Wadi Ahk'kolon |
Once Wadi has finished with his casting, he nods silently to Oloch and follows behind the half orc warrior.
Double move forward.
Jan Itor |
Not sure if that is 35 or 40 ft, either way I can make it on a charge.
Jan rushes forward despite the darkness trying to provide the most tempting target possible while going for the shield bash
Acrobatics to move at full speed DC10: 1d20 - 5 ⇒ (18) - 5 = 13
Huh, can't believe I got here, well may as well make myself useful
Charge: 1d20 + 10 ⇒ (4) + 10 = 14
DMG: 1d6 + 5 ⇒ (3) + 5 = 8
Miss Chance - High Good(?): 1d100 ⇒ 44
AoO #1: 1d20 + 8 ⇒ (16) + 8 = 24
DMG #1: 1d6 + 5 ⇒ (3) + 5 = 8
Miss Chance - High Good(?) #1: 1d100 ⇒ 52
If there were a second:
AoO #2: 1d20 + 8 ⇒ (17) + 8 = 25
DMG #2: 1d6 + 5 ⇒ (6) + 5 = 11
Miss Chance - High Good(?) #2: 1d100 ⇒ 64
This drops Jan's current AC to 25
GM Hmm |
In this epic battle in the dark, the mighty opponents on both sides have been largely missing each other.
The silent skeletons on the chariots aim for the two closest threats...
Short Bow v. Jan: 1d20 + 2 ⇒ (18) + 2 = 20 Miss
Damage: 1d6 ⇒ 6
Short Bow v. Crowe: 1d20 + 2 ⇒ (9) + 2 = 11 Miss
Damage: 1d6 ⇒ 6
...and then check to see if their ancient bows are broken. Their bony fingers tap along both bow and string, testing.
Tap. Tap.
_______________________________________
I see by the rules that the archer next to Crowe provoked an attack of opportunity when he shot up close.
ORDER:
Round 3: Crowe's AoO, Jan, Wadi, Archon, Skellies on Chariots, Oloch, Quinn, Crowe.
Round 4: Skellies on Foot.
Crowe (normal and AoO), Oloch and Quinn are up!
PFS PreGen Character |
Quinn, bolstered by his concoction, adds his blade to the fray. Slashing at the skeleton, since it was the best weapon he had.
Swing in the dark: 1d20 + 8 ⇒ (8) + 8 = 16
Crack!: 1d6 + 4 ⇒ (4) + 4 = 8
Miss >50%: 1d100 ⇒ 29 Hit!
-Posted with Wayfinder
GM Hmm |
Quinn strikes the first blow against the skeletons, but his attack does less damage than Quinn might have expected. His skeleton is still standing...
____________________________
Crowe is up for both normal attack and attack of opportunity.
PFS PreGen Character |
he expected as much.... he has no bludgeoning weapons.... sigh
-Posted with Wayfinder
GM Hmm |
Can you just bash with the cane? Or is that not an option?
Archon the Divine Caller |
On my next turn I'll move up, and call on divine wrath to smite the unholy dead, as a sudden bomb of pure holy light explodes in the center of the four.
Holy Damage (evil only): 4d4 ⇒ (2, 2, 2, 3) = 9
PFS PreGen Character |
nope.... a sword cane is just a P weapon.... its sad i know. Anywho. Gnight people
-Posted with Wayfinder
Crowe, Rager of the Society |
Crowe tries again to hit the skeleton before him.
+1 earthbreaker, power: 1d20 + 9 ⇒ (3) + 9 = 12 for Blugeonning: 2d6 + 13 ⇒ (6, 2) + 13 = 21
Is there light enough now?
Archon the Divine Caller |
My spell was only an instant burst, but I did move up a lot closer, and I believe I was botted earlier to have light.
Archon the Divine Caller |
BOTTING ARCHON
Archon moves forward and uses his wayfinder to cast light. He's still out of light range of the skellies, but he's closing the gap.
GM Hmm |
Yes, now there is light! Crowe obliterates his skeleton. Crowe, you still have an AoO too!
Crowe, Rager of the Society |
oh sorry, totally forgot!
Crowe takes advantage of the missed arrow to reply with a big slam.
+1 earthbreaker, power: 1d20 + 8 ⇒ (7) + 8 = 15 for Blugeonning: 2d6 + 13 ⇒ (2, 2) + 13 = 17
GM Hmm |
Crowe obliterates a second skeleton.
