GM PDK'S PFS RPG 'TOMB OF THE IRON MEDUSA' (Inactive)

Game Master Purple Dragon Knight

Maps and Handouts


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Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

I did not add in the +4 for fighting against prone, but I will do that on further attack rolls.

AoO: 1d20 + 21 + 1 + 1 + 2 + 4 + 2 ⇒ (1) + 21 + 1 + 1 + 2 + 4 + 2 = 32 Ouch.

Captain Brother Rabbit, seeing Glaube on the other side of the ice devil, cringes as the cleric takes a hit. "You alright, buddy?" He asked before flurrying.

Flurry of Trip + haste + flank + inspire + Hero's Feast: 1d20 + 39 + 1 + 1 + 2 + 2 ⇒ (7) + 39 + 1 + 1 + 2 + 2 = 52 That's only three away from the last one, so if it's not right, use the next Flurry as a trip.

AoO Greater Trip: 1d20 + 21 + 1 + 1 + 2 + 2 + 4 ⇒ (16) + 21 + 1 + 1 + 2 + 2 + 4 = 47 DC 22 Reflex or be flat footed until the end of my next turn
Damage: 2d8 + 11 + 2 ⇒ (4, 8) + 11 + 2 = 25
Acid damage (Resisted): 1d6 ⇒ 6

AoO Viscious Stomp w/ Stunning Fist: 1d20 + 21 + 1 + 1 + 2 + 2 + 4 ⇒ (18) + 21 + 1 + 1 + 2 + 2 + 4 = 49 DC 22 Reflex or be flat footed until the end of my next turn, DC 23 Fort save or be stunned
Damage: 2d8 + 11 + 2 ⇒ (5, 5) + 11 + 2 = 23
Acid damage (Resisted): 1d6 ⇒ 2

Flurry of Prone Punch: 1d20 + 22 + 1 + 1 + 2 + 2 + 4 ⇒ (12) + 22 + 1 + 1 + 2 + 2 + 4 = 44 -57 Trip if needed. Ignore if not.
Damage: 2d8 + 11 + 2 ⇒ (6, 1) + 11 + 2 = 20
Acid damage (Resisted): 1d6 ⇒ 2

Flurry Flurry: 1d20 + 22 + 1 + 1 + 2 + 2 + 4 - 5 ⇒ (18) + 22 + 1 + 1 + 2 + 2 + 4 - 5 = 45
Damage: 2d8 + 11 + 2 ⇒ (4, 3) + 11 + 2 = 20
Acid damage (Resisted): 1d6 ⇒ 5

Flurry Flurry x2: 1d20 + 22 + 1 + 1 + 2 + 2 + 4 - 5 ⇒ (6) + 22 + 1 + 1 + 2 + 2 + 4 - 5 = 33
Damage: 2d8 + 11 + 2 ⇒ (1, 7) + 11 + 2 = 21
Acid damage (Resisted): 1d6 ⇒ 1

Flurry Flurry Flurry: 1d20 + 22 + 1 + 1 + 2 + 2 + 4 - 5 - 5 ⇒ (14) + 22 + 1 + 1 + 2 + 2 + 4 - 5 - 5 = 36
Damage: 2d8 + 11 + 2 ⇒ (2, 2) + 11 + 2 = 17
Acid damage (Resisted): 1d6 ⇒ 5

Haste of Flurry: 1d20 + 22 + 1 + 1 + 2 + 2 + 4 ⇒ (10) + 22 + 1 + 1 + 2 + 2 + 4 = 42
Damage: 2d8 + 11 + 2 ⇒ (8, 5) + 11 + 2 = 26
Acid damage (Resisted): 1d6 ⇒ 1

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel sighs... then considers his options... Dora seems relatively okay for now and he hopes she can heal herself if needed... "Can you haste Glaube, Dora?... He seems to be moving in slow motion."

Then, he casts greater angelic aspect on himself with a strategic plan in mind, as that should boost his next spell. Then he moves so that Glaube and Dora and her wolf are all within his aura of protection...

Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

or are we all hasted? I see Brother Rabbit is, or is that from boots of speed?

