PFS 03-14 - Wonders in the Weave II (Snakes in the Fold, Tier 5-9) (Inactive)

Game Master Baerlie

Tomb Map

Initiatives:

[dice=Baldwyn Doucas]1d20+8[/dice]
[dice=Vladek Odradek]1d20+2[/dice]
[dice=Ramesses]1d20+6[/dice]
[dice=Razmand Nevantes]1d20+11[/dice]
[dice=Zorro the Swashbuckler]1d20+6[/dice]

Subtier 8-9


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The Immortal Conundrum: maps, etc.

By the proverbial skin of his teeth, however, he is able to resist the mighty current enough to avoid being washed away!

The room being drained, you are now able to see the remaining 10 feet of this (now-)spacious chamber: Embedded securely in the stone wall is the outline of a door, and the water had also been concealing more hieroglyphs. Perhaps they can help explain the odd arithmetic above....

As before, I'm going to need help uploading them, since my copy of the Scenario won't share for some reason.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Drained, exhausted, and his clothes dripping wet, Razmand slowly gathers himself from the floor with weak movements; the leeches did get him a bit, and he lifts up to a sitting position and starts plucking some of the few leeches still attached to him. Grimacing each time he feels a sting, he eventually begins to feel back in action. He makes a genuine smile towards the rest of the group, standing up and straightening his jacket.

"That was... awkward, Razmand says, "I hesitated to move on, but as the results show, I'm glad I did perform the deeds necessary."

Razmand walks over to the others and pats them on the shoulders. "Maybe one day you youngsters get the gist of doing something else than just swing your weapons to solve a problem." The chelish man shows a wide, teasing smile.

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

"Good Job, Razmand!" Elenial says and takes out a wand.

I lost the overview who has how much damage. Please roll for CLW and I will mark the charges off.

CLW Elenial: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Elenial: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Elenial: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Elenial: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Elenial: 1d8 + 1 ⇒ (5) + 1 = 6

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn shrugs. "Yeah, yeah, proper planning BEFORE swinging weapons. I got it now."

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

2nd handout is in the maps document, slide 3.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Due to the constitution damage, Razmand's total hit point amount is actually 52.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7 And another for 2 hp. Two charges

"Much obliged, Elenial," Razmand says, and turns to look about the room, "now that those pests are gone, we can finally concentrate on these murals... hmm."

I need to recap the whole description of the room.

GM wrote:

The stairway descends into stagnant and murky water, too deep and dark for you to be able to see where the floor is. The north wall features two fifteen-foot-tall mosaics of the Dog Pharaoh flanking a series of smaller hieroglyphs arranged in rows and columns. The east and west walls give glimpses of the top half of faded and water-stained frescos depicting pleasure slaves and vast wealth in a desert oasis paradise.

Elenial actually doesn't have much trouble making it over the pit. On the other side, she notices strange eddies in the water on the far side of the room. Perhaps there are more pit traps underneath the water....

Meanwhile, sharp-eyed Razmand looks at the hieroglyphs on the far side of the room. Five of them he recognizes as standing for the basic arithmetical functions (addition, subtraction, multiplication, division, and equation), which might suggest that the others stand for numbers - but something's wrong, because Razmand damn knows the Ancient Osirian numeral system perfectly well, thank you, and these don't match.

"The initial calculations are simple; two plus four equals six. Eight minus one equals seven. Fives times two equals ten. And nine divided by three equals three. Thus the four calculations left mean... squiggly & dot, scarab, scorpion, jackal."

Razmand proceeds to see if these hieroglyphs can be pressed; if so, he presses them in the beforementioned order.

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Ramesses drops to his knees. Gorum please forgive me, there were to many and I was ill prepared to encounter such creatures. From here on out I will give me all for you, blood will be shed in your name, this I assure you!.

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

CLW: 1d8 + 2 ⇒ (8) + 2 = 10 After a quick heal from his wand, Ramesses is ready to continue on. So Razmand you think you have this little puzzle figured out?

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Razmand presses the hieroglyphs harder.


The Immortal Conundrum: maps, etc.

Please forgive the delay, lots of irons in the fire.

