GM Lorenzo's PFS-Sanctioned Module: Gallows of Madness (Inactive)

Game Master Lawrence Smith 2

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The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"And I have a pointy weapon," Soddy chimes in, lifting her longspear. "So I can help prod the water if whatever is in there decides to prod back. So I am ready to go!"

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

Quinn looks at the murky water and is reminded of the swampy water back in the Mwangi jungle.

This will be just like noodling catfish back home...

"I can swim pretty good as well. Oh, and recently Gozreh blessed me with an ability that would make me very unpleasant to eat or grab. I can grow spines very similar to what a porcupine, and of course my claws should work just fine in the water. If you want I can jump in, swim over and attach the line for the non-swimmers to use."

I hope it is a catfish, fried catfish is just so good. Now if only somebody has some cornmeal.

Quinn looks back at the party "Besides, Gervase is awesome with her hammer or even her bow."

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

“I would welcome your company when and if you feel comfortable, Quinn.”

Gervase checks all her perishables are in waterproof bags and ties her rope to the railing of the secret staircase, checking that it will feed out efficiently as she swims.

She then drinks a potion of touch of the sea, grasps her spiked polearm and takes the plunge, keeping her head below the surface of the water to ensure anything Tyndyn initially spotted can’t sneak up on her. "Let's do this!"

take 10 swim at any obstacles: 10 + 6 + 8 = 24
take 10 perception + ‘favored’ aquatic terrain: 10 + 7 + 2 = 19

With a 30' swim speed, a double swim move should easily get Gervase to the landing on the other side of the room.

Aquatic Terrain (Ex): At 3rd level, an Abendego diver gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while underwater.

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea agrees to take Boomy's guns and other items so they won't risk being drenched.

Annea elates on the weightlessness that the levitation spell offers her and envisions the day when she will be able to gain full flight like the senior members of coven.

"This is just fantastic! Thank the Goddess!"

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

Quinn takes off his backpack and hands it over to Annea. Freed of its weight, and keeping his stuff dry, Quinn is ready to enter the water. His hands grow into claws as he slips into the water next to Gervase.

take 10 swim at any obstacles: 10 + 6 = 16
perception while in water: 1d20 + 9 ⇒ (20) + 9 = 29

"Wow, you look so comfortable in the water Gervase, you lead and I"ll follow."

Grand Lodge

Curse of the Crimson Throne | Loot

Annea enters the cellar via the stairs down from the kitchen then flies near the ceiling along the north wall of the room.

Gervase descends the steps from the secret portal in the ballroom, steps into the water, and swims a circuitous route to the raised platform in the northwest corner of the cellar.

Then, Quinn enters the water from steps down from the kitchen.

Just as the shifter spots a large bloated leech lurking in the muck and slime beneath the murky water, it tries to bite him.

Knowledge (nature) DC12:
It a fiendish giant leach, a vermin with the aquatic subtype. For every 5 you exceed the DC, you may ask one question from this list.

GM Screen:
Stealth: 1d20 + 1 + 8 ⇒ (18) + 1 + 8 = 27

Perception:

Boom Sticks: 1d20 + 6 ⇒ (9) + 6 = 15
Soddy: 1d20 + 9 ⇒ (15) + 9 = 24
Gervase: 1d20 + 7 ⇒ (6) + 7 = 13
Bellisir: 1d20 + 9 ⇒ (7) + 9 = 16
Quinn: 1d20 + 9 ⇒ (14) + 9 = 23
Annea: 1d20 + 3 ⇒ (4) + 3 = 7 (+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (7) + 14 = 21

Initiative:

Boom Sticks: 1d20 + 3 ⇒ (12) + 3 = 15
Soddy: 1d20 + 6 ⇒ (20) + 6 = 26
Gervase: 1d20 + 4 ⇒ (14) + 4 = 18
Bellisir: 1d20 + 6 ⇒ (20) + 6 = 26
Quinn: 1d20 + 4 ⇒ (3) + 4 = 7
Annea: 1d20 + 2 ⇒ (7) + 2 = 9
Tyndyn Hawk: 1d20 + 3 ⇒ (17) + 3 = 20
??: 1d20 + 1 ⇒ (2) + 1 = 3

Bite; Damage: 1d20 + 2 ⇒ (7) + 2 = 91d6 ⇒ 2

Round 1
Bold
may act.

