Nightfiend's (PFS-Standard) #7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (Inactive)

Game Master Nightfiend


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Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Fort roll, the bane of witches.

1d20 + 2 ⇒ (20) + 2 = 22
Oh, thank you dicebot.

Mia draws her club and swings at the skeleton.
Club vs green: 1d20 ⇒ 19Thump: 1d6 - 1 ⇒ (6) - 1 = 5

"I dislike these things so badly."

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli sees his blade does little damage to the skeleton even with a sold hit while piercing it he decides he has no choice but try to use his short sword as a blunt weapon and brings the hilt down onto the skeleton hoping to do enough blunt damage to effect it.

Improvised Short Sword: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Attack vs Blue Skeleton
Unsure if this would apply but used the Improvised Weapon rule to use the Short Sword's hilt as a blunt weapon.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice, who's attention is already focussed on the skeleton to the north see's it shake off the fire bolt and start clamboring up the stairs. Double gripping the long spear she had trained in that direction, she takes a tentative poke at the monstrosity.

+0/1d8-1 Longspear [1d8; crit x3; dmg: S]

To Hit: 1d20 ⇒ 17
Damage: 1d8 - 1 ⇒ (8) - 1 = 7

Knowing the nature of skeletons and seeing it pass harmlessly through the apertures between bones, she rattles the spear around a bit before withdrawing it.

I can't believe that may hit and actually do damage!


Solstice Rain wrote:
I can't believe that may hit and actually do damage!

Yes that will hit and do ( -2 HP) worth of damage. Unfortunately its not enough to destroy the undead before it has its attack on Mia.

Felli Tokor wrote:
Unsure if this would apply but used the Improvised Weapon rule to use the Short Sword's hilt as a blunt weapon.

Using the short-sword improvised and taking the -4 to attack is an acceptable method of converting the damage to blunt.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Blue looks like the next threat so she casts an Ear-piercing Scream and changes the damage type to fire (fire sorcerer special).

Damage: 1d6 ⇒ 2 and dazed. DC 18 fort save for half and to avoid being dazed.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Undead are immune to fort roll effects, unfortunately.


Round 1 Summery

Serge Brings his massive two-handed greatsword into a powerful downward arc. The heavy blade makes a whooshing sound as the air around the undead is forcefully parted by the blade. Hastily the paladin overreached, causing the blade to miss its target. (Miss)

Round 2 Summery

Fundir begins to feel an arid heat around himself. Within moments the heat increases, leaving the hunter feeling drastically parched as the moister in his body begins to dry-out. (First save = success, Second save =fail)

Effect happens at the start of Fundir’s turn.
Effect duration: 1d4 + 1 ⇒ (4) + 1 = 5
Effect Nonlethal Damage: 1d3 ⇒ 1

Even through the arid heat, the hunter finds the strength to bring his mace into a powerful side-handed blow that strikes the ribcage of the (Red) undead. (Hit -6 HP)

Gale attempts to maintain a perch on Mia’s shoulder as the Witch dodges the (Green) undead’s attack. On more than one occasion the little bird flutters to regain its footing.

Mia retrieves her club as the (Green) undead continues to presses her with claw and nail. Committed to maintain her position, she swings her club with powerful momentum, striking the undead squarely on its skull. “CLUNK!” the club rings out as the undead’s disembodied skull fly’s across the room clanking multiple objects as it settles to the ground. Finally the undead’s headless body collapses to the ground. (Hit -6 HP and destroyed.)

Felli flips his sword around and attempts to bash the (Blue) undead with the blade’s hilt. Awkward and unbalanced the rogue finds the improvised weapon difficult to wield but takes a feeble swing at the undead just the same. (Miss)

Solstice opens her mouth in what appears to be a silent scream. Almost immediately afterwards, a reddish-orange flash erupts around the (Blue) undead. After the display subsides it becomes apparent that the flash had no effect on the animated corps.(Spell had no effect.)

The undead continue their mindless attack on the group.

