Outpost III : [PFS][CORE] #10-98 Siege of Gallowspire (Inactive)

Game Master Ilmakis

Maps
Aid Token (rules)
Aid Characters
Area Template
CHRONICLES


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Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

With a triumphant shout, Shevar Besnik’s voice rings out. “Pathfinders! Together we’ve cleared the remaining wards from the stairway. And together, we’ve beaten back most of the monsters these Catacombs had to throw at us. Who wants to go deeper? I’m sure it’s just as bright and cheery as up here!” The way to the Silent Shrine is clear!

GMs, area C is now open.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

I choose to accept this as Ezren's canonical fate for his many crimes.

Zephyr finds himself low on options. "Is anyone is a hurry to get closer? I can't say the prospect excites me."

If anyone wants levitate to get around the trap, sound off. Otherwise I'll take it and move forward.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"I've not lost a student on a field trip yet, and I don't intend to start now!" calls out Khellek, who bravely - if somewhat foolishly - skirts the trap and advances on August. As he moves up, the scholar draws a wand from his belt, ready to use it on the brave monk.

"In its battles against the whispering tyrant, many armies relied on summoned creatures. Even if they fell, they left no bodies to be animated..." he suggetss.

Maintains inspire.


#3-99 ACTUAL MAP

@Khellek are you just walking on the trap?

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.

GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

No, Khellek took a 5' step around the corner. If that is not possible then..

As the scholar approaches August, his footwork becomes fancy. Remembering the spinning dances of his youth, he takes on a carefree stance, twirling and leaping in remembered glory the quicksteps of a varasian folk dance.

Dance(versatile performance-acrobatics): 1d20 + 11 ⇒ (20) + 11 = 31

Acrobatics to jump across the narrow corner

Meanwhile, hearing the call for assistance, Auriferous waves farewell to the team to help try to take out the colossus.
level 8 aid: 3d6 ⇒ (4, 3, 3) = 10

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

August continues to assault the bag of bones.

Flurry 1, heroism, inspired: 1d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
Damage, adamantine, bludgeon, inspired: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15

Flurry 2, heroism, inspired: 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35
Damage, adamantine, bludgeon, inspired: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15

Flurry 3, heroism, inspired: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27
Damage, adamantine, bludgeon, inspired: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15


#3-99 ACTUAL MAP

@Khellec you can't pass through a corner.
@August what is this 2 "+2" to damage ?

Confirm Crit: 1d20 + 11 + 2 + 2 ⇒ (18) + 11 + 2 + 2 = 33
Additional Damages: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Sneak: 6d6 ⇒ (1, 4, 6, 1, 1, 5) = 18

August punches the creature quite well and sees that his nunchaku are quite efficient against it.

Enemy -81

Round 2 (bold may act) - Inspire Courage -
Varian
Zephyr
Roan

Round 3 (bold may act) - Inspire Courage -
Khellec
Varian
Enemy - sparkly - -81HP
Auguste -18HP - Displacement -
Zephyr
Roan


#3-99 ACTUAL MAP

Mission Muscle!

Auriferous is sent on a mission !
@Khellec you can roll 3d6 for your character.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Just put Varian on delay - whilst this thing is still blind, I don't really have anything else to add.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Rolled the 3d6 up in my original post for Auri. She has pp to burn to get healed up.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

My mistake - there are two +2 for to hit (heroism and inspiration), but only 1 should apply to damage (inspiration).


#3-99 ACTUAL MAP

@Khellek sorry! wasn't reading right and mistaken for the use of a healing aid token ...
@August No worries, that what I thought :)

Auriferous almost makes a substantial contribution but is quickly separated from other Pathfinders and trapped in a perilous position.
The only hope he has to survive is if the overall mission is a success!


