Florin Leogil |
Knowledge (Religion) 1d20 + 7 ⇒ (10) + 7 = 17
Spellcraft 1d20 + 7 ⇒ (16) + 7 = 23
Florin while helping still attempts to study the ritual for what it is and does. She does take interest in the Holy Symbol Davore presented.
Khellek the historian |
While he would love to dance the night away, Khellek cannot help but be interested in the details of the ritual. He spends quite some time thinking of how he could best help. Being somewhat familiar with many religions he takes point on that.
religion take 10: 10 + 16 = 26
And I assume this counts for a faction journal card partaking in a magical ritual?
Yabatha Grimna |
Dancing: 1d20 + 2 ⇒ (19) + 2 = 21
Yabatha does what she can to help with the ritual, mostly, following along with everyone else. She doesn't want to get in the way, but she feels the energy with her smaller body and moves to it.
GM Scott |
The blue petals rise into the air and clump together in groups of four, creating the likeness of a dozen butterflies that flit about before resting on the ground in calm silence. Moments later, a spectral visage of a Chelaxian woman with black hair and plain clothes appears in a nearby alleyway, clutching a silver butterfly in one hand and a starknife in the other. She stares off into the distance, terrified, and mutters a single word: “Help!”
Florin Leogil |
"Is that supposed to happen?" she asks in bewilderment..
Khellek the historian |
Khellek raises an eyebrow. "Are you the form of Ordellia Whilwren? How fascinating. Please, tell us how we might help you." he asks the ghost.
"What are you scared of?"
Bossk Sharptooth |
Bossk eyes narrow when the ghost appears. Then he turns to where she is looking raising his weapon thinking that the enemy has come. Not seeing anything he slowly turns back "Help from what?"
GM Scott |
Davorge stays by Ordellia, doing what he can to calm her spirit and gain a better understanding of the situation.
Ordellia says “Monument corruption siphoning my essence. Cannot manifest properly. Please, sanctify the Cenotaph and the Founder’s Flame. You must hurry. A life depends on your haste!”
Davorge suggests that the PCs explore those locations, wondering aloud if sanctifying them is the key to alleviating Ordellia’s suffering. He asks the PCs to return to speak with him after they have taken what steps they can to address the situation elsewhere in the city.
Davorge points out that a PC can take 10 minutes to offer a dance or a prayer at the monument to gain a blessing. A PC who spends this time and succeeds at a DC 15 Knowledge (religion) check gains a +2 morale bonus on initiative checks for the rest of the scenario.
What do you want to do?
Bossk Sharptooth |
Bossk will attempt to do a jig for 10 min.
preform dance: 1d20 + 0 ⇒ (17) + 0 = 17
Florin Leogil |
Florin offers a prayer.
Knowledge (Religion) take 10 for 17
"We shall alleviate your suffering. Which is closer? Centoaph or Founder's flame?"
Yabatha Grimna |
Religion: 10 + 9 = 19 can we take 10?
What does it take to sanctify these monuments? Will we have to perform a similar ritual? I will go where I am needed.
GM Scott |
You're not in combat and if you have a high enough bonus to just take 10, then go for it. Fine with me.
Bossk will attempt to do a jig for 10 min.
Even though the check only calls for a religion check, I will allow the dance perform check because it is specifically called out in the text to offer a dance or prayer. You're not going to expect all the dancers that worship to also study religion.
"Which is closer? Centoaph or Founder's flame?"
Davorge says "The Cenotaph is closer."
What does it take to sanctify these monuments? Will we have to perform a similar ritual?
Davorge says "Yes you need to perform that same ritual at the other two monuments."
Which one would you like to go to next? First to three votes wins and we're off.
Khellek the historian |
Khellek also offers a prayer, interested in the experience and taking out a notebook to keep track of his reflections on the experience.
Takes ten
"With the Cenotaph closer, let us head there now."
The old scholar, somewhat more sprightly than before, offers to lead the way, acting as a tour guide as he passes through his old stomping ground.
"Oh yes... and when I was a young apprentice scribe I went to quite a party in that building. Oh my what a night..."
GM Scott |
The Cenotaph is a cylindrical building that towers over Mourner’s Plaza. At 10 stories high, it is one of Magnimar’s tallest structures.
Red light engulfs the Cenotaph, emanating from the grand, cylindrical monument’s core as ghostly murmurs echoes from within. Ghostly apparitions occasionally flicker into sight, confused and distorted, before fading back into the stone.
As you approach the Cenotaph, the Pharasmin priests first attempt to discourage entry, though they quickly change their tone when you indicate that you’re part of the Pathfinder Society and present your writ from the Varisian Council. The priests warn the PCs that unquiet spirits linger within the monument and suggest that if the PCs can find a way to calm these spirits, they might find a way to purge the monument’s corruption.
