Harrow Tatterhood |
"Ghosties!" Harrow gasps, coming face to face with his greatest fear.
He tries to hurry and finish off the golem, fighting every urge to run away. He attacks it twice, each blow practiced and hard.
+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target): 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 301d10 + 15 + 2 ⇒ (9) + 15 + 2 = 26
+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target): 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 301d10 + 15 + 2 ⇒ (8) + 15 + 2 = 25
CRIT?: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 121d10 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Husarq |
Husarq howls at the thing's attack. He swings mightily at the duppy who left itself vulnerable.
AoO,Power Attack,Magical: 1d20 + 19 ⇒ (18) + 19 = 37 Slashing dmg: 3d6 + 26 ⇒ (1, 2, 5) + 26 = 34 Fire dmg: 1d6 ⇒ 3
Seeing his Master's attack only partially affect the duppy, Mareq pulls forth a scroll and attempts to read it.
UMD: 1d20 + 16 ⇒ (18) + 16 = 34
The writing on the scroll vanishes as its magic targets the duppy Husarq is fighting. Ghostbane Dirge, Will DC13 (ugh)
Husarq swings again at the dupply he's previously engaged.
Power Attack,Magical: 1d20 + 19 ⇒ (18) + 19 = 37 Slashing dmg: 3d6 + 26 ⇒ (6, 5, 3) + 26 = 40 Fire dmg: 1d6 ⇒ 3
After attacking, Husarq moves, upward, slightly, hoping to draw the incorporeal foes away from the ground-bound pathfinders. 5ft step
Uncle Hubbub |
Round 2
__________________________________________________
Hubbub targets a duppy and then takes a 5-foot-step back.
Free action: "Desna, take the wheel!"
Full-round attack:
= +1 longbow: 1d20 + 10 ⇒ (1) + 10 = 11 , miss!
= +1 longbow: 1d20 + 10 ⇒ (13) + 10 = 23 , likely a hit
= damage: 1d8 + 1 ⇒ (4) + 1 = 5
__________________________________________________
Hubbub probably only deals 2 HP of damage to a duppy after incorporeal resistances. The dwarf is unintelligent, but has a high wisdom. Will likely switch out weapons next round.
Husarq |
"Ghosties!" Harrow gasps, coming face to face with his greatest fear.
"Thrall! Give the green one your dose of spectre moss, from when we were last here!" commands Husarq from the air over the bridge.
A good bey knows when his troops require support to accomplish their task, thinks Husarq. If Hakim-Sharif had not suddenly left for some mysterious reason, he probably would have observed how suspiciously friendly Husarq's command seemed, knowing Harrow's fear of ghosts.
But without the janni observer, Mareq only sees that his Master has commanded him to walk out, amidst devils, across a narrow walkway, into combat. A potentially deadly task, for certainly.
Mareq Bolthune |
"Y-Yes, Lord," says Mareq, looking at the walkway and the ghostly dog-people flying about.
Planning next move and move action. Draw moss, walk out on walkway towards Harrow with moss extended.
@Harrow: Recall Spectre Moss from Hrethnar's Throne adventure? Grants immunity to energy drain, neg levels and "channeled negative energy." Duration 1min. If you don't want/need it, Mareq would be happy, IC, to not walk out into combat.
@GM Qstor: Not sure how the word "channeled" factors in here. Do the duppy's "channel" negative energy or use negative energy in a different way? Would the Spectre Moss work in this situation to prevent the neg energy dmg? The fact that the moss was a special purchase option in Hrethnar's Throne makes me think it would be of use here.
Pandora Soulkeeper |
Pandora observes the slash and hacking taking mental notes "The mythical Pathfinder slaughteriness at works... this will make an epic song about our adventures in the tomb"
Still invisible, the woman starts to sing a chant of Pathfinder epics bolstering all her allies attacks, and then makes arcane gestures casting haste for all her allies, including the lemures, except Helgar, whom is too high, and herself, whom is too far.
+3 to hit, +2 to damage, +1 dodge AC, +1 Reflex, +30' movement, +1 attack when full attacking, +2 morale vs fear and charm
HP 75/86 | AC 24 TAC 16
Invisible until 6th round
Party effects:
- inspire courage +2
- haste
Mareq Bolthune |
Mareq needs a Reflex save to move along the walkway. And the spectre moss works in this situation
Mareq is waiting until Harrow acquiesces to the plan. Or at least says something. Is it our turn yet?
