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

Game Master Aldizog

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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
Grakkahn wrote:
How much did he pay for that special Ax of Allergic Reactions?

It's a family heirloom passed down through the generations, lol

"Well, it's cold. So there's that. Toss a couple of Alchemist's Fires and be done with it?"

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)
Cayden Barleybrew wrote:

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'...?

Yeah, that's more or less what Grak and Mechien are saying. You might be right that this choice forces the potential reroll but we both flavored it as a selective comfort, lol.

------------

Mechien thinks harder on the skeleton they just put down and speaks up to the group with a distinct, intentional tone.

Who can channel positive divine energy? We must employ it to destroy that skeleton once and for all... or it will reform within the hour. Cayden? Sarzeket? He points specifically at it.

If not, Mechien is carrying one of the vials of holy water. Would that suffice as well?

------------

On entering the next room, the elf's eyes narrow as he looks at the brown mold suspiciously. Suddenly it comes to him.

That brown mold feeds on warmth! That is why it so so cold within thirty feet of it. Stand next to it and you will be harmed by it. BUT... he holds up one finger to draw sharp attention before continuing. If fire is brought near it the mold just doubles, as its hunger reaches out to consume that warmth. So, we need to hit it with cold damage.

If nobody else can supply cold damage:

Wow I picked the wrong spells today...

Mechien focuses on his arcane bond to recall and deploy Ray of Frost...

Please clear the tunnel for a straight shot! Assuming the party complies he stands back at the entrance and aims...

Ray of frost attack vs. AC 5 (PBS), cold damage (PBS, intense spells): 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 171d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

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

Trusting in the knowledge of his colleagues, Grakkahn backs out of the room and leaves Mechien to ply his trade. Again, he pays particular attention to how the Wizard casts his spells.
________
Many a Brown Mold have fallen to Ray of Frost, cold damage is hard to come by at this level, especially in the CRB iirc.


There are four patches to hit, so would require four Ray of Frost spells.

Fortunately, another of the party has a similar capability to deal cold damage with more attempts available. Will apply Mechien's bonded-item spell and roll after that if needed.

The patches are indeed AC 5 to hit, but two patches have cover from the alcove unless you walk right up to them (thereby taking NL cold damage).

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, upon hearing his more knowledgeable friends chime in, finishes the skeleton

Channel to destroy undead: 1d6 ⇒ 2

====================

Later

Sarzuket aims an icicle at each patch of mold.

only miss AC 5 on a nat 1: 4d20 ⇒ (5, 10, 16, 12) = 43 Hits all 4 patches even if they have a +4 cover bonus to AC

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)

Oh, nice. I looked at character sheets but missed the Icicle domain ability.

The elf steps aside and nods at Sarzuket appreciatively. Well done master gnome!

He wanders into the room to more safely look around.

Perception, investigate meat locker: 1d20 + 4 ⇒ (1) + 4 = 5

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

For safety, Grakkahn follows Mechien in. Hopefully that was the last of it, but you never know!
________
Perception: 1d20 + 1 ⇒ (18) + 1 = 19


Sarzuket destroys the Brown Mold.

Grakkahn finds two vials, and a number of valuable grave goods that had been covered by the mold. Worth 75 gp.

Mechien Spellcraft to ID item: 1d20 + 11 ⇒ (10) + 11 = 21
Mechien examines the vials and identifies them as potions of Hide from Undead.

The next statue is the black stone one. Nobody succeeded at identifying it, though you can make a guess. This statue portrays a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms.

The usual Mage Hand trick of touching it with a rock does not produce a spark or any other effect. There is something magical about this statue, but it doesn't seem to be a Shocking Grasp trap.

What do you do?

Dark Archive

Male N Gnome Sorcerer 7 Buffs: Endure Elements, Heroism, Fly, Resist Energy Fire (20) | 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 3/8 2nd 6/8 3rd 2/5

Sylvester casts Detect Magic.

"Perhaps we can find out what is so special about this statue."

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 detects magic and focuses on the statue with three faces.

knowledge arcana, guidance: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Sarzuket shrugs, "I have no idea..."


