Kirrote
|
Kirrote watches Yangrit address one of the locals. The poor fellow just sneers back at her and starts to move on his way. Kirrote steps in front of him, his large green body blocking the man's way. He grabs the man by the shoulders and leans towards him so that his face is only a few inches away.
"The lady asked you a question. I think you should answer her," he grumbles. At the last moment he tries to smile but the look on the man's face makes it clear that the smile didn't look friendly.
Diplomacy, orc style: 1d20 - 1 ⇒ (6) - 1 = 5
The city local's disregard for Yangrit quickly turns to fear for his life. He squirms out of Kirrote's grasp and runs away as fast as he can.
Kirrote turns to Yangrit. "I don't think these people are very talkative."
Ahmandé
|
Ahmandé turns his attention to the Sacred Cobra, speaking carefully and only with vendors that he's learned to trust over the last hour and a half.
Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23
"So, it seems that the actual location of the Sacred Cobra auction moves around. Seems sensible given the attention the Pure Legion has focused on it. Unfortunately, it looks like the Aurum Death has also made them a bit prickly; they're buying fewer and fewer relics for auction to avoid getting any of those relics in their inventory. We'll need a bidder's banner to get into the auction... even more reason to track down Torvald!"
| GM PaleDim |
Many passing townsfolk seem cagey and reluctant to discuss the topic of the ongoing plague with the party. However, when one turns around and beholds the form of the beguiling halfling woman doing the asking, he can't help but take the time to dispense a bit of common knowledge. He seems to not notice Gratius next to her.
Yangrit and Kirrote continue to get... looks. Not nice ones. The local accosted by Kirrote not only runs off, but seems to leave a smaller puddle or two along the way. Curious.
Meanwhile, Ahmandé strikes out on his own armed with his bardic guile and discretion. His careful work pays off in breaking into the sphere of information about the Sacred Cobra.
Current revealed information:
Torvad: 22 (one more spoiler left)
Golden Statues/Aurum Death: 17 (two spoilers left)
The Sacred Cobra: 23 (one more spoiler left)
Great progress so far in this phase!
Phase 2! Aldran is still up to end the phase.
NOTE You can also decide as a group when you want to cease gathering information and proceed to Torvad. Information is useful... so is remaining time. Tradeoffs :)
Aldran Ironfoot
|
"There was a bit of nasty business today at the front gates with the death of that poor fellow. It almost looked like he was turning gold. Do you know what the cause of it could be?"
As he talks with one of the city watch about the Aurum Death.
Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23
I say we look for Torvad since it is our main mission.
| GM PaleDim |
Now three hours have passed. Late afternoon is starting to approach evening. The party has rounded out a robust spread of information, though there may yet be a little more to discover.
Current revealed information:
Torvad: 22 (one more spoiler left)
Golden Statues/Aurum Death: 23 (one more spoiler left)
The Sacred Cobra: 23 (one more spoiler left)
That concludes Phase 2. What do you say Pathfinders, eek out a bit more information or proceed to the Mendalari estate to find Torvad?
Ahmandé
|
"I agree; we can't afford to waste any time. The shadows already begin to grow; let's head to the estate."
| GM PaleDim |
I see three votes to move on. I'll move us forward a little later this evening.
| GM PaleDim |
After tiring of chatting up locals for information, you collectively decide to head over to the Mendalari estate. With the information you did gain, you're able to locate it easily.
The compound has 10-foot-high adobe walls studded with geometric mosaic designs, and the tightly closed double door is made of red-stained wood.
Once you arrive at the gates, you can smell an unexpectedly strong odor of smoke coming from within and see a damp red stain seeping out from under the door.
As you approach the double door you notice that there is already a key jammed into the keyhole and broken off right at the depth of the hole. This renders the door locked and with a damaged lock.
All is not right here...
Map is updated, but there's not much to see yet at the gate...
Pathfinders, what do you do?
| GM PaleDim |
adobe walls, not fence. It can be climbed but it's a little difficult.
Gratius attempts to scale the wall, but it proves too slippery and vertical for him to find holds.
Hootie Bell
|
"The locals are spooked and now that we're here the jammed lock and smoke seems to indicate that someone is not keen on us finding out things." Hootie observes as she finds footholds to clamber over...
