Ny'a |
"Aren't you back to real-dead, yet, you vile un-dead?!? Be gone with you! Let Iomedae's glory send you to a permanent rest!!!"
Standard: attack
longsword, smite evil, flank: 1d20 + 7 + 3 + 2 ⇒ (5) + 7 + 3 + 2 = 17
Damage, S, smite evil: 1d6 + 3 + 3 ⇒ (5) + 3 + 3 = 11
GM Fuzzfoot |
Unfortunately, Ny'a's attack does not succeed, although Alaric makes a solid hit.
The mummy moans as it turns to N’ya, and punch her hard. Luckily, her divine faith prevents her from suffering mummy rot.
Slam Attack vs Smite: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Round 4: (Bold may act)
Zaldurr
Alaric
Shredder (12 dmg)
Darven
Ny'a (16 dmg, +3 deflection bonus to AC vs. the mummy)
Agent
Farlen
Red Mummy (55 dmg)
Alaric Ysande |
Alaric takes another swing, heartened by the fact that Shredder was moving again! Unfortunately, he appears to have been distracted by the fact that Shredder was moving.
magic scimitar, flank, PA: 1d20 + 8 + 2 - 1 ⇒ (5) + 8 + 2 - 1 = 14 magic slashing, PA: 1d26 + 5 + 2 ⇒ (19) + 5 + 2 = 26
AC Shredder |
Shredder shreds into the mummy. Unfortunately, he is not strong enough to land blows heavy enough to penetrate the thick wrappings of the mummy.
talon PA: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12 S/P PA: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
talon PA: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26 S/P PA: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
bite PA: 1d20 + 8 - 1 + 2 ⇒ (19) + 8 - 1 + 2 = 28 S/P/B PA: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Ny'a |
Ny'a grunts at the powerful hit from the mummy. Groaning, she keeps her quips to herself as she swings again.
Standard: attack
longsword, smite evil, flank: 1d20 + 7 + 3 + 2 ⇒ (16) + 7 + 3 + 2 = 28
Damage, S, smite evil: 1d6 + 3 + 3 ⇒ (2) + 3 + 3 = 8
GM Fuzzfoot |
This time, Ny'a hits her mark, cutting the head off of the mummified corpse and destroying it.
Combat over.
With the threat over, and the spirits all put to rest, you are able to sanctify the Cenotaph. You then return outside.
The priests come up to you and congratulate you, both on survival and on performing the tasks necessary. In gratitude, they give you a scroll of restoration and a lesser talisman of life’s breath.
This last item is not core, being found in Pathfinder RPG
Occult Adventures 263. It will be on your Chronicle, though, so you will be able to purchase it after the adventure. Meanwhile, you are free to use these during this scenario (and I am not sure it is legal, but I usually allow carry over to part 2 in these cases.
So, now to the Founder's Flame or the Townhouse?
Farlen Mizzul |
I vote founder's flame.
"That was cool, but not as fun as I would have thought. Should we head to the Founder's Flame now? I have always wanted to see it. Not that we are touring our anything, it would just be interesting.
Darven Kinock |
I am higher level, so if one of the lower level front liners want to take the talisman. Go for it.
"Agreed. Let us move on and see where this investigation leads us." Darven says putting his sword away.
Do I lose the fatigued condition once I leave the tombs?
The Agent |
If not, we could use the scroll to restore ya.
The Agent gives the mummy corpse a couple kicks to be sure it's not rising up again any time soon.
"So, leave those bodies down there? The priests will clean it up?"
The Agent breathes a sigh of relief, not wanting to do the grim work of disposing of a bunch of undead and agrees that the Founder's Flame is as good of a next destination as any.
Darven Kinock |
"Of course. I mean, we are not crypt keepers after all." Darven says shrugging his shoulders.
Sure, we can do that, if it doesn't resolve itself on its own
Alaric Ysande |
”That’s fine. Let’s do the founders flame ” says Alaric
Alaric then heals Shredder
cure light wound wand: 1d8 + 1 ⇒ (6) + 1 = 7
cure light wound wand: 1d8 + 1 ⇒ (7) + 1 = 8
As we approach the Founders Flame, he will cast Greater Magic Fang on Shredder and himself +1 to all attacks. , as well as Barkskin on Shredder. He asks Farlen to use his wand of Mage Armor on himself and Shredder.
