[PFS] GM ShieldBug's Mists of Mwangi (#0-05) - PbP Gameday VI (Inactive)

Game Master ShieldBug

Maps and Handouts


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Year of the Skykey

Welcome to the Mists of Mwangi! This game is for PbP Gameday VI and is scheduled to start on the 6th of October, 2017.

Feel free to dot, but please delete your post once you have (it still works that way).

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

dot


Year of the Skykey

The Blakros Museum rises into the night sky, its single black spire severing the full moon in twain. The black iron gates surrounding the exhibition hall grind in protest against the wind. Beyond, the museum’s large oaken doors stand wide open, a silver-gray mist belching forth from the cavernous darkness within. You wonder how you ended up here, standing at the precipice of unknown terrors, and instantly Venture-Captain Adril Hestram’s wide looming face is conjured into your minds’ eye. His booming words ring out from memory as clearly as he spoke them only one hour ago:

”The Blakros Museum is cursed. Some darkness has descended upon the place and those who enter are blasted with evil and left raving through its halls, more beast than men. The curator, Nigel Aldain, is an old associate of the Society, though he chose to leave our organization some years back after a disagreement.” Adril looked sheepish then, as if remembering some distasteful incident from his youth.

”Nigel has long denied the Society access to the Blakros Museum’s considerable collection of relics and scrolls, using his extensive contacts to nab several excellent finds right out from under us... he always had a nose for the hunt. Whatever is past between Nigel and the Society, he needs our help now. Perhaps if we can come to his aid, he may think on rejoining the Pathfinder Society, or at least offering to share his discoveries with us.”

”Apparently the trouble at Blakros Museum began this morning, shortly after a wayward Pathfinder named Lugizar Trantos returned to Absalom after months spent in the Mwangi Expanse. Supposedly, instead of coming straight to the Lodge to report in, he went to Blakros, sold his finds to Nigel, and then disappeared with a hefty sum of gold. The few who glimpsed Lugizar claimed he was much changed by his time in the Mwangi... gaunt, his eyes yellowed and unfocused, a strange rasping cough that seemed to wrack his now wasted frame. Whatever he brought back with him, we believe it is the cause of the Blakros Museum’s ills. Root it out.”

Before leaving, Adirl hands you a map of the museum and suggests that you head to the offices first to find Nigel, as he may have some insight to whatever foul curse vexes the place.

Welcome to the Blackros Museum! There wasn’t a lot of time between the briefing and now, but if you wish to do a quick bit of investigation, feel free to make the following checks if you can.

Knowledge (History) DC 10:
Much of the Mwangi’s darkest interior worships a demon lord named Angazhan, who is described in the Book of the Damned as a thing of primordial darkness, a foul-breathed demon who grunts prophecies of blood to apes and madmen. The jungle is his beating heart.

Knowledge (History) DC 15:
The Gorilla King’s dread city was founded hundreds of years past by cultists who bowed to Angazhan. It is said they captured the souls of monkeys in the wood-grains of strange idols called Tik Taan. The monkeys’ tormented spirits became the slaves and playthings of Angazhan, who murdered their playful whims and replaced them with a deep-seated hate and wild madness. These Tik Taan are rumored to shred the sanity of anyone who spends too long in their presence.

Knowledge (History) DC 20:
The cultists who created the Tik Taan were hunted by a brave tribe of the Mwangi called the Jambala Jaeg. The Jambala Jaeg created ritual knives, crafted out of bone handles and obsidian blades, to slay the demons inside the Tik Taan. Legends speak of the deadly mists of the Tik Taan, ill humors that invade men’s hearts by seeping into their mouths. Anyone wearing a scarf or other protection against the airborne menace is immune to its effects.

Knowledge (Local) or Diplomacy (Gather Information) DC 10:
Lugizar Trantos spent the better part of a year in the Mwangi Expanse. At first he wrote letters to his brother and wife, but after a few months these stopped coming and most gave him up for dead.

Knowledge (Local) or Diplomacy (Gather Information) DC 15:
His letters spoke of a lucrative find at one point, three idols of dark wood carved in the shape of bearded monkeys.