Bellisir
Soddy Daisy
Gervase
Boom Sticks
Annea & Tyndyn
Quinn

---
??

Map & Images
(The steps enter the water in the blue square. Something lurks beneath the water in the red square.)

Mechanics:
The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC10 Swim check.
Getting onto a barrel requires a move action and a successful DC15 Acrobatics check.
Any PC who starts her turn on a barrel or jumps onto a barrel must also succeed at a DC15 Acrobatics check or fall into the water.
As a move action, a PC who succeeds at a DC10 Strength check can move a barrel 5 feet. For every 5 points the check result exceed the DC, the PC can move the barrel an additional 5 feet.
Pulling oneself up onto the elevated platform at the far end of the room requires a successful DC10 Climb check.

Deep Bog costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bogs increase the DC of Stealth checks by 2.

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

Round #1: AC 18, 30' swim speed, touch of the sea (2/10), hold breath (2/56 rounds)

“Dammit, I should have known something like this would happen! It's a giant leach. It's special attacks include ...”

trained Knowledge (nature) DC 12: 1d20 + 5 ⇒ (14) + 5 = 19 special attacks please, GM

Gervase shakes her backpack off onto the landing. (move action)

“Don’t use the guide rope yet! It’s not secured at this end. Quinn, you mightn’t see me, but I’m coming.”

The dive ranger then takes a deep breath and leading with her polearm, swims underwater 20 feet towards the bug, staying submerged the entire way to avoid the barrels. (second move action)

take 10 swim at any obstacles, she can t10 even if distracted or endangered: 10 + 6 + 8 = 24

Gervase will take an AoO if the bug closes with her.

Deep Diver (Ex) At 1st level, an Abendego diver can hold her breath for twice as long as usual (4 rounds times her Constitution score instead of the normal 2).

Grand Lodge

Curse of the Crimson Throne | Loot

Gervase drops her bag on the platform, and turns at the sounds of violent splashing near the kitchen steps. Recognizing the creature attacking Quinn, she warns everyone, "A giant leech's special attacks include attach and blood drain (1 Strength and 1 Constitution)."

The ranger takes a deep breath and dives through the water toward the giant leech, dodging the flotsam with ease.

Round 1
Bold
may act.

Bellisir
Soddy Daisy

Gervase
Boom Sticks
Annea & Tyndyn
Quinn

---
Giant Leech

Bellisir, Soddy Daisy, Boom Sticks, Quinn, Annea & Tyndyn, you're up!

Map & Images
(The steps enter the water in the blue square. Something lurks beneath the water in the red square.)

Mechanics:
The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC10 Swim check.
Getting onto a barrel requires a move action and a successful DC15 Acrobatics check.
Any PC who starts her turn on a barrel or jumps onto a barrel must also succeed at a DC15 Acrobatics check or fall into the water.
As a move action, a PC who succeeds at a DC10 Strength check can move a barrel 5 feet. For every 5 points the check result exceed the DC, the PC can move the barrel an additional 5 feet.
Pulling oneself up onto the elevated platform at the far end of the room requires a successful DC10 Climb check.

Deep Bog costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bogs increase the DC of Stealth checks by 2.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Still in the kitchen and waiting her turn to go down, Soddy can hear the sounds of combat and splashing erupting from down below.

"Oh! Leeches? Yuck!"

Rather than risk getting in Bellisir or Boomy's way she waits to let them go down the stairs first before acting...
______________

Here but I'm going to Delay until Bellisir & Boomy act~

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"Eww, leeches suck. I hope this is the only thing down here"

These things don't taste like catfish, that's for sure.