He explains this is all to prepare for him to “go dino”, if needed.
So, yes, we can use these things during the adventure. We cannot save it for the next scenario, though, regardless of whether it makes sense or not. However, it is also opened up on by our chronicle for purchase! This definitely makes Alaric happy.
Alaric Ysande |
”N’ya, why don’t you take this talisman?”
Low tier melee in a high tier game is dangerous.
Ny'a |
Glad to take the talisman. Ny'a also heals the fatigued condition with her lay on hands ability, which she can do 4/day, and hasn't used yet. She'll heal herself and Darven now, to clear that fatigued condition.
Lay on hands, Ny'a: 1d6 ⇒ 5
Lay on hands, Darven: 1d6 ⇒ 4 cures fatigued
"Let Iomedae's grace flow through you, and enliven you!" Ny'a smiles up at the tall Garundi fighter, beaming at bringing Iomedae's healing power to another Pathfinder. She accepts the talisman with thanks, placing it carefully around her neck before grabbing her healing wand, and applying it to herself.
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
"The Founder's Flame does sound fun, Farlen! Let's do it!"
GM Fuzzfoot |
This relatively unassuming monument stands at the center of a small park in Magnimar’s Naos district. The Founder’s Flame consists of a pedestal bearing a small bowl filled with green oil. Normally, this oil burns in an eternal flame of scintillating, multicolored fire, but the monument’s corruption has given it a sickly green hue.
As you approach the monument, its flames surge violently. Creatures begin manifesting from the monument’s fire at an alarming rate. Two fire mephits circle the flame and see you coming, and then a fire elemental pops out of the flame. The mephits fly over, approach from two directions, and spew a cone of flame at you.
Agent: 1d20 + 2 ⇒ (3) + 2 = 5
Alaric: 1d20 + 1 ⇒ (2) + 1 = 3
Darven: 1d20 + 2 ⇒ (17) + 2 = 19
Farlen: 1d20 + 2 ⇒ (14) + 2 = 16
Ny'a: 1d20 + 1 ⇒ (15) + 1 = 16
Zaldurr: 1d20 + 8 ⇒ (3) + 8 = 11
Nasties: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 ⇒ 5
Everyone gets hit by one or the other, DC13 Reflex save to take 1/2 damage.
Round 1: (Bold may act)
Yellow Fire Mephit
Yellow Fire Mephit
Founder’s Flame
Green Fire Elemental
Zaldurr
Alaric (mage armor)
Shredder (greater magic fang, barkskin, mage armor)
Darven
Ny'a
Agent
Farlen
Farlen Mizzul |
"Sure I'll tap shredder with my wand."
Prior to approaching maybe 100' out Farlen will tap Shredder and himself with his wand of mage armor.
Bookkeeping: charges 2 and 3 of the adventure.
reflex save verses mephit fire: 1d20 + 4 ⇒ (17) + 4 = 21
Farlen ponders his next action. "Flaming bastanges!"
Farlen Mizzul |
Would like to try a knowledge check. Want to know immunities and dr or fast healing
knowledge planes: 1d20 + 10 ⇒ (10) + 10 = 20
Farlen will throw a little colored sand in the air and a cone of light engulfs the nearest mephit. Color spray dc15 will save, I think a 15' cone will work without hitting any allies.
Alaric Ysande |
"Great. Attack, Shredder!" yells out Alaric.
reflex Alaric: 1d20 + 4 ⇒ (3) + 4 = 7 Takes 5
He then waits for Shredder to attack the nearby mephit.
