[PFS Outpost III] GM Aldizog's CORE Godsmouth Heresy (Inactive)

Game Master Aldizog

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Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester is more curious than concerned about the potential trap as he is at the back of the party.

SpellCraft, DC 25: 1d20 + 6 ⇒ (11) + 6 = 17

Dark Archive

Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

While the wizards study the various magics, the ranger pulls out a wand and heals himself.

UMD: 1d20 + 10 ⇒ (16) + 10 = 26
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

I'm okay going first.


You don't need to UMD the wand since CLW is on the ranger spell list. Even though you don't have spells yet.
I'll move things along tomorrow.

Liberty's Edge

*CORE* Male Human Fighter 1/Wizard 1 (2.0)| HP: 22/22 | AC: 15 T: 11 FF: 14 CMD: 16 | F+4 R+1 W+2 | Init +3 | Perception +0 |
Tracked Resources:
Telekinetic Fist 5/5; Spells: 1st - 2+1/2+1

Seeing the tight tunnel, Grakkahn goes in second. Not much room to swing this in such a little space!


Korum moves in, with Grakkahn behind.

While this crypt has the dusty, disused air of the ossuary’s other catacombs, the bodies interred within it are remarkably free from the ravages of age and decay. Their burial garments have long since rotted away, but the cadavers look as if they could have been placed in their niches only yesterday. Unfortunately, this amazing effect is somewhat overshadowed by the lewd and graphic positions the bodies have been placed in.

All of them seem to have been very attractive people in life, and some magic has preserved them, most likely a permanent Gentle Repose effect. Many have jewelry, which you can take if you wish...

This crypt, located behind the statue of the Runelord of Lust, seems to have a corresponding theme.

Which one next?

The Concordance

* * * * * C O R E * * * * * Male N Gnome Cleric 4 (Gozreh) - Init +2, Senses: Low-Light Vision, Perception +6, AC 17/ touch 13/ ff 15; hp 35/35, F+7, R+3, W+8, Speed 15 ft. Skills Acrobatics 1, Appraise 1, Bluff 3, Climb -4, Diplomacy 10, Heal 4, Knowledge (arc5, nat6, pla5, rel5), Perception 6, Profession (Sailor) 13, Sense Motive 9, Spellcraft 6, Stealth 5, Survival 4; Icicles 5/7; Lightning 2/7; Channels 3/6

"I don't think these folks will need these anymore..." says Sarzuket, putting all the jewelry in a burlap sack.


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Sarzuket takes the jewelry from the still-full bosom of a corpse that has been dead for ten thousand years.

The Concordance

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* * * * * C O R E * * * * * Male N Gnome Cleric 4 (Gozreh) - Init +2, Senses: Low-Light Vision, Perception +6, AC 17/ touch 13/ ff 15; hp 35/35, F+7, R+3, W+8, Speed 15 ft. Skills Acrobatics 1, Appraise 1, Bluff 3, Climb -4, Diplomacy 10, Heal 4, Knowledge (arc5, nat6, pla5, rel5), Perception 6, Profession (Sailor) 13, Sense Motive 9, Spellcraft 6, Stealth 5, Survival 4; Icicles 5/7; Lightning 2/7; Channels 3/6

"By the plump berries of Gozreh... look at those gems!"

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Well, this section of the crypt certainly has a... "recreational" theme to it. I hope the next rooms have something more interesting for us to do than simple grave robbing.

Mechien doesn't spend very long in this one before exiting to approach the next statue.

Korum, are you up for the next trap?


@Korum, in-character you know that a magical trap is within your abilities with some luck, but not something you can do easily. OOC, that translates as "Take 10 won't cut it." You can get a Guidance from the clerics that you can apply to either your Disable Device check or your Reflex save. It is not clear that you can have two active at once.
Or you could find another solution for the next trap. But sucking up the damage and healing it is an option.
If you try the next Runelord statue, it will be just like this one; DC 26, and if you fail by 5 or more then 2d6 damage with a DC12 Reflex save for half. I will let you roll that all if you wish.

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Mechien could use his bonded item cast to start mage hand, pressing objects up against the statues and triggering the traps. The duration is concentration.

Dark Archive

Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

Math says I have a LOW chance of making that. I vote Mage Hand.


