
Vyr Embar |

Up the stairs we go!
Who wants to have the bronze griffon? Pretty cool, let's not forget we have it!

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Red follows Vyr's direction and leads the way.

Willard Scrub |

Willard is willing to carry it. Figurines are so fun.
"I wonder which of the tombs is the 'real' one? Seems to be plenty of strangeness in this one."

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Bronze griffon might be good for Annalise once she gets cackle. Plus what a noble steed for a noble lady :P
Ready to go!

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At the top of the stairs you find an antechamber. One wall features the remains of a carving. The only parts still
discernable are an arm holding a thin sword, and a metal
boot. In addition, a few words above the image read, “... the
Red Crusader,” but what comes before is unreadable.
North of that antechamber is a small alcove lined with moldering books.
Beyond that is a marble-walled chamber. A colorful image of an armored knight riding a horse into battle against a throng of undead creatures is carved into the eastern wall. Time has not affected this bas-relief, which looks as vibrant as the day it was made. A massive pile of rubble blocks off the remainder of the chamber to the west.
I've the liberty of moving you to this chamber, but feel free to position yourselves where you'd like to be. The mural is on the east wall.

Vyr Embar |

Vyr will investigate the bas relief, looking for elements of interest.
perception: 1d20 + 8 ⇒ (4) + 8 = 12

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Red, being at the front with Vyr, will take a gander as well, but from a farther back perspective so as to not leave Willard and Annalise overly exposed in the case of an ambush.
perception: 1d20 + 10 ⇒ (1) + 10 = 11

Vyr Embar |

"It's quite dusty in here, I can't see that well. No doubt Red you are experiencing the same problems with vision as I am."

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Vyr and Red step forward to examine the murals. After a moment of looking at oddly familiar art, the ground around them begins to soften and they feel themselves sinking in. What had been stolid stone a moment ago is now icky mud, affecting all four of you and Mr. Beans!
Nothing else has changed, but you have a sinking feeling.
Willard: 1d20 + 0 ⇒ (6) + 0 = 6
Vyr: 1d20 + 1 ⇒ (6) + 1 = 7
Red: 1d20 + 9 ⇒ (15) + 9 = 24
Annalise: 1d20 + 1 ⇒ (5) + 1 = 6
bad: 1d20 ⇒ 6
~~+~~Initiative~~+~~
Red
???
Vyr
Annalise
Willard
Red is up. What do you do?

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Unless there is something else obvious that you think Red would have seen, he will try to pull himself onto the rubble next to him (again, assuming that it is sloped and looking possible).
can i use acro or would i need to use climb?

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forgot the rolls

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I think you would need to climb but...
...Red adroitly scrambles up the very steep rubble pile. It's a good thing he did, as a horrible concatenation of mud, tree roots, decomposed leaves, and bones rises menacingly from the newly softened ground.
It tries to bite Vyr.
bite: 1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 6 ⇒ (7) + 6 = 13
Vyr, as the creature's sharp incisors bite into you, you feel a terrible, oppressive sense of doom.
Please make a DC 20 Will save
~~+~~Initiative~~+~~
Red
Bad
Vyr -13
Annalise
Willard

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a couple questions. First, how for is the mud pool situation? Does it appear to go all the way into the rooms in front of us or stop at the next hallish type space?
It sounds like this is steep enough that I can't melee attack while on it. is that right?
what about throwing shirikun?
I think that's it for now :-)

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Kn. History: 1d20 + 11 ⇒ (4) + 11 = 15 for that previous check. Annalise will relay the information to the team when she sees it
Annalise will cast boneshaker to try and move this thing away from the group to the corner, and provoke from Red and Vyr if they can take a swing
DC 17 Fort save to avoid being moved (also, I'm assuming its undead, if its not it will take damage

Vyr Embar |

Will save: 1d20 + 8 ⇒ (8) + 8 = 16
Feels borderline for ability DCs, but I have a bad feeling

Willard Scrub |

Not Willard's first tumble in quicksand, he lays back in the ooze and relaxes. "Float away, Mr. Beans!"
The arcanist stops sculling for a moment to throw a handful of magic at the toothy critter.
Magic Missile, I'll burn a point to make it L7
force: 4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16

