Grommfell the Precipitous |
Based on your comments, moving forward, I'm going to assume Alonzo and Gromfell are using the Search exploration activity.
Reasonable assumption.
I, too, cannot access the map.
Alonzo points down the wide hallway. Looks like they went that-a-way.
Grommfell shrugs and follows.
Alonzo Tamarisk |
Alonzo, feeling a bit better with Grommfell behind him, moves to the next intersection. He keeps his eyes peeled for any indication of the other Pathfinder the guard mentioned.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Map should be good now. I hope!
You start to move into the ruins, following the tracks, but as Alonzo steps forward, a stone slab suddenly falls from the top of the ceiling, sealing the hallway! Worse, it slams into the dwarf! 12 hp bludgeoning and you're shoved back into the room; you can make a DC 17 Reflex save to negate the damage by rolling out of the way in a random direction; on a critical success, you can choose the direction.
You can try to lift the slab, but you think it will be pretty heavy. DC 25 Athletics check, though three people could try to Aid if you want. There are other tunnels as well, if you want to try another direction.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 3d8 ⇒ (7, 3, 2) = 12
Alonzo Tamarisk |
Refl save: 1d20 + 5 ⇒ (12) + 5 = 17 Ooh! I did not expect to make that one!
random direction - 1 back, 2 forward: 1d2 ⇒ 1
Grommfell the Precipitous |
"Alonzo!" Grommfell cries as the stone slab falls. The usually dour dwarf looks visibly relieved to see the dwarf still lives. "Best find another route." he grunts, his usual demeanor returning.
I'll lead." he says as he heads toward another exit.
Windkey Tuulen |
You don't find falling blocks of stone on the Steaming Sea Tuulen thinks to himself. What am I doing here? After checking to make sure Alonzo is unhurt, he turns to follow Grommfell.
Samar Ashaad |
"Ouch," Samar remarks as Alonzo's squished. She follows Grommfell to the next door. "No argument here. Try not to die."
Following Grommfell with both hatchets in hand. She'll take the Search exploration activity from now on.
Jaware Sahat Alttajir |
"Ah, yes. I suppose I should mention that there are occasionally traps in tombs. To deter grave robbers. Which we obviously are not."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You push on through the northern passage, as it seems the way of least resistance, checking carefully for anymore traps -- which you look carefully for after Alonzo's nearly deadly experience.
The light dims considerably as you leave the room, and you realize those of you who aren't able to see in the dark will need some light source. Still, from what you can see, the northern passage has a door to your right, then left, before splitting, with several avenues of exploration available to you.
Alonzo Tamarisk |
Should check out that door, Alonzo says, edging closer to the bend in the hallway. I'll make sure we don't get an unpleasant surprise.
If he sees nothing down the corridor with his darkvision, he'll return to the door with the party.
Grommfell the Precipitous |
Grommfell nods to his fellow dwarf and examines the door to make certain that it, too, is not trapped before entering.
Since the tracks we were following led to a trap. Grommfell is changing exploration mode to Search.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I've decided I'm going to try to hit a few rooms at once, since dungeon delves can feel very lengthy in PBP and it's possible to have several points of the story being told at once. Let me know if there's anything you feel needs more attention.
This is the pink star room: Finding no traps on the door, you discover a series of carvings in the floor, showing what appears to be a man leading an army of undead against a city.
The city is Sothis, Osirion's capital, from almost 1,000 years ago.
Behind the man, several other figures lead their own lesser armies of undead. However, their faces have been chiseled out, with text written across their bodies. Written in Osiriani, the text calls the figures “ungrateful leeches” and “treacherous scum” and “unworthy of unlife.”
Yellow star: A door opens into another room from here, and after a search for traps, you open it. You find three colorful pits in this room, each 5 feet deep, filled with a powdery residue. You can try to figure out what this is using Recall Knowledge with a Crafting, Medicine or Religion check. A set of double doors lead you back south, into the dark hallway, and you decide to check the last door that was back the way you came.