A little bit of arithmetic is no match for Razmand "The Count" Nevantes, and he's even savvy enough to know how the combination lock works on the first try! After millennia of inertia, the door obligingly grinds open.

Beyond, a short stairway leads up to the center of a hallway with identical doors at either end. The floor here is barely damp. Each doorway features a simple stone handle. On the passage’s northern wall are two figures in bas-relief: to the west, a human man holding an ankh in one hand and a khopesh in the other; to the east, a jackal-headed man double-wielding twin kukris.


The Immortal Conundrum: maps, etc.

The dungeon awaits, folks!

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn ensures his ioun torch is spinning round his head and takes point, slowly advancing with bardiche at the ready. "Let's see what we've got in here... But which way to go?"

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Razmand takes point, being the one with the keenest vision. Remember Trapspotter talent. He advances right, and goes by the door. All the while he examines the walls, floor, and ceiling for anything unusual.


The Immortal Conundrum: maps, etc.

After that last nightmare, you find that that door and this hall all appear to be blessedly straightforward and tame. Nothing but a lock, it seems.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Razmand fiddles with the lock, being very casual and conventional when unlocking it.

Disable Device (unlock), Take 10 because I can!: 10 + 15 = 25

"This is how it is done. Take notes, you could learn a thing or two," he teaches the other pathfinders.


The Immortal Conundrum: maps, etc.

The lock yields. Razmand could probably design a trickier one even if he was strung out on pesh.

DM:
1d20 + 22 ⇒ (16) + 22 = 38

It occurs to Razmand that maybe there is a bit of treachery at work in this hall. As he was rounding the corner, he'd noticed a bit of anomalous stonework down the other end - a sure sign of another trapped floor with some barely-guessable nastiness underneath.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

"Hold up, colleagues," Razmand says while lifting his hand up to signal a stop, "it occurred to me I spotted something out of place at the other door. We need to check it lest we will find it in front of us."

Razmand goes to the other end to see what this oddity he saw was.

Perception take 10: 10 + 23 = 33 Constantly.


The Immortal Conundrum: maps, etc.

The floor in front of the other door is indeed one big trap.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

"Most peculiar. Either this facility is experiencing dire structural erosion, or someone was having a pit fetish," Razmand mumbles, kneeling down to tamper with the trap.

Disable Device to disarm, take 10 because I can!: 10 + 15 + 5 = 30

Liberty's Edge

Female CG Elf Ranger 7 / Wizard 1 | HP: 63/63 | AC: 21 (15 Tch, 17 Fl) | CMB: +8, CMD: 23 | F: +8, R: +11, W: +8 | Init: +6 | Perc: +22, SM: +5 | Speed 30ft | Color Spray 1/1; Reduce Person 1/1 | Active conditions:

Elenial waits in a safe distance and watches Razmand disabling the trap.


The Immortal Conundrum: maps, etc.

Razmand slides the stones around until they're secure enough to walk on without fear. Child's play.

Seriously, how many ways are there to disarm a pit trap?

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Ask Razmand, I'm sure he'd be more than glad to explain it all while Baldwyn falls asleep.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

"See, now these stones had been placed not to act as a pressure plate system, but instead create a structural point of failure which in turn creates a chain reaction, a collapse. Their placement was basic, but with this small adjustment to the tile configuration the balance of the floor was re-established and the fear or befalling to the pit has been negated. The tiles support one another now, and continue to do so unless the tile configuration is skewed again."

"You should read about different trap mechanisms and tile configurations from the chronicles, they feature very thorough articles about the varieties of floor patterns, notably how different races have favored certain shapes over others, and how that affects the needed patterns. It's very basic physics, actually, and doesn't require an astute mind to understand."

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Thanks for the boring history lesson on trap mechanisms, I'll remember that next time I have trouble sleeping. Can we move this along? I may just turn back and let those leeches do me in if I have to here a speech like this at every little trap we find. Baldwyn you thank you can just smash the next one to oblivion?

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn can't contain his amusement at Ramesses' comments. At the mention of his name, he shrugs. "If I get the chance, sure. Like I'm pretty sure I said before, I can always smash 'em open so we know for sure where they are. Can't get 'em reset if they're collapsed already."