1-Fundir / 2-Felli: 1d2 ⇒ 2
(Attack) Undead (Blue) Longsword vs. Felli: 1d20 + 1 ⇒ (14) + 1 = 15 (Miss)
(Damage) Undead (Blue) Longsword vs. Felli: 1d8 ⇒ 8
(Attack) Undead (Blue) Claw vs. Felli: 1d20 - 2 ⇒ (14) - 2 = 12 (Miss)
(Damage) Undead (Blue) Claw vs. Felli: 1d4 + 1 ⇒ (1) + 1 = 2

1-Serge / 2-Fundir: 1d2 ⇒ 2
(Attack) Undead (Red) Longsword vs. Fundir: 1d20 + 1 ⇒ (19) + 1 = 20 (Hit -2 HP)
(Damage) Undead (Red Longsword vs. Fundir: 1d8 ⇒ 2
(Attack) Undead (Red) Claw vs. Fundir: 1d20 - 2 ⇒ (1) - 2 = -1 (Miss)
(Damage) Undead (Red Claw vs. Fundir: 1d4 + 1 ⇒ (1) + 1 = 2

Round 3
Fundir (-12 HP, +1 Nonlethal, 1/5 Desiccation)
Gale
Mia (-4 HP)
Felli
Solstice
Undead (Blue) (-1 HP)
Undead (Red) (-6 HP)
Serge

Round 2
Serge

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Noticing that Fundir is hurt pretty badly, Felli still awkwardly holding his sword attempts to bash the skeleton again with his sword's hilt. Hoping to speed the demise of the undead so they could focus on the last one.

Improvised Short Sword vs Blue Skeleton: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I don't know what roll i have to make for this.

Mia tries to properly reach Felli's shoulder, to aid anothher in case the skeleton would strike at him.

At a small motion of her head, Gale tries to get some attention from the skeleton, to aid other on Felli's attack.

Do i have to make regular attack rolls?

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Noting Felli's tactics, Serge drops his greatsword and takes out his earthbreaker. "Fundir, back away. You've done enough. Let me handle this."

Earthbreaker: 1d20 + 5 ⇒ (6) + 5 = 112d6 + 4 ⇒ (6, 3) + 4 = 13

Luck is not on his side today and Serge only pounds the ground underneath the undead minion with the giant hammer, spraying the air with small shards of stone.


Mia Rumsfeld wrote:

I don't know what roll i have to make for this.

Mia tries to properly reach Felli's shoulder, to aid anothher in case the skeleton would strike at him.

At a small motion of her head, Gale tries to get some attention from the skeleton, to aid other on Felli's attack.

Do i have to make regular attack rolls?

Aid Another:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Based on this, you or your bird need to be within melee range to attack the undead. At that point you make an attack vs. AC 10. If you are successful you declare that you are aiding him either defensively or offensively. From that point, until the beginning of Mia's next turn, Felli would receive a +2 to AC or Attack (Your choice).

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

In melee range....>_>

I'll cast guidance instead.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life
Mia Rumsfeld wrote:
Undead are immune to fort roll effects, unfortunately.

I thought so, but I also figured it might be different this time and an auto hit beat rolling for it. I was also in a rush to get something posted.

Ranged: Elemental ray +3/1d6+1, 30' ranged touch

"I figured the daze would not work, but I had hoped the damage would...'

To Hit Ranged touch: 1d20 + 3 ⇒ (20) + 3 = 23, on blue
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

hey, that's a crit possibility!
To Hit confirm: 1d20 + 3 ⇒ (6) + 3 = 9, on blue
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Although, now that i read back on sonic scream, i'm wondering about it.
Undead are immune to -effects- that require fort rolls. Ear piercing scream has the dazed as an extra effect, but it looks as if it would still take that damage, or half at least. But that's up to GM ruling.


Mia Rumsfeld wrote:

Although, now that i read back on sonic scream, i'm wondering about it.

Undead are immune to -effects- that require fort rolls. Ear piercing scream has the dazed as an extra effect, but it looks as if it would still take that damage, or half at least. But that's up to GM ruling.