Knowledge (Local) or Diplomacy (Gather Information) DC 20:
The last of his letters evidenced an unhinged mind, and was covered in strange sketches of monkey paws. He described dark eyes glaring out from the mists. Shortly after his return to Absalom, many of the monkeys and apes in the city’s menageries attacked their keepers and fled into greater Absalom.

The maps and handouts can be found here, in the header of this alias, and in the campaign information at the top of the page.

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

knowledge history: 1d20 + 1 ⇒ (18) + 1 = 19
knowledge local: 1d20 + 1 ⇒ (9) + 1 = 10
diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

"Knees up, everyone. No point wagging off; let's get started, shall we?" asks a lithe avian-like figure sporting deep purple bell-bottoms that flare out, exposing sharp talons, and a gold and purple leather jacket decorated with golden filigree.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

I can't beat those rolls

Patros looks at the doors of the museum.

I wonder what stories the items in here could tell... he ponders. He stands tall in his finely made clothes and a glistening chain shirt. A wickedly curved blade sits on his hip, the tassels dangling from its pommel matching those hanging from his belt and indicating his birthplace, Taldor. He moves with a cat-like grace, honed by his years of practice in the rondelero fighting style fancied by a portion of the Taldan army.

I am Patros, of Taldor. Pleased to meet you. Have you been an agent long?

just an FYI, whoever is healing, can use my wand freely...just keep track of charges... its full right now...

Liberty's Edge

Skills:
Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
Male Dwarf PFS#: 186188-9 Aerokineticist/1
Stats:
│HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

Should we assume The Black Crow shares his info?

"Ain't ever heard of anythin' good happening in the Expanse, or the Blakros Museum for that matter. Ya'll better be on your guard when he get in here, cursed or not." Selmy says with a grunt before turning to Patros and the Tengu he walked to the museum with.

"Selmy, by the way, pleased to meetcha." He extends his hand in greeting and offers a wry smile.


Year of the Skykey

Black Crow, do you want to share your discoveries with the rest of the group?

Also you're not actually in the museum yet, just outside the front door while everybody gathers ;)

Liberty's Edge

male Halfling U summoner 1 HP:9/9 | AC:13/13/11 | Fort: +2/Ref: +3/Wil: +5 (+2 vs. fear)| Init: +2 | Perception: +2

Knowledge(local): 1d20 + 5 ⇒ (20) + 5 = 25

Not everything in the Mwangi Expanse is bad., a green-haired halfling clad in simple, but comfortable leather clothings objects. "What I've heard about Lugizar Trantos might be, though. I've heard tales about the Apes of the expanse, that gave me nightmares at that time," he shudders involuntarily, "and when I was allowed to read some of the letters, he sent back to his family before he stopped writing and was assumed to be dead, his report about three monkey idols he claimed to have come in possession of was something that made me remember those nightmares."

"And have you heard about the problems the menageries here in Absalom had with their monkeys. Just recently, it seemed that they had all gone crazy, attacking their keepers and fleeing into the city? Thought it was gossip, but now, with Trantos return, who knows if that was mere coincidence."

Suddenly, the halfling blushes. "Oh, I'm sorry, I'm talking too much, and didn't even introduce myself. I'm Dus, and I'm pleased to meet you as well.

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

Knowledge (History), Untrained: 1d20 ⇒ 12
Diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20

"No, not everything." the tall Bas'o warrior says with a small smile as he agrees with Dus. He rubs the scars around his wrist as he adds, "I hope that whatever he brought back was not from the Belkyr. Much of the darkness attributed to my land of birth comes from the demon lord, Angazhan. If whatever this curse is relates to him, then the dwarf is correct. Nothing good will come of it."

He plants his great club on the ground, supporting it with one hand while he bows. "I am Sidi. Out of Sharrowsmith's Lodge and recently confirmed."

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

Patros tries to take in the mass amount of information given out.Well, at least we aren't going in uninformed. He turns to Sidi. A native, eh? That will be a great help. Good to have you along... he ssys as he shakes hands with all gathered.


Year of the Skykey

Just waiting a little longer for Kuey to check in. You can start making your way in if you want and we'll start properly in about 12 hours time when I make an update.