Liberty's Edge

Male Half-Elf Swashbuckler 6 | HP 54/54 | AC 22; Tch 17; FF 15 | F=4, R=11, W=3 | CMB +6; CMD 23( | Speed 30ft | Init +7 | +1 Answering Rapier: +14/+9(1d6+7+6 Precision); MW Gold Plated Chakram: +6/+1 (1d8) | Perc +9

"Boring, can we go through the door now?" zorro say rudely. "I'm hate things that I can't stab!!!"

-Posted with Wayfinder

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

"Tsk, you shouldn't look down upon a teacher, who is willing to share his knowledge. If anything, you should indulge yourself in it," Razmand scolds, "and I wouldn't object to Baldwyn performing feats of strength on the next item we find, but I have a feeling the Society's researchers would rather have the tomb mostly intact, not in shreds."

"And Zorro, you need help. I can direct you to certain therapists that specialize in curing this condition known as murderhoboism. It is known to deteriorate social skills and result in a lack and/or decrease of personal charisma. I can provide the same recommendations to others as well, in case you wish to take advantage of the opportunity."

"But as you have voiced your opinion, we will move on now. To our original direction."

Razmand walks back over to the door on the right and opens it, but not before the bloodthirsty gang he's been tasked to babysit is behind him with all weapons drawn, ready to face whatever death dragon that might wait for them behind the door.


The Immortal Conundrum: maps, etc.

The most positively adorable band of heavily-armed tomb raiders this side of the Hao Jin proceed into the next room, and what do they see?

Brilliant treasure fills this room. From every angle, gold, silver, and myriad gems catch the light. While the floor is a soupy morass and mold grows up the walls, the Dog Pharaoh’s treasures sit atop shelves untouched by the grime below. An ornate sarcophagus lies on a dais at the far end of the room, mold growing up its sides.

DM:
E: 1d20 + 17 ⇒ (1) + 17 = 18
B: 1d20 + 10 ⇒ (20) + 10 = 30
R: 1d20 + 16 ⇒ (3) + 16 = 19
Z: 1d20 + 9 ⇒ (6) + 9 = 15
E*: 1d20 + 7 ⇒ (14) + 7 = 21
R*: 1d20 + 2 ⇒ (15) + 2 = 17
Z*: 1d20 ⇒ 19

However, Baldwyn frowns deeply as he blinks in the gleam, Elenial deflates after taking a closer look at a huge gem, and Razmand isn't fooled even for that long: All this gleaming pharaoh's ransom of treasure is nothing but a load of cheap souvenir-shop knickknacks - the "gems" are glass, the "gold" is pyrite, et cetera. That said, they are pretty in a garish sort of way, and their age is real enough. Collectively, the entire lot might go for up to 150 gp, but that's a poor payday for (Razmand guesstimates) 50 cubic feet and 600 lbs of loot; if the party had magical means of carrying it all, maybe it would be worth it.

DM:
E: 1d20 + 17 ⇒ (9) + 17 = 26
B: 1d20 + 10 ⇒ (11) + 10 = 21
R: 1d20 + 16 ⇒ (16) + 16 = 32
Z: 1d20 + 9 ⇒ (14) + 9 = 23

Much less deceptive than all this "treasure," however, is the unnatural linearity of some of the mold growth on the south wall, which sticks out to the entire party like a cathedral in Rahadoum.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

"Curious," Razmand says, rubbing his beard idly, "you notice that too? Who would store a pile of fake items to act as a hoard? The reasons for this are multiple, but I'm expecting trouble. Tombs like this never rest calmly."

Razmand makes cursory investigations on the room from the door, not entering it.

Perception: 1d20 + 23 ⇒ (9) + 23 = 32


The Immortal Conundrum: maps, etc.

The room is full of counterfeit treasure, something funny is going on with the southern wall, and you are as certain as you could possibly be that that's all there is to this chamber.

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Ramesses tries to recall anything about the mold. I think I've seen this before... Knowledge Nature?: 1d20 + 5 ⇒ (19) + 5 = 24 He examines it very carefully. Perception: 1d20 + 17 ⇒ (1) + 17 = 18 So carefully he stares too long without blinking and nearly pops a blood vessel.