The three remaining skellies on foot shoot!
Short Bow v. Jan: 1d20 + 2 ⇒ (20) + 2 = 22
Crit?: 1d20 + 2 ⇒ (20) + 2 = 22 Yes. Ouch.
Damage: 3d6 ⇒ (2, 4, 6) = 12
Short Bow v. Archon: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 5
Short Bow v. Crowe: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 ⇒ 3
One of the skellies hits Jan hard for 12 points of damage, but then Jan's Attack of Opportunity triggers and kills him.
The remaining skellies are hit by Archon's Burst of Radiance and crumble into holy, sparkly bone meal.
COMBAT OVER
When you search the room you find, in addition to the chariots, some broken chainmail, broken swords, and cruddy bows and arrows.
You find Maurice off to one side of the room, lost in his own thoughts while reading the hieroglyphs.
__________________________
Feel free to RP a little here. Mummy Dearest will be auto-moving all of you to room 14 shortly. If you want to do healing or say you did preparatory spells before entering the next room, you can either say it now or include it in a spoiler when you next post.
Archon the Divine Caller |
1 person marked this as a favorite. |
I'll use my last Channel to heal, again calling on a soft mist and cool breeze.
healing for all: 2d6 ⇒ (1, 6) = 7
"We, that was unpleasant. It is always sad to see the risen dead caught in that inbetween state."
Jan Itor |
CLW Wand: 1d6 ⇒ 3
CLW Wand: 1d6 ⇒ 2
Thank you, Archon. Ready whenever
GM Hmm |
After the Chamber of the Chariots, you travel down a very short hallway. Forking to your left and south, another hallway extends off into the darkness farther than any of you can see.
However, straight ahead to the west is a closed doorway. This doorway is charming, carved with wild jungle animals of every kind and more hieroglyphs.
Pharoah Sekh-pa-Mefer's closest friend
Loyal to the Pharoah until the very end
He hunted the desert and forest wild
But now [chiseled off and unreadable]
Once again, you all look for traps on the door...
Perception, Archon: 1d20 + 3 ⇒ (1) + 3 = 4
Perception, Crowe: 1d20 + 7 ⇒ (16) + 7 = 23
Perception, Jan: 1d20 + 3 ⇒ (12) + 3 = 15
Perception, Oloch: 1d20 + 3 ⇒ (1) + 3 = 4
Perception, Quinn: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 Plus 2 vs. Traps
Perception, Wadi: 1d20 + 1 ⇒ (8) + 1 = 9
...and see none. Jan and Crowe carefully open the door. Carved nature scenes cover this chamber's walls, depicting humanoid figures hunting a wide variety of prey—crocodiles, elephants, hippos, leopards, lions, and even stranger beasts. An open sarcophagus lies at the far end of the room.
Alarmed by the open sarcophagus, you move cautiously in with the light and then see the two creatures that were waiting silently in the darkness for you. One is an armored skeleton, standing in a battle-ready pose, his longsword held high as cold blue light shines in his eye sockets. The other appears to be some sort of undead... leopard? All the fur has been shed from this once-great cat, leaving leathery skin hanging loosely over its bones. Red embers glow within the eye sockets, the telltale sign of a malevolent force within.
As for the cat, the creature was once the pet of a powerful pharaoh, and when he died the pet was sacrificed and embalmed to serve its master in death as it had in life. These undead guardians are known as ubashki. With so little moisture in its body, ubashki are highly vulnerable to flames.
A howl of some more powerful ubashki can frighten even the bravest warriors and send them running in terror.
The open sarcophagus was enough of a warning that there is no surprise round here.
Init, Archon: 1d20 + 3 ⇒ (12) + 3 = 15
Init, Crowe: 1d20 + 1 ⇒ (6) + 1 = 7
Init, Jan Itor: 1d20 + 2 ⇒ (5) + 2 = 7
Init, Oloch: 1d20 + 3 ⇒ (18) + 3 = 21
Init, Quinn: 1d20 + 1 ⇒ (15) + 1 = 16
Init, Wadi: 1d20 + 1 ⇒ (19) + 1 = 20
Init, Royal Huntsman: 1d20 + 5 ⇒ (10) + 5 = 15
Init, Ubashki Leopard: 1d20 + 4 ⇒ (2) + 4 = 6
ORDER:
Oloch, Wadi, Quinn, Skeleton, Archon, Jan, Crowe, Leopard
Oloch, Wadi, and Quinn are up!
