[PFS - CORE] The Godsmouth Heresy - Table 1 (Inactive)

Game Master Yiroep

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Map

Initiative:

[dice=Amelie]1d20+6[/dice]
[dice=Kayde]1d20+2[/dice]
[dice=Lyteonira]1d20+4[/dice]
[dice=Malakiah]1d20+8[/dice]
[dice=Maulaxe]1d20+1[/dice]
[dice=Thessaly]1d20+2[/dice]


301 to 350 of 783 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

"...where's that wand we found? Hey, Mac--" Thessaly appears to be indicating Malakiah with this, "--you're a magicky sort, yeah? Can't you use it? You said it was for fighting undead. Well, this thing's made of living bone. Seems about right."

Thessaly shrugs. "Or I can try my picks on it."

Disrupt Undead is a wiz/sor spell; I think Malakiah is the only person who can use it without UMD.

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

"Mac? First was Slim, now this. Nice."

"I don't need the wand to do this."

Malakiah prepared Disrupt Undead. He can do this all day long. :)

Malakiah casts Disrupt Undead at the gate until destroy it.


Upon one casting of the spell, the gate recoils and starts becoming inert. You feel like you are able to open the gate now. The gate may come back to being undead again soon, but it will take a little while.

You try to cast multiple times to destroy it outright, but it doesn't seem to work.

Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

"Aww yis," says Thessaly. "Good work. Let's get through."

Sovereign Court

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision || SF (3/3) || Take 10 Stonecunning = 20

Maulaxe actually cracks a smile at Malakiah's success.

Liberty's Edge

Half-orc Cleric 1.1 :: HP 13/13 :: AC 18 (T 12 FF 16) :: CMD 15 :: F/R/W +4/+2/+4 :: Initiative +2 Perception +2 (Darkvision)

Kayde gives a thumbs up, then looks past Thess into the skeleton hallway. "So, what do you use against these guys? I can never keep it straight."


Just waiting for the opening of the gate or whatever else. ;)

Silver Crusade

36/36 HP, AC: 19, T: 14, FF: 14, CMD: 20, F: +9, R: +9, W: +6, Init +6, Perception +2, LG Female Human Paladin 4, Longbow +9 (1d8+3, x3) Greatsword +6 (2d6+3, 19-20 x2)

Wanting to get away from the skelatal door, Amelie pushes it open and enters the next area. "This place is already creepy and now the doors attack us too? Yup, I'm ready to keep moving."


As soon as the gate opens, the skeletons begin moving to the party.

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Initiative:

Amelie: 1d20 + 6 ⇒ (3) + 6 = 9
Kayde: 1d20 + 2 ⇒ (3) + 2 = 5
Lyteonira: 1d20 + 4 ⇒ (8) + 4 = 12
Malakiah: 1d20 + 8 ⇒ (8) + 8 = 16
Maulaxe: 1d20 + 1 ⇒ (13) + 1 = 14
Thessaly: 1d20 + 2 ⇒ (10) + 2 = 12
Pink and Red: 1d20 + 2 ⇒ (18) + 2 = 20
Blue and Yellow: 1d20 + 2 ⇒ (15) + 2 = 17

OK then...

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Skeleton's Turn
The skeletons crowd the door and try to claw at Thessaly.
Blue
Skeleton Claw Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Skeleton Claw Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Red
Skeleton Claw Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton Claw Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Misses all around!

Lyteonira:
I'm gonna assume you touched the statue.

As you touch the statue of made of black stone, you feel a nice tingle wash over you.

You are under the benefit of the Aid spell, that will last for some amount of time.

Lyteonira Temporary Hit Points: 1d8 + 10 ⇒ (5) + 10 = 15

+1 morale bonus to attack rolls and saves vs. fear.

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Initiative Order - Bolded Characters May Post Their Turn

Skeletons - Blue (-0), Pink (-0), Red (-0), Yellow (-0)
Malakiah (-0) (9 temporary HP) - Aid
Maulaxe (-1)
Lyteonira (-0) (15 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid

Edit: Fixed HP

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Actually, Malakiah has only 9 temporary HP, due to this damned gate.