Disable Device with Masterworked thieves tools 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
"Let's see..." as Hootie not finding any footholds she wants after seeing her strong friend fail to climb brings out one of her most important tools to her trade. A set of metal and wooden tools particular to her skills.
She begins to fiddle with the lock seeking to open the lock.....
| GM PaleDim |
This is a long-shot, but does anybody else have ranks in disable device to aid Hootie. One aid would put her roll over. Otherwise, Hootie can try again until she fails the check by 4 or more.
Aldran Ironfoot
|
Seeing that Hootie is pulling out lockpicks.
Aldran starts to look around so no one is watching.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Then Aldran whispers "May Torag guide your hand, lad." And casts guidance on Hootie.
| GM PaleDim |
Perfect!
Hootie dislodges the damaged lock from the outside, allowing her to easily reach the locking bolt and move it to open the door.
Next area coming momentarily
Ahmandé
|
Ahmandé steps up to Hootie to get a closer look at what she's doing with the lock. "Hootie, you have the hands of Drandle Dreng. I bet people don't compliment you on your nimble fingers much, what with... ahh... everything else there is to compliment, but you truly are an artist of his caliber with those tools."
Standard: begin bardic performance to inspire competence in Hootie for +2 bonus on Disable Device (19/20 rounds remaining)
Yangrit Foehammer
|
Well, we look suspicious, hanging around the gate. Yangrit glances around to see who may be watching, murmuring to her compatriots: "Let's get inside quickly. It would not do to have passersby assume we are complicit in this trouble."
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
| GM PaleDim |
The party enters the courtyard. Map updated.
One dead guard lies slumped against the inside of the gate, another is facedown about 20 feet away, and the remains of both the live-in gardener and the part-time stable hand lie messily draped over the shrubs.
All of the doors leading from the courtyard are closed, though there are signs of activity. There is a set of bloody footprints leads to the western stable door.
Aldran Ironfoot
|
Aldran moves into the courtyard
"Shouting ye say?"
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
"Ah dinnae hear a thing. Let me check th' bodies afore we gang running aff "
Heal: 1d20 + 1 ⇒ (15) + 1 = 16
Heal: 1d20 + 1 ⇒ (15) + 1 = 16
"Dinnae titch th' bodies. Thay hae th' disease, aurum death. Andina few hours thay wull become undead. "
Ahmandé
|
Ahmandé wastes no time on the bodies... Aldran's warning aside, he had no skill in that arena anyway. Hearing Gratius' call about the shouting, he quickly readies his bow and strides after the warrior.
Yangrit Foehammer
|
Yangrit takes a quick glance at the bodies with Aldran.
Heal vs DC15: 1d20 + 3 ⇒ (12) + 3 = 15
Heal vs DC15: 1d20 + 3 ⇒ (15) + 3 = 18
Perception vs DC16: 1d20 + 7 ⇒ (12) + 7 = 19
Her head jerks up at the same time as he notes the shouting. "Yes! I hear it too! We should help them! Quickly! And beware of golden beasts with claws! These dead were killed by that method!" Yangrit shouts as she begins sprinting powerfully on her stubby legs in the direction of the shouting. I wonder if beheading them before they rise would prevent them from becoming an undead threat. Hmm...
Hootie Bell
|
"Rise as Undead in a few hours? Then my friends, we had best see to the people shouting and save them first. Then we come back and deal with the bodies.." Hootie points out as she readies her bow........
| GM PaleDim |
Gatius, Ahmandé, Yangrit, and Hootie rush towards the West wing. The shouting gets louder as they approach but they find the door locked!
There was a main entrance between the West and East wings that might be unlocked.
Which way Pathfinders? The bloody footprints to the stable or proceed into the manor via the main entrance?
Yangrit Foehammer
|
"Drat! Of COURSE it is locked!" Not wanting to wait around for any lock picking attempt, Yangrit immediately whirls around and dashes for the next door she sees, hoping that it isn't locked too. She grasps the handle and pushes hurriedly. "Come on come on come on!" They got in somehow. I hope they did not lock the doors behind themselves!