Right claw attack: 1d20 + 7 ⇒ (14) + 7 = 21
Right claw damage (s/p/ci/ag/m): 1d4 + 3 ⇒ (2) + 3 = 5

Left claw attack: 1d20 + 7 ⇒ (2) + 7 = 9
Left claw damage (s/p/ci/ag/m): 1d4 + 3 ⇒ (1) + 3 = 4

swift action spiked form lasting 1 minute

if hit in combat:
damage taken: 1d4 ⇒ 2

"umm, this is gross. Please kill this thing guys"

Grand Lodge

Curse of the Crimson Throne | Loot

Though Quinn's right jab misses the leech, the cover provided by the water isn't enough to shield the fiendish vermin from the shifter's piercing left.

Round 1
Bold
may act.

Bellisir
Soddy Daisy

Gervase
Boom Sticks
Annea & Tyndyn

Quinn
---
Fiendish Giant Leech [-5; cover (improved cover from foes above the water)]

Bellisir, Soddy Daisy, Boom Sticks, Annea & Tyndyn, you're up!

Map & Images
(The steps enter the water in the blue square. Something lurks beneath the water in the red square.)

Mechanics:
The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC10 Swim check.
Getting onto a barrel requires a move action and a successful DC15 Acrobatics check.
Any PC who starts her turn on a barrel or jumps onto a barrel must also succeed at a DC15 Acrobatics check or fall into the water.
As a move action, a PC who succeeds at a DC10 Strength check can move a barrel 5 feet. For every 5 points the check result exceed the DC, the PC can move the barrel an additional 5 feet.
Pulling oneself up onto the elevated platform at the far end of the room requires a successful DC10 Climb check.

Deep Bog costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bogs increase the DC of Stealth checks by 2.

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

Boomy waits behind Gervase as she runs the guide rope, but seeing that most of the pathfinders agree with their idea of trying the alternative route, they follow the larger group. They are disappointed to find that both routes lead to the same place.

"Huh. What was all that music for then? Well, I'm not a good swimmer but I've got some pointy objects."

Hearing about the monstrous leech below, Boomy straps on their klar and takes their kunai in their other hand. Descending the steps, the little plant-person's head goes under the mucky water and they cautiously poke at the leech.

kunai vs leech, defensive fighting: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6damage: 1d3 + 2 ⇒ (1) + 2 = 3

AC=20; breath remaining 26; going under the water to avoid cover penalties.

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Bellisir watches from up top as Quinn jumps into the water in the basement and sees lots of roiling and splashing as he does battle with the giant leech. As Boom Sticks moves to engage the fiendish parasite from the stairs below the water's surface, the monk moves onto the stairs. Placing one hand on the edge of a stair above the water's surface, Bellisir drops over the side into the water.

As the leech is occupied with Quinn, the half-elf grasps his siangham in both hands and thrusts it point first toward the misshapen blob underneath the water's churning surface.

Siangham+STR & BAB-cover: 1d20 + 1 + 2 - 2 ⇒ (19) + 1 + 2 - 2 = 20
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

I think I figured the bonuses and penalties on this correctly on the attack roll. Correct me if I'm wrong.

Grand Lodge

Curse of the Crimson Throne | Loot

Boom Sticks shuffles down the steps and into the water, stabbing at the leech with a kunai, and Bellisir drops into the water and gives the leech the business end of his siangham.

Round 1
Bold
may act.

Bellisir
Soddy Daisy
Gervase
Boom Sticks
Annea & Tyndyn
Quinn
---
Fiendish Giant Leech [-12; cover (improved cover from foes above the water)]

Soddy Daisy, Annea & Tyndyn, you're up!

Map & Images
(The steps enter the water in the blue square. Something lurks beneath the water in the red square.)

Mechanics:
The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC10 Swim check.
Getting onto a barrel requires a move action and a successful DC15 Acrobatics check.
Any PC who starts her turn on a barrel or jumps onto a barrel must also succeed at a DC15 Acrobatics check or fall into the water.
As a move action, a PC who succeeds at a DC10 Strength check can move a barrel 5 feet. For every 5 points the check result exceed the DC, the PC can move the barrel an additional 5 feet.
Pulling oneself up onto the elevated platform at the far end of the room requires a successful DC10 Climb check.