Red star: The room has various modern equipment here, including a bedroll, small cooking set, rope and more. It seems likely this is where the mysterious other Pathfinder is resting in the ruins. A small satchel bulges in a corner of the room.
9d20 ⇒ (6, 6, 6, 8, 1, 13, 5, 5, 4) = 54
Windkey Tuulen |
Society: 1d20 + 5 ⇒ (12) + 5 = 17
Crafting: 1d20 + 5 ⇒ (1) + 5 = 6
This is the pink star room: Finding no traps on the door, you discover a series of carvings in the floor, showing what appears to be a man leading an army of undead against a city.
** spoiler omitted **
Behind the man, several other figures lead their own lesser armies of undead. However, their faces have been chiseled out, with text written across their bodies. Written in Osiriani, the text calls the figures “ungrateful leeches” and “treacherous scum” and “unworthy of unlife.”
"Hm, Sothis. Long-ago Sothis, at that. It seems that whoever's place this was they had grand designs that never came to be."
Alonzo Tamarisk |
Yellow Star room
Recall knowledge (Religion): 1d20 + 7 ⇒ (11) + 7 = 18
Jaware Sahat Alttajir |
Society: 1d20 + 2 ⇒ (18) + 2 = 20
"Yes, definitely ancient Sothis. I can see aspects of it that I know once stood, but have long been gone. And... Grand designs, Tuulen? How do you figure?"
He lets the elf answer as he moves to inspect the contents of the satchel.
Grommfell the Precipitous |
Grommfell runs a hand through the colorful, powdery residue, but can't identify it. "Any clues what this may be?" he asks the others as he tries to rule out the possibilities. "Not stone. Not paint. Not food. Not used for distilling."
Windkey Tuulen |
[dice=Society]1d20+2
"Yes, definitely ancient Sothis. I can see aspects of it that I know once stood, but have long been gone. And... Grand designs, Tuulen? How do you figure?"
He lets the elf answer as he moves to inspect the contents of the satchel.
"Just that they're depicted leading an army against the city, I'd imagine in the hopes of either conquering or destroying it. I'm no expert on Osiriani history, but I don't think those plans ever amounted to anything."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Unfortunately, none of you is sure what the powder is, but perhaps it was left by whatever was in the basins back when they were in use.
Moving on, you pick up the tracks from the other Pathfinder again, and resume following them, to a door, which you open. In the dim light, you see what appears to be a traditional burial chamber. A khopesh, armor, and shield stand in the corner of the room, though are now rusted beyond any hope of repairing them. Three stone slabs sit in the center of the room.
A tanned man with dark hair, in a blue suit with a yellow scarf pulled down around his neck, looks up in surprise as you enter. "What?" he asks. "Who are you? What are you doing here?"
Alonzo Tamarisk |
We are Pathfinders, Alonzo says, sent here by Venture-Captain Balentiir. Who are you?
Grommfell the Precipitous |
Grommfell eyes the scarfed man warily, waiting for the man's response.
Windkey Tuulen |
"Ah, you must be the Head Pathfinder we were told to expect. Greetings! I fear there may have been a mix-up of some sort, but I'm sure we can work it out. I'm Tuulen, these are my friends. What's your name?"
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"Who am I? Why, I'm Durvin Kline! I'm sure you've heard of me, good fellows and ladies. I'm a pioneer of the exploration of Azlanti ruins
and the discoverer of a lost serpentfolk city," he explains. "This ruins shall be the centerpiece of my next submission for the chronicles, if they are indeed what I suspect!"
A: 1d20 + 3 ⇒ (20) + 3 = 23
Sa: 1d20 + 3 ⇒ (10) + 3 = 13
Su: 1d20 + 4 ⇒ (3) + 4 = 7
W: 1d20 + 5 ⇒ (10) + 5 = 15
You don't know of any particularly famous Pathfinders with this name. However, one of the Pathfinder Society’s founders was a man named Durvin Gest, and Eando Kline is a prominent Pathfinder and the founder of the Vigilant Seal faction.