Malakiah will delay, there is nothing he can do from where he is.

Sovereign Court

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision || SF (3/3) || Take 10 Stonecunning = 20

Maulaxe grumbles and pushes his way to the back to make room for others to maneuver.

Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

My apologies for the slowness!

Thessaly is startled by the sudden appearance of the undead but her armor serves her well. She takes a step back and brings her glaive up into one of the front-row.

Vs Red, Aid: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage (slashing): 1d10 + 4 ⇒ (5) + 4 = 9

"Tight feggin' quarters, this!" she yells. "We either need to coordinate a group withdrawal back to the last room, or fight 'em just one or two at a time!"


Thessaly, that is an aid right? Just confirming since you rolled damage. :p

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Do we have a volunteer to pass through the skeletons, provoking 4 AoO´s? :P

Liberty's Edge

Half-orc Cleric 1.1 :: HP 13/13 :: AC 18 (T 12 FF 16) :: CMD 15 :: F/R/W +4/+2/+4 :: Initiative +2 Perception +2 (Darkvision)

"I say draw'em back to us," Kayde mutters as he falls back, "how smart can they be? They got no brains."

Double move back (map updated)


Maulaxe and Kayde elect to retreat for a strategic position.

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Thessaly aids the next person's attack.

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Initiative Order - Bolded Characters May Post Their Turn

Skeletons - Blue (-0), Pink (-0), Red (-0), Yellow (-0)
Malakiah (-0) (9 temporary HP) - Aid - Delay, can come in any time.
Maulaxe (-1)
Lyteonira (-0) (15 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Malakiah takes position in front of Thessaly and uses his wand of burning hands, to cause some damage in the skeletons.

burning hands (Ref DC 11, halves): 3d4 ⇒ (1, 4, 1) = 6


Malakiah comes forward and blasts the skeletons with fire.

Reflex Save (Blue): 1d20 + 2 ⇒ (15) + 2 = 17
Reflex Save (Pink): 1d20 + 2 ⇒ (9) + 2 = 11
Reflex Save (Red): 1d20 + 2 ⇒ (6) + 2 = 8
Reflex Save (Yellow): 1d20 + 2 ⇒ (14) + 2 = 16

It takes out the Red skeleton and severely chars the others.

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Initiative Order - Bolded Characters May Post Their Turn

Skeletons - Blue (-3), Pink (-3), Red (-6), Yellow (-3)
Maulaxe (-1)
Lyteonira (-0) (15 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid
Malakiah (-0) (9 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid

Liberty's Edge

AC 18, touch 14, flat-footed 15 Fort +7 Ref +4, Will +5; +2 vs. fear Init +3; Senses Perception +4. Agile feet 0/5 touch of chaos 1/5 Channel 3/5 Halfling Female hp 22

"You said channel resistant not channel immune right?" with that Lyteonira steps up and calls on the blessing of Cayden "Here have a taste of Caydens knockout ale it should be the last thing to remember " she says holding her holy symbol in a toast to harm undead
channel positive energy will save dc12 for half damage: 1d6 ⇒ 6


Lyteonira heads up and channels, which finishes off the remaining skeletons. Cayden's knockout ale works everytime. Area damage works fantastically on skeletons. :p

Out of Initiative!

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Status Wrap-Up

Maulaxe (-1)
Lyteonira (-0) (15 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid
Malakiah (-0) (9 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid


Upon entering the room, there's a lot of bones kept here. The alcoves seem to contain what used to be skeletons (more than what the party just killed). As you approach the end of the room, you catch a whiff of alchemical ingredients that only grows stronger as you head to the end of the room. You find yet another secret door, but this time it is clearly visible as you are approaching from the not-so-secret side. The pungent smell of the alchemical substances emanates from the other side of the secret door.

No treasure in this room.

GM Roll:
Percentile (1-90 first scenario, 91-100 second scenario): 1d100 ⇒ 38

Liberty's Edge

Half-orc Cleric 1.1 :: HP 13/13 :: AC 18 (T 12 FF 16) :: CMD 15 :: F/R/W +4/+2/+4 :: Initiative +2 Perception +2 (Darkvision)

Kayde walks back in, shaking his head at the piles of scorched bones. "But for real, you guys." He looks at the group. "You're awesome!"

