[PFS] #5–08: The Confirmation (Play-by-Post; Table 2) (Inactive)

Game Master Robert Brookes

Current Encounter Map: Kortos Caves


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Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

-=-=-=-=  Aroden Carvings Explained  =-=-=-=-

"The twelve faces of Aroden." Thaddeus declares with a satisfied grin. "Leave it to the God of Humanity to be unsatisfied with a single aspect."

Gesturing to the carvings in turn, the tiefling describes each depiction of the deity in the tone of a professor lecturing his students.
 
 
   -=-=-=  1. The Potter  =-=-=-
 "The figure with the potter's wheel signifies the Craftsman. It celebrates the act and the art of creation. The text suits the crving above - '...fabrication of an object contributes to society and understanding...' and the lesson speaks to the reward of such artifice being an expanded awareness of ones' self and surroundings."
 
 
   -=-=-=  2. The Scholar  =-=-=-
 "The Scholar portrays Aroden's love of history and those who preserved it through word, song, and script. This inscription below speaks of the importance of history as a guide for future generations and the importance of accurate historical record-keeping. 'History is a lesson and those that teach it can find knowledge of all kinds hidden within the lore of the past.' Indeed."
 
 
   -=-=-=  3. The Soldier  =-=-=-
 "The man with the lantern - 'vigilant protector of humanity...' Aroden's guise of the Soldier. The text that follows seems to be some sort of proverb about 'vigilance against darkness, and the necessity for lights to guide the way.' There seems an impressed importance on 'bringing light to the dark corners of the world, so that evil has no place to hide or feel secure,' blah, blah... and that the reward for such vigilance is 'assured protection against future threats.' More an extended sermon, than a proverb, really."
 
 
   -=-=-=  4. ?????  =-=-=-
 "And the fourth is the... Tailor, perhaps? This one escapes me, I'm afraid. The others are far to weathered to make horn or tail of..."

His notes complete, his eyes carry to the blue glow of the chamber beyond. "What a queer place this is."

Silver Crusade

Paladin

Just the mention of Aroden is enough to catch Helgoron's attention - "The Protector..." - he whispers to himself, fiddling with Iomedae's symbol around his neck - "It is an amazing privilege to be here" - he smiles all the while listening attentively to Thaddeus' words - "The Herald's favor is definitely upon us"

Once his companion is finished he adds - "Why would these carvings be here? Are we perhaps looking at a fallen temple or religious structure of some kind?"

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

"I, too am curious about this structure's origin. Given the other ruins we passed on our way here, I suspect either this cave was used as some sort of secret temple, or another structure was swallowed up by the rock over the years - though that seems less likely."

Silver Crusade

Paladin

"If in fact that is true, it would be a find of utmost importance, and maybe one that could shed some more light on Aroden's path through our world"

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I'm going to move the party on ahead a little, feel free to continue your conversations and observations, however!
______________________________________________________

After making notations and entries into their journals and investigating the reliefs, group moves ahead towards the hauntingly torchlit tunnel to the south end of the cave. Notably, the torches do not seem to be emitting smoke or heat and no oil drips from their heads. With some of the luminous moss growing up their bases, it is clear that these torches are the byproduct of some sort of magic—more than likely everburning torches, a staple tool of many Pathfinders. From the tunnel mouth, they can see a cathedralesque cavern beyond the man-made lights. As the group moves down the tunnel, a distant sound begins to be heard ringing softly off the cavern walls: a murmuring voice amid the sound of dripping water.

As the group emerges from the other side of the tunnel, the soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west. Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

The source of the murmuring comes from a tan-skinned man kneeling in the shallow end of the basin, his dark hair wet and slicked back away from his prominent brow. A cloak—one made of the same material as the one discovered in the pit—lays folded behind him, revealing his bare shoulders and large, fanned gills down the side of his neck. He leans forward, pressing his brow to the surface of the water, murmuring once more.

This must be the gillman that Janira spoke of. What makes this situation even stranger is the realization of exactly what the diorama is. At first it's hard to make out the structures, but rising up from the center of the model the Starstone Cathedral is unmistakable.

It's a model of Absalom.

__________________________________
GAMEPLAY
 
Further into the caves you have discovered an immense, cathedralesque cavern where a lone gillman (unaware of the party's approach) seems to be praying in front of a scale model of the city of Absalom. Two additional tunnels run east and west out of this chamber.
 