Yes you can take 10 on this check too which is why I'm not bothering to roll it.
You encounter a spirit near the entrance. You can choose to interact with it or avoid it. Each person can decide individually and makes an individual check (take 10 is fine) but no aiding one another.
Spirit One
The spirit glows with goodly radiance and has a joyous cadence to its voice.
Influence Skills: Diplomacy, Fly, Knowledge (religion), Perform (sing).
Mediums, spiritualists and other PCs with a particularly strong connection to spirits gain a +4 circumstance bonus on their skill checks.
I'll resolve this is posting order. Whomever goes first, goes first, and then you'll all find out what happens.
Khellek the historian |
Khellek advances on the spirit, somewhat boyed by his earlier experiences with Ordellia.
"Good spirit, what ails this place? Things seem awry...and the priests of Pharasma are at a loss as to why."
religion take 10: 10 + 16 = 26
GM Scott |
The BLESSED SPIRIT seems calmed. It appears as if you might only need one person to succeed for each spirit. (successes 1 of x).
You progress further down into the catacombs and come across another spirit. It is getting kind of dark down here in the catacombs, everyone chime in on what light source you have or ability to see in the dark you have.
You can choose to interact with the spirit or avoid it. Each person can decide individually and makes an individual check, no taking 10 or aiding one another.
Spirit Two
This spirit’s movements are erratic, and its eyes are pits of gray smoke.
Influence Skills: Diplomacy, Knowledge (local), Knowledge (religion), Sense Motive.
Mediums, spiritualists and other PCs with a particularly strong connection to spirits gain a +4 circumstance bonus on their skill checks.
No taking 10 on this one.
Yabatha Grimna |
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
I guess Yabatha does not notice anything interesting about this place and just follows along.
Kn Religion: 1d20 + 9 ⇒ (19) + 9 = 28
Yabatha tries to reason with this spirit as well. Will you bless us with your grace? Don't you want to see this monument sanctified and clean of corruption?
Khellek the historian |
Khellek also tries to interact with the next spirit.
"Spirit, your eyes are of smoke, and your actions... agitated. What has caused you distress? Pharasma's arms await all eventually, why do you remain?"
religion: 1d20 + 16 ⇒ (2) + 16 = 18 Gahh, oh well.
Florin Leogil |
Perception 1d20 - 1 ⇒ (13) - 1 = 12 Have to roll cause I might fail on a take 10.
Knowledge (Local) 1d20 + 7 ⇒ (14) + 7 = 21
"Greetings spirit What manner of unrest would have you agitated so?"
GM Scott |
Yabatha tries to reason with this spirit as well. Will you bless us with your grace? Don't you want to see this monument sanctified and clean of corruption?
The DISORIENTED SPIRIT appears calmer after Yabatha talks to it and floats back into the wall before anyone else can interact with it. You continue on and encounter another spirit that floats out of the floor. (successes 2 of x)
You can choose to interact with the spirit or avoid it. Each person can decide individually and makes an individual check, no taking 10 or aiding one another.
Spirit Three
The spirit is tired and emaciated.
Influence Skills: Bluff, Diplomacy, Heal, Knowledge (religion).
Mediums, spiritualists and other PCs with a particularly strong connection to spirits gain a +4 circumstance bonus on their skill checks.
Presumably Bards, who have the ability (with Loremaster) to always 'Take 10' on Knowledge checks, could still 'Take 10' here, right...?
Not sure about that as there is a negative consequence like in battle if you fail. I generally don't allow take 10 in combat unless you have a specific ability or rule that allows for it. If you can link to a a rule you'd like me to look at, I'm happy to review it. And as you've probably guessed, I never play a bard so probably the last person to ask about bardish things. My bard experience is limited to trying to not get good old pre-gen Lem killed, which is surprisingly difficult. Turns out Lem shouldn't be on the front lines, who knew.
And I'm not ignoring all the other posts, as I said, I'm processing the result of the check in posting order because some really bad things can happen along with the good. Once the ghost is calmed it floats back into a wall and the other people can't interact with it. Some of those rolls were bad enough that you would not have been happy.
GM Scott |
Knowledge(Religion) = 18
With that the GAUNT SPIRIT disappears into a wall. You progress further down the halls and come across another spirit. (successes 3 of x)
You can choose to interact with the spirit or avoid it. Each person can decide individually and makes an individual check, no taking 10 or aiding one another. Except Lore Master take 10 if you like.
Spirit Four
The spirit wails in eternal agony, its body covered in glowing red scars.
Influence Skills: Bluff, Diplomacy, Intimidate, Knowledge (religion).
Mediums, spiritualists and other PCs with a particularly strong connection to spirits gain a +4 circumstance bonus on their skill checks.
GM Scott |
Jarlaxle continues to try and calm the spirits.
Knowledge(Religion) = 18.