GM Qstor |
GM Qstor wrote:Mareq needs a Reflex save to move along the walkway. And the spectre moss works in this situationMareq is waiting until Harrow acquiesces to the plan. Or at least says something. Is it our turn yet?
Mareq can act or ready?
Harrow and Husarq work to smash the golem.
Mareq Bolthune |
I thought it was the enemies' turn. Mareq cast Ghostbane Dirge last round while Husarq struck at the duppy. I'm waiting on the duppy's saving throw.
So Mareq will ready this action for next round: if Harrow indicates via movement or speech that he wants the Spectre Moss, Mareq will draw the moss, walk out onto walkway ten feet allow Harrow to take it from his outstretched hand and then walk back to where he came from, off the walkway and out of combat.
This assumes the grabbing of the moss from his outstretched hand is an action done by Harrow, not an action performed by Mareq. Not sure where the rules stand there. If it requires Mareq to remain in position at handoff point, this won't work, as there's a lemure occupying that space. Please let me know.
Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21 Add a +2 (Shield Ally) if the reflex save occurs within ten feet of Husarq's position.
Harrow Tatterhood |
Once the construct is dispatched, Harrow turns back to the ghosts, and he turns a deeper shade of green.
"Harrow not like ghosts! He have bad time with ghosts before! Yes, Harrow take stuff to kill them!" he responds to Mareq. The half-orc steps back from the ghosts and retrieves his ghost salt.
I did buy some ghost salt, and I am happy to just use that so I can hit them. In character, Harrow will take any help he can get, but out of character, I'm wondering if it's your best action to try to get it to me.
Mareq Bolthune |
Once the construct is dispatched, Harrow turns back to the ghosts, and he turns a deeper shade of green.
"Harrow not like ghosts! He have bad time with ghosts before! Yes, Harrow take stuff to kill them!" he responds to Mareq. The half-orc steps back from the ghosts and retrieves his ghost salt.
I did buy some ghost salt, and I am happy to just use that so I can hit them. In character, Harrow will take any help he can get, but out of character, I'm wondering if it's your best action to try to get it to me.
OK! Cancel that then. Certainly not my best action. But the likely one by Husarq (never one to care about his slaves' lives). And, recall, Husarq's INT is somewhat low at the moment, so he likely doesn't realize Mareq's demise would be... bad.. for him.
GM Qstor |
sorry the walk way is 5' so the 2 lemures are squeezing. If they move away from Harsq then they need Acrobatics checks or Reflex saves. Rolling Fort Saves to keep the game moving.
Oberon and Helgar damage one of the duppies but it says up. While the dwarf nicks one.
#1
One of the creatures shimmers and a group of ghostly dogs emerge from its body and try to hit Oberon. But they miss.
attack: 1d20 + 11 ⇒ (8) + 11 = 19
The other ignores the lemure and tries to touch Oberon. It hits.
incorporeal touch: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 2d8 ⇒ (3, 8) = 11
Fort Oberon: 1d20 + 7 ⇒ (7) + 7 = 14
STR damage: 1d6 ⇒ 4
Did you want to use a Re-roll?
One tries to touch Husarq. It connects with its wispy claw.
#3
incorporeal touch: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 2d8 ⇒ (1, 3) = 4
Fort Husarq: 1d20 + 11 ⇒ (13) + 11 = 24
Pending use of Re-roll by Oberon
Oberon della Strega |
PFS T-shirt Re-roll + 5 GM Stars: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31
Mareq Bolthune |
Seeing his Master's attack only partially affect the duppy, Mareq pulls forth a scroll and attempts to read it.
UMD: 1d20 + 16 ⇒ (18) + 16 = 34
The writing on the scroll vanishes as its magic targets the duppy Husarq is fighting. Ghostbane Dirge, Will DC13 (ugh)
Does the duppy fighting Husarq makes its Will Save?
Oberon della Strega |
Concentration Check DC17: 1d20 + 14 ⇒ (3) + 14 = 17
Oberon concentrates and casts another spell defensively. Five more missiles of arcane energy darts forth from his fingertips and strike his target. "Blast the duppy, Persephone!"
Varisian Tattoo (evocation), Intense Spells, Force Damage: 5d4 + 5 + 4 ⇒ (4, 3, 4, 2, 2) + 5 + 4 = 24
Persephone of Elysium |
"Roger that, Oberon!" Persephone points her quarterstaff of entwined serpents, made of wood carved and dyed to look like two entwined asps, one black and one white, at the incorporeal undead creature.