Easy enough, that works.
I prefer adventure design where there is actually a drawback to triggering the traps (rather than just damage), but I did not write this one...

Clockwise or counter-clockwise?

Liberty's Edge

*CORE* Male Human Fighter 1/Wizard 1 (2.0)| HP: 22/22 | AC: 15 T: 11 FF: 14 CMD: 16 | F+4 R+1 W+2 | Init +3 | Perception +0 |
Tracked Resources:
Telekinetic Fist 5/5; Spells: 1st - 2+1/2+1

Clockwise!

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Elsha casts mage hand and sends it around the room. Clockwise. It touches each statue until they see a noticeable discharge.

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester suggests to Mechien that he preserves his magical energies.

My character has Mage Hand as a known spell. There is no need to use your bonded spell unless you want to. :)


The next statue gives off a shock as Sylvester flings a piece of debris at it, then slides easily to Korum's touch. This one is a short smiling man holding a longspear.

Korum sees what looks like a lump of fat in the middle of the floor as he opens the door. It congeals into a vaguely humanoid figure and moves to attack.

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

Knowledge (Planes) DC 11:
This is a lemure. A really really pathetic demon. Barely deserves the name "demon". Get a 16 or more and ask a question.

Initiative:
Grakkahn: 1d20 + 8 ⇒ (16) + 8 = 24
Korum: 1d20 + 1 ⇒ (5) + 1 = 6
Mechien: 1d20 + 5 ⇒ (2) + 5 = 7
Sylvester: 1d20 + 7 ⇒ (2) + 7 = 9
Sarzuket: 1d20 + 2 ⇒ (20) + 2 = 22
Cayden: 1d20 + 3 ⇒ (11) + 3 = 14
Monster: 1d20 ⇒ 8

Round 1
Grakkahn
Sarzuket
Cayden
Sylvester

Monster
Mechien
Korum

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)
Sylvester Solstar wrote:

Sylvester suggests to Mechien that he preserves his magical energies.

My character has Mage Hand as a known spell. There is no need to use your bonded spell unless you want to. :)

Sold!

Not his turn yet, but...

Knowledge (Planes), DC11: 1d20 + 8 ⇒ (19) + 8 = 27

A lemure. Pathetic, but still a demon.

At +16 I think that's three questions? Special defenses, special attacks, immunities.

Liberty's Edge

*CORE* Male Human Fighter 1/Wizard 1 (2.0)| HP: 22/22 | AC: 15 T: 11 FF: 14 CMD: 16 | F+4 R+1 W+2 | Init +3 | Perception +0 |
Tracked Resources:
Telekinetic Fist 5/5; Spells: 1st - 2+1/2+1

"That's right, a Lemure!" Grakkahn moves up and in front of Korum. "I'll take it as it closes, then back off for you to take over!"

While he doesn't have much room to swing his weapon, the Lemure also only has so many places to go. Hope this is ok with Korum, I don't want him to think that I think he can't handle this! I'll ask him about it later. Mom always said not to assume, but we can't really have a discussion right now!
________
Planes, DC 11: 1d20 + 3 ⇒ (16) + 3 = 19 Whatever Mechien doesn't get!
Readied: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 6 ⇒ (8) + 6 = 14
AoO: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Male Half-Elf Cleric 2 (HP 11/15) (AC 22/11/21) (CMD 16) (Fort +4, Ref +1, Will +7) (Init +3) (Perception +14)

Given how crowded things are in there, Cay just delays.

Not much point getting involved in a conga-line :-P

The Concordance

* * * * * C O R E * * * * * Male N Gnome Cleric 4 (Gozreh) - Init +2, Senses: Low-Light Vision, Perception +6, AC 17/ touch 13/ ff 15; hp 35/35, F+7, R+3, W+8, Speed 15 ft. Skills Acrobatics 1, Appraise 1, Bluff 3, Climb -4, Diplomacy 10, Heal 4, Knowledge (arc5, nat6, pla5, rel5), Perception 6, Profession (Sailor) 13, Sense Motive 9, Spellcraft 6, Stealth 5, Survival 4; Icicles 5/7; Lightning 2/7; Channels 3/6

Sarzuket moves to the right side of the statue and points a finger towards the misshapen thing...