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

Free Action: "Y e s. F i n e, t h a n k s." the cleric responds slowly.

Standard Action: Selective Channel excluding the devil: 7d6 ⇒ (3, 5, 1, 4, 2, 3, 6) = 24

I think that should catch Brother, Kel, and Dora.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Kel and Glaube should have been in Dora's original haste, so the 'slow' should cancel and make him normal speed I would think?

Dora continues to sing inspiration.

We have it on the ropes now, gents!

Dora watches to see if the devil succumbs to the flurry of flurries.

If the devil does not drop, she will charge it since shooting a prone devil in melee is not going to go well.
Dammit Kel! I'm a strategist, not an archer! :)

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Ref: 1d20 + 13 ⇒ (7) + 13 = 20

This time Thrag is able to avoid the worst of the chill.

Thrag approaches the devil at an angle, forcing it to divide its attention between himself and Mal as they force it to the back wall. Having missed the spear he slows his swings a hair, keeping tighter control on his hammer.

1st Greater Sunder, Inspire Courage: 1d20 + 28 + 4 + 2 ⇒ (5) + 28 + 4 + 2 = 39
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Smashing: 3d6 + 17 + 2 + 12 + 2d6 ⇒ (5, 3, 4) + 17 + 2 + 12 + (2, 6) = 51

1st Greater Sunder, Inspire Courage: 1d20 + 23 + 4 + 2 ⇒ (18) + 23 + 4 + 2 = 47
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Smashing: 3d6 + 17 + 2 + 12 + 2d6 ⇒ (1, 6, 3) + 17 + 2 + 12 + (3, 3) = 47

1st Greater Sunder, Inspire Courage: 1d20 + 18 + 4 + 2 ⇒ (4) + 18 + 4 + 2 = 28
Damage, magical, bludgeoning, adamantine, Inspire Courage, Power Attack, Smashing: 3d6 + 17 + 2 + 12 + 2d6 ⇒ (6, 1, 1) + 17 + 2 + 12 + (3, 2) = 44


Knowledge Checks

Brother, Thrag: the thing's AC is 32 and its CMD is 36. Can you both calculate the total damage you did this round? thanks. I get lost in your stream of fancy abilities! ;) PS (Thrag): your 1st Greater sunder finishes off blue's spear, and there's nothing left on the devil to sunder after that.

The Exchange

reflex save: 1d20 + 27 ⇒ (8) + 27 = 35

Mal notices that most of his punches miss, and the one that does lands flat against the devil. He see the cold biting himself and Thrag and calls to Torag to steel his fists.

non-action; activate boots of haste
swift; ferver cast blessed fist now counts as good aligned
flurry of blows, stunning fist on first attack

FoB1 (crit 19-20),haste,IC,heroism stunning fist DC 20: 1d20 + 21 + 1 + 1 + 2 ⇒ (14) + 21 + 1 + 1 + 2 = 39 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 ⇒ (1) + 12 + 5 + 2 = 20
FoB2 (crit 19-20),haste,IC,heroism: 1d20 + 21 + 1 + 1 + 2 ⇒ (17) + 21 + 1 + 1 + 2 = 42 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 ⇒ (8) + 12 + 5 + 2 = 27
FoB3 (crit 19-20),haste,IC,heroism: 1d20 + 21 - 5 + 1 + 1 + 2 ⇒ (7) + 21 - 5 + 1 + 1 + 2 = 27 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 ⇒ (4) + 12 + 5 + 2 = 23
FoB4 (crit 19-20),haste,IC,heroism: 1d20 + 21 - 10 + 1 + 1 + 2 ⇒ (1) + 21 - 10 + 1 + 1 + 2 = 16 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 ⇒ (8) + 12 + 5 + 2 = 27
Haste(crit 19-20),haste,IC,heroism: 1d20 + 21 + 1 + 1 + 2 ⇒ (18) + 21 + 1 + 1 + 2 = 43 Damage, precision,IC,divine favor: 1d8 + 12 + 5 + 2 ⇒ (4) + 12 + 5 + 2 = 23