You're also suddenly recall that the two exploits Durvin is claiming are the most famous accomplishments of Gest and Kline, respectively.
Grommfell the Precipitous |
"And just what do you suspect they are, Kline?" grunts Grommfell.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"Well, clearly, this was an ancient Osiriani necromancer's sanctuary, which should be clear enough to see," he says intensely. "If my suspicions are correct, the person who once used this site may have played a key rule in the kingdom's development a millennia ago. Of course, that will all be part of my report to the government. Hardly anything for you lot to worry about. If you'd just leave me to my work, I'm sure the guards can give you supplies you need for your trip back to Sothis."
He backs up a few steps toward the center of the room, dusting sands of his hands.
Windkey Tuulen |
"Why, it's so nice to meet you, Durvin Kline. Or was that Eando Gest?" Tuulen smiles. "Now, let's speak plainly, shall we? Who are you, really? Come clean, and let's talk about this. We" he says, gesturing to his allies, "are all reasonable Pathfinders, capable of calm discussion, after all."
Diplo: 1d20 + 7 ⇒ (11) + 7 = 18
Alonzo Tamarisk |
Yes, Alonzo says, and I might recommend that, in the future, you choose a less famous set of exploits to pretend you've done. Azlanti runs and a serpentfolk city indeed.
Alonzo motions Grommfell to precipitously guard the exit to keep "Durvin Kline" from fleeing.
Jaware Sahat Alttajir |
Jaware smiles, looking to keep things civil while piling on. "It is an interesting name choice. We're Pathfinders, and cooperation is part of our mantra. Perhaps we can work together?"
Samar Ashaad |
Samar, who'd always been horrible at remembering names, doesn't seem to get the accusations. Still, she gives the apparent-fake-Pathfinder a scowling LOOK.
"Got anything to say for yourself?"
Grommfell the Precipitous |
Alonzo motions Grommfell to precipitously guard the exit to keep "Durvin Kline" from fleeing.
Grommfell shrugs in response, but slowly moves toward the entryway.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As you confront him, "Durvin" sputters for a moment -- "How dare you? I -- I --" -- backing up until the back of his legs hit one of the slabs.
The second he touches it, the room suddenly goes dark, the braziers in the room snuffed as if they'd never been lit. An eerie moaning sound fills the sanctum, covering the scrape of stone against stone. You hear a scream, that abruptly cuts off -- those of you who can see in the dark see "Durvin" fall bonelessly to the ground as three vaguely humanoid creatures rise from the slabs, which slide onto the ground.
After a few moments, the lights return and you see three new figures standing there, each wrapped in strips of dirty white linen. Their heads turn toward the group of you, and arms rise in clear threat. Before they can do anything else, though, Alonzo and Grommfell -- along with Windkey -- leap into action!
Alonzo: 1d20 + 7 ⇒ (18) + 7 = 25
Grommfell: 1d20 + 7 ⇒ (19) + 7 = 26
Jaware: 1d20 + 7 ⇒ (2) + 7 = 9
Samar: 1d20 + 5 ⇒ (7) + 5 = 12
Suza: 1d20 + 5 ⇒ (8) + 5 = 13
Windkey: 1d20 + 3 ⇒ (18) + 3 = 21
Aqua: 1d20 + 4 ⇒ (6) + 4 = 10
Green: 1d20 + 5 ⇒ (2) + 5 = 7
Red: 1d20 + 5 ⇒ (15) + 5 = 20
Alonzo, Grommfeel and Windkey are up. Please count out your actions. I typically resolve when all three have posted. I try to keep it in initiative order, but sometimes will have someone delay if that makes more sense with other actions. If you have Religion, you may try to identify these things as one of your actions.
Alonzo Tamarisk |
Damned fool, now look what he's gone and done, Alonzo mutters aloud. He knows he and Grommfell can see what's happening, but he has concerns about the rest of his companions and their ability to see in the dark.