Lightning Arc, Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24 for 1d6 + 1 ⇒ (4) + 1 = 5 electricity

==========

CONFIRM CRIT, Ranged Touch: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d6 + 1 ⇒ (3) + 1 = 4 electricity


Special defenses: DR 5/good or silver, and Resistance 10 to acid and cold. (Are resistances a separate fact from DR? Let's call that two facts.)
Special attacks: none.
Immunities (which Grakkahn gets): fire, mind-affecting effects, poison.

Grakkahn moves up and readies to strike.
Sarzuket calls upon the one form of common energy these things do not resist, and by the blessing of Gozreh gives it a mighty jolt.

Sylvester is up!

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester reaches for his trusty wand and fires two orbs of force into the creature.

Magic Missile CL3: 2d4 + 2 ⇒ (2, 4) + 2 = 8


Sylvester's Magic Missiles destroy the devilish blob.
Lemures are devils, not demons, my mistake.

There is nothing of interest in this crypt.

Moving on: the next crypt is behind the statue of the obese man with rotting flesh, wielding a scythe.

Anybody want to guess the theme here? Any preparations to make?

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Hmm, I'm guessing none of these rooms contain a friendly party in our honor...

Mechien weaves what seem like invisible threads in the air, until faint glowing sheens gather around his form.

Cast mage armor, duration 2H

Liberty's Edge

*CORE* Male Human Fighter 1/Wizard 1 (2.0)| HP: 22/22 | AC: 15 T: 11 FF: 14 CMD: 16 | F+4 R+1 W+2 | Init +3 | Perception +0 |
Tracked Resources:
Telekinetic Fist 5/5; Spells: 1st - 2+1/2+1

Grakkahn nods his head at Korum as they continue to show off how incredibly muscular and strong they are to the others by moving the statues effortlessly. Of course, after the electricity has been discharged :D
________
Haha this module is great, I love Thassilonian stuff! I don't think I could accurately guess what'll be behind each door here, but something in the visage of each statue will be there! No special preparations to make here.

Dark Archive

Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

Yeah, it has been a while since I've done a straight up dungeon crawl. Really enjoying this. The company helps of course.


The statue shifts, the door opens, and a foul odor issues forth.

Enemy Stealth: 1d20 + 7 ⇒ (4) + 7 = 11
Korum Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Korum is the first into the crypt, and only he has line of sight to the creature hiding in the alcove. He hears the scraping of claws against stone just before he walks in front of the alcove.

Mostly hidden by the corner he sees a horrific humanoid creature. It is emaciated, with yellowed claws and long sharp teeth, and it is probably undead.
The obese man with rotting flesh and a scythe was in fact the Runelord specializing in Necromancy.

Religion DC 11:
It's a ghoul.

Initiative:

Grakkahn: 1d20 + 8 ⇒ (18) + 8 = 26
Korum: 1d20 + 1 ⇒ (17) + 1 = 18
Mechien: 1d20 + 5 ⇒ (13) + 5 = 18
Sylvester: 1d20 + 7 ⇒ (13) + 7 = 20
Sarzuket: 1d20 + 2 ⇒ (1) + 2 = 3
Cayden: 1d20 + 3 ⇒ (3) + 3 = 6
Monster: 1d20 + 2 ⇒ (9) + 2 = 11

The creature is still in the alcove, but ready to jump out.
Round 1
Grakkahn
Sylvester
Mechien
Korum

Monster
Cayden
Sarzuket

Dark Archive

Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

Know Religion {Undead}: 1d20 ⇒ 1

"Look out! Not sure what it is, other than it ain't livin' or breathin'. Either way, its gotta be dealt with." He turns his attention to the creature. "Hi. Name's Korum. Let me introduce you to the head of my ax here. You might feel a little pinch."

Axe of That Was Fast! {FE}: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage {FE/FF}: 1d10 + 6 + 1d6 ⇒ (8) + 6 + (6) = 20


@Korum, as you have Favored Enemy (Undead), you do get +2 to the Knowledge checks - not that it would have mattered. Also, Greataxe is 1d12, but no need to reroll.

Korum steps up and decapitates the undead.

Then the other one moves out of the northeast alcove and tries to bite the half-orc with its fangs!

Bite: 1d20 + 3 ⇒ (5) + 3 = 8
The ranger's armor holds.