Liberty's Edge

male Halfling U summoner 1 HP:9/9 | AC:13/13/11 | Fort: +2/Ref: +3/Wil: +5 (+2 vs. fear)| Init: +2 | Perception: +2

Dus looks curiously at Sidi. "I should have guessed it, but I never made it farther than Free Station, before I got the call back to Absalom. Well met, then, and let's hope that our fears do not come to pass."

His nose nearly touches the ground when he returns the bow to Sidi.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Sorry for the late post. Game started on my two worst days at work this week, possibly this year. :P Shieldbug, although Untir has finished his other game last week, the GM still has not found the time to get us the chronicles. I do own that scenario though and have just gone ahead to update Untir's fame, prestige and gold accordingly. Anyway, he didn't buy anything or level up.

Untir is a tanned Osiriani man. His long dark hair is tied back from his eyes with a ragged leather strip at his brow. Other than the breastplate he is wearing, a silvery large shield attached to his left arm, and a simple shortspear strapped to his back, he carries little else. He is dressed in thin and light clothing, suitable for desert dwellers of the Osirion. In fact, although the weather has not turned particularly warm yet, he seems to relish the temperature. Not surprising considering he just returned from the northern lands of the mammoth kings.

Untir stands glancing at the museum entrance. He brings his hand from time to time into his pouch, absent-mindedly caressing Da'e. Stay in there where it is safe, for now. Normal folks do seem to panic quite a bit when they see scorpions. Despite knowing that his spirit animal does not really understand him, he has taken to having conversations with it, it being his only connection back with the Running Scorpion tribe. Other than the countless ancestral spirits that reside in him, that is.

Suddenly realising the conversation amongst his companions, he pulls himself away from the museum and turns to everyone else. When he speaks, manner of speech rather polished, formal and perhaps unexpected of someone dressed rather roughly. "Apologies, but that is so ... captivating, is it not.I am pleased to make your acquaintance. My name is Untir, Untir Jonrot. I had served as the apprentice shaman for my tribe, but for the last year, with the urging of my ancestors, have found myself with the Society." When he is done, Untir finds himself drawn once again to the entrance of the museum.

Yes, Untir can help activate your wands of clw if needed.

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3
GM ShieldBug wrote:

Black Crow, do you want to share your discoveries with the rest of the group?

Also you're not actually in the museum yet, just outside the front door while everybody gathers ;)

I wasn't planning on doing the usual info dump as I figured they were good nuggets to work in as bardic knowledge during conversation.

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

"Captivating and barmy is more like it. These venture captains are cracking for the occult locations of the world, apparently. I'm sure everyone recognizes The Black Crow. But just in case, allow me," as The Black Crow slides off his axe/guitar off his shoulders and wails a few rifts.


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Year of the Skykey

That's fine with me Untir. Sounds good Crow!

I take it everybody is going in?

With the pleasantries, and a little welcome music, out of the way, the entrance to the museum once again beckons. The party makes its way uneasily through the heavy oaken doors and into the Blakros Museum's Atrium. An unnatural cold permeates this chamber and the tendrils of silver-gray mist flowing out the front archway into the courtyard beyond seem to effortlessly pierce the flesh and gently caress the bone in a cold embrace. The grand entranceway’s vaulted ceiling is supported by six great pillars of hewn black stone. Braziers mounted on the pillars cast white radiance from balls of continual light. The light glimmers eerily in the silvery haze that fills the atrium, giving the impression of something alien watching from the glowing fog.

will, Sidi: 1d20 + 0 ⇒ (16) + 0 = 16
will, The Black Crow: 1d20 + 2 ⇒ (14) + 2 = 16
will, Selmy: 1d20 + 1 ⇒ (3) + 1 = 4
will, Untir: 1d20 + 8 ⇒ (7) + 8 = 15
will, Patros: 1d20 + 2 ⇒ (5) + 2 = 7
will, Dus: 1d20 + 5 ⇒ (20) + 5 = 25

Selmy and Patros:
Overcome by the mist’s bizarre, corrupting influence, you begin to degenerate into an ape-like proto-creature, little better than a brutish jungle animal. Strange ideas course through your mind: Bloodthirsty urges to smash those who oppose you, discomfort at your constraining garments and armor, and the need to find any tiny parasites inhabiting your fur and that of your friends. You would enjoy eating a banana, if you had one.