@Sylvester, you already tried on this one, and can only try once per day. I realized I gave the statue's identity away in some careless posts, it's a depiction of Pharasma.

There's a moderate enchantment aura, Spellcraft DC 25.

Sylvester got a 17, Mechien got a 17, Sarzuket got an 8. Cayden does not have Spellcraft and so does not have Detect Magic prepared.

Given that nobody can identify it... what do you do?

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

We will just move on I think. Nothing else make much sense here.


Do you mean not touch the statue to move it aside, and just forget about whatever is in the passage behind it?

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

Statue of Pharasma has passage behind it too? in that case...

Sarzuket helps pushing Pharasma's statue to the side. Surely the goddess wouldn't allow the Runelords to defile her image by laying some traps on her statue! Right? ;)


Sarzuket touches the statue and something happens to him.
The gnome looks like he feels pretty good.
He calls upon his magical knowledge, and the feeling the effect has on him, to try to figure out what the enchantment is.

Sarzuket Spellcraft to ID effect: 1d20 + 5 ⇒ (15) + 5 = 20

Sarzuket:
You receive the benefits of Aid, including 1d8 + 10 ⇒ (8) + 10 = 18 temporary HP.

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

"Huh... friends... you should all touch the statue. Go on. Touch it. You'll see. It feels naiiiiiiiiiiice...." says Sarzuket in the creepiest way possible. "In all seriousness, I believe this is a beneficial aid spell, which will bolster your health and make you hit harder in battle. By my calculations - or at least gut feeling, pick one - I think this may last up to 10 minutes..."

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

I'm not sure about this crazy koot. First he gets switched around, and now he's acting squirrelly about this statue. Hmm...

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15

I mean, he doesn't seem like he's tryin' ta kill us all. And, it is a temple to Pharasma after all. Aw, what the Hells!

"Alright, I'll give it a go. But if I die, I will haunt you until yer bleached, especially when yer gettin' intimate with any lady friends."

Korum reaches out his left hand, shuts his eyes tight, and places his palm on the statue.

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

"What in the Nine Hells did you mean? why pick this specific moment to haunt me!?!"


Sarzuket Thicketbotter wrote:
"Huh... friends... you should all touch the statue. Go on. Touch it. You'll see. It feels naiiiiiiiiiiice...." says Sarzuket in the creepiest way possible. "In all seriousness, I believe this is a beneficial aid spell, which will bolster your health and make you hit harder in battle. By my calculations - or at least gut feeling, pick one - I think this may last up to 10 minutes..."

I really wanted to respond to this with Make a Bluff check, Sarzuket just to have some fun with it, but Korum seems to have picked up the idea without me saying anything.

Korum gains the blessing of the statue as he touches it. Aid: 1d8 + 10 ⇒ (8) + 10 = 18 temporary HP

Anybody else who wants to, feel free to roll your own Aid, but this effect only works once in 24 hours for each of you.

It appears that this crypt was used inter the Thassilonian clergy of Pharasma. Most of the bodies here have long since crumbled to dust, and those that have not would likely do so at the slightest touch.

There are several ancient holy symbols of Pharasma in here. Do you take them?

In addition, you spy a magic wand made of bone. Mechien Spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16
Mechien identifies it as a Wand of Disrupt Undead with 30 charges. Do you take it?

Cayden spots a secret door cleverly hidden in the back of the crypt.
It has taken 5 rounds, or 30 seconds, to search this crypt; Aid does indeed last 10 minutes in this case.

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

"Looks like its yer lucky day Sarz. No hauntings fer you or yer paramores." Korum looks over the discoveries. "I'm thinking we leave all the Pharasmian stuff alone. No need to disturb or upset our hosts, right. We can leave note as to where everything was found. They can pay us to come back for it, or grab 'em themselves."

I vote to search the crypt. If the buff expires? Well, I didn't have it to start with.

Speaking of which, have we been 'Pathfinding'? If not, Korum will start mapping, etching, drawing and the like as we continue forward (after the buff wears off that is). We can also perform this task on our way out, correct?