Then he gets a whiff of the alchemical aura. "Woah! You smell that?! What is it? Maybe the bodies got a whiff of that and are getting up and leaving on their own."

Not sure what to do in this room. Ready to move on when the team is.

Sovereign Court

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision || SF (3/3) || Take 10 Stonecunning = 20

Maulaxe grunts "Well done. Want me to open it?"

Baring any objections Maulaxe will peek open the back door.


Going through the secret door...

The acrid stench of chemicals and reagents fills this chamber, and the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed hand lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls. Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects—putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains.

You see one zombie (green) who is wearing a hat and adventurer's clothes inside tending to the glass vats. It turns around and says Braaaaaains...

An unseen voice (blue) from around the corner speaks. What? Intruders you say, Mr. Marrow? Then we should show them out! My lovely creations, get them!

As he says those words, a zombie (yellow) bursts out from one of the vats.

Open when you enter the room:
(Describing Blue) You see a hunchback, brown-haired man with a spear (not a longspear, a regular spear, so no reach) in hand and all sorts of alchemical vials and bottles on his belt.

Monster Knowledge

Knowledge (Religion) DC 5:
They are both zombies (green and yellow)! As typical with zombies, they have undead traits and resist physical damage that isn't slashing. They are also staggered.

Knowledge (Religion) DC 10:
Both fort and reflex are their lowest save.

Knowledge (Religion) DC 16:
The yellow zombie is no ordinary zombie. It seems to be made from some kind of alchemical process. This toughens its skin, making it harder to hit, and gives it channel resistance.

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Initiative:

Amelie: 1d20 + 6 ⇒ (5) + 6 = 11
Kayde: 1d20 + 2 ⇒ (16) + 2 = 18
Lyteonira: 1d20 + 4 ⇒ (4) + 4 = 8
Malakiah: 1d20 + 8 ⇒ (11) + 8 = 19
Maulaxe: 1d20 + 1 ⇒ (7) + 1 = 8
Thessaly: 1d20 + 2 ⇒ (8) + 2 = 10
Blue: 1d20 + 7 ⇒ (15) + 7 = 22
Green: 1d20 + 0 ⇒ (4) + 0 = 4
Yellow: 1d20 + 0 ⇒ (8) + 0 = 8

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Blue's Turn
As no one can see him right now, mystery actions occur.

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Initiative Order - Bolded Characters May Post Their Turn

Blue Human (-0)
Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid
Lyteonira (-0) (15 temporary HP) - Aid
Maulaxe (-1)
Yellow Zombie (-0)
Green Zombie (Mr. Marrow) (-0)

Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

(A belated clarification but one that is still useful since it's going to come up again-- when I said 'aid' in my last attack, it was to reflect the bonus the Aid spell was granting me, not as an 'aid another' attack. :P Sorry for the confusion)

Thessaly sees the zombies, grins, and races in. "BRAAAAAINS," she yells back at the shambling creatures. "Namely, yours."

Attack vs yellow, glaive, with aid: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage (including sneak attack if flat-footed): 1d10 + 4 + 1d6 ⇒ (5) + 4 + (3) = 12

"Oi!" says Thessaly, at seeing this chap with the spear. "Hey folks, we got some bugger with a bunch of bottles in here, looks livelier than his mates!"

Liberty's Edge

Half-orc Cleric 1.1 :: HP 13/13 :: AC 18 (T 12 FF 16) :: CMD 15 :: F/R/W +4/+2/+4 :: Initiative +2 Perception +2 (Darkvision)

Kayde rushes out, tapping Thessaly on the shoulder. "A bit of Cayden's luck," he mutters as protective power rushes over her.

Move and cast Protection from Evil on Thessaly.


Thessaly strikes quickly and takes out the yellow zombie.

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Kayde make Thessaly more resilient against evil foes

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Initiative Order - Bolded Characters May Post Their Turn

Blue Human (-0)
Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid, Protection from Evil
Lyteonira (-0) (15 temporary HP) - Aid
Maulaxe (-1)
Green Zombie (Mr. Marrow) (-0)

Defeated:
Yellow Zombie (-0)

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Kn. Religion: 1d20 + 8 ⇒ (1) + 8 = 9 nice.

