcophagus closed.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

As the zombie falls, Zoreck's anger ebbs, and he seems a bit winded. Fatigued for the next minute.

He offers no resistance to Illonna's skills as a healer.

Fort save (DC 14): 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11 ...nope!

"Thanks, Illonna. Yeah, I'll be OK, Locke. Those were the most disgusting zombies I've ever seen. Actually, everything in this godsforsaken cellar has been disgusting! I'm surprised no one has tossed their lunch yet!"


Zoreck is now a carrier for a disease – no ill effects but he will need to make a DC14 Fortitude Save when he next rests to see whether the condition worsens.

Also, with Astraea’s failed save for the disease she contracted when helping Zoreck with Mother Oddle’s corpse, she has now contracted Wheezing Cough – using Pathfinder Unchained rules (for poisons and for diseases) – she is now Weakened and suffers all of the effects of the Sickened (-2 penalty to attack rolls, damage rolls, saving throws, skill checks and ability checks) and Fatigued (can no longer run or charge plus takes a -2 penalty to Strength and Dexterity) conditions.

…looks like poor Astraea will be, using Zoreck’s terminology, tossing her lunch soon!!!


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

"I dunno...Maybe we should leave that sarcophagus alone...I always hear tales of nasty undead that get buried in them." Drancis replies uneasily. He gives Zoreck a half-smile, Actually, that is why I had a really light breakfast!"

On seeing Astraea coughing and wheezing, he hurries over to help her along. "OH, Astraea! That does not sound good! Once we get out of here, I'll see about giving you some help!"

Once we get out of the catacombs Drancis will help treat her disease. Let me know when to roll, as I am not very familiar with the new Unchained rules for disease.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan looks for traps on the locked sarcophagus.

Perception 1d20 + 8 ⇒ (18) + 8 = 26

He tries to disable one if he finds it. If not, he tries to unlock it.

Disable Device 1d20 + 8 ⇒ (1) + 8 = 9


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"Astrae, you should have said something this morning. I would have given you something." says Illonna, visibly concerned.

She spies Rikkan fiddling with one of the sarcophagus "Careful friend, there may be a reason it is sealed."


The cure disease rules under Unchained are pretty much the same as Core Rulebook rules – Heal Checks and /or Remove Disease spells – however, whilst the previous rules would just cure a character outright, under Unchained, Astraea would ‘improve’ by one step – i.e. she would move to ‘Carrier’ and would still need further saves / assistance to get her back to cured of the disease….

Having confirmed that there are no traps present, Rikkan examines and prods at the lock but makes no progress… indeed, he succeeds in little more than confirming it is a very secure locking mechanism… whoever locked this sarcophagus closed wanted it kept that way in perpetuity.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Astraea looks up with guilt on her face as she recovers from her coughing fit. "...I'm sorry. I didn't mean to worry any of you..." She pounds her chest lightly, as if somehow that might break up the infection. "I guess I thought I could handle it on my own. Silly me." She sighs and has a seat on the floor, feeling her head spin. "Rikkan, that sarcophagus is locked magically. Also, um... there's a fire spell going on inside of there. If you really want to unlock that thing, please be careful- I think that's the reason nobody's touched it, unlike the rest."

Well, that'll teach me not to wait for someone to help with that Fort save! Also, the Unchained disease/poison rules are sooo much better. These things finally feel like an important part of the game!


Astraea - I agree... it really distinguishes different poisons / diseases from each other as well... Not just a speed bump penalty to a stat...

Okay folks... Continuing to try to open the sarcophagus? Exploring the raised hallway to the south east of the room? Backtracking? Or something else?


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

I vote we proceed to the raised hallway here. We can always backtrack here if needed.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

I don't know of any way to safely open this sarcophagus, so I think we should press on to the South for the time being. Cautiously, of course. :)


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

I agree. I'd prefer not to have things end in a firey death because we tried to open a sarcophagus :P


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan nods as the others weren't ready to open the sarcophagus. He waited for one of them to decide where to head next before wading through the nasty water yet again. The raised hallway is fine..."

Perception 1d20 + 8 ⇒ (13) + 8 = 21


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

"Yes, we need to keep searching. Nothing but nightmares and corpses so far..."


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Leaving the locked sarcophagus behind, the friends move into the raised hallway that heads to the south east. The hallway leads to a perfectly square chamber where a single, stone sarcophagus lies upon the floor, draped in sheets of filthy green fungus; upon entering the room, each and every one of the friends experiences the same thing…

…a presence in the back of their mind whispering in an alien language…

Aklo:
”Release me… Let me be free of this place… Come closer… Open the door to my prison…”

…the ‘voice’ is insistent; repeating the same staccato phrases again and again…

It also appears that this chamber is a dead end.

Also Rikkan, since heading southwards from the chamber where you fought the Choker, you have been out of the flooded part of the Catacombs.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan looks closely at the sarcophagus, more specifically at the green fungus without touching it.

Perception 1d20 + 8 ⇒ (11) + 8 = 19

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