AC Shredder |
Shredder reflex (evasion): 1d20 + 8 ⇒ (1) + 8 = 9
Shredder then steps up to shred...
talon PA, GMF: 1d20 + 10 - 2 + 1 ⇒ (8) + 10 - 2 + 1 = 17 S/P PA, GMF: 1d6 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 13
talon PA, GMF: 1d20 + 10 - 2 + 1 ⇒ (6) + 10 - 2 + 1 = 15 S/P PA, GMF: 1d6 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8
bite PA, GMF: 1d20 + 9 - 2 + 1 ⇒ (8) + 9 - 2 + 1 = 16 S/P/B PA, GMF: 1d4 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8
Alaric Ysande |
Seeing as how Shredder was not wont to shred a fire creature, Alaric steps up and slashes at it.
magic scimitar, PA: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Wow... the RNG is being a PITA
Darven Kinock |
reflex: 1d20 + 6 ⇒ (12) + 6 = 18
"Damn pest"
Darven moves up and slashes at the mephit.
longsword: 1d20 + 11 ⇒ (13) + 11 = 241d8 + 11 ⇒ (3) + 11 = 14
GM Fuzzfoot |
Will Save: 1d20 + 3 ⇒ (15) + 3 = 18
The mephit seems unaffected by the color spray, and Alaric manages to miss the creature entirely, but Shredder gets one claw scrape in and Darven makes a big hit. Both mephits recoil at the magical hits.
Round 1: (Bold may act)
Yellow Fire Mephit (13 dmg)
Red Fire Mephit (14 dmg)
Founder’s Flame
Green Fire Elemental
Zaldurr (pending save or 5 dmg)
Shredder (5 dmg, greater magic fang, barkskin, mage armor)
Alaric (5 dmg, mage armor)
Darven (2 dmg)
Ny'a (pending save or 5 dmg)
Agent (pending save or 5 dmg)
Farlen (2 dmg, mage armor)
Ny'a |
Reflex DC 13, Ny'a: 1d20 + 6 ⇒ (9) + 6 = 15
Ny'a reacts quickly, avoiding most of the damage from the flame. She directs her dog to attack as she brings her sword up swiftly, striking hard at the mephit in front of her, before guiding her dog to carefully begin stepping around the creature.
Free: Ride (guide with knees) DC 5: 1d20 + 3 ⇒ (7) + 3 = 10
Free: Ride (fight with mount) DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
Standard: attack red
longsword: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Dog, riding |
Reflex DC 13: 1d20 + 5 ⇒ (11) + 5 = 16
The also dodges the worst of the flame, but its bite at the mephit is a feeble attempt.
Standard: attack red
5' step
Bite: 1d20 + 3 ⇒ (1) + 3 = 4
Damage, P: 1d6 + 3 ⇒ (6) + 3 = 9
GM Fuzzfoot |
N'ya manages to touch the creature with her blade, but does no damage.
Zaldurr and the Agent.
The Agent |
Reflex DC13: 1d20 + 5 ⇒ (6) + 5 = 11
HP to 30.
The Agent's too busy thinking about something to dodge the incoming flames.
"Hhhhhh--- Hot!"
He fires off a pair of arrows wondering if he'll have better luck against the winged fiends than he did against the mummy.
GM can pick which target(s), he'd try to fire at the most injured one first if he can.
Longbow, rapid, point blank: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 for 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Longbow, rapid, point blank: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 for 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Longbow, rapid, point blank (confirm): 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 for 2d8 + 6 + 2 ⇒ (3, 8) + 6 + 2 = 19
GM Fuzzfoot |
The Agent puts down both mephits, the first two arrows taking down the first.
The fountain flames up, spewing forth another fire elemental.
Both fire elementals move forward and attack.
Burning slam attack vs Alaric: 1d20 + 4 ⇒ (1) + 4 = 5
Burning slam attack vs Darven: 1d20 + 4 ⇒ (1) + 4 = 5
How's that for good luck?
Round 2: (Bold may act)
Founder’s Flame
Green Fire Elemental
Orange Fire Elemental
Zaldurr (pending save or 5 dmg)
Shredder (5 dmg, greater magic fang, barkskin, mage armor)
Alaric (5 dmg, mage armor)
Darven (2 dmg)
Ny'a (2 dmg) Dog (2 dmg)
Agent (5 dmg)
Farlen (2 dmg, mage armor)
Farlen Mizzul |
Farlen will try to remember anything useful about fire elementals.
knowledge planes: 1d20 + 10 ⇒ (15) + 10 = 25
He will blert out anything he knows. DR, immunities, weaknesses
He will step away from the elemental battle and cast a ray of frost at the yellow guy.
ray at yellow, pbs, precise: 1d20 + 4 ⇒ (2) + 4 = 6
cold dmg: 1d3 + 1 ⇒ (2) + 1 = 3
Alaric Ysande |
With the thing so close, Alaric steps around it, and swings his scimitar hard into the fire creature.