The Immortal Conundrum: maps, etc.

As far as the mold itself goes, you've occasionally found more interesting strains in the cheese in your rations, but the way it's growing suggests something odd about the wall itself....

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn takes a look at the wall, careful not to touch the mould just yet.
Knowledge (dungeoneering): 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (engineering): 1d20 + 6 ⇒ (7) + 6 = 13

Or do I need a perception first?
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Sigh...


The Immortal Conundrum: maps, etc.

Baldwyn is reminded of this one poster he used to have on his dormitory wall when he was in training....

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

The one with the kitty hanging off the tree branch?

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Razmand harumphs and boldly walks over to the mold, determined to scrape it off from the apparent mural. He uses his silver light mace instead of his own hands.

For reassurance, he pulls Baldwyn to tag along with him.


The Immortal Conundrum: maps, etc.

A few prods from Razmand's mace expose the wall for what it is: A secret door leading directly to a new chamber!

This long, dank hallway contains three sarcophagi arranged down the center of the floor. The floor, walls, ceiling and the sarcophagi themselves are completely covered with a layer of dull brown fuzz. A door in the eastern wall at the south end of the room provides the only exit aside from the secret door to the north. The air here is unnaturally cold.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

"A secret burial chamber? I most certainly do not like this," Razmand says, looking down the corridor with suspicion, "and since the environment is cooler here than elsewhere... it would suggest to a magical aura or very well made insulation that keeps the bodies in a frozen state. Could this be a primitive stasis chamber? An experiment to keep certain bodies in prolonged hibernation? Such experiment must have gone awry as it has been far too long; or maybe in the ancient times they had perfected the technique, but the art of it had been forgotten along with the Dog Pharaoh's tomb."

"But now I'm beginning to realize the previous chamber was a bait," Razmand continues, apparently having a habit for long speeches. Either he is absent-minded about speaking aloud his theories, or he is deliberately being long-winded just to annoy Ramesses. It is hard to tell, though, as Razmand is adept at bluffing. "I've heard of creatures that remain in a dormant state unless their hoard is tampered with. So I suggest you all to keep clear of those souvenirs, unless you begin to feel an urge to kill a being." He takes a look at Zorro, who admitted having a certain taste for drawing blood with his blade.

"Regardless, those three tombs might be the guardians of the Dog Pharaoh. I urge you to tread with careful steps lest we awaken them."

He knows they won't be able to get past the tombs with stealth; not with this team, at least. Regardless, he tries.

Rolling twice, using Heresy Inquisition's blessed infiltration ability.
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29


The Immortal Conundrum: maps, etc.

DM:
1: 1d20 + 16 ⇒ (7) + 16 = 23
2: 1d20 + 16 ⇒ (6) + 16 = 22
3: 1d20 + 16 ⇒ (9) + 16 = 25

Razmand, feel free to make both a Knowledge (Nature) check and a Knowledge (Religion) check.

Razmand is initially worried he's stepped on a trap, such is the precision and synchronicity with which the coffins open from the inside as he enters the hall - and out from each one clambers a slender anthropoid figure covered with thick carpets of brown mold, save for around their eye sockets, which glow a baleful red. It's possible that Razmand has managed to evade their direct gaze, but he can't stop them from sensing that the living have intruded upon them - and even if they can't see Razmand, they can certainly see Baldwyn....

Baldwyn Doucas: 1d20 + 8 ⇒ (20) + 8 = 28
Elenial Windwalker: 1d20 + 6 ⇒ (17) + 6 = 23
Ramesses: 1d20 + 6 ⇒ (2) + 6 = 8
Razmand Nevantes: 1d20 + 11 ⇒ (2) + 11 = 13
Zorro: 1d20 + 6 ⇒ (13) + 6 = 19
[dice=Livin' In the Fridge!]1d20[/dice]

Everyone but Ramesses
____________________
Moldy Leftovers
____________________
Ramesses

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Knowledge (nature): 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge (religion): 1d20 + 14 ⇒ (14) + 14 = 28

Razmand is not all that surprised to see some challenged coming, and quietly retreats from the room and hides behind the corner. "You're up," he says to the group, "I doubt they find my lectures fascinating."