If you look at the google-docs map you will see it has been updated. At the side of the map are comments, hovering your mouse over one will highlight the object the comment is referencing. If you have any questions please let me know.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

I have access to the map, but i'm not seeing any comments off to the side.

Mors had been quiet since the wall-carvings. His face is troubled, unthinkingly chewing the inside of his lip as he considers the group’s revelations about the caves and Aroden. As they make their way into the next cavern, the big man leans into the group, careful that the echoing cavern walls and waters don’t carry his voice to the kneeling man.

”So here’s what I don’t get. I’ve always heard Aroden was mostly a god of humans, right? So if this is some kind of temple to him, why are fish-men coming here?” He scowls at the kneeling man near the miniature Absolom. ”And why is he praying to that?”

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thaddeus ponders Mors' question, then shrugs, answering with a whisper. "Why not? Gillmen and Humans never seemed all that different to me. Oh sure, they have dual respiratory system and their coloring is a bit off, but otherwise you seem quite similar - limited sight, dull teeth, and no tail or horns - I still don't understand how you all manage to walk upright."

Glancing down at the gillman, he adds, "Or maybe they just like the glow. Shall we introduce ourselves?"

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors rolls his eyes at Thad's observation of humans and gillmen, nonverbally shouting not the point, but otherwise only shrugs, "I don't speak water-man."

Silver Crusade

M Half-Orc Wizard 1; HP 9/9; AC 13; CMD 11; Fort +3, Ref +3, Will +3; Init +2; Perception +5 (+7 with Familiar)

"Gillmen were humans, once," Rahk says in a whisper. "I mean, not that one specifically, but as a species they were transformed. Probably by aboleths. I would not bring that up, though."

Rahk scratches his nose thoughtfully. "Maybe he speaks common?" Rahk suggests uncertainly. "I hope we needn't pantomime anything. My interpretive dancing leaves much to be desired."

Rahk gives a curt nod towards Thaddeus, indicating that he is indeed ready to introduce himself to the gillman. Turning towards Helgoron, Rahk flashes the paladin a thumbs up. "Might be best if he sees someone who worships the Inheritor if he indeed worships Aroden."

Silver Crusade

Paladin

"Well met friend" - Helgoron steps forward without hesitation, after nodding in acknowledgement of Rahk's suggestion - "I am Helgoron, and together with my companions we hail from the city of Absolom" - his words are firm but not aggressive - "We apologize if trespassing on your home, and if it is so, I assure you it is by mere accident, as we investigate this cave complex in the name of the Pathfinder Society"

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Helgoron's words echo through the cave, and yet the gillman is unresponsive. A long, awkward silence hangs in the air between tiefling and gillman, with the latter continuing to press his brow to the surface of the water. A moment later he rises to sit up straight, cups water into his hands and lets it splash down upon his face, trickling down his neck and shoulders. It's then that the gillman notices the large shadow cast against the back of the cave by Helgoron, his frame silhouette by the torches from the tunnel. The gillman lets out a wet rasp and turns around, visibly startled, and looks wide-eyed at Helgoron as if the tiefling. Still partway submerged in the water, the gillman takes no further motion, watching Helgoron with wide, lavender eyes.

_______________
GAMEPLAY

Sense Motive 13:

The gillman looks starteled, as if he had not even heard Helgoron speaking previously. From his posture, you can ascertain that he is wary but not aggressive.

Sense Motive 15:

Aside from his uncertainty, the gillman is also eyeing the cloak that you'd discovered in the pit. He likely notices its similarity to the one folded nearby.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11; dang, one of the few skills I can actually use, too.

Uncertain what else to do, Mors makes sure to stand with hands away from weapons … making himself look as far from threatening as he can. It’s somewhat obvious he doesn’t take this approach often.

This is basically an AA to any Diplomacy’s that may get attempted…
Diplomacy DC10: 1d20 - 1 ⇒ (2) - 1 = 1

As he waits, Mors watches the strange man, looking for any useful details.