+1 Scimitar, PA: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21 Magic Slashing, PA: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13
AC Shredder |
Shredder sees the fire, and that it is threatening his master.
talon PA, GMF: 1d20 + 10 - 2 + 1 ⇒ (10) + 10 - 2 + 1 = 19 S/P PA, GMF: 1d6 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12
talon PA, GMF: 1d20 + 10 - 2 + 1 ⇒ (3) + 10 - 2 + 1 = 12 S/P PA, GMF: 1d6 + 2 + 4 + 1 ⇒ (2) + 2 + 4 + 1 = 9
bite PA, GMF: 1d20 + 9 - 2 + 1 ⇒ (7) + 9 - 2 + 1 = 15 S/P/B PA, GMF: 1d4 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10
Darven Kinock |
Darven easily avoids the fire elemental. He retaliates with sword and shield.
Two weapon fighting
MH +1 longsword: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 111d8 + 7 ⇒ (7) + 7 = 14
OH +1 bashing shield: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 161d8 + 5 ⇒ (7) + 5 = 12
If it is a hit. Free bull rush attempt, using attack roll in place of CMB check
MH +1 longsword: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 231d8 + 7 ⇒ (7) + 7 = 14
Potential crit: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 141d8 + 7 ⇒ (6) + 7 = 13
GM Fuzzfoot |
Falren spouts out some knowlwedge. Immune elemental traits, fire
Weaknesses vulnerability to cold, No DR
Alaric is able to cut one down, the fire disappating as he slashes right through it.
Darven smashes the other one with his shield resulting in the same effect.
Your foes are all vanquished, but the fountain continues to spout flames...
Round 2: (Bold may act)
Founder’s Flame
Zaldurr (pending save or 5 dmg)
Shredder (5 dmg, greater magic fang, barkskin, mage armor)
Alaric (5 dmg, mage armor)
Darven (2 dmg)
Ny'a (2 dmg) Dog (2 dmg)
Agent (5 dmg)
Farlen (2 dmg, mage armor)
Ny'a |
Ny'a approaches the flame--her longsword still ready--and tries to decide how they might purify the greenish contagion from it.
Knowledge (religion): 1d20 + 4 ⇒ (3) + 4 = 7
GM Fuzzfoot |
Both of you seem somewhat at a loss...
In the interest of time, I am going to delay Zaldur...
Another fire elemental pops into existence. It rushes to attack Alaric.
Slam Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage, fire: 1d4 ⇒ 2
Please make a Reflex save for burn, DC 11
Round 3: (Bold may act)
Founder’s Flame
Pink Fire Elemental
Zaldurr (pending save or 5 dmg)
Shredder (5 dmg, greater magic fang, barkskin, mage armor)
Alaric (5 dmg, mage armor)
Darven (2 dmg)
Ny'a (2 dmg) Dog (2 dmg)
Agent (5 dmg)
Farlen (2 dmg, mage armor)
Alaric Ysande |
"Damn it all!" yells out Alaric as the fire creature hits him.
reflex DC11: 1d20 + 4 ⇒ (5) + 4 = 9 Of course.
"Shredder! Down!" commands the druid, trying to prevent unneeded harm to his little buddy.
He then sheaths his scimitar and casts resist energy (fire) on the defensive.
Cast defensively DC19: 1d20 + 9 ⇒ (19) + 9 = 28
cast when on fire: 1d20 + 9 ⇒ (18) + 9 = 27 DC 10+ 1/2 damage dealt + 2 Good up to 30 damage dealt!
Alaric then says to the team, "Stay back, figure out the fountain. I have this."