You are able to calm the SCARRED SPIRIT and it disappears through a wall. (successes 4 of x)
Walking another 5 feet and another spirit pops out of a wall looking like a little Lem. You can't tell if it was a child or just a halfling. You can choose to interact with the spirit or avoid it. Each person can decide individually and makes an individual check, no taking 10 (Except Lore Master) or aiding one another.
Spirit Five
The spirit takes the shape of a carefree child who perished before her time.
Influence Skills: Bluff, Craft (any), Knowledge (religion), Perform (dance)
Mediums, spiritualists and other PCs with a particularly strong connection to spirits gain a +4 circumstance bonus on their skill checks.
Yabatha Grimna |
Yabarha walks patiently beside the team, watching and learning from the spirits. This is her first real encounter with such divine energy. She is more keen on learning than anything...
Do we think these spirits exist everywhere? I wonder their true nature, is it arcane or divine? Where do they channel their power from...?
GM Scott |
The YOUTHFUL SPIRIT appears to be calmed. (successes 5 of 5)
As you continue on and head down the stairs to the lowest level of the catacombs...
A musky spell permeates this well-kept tomb. Several ornaments to commemorate the dead lay atop the many sarcophagi herein, while haunting moans echo throughout the halls. Suddenly, a crash of stone breaks the silence, and a slow shuffling echoes throughout the catacomb.
Bossk: 1d20 + 2 ⇒ (7) + 2 = 9
Khellek: 1d20 + 1 ⇒ (12) + 1 = 13
Florin: 1d20 + 2 ⇒ (14) + 2 = 16
Yabatha: 1d20 + 7 ⇒ (7) + 7 = 14
Tatiana: 1d20 + 4 ⇒ (9) + 4 = 13
Jarlaxle: 1d20 + 3 ⇒ (12) + 3 = 15
Things: 1d20 ⇒ 19
Khellek: 26 = 26 Assuming taking 10
Florin: 1d20 + 7 ⇒ (10) + 7 = 17
Yabatha: 1d20 + 9 ⇒ (14) + 9 = 23
Tatiana: 1d20 + 5 ⇒ (1) + 5 = 6
Jarlaxle: 18 = 18 Assuming taking 10
You figure out that the Things you can see are Zombie's with the expected undead traits. If you feel like you want to ask some questions, feel free.
Room 1 -- Current Time (0:01)
Group conditions:
Round 1Zombie, Red -- dmg ;
Zombie, Blue -- dmg ;
Zombie, Green -- dmg ;
Zombie, Yellow -- dmg ;
Something, Purple -- dmg ;
Florin - dmg;
Jarlaxle - dmg;
Yabatha - dmg;
Tatiana - dmg;
Khellek - dmg;
Bossk - dmg;Bold may act.
Khellek the historian |
I'm not sure Khellek would be at the front, but maybe there was some interesting inscriptions that he was looking at.
"Zombies... Cut have to cut them with a blade." calls out Khelleck, as he back peddles to the rear of the group.
Inspire courage, +1 to hit and damage and vs fear
"Of course, occuping that corner may allow us to take advantage of our numbers." he realises, after surrendering the position.
Yabatha Grimna |
Zombies? Well, let's hope you hit, shall we? as Yabatha walks up and casts guidance on Jarlaxle!
An additional +1 to hit for the bard!
Bossk Sharptooth |
Hearing someone say zombies. Bossk moves forward with his anger rising, veins in his neck start to bulge as just the knowledge of the dead walking enrage Bossk.
Move 25', rage, attack red zombie
"Time for you to die....again!"
Attack MW Falchion: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 2d4 + 9 ⇒ (1, 2) + 9 = 12
AC is now 15
Florin Leogil |
"I knew I should have casted Mage Armor from this blasted wand...." Florin curses as she makes way for the better prepared ones and instead picks a defensive posture.
Total Defence. No change in Map position
GM Scott |
Jarlaxle with the help of Gamin and Yabatha hits the zombie in just the right place to make it re-dead. Now that the way is clear a little, Bossk moves up to green and cuts it down re-dead as well. I moved you up 5' more feet Bossk.
As Bossk moved up, he sees another "Thing" around the corner but lacks the skill to identify it. In his rage you hear a grunt "'nother thing".
Khellek if you wanted to stay put in your original position at the front of the group, you can move your mini back. Since everyone else was kind of going before your in initiative and took off down the hall.
You all also totally ignored my question about your light sources. It is very dark down here in the catacombs, what light sources or darkvision do you have.
Room 1 -- Current Time (0:01)
Group conditions: Inspire Courage +1
Round 1
Zombie, Red-- 19 dmg ;
Zombie, Blue -- dmg ;
Zombie, Green-- 12 dmg ;
Zombie, Yellow -- dmg ;
Something, Purple -- dmg ;
Florin - dmg;
Jarlaxle - dmg;
Yabatha - dmg;
Tatiana - dmg;
Khellek - dmg;
Bossk - dmg;Bold may act.