Note about Crane Style/Snake Style and out of turn reactions:

Mal Fought defensively this turn, so his AC vs melee attacks is 4 higher due to crane wing, unless an attack is within 4 of the improved AC. If this is the case, per Crane Riposte this provokes an attack of opportunity, and his AC is no longer improved against melee attacks. Furthermore, if any attack is attempted against him and it misses, it provokes an attack of opportunity per Snake Fang. If this attack hits, Mal can attempt an additional unarmed strike as an immediate action. Mal commonly, but not always takes this immediate action attack. Usually the reason he wouldn't take the immediate action is because he intends to use his swift next round to either fervor cast a spell, activate bane, or extend his reach. Any relevant AoO's are rolled below.

Spoiler:

AoO (crit 19-20),IC,haste,heroism: 1d20 + 23 + 1 + 1 + 2 ⇒ (15) + 23 + 1 + 1 + 2 = 42 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (3) + 12 + 5 + 2 = 22
AoO (crit 19-20),IC,haste,heroism: 1d20 + 23 + 1 + 1 + 2 ⇒ (9) + 23 + 1 + 1 + 2 = 36 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (6) + 12 + 5 + 2 = 25
AoO (crit 19-20),IC,haste,heroism: 1d20 + 23 + 1 + 1 + 2 ⇒ (20) + 23 + 1 + 1 + 2 = 47 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24
AoO (crit 19-20),IC,haste,heroism: 1d20 + 23 + 1 + 1 + 2 ⇒ (3) + 23 + 1 + 1 + 2 = 30 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (1) + 12 + 5 + 2 = 20
AoO (crit 19-20),IC,haste,heroism: 1d20 + 23 + 1 + 1 + 2 ⇒ (3) + 23 + 1 + 1 + 2 = 30 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (8) + 12 + 5 + 2 = 27

Scarab Sages

"Captain Brother Rabbit” | Male LN Medium Half-Elf Flowing Qinnong Monk 12/Fighter (Brawler) 3 | HP 83/83 | AC 44, T35 , FF35 | CMD 48 (+11 vs Repo, +10 vs Trip, +4 vs B. RushDrag, +3 vs D. Trick) F +20 R +23 W +21; +4 vs Enchantments, +1 vs. fear, Improved Evasion | Init +10 | Perc +23 (Low-Light Vision) | Speed 30ft | Ki Points: 13/11 (2 stored in ring) | Redirection: 12/12 | Stunning Fist: 13/13 | Active Conditions: Heroes Feast, Status, Barkskin (120 mins), Mage Armor

From punching, 152 damage from 7 attacks. From Acid, 22 damage from 7 attacks, with one 6 in all of them if that beats its resistance.

Our devil needs to make two Reflex saves at DC 22 or be Flat-footed, and one DC 23 For save or be stunned.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Thrag would switch to regular attacks if he has no remaining sunder targets. 92 - weapon hp & DR x2


Knowledge Checks

Assume DR 10/Good and Resist Acid 10. Let me know if that changes your calcs. Mal, please also summarize your post for me. MIGHTY THANKS everyone! :)

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

That puts Thrag at 72 minus the remaining spear HP.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

And Dora is still holding her action to see if Brother dropped the one on this side of the ice


Knowledge Checks

The heroes finish off the ice devils easily. The cold in the room to the north continues to damage Mal and Thrag for a while, then dissipates.

cold air dmg, 8 more rounds: 8d10 ⇒ (4, 7, 4, 10, 1, 4, 4, 1) = 35

If you find a way to evacuate the room earlier or punch your way back south through the ice wall, take less damage, using the roll above on a round-to-round guideline on how you'd freeze before you get out. Wall of Ice: 39hp to break, damage if you cross it, no save: 1d6 + 13 ⇒ (4) + 13 = 17


Knowledge Checks

End of fight HPs, incl. 35 dmg cold air dmg on Mal and Thrag:
Kel
Mal -43
Brother
Thrag -149 [dying]
Glaube -27
Dora -40
Rusty


Knowledge Checks

Mal figures out the mechanism to the next room to the north, which is identical to the one separating the first room and the middle one carpeted with a Qadiran rug.