"Use slashing weapons against the zombie!", were Malakiah's words before a luminous blast fly from his hand in the direction of the hunchback man.

rgd touch atk: 1d20 + 3 ⇒ (7) + 3 = 10

Malakiah is using Blinding Ray. If hit the ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than Malakiah's wizard level are dazzled for 1 round instead.

Sovereign Court

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision || SF (3/3) || Take 10 Stonecunning = 20

Maulaxe quickly enters the room and moves up to the blue human and strikes at him with his axe.

provoking from him.

axe: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 + 4 ⇒ (5) + 4 = 9 +1 damage if he his me with the aoo.


Malakiah tries to shoot a blinding ray at the alchemist, but misses.

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Maulaxe goes around, provoking from the alchemist.
Spear Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Spear Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Gah! Need to get the hang of this!
Maulaxe then hits him with a solid blow to the gut.

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Initiative Order - Bolded Characters May Post Their Turn

Blue Human (-9)
Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid
Thessaly (-0) (17 temporary HP) - Aid, Protection from Evil
Lyteonira (-0) (15 temporary HP) - Aid
Maulaxe (-1)
Green Zombie (Mr. Marrow) (-0)

Defeated:
Yellow Zombie (-0)

Silver Crusade

36/36 HP, AC: 19, T: 14, FF: 14, CMD: 20, F: +9, R: +9, W: +6, Init +6, Perception +2, LG Female Human Paladin 4, Longbow +9 (1d8+3, x3) Greatsword +6 (2d6+3, 19-20 x2)

Kn Religion: 1d20 + 4 ⇒ (15) + 4 = 19
All spoilers can be read

"Every time we turn a corner there's something evil here! I've had about enough of this! Hey maybe this guy is the one taking bodies!" She pulls out her bow and says a small prayer to Erastil, asking for the power to vanquish the evil. she draws an arrow and unleashes it at the alchemist.

Attack w/ smite evil, PB, and Aid: 1d20 + 5 + 1 + 1 + 2 ⇒ (15) + 5 + 1 + 1 + 2 = 241d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6

Liberty's Edge

AC 18, touch 14, flat-footed 15 Fort +7 Ref +4, Will +5; +2 vs. fear Init +3; Senses Perception +4. Agile feet 0/5 touch of chaos 1/5 Channel 3/5 Halfling Female hp 22

"I only do magic stones" Lyteonira moves forward and tries to hit the zombie with a magic stone.

magic stone slung into melee with PBS aided: 1d20 + 5 + 1 + 1 - 4 ⇒ (17) + 5 + 1 + 1 - 4 = 20
magic stone bludgeoning damage vs undead: 2d6 + 3 ⇒ (5, 5) + 3 = 13


Amelie smites the alchemist (and it works). She hits the alchemist, causing him to feel her righteous indignation.

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Lyteonira strikes out at Mr. Marrow, obliterating him with a single stone.
Mr. Marrow frowns. B...braaains...

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Blue's Turn
No! Mr. Marrow. I will have you all pay for that!
He steps in the corner and drinks what seems to be a potion. He grows bestial and menacing after drinking it, and his skin seems to toughen.

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Initiative Order - Bolded Characters May Post Their Turn

Blue Human (-15)
Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid, Smite
Thessaly (-0) (17 temporary HP) - Aid, Protection from Evil
Lyteonira (-0) (15 temporary HP) - Aid
Maulaxe (-1)

Defeated:
Yellow Zombie (-0)
Green Zombie (Mr. Marrow) (-13)

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Malakiah tries to shoot another blind ray.

rgd touch atk: 1d20 + 3 ⇒ (5) + 3 = 8 Man...

Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

"Hiya," Thessaly says. "Looks like you've got a drinking problem, buddy. Let me help you with that. Since I don't need more undead in my face."

She takes a step and swings her glaive toward the man.