Congratulations! You have gained the Mist-Tainted template:

  • Both Intelligence and Charisma go down to 6. If your class relies on these attributes for spellcasting, you can no longer cast spells.
  • You gain +2 to Strength and Dexterity. This gives you +1 Initiative, +1 Armor Class, +1 to Attacks, and +1 Damage.
  • You are immune to fear effects.
  • You have +10 to Climb checks and a climb speed of 20 feet.
  • You have +5 to Acrobatics and Stealth checks.
  • You gain a slam attack. It does 1d4 (+Strength Bonus) Damage.

Note: Your alignment hasn’t changed, there is no urge to kill your fellow Pathfinders. Play it up and have some fun!

@Patros: Your current total of panache points are unaffected, but while you are mist-tainted, you will no longer be able to recover them. Once you use them they are gone ;)

As you explore deeper into the chamber, tendrils of mist seem to creep up from the floor, clinging to your legs and then up through your nose and mouth. For a moment, your whole body feels deathly cold as you breath in the cold, damp air. Most of you quickly recover with nothing more than a shiver down the spine. Selmy and Patros, however, look to be in more trouble!

Liberty's Edge

male Halfling U summoner 1 HP:9/9 | AC:13/13/11 | Fort: +2/Ref: +3/Wil: +5 (+2 vs. fear)| Init: +2 | Perception: +2
The Black Crow wrote:
I wasn't planning on doing the usual info dump as I figured they were good nuggets to work in as bardic knowledge during conversation.

Oh, sorry, I didn't want to meddle with your plans.

"Gah, what was that? I've never seen mist move this way. Did anyone else felt that cold?"

Liberty's Edge

Skills:
Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
Male Dwarf PFS#: 186188-9 Aerokineticist/1
Stats:
│HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

"Me not cold!" Says Selmy, his tongue suddenly heavy in his mouth, slurring his words. "Am bored, want to smash things. Let's find things to smash."

He pounds his feet excitedly as in his suddenly over large hands he summons and dismisses the concussive air that he normally uses to attack. His leather armor strains against his sudden muscle growth and his eyes are dull and unfocused.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

I am chilled right to the bone....rather disconcerting.... Patros says, suddenly a little more scared than he has been in his life.


Year of the Skykey

The changes to Selmy and Patros seem subtle at first, but they are unmistakable. As the mists draw back slightly, you can see that their brows have grown more pronounced, their hands and feet are much larger than before, and their postures have slouched as they stand there, open-mouthed and breathing heavily.

Selmy seems significantly more muscular than before you entered the museum. As he pounds his feet excitedly, you can clearly see that his now overly square frame barely fits into his armour. Patros, on the other hand, actually seems a little thinner, standing a few inches taller than before, despite his slouch, and his muscles have grown more sinewy and lithe. Both of them seem ready for action.

@Patros: don't forget to read the spoiler in my previous post ;)

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

oopd...missed that...didn't blow up my phone image....failed my Perception check...lol

Patros looks down at his hands. They barely fit around the hilt of his sword and the strap on his buckler. He grunts in disbelief as he as he tries to loosen the collar of his chain shurt. Luckily, the finely crafted mithral links give so as to not constrict him too much.

Ugh...let's go...getting angry. Not good. he gruntsas he readies to head off.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

heal: 1d20 + 8 ⇒ (1) + 8 = 9

Untir looks in concern at the transformation of Selmy and Patros. He cautiously approaches them, and if they do not turn violent, starts examining their eyes and pulse, trying to determine how to undo the damage. "Must be something we breathed it. Some of us escaped its effects but I'm afraid for our comrades..."

He sighs when he realises there's likely little he can do. Looking at everyone, he asks, "I can grant two of us skin as thick as bark for protection. Would lasat for about half an hour. Perhaps some of our frontline fighters would find it useful?"

Seriously, who would like it? That's Untir's role as a support.

At the same time, he pulls out a couple of wands, one which he activates immediately on himself, and another which takes a while longer.
Activates wand of heightened awareness. In combat, he'll dismiss the spell to get +4 to initiative.

UMD wand of longstrider:

1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (18) + 5 = 23

Liberty's Edge

Skills:
Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
Male Dwarf PFS#: 186188-9 Aerokineticist/1
Stats:
│HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

"My skin thick enough!" Selmy grunts as he paces around the other Pathfinders, anxious to get going.