So what other basic observations can be made about the gillman? Obvious weapons? Tools or arcane instruments? I see he has the cloak, but is there anything else that would help us get a gauge of who he is? Or, anything not obvious?
Perception (for non-obvious details; -4 for distance penalties): 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Sense Motive: 1d20 + 4 ⇒ (18) + 4 = 22

"Your cloak, Mors... I think he believes we took it from his kind. And he may be deaf." Leaning his spear against a large stalagmite, Thaddeus steps carefully forward, putting som distance between himself and the rest of the group. He then sits cross-legged on the ground facing the gillman. Raising his hand in a greeting gesture, he does his best to mollify the fellow with only hand gestures.

I'm not really sure what roll would be appropriate, here. Dimplomacy? Linguistics?

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

"Oh..." Mors's eyes widen in surprise. "Uh ..." he begins the laborious process of removing enough equipment to free the cloak, then steps forward to set it on the ground before stepping back again.

As he once again picks up the laden packs, he looks at the gillman and gestures to the cloak.

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Diplomacy and Linguistics can both make separate inroads here.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Linguistics: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26

Carefully mouthing his words and using simple gestures, Thaddeus does his best to communicate with the gillman. "Hello. We have come to see this great place."

Slowly withdrawing his journal, Thad shows the gillman his sketches of the Aroden carvings.

Silver Crusade

Paladin

Motioning to the cloak Mors just removed, Helgorn adds - "I do not know if you understand me... Does this belong to you, or maybe someone you know? We found it on the way here, in a pit?"

I meant to roll Diplomacy when I first spoke, but posting from phone in the train messed me up :D

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

Silver Crusade

M Half-Orc Wizard 1; HP 9/9; AC 13; CMD 11; Fort +3, Ref +3, Will +3; Init +2; Perception +5 (+7 with Familiar)

Rahk extends both hands, palms out, to show that he is unarmed. "We come peacefully. Do you speak Taldane?"

Aid Another: Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

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Brows furrowed and posture tense, the gillman doesn't seem to know what the make of the group. Wide, violet eyes peer inquisitively at each member of the team and muscles tense in uncertainty. When Thaddeus addresses the gillman directly, his chin alights a bit and head tilts to the side. He speaks, but his words are a watery dialect of ancient Azlant with Aquan undertones. "ខ្ញុំយល់អ្នក។ ខ្ញុំឈ្មោះកញ្ជោងទឹកនិង-" though he cuts himself off when Helgoron and Rahk speak.

The gillman wordlessly approaches the cloak Mors set down, picking it up and turning it over in curious expression. Folding it over one arm, the gillman's brows tense and he blinks—first a black nictitating membrane, then his outer eyelid. "This one speaks the human tongue," is spoken deliberately and slowly, and as soon as Thaddeus hears the muffled tone of voice the gillman speaks with, it becomes abundantly clear to the tiefling that he is, indeed, deaf.

"This one is Uori. This one prays in the sacred water, but this cloak..." Uori motions with a nod down to the cloak draped over his arm, "must belong to one of those who came before, and did not return to the tides." Brows furrowing again, the gillman looks up and across the group.

"Why are these ones here?"

________________________
GAMEPLAY

Thaddeus:

Your Linguistics check allows you to piece together some of the words Uori spoke. You infer that he was indicating his name and thathe can understand you. But, it also appears he can speak Taldan as well.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors answers with the patronizingly slow and loud words of someone talking to a foreigner. "We." he touches his chest, "Are. Pathfinders. We. Want. To. Know. What. This." he makes a sweeping gesture indicating the caves around them, "Place. Is."

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

"I believe he understands us to a degree, and obviously speaks some broken Taldane - which makes sense, since the Common tongue has roots based on ancient Azlanti."

Returning his attention to Uori, he awaits the Gillman's response to Mors' comment.

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Furrowing his brows and blinking slowly, Uori tilts his head to the side and regards Mors much in the way someone might a peculiar animal. There's a wry turn to the corner of the gillman's mouth in a smirk, then a slow—bemused—shake of his head. "This place," Uori gestures around the cave, "is sacred. Waters here are blessed, touched with magic older than the trees. Waters here were blessed long before this place rose from our home to become yours."

Looking to the diorama, Uori purses his lips in thought, then looks back to the group. "These too are old, but not as old as the waves and the tides. This one... does not have need for land-walker's gods. But..." He dithers, considering how best to explain a concept in Taldan.

"There is still magic here."

