GM Elberion |
Heading north, you find a few chambers.
These chambers are carved from the surrounding earth and are sparely furnished. Each cell contains only a sleeping pallet with a dirty camel hair blanket, a few wall pegs, a clay water basin, and a chamber pot. Most contain some scattered refuse, such as gnawed bones or broken bottles pushed sloppily into the corners.
Where now?
Roderick Xim |
Roderick continues to follow
”We must take care lest we fall into a labyrinth here.“
Perception : 1d20 + 10 ⇒ (2) + 10 = 12
GM Elberion |
Looking around, Brallenera sees her allies look ready to fight.
Zadim is 3 off his maximum hit points; everyone else is on full hit points.
Where now?
Zadim - Pregen |
Heading north, you find a few chambers.
These chambers are carved from the surrounding earth and are sparely furnished. Each cell contains only a sleeping pallet with a dirty camel hair blanket, a few wall pegs, a clay water basin, and a chamber pot. Most contain some scattered refuse, such as gnawed bones or broken bottles pushed sloppily into the corners.
Zadim is in favor of thoroughly searching any areas (I assume there is nothing to be found in this area). Feel free to make any Perception checks for him, if appropriate, if it keeps things moving.
Zadim - Pregen |
Heading north, you find a few chambers.
These chambers are carved from the surrounding earth and are sparely furnished. Each cell contains only a sleeping pallet with a dirty camel hair blanket, a few wall pegs, a clay water basin, and a chamber pot. Most contain some scattered refuse, such as gnawed bones or broken bottles pushed sloppily into the corners.
Zadim is in favor of thoroughly searching any areas (I assume there is nothing to be found in this area). Feel free to make any Perception checks for him, if appropriate, if it keeps things moving.
Southeastern quadrant?
Let's go!
GM Elberion |
A waist-high shelf partitions a sleeping area from the rest of this room. A bottle and other items rest atop the shelf. To the west, an archway opens into a deep alcove.
On top of the shelf lie a set of divinatory rocks marked with runes, an obsidian kukri, and a half-full bottle containing a swirling, green liquid. The shelves hold clothing, a cloak of black feathers, and other personal items.
The walls of the alcove are covered in scribbles of the name “Ankhazu,” and painted summoning symbols cover the floor. A tiered altar at the back of the alcove holds rows of statuettes carved from stone, bone, clay, and metal—all fetishes of various forms of Lamashtu. One of the tiers also holds a small basin of red liquid and several small metal dishes containing various pastes and powders.
None of these things is as striking as the scarred gnoll in flowing robes who turns and hisses at you as you enter her chambers!
Unlike the other gnolls you have encountered, her voice hisses and seethes, "Bodies for the mother! So ugly you are, let me make you beautiful in your devotion!" The gnoll licks the blade of her kukri.
GM Elberion |
Initiative
nanny: 1d20 + 4 ⇒ (16) + 4 = 20
zadim: 1d20 + 3 ⇒ (15) + 3 = 18
kermit: 1d20 + 4 ⇒ (19) + 4 = 23
Xim: 1d20 + 10 ⇒ (11) + 10 = 21
Victor: 1d20 + 1 ⇒ (18) + 1 = 19
Kyra: 1d20 ⇒ 3
Brallenera: 1d20 + 1 ⇒ (17) + 1 = 18
gnoll: 1d20 + 2 ⇒ (14) + 2 = 16
Kermit
Xim
Nanny
Victor
Zadim
BralleneraGnoll
Kyra
Bold are up!
Zadim - Pregen |
Has the potion of fly worn off? I believe it lasts for three minutes. If not, then he will fly, ending up 5 feet above his indicated position.
"You do not appear to be an outsider." notes Zadim as he considers this new foe.
Studied target: Gnoll
"But, your soul would seem to be as equally corrupt and irredeemable!" he declares as he moves in to strike.
Melee (cold iron kukri), studied target: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Damage (S), cold iron:: 1d4 + 7 ⇒ (1) + 7 = 8
Confirm Crit?: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Additional Crit Damage (S), cold iron:: 1d4 + 7 ⇒ (4) + 7 = 11
GM Elberion |
Zadim's blows land true.
By now, you can all recognise a gnoll worshipper of Lamashtu.
Roderick Xim |
Roderick activates his wings and flies up even with Zadim
”Yet another misguided gnoll? “
Victor Mordenheim |
Victor strides into the room, and starts swinging.
+2 Ghost-Touch Fauchard: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d10 + 15 ⇒ (8) + 15 = 23 Magical, Ghost-Touch damage.