#3-99 ACTUAL MAP

Round 2 (bold may act) - Inspire Courage -
Zephyr
Roan

Round 3 (bold may act) - Inspire Courage -
Khellec
Varian - Delay -
Enemy - sparkly - -81HP
Auguste -18HP - Displacement -
Zephyr
Roan

The Exchange

Male N Human Druid 4 / Conjurer 3 | HP 51/51| AC 18 T 12 FF 17 | CMB +5, CMD 18 | F: +9, R: +8, W: +15 | Init: +2 | Perc: +15 | Speed 30ft | Acid Dart: 5/5, Fire Bolt: 7/7 | Active conditions: Mage Armor

Roan steps forward to the edge of the trapped region, and begins casting a spell. Summon Nature's Ally 3

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Zephyr starts to float off the ground and inch closer, the better to offer some meager help.


#3-99 ACTUAL MAP

As Zephir looks around, he sees that the trap is strange. Looking closer, he recognize the thing! It's a Deathtrap Ooze one question

GM rolls:
Know. Dungeoneering: 1d20 + 9 ⇒ (12) + 9 = 21

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

So is it hiding in a trap, or is it hiding as the trap itself? Let's go with...Special Attacks or Special Qualities.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

A crack appears in the colossus’s outer shell. As the Pathfinders continue to rain down powerful blows, the cracks spread. Finally, the creature’s entire body fractures, and it topples over, breaking into pieces as it falls. With a cheer, the caravan charges forward to deliver supplies to the front lines. The Muscle Mission was successful!

GMs, the Muscle Mission Success condition on page 17 is in effect.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

A hidden door in the wall flies open, releasing a putrid stench. Armored bodies pour out of the opening, gathering into a tidal wave of rotting flesh and steel that quickly reaches the ceiling. Calisro Benarry cries out, “Are you lot going to be scared off by a few dead bodies? Come on, let’s go!” She draws her blade, preparing to fight. Players, you can send your Guard Aid Characters on this mission.

GMs, please begin the Aid Mission (Guard) swiftly.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

guards!: 3d6 ⇒ (3, 3, 2) = 8

As the undead stream out, an unarmored dwarf pushes his way into the middle of the mess. Striking out with fingers and feet, he calls out
"As a stone rolls down a hill, so do misdeeds come back to haunt one!"

Khellek's aid guard aid character, about to get buried under a pile of undead bodies with that roll.


#3-99 ACTUAL MAP

@August please, send Will Hawk into the guard mission (and rolls 3d6 for him)

@Zephyr the creature is the trap.
Zephyr knows that except for the basic ooze immunities, the creature can constrict once it takes hold of its prey, it secretes acid that dissolves only flesh (so creatures not made of flesh are immune to this acid). Also he remembers that a deathtrap ooze can assume the form of any medium or large mechanical trap that has no more than one moving part (excluding pit). If attacked in his trap form it can resume if natural form as a free action, otherwise it's a swift action for it.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

"Will - get in there and see what you can do!"
Guard Mission: 3d6 ⇒ (3, 2, 3) = 8


#3-99 ACTUAL MAP

Both Pathfinders find themselves in a dire position and are unable to be of help in this dangerous mission. Their only hope to survive is for the other team to be successful...

=============== Main Mission ===============

GM rolls:

Bite: 1d20 + 14 ⇒ (4) + 14 = 18
Damages: 1d8 + 4 ⇒ (2) + 4 = 6
Miss Change >50%: 1d100 ⇒ 70
slam #1: 1d20 + 14 ⇒ (11) + 14 = 25
Damages: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Miss Change >50%: 1d100 ⇒ 100
slam #2: 1d20 + 14 ⇒ (6) + 14 = 20
Damages: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Miss Change >50%: 1d100 ⇒ 2
Will: 1d20 ⇒ 2

This time only one slam hits August as the other two attacks falls short.

Round 3 (bold may act) - Inspire Courage +2 -
Khellec
Varian - Delay -
Enemy - sparkly - -81HP
Auguste -41HP - Heroism, Displacement -
Zephyr
Roan

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Poor Will...

August feels the pain of a trapped and likely doomed friend, and takes it out on the large mostrosity in front of him.

Using the power of his braid, he will get 1.5 str bonus for 1 round to his flurry, and also adds power attack to the mix.