I think Selmy keeps his aerokineticism so he's still a ranged fighter, no need for barkskin, plus I just got a +1 to AC

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

The Black Crow stops to cast detect magic, scanning the room and in particular, the pillars, the mist, and the floor.


Year of the Skykey

Yep, you keep your aerokineticism! All told, I think you actually got a pretty good deal for failing that save :)

The Black Crow spends a few moments inspecting the room while Untir prepares himself for what's to come. However, apart from the faint aura emanating from the balls of light in the braziers, he finds nothing of interest. Whatever the source of the changes in the unfortunate Pathfinders, it's not in here. Meanwhile, Selmy and Patros pace the room, itching to get going.

Where to, folks? The map in the handouts gives room names, so just name one. Adril suggested that you head to the Offices first, but of course you can go anywhere you want. You're currently in the Atrium on the left hand side of the map.

Liberty's Edge

male Halfling U summoner 1 HP:9/9 | AC:13/13/11 | Fort: +2/Ref: +3/Wil: +5 (+2 vs. fear)| Init: +2 | Perception: +2

"Well, no need to stay here until we're all frozen, and Selmy and Patros seem ready to go. So what do we do? According to the map Captain Hestram gave us, to get to the office we might find Master Aldain in we need to scale the Exhibit of the Honored Dead? Has anyone of you been here before and know what this means? Are there real dead in there? And why would you exhibit them?"

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

Don't know...let's find out... Patros says as he moves towards the office. on phobe...cant move token....

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

"You are possessed by a sliver of Angazhan's evil," Sidi says after examining the two affected by the mist. "To control that evil, you must both stand still in the river and not resist the current."

He answers Untir in the affirmative. "Yes, please. If we encounter demon apes, I would appreciate the protection."

The Bas'o warrior shakes his head in response to the halfling's question.


Year of the Skykey

The Honoured Dead Exhibit it is :)

Untir casts barkskin on Sidi and the party makes its way through the hallway, entering the first room to their left. The mists here congeal into a thick and silvery fog that cools the lungs. Arranged throughout this large hall are exhibits on the funerary traditions of several civilisations, along with preserved corpses arrayed in grim stillness. A giant warrior looms from the haze, his arms crossed over his chest, his helm solemn and still. Beyond lie sarcophagi of varied designs, and a few glass cases wherein withered dead are held upright by rods and string; grim exhibits of long-dead citizens whose fallen empires were erased an age past. A placard above this hall reads “The Honored Dead” in blood-red calligraphy.

GM Screen:

percep, Sidi: 1d20 + 4 ⇒ (16) + 4 = 20
percep, The Black Crow: 1d20 + 6 ⇒ (7) + 6 = 13
percep, Selmy: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
percep, Untir: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
percep, Patros: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
percep, Dus: 1d20 + 2 ⇒ (15) + 2 = 17

S1: 1d20 + 2 ⇒ (13) + 2 = 15
S2: 1d20 + 2 ⇒ (12) + 2 = 14
Z1: 1d20 ⇒ 17
G1: 1d20 + 7 ⇒ (2) + 7 = 9

init, Sidi: 1d20 + 1 ⇒ (10) + 1 = 11
init, The Black Crow: 1d20 + 3 ⇒ (3) + 3 = 6
init, Selmy : 1d20 + 2 ⇒ (5) + 2 = 7
init, Untir: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
init, Patros: 1d20 + 6 ⇒ (9) + 6 = 15
init, Dus: 1d20 + 2 ⇒ (14) + 2 = 16

init, Baddies: 1d20 + 3 ⇒ (19) + 3 = 22

As you approach the centre of the room, you all start to get the feeling you are being watched. Unfortunately, seconds later you are proved right as the sounds of bone chilling moans accompany the breaking of glass and four of the corpses simultaneously break free of their displays.

