DM Carbide's Godsmouth Heresy [PFS1e-CORE, Table 1] (Inactive)

Game Master John Woodford

COMBAT MAP


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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

For future reference, you still have two acid flasks and two flasks of alchemist's fire looted from the body thief.

The party leaves the cathedral via the east door and heads north around the perimeter of the level, crossing the perimeter of the pit without incident and heading south.

The numbers below reference locations now marked on the map.

1: Azrail hears nothing at the door, and opens it. The smooth floor and ceiling of this circular room have been polished to a glossy shine, and the curving walls appear to be made of a faintly reflective silver material as smooth and flawless as the finest glass. Desynthia and Vulf check for magical auras and find one of overwhelming intensity. Unwilling to risk further investigation, the party retreats.

2: This room is identical to the previous one.

3: This long chamber is decorated with large carvings of religious ceremonies and priests handing down judgments to the common people. Stone benches are lined up before a podium at the southern end of the room. A single door stands in the northeastern wall. There is what looks like a floating head with bat wings battering itself against the door. When it turns to attack, Bobbie, Nala, and Vulf easily cut it down.

4: The first room contains a stone pedestal with a bowl-shaped depression on its top in the northwest corner. Wooden cabinets and chests of drawers line the walls, and religious carvings apparently depicting the judgment of souls decorate the ceiling. The cabinets and chests contain ancient Pharasmin religious vestments, hangings, altar cloths, and texts, all extraordinarily well-preserved.

The second room is themed similarly to the first, with wall carvings depicting the judgment of souls in further detail. A wide table stands along the north wall, draped with a heavy black cloth. A single candle remains in a tall, iron candlestick in the southwest corner. There is a musky, almost reptilian scent lingering in the air, and when Bobbie examines the candle more closely it seems to have been lit not long before.

The door in the south of the second room opens to reveal a stairway leading down. The heavy dust on the stairs is marred only by a single sinuous track and a set of roughly human-scale footprints leading down.

What's down the stairs is undefined and out of scope.

5: Returning from 3 & 4, the party heads south to the double doors. They open onto the bridge across the cathedral, which you saw from below. There are a matching set of double doors on the other side of the bridge; the chamber on the other side is another crypt. Bodies wrapped in age-yellowed linens lie in alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and drape the walls; everything is coated in a deep layer of dust. There are four small spiderlike creatures using the skulls of the deceased as protection (like a hermit crab), but they are fragile and easily dispatched.

Once you're past the last combat, you open Room 6 using the chime of opening. It turns out to be completely empty.

The party is shown in their current location on the map. From there, they see:

A suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor’s neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away.

DC 15 Knowledge (Local):
The armor is a style favored by the men of the Iridian Fold. Enigmatic foreigners, they are believed to come from the continent of Casmaron, and always travel in pairs: one in the strange armor, and the other swathed in veils.

What do you do?

The Exchange

NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

Nala eyes the skeleton and armor suspicously, "Well, what are the bets here. Skeleton attacks or armor attacks or something jumps out at us from somewhere else?"

She takes her bag of bones and tosses one at the armor, then one at the skeleton. With a larger opening into the room she has her shield equipped and is ready to grab a weapon and move in.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

When the bone fragment hits the armor, a veritable cloud of buzzing insects swarms out of the openings at the neck, wrists, and ankles.

DC 12 Knowledge (nature):
This is a flesh-eating cockroach swarm, immune to weapon attacks.

Round 1:

Initiative order
Desynthia
Bugs!
Azrail
Bobbie
Vulf
Nala

Desynthia is up!

Dice rolls:
Vulf Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Azrail Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Desynthia Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Erica Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Keynala Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Enemy Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Enemy: AC ? T ? FF ? HP taken: 0

Silver Crusade

Female Human Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7
Spells Used:
L1:3/7 L2 0/4
CLW Wand 40

So many insects... too much insects! My spells cant do anyting against them! Try to burn them! Put some oil on the floor, and let's do a protective ring of fire!

In desperation, Desynthia gets her torch out, and light it, hoping it will keep the insects at bay


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Desynthia, I think you can use your wand to summon a small fire elemental. Its attacks can't affect the swarm, but the swarm would take burn damage (and might ignite) if the swarm attacked the elemental.

Silver Crusade

Female Human Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7
Spells Used:
L1:3/7 L2 0/4
CLW Wand 40

No: it's a wand of Summon Monster I, with CL 3, so the summoned monster stays 3 rounds


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Well, bummer. Good thing you have the acid and alchemist's fire from the BBEG, eh?