GM Hmm |
2 people marked this as a favorite. |
From the back row, Maurice sniffs. "They call that a sarcophagus? I thought this tomb had standards."
PFS PreGen Character |
Religion + Inpiration: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (2) = 19
-Posted with Wayfinder
PFS PreGen Character |
1 person marked this as a favorite. |
"They are just like normal skeletons, only stronger. And use fire against the cat thing!" he warns
-Posted with Wayfinder
Wadi Ahk'kolon |
Wadi nods on being informed of the undead leopard's weakness to fire. "Well, I have something that will definitely piss it off. So be ready for its charge!" He replies to Oloch.
He then reaches under his shirt and detaches a golden marble from his necklace. "OK here goes nothing..." He then tosses the marble at the undead feline, which streaks towards it and impact it solidly!
Standard: Detach and toss Necklace of Fireball at the undead leopard. Damage Fire: 2d6 ⇒ (4, 6) = 10, Reflex DC 14 half, Range - 70'.
.
Shield spell still in effect; AC is 15.
Archon the Divine Caller |
Know History: 1d20 + 5 ⇒ (16) + 5 = 21
Know Religion: 1d20 + 5 ⇒ (19) + 5 = 24
"Ah, these would be the sacrifices mentioned earlier, probably his best hunter and his or her faithful pet. They are not mere skeletons, but rather "ubashki". They are smart and cunning, and carry a nasty bite that will leave it's mark, some foul disease, as a reminder. No doubt they have other dark tricks up their proverbial sleeves as well. Does the name "ubashki" ring a bell with anyone?"
One more Aid would get us the 27. . .
Archon the Divine Caller |
"Oh, sorry, I didn't catch that Maurice. Say again. . . Oh, well, I'm not really certain how a pirate hat is going to help, but thanks for offering."
GM Hmm |
Ubashki Leopard Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19
The ubashki ducks the worst of the fireball, but due to its vulnerability still takes seven points of damage. It yelps, and the sound it makes... it's horrible. Even this small yelp sounds high-pitched and eerie, evoking for just a few seconds a feeling of terrible despair and loss before it fades away.
Meanwhile, the hunter closes with Oloch. He takes damage from Oloch's readied attack but still keeps coming, a grim blue light gleaming his otherwise empty sockets...
Longsword: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
...but his blow glances harmlessly off Oloch's armor.
Sad royal undead hunter...
ORDER:
Oloch, Wadi, Quinn, Skeleton, Archon, Jan, Crowe, Leopard
Archon, Jan and Crowe are up!
Crowe, Rager of the Society |
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Crowe follows Oloch strategy and readies a strike to anyone approaching.
+1 earthbreaker, power: 1d20 + 9 ⇒ (20) + 9 = 29 for Blugeonning: 2d6 + 13 ⇒ (4, 4) + 13 = 21 Critty crit?
+1 earthbreaker, power: 1d20 + 9 ⇒ (1) + 9 = 10 for Blugeonning: 4d6 + 26 ⇒ (3, 4, 5, 3) + 26 = 41 Nope. Sad rager is sad.
I just discovered that Crowe has a DR 1/-, I won't forget it now ;)
PS: I laughed so much at the "I thought this tomb had standards" :D
Jan Itor |
Assumes that I correctly moved the skeleton on the map to threaten Oloch
Kn (religon) to aid: 1d20 + 4 ⇒ (9) + 4 = 13
Jan remember very scary howls and hard to channel against.
Jan moves up to get beside Oloch and fight the hunter calling out a prayer to Desna on the way.
Swift for Divine Favor (fervor), move up and attack
Shield Bash: 1d20 + 10 ⇒ (13) + 10 = 23
DMG: 1d6 + 7 ⇒ (3) + 7 = 10
Assuming I am still adjacent to him and threatening the one making attacks
Aid: 1d20 + 10 ⇒ (1) + 10 = 11 Nope.
Aid2: 1d20 + 10 ⇒ (6) + 10 = 16 +2 to AC
Archon the Divine Caller |
With little magic of my own left, I'll grab my spear and begin to move towards the big cat, thrusting with all my might, (which isn't much).
Charge: 1d20 + 6 ⇒ (19) + 6 = 25 Common, could be 1 higher!
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Also, just a reminder, Bull's Strength and Barkskin should still be up on Oloch and Crowe. I'm not sure how long it's been, though.