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

"Sure, sure..." replies Sarzuket as he shovels the ancient holy symbols in his pockets.

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Cay is mildly discomforted at the looting of a Pharasmin Crypt, but doesn't openly object.

When the others are ready, he opens the secret door.

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

Sarz looks at Cay, "What? don't you think the Pharasmin sisters will welcome me a hero when I go back upstairs and give them some of these beauties?"

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

"You may want to avoid mentioning that you took them out of Pharasmin graves, then..."

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

"The whole basement belongs to them man! they sent us here 'cause they don't want to stain their silky long robes remember? and because they knew I was in the neighborhood too... they can't resist having me over when I'm in the neighborhood..."

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

"That may be true, but they didn't explicitly tell us to loot their antecedents, did they? They may have preferred that they be left in peace... All I'm saying is, be cautious about what you tell them."

I mean, by Sarzuket's logic, the Archbishop of Canterbury would be delighted if workmen gave him grave goods looted from Westminster Abbey, and POTUS would be happy to be presented with stuff taken from Lincoln's tomb :-P

Note, I am not, either in or out of character, saying not to do it; I'm just expressing that it makes Cay a little uncomfortable - these people were laid peacefully to rest, and we are disturbing that rest...

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

For the record, Korum voted against this course of action.

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 thought you were the strong and silent type, hanging in the background and stuff..." says Sarzuket to Cay as he grabs the last ancient pendant, his baggy pants now full of loot. "Don't worry about it. Make sure you're guarding the rear and no one surprises our sixes!"

@Cay: The snark is in-character only. Sarzuket is not Core: he's Hard Core. Don't get in a morality duel with him! he'll hold you to your precious ideals at the worst of times! ;) :P Sarzuket will remember the warning though, probably... maybe... or brag about this... depending on how the sisters feel that evening... :) @Korum: for the record, does this mean that you're docking gold off your chronicle sheet on purpose?! O_O ;) :P


You were told to not loot items of Pharasma.
There is no reason to think you will be rewarded for doing so.
These items are worth a pretty trivial amount of money compared to the risk of offending the Church of Pharasma.
But do what you will.

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

Edit: Nevermind... found it in first post... D'Oh!

Sarzuket feels the collective weight of all angry stares upon him. As if on cue one of the symbol breaks through his pantaloon's pocket and clinks loudly on the stone beside his feet.

"Alright alright alright! I'll put them back... but Mama Thicketbotter won't stop going on about this... leaving expensive shinies in a dark dusty dungeon... *harumph!*"

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)
GM Aldizog wrote:

"Bodies have gone missing from the Godsmouth Ossuary. This is a most serious sacrilege. I ask that you stop whatever is behind the disappearing bodies, and eliminate any other hazards to be found in the Ossuary. I have negotiated payment with Sheila Heidmarch; you are permitted to keep any valuables found within the sealed crypts, other than clearly Pharasman relics or treasure.

I acknowledge that it doesn't explicitly say to not loot such Pharasmin treasures, but given they were talking about sacrilege, I thought it was implied...?

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
Mission Briefing wrote:
you are permitted to keep any valuables found within the sealed crypts, other than clearly Pharasman relics or treasure.

Ninja'd

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

The gnome sheds a single tear of sadness to the Pharasmin stone floor... Welcome.... to the GODSMOUTH!!!!!!!!!!!!!!!!!

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)

Catching up! Yes, touching the statue for aid. On the wand of disrupt undead: necromancy is one of mechien's opposition schools, so he probably can't use it? Or as easily? The spell is still on his list, he just incurs a penalty to prepare those spells (so maybe he can use it).

Mechien interrupts the argument about the Pharasmin holy symbols. So.. do we want to push this statue aside in enter the passage?

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

With not one but two allies not dying by touching the statue, Grakkahn will also touch it.