Deep Bog costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bogs increase the DC of Stealth checks by 2.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

With Bellisir and Boomy now moved forward, Soddy does the same and manages to make her way into the stairwell - though she may or may not have to duck under Annea just slightly in order to do it.

"Hold on, maybe I can reach with my spear!"

The little leshy watches for an opening...
______________

I'm assuming that Annea is up near the ceiling and that there's enough room for Soddy to double-move to the top of the stairs~

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Oh wait, I can reach with my spear..."

Attack vs. Leech (Leech has Cover): 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Damage: 1d6 ⇒ 4

"Hmm. Water makes this more challenging."

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea will delay until someone is injured or she can attack the leach without it being almost impossible to hit.

Grand Lodge

Curse of the Crimson Throne | Loot

Annea waits until her odds are better or someone needs healing, and Soddy Daisy jabs her longspear at the leech, but it dodges the blow.

Thrashing in the flooded waters of the cellar, the fiendish giant leech bites Bellisir and latches onto him in a toothy, blood-sucking grapple.

GM Screen:
Bellisir, Boom Sticks, Quinn: 1d3 ⇒ 1

Bite; Damage: 1d20 + 2 ⇒ (15) + 2 = 171d6 ⇒ 1

Round 2
Bold
may act.

Bellisir (-1; grappled; blood drain at the end of the turn while the leech is attached)
Soddy Daisy
Gervase
Boom Sticks
Annea & Tyndyn
Quinn

---
Fiendish Giant Leech [-12; grappled; cover (improved cover from foes above the water)]

Everybody's up!

Map & Images
(The steps enter the water in the blue square. Something lurks beneath the water in the red square.)

Mechanics:
The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC10 Swim check.
Getting onto a barrel requires a move action and a successful DC15 Acrobatics check.
Any PC who starts her turn on a barrel or jumps onto a barrel must also succeed at a DC15 Acrobatics check or fall into the water.
As a move action, a PC who succeeds at a DC10 Strength check can move a barrel 5 feet. For every 5 points the check result exceed the DC, the PC can move the barrel an additional 5 feet.
Pulling oneself up onto the elevated platform at the far end of the room requires a successful DC10 Climb check.

Deep Bog costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bogs increase the DC of Stealth checks by 2.

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

Round #2: AC 18, 30' swim speed, touch of the sea (3/10), hold breath (4/56 rounds)

Gervase stays submerged holding her breath, as she takes a 5’ paddle closer and strikes at the leech with her polearm’s pointy end.

A creature with a swim speed takes no penalties with a piercing weapon in underwater combat.

lucerne hammer + power attack (PA) on Leech: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
silver piercing damage: 1d12 + 6 + 3 - 1 ⇒ (10) + 6 + 3 - 1 = 18

Grand Lodge

Curse of the Crimson Throne | Loot

Gervase swims under and around the empty casks and barrels and skewers the fiendish giant leech with the pointy end of her silver lucerne hammer. It releases its grip on Bellisir and sinks, lifeless, beneath the flood waters of the cellar.

The team works its way across the flotsam-clogged basement, arriving on the platform to the west.

Quinn notices one of the smaller casks is floating much lower in the water. Hauling it up onto the platform, Boom Sticks notices a maker's mark indicating it's filled with fine whiskey, probably worth a good price back in civilization.

Appraise DC20:
It's worth about 150gp.

The Wounded
Bellisir (-1)

Map & Images

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

Realizing nobody needs the guide rope, Gervase unties the secret passage end, coils up the angel-wing shortened cable and stows it in her drenched backpack.

“Annea, I don’t suppose you have prestidigitation prepared? It would be nice to dry off before we proceed.”

“Also, does anyone mind if I carry the potion of enlarge person we Pathfindered from Baron Sarini’s study? It might come in handy against Wormgnash.”

Hammer in hand, and with the cold light from her wayfinder still *glowing*, the ranger moves up beside Boom Sticks and Quinn to scan the surroundings. “So we’re heading west?”

take 10 perception: 10 + 7 = 17

Not sure if there’s a door or passage or what-not to the west on the map, GM?