Hootie Bell
|
Tools in hand, Hootie gets to work! Despite the urgency, Hottie's hands are deft and sure as she calmly manipuates the tumblers.
Disable device 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
"Go! I'll get this open as soon as I can." she urges the rest.
| GM PaleDim |
Hootie is unable to disable the lock, Yangrit finds the main entrance unlocked.
Kirrote
|
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Kirrote sniffs the air. Earlier they had smelled smoke but he isn't sure where it was coming from. Yangrit and the others seem to be concerned with some shouting but he fails to notice it. "I don't hear anything but I'll help you get in the building. Doesn't anyone notice these bloody footprints. It seems like that would be a concern." He shrugs and follows the others to the main door.
"Ok. Let's go in."
He pushes past Yangrit and into the main building.
Hootie Bell
|
Her hands felt the change even before she registered it and without pause the halfling stows her gear in one quick motion and stands.
Ready to sprint to the door as well....
Yangrit Foehammer
|
He pushes past Yangrit and into the main building.
"What the--! Kirrote! Ugh! Don't get yourself killed by those golden-clawed things. I'd hate to have to kill your corpse." Yangrit grumbles a bit, but is secretly glad that someone else is in the lead. Meat shields, you know. They're useful. There is a part of her that is ashamed of this honorless attitude, but another part that is brutally practical. The latter wins for now. She follows him into the building, allowing him to take the lead.
| GM PaleDim |
The party piles in through the main entrance...
This large room is filled with lavish furnishings, including several expensive antique sofas, beautiful oil paintings, and hand-woven rugs, all spattered with the blood and remains of at least two people. Two double doors, one on the eastern wall and one on the western wall, lead to each wing of the manor.
However, directly across the room are three gold-clad creatures. Standing in the middle, wrapped from head to toe in ancient strips of moldering linen, a humanoid moves with a shuffling gait. At each side of it are hideously malformed, hairless, pustule-covered corpses that move and snarl more like undead hounds than undead men. The trio groan and immediately begin lumbering towards you!
A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals. Sometimes called dog-ghouls for their ability to run on all fours, the name often causes opponents to misinterpret this creature’s abilities and grossly underestimate its intelligence, for the festrog is in fact a rather canny monstrosity.
Festrogs inhabit remote areas near places where they were slain. It’s not uncommon for a tribe of festrogs to share territories with ghouls. Most festrogs gather in small bands, based on whatever loose affiliations they might recall from when they were alive, and choose dwellings in sunless areas easily defended with group tactics. Like ghouls, they tend to skulk about graveyards, though they prefer ones with tombs and mausoleums so they can hide during the day. They hunt nocturnally in packs, preferring open areas like plains, farmlands, or open forests where they can track down prey with few places for it to run or hide. These packs wander semi nomadically, often traveling miles beyond their dwellings in pursuit of mortal flesh.
-----------------
Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground.
Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body’s major organs are removed and replaced with dried herbs and f lowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell.
Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are powerful clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.
-----------------
For every 5 that your check exceeds the DC of one of these, you may ask for one additional piece of information selected from knowledge checks.
Gratius: 1d20 + 1 ⇒ (7) + 1 = 8
Yangrit: 1d20 + 3 ⇒ (13) + 3 = 16
Kirrote: 1d20 + 3 ⇒ (3) + 3 = 6
Ahmande: 1d20 + 3 ⇒ (16) + 3 = 19
Hootie: 1d20 + 5 ⇒ (16) + 5 = 21
Aldran: 1d20 + 1 ⇒ (11) + 1 = 12
Festrogs: 1d20 - 2 ⇒ (14) - 2 = 12
Mummy: 1d20 - 3 ⇒ (12) - 3 = 9
Round 1
Bold may act.
Hootie
Ahmande
Yangrit
Aldran
---------
Undead "Hound" (Red)
Undead "Hound" (Blue)
Wrapped Humanoid (Green)
---------
Gratius
Kirrote
Hootie, Ahmande, Yangrit, and Aldran are up!
WARNING Hard battle alert! This one is definitely tuned to the higher sub-tier
Hootie Bell
|
Grabbing this chance, Hootie fires a testing shot.