Once the stone lowers, you see the following:

The ceiling of this room is fifteen feet high. Large arched niches fill the east and west walls; various bones are mortared into the niches in artfully arranged patterns, and each is packed with the jawless skulls of countless humans. Each skull has a name painted on its surface, along with dates of birth and death. In the northwest corner of the room, a skull bearing the words “Thrasillus Daellum Adella, 4321–4418” still has its jawbone attached.

A ragged hole in the ground to the northeast drops into what appears to be an even deeper cavern. From what you can tell, it is about a 10-foot drop.

What do you do?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

When the wall comes down, Kel rushes over to Thrag, calling out for Glaube "Medic!" He checks Thrag's vitals and is relieved to still feel a pulse, weak though it is. If Glaube is delayed for any reason, he'll drop an infernal heal on Thrag, but otherwise, he'll just wait for the healing to commence...

Once all the healing is done, he commences looking over the room. He pauses before the complete skeleton, tilting his head to one side... Taking nothing for granted here, and seeing this one skeleton has a jawbone, he shrugs and risks making a fool of himself. "I don't suppose you can talk? If you can, what can you tell us about this place, your story, and your family?" Motioning over toward the opening in the ground... he continues [/b]"...and what lies below?"[/b]

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

I'll cast a heal on Thrag for 130 HP of healing.

pol: 2d8 + 13 ⇒ (3, 6) + 13 = 22

I'll also cast a pillar of life for anyone who's hurt to benefit from for 22 HP of healing.

Happy, too, to expend some wand charges, as needed.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Thrag bashes through the ice wall in a single strike.

Damage, power attack, vital strike, smashing, devastating strike: 3d6 + 17 + 12 + 6d6 + 2d6 + 4 ⇒ (2, 4, 5) + 17 + 12 + (6, 4, 3, 3, 3, 5) + (4, 4) + 4 = 76

Smashing the wall Thrag exits the room under his own power at 6 hp. Heal + Pillar puts him back to full.


Knowledge Checks

You take 21 dmg instead of 35 actually. Well done.

The Exchange

Mal follows behind Thrag.

Takes 12 damage from cold resistance, for a total of 20

Mal happily accepts Glaube's healing.

I'll take a wall o' ice over a wall o' force any day... Well done, all! Mal comments on the devil's abilities compared to the earlier fiends.

I hear some spells let ya speak with the dead, but usually only if they want to talk to ya... or if you're a much more powerful servant of your god than I am. Mal comments on Kel's suggestion.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Thrag examines Thrasillus' niche more closely

Perception: 1d20 + 17 ⇒ (13) + 17 = 30

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Whew! I am glad to see you guys again! I was worried we'd be separated and no telling how many more of these creatures were lurking. Nasty business...and the cold! Dora exclaims. She will bask in the pillar.

I might as soon top off a few of this cold burns, if that is a thing.

She will dig out a wand and tap herself thrice

clw x3: 3d8 + 3 ⇒ (7, 1, 4) + 3 = 15

Silver Crusade

Male Human Cleric/Level 13 | Perc +8 | Init 0 | AC 15, tch 10, ff 15 | HP 85/107 | Fort +15 Ref +9 Will +21 | Diplomacy +22 (+35 w/ Touch of Glory) | Reroll Used

Anyone need any additional healing?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel shrugs when the skull doesn't answer back... "Oh well, it was worth a try.".. in response to Dora's comment about there might being more of them he nods and says "I'm just glad they didn't summon more devils before they were dispatched."

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

@Glaube - Dora is only down 3 - so not worth any extra cures at this point. I believe Rusty is full.


Knowledge Checks

The only skull with a lower jaw in this room does not answer Kel's queries. It is by all appearances, both natural and magical, dead.

What do you do?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel casts detect magic and scans the room, all the skulls.. everything but his companions - (he doesn't want to go blind from the overpowering auras lol)...