With the holy symbol debate over, Grakkahn joins Korum whenever he is ready in pushing the statue to the side. I think we'd have been reported as "lost to the crypts" if we took those symbols. It'd be great to resurface the lost art, but I think there are limits to the lengths people should go to restoring cultural artifacts.
________
Aid: 1d8 + 10 ⇒ (7) + 10 = 17 Temp HP
The wand doesn't seem to be Pharasmin in nature. I think we should snag that! Mechien, afaik, you can use that wand no problem. If you were a Thassilonian Specialist (not core or even PFS legal sans boon), then you'd be unable to use that wand (forbidden/banned vs opposed school).

Dark Archive

1 person marked this as a favorite.
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

"Well Grak, time to earn our pay." The ranger heads to the secret door at the back of the crypt.

Will wait for Guidance to be cast
Disable Device {Guidance}: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29


Aid on Mechien: 1d10 + 10 ⇒ (2) + 10 = 12
Cayden, Sylvester, are you touching it? Feel free to roll your own Aid temporary HP if so.

A corridor continues to the south. In an alcove off of the corridor, a square shaft drops off into the darkness.

dropping rocks, Light-illuminated rocks, or other objects down the hole:
Dropped objects fall a long way (at least 200'), bounce, and then go out of sight as the shaft apparently turns.

The corridor turns, and comes to a gate constructed out of bleached bone. Within the chamber ahead, you can see repeated lines of footprints marking the dust on the floor, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen.

Korum Perception, Trapfinding: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 So close. Well Cayden has been taking a look at everything also, and his Take 10 is enough.
There is a trap on this gate, which Korum believes he can disable.
Using your roll from above.
When touched, the gate would have formed a sharp bone spear that would have stabbed Korum. He successfully disables it.
Rounds: 2d4 ⇒ (2, 4) = 6

That's another 5 rounds for going through the corridor with active Perception checks, and 6 to disable, so 16 rounds off of Aid.

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

Anyone else get the sense that we are on a clock? lol


That is the only downside to "We actively search every square and Cayden finds (almost) everything." When you have short-term buffs running.
And I have another clock running with the Gameday but we'll see how we are when it nears the end.

Keeping this moving...

Skeletons stand motionless in the four central alcoves in this room. Korum has disabled the trap on the gate but not yet entered the room.

What do you do?

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

Aid is 10 minutes, so yes!

Dark Archive

Male N Gnome Sorcerer 7 Buffs: Endure Elements, Heroism, Fly, Resist Energy Fire (20) | 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 3/8 2nd 6/8 3rd 2/5

Sylvester touches the statue.

Aid,Temp hps: 1d10 + 10 ⇒ (1) + 10 = 11

Shaggy looks up his master and if allowed will lick the statue for luck.

Aid on Shaggy if allowed by GM: 1d10 + 10 ⇒ (4) + 10 = 14

"Never refuse a gift I say."

Sylvester notices the statues and retrieves his trusty wand of magic missiles. He looks up at the larger and more muscular party members to advance if they like.

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 peers into the passage. Certainly they will animate if we venture in so far... does anybody see anything of interest in this chamber?

He looks to Sarzuket. So, a simple emission of your divine energy and they're destroyed?

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

"You said 'SIMPLE EMISSION' and that's by definition, my specialty!" answers Sarzuket, smiling, as he brings his glowing girlfriend dancing down the hall forward. He then channels into the alcoves yonder.

Channel to Harm Undead, Will DC 14 for 1/2: 1d6 ⇒ 5

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 stands with Sarzuket as he releases his holy emission. Just in case.


As soon as Sarzuket and Grakkahn step past the bone gate to get the skeletons in range for his Channel, the undead begin to move.
Sarzuket, you can use that damage roll on your turn if you wish.

Initiative:
Grakkahn: 1d20 + 8 ⇒ (15) + 8 = 23
Korum: 1d20 + 1 ⇒ (15) + 1 = 16
Mechien: 1d20 + 5 ⇒ (19) + 5 = 24
Sylvester: 1d20 + 7 ⇒ (18) + 7 = 25
Sarzuket: 1d20 + 2 ⇒ (2) + 2 = 4
Cayden: 1d20 + 3 ⇒ (6) + 3 = 9
Skeletons: 1d20 + 6 ⇒ (18) + 6 = 24

While Sarzuket is in the process of calling down holy power, the skeletons rush to the attack! Fortunately there is a warrior with Combat Reflexes and a reach weapon ready to protect him...