One is a withered, mummified thing from beneath Osirion’s sands bearing a jewelled scarab on its chest among its spiced wrappings. It explodes through the glass display case surrounding it and quickly makes its way, screaming, towards Sidi. From a quick glance at the plaque that hangs precariously from the remains of the display, Sidi sees that it is scarab seer and warrior-priest of an old Pharaonic age named Taltuma-Matl. Green

From another display, the hulking skeleton of a towering ancestor of the Kellid race steps forward, tearing free of the rods that once held it upright. The grinding sounds of its massive bones are enough to set your teeth on edge as it lurches towards Patros, wielding a great-club fashioned from a mammoth’s ivory tusk. Blue

The third is a shrunken, emaciated corpse wrapped in rotten silks. It emerges from a sarcophagus holding a silvered Qadiran scimitar in its bony fists. It writhes and howls in tortured anguish as it stumbles towards Sidi. Purple

The last is an armoured warrior of a long-dead empire, clad in thick, discoloured bronze plates and helm. It practically falls from its display case as it shuffles single-mindedly towards Dus. The shrill screech coming from the tip of its longsword as it drags over the stone floor adds a discordant note to the cacophony of undead wailing. Orange

Only Untir, thanks to his heightened awareness, manages to react swiftly to the sudden attack.

Untir's heightened awareness spell was expended for +4 initiative, as requested, and it worked perfectly.
________

COMBAT TRACKER - Round 1 - Bold may act - Map

Untir (longstrider)
Baddies ( )
Patros ( )
Dus ( )
Sidi (barkskin)
Selmy ( )
Black Crow ( )

ONGOING EFFECTS / ENVIRONMENT
The strips of wood are display cases, so you cannot walk through them, and they provide partial cover.

PENDING
None

Liberty's Edge

Skills:
Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
Male Dwarf PFS#: 186188-9 Aerokineticist/1
Stats:
│HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

Just a reminder that Patros and I get a +1 to initiative, it doesn't seem to matter here but might in other combats.


Year of the Skykey

Woops, sorry about that! I got mixed up with all the dice and accidentally added the bonus to your perception instead. I updated the text block that I copy from so it shouldn't happen again ;)


Year of the Skykey

Also forgot to add this to the combat tracker:

Knowledge (Religion) to identify foes.

I'm still getting into the swing of things :)

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

"These flesh-puppets will not stand in our way!" Sidi cries to the others. "Do not let their appearance startle you. I have fought worse in the caves beneath Kortos."

Knowledge (Religion), Untrained (i.e. DC 10 is the limit): 1d20 ⇒ 17

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

knowledge religion: 1d20 + 1 ⇒ (20) + 1 = 21

Go go bardic knowledge...

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

knowledge(religion): 1d20 + 6 ⇒ (1) + 6 = 7 Untir knows nothing! Since it hasn’t reached Black Crow’s turn, I’ll that Untir still has no idea what the creatures are, or that they are even undead. :P

”What manner of creatures are these?” Uncertain how best to deal with such unknown monsters, Untir merely withdraws his wand of bless, activating it to grant some support for his allies.

activate wand of bless: +1 to attack, +1 save vs fear

Does anyone else wants the bark skin? Black Crow? Its duration is 30min which should be sufficient to get through the whole museum.


Year of the Skykey

Bardic knowledge is a wonderful thing :)

Untir draws one of his many wands and activates it, sending a wave of warmth and confidence through the party.

While Sidi recognises the undead when he sees them, the Black Crow's keen eyes and wits allow him to be a bit more specific. He sees through the silk wrappings and various accessories of the creatures to realise that two blue & purple are just run of the mill skeletons, and another orange is a zombie. The remaining creature green is a little more disturbing, however, as the way in which it moves is unmistakably ghoulish. A creature feared for its ability to paralyse its victims with a single scratch.

Specifics:

Ghouls can cause paralysis with their bite and claws, and can transfer ghoul fever (a nasty disease that can turn people into ghouls when they die).

Skeletons are resistant to damage except from bludgeoning weapons, and zombies are similarly resistant to all but slashing damage.

Undead traits: Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

The zombie in bronze plate charges clumsily towards Dus, sparks fly as it drags its sword behind. At the last moment, the sword arcs up and catches the halfling with a devastating slash up his side.