GM Hmm |
2 people marked this as a favorite. |
"Oh, sorry, I didn't catch that Maurice. Say again. . . Oh, well, I'm not really certain how a pirate hat is going to help, but thanks for offering."
Maurice assumes the form of the other sarcophogus, adding a jaunty pirate hat to the stone effigy decorating the lid. Then he shakes himself. "Nah. Still tacky. There are some design elements even pirate hats can't fix."
He returns to his own far more elaborate and detailed sarcophagus form.
GM Hmm |
Jan charges his shield straight into skeletal huntsman, and the huntsman crumples under the assault! Archon pierces the Ubashki with his spear.
Suffering from both his wounds and the loss of his companion, the Ubashki raises its head and lets out a ear-piercing howl that bounces off the walls of this ornately decorated room. As he howls, visions pass through your heads of lush forests, a desert palace, the joy of the hunt... then betrayal as his beloved handlers strangled him and his companion and brought him here, to this cage of lifeless stone. The sound rises in pitch, making all of you remember your own moments of searing fear, loss and betrayal.
Will, Archon: 1d20 + 7 ⇒ (15) + 7 = 22
Will, Crowe: 1d20 + 2 ⇒ (8) + 2 = 10
Will, Jan Itor: 1d20 + 7 ⇒ (10) + 7 = 17
Will, Oloch: 1d20 + 6 ⇒ (17) + 6 = 23
Will, Quinn: 1d20 + 3 ⇒ (4) + 3 = 7
Will, Wadi: 1d20 + 5 ⇒ (19) + 5 = 24
Will, Maurice: 1d20 + 6 ⇒ (4) + 6 = 10
Duration, Frightened: 1d4 ⇒ 3
Crowe, Quinn and Maurice become frightened for three rounds.
__________________________________________
ORDER:
Oloch, Wadi, Quinn, Skeleton, Archon, Jan, Crowe, Leopard
The whole party is up! Poor, sad leopard...
__________________________________________
Also, just a reminder, Bull's Strength and Barkskin should still be up on Oloch and Crowe. I'm not sure how long it's been, though.
Thanks for the Reminder. I’ve added +3 to Oloch's damage! It's been only a few minutes, so yes, those spells and Wadi's Shield are still active.
GM Hmm |
"Oh, my nictating membranes!" Maurice cowers behind Wadi, all his tentacles trembling piteously. "You'll protect me, won't you, blasty boy?"
Jan Itor |
Jan double moves to provide Archon with a flanking partner and provokes an AoO from the undead kitty. Also, leaving Oloch a charge lane if he so desires.
Wadi Ahk'kolon |
Wadi hears the howl wash over him and feels the urge to flee from this nearly hopeless situation. Still he recalls many worse situations he has been in, even before joining the Pathfinder Society.
Once the fear has passes, he dashes forward sending a fiery ray of fire at the Ubashki. Unfortunately his aim is off due to some aftereffects of the unearthly howl.
Move: move 30' NE. Token moved on map.
Standard: Elemental Ray Ranged touch, (melee): 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
damage: 1d6 + 2 ⇒ (1) + 2 = 3 fire.
GM Hmm |
The ubashki glares at Jan with smoky red eyes. Recognizing the one who slew his companion, he bites ferociously at Jan...
Bite, Attack of Opportunity: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
...but the cat's sharp teeth miss the warpriest, and only scrape along the edges of Jan's shield.
Then it's the cat's turn to dodge as Wadi shoots a ray of flame at it.
____________________________________
ORDER:
Oloch, Wadi, Quinn, Archon, Jan, Crowe, Leopard
Oloch, Quinn, Archon, and Crowe are up!
Archon the Divine Caller |
Assuming the battle field hasn't changed much by my next go around, I'll continue to press the fight, thrusting my spear as close to the undead leopard's dead heart as I can.
Longspear with Flank: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Archon the Divine Caller |
"MOMMA!" yells piteously the bloodrager, fleeing.
Like I told Oloch, I'll protect you from the big bad evil things. Don't be afraid, I won't let them get you. . .
GM Hmm |
Crowe runs for his mama. Quinn cowers with Maurice behind Wadi. Archon, boldly taking on the role of protector of the party, puts the ubashki out of iits misery with a final spear thrust..
COMBAT OVER
It does not take long for your frightened comrades to recover. You find only a masterwork longsword and a non-magical gold colllar engraved with the hieroglyph, "Nefer" which means "Prettty Boy" around the neck of the ubashki. You decide to press on to the next room while your buff spells are still active.