Khellek the historian |
Thanks
Khellek watches his fellows charge past him. Then with a sigh Youngsters will end up dead if I don't look out for them. he draws Bessie.
Not that you'll do much good against these things.
Stepping up he looks around the corner to see what trouble the others are in.
GM Scott |
Yellow moves up to Jarlaxle and attacks.
Slam: 1d20 + 4 ⇒ (15) + 4 = 19 miss
Blue moves up to try and hit Bossk
Slam: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d6 + 4 ⇒ (5) + 4 = 9
Purple moves up to try and hit Bossk
Slam: 1d20 + 14 ⇒ (3) + 14 = 17 damage: 1d8 + 10 ⇒ (4) + 10 = 14
Bossk Fort Save DC16: 1d20 + 5 ⇒ (13) + 5 = 18
Khellek: 26 = 26 Assuming taking 10
Yabatha: 1d20 + 9 ⇒ (15) + 9 = 24
Jarlaxle: 18 = 18 Assuming taking 10
All the knowledge checks know that the Purple one is different, it is a Mummy. Bossk also notices that getting hit by it has some side effects.
Bossk: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 Paralyzed: 1d4 ⇒ 2 rounds
Khellek: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 Paralyzed: 1d4 ⇒ 3 rounds
Yabatha: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Jarlaxle: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 Paralyzed: 1d4 ⇒ 4 rounds
You are affected by the Despair aura which is a mind-affecting fear affect.
Room 1 -- Current Time (0:07)
Group conditions: Inspire Courage +1
Round 2
Zombie, Red-- dmg ;
Zombie, Blue -- dmg ;
Zombie, Green-- dmg ;
Zombie, Yellow -- dmg ;
Mummy, Purple -- dmg ;
Florin - dmg;
Jarlaxle - dmg; Paralyzed 4 rounds
Yabatha - dmg;
Tatiana - dmg; Delay
Khellek - dmg; Paralyzed 3 rounds
Bossk 23 dmg; Paralyzed 2 roundsBold may act.
Jarlaxle Baenre |
Yeah, paralysed in front of a zombie is not where I want to be...
I am going to use a boon, here:
Remove Paralysis is what I will be opting for, oddly enough...
Concentration: 1d20 + 6 ⇒ (16) + 6 = 22 Vs DC 19.
With a gasp, Jarlaxle starts moving again.
"Thanks, J.!"
He then winks at Yabatha.
"So, I revise my earlier statement; the zombies go down a treat, but that mummy will be a pain..."
Bossk Sharptooth |
"Can't Move, Grrrr. Blood seeping from major wound. Must fight to kill it."
Round 2 of rage
Yabatha Grimna |
Freaking out at the sight of the mummy, but not letting her fear take control of her, Yabatha sees the rest of her allies not be so lucky. Alright, so, how do we want to deal with...this?
Yabatha will move behind the paralysed half orc, and try heal him.
Cure Moderate: 2d8 + 3 ⇒ (5, 3) + 3 = 11 -- consuming silence spell.
Khellek the historian |
Khellek sees the mummy and is suddenly overcome with a paralysing fear.
It's just like the first lecture I gave. The students throwing paper darts from the back of the auditorium. Dropping my notes and them getting out of order. Oh all the paper. Oh my. thinks the scholar, lost in memories.
Memories... like when I went back in time... when I. Khelleck saved the past and the Future. I am no novice lecturer now. I am a master of history who has seen the past in the flesh not once, but twice.
Uses my +1 from timelost chronicler if you will allow it, to make that save.
religion: 1d20 + 16 ⇒ (5) + 16 = 21 immunities (other than standard undead), resistances and weakness please.
"Take heart!" he calls out."What has died once, must surely die a second time."
Continues inspire courage: +1 to hit, damage and vs fear
He steps forward and fires Bessie into the mummy
attack,inspire, into melee, cover: 1d20 + 5 + 1 - 4 - 4 ⇒ (14) + 5 + 1 - 4 - 4 = 12
But the bolt gets stuck in the wrappings.
Florin Leogil |
Florin digs out a wand and casts a spell from it. THe effect is brief but immediate as her skin takes on a slight glow.
has Darkvision 60ft.
Cast Mage armor.
K. Religion 1d20 + 7 ⇒ (8) + 7 = 15
She attempts to study their latest foe as she strides forward.
Tatiana Malkolva |
Tatiana has light as a prepared spell, so she will have casting it on her holy symbol
Tatiana recovers from her sidération and call forth Pharasma's power to destroy the zombies.
May Pharasma give rest to these lost soul!
Channel Energy DC11: 1d6 ⇒ 6