GM Skipper |
Eolowyn lets a barrage of arrows fly.
Attack, manyshot: 1d20 + 18 ⇒ (5) + 18 = 23
Attack: 1d20 + 18 ⇒ (17) + 18 = 35
Attack: 1d8 + 7 + 2d6 ⇒ (3) + 7 + (1, 4) = 15
Attack: 1d20 + 13 ⇒ (17) + 13 = 30
Attack: 1d8 + 7 + 2d6 ⇒ (4) + 7 + (2, 2) = 15
The mohrg collapses, leaving the underground complex eerily silent
----Combat Over----
Shel Whispertongue PFS |
Shel waits for a word from the others before again taking the point and leading the group ahead.
Perception 1d20 + 16 ⇒ (9) + 16 = 25
Torvald Gallonica |
Peering over at the ring Torvald comments, well, that looks like one of the things we are after, but we don't want that vampire getting back up!
With that he directs Ka towards the exit, alert for signs of danger.
Take 10 on Perception for 36
Bauble |
"Where did misty thing go?!"
Bauble looks around, wondering where the vampire went, searching for ventilation holes or cracks.
Perception: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
GM Skipper |
The chamber beyond the arch has seen better days. A 40-foot-deep pit at the center of the room holds the remnants of the wood floor, beams, and stairs that covered a once large storage basement, now collapsed into ruin. The stone pillars that once held the basement ceiling up remain. On the north side of the room are two enormous stone pillars, a full 5 feet across, that stretch to the ceiling and are covered in ancient Osirian hieroglyphs. The north wall holds a set of polished wooden doors. The walkway along the east and west walls is open to this area and is raised 20 feet above the floor.
Torvald easily spots a quartet of vampire spawn hiding behind the pillars with crossbows drawn.
Eolowyn: 1d20 + 9 ⇒ (16) + 9 = 25
Naur: 1d20 + 14 ⇒ (18) + 14 = 32
Shel: 1d20 + 9 ⇒ (20) + 9 = 29
Torvald: 1d20 + 2 ⇒ (15) + 2 = 17
Vladek: 1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 1 ⇒ (6) + 1 = 7
Combat Round 1
Bold may act
__________________________________________
Naur (2 damage), Bauble (2 damage), Eolowyn, Shel (31 damage), Torvald, Vladek
Vampire spawn
I guess you guys forgot to heal up after the mohrgs, but it probably wont make much of a difference here.
Naur Vala |
"Not very cute kids."
Nuar will move up a bit and try out a new trick. As a swift action cast Fireball hitting all 4.
Fireball inc saltpeter: 10d6 ⇒ (5, 3, 1, 3, 1, 4, 4, 3, 5, 2) = 31 +26 dmg DC 24 Ref for half.
Bauble |
Ah, an arch! Missed that on the map as it wasn't obvious with the spoiler in place. I am also waiting n the Fireball results before submitting an action.
Shel Whispertongue PFS |
I made another post handing off my wand and healing myself after the last combat, but it looks like it got eaten. If it's ok, I'll roll again 5d8 + 5 ⇒ (3, 5, 5, 6, 3) + 5 = 27
Torvald Gallonica |
With the vampires eliminated Torvald flies into the room over to the doors to examine them.
Did anyone see where the mist went?
Perception on the doors: 1d20 + 26 ⇒ (16) + 26 = 42
If everyone is healed up and the doors look clear Torvald will open them up. Just before he does he invokes Erastils favour on himself in case of more trouble.
Torvald casts divine favour on himself
GM Skipper |
Beyond the the doors lies a somewhat crowded chamber. Seated on a dusty, worn throne and holding a brightly polished silver sword across his lap, is a vampire, who smiles toothily at you.
"Ah, I see you've come to negotiate your surrender."
Arrayed around him are six vampire spawn, and three gnomes and a human are chained to the western wall. At the opposite end of the room lie two wooden coffins.
Bauble |
"Bauble not like surrender. Bauble want talking instead. Tell Bauble story?"
Shel Whispertongue PFS |
Shel waits with kukri in hand, for the others to do some softening up of the undead, assuming it came to violence. It always seemed to come to violence.
Naur Vala |
"Nope. We've come to kill you. Bauble you can't trust vampires."
Nuar will unload on them.
I'm assuming I have to do so in init. I will use my reroll if the die is 8 or lower.
On Nuar's turn.
Vladek Odradek |
"Maybe we can hear your story later...."
Alpha vampire, make a DC 24 Fortitude save or be turned to stone!