Silver Crusade

M Half-Orc Wizard 1; HP 9/9; AC 13; CMD 11; Fort +3, Ref +3, Will +3; Init +2; Perception +5 (+7 with Familiar)

"I have the same question to ask of you, Uori," Rahk says, speaking slowly to allow the gillman the ability to read the half-orc's lips. "Why are you here? What does the magic of this place hold for you?

"My name is Rahk, by the way," he adds as an afterthought.

"And this is Flitwing," Rahk says, gesturing to his thrush companion as an after-afterthought.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Confusion slips onto Mors's features. Looking at the group, he mutters, "Older than the trees? What's older than the trees?"

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Robert Brookes wrote:

"Waters here are blessed, touched with magic older than the trees. Waters here were blessed long before this place rose from our home to become yours."

Looking to the diorama, Uori purses his lips in thought, then looks back to the group. "These too are old, but not as old as the waves and the tides. This one... does not have need for land-walker's gods. But..." He dithers, considering how best to explain a concept in Taldan.

"There is still magic here."

"Two kinds of magic? Who is responsible for them? Who made this place, and those carvings?" Thad gestures to the expanse of cavern, the room behind them and the minuscule city in turn.

Silver Crusade

Paladin

As the conversation drifts toward details regarding the arcane nature of the place, Helgoron adds no further, since his knowledge regarding the subject is close to none.

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Uori regards Rahk with a cant of his head to the side and a flick of both layers of his eyelids open and closed. One corner of the gillman's mouth quirks up into a faint smile, the way someone's might when a child asks an astute question to an adult; surprise, bemusement. "This one has come to listen to the waters. This place is sacred, special. Always has been and always will be."

Thaddeus' question elicits a more studied expression from the gillman, followed by a tilt of his head from side to side. "Aroden carved this place, sacred to him... or maybe his worshippers? He remembered the old ways." Uori's shoulders roll in a shrug, as if uncertain of his own words. "This one is not a student of magic. This one feels the water and hears it, does not need books or teachings. This one does not know how the magic works... only that it does."

Looking momentarily troubled, Uori looks down the east and west passages, then back to the group. "Could this one trouble you for something?" He wrings his hands together. "This sacred place... long has been infested by outsiders. Not as conversational as you." Uori looks down the other passages again. "They have killed many of this one's people. This one does not know what they are, only that something exists down here that does not belong."

Reaching down to his side, Uori withdraws a thin branch of coral wrapped in seaweed from his sash. He holds it up to point towards the ceiling, then turns it around to hold by the tip and offers out to the group. "This one offers you protection of the spirits of water for help. This one will also explain to you the magic of this place... if you can cleanse the waters."

Raising one brow, Uori tilts his head to the side. "Do these ones wish?"

_________________
GAMEPLAY
Uori is requesting the PCs help clear out hostile creatures from the deeper wings of this shrine. He is offering a wand of shield of faith to assist in the endeavor, and if the PCs are successful, he will explain the secrets of this cave to them.

Silver Crusade

Paladin

Helgoron cracks a wide smile - "You seem straighforward and honest in your words gilled man, hence you will have mine and the Inheritor's assistance" - he motions closer to the gillman, extending his hand - "I will offer trust to your words, and punishment if there are lies within" - he then nods sternly.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thaddeus nods agreement with Helgoron. "We will investigate further, and attempt to stop these intruders, if possible."

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Clasping his webbed hands together, Uori bows his head in thankful recognition before stepping back into the water and settling down on the stones until he's halfway submerged. The gillman then quietly watches the group with an expectant expression, though concern briefly flits across his face.

_______________________
GAMEPLAY
 
If the party is in agreement to help Uori out and explore the more dangerous parts of the cave, you'll need to decide which way to go. There are tunnels leading out of the east and west sides of this cavern. Come to a consensus and we'll move on. I'll go with whatever has majority by tomorrow.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

"Sure," Mors responds, drawing his longsword to show his readiness. His posture reveals that the possibility of work he's actually accustomed to is a welcome opportunity. He looks east, then west, then back at the gillman. "Any idea what is it we're going after, here?"

If the gillman has no more information, I say left (from our character's perspective). Cause .. ya know ... left is always better. :)

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Mors Buolgun wrote:
"Any idea what is it we're going after, here?"

Thaddeus ponders Mors' question, and the conversation with Uori. "Trouble, it would seem."