I am going to rule that the spell has no effect. Unless I am presented with something that strongly contradicts the ruling. I am basing this decision on the fact that the fortitude save affects both the stun as well as halves the damage. Seeing undead have no constitution, thus by default no fortitude save, they would also be immune to the damage as well.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

I'm pretty sure the ruling is right though I would probably, erroneously, have given half damage without having done a little research.


Mia Rumsfeld wrote:
I'll cast guidance instead.

I will need a target for the guidance. Note that there is a chance that Fundir will drop at the beginning of his turn do to the Desiccation.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir gasps as the heat overcomes him, and cries out as the skeleton assaults him again. The normally quiet serpent man is desperate. His companions try to cover for him, but the surrounding press of his friends tells him that he has nowhere to run. He closes his eyes for a moment, gathers what little strength is left to him, and brings his mace back up, hoping to at least take one down with him.
Attack: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

He smiles as his mace connects with his foe.. satisfied.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Guidance on Felli, as i'm just above him in init.


Thanks for clarifying that Mia. It makes the difference between Felli hitting or missing.

Round 2 Summery

Serge drops his large sword, which clanks heavily to the ground. With his hands now free, the paladin reaches back and retrieves his earth-breaker. The paladin brings the heavy hammer down with as much might as he can muster, which strikes the floor next to the undead with a loud “Crack!”(Miss)

Round 3 Summery

Effect happens at the start of Fundir’s turn
Effect Nonlethal Damage: 1d3 ⇒ 2

Fundir condition worsens as the Nagaji begins to look more and more dried out. His skin begins to look dried and cracked while his eyes become bloodshot and sunken in. Soon the Hunter begins to feel dizzy and weak. (After receiving the additional (+2) nonlethal damage, Fundir becomes staggered.) In a final act of desperation the hunter brings his mace into a powerful swing that connects with 1-Red / 2-Blue: 1d2 ⇒ 1 the Red undead. The blow strikes with full force, sending most of the undead’s skeletal rib-cage flying across the room. (Hit -6 HP, Destroyed)

Gale finally finds her footing as she clings to Mia’s shoulder. “Mia stay away from those things they are dangerous. Stay back here where it’s safe!”

Mia reaches out and places a calming hand on Felli’s shoulder while casting a spell. Upon completion of the witches spell, Felli begins to feel calm and focused. (Spell is successful, Felli gets a + 2 on his next attack.)

Felli once again attempts to swing his blade’s hilt as an improvised weapon. The awkward balance of the blade makes it difficult to wield causing the rogue to feel like he may never land a solid hit with it. While lifting the backwards-blade high overhead, Felli feels Mia's hand come from behind and rest on his shoulder. her soft voice begins uttering words of magic that causes the rogue relax. With the added focus from Mia's spell, the rogue’s improvised weapon impacts the undead, sending bone fragments flying everywhere. (Hit-Thanks to the guidance,-4 HP)

Solstice conjures a ray of fire that literally singes the hair on Felli’s neck as the beam skirts the side of the hunter and strikes the undead in front of him. The beam erupts into a spectacle of flame as it impacts with the undead’s skull. This sends bits of chard bone flying everywhere as the skull explodes under the massive heat of the ray. (Spell successful, not a critical, but enough to DESTROY the undead..)

End of Combat

Fundir has (3) more rounds of his Desiccation unless someone is able to prevent it in some way. Let me know if there is anything anyone wants to do during the 18 seconds of duration that is left.

Desiccation -3/5: 1d3 ⇒ 3 (Round 4) Fundir drops to the ground unconscious and begins to foam at the mouth.

Fundir lays on the ground, curled up, sweating profusely. The hunter's lips are dried and crack along with most of his skin. The Nagaji looks like he has spent countless nights in the dessert without water.