Attack with Aid: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d10 + 4 ⇒ (5) + 4 = 9

Sovereign Court

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision || SF (3/3) || Take 10 Stonecunning = 20

Maulaxe follows up and kicks the man in the shin and follows up with a headbutt.

Kick: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Headbut: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 + 3 ⇒ (4) + 3 = 7

"Quit drinkin' our loot!" Maulaxe complains, not entirely understanding this whole alchemist thing.

Silver Crusade

36/36 HP, AC: 19, T: 14, FF: 14, CMD: 20, F: +9, R: +9, W: +6, Init +6, Perception +2, LG Female Human Paladin 4, Longbow +9 (1d8+3, x3) Greatsword +6 (2d6+3, 19-20 x2)

"Ummmm guys? He doesn't look so good. Is that supposed to happen?" Not waiting for an answer she fires another arrow.

Attack: 1d20 + 5 + 1 + 1 + 2 ⇒ (14) + 5 + 1 + 1 + 2 = 231d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9


You guys are efficient! This battle is not going so hot for the other party. XD For the record, this round he was AC 22.

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Malakiah misses with his ray.

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Thessaly throws a well placed strike, piercing through any defenses the alchemist has.

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Maulaxe tries to hit the alchemist twice and misses.

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Amelie puts the final blow in the bad guy, taking him out but not killing him.

Out of Initiative!

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Status Wrap-Up

Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (17 temporary HP) - Aid
Amelie (-0) (12 temporary HP) - Aid, Smite
Thessaly (-0) (17 temporary HP) - Aid, Protection from Evil
Lyteonira (-0) (15 temporary HP) - Aid
Maulaxe (-1)

Defeated:
Blue Human (-33) - Bleeding

Loot post coming.


Non-Magical Loot

  • Flasks of Acid (x2)
  • Alchemist's Fire (x2)
  • Smokesticks (x2)
  • Tanglefoot Bag
  • Thunderstones (x2)
  • Masterwork Studded Leather
  • Alchemist's Kit
  • Masterwork Embalming Tools
  • Formula Book
  • Thieves' Tools
  • 83 gp
  • Alchemist's Lab (in room, would have to come back to get it all)
  • There are books lying around about the subject of Chymists of Life in Death (A named text for Dark Archives, but I don't think anyone is)

Magical Loot

  • Potions (x4)
  • Wand
  • Masterwork Spear

Spellcraft or Perception DC 16 (Potion 1):
Potion of Cure Light Wounds
Spellcraft or Perception DC 16 (Potion 2):
Potion of Cure Light Wounds

Spellcraft or Perception DC 16 (Potion 3):
Potion of Enlarge Person

Spellcraft or Perception DC 16 (Potion 4):
Potion of Enlarge Person

Spellcraft DC 18 (Wand):
Wand of Command Undead (13 Charges)

Spellcraft DC 18 (Spear):
+1 Spear

Silver Crusade

36/36 HP, AC: 19, T: 14, FF: 14, CMD: 20, F: +9, R: +9, W: +6, Init +6, Perception +2, LG Female Human Paladin 4, Longbow +9 (1d8+3, x3) Greatsword +6 (2d6+3, 19-20 x2)

Amelie puts straps her bow onto her back and draws the shiny new longsword she picked up and holds it to his throat. "I say we tie him up and make him tell us everything he knows. We shouldn't kill him unless we have to! Anyone have some rope?"

Spellcraft: Potion 1: 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft: Potion 2: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft: Potion 3: 1d20 + 4 ⇒ (14) + 4 = 18
Spellcraft: Potion 4: 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft: Wand: 1d20 + 4 ⇒ (10) + 4 = 14
Spellcraft: Spear: 1d20 + 4 ⇒ (2) + 4 = 6

"Well that bottle there looks like the stuff that makes a person grow big but no idea about the other stuff."


There is a hallway to the north that has a pit in the middle of it, and it looks like there is a room beyond. To the south, there is more hallway.

There's the other side of a secret door in the south hallway, and a door.

Description of spiral stairs
A stone staircase fills this small chamber, curving up in a spiral to disappear through the ceiling.