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The mud pool is huge. It's in a 30' radius from the creature. Basically inside that brown shape on the map. Treat the rocks you're on as a vertical wall with really good grip. So, you'll need one hand to hold onto it unless you have spider climb or something. But with that restriction you can strike or throw shuriken while hanging.
Fort: 1d20 + 8 ⇒ (7) + 8 = 15
Willard's magic missiles slam into the creature, making it howl in pain as Annalise seizes control of the creature's bones. It jerks and thrashes as she backs it away from the party, (provoking AoO's from Red and Vyr)
Vyr cannot shake the sense of doom that the creature has imparted to him. His innate pessimism takes over. That curse you knew was following you around your whole life? All too real.
Guecubu's misfortune: The victim of this curse takes a –4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms.
~~+~~Initiative~~+~~
Red AoO
Bad -16
Vyr -13, AoO
Annalise
Willard

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Red lashes out with a kick as the monster is moved away
attack: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
confirm: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
woo hoo! assuming that confirms
crit damage: 2d8 + 10 ⇒ (8, 1) + 10 = 19

Vyr Embar |

I’ve always know I’m cursed. Who else would this happen to? Look at the company I keep. A pigkeeper! Truly I am a black sheep.
Despite his heightened pessimism, Vyr will take his AoO:
attack w/ misfortune: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
dmg, ecto +1 sword: 1d8 + 5 ⇒ (4) + 5 = 9
And then he will cast shield on himself.

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the beast has been moved to the corner from analise's spell, right? and i guess I'm not sure which corner

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Red's not in the mood to get any closer to that thing and attempts to throw some shuriken at it.
flurry1: 1d20 + 13 ⇒ (6) + 13 = 19 for damage: 1d2 + 1 ⇒ (1) + 1 = 2
flurry2: 1d20 + 13 ⇒ (4) + 13 = 17 for damage: 1d2 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 8 ⇒ (2) + 8 = 10

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Red's shuriken hiss through a patch of rotted leaves stuck to a rib cage jutting out of the mound. What had looked like a solid body turned out not to be.
The guecubu takes a 5' step and unleashes an attack on Red.
bite: 1d20 + 14 ⇒ (2) + 14 = 16
claw 1: 1d20 + 14 ⇒ (9) + 14 = 23
claw 2: 1d20 + 14 ⇒ (5) + 14 = 19
To his relief, all 3 attacks miss him.
~~+~~Initiative~~+~~
Red
Bad -39
Vyr -13, cursed
Annalise
Willard

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Annalise will drop a flaming sphere on the pile of leaves
Flaming Sphere: 3d6 + 2 ⇒ (5, 5, 1) + 2 = 13
DC18 ref to avoid damage

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Red imbues his attacks with acid (swift action) and flurries/flails at the mound without using hammerblow since he's still holding on to the crumbling wall
flurry: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 for bludgeoning: 1d8 + 5 ⇒ (2) + 5 = 7 and acid: 1d6 ⇒ 6
flurry: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 for bludgeoning: 1d8 + 5 ⇒ (6) + 5 = 11 and acid: 1d6 ⇒ 6
flurry: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21 for bludgeoning: 1d8 + 5 ⇒ (2) + 5 = 7 and acid: 1d6 ⇒ 3

Vyr Embar |

Vyr takes a moment to conjure forth flames on his blade swift action and ectoplasm pool point to add flaming property, followed by moving up and attacking.
attack w/ misfortune: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
dmg, ecto +1 sword w/ flaming: 1d8 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10

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Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
The mound of bone, mud, and moldering leaves dodges the worst of Annalise's flames, but the smell of wet leaves being singed fills your noses.
Red lands two hits and the creature howls in pain as bits of bone melt away under effect of his acidic strikes. Vyr steps into the melee, and despite the defeatist thoughts plaguing his mind, lands a resounding blow.
Bold is up!
~~+~~Initiative~~+~~
Red
Bad -72
Vyr -13, cursed
Annalise
Willard

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Nice rolling! might as well be a crit :-)