Desiccation -4/5: 1d3 ⇒ 1 (Round 5)
Desiccation -5/5: 1d3 ⇒ 2 (Round 6)

The storm continues to beat down on the fragile city as it sends hurricane force winds to sand strip anything in its path. The canvas roof continues to flap uncontrollably while large amounts of sand continues to pour through the area that is no longer covered by the canvas. Battered, dust covered tents lay sprawled out across the indoor camp site, which currently has three levels. The ground level sits (15’) below the celling to the south, while the level below sits (10’) below that. The pit to the east drops another 20’ below the lower level and appears to empty into another dark room below. Besides a couple trampled fire pits, two crates sit on a small pile of hay up against the north wall. Outside of the howling of the storm and the armored movements of the group, the room becomes silent.

Let me know what you would like to do from here.

Groups Current Condition
Fundir (-12 HP, +12 Nonlethal, Unconscious, I will update this if someone is able to prevent any of the damage.)
Mia (-4 HP)

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

As Solstice finishes off the final undead creature, Serge quickly pulls his waterskin from his pack and dumps the contents into Fundir's Mouth. He then holds his wand on the nagaji's chest and whispers a prayer as positive energy flows out of it.

"O great Ragathiel, look down upon our ally. Renew the life within him that he may live to fight for the downtrodden, unfortunate, and innocent just as I may."

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Lastly, he picks up his greatsword and sheathes it on his back.


Serge's prayer is answered as positive energy flows into the hunter. The energy begins to bind Fundir's wounds, as well as offset the dramatic loss of his bodily fluids. The healing combined with the water from Serge's waterskin revives Fundir, who feels more than a little thirsty.

That should be enough to bring Fundir back to full health with no further effects from the Desiccation.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir weakly opens his eyes, and sees Serge leaning over him praying. "Thank you, my friend" he hisses out through the worst cotton mouth of his life. "The ssssskeletonsssss.. did they fall? Isssss everyone ok?" he looks around at his companions while the healing glow of the spells course through his body restoring his strength. With help he climbs up from the floor and turns to his companions, giving them a deep bow of respect. "That wassss a difficult battle, but we prevailed. My deepesssst thankssss for your healing and aid."

Once his thanks have been received, he peers around the room, looking to see if there is anything else besides death to be found while drinking deeply of his own water bottle.
Perception: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice digs her wand of infernal healing out of her backpack but surreptitiously replaces it when Serge uses the more acceptable CLW wand.

Always best to ask before you use one of these things, particularly when there is a Paladin nearby.

"Thank you for protecting me. Particularly you Mia."

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Satisfied with the destruction of the undead he turns to Mia, "Thanks for the help, otherwise I fear I would've done no damage again." With that said, he sheaths his sword before he looks around.

Spotting that Fundir is getting help he moves over to the ladder that leads down and looks down. "After everyone is healed from our fight. We should investigate what is down there before we think about setting up camp to wait out the storm. We don't want any surprises while we are resting."

Before he starts to climb down the ladder he rethinks and looks at the others, "Anyone have a light source they could possibly toss down to illuminate the next level before I climb down to investigate?"

If a light source is provided to light up the lower level, will scan the area then climb down.

Perception > Lower level: 1d20 + 6 ⇒ (1) + 6 = 7


After recovering from his brush with death, Fundir regains his feet and begins to inspect the upper area. Within the nearby tent, the hunter finds a black colored potion and a 25’ coil of gray hemp rope.

Items Found
25’ of Hemp Rope
Black colored potion

Felli begins to clamber down the first ladder but then hesitates as he realizes that the darkness below is jet black and beyond his ability to see. The sound of the wind begins to increase and the flapping canvas brakes another binding, causing a much bigger gap in the canvas ceiling. The amount of sand coming through the gap increases, while the group can observe lightening strike a nearby building. The flash is followed by the roaring sound of thunder and the continuous battery of blistering sand.

GM Rolls (Perception):

Felli: 1d20 + 6 ⇒ (1) + 6 = 7
Fundir: 1d20 + 14 ⇒ (6) + 14 = 20
Gale: 1d20 + 6 ⇒ (17) + 6 = 23
Mia: 1d20 + 0 ⇒ (2) + 0 = 2
Serge: 1d20 + 0 ⇒ (1) + 0 = 1
Solstice: 1d20 + 0 ⇒ (9) + 0 = 9

I am assuming Fundir’s perception is for the upper (Southern) part of the room, seeing he has yet to descend into the lower area, While Felli’s perception is for inspecting the pit area if a light source is provided. Correct me is I am incorrect about any of this.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir pulls out the rope and the potion, and carefully looks them over.
Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17

Following this, he grabs the rock that he cast light on, and brings it over to the ladder, following Felli with the light. "I may be able to ssssee in the dark, but I know that otherssss cannot." he says, following the others and lighting the way for them.