GM Skipper |
Vladek's spell has no effect on the vampire's unliving flesh, but it does manage to anger him.
Eolowyn: 1d20 + 9 ⇒ (14) + 9 = 23
Naur: 1d20 + 14 ⇒ (12) + 14 = 26
Shel: 1d20 + 9 ⇒ (9) + 9 = 18
Torvald: 1d20 + 2 ⇒ (7) + 2 = 9
Vladek: 1d20 + 3 ⇒ (4) + 3 = 7
Big guy: 1d20 + 8 ⇒ (8) + 8 = 16
Spawns: 1d20 + 1 ⇒ (9) + 1 = 10
Reflex v swift: 1d20 + 11 ⇒ (17) + 11 = 28
Reflex v empowered: 1d20 + 11 ⇒ (6) + 11 = 17
Naur's rapidfire spells incinerate the vampire, his spawn and the two coffins, leaving behind smoldering piles of ash and four terrified Whistledown residents.
----Combat Barely Started----
Naur Vala |
The fireballs didn't hit the coffins. I couldn't get the red vampire and them. And as I understand it the vampires are down but not out. There are heads to chop off and holy water to pour.
Bauble |
Bauble moves up and writes
"Vampires be bad,
Vampires be sad
make Naur pissed
now fried to a crisp."
in the ashes. He looks around self-consciously as he realizes that he is WRITING in public and scuffs it out.
Naur Vala |
"Let's make sure they stay dead then check that the hostages are alright."
Once that is done and we are sure none of the townspeople are becoming undead we loot.
Bauble |
"Any more dead teethy things?," Bauble asks the captives.
The Black Lord: Look for other avenues of egress.
"Or egrets?"
The Black Lord: Not egrets, you moron, egress! An egress is a way of exit."
The odd thing is that Bauble is actually more intelligent than the sword. He just has issues with vocabulary and some mental blind spots.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Bauble starts looking for secret passages though his feelings are hurt and his heart is just not into it. Particularly since he was so proud of knowing what an egret was.
Shel Whispertongue PFS |
Shel starts looking around the room, waiting until the flames die down just a bit.
Perception 1d20 + 16 ⇒ (7) + 16 = 23
Torvald Gallonica |
Torvald scans the room, making sure there is no further signs of danger.
Take 10 on perception for 36
Assuming all is clear he will gather together the hostages, Are all of you well, have you been harmed? You are safe now but I need to check a few things, please hold still. We will get you out of here and back home soon enough.
He mutters a quick incantation, looking for signs of sorcery still affecting them.
Torvald casts detect magic checking over the hostages
Does someone want to grab that sword the vampire was waving about
GM Skipper |
The townsfolk have seemingly been used as a "larder" by the vampires, but luckily not for long enough for them to suffer any lasting harm.
The sword is a falchion that is in fact not made of silver, but rather polished to a mirror finish. It is however magical, and you can identify it. +1 flaming burst keen falchion.
No secret doors exit the room.
Naur Vala |
Search the room for other loot then escort the townspeople back. We may return here for further investigation once they are safe.
And Nuar makes sure we take the necessary steps to ensure the vamps are not coming back.
Bauble |
Bauble is silent for most of the trip back, still stung by the whole egret business, but his irrepressible nature won't be denied for long and he starts chatting up the townsfolk, asking them sidelong questions in the attempt to find out if they have a library without actually coming out and asking.
GM Skipper |
Returning victoriously with the rescued townsfolk, the community of Whistledown hails you as heroes (though the fact that you are carting around a 400-year-old corpse of an Osirian concubine is a tad unsettling for most of them). Regardless, Adagre insists on throwing a festival for you in your honor, during which he proclaims you Protectors of Whistledown.
After the celebration, you set out on the long journey back to Sothis. Once you return to the Sandswept Hall, Venture-Captain Balentiir eagerly collects the sword and ring hinting at a grand discovery in the near future.
And that's the end of part 3! Your chronicle sheets can be found here. There might be some dayjob re-rolls, but I'll update the sheets when necessary.
I'll start part 4 in a few days.
Torvald Gallonica |
Hi, can you mark my chronicle as having retrained a feat for 5pp and 500gp please. I am giving Ka the Extra item slot: Belt feat so he can wear a magical saddle and buying the Horsemasters Saddle for him.
I have also sold back Ka's old mithril armour due to the cost changes from the FAQ and have bought him some masterwork parade armour instead.