It was out of line of sight, so the best course of action seemed to be to say that everybody else was in delay and can all act now.

Round 1
Korum
Monster
Grakkahn
Sylvester
Mechien
Cayden
Sarzuket

Dark Archive

Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

Yeah, I fat fingered the die roll.

Surprised by the appearance of a second one, "Bah! Ya damned jackle! Someone get 'im off me!"

The Concordance

* * * * * C O R E * * * * * Male N Gnome Cleric 4 (Gozreh) - Init +2, Senses: Low-Light Vision, Perception +6, AC 17/ touch 13/ ff 15; hp 35/35, F+7, R+3, W+8, Speed 15 ft. Skills Acrobatics 1, Appraise 1, Bluff 3, Climb -4, Diplomacy 10, Heal 4, Knowledge (arc5, nat6, pla5, rel5), Perception 6, Profession (Sailor) 13, Sense Motive 9, Spellcraft 6, Stealth 5, Survival 4; Icicles 5/7; Lightning 2/7; Channels 3/6

"Just kill it like you did the other one. You're the best one for the job! I'm standing by in case he paralyzes you or starts eating your brains," answer Sarzuket, moving behind the half-orc and blessing him with the powers of nature.

The fresh smell of pines fill the alcove!

Casting Guidance on Korum

Dark Archive

Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

"Paralyzin'? Who said anything about that? I got not pride 'bout this. Grakkahn, get over here and kill the damn thing!"


Technically, Korum will get to go before the monster goes again, so could just finish them now, but let's let everybody else have a chance to get in on the action.

And yes, Sarzuket, who said anything about paralyzing? Make your knowledge check. Just because you ran this one for me...

The Concordance

* * * * * C O R E * * * * * Male N Gnome Cleric 4 (Gozreh) - Init +2, Senses: Low-Light Vision, Perception +6, AC 17/ touch 13/ ff 15; hp 35/35, F+7, R+3, W+8, Speed 15 ft. Skills Acrobatics 1, Appraise 1, Bluff 3, Climb -4, Diplomacy 10, Heal 4, Knowledge (arc5, nat6, pla5, rel5), Perception 6, Profession (Sailor) 13, Sense Motive 9, Spellcraft 6, Stealth 5, Survival 4; Icicles 5/7; Lightning 2/7; Channels 3/6

Oops... guilty as charged of metagaming here... :P

"Yes! I heard that their bite can stiffen your limbs so bad that it can turn you to stone! I skipped a bunch of classes by the religion zealots and opted for on the job training by joining a ship's crew though, so don't quote me on that!"

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Suddenly the pack column of adventurers feels pushed aside in the narrow passageway. One by one as the pack of elven elbows pushes forward and ducks into side passage after getting a glimpse of the ghoul.

Mechien then gestures with his hands to send a force missile at it.

[move] 25'
[standard] force missile vs. ghoul

Force damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Half-Elf Cleric 2 (HP 11/15) (AC 22/11/21) (CMD 16) (Fort +4, Ref +1, Will +7) (Init +3) (Perception +14)

Not wanting to get in the way, Cay simply delays.

Liberty's Edge

*CORE* Male Human Fighter 1/Wizard 1 (2.0)| HP: 22/22 | AC: 15 T: 11 FF: 14 CMD: 16 | F+4 R+1 W+2 | Init +3 | Perception +0 |
Tracked Resources:
Telekinetic Fist 5/5; Spells: 1st - 2+1/2+1

Nowhere to go, delay as well.


Mechien's magic bolts slam into the totally unknown undead that nobody has identified, what makes you think it is a ghoul? creature, injuring it.

Sylvester and Korum are up! Korum has Guidance.

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester thinks for a moment about what the creature might be.

K-Religion: 1d20 + 2 ⇒ (1) + 2 = 3

Not having a clue he decides to put a hole in it with his trusty wand.

Magic Missile, CL3: 2d4 + 2 ⇒ (3, 4) + 2 = 9

"When in doubt Magic Missile. I really need to learn this spell."


That'll do it!

The completely mysterious undead creature is destroyed.

There is, once again, nothing of value in here.

The next crypt is behind the statue of the handsome, bearded man in extravagant clothes, wielding a lucerne hammer.