The lyrakien azata unloads both barrels, and two magic missiles shoot forth, one taking the form of a glowing white snake, and the other taking the form of a shadowy black snake, both blasting into the duffy.
Force Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
Husarq |
"Excellent, thrall!" shouts Husarq as the duppy adjacent to him seems to become more corporeal for a moment, affected by Mareq's sorcery.
OMG! Ghostbane Dirge worked!
Husarq swings mightly at the duppy with Al-Saif, his huge efreeti blade! And then swings again, instantaneously!
Power Attack: 1d20 + 19 + 3 ⇒ (2) + 19 + 3 = 24 Slashing dmg: 3d6 + 26 + 2 ⇒ (1, 4, 6) + 26 + 2 = 39 Fire dmg: 1d6 ⇒ 1
Hasted Power Attack: 1d20 + 19 + 3 ⇒ (3) + 19 + 3 = 25 Slashing dmg: 3d6 + 26 + 2 ⇒ (3, 5, 5) + 26 + 2 = 41 Fire dmg: 1d6 ⇒ 1
Mareq Bolthune |
Mareq, excited that his magic worked, directs another reading of the same sorcery against one of the other incorporeal foes. assuming its not dead again
Ghostbane Dirge scroll Will DC13
Pandora Soulkeeper |
Seeing the enemies are focused in the main group, Pandora breaks her invisibility sending a barrage of arrows over the construct.
+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste+invis (flatfooted): 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 + 2 ⇒ (8) + 13 + 1 + 2 - 2 - 2 + 2 + 1 + 2 = 25
P/Magical damage+PB+IC+AS+DA+shock (manyshot): 2d8 + 6 + 2 + 4 + 6 + 8 + 2d6 ⇒ (4, 5) + 6 + 2 + 4 + 6 + 8 + (5, 2) = 42
Rapid shot: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (12) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 27
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (7) + 3 + 1 + 2 + 3 + 4 + (5) = 25
Iterative: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 8 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (7) + 8 + 1 + 2 - 2 - 2 + 2 + 1 = 17
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (8) + 3 + 1 + 2 + 3 + 4 + (1) = 22
Haste: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (7) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 22
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (6) + 3 + 1 + 2 + 3 + 4 + (4) = 23
The woman demonstrates her clustered shots training as her arrows pile one after the other hitting in exactly the same point to overpass the damage reduction. If the construct falls, she redirects her remaining arrows at the rightmost ghost.
Maybe the construct is already dead because I don't see him at the map, but I think I never saw a message saying it was destroyed
"Pathfinders be brave! Pathfinders be epic! We have tomb to rooooob..." she keeps singing for the unlikely group.
HP 75/86 | AC 24 TAC 16
Party effects:
- inspire courage +2
- haste
Harrow Tatterhood |
Harrow, with ghost salt on his weapon, studies the ghost, then steps up to attack it.
"Harrow not like ghosts! Stay away and die more!" he yells as he attacks.
+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target): 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 221d10 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Uncle Hubbub |
Round 3
Seeing the tide of the fight turn in the Pathfinders' favor. Hubbub opts to reserve his limited resources. He shoots at the same duppy that he targeted last round. Then he takes another 5-foot-step back.
+1 Longbow: 1d20 + 10 ⇒ (9) + 10 = 19, miss
+1 Longbow: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d8 + 1 ⇒ (4) + 1 = 5
GM Qstor |
Are they off the bridge now and require swim checks?
Yes, but we're out of combat
The Pathfinders overwhelm the three ghostly figures and they vanish from the onslaught.
Combat over!
Exploring the area, you "see" that a powerful illusion covers the ceiling.
It "looks" like the night sky.
Searching the body of the golem. You find a bracelet and a set of bracers.
bracelet of second chances and a pair of longarm bracers
there's nothing else of interest in the room
There's a doorway at the "east" end of the hallway.
I'm going to say if you go quarter speed across the walkway you don't need Reflex or Acrobatics checks. It makes sense if you're moving slow and being careful that you don't need to make saves etc
Helgar |
Helgar nods. He is happy that the combat is over and that he did not have to summon in more formidable aid. He continues his air walking far above the water and gets closer to Pandora and the Eastern door.
"Good job everyone. Be careful everyone. The path is slippery."
Oberon della Strega |
"Well done, friends." Oberon makes his way slowly across the narrow bridge, Persephone flying just above his shoulder.