Bauble |
No chance I'm rerolling a 19! go ahead and add the day job income. Bauble has a starting wealth of 8,874.90 and will be updating his headband from +2 int to +4 int for 12K. The skill added by the headband will be escape artist.
Vladek Odradek |
I upgrade my Ring of Protection to +3, leaving me with 737 gold in loose change.
Important: The loot we found in this adventure would not include among its contents at least one gem worth 1,500 gp or more, would it?
There's a Part IV to this, huh? Wow.
GM Skipper |
Sothis, throne of the pharaohs, and capital of Osirion, is a city rooted in ancient tradition. Of these, perhaps none is more sacred than funeral rights. As such, it came as no surprise when Venture-Captain Norden Balentiir invited you once again to Osirion’s capital for the funerals of three important figures who once played a significant role in their nation’s history—a powerful sorceress named Akila, a warrior-woman called Kamilah, and a lady smuggler known as Meskhenet the Wise. As you were involved with retrieving their remains, Balentiir celebrated your success and asked that you remain after the ceremony, while he continued to study these women in an effort to better understand their—and Osirion’s—past. Weeks passed, allowing you to rest from your recent exploits and enjoy the wondrous city of Sothis, but your vacation ended when Balentiir sent word, asking for your immediate counsel at the Pathfinder Lodge.
I've cleared the buff list, so you can add any "cast every morning" buffs you have.
Torvald Gallonica |
I have added my morning buffs to the list.
Having received the summons Torvald and Ka will fly across the city to the lodge. I assume it has some sort of stables area where people can leave their animal companions so they don't have them traipsing through the place making a mess and knocking over priceless artifacts.
Shel Whispertongue PFS |
Shel greatly enjoyed the social aspects of the funeral proceeding. There were numerous higher ups in the Society there, all congratulating her on the find her team had made recently. That could only help her dream of having her own Lodge one day. Her recent run of missions had been going extremely well.
She was enjoying the city until she received her summons. She quickly answered, and as not the least bit surprised to find all of her current team present as well.
Bauble |
Bauble has been playing with his fly and phantom steed spells, terrorizing the neighborhood with his his swoopings and screechings and appearing out of nowhere. The local pathfinder lodge will be exceedingly glad to see him off on another mission. They were beginning to seriously regret their decision to stop him from traveling back home to his castle (which must be in seriously bad shape with all the goblin attendants he left in charge).
GM Skipper |
They party reconvenes at the the Sandswept Hall. The main entrance to the Pathfinder Lodge passes through the double doors of an immense archway towering over the 12-foot-high exterior walls surrounding the grounds. The doors stand slightly ajar and unbarred, despite the late hour. Beyond the archway, torchlight illuminates the approach toward a natural garden of shade trees and undergrowth occupying much of the inner courtyard and blocking view of the lodge itself on the far side.
Shel Whispertongue PFS |
It was quite weird that the door was not barred at his late hour, so Shel took a quick peek for anything strange before walking in.
Perception 1d20 + 17 ⇒ (5) + 17 = 22
Bauble |
Bauble swoops over the walls and makes a noisy entrance.
Eolowyn |
Eolowyn lands Arrano next to Ka and walks inside
"Good to be back, those vampires were essentially a walk-over, I hope the VC has something more challenging in store for us..."
Vladek Odradek |
Vladek and Qadathra follow.
greater false life on self: 2d10 + 11 ⇒ (7, 10) + 11 = 28
false life on Qadathra: 1d10 + 10 ⇒ (2) + 10 = 12
lucky number on self: 1d20 ⇒ 10
Bauble |
Bauble casts Heightened Awareness on himself before the meeting begins.
GM Skipper |
Passing through the main gate, Shel, Naur, Vladek and Qadathra are bombarded with a thunderous noise.
Sonic damage: 1d8 ⇒ 2
Fort, Vladek: 1d20 + 9 ⇒ (6) + 9 = 15
Fort, Naur: 1d20 + 11 ⇒ (2) + 11 = 13
Fort, Shel: 1d20 + 10 ⇒ (6) + 10 = 16
Fort, Qadathra: 1d20 + 8 ⇒ (4) + 8 = 12
Qadathra is stunned by the blast. 1 round
Torvald Gallonica |
Torvald cannot fail that check
Ever the master of the obvious Torvald cries out a warning, beware friends, something is afoot!
If he has time he will leap back onto Ka and spellshare a Shield of Faith with him.
Naur Vala |
Perception: 1d20 + 23 ⇒ (18) + 23 = 41
Any details of these robed figures?
"Robed people in the garden. Want me to flush them out?"