In these '6 up, half dozen down' situations, I make it practice to run with the first suggestion, all things being equal. I second the vote for East/Left.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

"Shall we start this way, then?" Thad asks, gesturing to the east. Spear in hand, he starts moving in that direction.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Assuming the gillman has no more information, Mors will take point heading left. Obviously, if someone else wants the honors, or our rogue wishes to scout, he should feel free.


Drawn away from the conversation and staring at the rock formations/sculptures Brox notices too late that a request for help has been made by the gillman and accepted

Oi...oi don see much profit in it. Sure, doin' good is nice an all, but it don't fill yer belly...once Brox realizes a decision has already been made...oh well dats just fine den...

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

"It won't fill yer belly unless you decide to eat whatever we run across in there." He shrugs, "But this is your confirmation. You want to get ahead, sometimes you gotta play the game."

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thaddeus nods agreement with Mors' assessment. "Our mission was to explore these caves - Uori just warned us of what we would inevitably stumble across anyway, and gave us... whatever that is." He gestures toward the odd coral wand taken by Helgoron.

Silver Crusade

Paladin

Helgoron is actually stil curiously looking at the half submerged gillman, to whom he nods with a smile - "You can trust us friend" - the looks at the wand when Thaddeus references it - "I was only absent mindedly holding it" - he comments - "I cannot fathom its purpose" - extending it to the group, while following the others.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors looks at the wand, then at Rahk. "You know?"

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Mors' question elicits a concerned look from Uori and a shake of his head. "This one knows not, save that they came within the last six..." he hesitates, then considers how to phrase the span of time. "Months. Within the last six months." Apologetic for what little he has to offer, Uori steps aside as the group determines the first tunnel to explore.

As the group leaves the safety of the watery shrine, the eastern passage begins to become more and more foreboding. At first a rancid stink is barely noticeable among the smell of mildew and must in the cave, but soon the stench of decay becomes overpowering. The further into the lightless tunnel the group traverses the more potent the smell becomes, until eventually it is nigh unbearable. Eventually the narrow passage opens up into a slightly larger cave with ten foot high ceilings and a collection of luminous moss.

Rounding the corner into the cave, Brox—scouting ahead some—is the first to notice humanoid figures in various states of decay hunched over around the glowing fungus. Some still have bloated, waterlogged flesh on their bones—mottled with lesions and fissures. Others are wholly skeletal and bristle with subterranean fungus in their rotting chain armor. A fifth corpse, laying face down on the cave floor, is partly obscured by a moth-eaten cloak and is motionless. Judging from the pinpoints of red light flickering in these corpses hollow eye sockets, they are unliving, and the jerking puppet-like motions they possess as they turn towards the sound of approaching life all the more evidence of their unholy nature.

 
 
 
 
 
         [ Encounter: Undead End | Round I ]
 
 
 
 
 
 
___________________
COMBAT

Initiative Rolls:

Helgoron Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Mors Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Rahk Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Brox Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Thaddeus Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Zombie Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Skeleton Initiative: 1d20 + 6 ⇒ (8) + 6 = 14

Initiative List
Thaddeus = 23
Mors = 17
Helgoron = 15
Skeleton = 14
Zombie = 13
Rahk = 4
Brox = 9

Thaddeus, Mors, and Helgoron are up!

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The x on the map is the unmoving and prone body. The Encounter map is linked at the top of the thread.

Silver Crusade

Paladin

If I move in, and occupy a position on the 5' wide tunnel, any other ally can move through where I am standing without any issue, correct? If so:

Round 1

"Undead..." - Helgoron growls, invoking a defensive divine spell to protect him from the assaults by forces of evil, and moving forward to take up a defensive position, bardiche poised defensively ahead of him.

Casting Protection from Evil // Moving to C:5

Wielding reach weapon, and hoping for an AoO :D

"Stand fast friends, form a defensive line, and let them pour through the bottleneck" - he urges his companions.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Round 1

"On it," grunts Mors as his dagger rasps from its sheath. Then he checks to make sure his position gives him the best fighting chance and readies his longsword for the first threat to step into reach.

"Thad, any witty insights on these fellas?"

____________
Combat

First: I'm a little unsure of how to read one of the spaces on the map. If standing in D.4 would require squeezing, then Mors will stay put. If, however a medium-sized creature can fight from that square without penalty, then Mors will 5' step there as a free action.
Move: draw cold iron dagger
Standard: ready action to attack the first threat that steps into range (and isn't destroyed by Helgoron's AoO).