If someone else has a roll to make, and they roll low, feel free to use my campaign coin reroll at +5 for my GM Stars
Darven Kinock |
Where are these things coming from Darven yells in frustration, moving up and striking at the elemental.
Power attack
+1 longsword: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 201d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14
+1 longsword: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 191d8 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Farlen Mizzul |
Farlen racks his brains thinking about how to stop the flame.
knowledge planes: 1d20 + 10 ⇒ (13) + 10 = 23
knowledge arcana: 1d20 + 10 ⇒ (17) + 10 = 27
If all else fails he will move to the flame and dump his water skin on it.
"Water might work!"
Farlen Mizzul |
"I could try freezing it ... with my frost ray?" "Or perhaps holy water will stop the corruption ... purify it so to speak?"
Farlen after pouring the water mumbles to himself.
"I could summmon a water elemental and have it arrive on top of the flame... But I am not sure I am powerful or skilled enough yet." Don't have that spell at the required level yet.
Farlen scratches his head. This is a puzzle.
The Agent |
The Agent scratches his stubble as the others battle the latest intelligent flame.
"Might be able to give it some of Dessie's love. Sometimes that works if something's haunted."
The Agent will try a cure light wounds to see if that does anything, dropping his Cause Fear in order to do so. He'll trust the others to dispatch the fire elemental.
GM Fuzzfoot |
Farlen puzzles out that the haunt that is spewing forth these fire elementals needs to be sactified, although destroying enough of the elementals will pause it long enough to do so.
But then the Agent comes across another possibility, and it seems to also cause the flame to die down. Still, there is one elemental left to deal with first, and Darven failed to hit it.
Alaric Ysande |
"Stay back! It cannot hurt me now!" says Alaric, amazed that his request was ignored. "Deal with the haunt!"
GM Fuzzfoot |
Round 3: (Bold may act)
Founder’s Flame
Pink Fire Elemental
Zaldurr (pending save or 5 dmg)
Shredder (5 dmg, greater magic fang, barkskin, mage armor)
Alaric (5 dmg, mage armor)
Darven (2 dmg)
Ny'a (2 dmg) Dog (2 dmg)
Agent (5 dmg)
Farlen (2 dmg, mage armor)
Ny'a |
Seeing The Agent's spell have some effect, Ny'a approaches the flame herself, and send Iomedae's pure healing energy into it.
Free: Ride (guide with knees) DC 5: 1d20 + 3 ⇒ (8) + 3 = 11
Move (riding dog): 25'
Standard: lay on hands on fountain
Lay on hands: 1d6 ⇒ 2
Farlen Mizzul |
Farlen turns to Ny'a, "I have heard of healing waters, But I now seen water that needs healing."
Farlen pulls up his wand of magic missiles. He looks over at the two fighters trading blows with the walking fire. "I really feel I should help, but as long as they look to be winning I can probably hold off."
Farlen will delay. He will act if the battle gets more elementals or one of his comrades asks for help.
GM Fuzzfoot |
Ny'a power seems to put the haunt to rest temporarily, and the last elemental is easily dealt with. You spend the time performing the ceremony, which permanently destroys the haunt and returns the fountain to its former glory.
A PC can take 10 minutes to commune with the flame and attempt a DC 15 Spellcraft check. On a successful check, the PC increases the save DC of all of his fire spells by 1 for 24 hours. A PC can benefit from only one monument boon at a time—successfully gaining the benefits of a new monument ends the effects of the previous boon.
Alaric Ysande |
Once the threat is over, Alaric communes with the flames. However, he is upset enough that he really doesn't pay enough attention to them.
spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8
The Agent |
Perception DC20: 1d20 + 2 ⇒ (14) + 2 = 16
The Agent crosses his arms and nods as the fountain appears free of the taint that previously haunted it.
"Looks like we did it, guys. What time is it? Time for a Union Break? Drinks? Chips?"
Alaric Ysande |
perception DC20: 1d20 + 11 ⇒ (1) + 11 = 12
Wow... the dice are out to get me!
Ny'a |
Perception DC 20: 1d20 + 1 ⇒ (15) + 1 = 16
"I guess we should go back and report our success here!"