Grand Lodge

Curse of the Crimson Throne | Loot

Gervase retrieves her gear, asks Annea to dry her laundry with a cantrip, claims the potion of enlarge person, and finally, she searches the wall along the platform.

Behold! The ranger discovers a secret door!

Map & Images

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

"Here is is! A secret door behind the wood panelling."

Gervase beckons Bellisir and Quinn closer. "Is everyone ready for door-opening SOP?"

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"That was an awesome hit Gervase, why you looked like a regular seama... um sea person there with the way you moved through the water."

Quinn points at the cask and smiles a bit to himself. "While I don't drink the hard stuff, my parents only let me have watered down wine or dad would purify some water for us, I do know that it can be a bit expensive. We should grab it on our way out, maybe sell it to somebody in town like Alcie Kruptin!"

With Gervase finding a secret door, Quinn moves forward to the door and readies to enter through the portal.

Perception (to listen for movement in next room/hall): 1d20 + 9 ⇒ (10) + 9 = 19

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea smirks at Gervase's question about her prepared spells.

"Well, I am sorry you are all soggy. I've learned other spells. I am sure that we will need them very soon."

Annea renews her light spell.

"By the Goddess... Illuminus!"

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

"Well done Gervase! Don't worry about the water, it's good for your roots.

Thanks for carrying my guns, Annea. Let's see what's behind the secret door!"

Boomy holsters their pepperbox, slings their blunderbuss over their shoulder, replaces their klar in its usual position on their woody 'hip', and readies their polearm.

"i'm good to go."

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Yes, water is very good for your roots," Soddy agrees. Being the last to file up and out of the water, she takes one last glance back at the low-riding barrel that Quinn had pointed out.

Appraise (DC 20): 1d20 + 1 ⇒ (10) + 1 = 11

"Hmm, I don't know much about how fleshies value fermented things. But if you say that it might be expensive then I trust your judgement, Quinn."

Soddy then hefts her longspear.

"I'm ready to move forward too."

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

"Thank-you, friends!"

Quinn wrote:
"why you looked like a regular seama... um sea person there ..."

"Sailor works, Quinn." She *winks*

"Underwater combat was my speciality in the navy, and as a mercenary scout when I got out."

Gervase tops her longstrider ability up with another ✨tap of her wand.

Grand Lodge

Curse of the Crimson Throne | Loot

Perception at the Secret Door:

Boom Sticks: 1d20 + 6 ⇒ (11) + 6 = 17
Soddy: 1d20 + 9 ⇒ (7) + 9 = 16
Gervase: 1d20 + 7 ⇒ (6) + 7 = 13
Bellisir: 1d20 + 9 ⇒ (14) + 9 = 23
Annea: 1d20 + 3 ⇒ (2) + 3 = 5 (+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (6) + 14 = 20

Bellisir, Gervase, Quinn: 1d3 ⇒ 2
Perception in the Room:

Boom Sticks: 1d20 + 6 ⇒ (3) + 6 = 9
Soddy: 1d20 + 9 ⇒ (1) + 9 = 10
Gervase: 1d20 + 7 ⇒ (12) + 7 = 19
Bellisir: 1d20 + 9 ⇒ (16) + 9 = 25
Quinn: 1d20 + 9 ⇒ (16) + 9 = 25
Annea: 1d20 + 3 ⇒ (6) + 3 = 9 (+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (18) + 14 = 32

Quinn takes a look around the secret door, finds no traps, and senses nothing beyond it. The rest of the team follows suit, with the same results.

Gervase opens the secret portal, and there's a gritty grinding noise as the door swings open. Annea detects no magical auras within the chamber.

A web of thick, pulsating goo covers the walls and part of the floor of this room. Dozens of misshapen, puffy heads and arms stick out from throbbing sacs attached to the vile substance, their mouths wailing and moaning, and their twitching claws reaching out blindly. Spiraling stairs lead down to a central two-foot-deep recess decorated with diabolical symbols.

Tyndyn screeches an alarm, and Gervase, Bellisir, and Quinn notice eight fiendish mites breaking free of the web. You recognize the purplish black, pulsating goo that infuses the web. It's made entirely of demon's bile!