Readied action:
if this attack hits, flavor it as a brutal attack without grace or precision. :)
longsword: 1d20 + 5 ⇒ (20) + 5 = 25 <-- CRIT?!
damage: 1d8 + 5 ⇒ (5) + 5 = 10

Crit confirm: 1d20 + 5 ⇒ (14) + 5 = 19
add'l damage: 1d8 + 5 ⇒ (1) + 5 = 6

Lantern Lodge RPG Superstar 2014 Top 4

It is not a great map, no. I believe D4 would require squeezing, yes, based on its shape/size.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Then Mors will stay put and let the undead do the squeezing. :)

Silver Crusade

M Half-Orc Wizard 1; HP 9/9; AC 13; CMD 11; Fort +3, Ref +3, Will +3; Init +2; Perception +5 (+7 with Familiar)

Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
On the wand. FLASHBACK!

Rahk holds the wand at arm's length, as far away from his face as possible, in a grip that indicates he does not want to touch the wand. "Hum. I don't trust unknown wands. Knew a fellow once who thought he had a wand of invisibility, but it turned out to be a wand of disint-" Rahk ponders for a moment, a slow realization creeping over his face. He suppresses a shudder. "6th worst healer, then. Seems I'm moving down in the ranks. Perhaps I need to befriend more bad healers."

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Knowledge (arcana): 1d20 + 7 + 1d6 ⇒ (1) + 7 + (4) = 12
Knowledge (history): 1d20 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15
Knowledge (local): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (2) = 25
Knowledge (nature): 1d20 + 7 + 1d6 ⇒ (15) + 7 + (3) = 25

Sigh... those rolls were so much better, when I accidentally posted them in Discussion.

"Indeed, Mors. One would assume that if they cannot move, they cannot harm us. I recommend a complete rending." Jerking his horned head toward Helgoron, he adds, "And this fellow's reasoning seems sound. Close ranks; pointy bit toward your foe, and all that."

Stepping next to Helgoron, Thad readies his spear against the oncoming abominations.

Move to B-5; Brace against charge into row D
Longspear, Braced: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
+ Damage vs. Charge: 1d8 + 3 ⇒ (4) + 3 = 7

Lantern Lodge RPG Superstar 2014 Top 4

As the others scramble into position behind him, Brox is unprepared for how quickly the skeletons can move. The fungus-shrouded corpses move with marionette-like gait down the corridor in their corroded armor. Blue fungus—like that on the cave walls—glows within their bones, giving them an otherworldly illumination at times. The first skeleton down the corridor moves with stunning speed, bringing its scimitar down on Brox's shoulder, leaving a bloody gash in his leather armor.

Recoiling from the attack, Brox lets out a guttural snort and draws one hand up to the wound reflexively, blood seeping between his fingers. With Brox in the way, the others preparations and readiness for a charge becomes futile, as the orc is now pressed face-to-face with the undead. Behind the first skeleton another moves in to fill the tunnel, soon followed after by a groaning menagerie of zombies.

The stench of death grows thicker.

_____________
GAMEPLAY

Knowledge (religion) DC 10:
Zombies are relentless undead that shrug off harm from piercing and bludgeoning weapons. A good axe or sword goes a long ways towards ending them. Skeletons, however, resist slashing and piercing attacks well but a solid blow from a mace can usually put them down fast.

 
H7 Skeleton
Move Action: Move to E5
Standard Action: Attack Brox (flat-footed)
> Broken Scimitar @ Brox: 1d20 + 0 ⇒ (13) + 0 = 13 (hit)
>> Damage: 1d6 ⇒ 3
 
Everything Else
Move to form undead conga line.
Da-da-da-da-daBRAINS

Rahk and Brox are up! Then everyone else can take their second turn!


Move to D4 please and draw both glads

MH: 1d20 + 3 ⇒ (2) + 3 = 5
OH: 1d20 + 3 ⇒ (11) + 3 = 14

OH Dam: 1d6 + 1 ⇒ (3) + 1 = 4

Morzzz switch wit me...

Silver Crusade

Paladin

Da-da-da-da-daBRAINS... No better way to lighten up an encounter with undead :D

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