Doublemove.

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Baldwyn chuckles. "Don't wake 'em up, you say? Don't go all bloodthirsty, you say? Yeah yeah, let's see ya show some muscle now when it's needed."

Don't see 'em on the map so...

Baldwyn steps closer to the nearest one and swings with his bardiche.
Power Attack+Vital Strike: 1d20 + 14 ⇒ (6) + 14 = 20 vs flat-footed
Folio Re-roll: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37 vs flat-footed
1d10 + 1d10 + 19 ⇒ (3) + (9) + 19 = 31
Confirm: 1d20 + 14 ⇒ (13) + 14 = 27
Plus if confirmed: 1d10 + 19 ⇒ (10) + 19 = 29
Not going to try to trip these things...


The Immortal Conundrum: maps, etc.

My fault, I'm sorry; I have rectified the situation.

Razmand knows a mummy when he sees one (I'll give you four questions), but whatever it is that's covering them is kind of weird...and his understanding does not stop the profound unearthly horror they inspire in him....

I'm afraid that before we go any further, Razmand and Baldwyn will both need to make a Will save, as will everyone else as soon as they come into view of the mummies. This is a paralysis, mind-affecting, and fear effect, so take note of anything you've got to your name that helps with those things.

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Will save: 1d20 + 10 ⇒ (16) + 10 = 26 Good enough.

"They are mummies, so they don't bleed. Get your facts correct, Baldwyn," Razmand remarks.

Mummies... special defenses, special attacks, special qualities, and weaknesses.


The Immortal Conundrum: maps, etc.

Mummy:

Mummy:
Their attacks carry Mummy Rot.

Mummy Rot: curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —.

Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.

Mummy:
Aura of Despair: All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect.

I've Got Curse In My Tummy...:
vulnerable to fire

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

Ramesses will try to identify the other moldy things. Knowledge Nature: 1d20 + 5 ⇒ (2) + 5 = 7 He will then Swift Action Judgement(Purity) before making his will save. will save: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 Ramesses draws his Greatsword and prepares to fight.

Sovereign Court

Male Human Fighter (Polearm Master) 9 | AC 24 T 14 FF 21 | HP 94/94 | F +9 R +6 W +4 | Init +8 | Perc +10 | Reroll : Not used

Will: 1d20 + 4 ⇒ (2) + 4 = 6 *sigh*

Grand Lodge

Male Human Inquisitor 4/Rogue 2/Pathfinder Delver 3; HP 61/61 52; CMD 20; AC 17, t 12, ff 15; Fort +8 Ref +10 Will +10; Init +11, Perc +23

Has Baldwyn used up his reroll now? His action (to attack) never came to fruition.

Sovereign Court

Male Half-Elf (+2 Str) 75/75 HP, AC: 19, T: 12, FF: 17, CMD: 19, F: +9, R: +5, W: +10, Spells: 1st lvl 6/6, 2nd lvl 2/5, 3rd lvl 3/3 Init +7, Pereption +19, CN Male Half-Elf Inquisitor 8, Rep. Crossbow : +8/+3 , (1d8, 19-20 x2) +1Greatsword+11/+6, (2d6+7, 19-20 x2)CI Heavy Mace+10/ +5 (1d8+7, x2)

I would say no b/c he had to make his will save before he could've attacked. But I'm not the GM, but I don't see how he would be able to defend not letting him re-roll unless he's letting him count his attack.

Liberty's Edge

Male Half-Elf Swashbuckler 6 | HP 54/54 | AC 22; Tch 17; FF 15 | F=4, R=11, W=3 | CMB +6; CMD 23( | Speed 30ft | Init +7 | +1 Answering Rapier: +14/+9(1d6+7+6 Precision); MW Gold Plated Chakram: +6/+1 (1d8) | Perc +9

Finally something to attack, I was getting a bit bored. can someone move me into the room I will double move if needed. Will: 1d20 + 3 ⇒ (17) + 3 = 20

-Posted with Wayfinder


The Immortal Conundrum: maps, etc.

Of course he's still got his reroll - and if he wants to apply it to this saving throw instead, that's not a bad idea.

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