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Thrag examines Thrasillus' niche more closely

Perception: 1d20 + 17 ⇒ (14) + 17 = 31


Knowledge Checks

@Kel: my answer above assumed you did that - nothing magical.
@Thrag: Define 'examine'.

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

visual examination first, if anything seems out of place or in the way he'll retrieve a piston from his pack and use it to nudge things so he doesn't touch them directly.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

"The skull with a jaw is magical.. it just doesn't talk" Kel will try to determine the nature of the magic. spellcraft: 1d20 + 36 ⇒ (1) + 36 = 37


Knowledge Checks

The skull with the jaw is not magical. There is nothing magical in this room. The skull's lower jaw is clamped shut in the closed position. Unless Thrag's piston is magical... of course. MAGICAL PISTON! the basis for the Starfinder setting? hmmm...

Thrag, using his piton, dislodges the skeleton from the wall and immediately finds that it has an exquisite oval ruby etched with the symbol of the cross-eyed medusa clenched between its teeth. Kel finds that the ruby is radiating transmutation magic.

Moving on, the Pathfinders drop down 10 feet into a crudely formed chamber which stands only eight feet in height.
Rusty must squeeze to continue in this small chamber.

The floor here is strewn with dust and gravel, and another narrow passage leads to the north.

Map updated


Knowledge Checks

A frightfully pale, dark-haired woman, approaches Mal, wearing a soiled, old fashioned gown and with what look like tears of dried blood caked on her cheeks. She asks him in a tremulous voice, “Are my daughters unharmed? Have you come to rescue us?”

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

oh... I misread this: "It is by all appearances, both natural and magical, dead." as: 'it is by all appearances, both natural and magical.', thinking that meant it was natural and it was magical... Dunno where my mind was when I read that, lol, sorry.

Kel turns to look toward the new voice, and spots the woman speaking with Mal. He is immediately shocked by how pale she is, and he watches her carefully for any signs that she is not truly alive, because so far, the only living things he's seen in here besides party members have been devils and other outsiders. Everything else has been undead.

knowledge planes: 1d20 + 14 + 1d6 ⇒ (18) + 14 + (1) = 33
knowledge religion: 1d20 + 14 + 1d6 ⇒ (20) + 14 + (4) = 38

The Exchange

sense motive: 1d20 + 28 ⇒ (7) + 28 = 35
Mal is mistrustful, thinking this might be yet another spirit, but if it is, maybe it can be soothed instead of angered.

Are you ok, what are your daughters names?


Knowledge Checks

I am fine, why thank you for asking young man. I have been in this dreadful place for months it seems, but my daughters have just recently arrived. By the way, this is a fine tunic you wear Sir. Is Qadiran fashion making inroads from the south this season?

@Kel: pale skin could be lack of sun exposure or related to vampirism or having one's blood drained by some creature; it could also be associated with a myriad of extraplanar origins such as duskwalkers.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

well, she's dark haired so not a drow, and she's hanging around in a necropolis, so far as he's experienced to date, only inhabited by outsiders and undead, so he's suspicious. the 33 and 38 don't come up with anything concrete?

The Exchange

Not much for fashion myself, just the most functional monk’s robes I could find. What was your name? Your daughters? Where are they? Why did you come here, and why months apart? Mal asks, concerned the most logical answers for the necropolis still involve this being a spirit, and those ‘months’ being a good deal more.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

”Well hello. Truly an honor to meet you. Fashion is definitely worth noting. Who are your favorite Tien designers? . “

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

Haven't seen any little girls. What are their names, in case we run across them?


Knowledge Checks
Wizard of the Coast wrote:
well, she's dark haired so not a drow, and she's hanging around in a necropolis, so far as he's experienced to date, only inhabited by outsiders and undead, so he's suspicious. the 33 and 38 don't come up with anything concrete?