A plush red carpet runs down this narrow corridor between wood-paneled walls polished to a high sheen. Floating lanterns cast a gentle glow into each alcove flanking the corridor, where bodies wrapped in pristine linen are laid to rest in niches. Rather than the clammy chill of most underground rooms, this chamber is pleasantly warm, and the soothing sound of chimes tinkles softly in the distance.

Korum steps inside, Grakkahn behind him.
Korum Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Korum Will Save: 1d20 + 1 ⇒ (15) + 1 = 16
Grakkahn Will Save: 1d20 + 1 ⇒ (5) + 1 = 6
Mechien Will Save: 1d20 + 5 ⇒ (19) + 5 = 24

As soon as Korum steps between the alcoves, a blast of multicolored light erupts. Grakkahn collapses to the ground. Korum and Mechien shake it off.

A gore-soaked skeleton starts to emerge from an alcove further down the crypt, hoping to feast on helpless victims of the trap. Yes, it is obviously a skeleton, but a bit different.

Knowledge (Religion) DC 11:
This is a "bloody skeleton," a variant of the familiar skeletal undead.

Initiative:

Grakkahn: 1d20 + 8 ⇒ (20) + 8 = 28
Korum: 1d20 + 1 ⇒ (16) + 1 = 17
Mechien: 1d20 + 5 ⇒ (12) + 5 = 17
Sylvester: 1d20 + 7 ⇒ (8) + 7 = 15
Sarzuket: 1d20 + 2 ⇒ (1) + 2 = 3
Cayden: 1d20 + 3 ⇒ (5) + 3 = 8
Monster: 1d20 + 6 ⇒ (1) + 6 = 7

Round 1
Grakkahn (unconscious)
Mechien
Korum
Sylvester
Cayden

Monster
Sarzuket

Dark Archive

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Male Half-orc Ranger 1 / Rogue 2 AC 15 {T:11/FF:14} HP 17/27 Init+5, Perception +6 {Trap Spotter 10'} | Fort +3, Reflex +6, Will +0

Know: 1d20 + 2 ⇒ (4) + 2 = 6

"What? Did they just create a buncha new monsters? I have no idea what these things are! Hope its allergic to metal."

Ax of Allergic Reactions: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage: 1d12 + 6 + 2 ⇒ (11) + 6 + 2 = 19
SA Damage if Flat footed: 1d6 ⇒ 6


Yep, even with is DR/bludgeoning that will destroy it.

Korum smashes the skeleton to pieces. Grakkahn awakens with the world's worst hangover.

Even once he is awake, he is still blinded and stunned.
And then even once the blindness wears off, he is still stunned.

Finally after 3d4 + 1 ⇒ (1, 4, 2) + 1 = 8 about a minute he is himself again.

You poke around the crypt a bit.

Grakkahn: 1d20 + 1 ⇒ (1) + 1 = 2
Korum: 1d20 + 1 ⇒ (15) + 1 = 16
Mechien: 1d20 + 5 ⇒ (8) + 5 = 13
Sylvester: 1d20 + 5 ⇒ (9) + 5 = 14
Sarzuket: 1d20 + 7 ⇒ (6) + 7 = 13
Cayden: 1d20 + 5 ⇒ (20) + 5 = 25

While most of you find it quite beautiful, Cayden notices something is off.

Cayden:
It's all an illusion. The carpet, the lanterns, the fine linens, they're not real.

Grand Lodge

Male Half-Elf Cleric 2 (HP 11/15) (AC 22/11/21) (CMD 16) (Fort +4, Ref +1, Will +7) (Init +3) (Perception +14)

Knowledge(Religion): 1d20 + 4 ⇒ (7) + 4 = 11.

Cay *barely* identifies the skeleton as a Bloody Skeleton.

Does that mean I know about its 'timer'...?

He then looks at the others in surprise.

"Can you not see? There is a veil of illusion upon this place - there is naught but bare stone here, in reality..."

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)
GM Aldizog wrote:
Mechien's magic bolts slam into the totally unknown undead that nobody has identified, what makes you think it is a ghoul? creature, injuring it.

Lol, there's got to be some level of six-people-taking-10 on incredibly common creatures. It's pretty hard to not know what a ghoul is in the cafeteria at the Grand Lodge.

Mechien glances and Cayden and frowns.

Hmm, really? It seems nice in here. Well, I'll take the illusion!