He doesn't know what has stirred but guesses it's not taken kindly to others in its cryp, so assumes the worst. Quickly a ball of fire emerges in his hand, and he flights it toward Red, hoping that whatever they are, they will burn.
produce flame: 1d20 + 7 ⇒ (20) + 7 = 27
fire: 1d4 + 4 ⇒ (1) + 4 = 5
He then moves toward the door in case the party needs to run.
Verbal & somatic components, Stride.
Windkey Tuulen |
"The storm take you, foul creatures!" Tuulen steps forward and unleashes a cone of howling wind, battering the two creatures in the corner (red and teal). 1. Step, 2. & 3. cast burning hands, but with air instead of fire (bludgeoning damage).
burning windy hands: 2d6 ⇒ (5, 3) = 8 DC 17 basic Reflex save.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Waiting on Grommfell.
Grommfell: 26
Alonzo: 25
Windkey: 21
Red: 20
Suza: 13
Samar: 12
Aqua: 10
Jaware: 9
Green: 7
Alonzo tosses a ball of fire toward the red-wrapped mummy, hitting it directly in the face, which seems to ignite in a sudden inferno! A second later, it burns again as Windkey catches it -- and the other, aqua-wrapped, mummy in his spell. The spell catches both of them, the red mummy thrashing for a few moments before it crumbles into ash and embers. The aqua one -- its linens burning -- remains on its feet, however!
Red Reflex: 1d20 + 0 ⇒ (4) + 0 = 4
Aqua Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
Aqua: 18
Grommfell is up.
Grommfell the Precipitous |
"First the heat, then the sand, and now these things!" seethes Grommfell. He draws his greatpick, then rushes the injured creature.
Manipulate, Stride
As he moves, he brandishes the greatpick over his head before bringing it down in the direction of the mummy.
Strike (greatpick) v aqua: 1d20 + 7 ⇒ (9) + 7 = 16
Damage (P): 1d10 + 4 ⇒ (9) + 4 = 13
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Grommfell: 26
Alonzo: 25
Windkey: 21
Suza: 13
Samar: 12
Aqua: 10
Jaware: 9
Green: 7
Grommfells' pick just barely catches the mummy, skewering its arm, though it still moans ominously, head swiveling toward the dwarf.
Aqua: 31
And since Red is dead, that means Suza and Samar are up.
Suza |
Suza begins a rousing tune on her tuba, inspiring her allies to victory!
You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
She tries to make it as inspiring as possible!
Lingering Performance check: 1d20 + 7 ⇒ (6) + 7 = 13
But the acoustics in the tomb aren't great.
Fail, but not a crit fail, so the focus point is not spent.
She draws a whip and steps closer to the enemy.
Samar Ashaad |
Hatchets in hand, Samar eyes the nearest mummy. She takes a step closer to it and swings both of her hatchets at the mummy's torso.
Twin Takedown 1: 1d20 + 6 ⇒ (11) + 6 = 17
Slashing Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Twin Takedown 2: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Slashing Damage: 1d6 + 3 ⇒ (2) + 3 = 5
If both of those attacks hit, the damage is combined for the purposes of resistances and weaknesses, etc.
Hunt Prey (green), Step, Twin Takedown.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Alonzo: 25
Windkey: 21
Suza: 13
Samar: 12
Grommfell: 10a
Aqua: 10
Jaware: 9
Green: 7
Suza's music echoes oddly in the burial chamber as Samar steps up, hatchets hitting the remaining mummy twice in its chest. It staggers back slightly -- much of its midsection cut almost entirely through -- but stays on its feet.
A short distance away, the other mummy moves slowly, but its fist strikes surely, slamming into Grommfell's head and sending the dwarf flying 10 feet back to land in a heap! Critical hit! 32 hp damage to Grommfell, who is reduced to 0 HP, unconscious and dying 2; he's also Pushed 10 feet
The mummy also Steps forward, putting several of you within reach of its long limbs. He has a 10-foot reach
Aqua fist: 1d20 + 11 ⇒ (20) + 11 = 31
1d12 + 5 ⇒ (11) + 5 = 16
Aqua: 21
Green: 14
The mummy moved slowly; it only had two actions.