Atk. Longsword; Charge: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Dmg. Slashing: 1d8 + 3 ⇒ (5) + 3 = 8

At the same time, the two mummified skeletons shamble towards Sidi. One flashes its sword, distracting Sidi momentarily while the other prepares to attack. Fortunately for Sidi, however, the giant skeleton is too slow and is unable to get to him in time. 35' just out of reach to attack ;)

Atk. Scimitar: 1d20 + 3 ⇒ (8) + 3 = 11

And then there was the ghoul. Moving much swifter than the other creatures in the room, it stalks towards Patros with with its teeth laid bare. Once the distance is closed, the warrior-priest grabs hold and sinks its teeth into Patros' forearm, and the unfortunate man can feel the unnatural poison coursing through his blood almost immediately.

Atk. Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg. BPS: 1d6 + 1 ⇒ (2) + 1 = 3
____

COMBAT TRACKER - Round 1 - Bold may act - Map

Green ( )
Blue ( )
Purple ( )
Orange (charged, -2AC)
Patros (-3hp)
Dus (-8hp)
Sidi (barkskin)
Selmy ( )
Black Crow ( )
----------------------
Round 2 - Bold may act
----------------------
Untir (longstrider)

ONGOING EFFECTS / ENVIRONMENT
The strips of wood are display cases, so you cannot walk through them, and they provide partial cover.
Bless +1 to attack and saves against fear for everyone 10/10.

PENDING
Fort save from Patros (DC 13) or paralysed for 1d4 + 1 ⇒ (3) + 1 = 4 rounds + ghoul fever.

Grand Lodge

Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

fort: 1d20 + 1 ⇒ (5) + 1 = 6Stupid beast...that hurt....not as much as this will! Patros spits as he tries to swing his wicked blade but is froze in place


Year of the Skykey

Sorry, the link to the map in the last post was wrong, here is the correct one.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Untir looks in concern at Dus' serious injury, and steps out of the way to allow her to retreat. Although he much wants to deal with their injury, he decides that he needs to first thin the enemies' somewhat, especially with Patros seemingly incapacitated.

Untir concentrates, calling his ancestor spirits who reside within him to manifest. Almost immediately, a whirlwind of wisp spirit forms form around him, and once they build up in crescendo, the burst forth rushing through all the undead, smiting them with divine energy!

channel energy to harm undeads: 2d6 ⇒ (2, 3) = 5 will DC14 for half damage

The resident ancestral spirits is just for cosmetic purposes. :)

Liberty's Edge

Skills:
Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
Male Dwarf PFS#: 186188-9 Aerokineticist/1
Stats:
│HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

"Me smash you!" Selmy shouts as air begins to coalesce in his hand. He launches the blast without any finesse, essentially just chucking it at the orange zombie, grinning like a mad man all the while.

Air Blast+Bless+PBS: 1d20 + 2 + 1 + 1 ⇒ (12) + 2 + 1 + 1 = 161d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Liberty's Edge

male Halfling U summoner 1 HP:9/9 | AC:13/13/11 | Fort: +2/Ref: +3/Wil: +5 (+2 vs. fear)| Init: +2 | Perception: +2

Dus nearly topples over, all but cut in half by the zombie's attack. When Untir gives room for him to evade he uses the opportunity to bring some room between him and the monster. Then, with clear if shivering voice he starts to chant in the language of heavens. Immediately the air before him starts to shimmer and a dog appears, skin sparkling like if sprayed with silver color, putting itself in the way between the zombie and the halfling and baring his teeth, eager to attack the undead abomination.

Five-foot step, then summon monster I (celestial dog)

dog attacks: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

"Bol-locks! We've got a bunch of bits 'n bobs of undead, now don't we? Be wary of that one wearing the scarab talisman - that's a ghoul. It's touch will paralyze you."

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

Sidi's muscles coil as he lifts his massive, carved club and brings it down at the first skeleton to reach him.

"Good to know," he calls over his shoulder.

Dice:

Great Club, Bless: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
B: 1d10 + 6 ⇒ (2) + 6 = 8

Grand Lodge

Skald 2 - HP 16/16,- AC 16/Rage: 15/T: 13/FF: 13 - Perception +7 - F: +4/ R: +4/ W: +3 - CMB: +3 - CMD: 16, Speed: 30, Init. +3

The Black Crow pulls out his guitar and starts unleashing some rifts.

Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Thought to add that you can choose whether to accept the inspired rage or not. Otherwise, this would severely nerf the spellcasters. :)


Year of the Skykey

Patros pulls his arm away from the ghoul's grasp and raises his sword to retaliate, but finds himself frozen mid-strike paralysed and helpless.