Flurry w/Numchaku, Heroism, Inspired, Power Attack: 1d20 + 12 + 2 + 2 - 2 ⇒ (10) + 12 + 2 + 2 - 2 = 24
Damage, bludgeoning, adamntine, inspired, power, braid: 1d6 + 5 + 2 + 2 + 6 ⇒ (6) + 5 + 2 + 2 + 6 = 21

Flurry 2 w/Numchaku, Heroism, Inspired, Power Attack: 1d20 + 12 + 2 + 2 - 2 ⇒ (2) + 12 + 2 + 2 - 2 = 16
Damage, bludgeoning, adamntine, inspired, power, braid: 1d6 + 5 + 2 + 2 + 6 ⇒ (2) + 5 + 2 + 2 + 6 = 17

Flurry 3 w/Numchaku, Heroism, Inspired, Power Attack: 1d20 + 7 + 2 + 2 - 2 ⇒ (7) + 7 + 2 + 2 - 2 = 16
Damage, bludgeoning, adamntine, inspired, power, braid: 1d6 + 5 + 2 + 2 + 6 ⇒ (2) + 5 + 2 + 2 + 6 = 17

Ouch. could have rolled better...


#3-99 ACTUAL MAP

The first punch is sufficient to destroyed the creature!

@August you can move.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

Zephyr floats over the trap and into the now-empty room. "Good work, I didn't have much against that golem. Shall we try demolishing this ooze while we're here? It could free other agents to pass through."

Double levitate-move, if we're still in actions.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek observes the ooze from a safe distance.
Takes ten on dungeoneering for a 30. Immunities, resistances, special attacks

"I'm not so sure...

Do we get any supplies from that muscle mission that was listed above?

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The wave of corpses is relentless, but it isn’t as determined as the Pathfinders. After a tough fight, the wave falls apart, and the corpses lie still once again. “Good work!” says Calisro Benarry. With a sharklike smile, she says, “Let’s see what else dares to
stand in our way.”
The Guard Mission was successful!

GMs, the Guard Mission Success condition on page 17 is in effect.

************

**OVERSEER ANNOUNCEMENT**

The voice of Ollysta Zadrian is a barely audible whisper, though she appears to be shouting. “Pathfinders! We’re nearly done clearing the evil from this area. Destroy your foes quickly, then gather together for a briefing.”

GMs, please wrap up Part 3 encounters quickly, applying the conditions on page 16.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

"Can you just sprinkle some drying power on it? I don't think I have any..."

Despite August Dupine's impressive display against the monstrosity, you can see it came with a cost. "That thing really packed a punch!"

He offers his CLW wand to anyone willing to help him use it.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Looks like 8 charges.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek is happy to use the wand on Dupline Although if those supplies include a wand or healing potions, he'll use that instead.

"Let us press onward and see what awaits us." he says, paying lots of attenion to the layout and any decorations in the 'lair'.

"This will make for a most fascinating article. Think about it, this place has been untouched.. at least by living hands, for hundres of years. We are literally walking in history."


#3-99 ACTUAL MAP

Muscle Mission
Each PC gains an item worth 750 gp or less, as a Pathfinder from the supply caravan rushes in and places this item among the PC’s equipment. If the players are uncertain about what they want, potions of 3rd-level spells like cure serious wounds or fly are good choices, as are wands of 1st-level spells like cure light wounds or remove fear. This goes back to the Pathfinder Society’s supplies at the end of the scenario if it is not used.
Guard Mission
A group of allied Pathfinders runs into the encounter. If the PCs are between combats, the Pathfinder allies appear in the next encounter. Ask the PCs to choose one of their opponents for the Pathfinders to attack. That opponent takes an amount of damage that bypasses all defenses: (40 points of damage in Subtier 7–8)

A team a Pathfinders help you get rid of the Ooze and you have time to recover before going further into the catacombs.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I'll pick a wand of CLW. Use that instead of August's charges above.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Thank you! I was leaning towards a potion of flying. I would also be happy to get something more group healing or restoration based, though.


#3-99 ACTUAL MAP

Each PC gain an item. August you can choose a potion of flying if you want.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

I'll go with a scroll of Summon Monster IV.