Fundir casts detect magic and begins focusing on the two items. Both have a magical aura. After concentrating a little longer, Fundir attempts to understand the nature of the items and how they function. Unfortunately, both items are beyond the ranger's understanding.

From the ladder the ambient light from Fundirs spell sheds a shadowy luminescence into the pit. The pit descends 20' down to a breach that extends into a lower level room to the East.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia is relieved when the skeleton's threat had passed.
The lizardly comrade was in more hurt than her own gashed shoulder was, though.

She smiles gently when she's thankd by Felli and Solstice.
"You're welcome, but my part wasn't too big. Still, we survived, and those bones didn't."

She looks hopefully for a tap of the paladin's wand.
Just wondering, i could use 1 charge of my own if not.

After Fundir tries to get a reading on the potions, Mia offers for a try.
Spellcraft, guidance: 1d20 + 9 ⇒ (18) + 9 = 27
Oh, what will it be?

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge notices Mia has a wound on her arm, though superficial, and offers her a tap of his wand to treat the injury.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

"This building won't hold for long," he says as he looks up at the crack in the ceiling and the sand pouring in. "We have to keep moving." He finds a crate to put one end of the rope underneath and then ties handholds and footholds into the rope before throwing it down into the pit. "I'll go first, just in case."

Climb: 1d20 - 3 ⇒ (9) - 3 = 6
Heavy armor does not a nimble paladin make.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice has no skills to help with the identifications, and no spells to help with the lighting. She waits quietly and meekly.


Mia Casts Detect magic and begins concentrating on both items. Within the first six seconds she determines that both the potion and the 25’ foot of rope are magical. First she begins to focus on the rope. (Spell Craft Roll (27) After a few moments (Total of 3 rounds) she is able to determine that the rope is a magical item called an Iron Rope.

Mia (Iron Rope):

Iron Rope
Aura One magical Aura; CL 4th; Weight 1 lb.
Slot none Identify: DC 19

DESCRIPTION
When the end of this gray hemp rope is held and the command word is uttered, it is irrevocably transmuted into solid iron. The transmuted rope loses all magic and has the hardness and hit points of a normal inch-thick iron bar. When crafted, the rope is 25 feet long, but can be cut up to three times and each section of rope can be commanded to harden individually.

Taking her time, Mia ends the spell and once again casts guidance on herself. After compleating the inspirational spell, she casts detect magic again and then continues to concentrate on the black potion. Spellcraft, guidance: 1d20 + 9 ⇒ (20) + 9 = 29 Soon she is able to determine that the black vial is a potion of cure moderate wounds.

Serge moves over and begins to tie knots into a rope. (Is serge using his rope or the newly found 25’ rope?) During the process, Serge sees a ladder protruding out of the pit (No climb check required if you use the existing ladder, assuming it doesn’t brake under the paladins heavy weight.)

If Serge decides to anchor the rope with one of the empty crates laying around, he feels there is a chance the crate will not counter his weight. Using the knotted rope and adequate handholds the (Climb is DC will be (5), if the rope holds.)

Solstice stands quietly observing the paladin and the rogue work under Fundir's magical light source. She watches as Serge drags over one of the crates and slides a rope under the crate. He then begins testing the rope to see if it will hold his weight. Solstice finds herself wondering how many feet the paladin will get before the rope, or the crate, are pulled into the pit with the paladin.

While Serge begins pulling one of the crates over to the pit, Gale fly's over to the area where Serge found the crate. After a quick inspection, the bird starts pecking away at a patch of small grubs that tumbled out of the rotten wood when Serge began moving the crate. By the time serge makes it over to the pit, Gale fly's back over to Mia's. "Mia there is something funny looking under the hay. I seen it while I was eating the crawly bugs." The bird whispers into Mia's ear.