Round 1
Sylvester
Skeletons
Mechien
Grakkahn
Cayden
Sarzuket

Now that you can see these undead moving, there seems to be something different about them.
I'll say you know the about standard skeletons as they are common and you can attempt untrained. Undead, DR 5/bludgeoning, immune to cold.

Knowledge (Religion) DC 11:
These bones seem to have been alchemically treated, possibly making them tougher in some way than standard skeletons.

Grakkahn, you may as well make two AOOs now, since that is how many skeletons will be upon you in a moment.

Dark Archive

Male N Gnome Sorcerer 7 Buffs: Endure Elements, Heroism, Fly, Resist Energy Fire (20) | 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 3/8 2nd 6/8 3rd 2/5

Sylvester tries to remember if they were talking about this variety of skeleton at the local pub.

k-religion: 1d20 + 2 ⇒ (12) + 2 = 14

He remembers something about what makes them special from ordinary skeletons (GM - What is most memorable about these variety of skeletons).

Sylvester's fey eyes adapt to the dim light easily as he sees the closest skeleton (green) quite clearly. He fires off a duo of missiles from his wand at that skeleton before scampering to safety behind the party.

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

Riding roll to see if he has to use a hand

riding, DC 5: 1d20 + 3 ⇒ (20) + 3 = 23

The little gnome bounds off with little care to the world.

"Whee!"


Sylvester:
Some alchemical compounds can interfere with positive energy. If applied to bones, it could provide a degree of channel resistance.

Sylvester drops a skeleton and then does a little show-jumping with his mount.

The other three skeletons move to attack Sarzuket and Grakkahn.
Grakkahn, I will roll the attacks after you take your AOOs, because what you do will impact where the skeletons end up. Right now they are "between squares" at the point when your AOOs happen.

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 swings his glaive around and over Sarzuket's head (mostly confident the little Gnome isn't going to decide to jump as high as he can at this precise moment) at the approaching Skeleton. Instead of stopping the momentum of his first attack, he spins it into a follow up on the other Skeleton.
________
AoO 1 vs Red: 1d20 + 5 ⇒ (14) + 5 = 191d10 + 6 ⇒ (1) + 6 = 7
AoO 1 vs Blue: 1d20 + 5 ⇒ (18) + 5 = 231d10 + 6 ⇒ (6) + 6 = 12


Grakkahn chips some bones on one of them and entirely destroys another. A third moves up to take the place of the destroyed one, and Grakkahn takes a swing at it too.

The reason I didn't roll for you is that I wasn't sure if you were going to deal damage or Trip. Given that you had a weapon that is reduced in effectiveness against skeletons, Trip wouldn't have been a bad option, but you did destroy one outright.

AOO #3: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

He hacks through the rib-cage, leaving the last one barely standing.

Red on Sarzuket: 1d20 ⇒ 6
Black on Grakkahn: 1d20 ⇒ 11

Both swing rusty scimitars at their targets and fail to hit.

Sarzuket finally gets his holy emission to work. The bones seem to smoke and smolder as something on the skeletons resists the holy power, but in the end they are both overcome and destroyed.
Red Will, Channel Resistance: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Black Will, Channel Resistance: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

?: 1d100 ⇒ 79

There is a door in the northeast of this room, the various tracks leading to it. While the door is somewhat concealed, it is not as well-hidden as the previous one, and the visible tracks leading to it make clear that something is there.

Another 8 rounds to actively search every square of this crypt. 25 rounds off of Aid.

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)

Good show Sarzuket! A simple emission does the job! How many emissions do you have left, as we enter this next door? Hmm, traps?

Before awaiting an answer he turns towards the next passage to scan it.

Perception, door traps: 1d20 + 4 ⇒ (14) + 4 = 18
Cast Detect Magic, magical traps

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