Could someone not on mobile do me the favor of moving all the tokens into the next room in this marching order? Jan + Crowe, Archon + Quinn, Wadi + Oloch, Maurice? I'll have the next post up shortlly.
Archon the Divine Caller |
During our little break, I'll go ahead and make a quick map of the area we have explored so far in my journal.
"I suppose I still have much to learn. I have expended most of my ability to call on miracles. Not completely, but the cup is nearly empty. I must pace myself more in the future."
GM Hmm |
If at any time you all want to camp out and restock your miracles, there is nothing in the module to say that you can't.
Archon the Divine Caller |
No, I'm good. I was just warning. I've never really be comfortable with resting in PFS. It's not a rule, but the intent is normally to not be able to rest and renew spells, with a few exceptions.
GM Hmm |
Chamber 15
Ancient Osiriani hieroglyphs cover the door.
Quinn translates it easily to read:
You are called to be King of air, water, earth and fire; but to reign over these four living creatures of symbolism, it is necessary to conquer and enchain them. He who aspires to be a sage and to know the Great Enigma of Nature must be the heir and despoiler of the sphinx: his the human head, in order to possess speech; his the eagle’s wings, in order to scale the heights; his the bull’s flanks, in order to furrow the depths; his the lion’s talons, to make a way on the right and the left, before and behind.”
With Quinn's player on mobile, I'm just going to start translating these fun tidbits for the party.
You ponder these words for a moment before preparing to open the door.
Perception, Archon: 1d20 + 3 ⇒ (1) + 3 = 4
Perception, Crowe: 1d20 + 7 ⇒ (14) + 7 = 21
Perception, Jan: 1d20 + 3 ⇒ (14) + 3 = 17
Perception, Oloch: 1d20 + 3 ⇒ (5) + 3 = 8
Perception, Quinn: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 Plus 2 vs. Traps
Perception, Wadi: 1d20 + 1 ⇒ (10) + 1 = 11
The door opens eaily. As you walk in with wayfinders held high, you see a largely empty room. Each corner of this room holds a stone obelisk carved with hieroglyphs. The obelisks surround a golden circle engraved in the center of the floor.
A cool breeze emanates from the southeast obelisk. The southwest obelisk seems to be normal stone. Heat radiates from the northwest obelisk, and the northeast obelisk is covered in a layer of moisture.
Immediately suspicious that nothing whatsoever is attacking you, you look around the room some more.
Perception, Archon: 1d20 + 3 ⇒ (9) + 3 = 12
Perception, Crowe: 1d20 + 7 ⇒ (14) + 7 = 21
Perception, Jan: 1d20 + 3 ⇒ (9) + 3 = 12
Perception, Oloch: 1d20 + 3 ⇒ (4) + 3 = 7
Perception, Quinn: 1d20 + 8 ⇒ (8) + 8 = 16
Perception, Wadi: 1d20 + 1 ⇒ (16) + 1 = 17
Crowe detects a secret panel in the northwest obelisk, and points it out to everyone, holding back Maurice from eagerly whacking it with his tentacles.
Archon the Divine Caller |
Wadi Ahk'kolon |
Wadi points out each of the obelisks. "Each of the obelisks is connected to one of the four elements--air, earth, fire, and water--and were used to summon elementals to assist in the construction of the pyramid." He then points out the circle in the middle. "That looks like where they would appear after being summoned. If this area is trapped then the elementals summoned would be hostile."
After being told of the secret compartment, Wadi smiles. "The heat coming from that obelisk won't bother me so I can see what that compartment contains...should we risk it here. We may need to trigger the obelisks in a certain order else the trap is triggered."
Crowe, Rager of the Society |
"Do as you wish, Wadi. But since nothing's troubling us, why just not move past the room?" says Crowe with a shrug.
Archon the Divine Caller |
2 people marked this as a favorite. |
"Water, Earth, Fire, Air? Or I wonder, was the title, "King of air, water, earth and fire" a clue? I don't know, brother Crowe, it might be important. . . Or what I meant to say is there might be treasure. Even a weapon that might lead to the lamenting of the women. . ."
I'm confused, what was in the secret compartment?
GM Hmm |
None of you have checked the secret compartment. This is driving Maurice crazy, because Crowe won't let him explore it.
"Can't we just take a little peek?" The mimic waves his tentacles in the direction of the pillar.