She's as shown on the picture. You can assume Kel knows everything about the creatures I just listed, but a knowledge check does not grant a character omniscience. Kel sees a woman that's possibly a vampire - or has been drained by one - or has been underground for a LONG time - or is a duskwalker, aasimar or some variant tiefling - chatting up with Mal. She's a lady with pale skin and streams of dried blood under her eyes. If combat occurs and you witness some abilities or powers or if you bring to bear some kind of appropriate divination here - with the resulting impact of spellcasting while someone is in chat mode - then I may perhaps give you more. But this is what it is right now. Also, keep in mind that older adventures don't always age well: for instance in the previous room, there was no "Perception DC" to find the ruby: it was expected that the players would make the logical leap to open the skeleton's jaw and look in on the basis that it's the only skeleton with a jawbone... yeah... I know. Not really obvious, but this is what this adventure is shooting for: puzzle and logical leaps.

"Tien designers? now don't be ridiculous little halfling. My daughters? yes, yes, follow me. They are in the room beyond. Triple time now, come come!"

The lady turns and heads down the cave passage, motioning for you all to follow. The lady is obviously in some state of confusion and appears inconsistent in her responses, as if trying to process all your questions at once and having a hard time.

What do you do?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel shrugs, wondering if they should follow... but of course, what other option is there really... whatever this quandary is, it won't be resolved by inaction. He speaks softly to his friends: "I suppose we should follow her ... cautiously. She asked if her daughters were alright, but she knows they just arrived and knows where they are? I'm a bit confused. I suppose we won't figure out the what and why and who of this unless we follow her."

If the others follow her, he will as well, but out of an abundance of caution, he'll cast a protective spell (shield) and a helpful innocuous spell (heightened awareness)... shield's not much protection, but it might help and it hopefully won't seem to be offensively defensive, like protection vs evil might, if the woman or her daughters might construe if they are evil. And heightened awareness just helps him see better... He'll walk along following the others, but cautiously.


Knowledge Checks

Just to be clear Kel you'll be two rounds behind the party if a fight breaks out since you're staying behind to cast spells.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Maybe one round behind? he can move and cast, while they double move each round, which puts him 1/2 round of moving behind each round for two rounds, or 1 full round behind? Either way, that's fine... or they can walk slow so I can keep up lol, but not expecting that... or if a fight breaks out before the heightened awareness, I'll rush to catch up the second round and skip that spell, with just the shield plus my long term buffs up (like mage armor and the heroes' feast)


Knowledge Checks

Negotiator hey? lol :) What's done is done, my friend. The die of fate has been cast! you have your two buffs on you but if there's a fight you arrive at the back of the party at the beginning of Round 3. :)

The group moves on while Kel adds a few enchantments to his repertoire. Rounding the corner, Mal sees a large natural cave with three passages leading from it. The lady leads him and the rest of the party to north chamber. There, two young girls rise from their rest and rush the lady, falling on their knees before her and clutching her dress, "Momma, thanks for coming back, Momma! don't leave us again, Mommmmmma!" The two girls are also pale, but less than the grown woman. They are filthy and soiled and appear malnourished and extremely tired.

The pale woman smiles back at the group fresh tears of blood welling in her eyes, and says, "Ah! they are still here... safe... yes... thank you! thank you for saving us! please escort me and my children out of this place of death!"

As Kel tries to catch up behind, while casting his spells, he begins to detect a whiff of something rotten to the south coming from one of the two other chambers.

What do you do?

Grand Lodge

Male CN Fighter 14 | HP 157/157 | AC 33 T 16 FF 29 | CMB +17, CMD 36 | F: +15, R: +11, W: +13 | Init: +4 | Perc: +17, SM: +17 [/ooc] | Speed 30ft | Active conditions: Blur

How did you three get stuck way down here?


Knowledge Checks

"I have had children taken from me before," strangely answers the lady. "I'm not leaving these two. Thanks for saving us! Can you please take us back to the surface now?"

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel rushes to catch up to the others, asking Riddywipple (on his shoulder) to keep an eye out behind and watching for whatever might come from where that stench came from... and listens to make sure he's not followed.

riddy perc: 1d20 + 20 ⇒ (7) + 20 = 27
kel perc: 1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39

When he catches up to the others, he puts his back to the nearest wall, and pauses a very brief moment as he catches up on what is going on.

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