Initiative:

Boom Sticks: 1d20 + 3 ⇒ (7) + 3 = 10
Soddy: 1d20 + 6 ⇒ (11) + 6 = 17
Gervase: 1d20 + 4 ⇒ (5) + 4 = 9
Bellisir: 1d20 + 6 ⇒ (4) + 6 = 10
Quinn: 1d20 + 4 ⇒ (20) + 4 = 24
Annea: 1d20 + 2 ⇒ (6) + 2 = 8
Tyndyn Hawk: 1d20 + 3 ⇒ (7) + 3 = 10
Mite Group 1: 1d20 + 1 ⇒ (14) + 1 = 15
Mite Group 2: 1d20 + 1 ⇒ (14) + 1 = 15

Surprise Round
Bold
may take a single Move or Standard Action.

Quinn
Soddy Daisy
---
Mites
---
Bellisir
Boom Sticks
Gervase
Annea & Tyndyn

Quinn, you're up in the surprise round!

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"What mites, didn't Annilda say Wormgnash has mite allies? I'll bet we are getting close."

Quinn cautiously enters the room trying to avoid the bile infused webs and gets ready to attack.

Acrobatics(jumping over webs): 1d20 + 8 ⇒ (19) + 8 = 27

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Bellisir wades through the flooded cellar, pushing barrels out of the way as needed and helping others who are smaller than he is nagivate the watery obstacles. Once he climbs out of the water and onto the landing, he puts away his siangham and strides forward to get into a ready position at the door.

"I am ready. Let us move forward and find Wormgnash."

Once the door is open and the monk can see through into the room and the horrific Abyssal mockery of a spider's web, Bellisir's eyes widen in shock, a huge departure from his normally deadpan composure, especially when the mites start freeing themselves from the sacs attached to it.

"Holy-" is all Bellisir has time to get out before all hell breaks loose.

Grand Lodge

Curse of the Crimson Throne | Loot

Quinn leaps over a section of the sticky demon's bile-infused webs and past one of the fiendish mites, and the shifter lands on the descending steps, managing to maintain his balance.

Breaking free of the cocoon-like webbed sacs, the fiendish mites surge up from the bottom tiers of the pit-like chamber.

The red mite slashes at Quinn with a dagger, merely managing to bruise him with the pommel.
Dagger, Higher Ground; Damage: 1d20 + 0 + 1 ⇒ (18) + 0 + 1 = 191d3 - 1 ⇒ (1) - 1 = 0

The pink and purple mites scurry across the floor and up the steps toward Quinn. And the rest of the mites swarm up the steps and through the webs from the lower levels of the chamber. The fiendish mites don't seem affected by the webs.

Surprise Round
Bold
may take a single Move or Standard Action.

Quinn (-1 NL)
Soddy Daisy
---
Mites
---
Bellisir
Boom Sticks
Gervase
Annea & Tyndyn

Bellisir and Gervase, you're up in the surprise round!

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

Surprise Round #0: AC 18, longstrider

Gervase doesn’t like the look of the sticky webs. “Quinn, I don’t like the look of the webs.”

"But if you get *ahem* stuck, I will charge in to help you."

With what appears to be a reach shot at the red-eyed mite from the doorway, she raises her hammer.

Lucerne hammer - cover? on Red mite: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
silver bludgeoning damage: 1d12 + 6 ⇒ (10) + 6 = 16

She then steps 5’ to the south (not an action), to let someone else have a turn.

“If Quinn wasn’t in there, I’d be tempted to chuck in an alchemist’s fire to see what happened? Thoughts?”

Grand Lodge

Curse of the Crimson Throne | Loot

Gervase reaches through the secret door and drops the red mite with her lucerne hammer.

Map & Images

Surprise Round
Bold
may take a single Move or Standard Action.

Quinn (-1 NL)
Soddy Daisy
---
Mites
---
Bellisir
Boom Sticks
Gervase
Annea & Tyndyn

Bellisir, you're up in the surprise round!