Mechien Segla wrote:
Lol, there's got to be some level of six-people-taking-10 on incredibly common creatures. It's pretty hard to not know what a ghoul is in the cafeteria at the Grand Lodge.

I do not agree they are "incredibly common", but if I did, the DC would still have been DC 5+CR, not "everyone automatically knows." Take 10 is an option, but not in combat. Both Korum and Sylvester would have failed even the lower DC.

You do have a +8 and could probably have hit DC 11.

If you want to know about this undead, and the special ability that Cayden alludes to, you may make a check now.

The Concordance

Male CG Elf Evoker 3 | HP 14/14 | AC14 T13 FF11 | CMB +1, CMD 14 | F+0 R+4 W+5 | Init+5 | Perc: +4, SM: +2 | Speed 30ft | Force Missile: 7/7 | Arcane Bond 1/1 | Spells: 1st-burning hands, mage armor, shield, summon monster i; 2nd-flaming sphere, scorching ray (2) | Active conditions: mage armor (2h)

Knowledge (Religion): 1d20 + 8 ⇒ (10) + 8 = 18

Liberty's Edge

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*CORE* Male Human Fighter 1/Wizard 1 (2.0)| HP: 22/22 | AC: 15 T: 11 FF: 14 CMD: 16 | F+4 R+1 W+2 | Init +3 | Perception +0 |
Tracked Resources:
Telekinetic Fist 5/5; Spells: 1st - 2+1/2+1

Grakkahn's face is oddly peaceful as he dreams vivid dreams of swirling colors during his compulsory nap time. Unfortunately, he's pulled back to reality as the throbbing in the back of his head builds. With a groan, he wakes up and rubs the back of his head where it hit the ground. The others must have been too slow to catch me! I wonder what the rate of concussions are in the Society? Talk about an occupational hazard. Maybe they have a Union!

"There may just be stone, but I prefer to enjoy this place as it is," he confesses to Cayden's warning. Who are we to spur the will of the artist's expression? It isn't doing any harm in this small portion of the crypt. "Unless... something's hidden within?"
________
I think Korum is hilarious XD How much did he pay for that special Ax of Allergic Reactions? Lol! Grakkahn is opting out of his reroll vs illusion for religious/artistic reasons (exception would be if something dangerous starts to happen because of it).

Grand Lodge

Male Half-Elf Cleric 2 (HP 11/15) (AC 22/11/21) (CMD 16) (Fort +4, Ref +1, Will +7) (Init +3) (Perception +14)

Cay shrugs.

"If you would prefer to believe a lie, I won't try to dissuade you further. Free will is important."

I always thought the reroll Vs. illusions was to convince yourself that it wasn't real. Right now, you are convinced that it *is* real, and that Cay must be mistaken...? It isn't that you are saying 'oh, it's an illusion, but I don't want to ignore it'...?


Mechien knows that this sort of skeleton will re-form in about an hour after it is destroyed, unless it is destroyed by positive energy, or it is destroyed within the area of a bless or hallow spell, or its remains are sprinkled with a vial of holy water.

Grakkahn appreciates the aesthetic beauty of this crypt. Those who look beneath the illusion see stone, long-decayed (inanimate) skeletons, and tattered shrouds.

The next crypt is behind the statue of the imperious, heavyset woman holding a mirror and a halberd.

This crypt is noticeably colder than the surrounding rooms, and a rime of ice crystals coats the walls and the remains of the dead interred here.

Korum notices some sort of mold under the layer of dust. It is present in four patches in the alcoves in the eastern part of the crypt,
Korum Knowledge (Dungeoneering): 1d20 + 5 ⇒ (6) + 5 = 11
Sylvester Knowledge (Dungeoneering): 1d20 + 2 ⇒ (2) + 2 = 4
Mechien Knowledge (Dungeoneering): 1d20 + 8 ⇒ (19) + 8 = 27

Neither Korum nor Sylvester know what it is, but Mechien recognizes it as Brown Mold.

Mechien:
Brown mold feeds on warmth, drawing heat from anything around it. The temperature is always cold in a 30-foot radius around it. Within 5 feet, the cold is extreme enough to cause injury. Fire brought within 5 feet of brown mold causes the mold to instantly double in size. Cold damage instantly destroys it.

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