Dus, severely wounded by the slashing zombie, withdraws slightly and summons a celestial dog to stand in his place. If it's possible for a zombie to look surprised, you're sure it would look like this. The dog, however, is unable to penetrate the bronze plate of the long-dead warrior with its teeth.

Sidi swings hard at the skeleton in front of him, but his mighty blow only connects with the floor, cracking the stone slab at the feet of the hulking Kellid ancestor.

Selmy gives himself some room and attempts to blast the bronze warrior with his aerokinetic powers. But again, the zombie's armour seems to tough and it barely even swayed under the pressure. don't forget that you have another +1 to hit thanks to your condition ;)

The Black Crow then pulls out his guitar and makes sounds the likes of which you have never heard before. The music is enough to stir the blood of even the most laconic of men.

With his fellow Pathfinders surrounded and unable to strike back, Untir calls forth the spirits of his ancestors for aid. All the undead wail in unison as the spirits swiftly flow through them. After a moment the terrible sound ceases and the Qadrian skeleton falls to the ground, now just a pile of broken bones and dust. The other three creatures then continue their assault as if nothing happened.

will, green: 1d20 + 5 ⇒ (18) + 5 = 23
will, blue: 1d20 + 2 ⇒ (12) + 2 = 14
will, purple: 1d20 + 2 ⇒ (8) + 2 = 10
will, orange: 1d20 + 3 ⇒ (11) + 3 = 14

The zombie in the bronze plate lashes out at the shimmering dog that materialised in front of it. Once again, its aim is true and the sword leaves a nasty gash in the celestial's back.

Atk. Longsword: 1d20 + 4 ⇒ (16) + 4 = 20
Dmg. Slashing: 1d8 + 3 ⇒ (1) + 3 = 4

The remaining skeleton, having dodges Sidi's club, swings its own great club in retaliation. The tusk strikes Sidi square in the ribs with a sickening thud.

Atk. Greatclub: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg. Bludgeoning: 1d10 + 3 ⇒ (3) + 3 = 6

And the ghoul, with it's first victim paralysed and no longer a threat, moves onto it's next target. It lays into Sidi with a feral fury, scratching and biting. Fortunately, only one of the attacks manages to get through Sidi's temporarily thickened skin.

Atk. Bite: 1d20 + 3 ⇒ (12) + 3 = 15
Atk. Claw: 1d20 + 3 ⇒ (11) + 3 = 14
Atk. Claw: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg. Slashing: 1d6 + 1 ⇒ (1) + 1 = 2
____

COMBAT TRACKER - Round 2 - Bold may act - Map

Green (-2hp)
Blue (-2hp)
Purple (destroyed)
Orange (-2hp)
Patros (-3hp, paralysed 3/4, ghoul fever)
Dog (-4hp)
Dus (-8hp)
Sidi (-8hp, barkskin)
Selmy ( )
Black Crow (inspiring rage)
----------------------
Round 3 - Bold may act
----------------------
Untir (longstrider)

ONGOING EFFECTS / ENVIRONMENT
The strips of wood are display cases, so you cannot walk through them, and they provide partial cover.
Bless +1 to attack and saves against fear for everyone 9/10.

PENDING
Fort save from Sidi or paralysed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
Everybody needs to decide if they accept the Black Crow's rage when they start their turn.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Untir blocks out Black Crow's song, not letting its stirring tune distract him. Disappointed that only one skeleton was taken out, Untir beseeches his ancestral spirits to continue smiting them. The whirlwind of wispy forms swirl around the room with greater intensity.

channel energy to harm undeads: 2d6 ⇒ (4, 5) = 9 Will DC14 for half damage

Dropping the blessing wand from his hand, he draws his healing wand, preparing to keep his teammates alive.


Year of the Skykey

Doh! I always miss something. Sidi, the save DC is 13.

Grand Lodge

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Male Human Swashbuckler(rondelero)7 HP 67 AC 27, T 19; FF 18, F +7, R +13, W +9, Init +7(+9), Perc +11

Patros curses unintelligibly as he struggles to move.

Stupid ghoul...smash face in....rip arms iff...beat you with them....rarrgghh!

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