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

"I am ineffective against mites, but I can help Quinn create a choke point," Bellisir says as he quickly moves into the room and leaps over the webbing to stand beside Quinn.

Acrobatics(leaping over the webs): 1d20 + 8 ⇒ (19) + 8 = 27

The monk enters the stairwell and handsprings over one of the strands of web bile and his momentum carries him between two more strands as he lands in a standing position next to the shifter.

Grand Lodge

Curse of the Crimson Throne | Loot

With almost supernatural grace, Bellisir leaps over the demon's bile-infused webs and sticks the landing on the steps above the purple mite.

Map & Images

Round 1
Bold
may act.

Quinn (-1 NL)
Soddy Daisy
---
Mites
---
Bellisir
Boom Sticks
Gervase
Annea & Tyndyn

Quinn and Soddy Daisy, you're up!

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"Yes, Bellisir. Let's take the fight to them and make room for our friends. I"ll focus on the one on the right!"

Right claw attack (pink mite): 1d20 + 7 ⇒ (11) + 7 = 18
Right Claw damage (s/p/ci/ag/m): 1d4 + 3 ⇒ (3) + 3 = 6

Left claw attack (pink mite): 1d20 + 7 ⇒ (16) + 7 = 23
Left Claw damage (s/p/ci/ag/m): 1d4 + 3 ⇒ (4) + 3 = 7

If the mite drops Quinn will 5 ft forward into its square

Grand Lodge

Curse of the Crimson Throne | Loot

*SLASH! SLASH!* Quinn drops the pink mite with his right claw and the purple mite with his left. The small creatures drop, blood flowing down the steps.

Map & Images

Round 1
Bold
may act.

Quinn (-1 NL)
Soddy Daisy
---
Mites
---
Bellisir
Boom Sticks
Gervase
Annea & Tyndyn

Soddy Daisy, you're up!

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Time to exterminate~"

Soddy hustles forward towards the door and ducks past Boomy, stopping for a moment to pluck one of the daisies that frames her face and pop it into her mouth.
______________

Soddy moves to her current position & 'drinks' her extract of Adhesive Spittle~

Grand Lodge

Curse of the Crimson Throne | Loot

Soddy Daisy hustles forward and tosses back an extract.

The fiendish mites continue their surge up the stairs toward our intrepid heroes. The demon's bile-infused webs don't seem to hinder their progress.

The orange and green mites cackle and wag their little blue fingers, pointing at Quinn and Bellisir.

Spellcraft DC16:
Doom, DC10 Will save or shaken

The rest of the mites throw their darts at their closest threat, then brandish their little daggers.
Dart; Damage vs Quinn: 1d20 + 2 ⇒ (2) + 2 = 41d3 - 1 ⇒ (3) - 1 = 2
Dart; Damage vs Quinn: 1d20 + 2 ⇒ (4) + 2 = 61d3 - 1 ⇒ (1) - 1 = 0
Dart; Damage vs Quinn: 1d20 + 2 ⇒ (5) + 2 = 71d3 - 1 ⇒ (2) - 1 = 1

Map & Images

Round 1/2
Bold
may act.

Quinn (-1 NL; DC10 Will save)
Soddy Daisy
---
Mites
---
Bellisir (DC10 Will save)
Boom Sticks
Gervase
Annea & Tyndyn

Bellisir, Boom Sticks, Gervase, Annea & Tyndyn, you're up in Round 1, the Quinn and Soddy Daisy in Round 2!

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

Boom Sticks moves up into the doorway, and a little <gasp> escapes their woody lips as they survey the grotesque scene.

"Right. Better clear all this gunk out of the way!"

They set about trying to clear the entrance of the purple demon-bile with their cold iron hammer.

hammer attack vs bile: 1d20 + 6 ⇒ (20) + 6 = 26cold iron damage: 1d10 + 3 ⇒ (5) + 3 = 8
Huh. Can I crit it? If I can:
confirm crit vs bile: 1d20 + 6 ⇒ (12) + 6 = 18cold iron damage: 1d10 + 3 ⇒ (9) + 3 = 12

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

Round #1: AC 18, longstrider

“Ideally I want to move to Boomy’s spot, but could move 5’ to the west of Boomy if the webs get cleared, to shoot a cold iron arrow or two at the mites not yet engaged in melee.”