I'm sure some sorting out has to happen first, but let me know what's next when you're ready. :)

Liberty's Edge

AC 18, touch 14, flat-footed 15 Fort +7 Ref +4, Will +5; +2 vs. fear Init +3; Senses Perception +4. Agile feet 0/5 touch of chaos 1/5 Channel 3/5 Halfling Female hp 22

Lyteonira tries to stabilise the man the old fashioned way

heal check to stabilise: 1d20 + 4 ⇒ (2) + 4 = 6

and again

heal check to stabilise: 1d20 + 4 ⇒ (3) + 4 = 7

One last time

heal check to stabilise: 1d20 + 4 ⇒ (12) + 4 = 16

"I think he's stable". Before looking to see if there's a tanglefoot bag and an acid flask left of the loot

"Now did he leave any gear on mr Marrow and can we tell who he was before being zombified"

I'll let some one else decide we are going up the stairs ^^


The alchemist is stable.

Mr. Marrow doesn't really like anyone recognizable. However, he did appear to have some more of cognitive ability, as he was carrying reagents and appeared to be helping out the alchemist... with whatever he was doing.

Scarab Sages

Wands:
Burning Hands (CL 3rd) 3; CLW 50; Magic Missile 33; Mage Armor 38
Male Human Illusionist 4 - Init +8; Perception +5 - hp 30; AC (16)12 / touch 12 / ff (14)10; CMD 14; Fort +3, Ref +4, Will +6; Blinding Ray: 8/8

Malakian analyzes the other items that Amelie didn't identify.

Take '10 on the Spellcraft checks. Everybody can see the spoilers.

"I don't have a rope, but it is a good idea interrogate this creature before we continue. We need answers."

Malakiah takes the wand that they found.

"Well, I'll stay with this. Objections?"

Sovereign Court

Dwarf Monk HP 33/33 | AC 14 T 14 FF 13 CMD 19 | F+6 R+4 W +5 (+2vs poison/spells) | Init +1 | Perception +8 Stonecunning + Darkvision || SF (3/3) || Take 10 Stonecunning = 20

Maulaxe grumbles as he pulls out his rope. "If I get stuck down a pit later, I'm blaming you."

Maulaxe will tie up the alchemist.

Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

"I'm taking one of these!" Thessaly grins as Malakiah explains the potions-- she's grabbing one of the 'enlarge person' potions. "These things are fun."

She turns to gaze unimpressedly at their prisoner. "Right, well, if you all want to get him conscious we're going to have to heal him. He's probably too crazy to question effectively, but eh, do as you will."

(If necessary, can contribute a wand charge to get alchemist conscious)


One wand charge from Thessaly.

The alchemist slowly comes to and looks at the party.

So, you're Pharasmites come to stop me, are you? Wasn't excommunication enough!? The alchemist seems in poor condition but very angry.

Sovereign Court

Half-elf fighter 1/rogue 1 | AC 19-T13-FF16 | HP 19/20 | F+5 R+5 W+1 (+2 vs enchantments) | Per +10 (+11 vs traps) Init +2

Thessaly leans on her glaive and offers the man a grin.

"Nah, we're mercs. Tell us why they kicked you out and maybe we can make a deal."

Bluff: 1d20 + 1 ⇒ (15) + 1 = 16


Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8

The alchemist says with a stuttered voice, "Merc - mercenaries... huh? Well... well I guess I can kiss this whole lab goodbye. I found a book on creating undead through alchemy which I thought would be O.K. by Pharasma, but apparently it wasn't.

How did you find this place anyway? The church would never let people roam free in the catacombs.

Name's Svilennius by the way.

Silver Crusade

36/36 HP, AC: 19, T: 14, FF: 14, CMD: 20, F: +9, R: +9, W: +6, Init +6, Perception +2, LG Female Human Paladin 4, Longbow +9 (1d8+3, x3) Greatsword +6 (2d6+3, 19-20 x2)

"Nope I'm not a Pharasmite, I follow Erastil. We are down here trying to figure out who's stealing bodies. Seems like a guy interested on making zombies might be involved if you ask me." Amelie tries to puff her chest out a bit to act more intimidating but just makes it look like she has some sort of a back problem.

She will take the tanglefoot bag and a thudnerstone if that's ok.

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