Shoot red 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 5
Shoot Confirm? red 1d20 + 5 ⇒ (10) + 5 = 152d6 ⇒ (5, 1) = 6
Sneak attack if applicable 1d6 ⇒ 5
Watching her shot fly, the halfling is quick to claim cover by hiding behind some furniture!
Ahmandé
|
Ahmandé remains by the door, raising his longbow as he calls out to the Pathfinders. "You all know the Blakros Museum, right? A manor house not unlike this one, some strange things happened there once, with unusual artifacts that began possessing the collection! I see so many similarities to our current predicament. Pathfinders succeeded there; we can too!"
Move: draw darkwood longbow
Standard: begin bardic performance to inspire courage
Inspire Courage (18/20 rounds remaining): +1 competence to attacks and weapon damage, and +1 morale on saves vs. fear
Aldran Ironfoot
|
| 1 person marked this as a favorite. |
Know Religion: 1d20 + 5 ⇒ (13) + 5 = 18
"Watch out fer the undead, they are..." see spoilers
Moving forward and sliding up his sleeve Aldran raises his arm with his birthmark.
"Fowl beast return to yer unholy graves!"
Channel positive energy: 1d6 ⇒ 6
And that is how you become the most hated person in the room.
Yangrit Foehammer
|
Knowledge (religion): 1d20 + 4 ⇒ (11) + 4 = 15
Yangrit calls out concurrence with Aldran. "Yes, and those festrogs are smarter than they look!"
Not wanting to get too close to the golden undead monstrosities, Yangrit draws and loads her sling, firing off a bullet at the blue festrog.
Sling with cold iron bullets: 1d20 + 3 ⇒ (5) + 3 = 81d4 ⇒ 1
"Gah! Curses!" She had been standing too close to Kirrote, and had pulled her shot to avoid clocking him. She takes a five foot step away to give herself more room for her next shot (if the festrog doesn't close in on her, that is).
| GM PaleDim |
I'll post the undeads' turn shortly...
| GM PaleDim |
Hootie is the first to get off a shot, and it lodges deep into the forehead of the festrog to the right of the mummy! It howls and makes a horrible noise before falling to the ground, inanimate.
As the elf starts singing, Aldran releases a burst of divine energy, causing the mummy to slow and the remaining festrog to howl, making a terrible, unbearable noise. Yangrit winds up her sling but when the bullet it released from it, it ricochets off a far wall at the side!
Festrog Will, DC9: 1d20 + 4 ⇒ (7) + 4 = 11
Mummy Will, DC9: 1d20 + 8 ⇒ (8) + 8 = 16
The grotesque festrog runs on all four feet, directly to the one who just showed them a holy symbol...
10', move action
It immediate lunges at Aldran to bite him...
bite attack vs Aldran: 1d20 + 4 ⇒ (14) + 4 = 18
It only chips its teeth on the cleric's armor, then recoiling and howling at him more angrily.
Important!!!
On realizing that the wrapped humanoid is a mummy, a sudden feeling of despair starts to settle over most of the party, mixed with intense waves a fear...
Gratius Will (inspiration), DC19: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Paralyzed for rounds: 1d4 ⇒ 1
Yangrit Will (inspiration), DC19: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Paralyzed for rounds: 1d4 ⇒ 4
Kirrote Will (inspiration), DC19: 1d20 + 0 + 1 ⇒ (14) + 0 + 1 = 15 Paralyzed for rounds: 1d4 ⇒ 1
Ahmande Will (inspiration), DC19: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Aldran Will (inspiration), DC19: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 Paralyzed for rounds: 1d4 ⇒ 3
Suddenly, in your despair, you seem unable to move! Gratius, Kirrote, Yangrit, and Aldran are paralyzed, and can only perform mental actions.
The mummy lumbers towards Yangrit.
double move
Round 1 end, Round 2 start
Bold may act
---------
Round 1 (continued)
---------
Gratius (Paralyzed, 1 round)
Kirrote (Paralyzed, 1 round)
---------
Round 2
---------
Hootie
Ahmande
Yangrit (Paralyzed, 4 rounds)
Aldran (Paralyzed, 3 rounds)
---------
festrog (Red) -16
festrog(Blue) -3
mummy (Green) -3
The whole party is up! Those paralyzed can only take mental actions (e.g., channel energy). Hootie and Ahmande, you're our only hope (for a round at least)! You ought to be able to keep them busy while each of your teammates recovers.