Zephyr follows along, hoping for an enemy less resistant to magic in the next inevitable fight.

Will Levitate last into the next encounter? 7 minute duration.


#3-99 ACTUAL MAP

It will be more than 7 mn before the next encounter.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Ollysta Zadrian gestures the Pathfinders close and then speaks as loudly as is possible. “My friends, the clues you identified in the Catacombs have led to a remarkable discovery: The Whispering Tyrant has hidden some kind of relic deep within the Black Caverns. We don’t know its exact powers, but the information you provided makes it clear the relic would be a powerful tool in the fight against the Whispering Tyrant. It may also help us to clear away some of the Tyrant’s corruption from this place. As loath as I am to say this, we must split our expedition.”

She turns to Shevar. “Our illustrious friend is right,” Shevar says. “I will lead part of the expedition to the Black Caverns and retrieve the relic.”

“And I will lead the force to disrupt the ritual,” Ollysta adds. “But I must make it clear that whomever goes with me to stop this foul necromancy will likely be facing the greater challenge. While the Whispering Tyrant surely has guardians for this relic, he certainly has his most deadly forces set to protect the ritual.”

GMs, please begin Part 4.


#3-99 ACTUAL MAP

Helped by other Pathfinders you make you way through the catacomb and the The Silent Shrine, named for the way all sounds here turn to harsh whispers, the Silent Shrine is a place full of libraries and laboratories devoted to the study of undeath. It was here that much of the experimentation carried out by the Whispering Way was conducted under the blind gaze of statues of numerous death gods. Statues of Urgathoa, Kabriri, Orcus, and Charon stand throughout the facility, placed near shrines to those gods. Although the Whispering Tyrant does not worship any of these deities, his allies and guests found them comforting.

There, the Pathfinders divide in two groups. The first one having the most experienced, or the craziest, are tasked with the most dangerous of the missions, directly disrupting the Ritual and directed by Ollysta. The second group, lead by Venture-Captain Shevar, will go to the Black Caverns to find a relic that could help defeat in the long run the Whispering Tyrant.

Venture-Captain Shevar turns to you and says ? Are you with me Pathfinders? Follow me and go find the relic. We will need it.

You can decide to go help the Pathfinders disturbing the Ritual, but I will advise against it.

Shevar Besnik leads the way through the darkness for several hours. As the surface grows farther away, the air becomes increasingly cloying and stale. The sheer weight of the hundreds of tons of stone above is palpable. Hordes of lesser undead rise to stop the group several times on the journey, but they are no match for the Pathfinders and soon fall. Ahead, a dull red glow provides some illumination as the cavern expands, leading to the bottom of a deep chasm where a river of blood flows. A bridge spans the chasm in a low arc. This is it says Shevar.

You can place yourself on inside the white rectangle at the bottom of the chasm, which is 50 feet deep with stone walls.
You sense that being close to the river of lava is not good.

As servants of the Whispering Tyrant are everywhere, you see four of them ready to attack you.

One is clad in ragged black robes and tarnished armor. This grim, headless rider is surrounded by an aura of menace. 3 others creatures are next to it, skeletal creatures with a long, thin neck seems to float above the ground. Theirs jaw is elongated, showing sharp, worn teeth.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Oh my.." says Khellek as he spies the foes.

"Somehow I don't think Bessie will be much use against skeletons.."

religion take 20 this time to ID foes, especially the big nasty. Immunities, resistances, weaknesses, special attacks. Only a take ten against the normal skeletons same stuff though.

"Stand firm Pathfinders. The Inheritor herself must bless this task we face. While she is not here with us in body, surely her spirit watches and blesses us."

And we'll kick off with inspire courage, once init comes up.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

"Skeletons need to be broken apart. Or drop them in that lava river, maybe?"

If necessary, Dupine will have his mage armor refreshed and if there is time, use the wand of endure elements to protect from the heat, before moving in.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian starts casting Summon Monster IV.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

"I'll count on you for that. But we can trip them up and help you from afar."