Knowledge Engineering (DC 15):

The canvas roof looks like it wont hold much longer. Without the canvas roof in place, it wont take long before most of the area will be covered with a moderate level of sand. This will likely make finding things in the area more difficult.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge would have tied the knots in his own rope. And if there's a ladder, Serge will use that instead.


Serge Foxmourn wrote:
Serge would have tied the knots in his own rope. And if there's a ladder, Serge will use that instead.

Having a knotted rope ready is always a good thing. That being said there is a ladder. )

Once reaching the bottom of the ladder, Serge finds another corps lying on the mud and stone covered floor. Beyond the breach, a moderate sized room can be made out as the light from above sends shadows cascading off the paladin's form. Felli holds the light-stone out as fare as he can, which illuminates part of the room beyond the breach.

Beyond the breach

This cold, dark stone chamber has walls covered in ancient markings that the ages have worn to the point of illegibility. The higher portion holds a dried-up well, a ladder leading up (That Serge is standing next to), and descending stairs to the north. The floor has fallen near the east wall, exposing another chamber below.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir packs away the rope once Mia identifies it, saving it for later use. He watches with trepidation as Serge begins to move stuff around, then sighs with relief as the man chooses the ladder instead. He holds his lighted stone aloft, granting Serge as much light as he can.. then he remembers the torches in his pack. "Ssssstupid me.." he mutters, grabbing a torch and lighting it before tossing the enspelled stone down to Serge with a whistled warning. "Who isssss next?" he asks, keeping his position near the ladder, securing it for the next person.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice was about to sit on the crate to give it some gravity, but when she saw the grubs tumble out she backed off in a hurry. She descends and joins Serge, leaning up against the wall.

"You looked lonely down here."

She begins to softly sing a haunting melody about a ghost in the crags, while she examines the writing on the wall, trying to make sense of it.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli moves toward the other ladder and starts climbing down to catch up with Solstice and Serge. He remains silent as he looks at the room before he heads over to the well and looks down.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia points at the hay.

"Something might be wrong, shall we have a quick look at it, before we head down?"

If not, Mia strokes Gale's back as thank you, before they go down.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice calls up, "Oh dear. What makes you think there's something wrong? More grubs?"

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir looks up questioningly at Mia and Gale at her mention of something not being right before moving over to her and the pile of hay. Carefully he sifts through the detritus, looking for whatever may have caught their eye.


After considering Mia’s statement about something being in the hay, Fundir moves over to the hay and begins carefully sifting through the rotted hay.

Fundir:
After a couple moments Fundir finds a shard of old pottery. Upon first inspection the shard looks to be old with the kind of patina one would expect to see on an ancient relic. Knowledge History (DC 14), Craft Pottery (DC 14), Appraise (DC 18), or a Knowledge Geography (DC 18) will reveal more information about the pottery shard.

Mia takes a moment to reward her bird for its perceptiveness, while Fundir begins sifting through the hay. Soon the last binding of the canvas roof tears free, which allows the powerful wind and sand to bellow into the room. Gale Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22 grapples onto Mia’s shoulder for dear life, as the wind threatens to blow the tiny bird clear across the room. Sand quickly begins to cover the floor with a gritty texture that extends down into the pit. Those that have transitioned into the pit and beyond notice a heavy amount of sand and grit bellow through the breach and begin to coat the adjoining room as well.

Serge discovers a small satchel lying next to the corps at the bottom of the ladder. Within the satchel he finds a rolled up scroll. After inspecting the satchel he moves further into the room.

Beyond the breach, Felli moves over to the well and peers down into the well, which drops about 30’ to a sand covered stone bottom. The well is large enough to accommodate an average sized man and it spears to be sturdy. Felli needs to make a perception check.

Solstic begins to move down into the pit, where she calls back to Mia about the discovery in the hay and then moves over to Serge and Felli.