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature f lying in the air at the time that it becomes paralyzed cannot f lap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
Aldran Ironfoot
|
Unable to move Aldran sends another wave of positive energy out to the undead.
Channel energy: 1d6 ⇒ 2
And now they can eat me at their leasure.
Oh Torag, hear this humble servant's plea. Give me the strength to hammer these fowl undead foes back into their graves.
Hootie Bell
|
What the.....that is downright nasty.
Hootie curses and mutters beneath her breath as her impressive body attempts to twists around for a better angle....
Shoot the mummy....oh mummy....
Point blank shot 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 131d6 + 1 ⇒ (1) + 1 = 2
Unfortunately with all the handy cover in the way, it works against her as well...
Ahmandé
|
As the elf starts singing...
Ahmandé uses Perform (oratory); he tells inspiring tales of past Pathfinder glory
Forgot to do this last round:
Knowledge (religion) DC 11, festrogs: 1d20 + 7 ⇒ (12) + 7 = 19 Weaknesses, please
Knowledge (religion) DC 15, mummy: 1d20 + 7 ⇒ (2) + 7 = 9
"Pathfinders are experts in dealing with strange magicks and dangerous artifacts; this is our wheelhouse! This is what we do!" He looks around at the frozen statures of his friends, and even despite his own misgivings, his words carry weight and continue to inspire his allies.
Keeping his bow up--ineffective as it is in only one hand--Ahmandé fishes in his bag quickly with the other for a wand; retrieving the one he wants, he begins the complicated process of activating this particular spell.
Free: maintain bardic performance to inspire courage
Move: retrieve wand of summon monster I
Standard: begin casting summon monster I (1 round casting time)
| GM PaleDim |
What the.....that is downright nasty.
Sigh, yup. I was supposed to actually do this as soon as you entered the room, but neglected to. I'm happy you got the actions in, taking out at least one festrog. Thank gods some of your afflictions rolled for low durations, so I think the game is keep the foes occupied while your teammates "come back online." This battle is super rough, but keep the cross-talk going and manage them and you could keep them from making snacks of your teammates.
| GM PaleDim |
Unable to move Aldran sends another wave of positive energy out to the undead.
Channel energy]1d6And now they can eat me at their leasure.
Oh Torag, hear this humble servant's plea. Give me the strength to hammer these fowl undead foes back into their graves.
Mummy Will, DC9: 1d20 + 8 ⇒ (17) + 8 = 25
The undead seem slightly stuck by the positive energy burst. The festrog shakes its head violently, as if trying to rid itself of a condition imposing a deficit of clarity. It looks at Aldran momentarily, considering whether to proceed with him...
| GM PaleDim |
Hootie nervously fires off another shot, and while it sticks in the mummy it seems to simply get lodged in its wrappings, not really detracting from the "meat" of the corpse.
Kirrote and Gratius can only stand by and watch the arrow fly between them at the mummy, privately hoping it's drawn away from them.
Despite the party's immobility, Ahmandé's inspiration continues to provide them with little but non-zero comfort. He reframes their fears against the collective competence of the Pathfinder Society, within which they are acting. Many heroes have been here before, and will be here again! Many do prevail and so shall they do so today!
The elf begins the summoning ritual... I like this move for action economy and to possibly further help draw them off. This is a good setup to come out of the first two bouts of (1 round) paralysis with a manageable chance.
Aldran: You also did a kn (rel) check, but didn't specify for which creature. It technically gets you an extra bit of info about the festrogs if we assign it there. What would you like to know?
Yangrit is up (if she has an mental actions that can be performed)!
Yangrit Foehammer
|
Though the wave of terror freezes Yangrit in place, the words of Ahmandé console her enough to notice... Crap. Of COURSE my nose itches like crazy when I can't scratch it! And all I can do is gripe about it while these gold beasts kill me and turn me into one of them.
Yangrit can do nothing but wait this out.