Doesn't seem as if we're in initiative yet. I'll probably lead with heroism on August.


#3-99 ACTUAL MAP

GM rolls:

Initiative Khellec: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Auguste: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Zephyr: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative Roan: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Varian: 1d20 + 9 ⇒ (5) + 9 = 14

Initiative G: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative D: 1d20 + 2 ⇒ (19) + 2 = 21

Init (>50 is Roan): 1d100 ⇒ 77

@August As you move for several hours without knowing exactly when you will encounter the ennemies, I will say you use Charges: 1d4 + 1 ⇒ (2) + 1 = 3 from your wand.
@All Once you arrived there, the fight starts.

Round 1 (bold may act)
Roan
Ennemies
Khellec
Varian
Zephyr
Auguste

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Charges noted.


#3-99 ACTUAL MAP

As Khellec starts encouraging his companions, he recognizes several of the creatures.

The one on his fiendish horse is called a Dullahan, a LE medium undead. He knows that it has nothing more than the usual undead immunities and is resistant to magic SR. He also know that while wielding a slashing weapon, which it does, the weapon gains keen and make additional cold damage. Also, once per day, as a mind-affecting curse effect it can call the name of someone to give him the staggered condition for a few seconds but also, for 24 hr, make the victim to confirm all crit against it automatically and fails all check to stabilize.
The creature can summon a fiendish horse as a standard action.

The other skeletons are called Gaki, NE medium undead and are as powerful as the Dullahan.
The have no special immunities except for being an undead and have a weakness against fire and cold. One thing he knows about these strange creature, is that despite being undead, a gaki is plagued by an insatiable hunger, and believes it can gain a normal body or rest in peace if it consumes the right mixture of flesh, food, and drink. A gaki that finds a corpse or is offered food, wine, holy water, or flowers must succeed at a Will save or spend one turn trying to grab and consume it. Its narrow neck prevents it from swallowing more than a tiny amount, and
it gives up after 1 round of attempting to do so. A gaki that consumes holy water in this way is not harmed by it.

Roan delays.

The Dullahan on his horse charges August while the Gaki become all invisible.

GM rolls:
Keen longswordCharge: 1d20 + 14 + 2 + 1 ⇒ (5) + 14 + 2 + 1 = 22
Damages x2: 1d8 + 6 ⇒ (8) + 6 = 14 Cold Damages: 1d6 ⇒ 5
Horse Charge: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

The Dullahan miss by an inch August!

Round 1 (bold may act) - Inspire Courage +2 -
Roan
Ennemies
Khellec
Varian
Zephyr
Auguste
- Mage Armor -

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

The scholar conveys all the information above!
"Watch out for the headless horseman. He can curse you, and his sword is incredibly dangerous in his hands."

Turning to the mages he adds "The skeletons that vanished... they are vulnerable to extremes of temperature, both heat and cold.."

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

August, I forgot you already have heroism. You aren't a finesse fighter, but do you want to keep your AC? I can do an enlarge person. But for now...

Zephyr takes a hurried step back and tries to deprive the dullahan of its transportation.

Can I grease the horse? I've seen that done in PFS play, but the spell never says you can hit a creature directly. If so, DC 16 Reflex. Otherwise, I'll magic missile the horseman directly.

Magic Missiles?: 4d4 + 4 ⇒ (1, 2, 3, 2) + 4 = 12


#3-99 ACTUAL MAP

@Zephyr August previous Heroism is gone as it was several hours before your last fight.
What do you want to do with grease ? If you want to dismount the cavalier by casting grease on his saddle, I will authorize it.

Sovereign Court

Male Half-Elf Transmuter 7 (Core) | HP 47/58 | AC 13/12/11 | F +10, R +7, W +9 (+2 vs. enchantments, +1 vs. divine spells) | CMD 15 | Init +6 | Perc +3 | Active Conditions:
Expendables:
1st 7/7, 2nd 5/5, 3rd 3/4, 4th 3/3, Bond 1/1, TK Fist 8/8, Reroll (+1) 1/1

I'll go for the saddle. Will give August heroism back next round.

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