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Willard's supposition looks pretty good as three magic missiles slam home.
Reeling, the guecubu attacks Red again.
bite: 1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 6 ⇒ (6) + 6 = 12
claw 1: 1d20 + 14 ⇒ (3) + 14 = 17
claw 2: 1d20 + 14 ⇒ (5) + 14 = 19
Red feels a wave of despair and self-pity wash over him as the creature's teeth sink home. Please make a Fort save.
~~+~~Initiative~~+~~
Red -12
Bad -85
Vyr -13, cursed
Annalise
Willard

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fort: 1d20 + 8 ⇒ (10) + 8 = 18

Vyr Embar |

Vyr swings his flaming sword again.
attack w/ misfortune: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
dmg, ecto +1 sword w/ flaming: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (6) = 19

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oh, and do I have a negative to my AC for being on the wall? I can live with that, I just wanted to check since my normal AC right now is 27 and the attack was a 26

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oh, and do I have a negative to my AC for being on the wall? I can live with that, I just wanted to check since my normal AC right now is 27 and the attack was a 26
You're flat footed when climbing.
An 18 fails the save vs the curse. Red is overcome by feelings of gloom.
~~+~~Initiative~~+~~
Red -12, cursed
Bad -85
Vyr -13, cursed
Annalise
Willard

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sounds good!
flurry: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
flurry: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
attack: 1d20 + 14 - 9 ⇒ (6) + 14 - 9 = 11
Yikes!

Vyr Embar |

The wizards will save us!

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Annalise keeps the flaming sphere on the creature
Flaming Sphere: 3d6 + 2 ⇒ (2, 1, 4) + 2 = 9
Another DC 18 ref to avoid
And follows up with a proper fireball now that she can hit it by itself
Conduit surge: 1d4 - 1 ⇒ (3) - 1 = 2
Fortitude Save: 1d20 + 7 ⇒ (15) + 7 = 22 Vs DC 15 (10+3+2) to avoid staggered
Fireball: 6d6 + 2 ⇒ (5, 2, 1, 3, 4, 5) + 2 = 22
DC19 ref for half

Vyr Embar |

Vyr nods approvingly.

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botting...
"Dadgummit," Willard says, "That's a slippery bag of bones."
He casts magic missile...
4d4 + 4 ⇒ (3, 3, 3, 3) + 4 = 16
...and the guecubu collapses with a sigh.
Out of combat
The heroes feel pretty ragged after a harrowing encounter. A pall of sadness and pessimism hangs over their warriors...
I'll give you a minute to heal up and discuss how to deal with this curse. The victim of this curse takes a –4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. It is permanent unless removed.

Vyr Embar |

"Willard, I don't suppose you've got some mushrooms that could clear this sense of dread I feel?"
What's the status of our wand/healing situation?

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Red looks over, hopefully, as well.

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No wands (we used up the last one), Annalise has up to 3 cure serious, 4 cure mod, and 7 cure light. Nothing to help with a curse though

Vyr Embar |

Ok, maybe use a CLW or two and Red and I? We don't want to drain your higher level spells. I also have some CLWs I can cast in a pinch. I'll do one on me now, and depending on how that goes, might ask for another.
CLW: 1d8 + 5 ⇒ (4) + 5 = 9

Willard Scrub |

Sadly, no remove curse over here either. (4th-level spell for arcanists.) I don't think that we have run into anyone who could remove it, have we? Maybe we forge ahead and hope to survive.
"Sadly, no. I've always wanted to study the ability, too. Why, once a hedge witch set me to talking backwards for a month during a dispute over the quality of some chanterelles! I would have fixed her wagon good if I could have shaken that curse."

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Red sighs as his body knits back together.
thank you kindly. Well, I'm sure we'll all die a horrible and forgotten death before we are able to be of help to anyone, but I guess we head on in the meantime.

Vyr Embar |

Healed up and ready to keep moving, with Red in the lead, but first a quick search around the room for anything of value or magic! Moved pawns
perception[: 1d20 + 8 ⇒ (20) + 8 = 28

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unlikely to beat that, but ...
perception: 1d20 + 10 ⇒ (1) + 10 = 11
lols