He casts a cantrip, detecting any magical auras on the door, then he looks for any indications of a trap and anything on the other side of the door.
(Take 20 Perception for 37)
Persephone of Elysium |
Persephone eyes the door and directs her ability to detect evil possibly lurking on the other side of the portal.
If the door's not too thick, it should penetrate the barrier, she recalls. But 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
(Take 20 Perception for 34)
Husarq |
"Thrall, come!" commands Husarq to Mareq. For his part, Mareq carefully walks the narrow walkway to the farside of the room.
Husarq floats just behind Oberon and Persephone, watching them examine the door.
Pandora Soulkeeper |
"Well, that is why this tomb remains unsacked I guess. Let's see what other surprises are ahead" Pandora will help examine the door and if nothing is found she opens, unless a gentleman offers to go first.
Perception+HR: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Helgar |
Helgar takes a quick look at the door for traps (Take 10 is 39).
"We are on a schedule Oberon and I have specialized training for this type of task anyways so relax a little."
@Oberon - Take 20 is a two minute affair. Which in game would seem incredibly long. Considering that in the Gloomspire my character's take 10 for traps and hidden objects is better than your take 20 can we roll with this number to allow our buffs to stay up longer?
Uncle Hubbub |
"What, I say, what do yo' elven eyes see up there, Oberon?" the dwarf asks. "And your elven eyes, Tom?" he inquires of the scorpion.
"I sure am glad we have so many talented elves for this mission."
"Praise Desna!"
Oberon della Strega |
"A powerful illusion covers the ceiling. It looks like the night sky, Uncle Hubbub." Oberon shrugs, unable provide the dwarf a more detailed explanation.
"This is a bracelet of second chances, and these are longarm bracers." The wizard indicates the bracelet with seven coral beads carved in intricate designs and the bracers constructed from woven strands of bamboo. "Useful for one or more of you, I'm sure."
Husarq |
"Open the door. Or shall I?" asks Husarq, brusquely. He flies forward and opens the door.
Harrow Tatterhood |
"You good at opening doors," Harrow concedes, still shaken from having fought the dreaded ghosts. "You do it."
Uncle Hubbub |
"Well what, I say, what do we have here?" Hubbub moves forward and does a quick scan of the area by casting sift.
Perception for Sift: 1d20 + 17 - 5 ⇒ (17) + 17 - 5 = 29 (+2 more for unusual stonework)
GM Qstor |
"Well what, I say, what do we have here?" Hubbub moves forward and does a quick scan of the area by casting sift.
[dice=Perception for Sift]1d20+17-5 (+2 more for unusual stonework)
Hubbub's spells reveals there are NO such secret doors, traps, or hidden treasure in the hallway.
Oberon della Strega |
With the team executing its SOP, Oberon shares whatever he observed at the door and within the chamber with his spells and other senses.
"I detected no traps at the door or magical auras within." The elf bows, ushering the rest of the team into the revealed chamber, before he follows them.
Helgar |
"Pick a door, any door." Helgar announces to the party in his best variety show voice.
Oberon della Strega |
"Anyone besides Uncle Hubbub wish to proceed?" the elf asks.
Uncle Hubbub |
"Desna, take the wheel!" Hubbub prays as he heads to the northernmost visible door.
The inquisitor glances back at the embiggened Pathfinder behind him. "Y'all might wanna think svelte thoughts..."
Husarq |
"Always go left," pronounces Husarq, for no apparent reason, and with no further explanation.
GM Qstor |
assuming Hubbub opens the door
The walls, floor, and ceiling are covered with rich but weathered
mahogany panels and a large bed covered with dusty silk
sheets and fine linens dominates the middle of the far wall. Five
worm-eaten tapestries hang from the walls, each depicting a
sailing ship adrift in stormy seas under attack from an assortment
of ferocious sea monsters. A desk cluttered with stacks of moldy
books and crumbling scrolls sits against the south wall. Mounted
to the wall above the desk is a grotesque leather mask resembling
an eyeless human face with a scraggly beard.
Uncle Hubbub |
"A fine room! Almost worthy of an elf. Except for that disgusting mask. Maybe it's a trophy? Oh, there's a buncha books and scrolls for y'alls intellectual, I say, intellectual types."
Sift: 1d20 + 17 - 5 ⇒ (6) + 17 - 5 = 18
"Seems safe. Come on in."