Jaware is up
Jaware Sahat Alttajir |
Jaware places a hand on the Pharasmin holy symbol that dangles from a chain around his neck. "You are abominations to the cycle of life and death! Leave this world and be judged as you should be!"
A pulse of white light fills the room briefly, washing over the living and the dead alike!
Heal (3-action): 1d8 ⇒ 8
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Alonzo: 25
Windkey: 21
Suza: 13
Samar: 12
Grommfell: 10a
Aqua: 10
Jaware: 9
Jaware's healing energy washes over the room, healing Grommfell and seeming to burn the mummies, the green-wrapped one crumbling into dust. The power also seems to free two more mummies, but as they emerge from hidden niches, they too crumble under Pharasma's power! Sorry, all, I realized I didn't scale up the adventure, so these latter two came out at the end of the round. But that heal and their weakness was enough that they still just died immediately.
The one remaining mummy looks like it's nearing true death, but it remains on its feet nonetheless. "Durvin," on the ground, groans in pain as he starts to recover.
Aqua Fort: 1d20 + 10 ⇒ (5) + 10 = 15
Orange Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Purple Fort: 1d20 + 4 ⇒ (8) + 4 = 12
Aqua: 39
Everyone but Jaware is up for Round 2.
Alonzo Tamarisk |
Alonzo (now that he has an action to spare) takes a moment to determine what they face.
Nature/Religion: 1d20 + 7 ⇒ (3) + 7 = 10 well, not with that roll he won't.
Fire worked last time, might as well try it again.
produce flame: 1d20 + 7 ⇒ (4) + 7 = 11
fire: 1d4 + 4 ⇒ (2) + 4 = 6
Recall Knowledge ◈, verbal & somatic components. And a fun turn it was...
Samar Ashaad |
Samar refocuses on the remaining mummy, takes a quick Step forward, and swings both hatchets at the last mummy.
Hunt Prey, Step, Twin Takedown.
Twin Takedown 1: 1d20 + 6 ⇒ (6) + 6 = 12
Slashing Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Twin Takedown 2: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Slashing Damage: 1d6 + 3 ⇒ (3) + 3 = 6
If both of those attacks hit, the damage is combined for the purposes of resistances and weaknesses, etc.
Windkey Tuulen |
Almost forgot about the school items I got!
Seeing Grommfell badly wounded, Tuulen draws a scroll delivered to him from the School of Spells before he left, and weaves some healing magic. 1. Interact to draw scroll, 2. & 3. cast 2-action heal spell.
Healing: 1d8 + 8 ⇒ (8) + 8 = 16
Suza |
Suza goes into double time on her tuba, inspiring the team!
Lingering Performance check: 1d20 + 7 ⇒ (4) + 7 = 11
Once again, a fail but not a crit fail.
She then tries to trip the last mummy with her whip, but she can't manage to actually hit it.
Whip trip: 1d20 + 4 ⇒ (1) + 4 = 5
Whip trip: 1d20 + 4 - 5 ⇒ (9) + 4 - 5 = 8
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Alonzo: 25
Windkey: 21
Suza: 13
Samar: 12
Grommfell: 10a
Aqua: 10
Alonzo tosses fire again, but despite Suza's music putting a little pep in his step, can't hit the target. Samar has a little more luck, hitting with one axe. Windkey heals Grommfell, all but a few bruises clearing up from the dwarf's skin.
Aqua: 46
Grommfell still up. And now actually able to get up.
Grommfell the Precipitous |
Coming to and feeling the gritty sand scraping against his face--though appreciative to be alive--Grommfell grabs his greatpick in hand, rises to his feet and place himself between the mummy and the others.
Manipulate, Stand, Step