Crit Confirmation: 1d20 + 9 ⇒ (9) + 9 = 18, for 1d10 + 15 ⇒ (2) + 15 = 17 *ADDITIONAL* damage.
Roderick Xim |
Victor strides into the room, and starts swinging.
Now you’re talking!
GM Elberion |
Between them, Zadim, Victor and Kermit slay the gnoll.
She shudders and shakes, her arms flail, blood pours from her her eyes and mouth, her head tips back in a scream and a wailing, monstrous vision of anguish and rage erupts from her throat.
Just above the ruined body of the gnoll floats a scowling ghostly figure. Its rotten face seems somehow both human and gnoll. Her belly is hideously scarred and tattered wings hang limply from her back.
One question for every five by which you beat the DC.
Kermit
Xim
Nanny
Victor
Zadim
BralleneraSpirit
Kyra
Bold are up!
Le Kyra Pregen |
Kn. Religion: 1d20 + 10 ⇒ (18) + 10 = 28
Kyra is glad to see the gnoll was dispatched with haste, but the arrival of a ghost was more troubling.
Her eyes turn to very cautious as she realizes who the spirit actually is, as Kyra recalls a sermon of her teachings.
"Companions, be on your guard! That is the spirit of Ankhazu, one of Lamashtu's most feared priestesses, to have died hundreds of years ago."
"Her given title was the B@stard-Queen of One-Thousand Sorrows, for infamous measure."
Nanny Ahd |
Knowledge (religion): 1d20 + 18 ⇒ (2) + 18 = 20
"Begone ghost. Trouble us no longer."
Nanny Ahd |
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Nanny uses her best anti-ghost weapon.
magic missile: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13
GM Elberion |
I have moved Nanny into the room. Need to be present to use your abilities. Kyra too, because retconning that knowledge check to after you got a look would be a pain.
The ghost drifts backwards 5ft step and then lets out a malevolent shriek!
A wave of energy washes over you all.
Roll on the following table at the start of each subject's turn each round to see what it does in that round.
d% Behavior
01-25 Act normally
26-50 Do nothing but babble incoherently
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Nanny Ahd |
Sorry about that. Thanks for moving me.
Will: 1d20 + 4 ⇒ (17) + 4 = 21
Brallenera Thalkham |
Will save, Hardy: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
The OTHER Dice roll (we never talk about it): 1d100 ⇒ 43
Brallenera stands there, babbling
Roderick Xim |
Will : 1d20 + 5 ⇒ (8) + 5 = 13 as Roderick covers his ears in pain.
Huh? : 1d100 ⇒ 44 and babbles with Brallenera
Zadim - Pregen |
1d20 + 5 ⇒ (18) + 5 = 23
"I fear I have no weapon capable of harming this incorporeal fiend." laments Zadim.
GM Elberion |
Victor is built for this, he just needs one of you to go down so that he can hit it :D
GM Elberion |
Victor still needs to save.
Kermit
Xim (confuzzled)
Nanny
Victor
Zadim
Brallenera (discombobulated)Spirit (-13)
Kyra
Bold are up!
Go get 'er!
Le Kyra Pregen |
Kyra takes a scroll from her belt.
"And hereby a blessing from the radiant lady."
She reads an incantation, and the scroll starts to glow.
As it starts turning brighter, Kyra places one hand on Zadim's shoulder.
"May her grace bolster your prowess against this foe."
Magic circle against evil.
Zadim and all within 10 ft of him gain the benefit of protection from evil. I took the liberty to attach a circle to Zadim.
Victor Mordenheim |
Will: 1d20 + 15 ⇒ (18) + 15 = 33.
Victor frowns, mildly irritated.
"Your time is over, Spirit..."
He then vomits up a gout of green ectoplasm, which coats his weapon, making it somehow sharper...
(Spending two points of Ectoplasm to add Keen to my weapon, since you can crit with ghost-touch!)
...then 5' steps forward to stand shoulder-to-shoulder with Zadim, then takes a swing.
+2 Ghost-Touch, Keen Fauchard: 1d20 + 9 ⇒ (17) + 9 = 26, for 1d10 + 15 ⇒ (8) + 15 = 23 Magical Ghost-Touch damage.
Crit Confirmation: 1d20 + 9 ⇒ (15) + 9 = 24, for 1d10 + 15 ⇒ (1) + 15 = 16 *ADDITIONAL* Magical Ghost-Touch damage.
GM Elberion |
Reminder, Xim and Brallenera get a new save with a +2 due to Protection from Evil
Victor's enchanted weapon pierces the veil of unlife and seriously harms the ghost. Her smirk quavers for a moment and wisps of energy drift away from her translucent form.