“How goes the cobweb cleaning, Broom Sticks?”

Gervase delays until she knows more.

Grand Lodge

Curse of the Crimson Throne | Loot

With a lucky backswing, Boom Sticks clears not just one, but two sections of demon's bile-infused webs with the cold iron lucerne hammer.

Map & Images

Round 1/2
Bold
may act.

Quinn (-1 NL; DC10 Will save)
Soddy Daisy
---
Mites
---
Bellisir (DC10 Will save)
Boom Sticks
Gervase
Annea & Tyndyn

Bellisir, Gervase, Annea & Tyndyn, you're up in Round 1, the Quinn and Soddy Daisy in Round 2!

Liberty's Edge

Female NG Human Ranger (Abendego diver) 12 | HP 136/136 | AC 24, T 16, F 20 | CMB +16, CMD 32 | F +20, R +19, W +16 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +17, Sense Motive +2 | Speed 30ft | Active Conditions: none

Round #1 (cont): AC 18, longstrider

Gervase drops her hammer, drawing her bow as she weaves 15 feet in front of Boomy, while still giving the leshy warrior room to advance.

With three obvious targets before her, the ranger slots one of the Sarini’s cold iron arrows into her longbow deciding to target the sky-blue toned mite at the rear.

“I’ll save the front rank for you, Quinn.”

longbow – cover/soft cover on light blue mite: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
cold iron piercing damage: 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Curse of the Crimson Throne | Loot

Gervase moves into the area cleared by Boom Sticks and looses a cold iron arrow at the light blue mite. Its oversized head bobbles and it topples.

Map & Images

Round 1/2
Bold
may act.

Quinn (-1 NL; DC10 Will save)
Soddy Daisy
---
Mites
---
Bellisir (DC10 Will save)
Boom Sticks
Gervase
Annea & Tyndyn

Bellisir, Annea & Tyndyn, you're up in Round 1, the Quinn and Soddy Daisy in Round 2!

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (9/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

I don't think Bellisir or Annea would do anything to null this action before Soddy's turn comes up so posting this now.

With some of the cobwebs now cleared away Soddy draws her cold-iron dagger and squeezes ahead and into the corridor, stopping next to Gervase. Still out of reach of being able to spit on any mites, she settles for helping to clear some more of the demon bile.

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea decides it's time for the play rough!

"In the name of the Goddess of Air I call forth the winds to strike these foul creatures dead! May your goodness cleanse this evil from the world."

Standard Action cast Aggressive Thundercloud and place it upon the blue mite. Move action to position herself in the doorway.

DC15 Reflex save or take Electrical Damage: 3d6 ⇒ (5, 6, 1) = 12

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

With the path behind him open, Quinn feels it is safe enough to advance. Taking a quick step forward the young man whispers a short prayer to Gozreh causing his arms to lengthen.

5 ft step and full attack on yellow, swift action stretching form

Right Claw attack (yellow mite): 1d20 + 7 ⇒ (19) + 7 = 26
Right Claw damage (s/p/m/ci/ag): 1d4 + 3 ⇒ (1) + 3 = 4

Left Claw attack (yellow mite): 1d20 + 7 ⇒ (10) + 7 = 17
Left Claw damage (s/p/m/ci/ag): 1d4 + 3 ⇒ (3) + 3 = 6

I wonder if they are here guarding something....or someone?

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

I forgot this

Will Save: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Will Save: 1d20 + 4 ⇒ (16) + 4 = 20

"I will be ineffective against these mites," Bellisir says, stepping up next to Quinn. "But I can be a barrier to keep them from reaching the others."

The monk moves up to stand astride the body of a fallen mite. Planting his feet in places where there is no blood, Bellisir envisions himself as a tree with strong roots deep within the earth being caressed by a strong breeze.

Bellisir moves up beside Quinn and goes into full defense mode. +4 to AC.

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