Serge, Felli, and Solstic find a number of ancient clay pots sitting near the well. The pots look to be Taldan and appear to be one of the items listed on the Archeological Report. Knowledge History (DC 14), Craft Pottery (DC 14), Appraise (DC 18), or a Knowledge Geography (DC 18) will reveal more information about the Taldan pottery.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

As he canvas tears free, Fundir quickly covers his eyes and braces himself against the wall of wind that slams him. Without looking at the shard, he tucks it away and carefully moves back to the ladder, shepherding Mia ahead of him so she can climb down safely. Once she is safely down, he begins his own descent, following the rest of the group. Once he finds them, he hands the shard off to someone more knowledgeable and says "We found thissss above. I do not know what it isssss... sssssomething important??" before looking around.
Perception: 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"Old pottery? Well, maybe there's some things i can recognize."

Take 10 for 18 on both the Kn. History rolls.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli hears Mia mention old pottery before going back to looking down the well but concerned about the 'raining' of sand down on them. "I wonder if anything is down there."

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

"Part of our motto IS 'explore' and we really have nothing better to do." She adds meekly, "But I don't want to push anyone."


While carefully looking into the well, Felli thinks he sees the glint of something metallic.

Mia begins examining the pottery as Fundir transitions through the first breach and into the room carrying the shard of pottery he found in the previous room. After giving Mia the pottery shard, Fundir joins Serge in a fundamental search of the room.

Mia:
Mia gives the pottery a careful examination and determines that the pottery is indeed ancient, and it looks to be consistent with Taldan design. The one thing that seems out of place to Mia, is the fact that the clay used in the creation of the pottery is not native to the area.

At the well, Fundir points out that there is an old looking dagger lying at the bottom of the well that is reflecting the light from the room. This confirms Felli’s first assessment that something is indeed at the bottom of the well.

While continuing with their rounds, Fundir and Serge also come across a well-preserved, ancient, Taldan home. Upon first inspection the old style home looks to be in good condition, with considering of its age of course. Its exterior paint has the type of weathering one would expect to see on an old style home of that time and a lot of the stonework is similar to Taldan masonry. (Knowledge History (DC 16 and 21), Appraise or knowledge Engineering (DC 15), Perception (DC 21) will reveal more information about the old building.)

Close to the old structer, Fundir and Serge find a collapsed tunnel to the south that looks like it might have extended into a another chamber. (Craft stonemasonry (DC 16), Knowledge Dungeoneering (DC 16), Knowledge Engineering (DC 16), will reveal more about the collapsed tunnel.)

More to the east, Fundir and Serge point out that part of the foundation has given away, which in turn has created a breach in the floor. A closer inspection reveals that the breach empties into another dark room below.

Finally, to the north east of the room, the two observe a stairway that descends at a 45 degree slope downward.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Dang, that's a lot of things thrown at us at once. Which to choose?

Solstice, already near the well, casts detect magic to see if the shiny dagger is magical. If not, and it is within range, she will use mage hand to retrieve it. If not, what is the range of the dagger. It might be out of detect magic range too so let's find out before she calls out for help.


The dagger is within range of the detect magic spell, which is able to determine that there is one magical aura on the blade. The dagger is sitting on the bottom of the well, which is 30” deep. I believe this is beyond the range of a level (2) mage hand.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

The real issue is with the target restrictions. It can only be used on non-magical items. The range is 30' so that would have been good enough

"Mia, there is a magical dagger at the bottom of the well. Think you can use your spellcraft to figure out what it is? It's thirty feet down. I could get it out with mage hand except its magical. Do any of you thinks we could put together some kind of hoist I could slip under it? Or perhaps one of you could just climb down, though I don't know if that would be wise considering the ambush we just weathered.

Weathered. Te he.


Mage Hand

Correct me if I am wrong about this, but range is indicating 25' + 5' for every (2) levels. I believe this is every (2) levels beyond 1st Correct? So, 25 foot at first level and 30 foot at third. Or is it every 2 levels starting with and including first level? so 25' at 1st level and 30 foot at 2nd level.

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