Kermit (Protection from Evil)
Xim (confuzzled, Protection from Evil)
Nanny (Protection from Evil)
Victor (Protection from Evil)
Zadim (Protection from Evil)
Brallenera (discombobulated, Protection from Evil)Spirit (-52)
Kyra (Protection from Evil)
Bold are up!
Roderick Xim |
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will, PfE: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Roderick looks around confused as everyone seems to be looking at him strangely...or maliciously, or concerned. Maybe both?
Alas, why did I ever trust these people? Who really are my friends? Brallenra attacked me earlier. Kyra thinks I need to pray more. But we are Pathfinders right? Cooperation. But then why are Zadim and Victor snickering behind my back. Friends? No, maybe not so much. Or are they? Maybe bombing everyone is the answer? No. Well it usually is. Hard to say though.
1d100 ⇒ 8 act normal?
Lads and Ladies. I am feeling a bit...put off. Very unlike myself.
He hurls a shock bomb at the ghost...for now. Excluding the 2 closest allies from the blast.
Bomb, range, pb: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
for Shock dmg : 3d6 + 3 + 1 ⇒ (3, 5, 5) + 3 + 1 = 17 5'r splash, 6 elec dmg (DC14 for half).
Nanny Ahd |
Nanny will cast magic missile again.
magic missile: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9
Zadim - Pregen |
Zadim eyes the spirit, then concludes, "Your final death shall be swift. More than you deserve, no doubt, but consider it a grace from the goddess." He drops his cold iron kukri and draws his second magic one.
Studied target: ghost
Full attack
Melees ((+1 kukri): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Damage (S), magic: 1d4 + 7 ⇒ (4) + 7 = 11
Melees (+1 kukri): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Damage (S), magic: 1d4 + 7 ⇒ (2) + 7 = 9
Melees (+1 kukri): 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Damage (S), magic: 1d4 + 7 ⇒ (3) + 7 = 10
Melees (+1 kukri): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage (S), magic: 1d4 + 7 ⇒ (4) + 7 = 11
Confirm Crit?): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Additional Crit Damage (S), magic: 1d4 + 7 ⇒ (4) + 7 = 11
GM Elberion |
Brallenera, the save was not an action. You may now act.
Xim's bomb flies true and destroys some objects on shelves but the ghost is unaffected.
Unless, I am wrong. Are your bombs magic?
Nanny's magic missile strikes true.
And Zadim lands blows, however ephemeral, with his kukris.
no crit
Kermit (Protection from Evil)
Xim (confuzzled, Protection from Evil)
Nanny (Protection from Evil)
Victor (Protection from Evil)
Zadim (Protection from Evil)
Brallenera (Protection from Evil)Spirit (-80)
Kyra (Protection from Evil)
Bold are up!
Roderick Xim |
Xim's bomb flies true and destroys some objects on shelves but the ghost is unaffected.
Unless, I am wrong. Are your bombs magic?
I had to look this one up as well. Bombs are Supernatural Effects(SU) so they do half damage to incorporeals like other energy-based spells (fireball etc)
Brallenera Thalkham |
The dwarfess moves toward the ghost and try to hit her with her magical axe
Attack: 1d20 + 10 ⇒ (6) + 10 = 16
dmg: 1d10 + 4 ⇒ (2) + 4 = 6
GM Elberion |
Kermit (Protection from Evil)
Xim (confuzzled, Protection from Evil)
Nanny (Protection from Evil)
Victor (Protection from Evil)
Zadim (Protection from Evil)
Brallenera (Protection from Evil)Spirit (-91)
Kyra (Protection from Evil)
Bold are up!
Roderick Xim |
Silly question...Is the gnoll still standing or just the ghost? I see both on the map, but only ghost/spirit listed in combat.
GM Elberion |
The gnoll is very dead. I'll slap an emoji on.
GM Elberion |
Activating GM Elberi-bot!
Kermit unleashes a volley of arrows.
rapid shot: 1d20 + 12 ⇒ (15) + 12 = 27
damage: 1d6 + 2 ⇒ (2) + 2 = 4
rapid shot: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1d6 + 2 ⇒ (3) + 2 = 5
rapid shot: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 + 2 ⇒ (1) + 2 = 3
GM Elberion |
Kermit's arrows all fly true and, due to his bow's magic, do some damage to the ghost.
The ghost shivers and moves silently away full withdraw through the wall behind it.
Kermit
Xim (confuzzled)
Nanny
Victor (Protection from Evil)
Zadim (Protection from Evil)
Brallenera (Protection from Evil)Spirit (-96)
Kyra (Protection from Evil)
Bold are up!