Round 1 (ongoing):

Initiative order
Desynthia-acted
Bugs!-acted
Azrail
Bobbie
Vulf
Nala

The swarm, well, swarms over Azrial, Bobbie, Vulf, and Nala, biting at the hapless humanoids.

Everyone but Desynthia, take 5 HP, and DC 14 Fort save or nauseated this round.

Dice rolls:
Swarm damage: 1d6 ⇒ 5

The Exchange

NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

DC 14 Fort: 1d20 + 4 ⇒ (16) + 4 = 20

Nala yells, "SPREAD OUT!"

She moves away while drawing a flask of acid off her belt, waiting to lob it at the swarm once her allies have moved.

Readied:
Acid Flask vs. Touch: 1d20 + 3 ⇒ (2) + 3 = 5 for Acid: 1d6 ⇒ 6 + 50% more vs. swarms if hits


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 1 (ongoing):

Initiative order
Desynthia-acted
Bugs!-acted
Azrail-acted
Bobbie
Vulf
Nala-acted

Botting Azrail:

DC 14 Fort save: 1d20 + 2 ⇒ (11) + 2 = 13

Retching and coughing, the rogue nevertheless has the presence of mind to get away from the bugs.

Bobbie and Vulf to go!

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Fortitude (DC 14): 1d20 + 5 ⇒ (4) + 5 = 9

Swatting uselessly at the swarm that covers her, Erica stumbles inside the room, stopping once she reaches Nala.

"Do you have more of these little flasks?" she asks, fighting back the urge to vomit.

Moved my token on the map


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

I will assume that you distributed the loot appropriately.

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Then I will ready an Alchemist Fire! Can't attack for this round, unfortunately...

Erica weakly reaches for a flask, but is still clutching her stomach, and is unable to throw it anywhere. Much less keep her eyes open for very long.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Fortitude save: 1d20 + 4 ⇒ (19) + 4 = 23

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

I will assume that since Vulf can create acid, that he would have taken a flask of alchemist's fire.

Vulf steps back and tosses a vial
Ranged (touch) (alchemist's fire): 1d20 + 2 ⇒ (2) + 2 = 4
Damage (F): 1d6 ⇒ 3


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Everyone retreats out of the swarm, some with greater composure than others. Nala and Vulf hurl their respective alchemical weapons at the cloud of insects, only to discover that the verminous attack left the vials a bit slicker than anticipated.

Nala miss direction: 1d8 ⇒ 7
Vulf miss direction: 1d8 ⇒ 6

Nala's vial lands just north of the swarm, close enough to splash it. Vulf's hits the wall practically next to him, and while the flaming liquid splashes the enemy some also gets on him. Take 1 HP fire damage, Vulf.

Round 2:

Initiative order
Desynthia
Bugs!
Azrail
Bobbie
Vulf
Nala

[ooc]Desynthia is up!

Swarm: AC 16 T 16 FF 14 HP taken: 2


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Desynthia?

Silver Crusade

Female Human Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7
Spells Used:
L1:3/7 L2 0/4
CLW Wand 40

Desynthia is so used to cast the same spells again and again and again in that gloomy labyrinth-none of which that could be useful agaisnt the swarm- that she has an hard time trying anything else different

Out of the blue, she casts a simple cantrip, hoping it will be able to damage the insects

Cast Acid splash

To hit: 1d20 + 3 ⇒ (8) + 3 = 11
Acid dmg: 1d3 ⇒ 2


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Desynthia's cantrip misses, splashing harmlessly against the stone floor. The swarm goes for the nearest fresh meat, overrunning/overflying Vulf and Desynthia. Take 2 HP, plus a DC 14 Fort save or distracted/nauseated.

Alchemist's fire from Azrail: 1d20 + 4 ⇒ (14) + 4 = 18
Fire damage: 1d6 ⇒ 4

Azrail neatly drops a flask of alchemist's fire on the swarm, incinerating hundreds of the insects.

Everyone else can act! That was the last of the looted alchemist's fire.

Dice rolls:
Swarm damage: 1d6 ⇒ 2

Swarm: AC 16 T 16 FF 14 HP taken: 8

Silver Crusade

Female Human Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7
Spells Used:
L1:3/7 L2 0/4
CLW Wand 40

Fort save DC 14[/dice: 1d20 + 1 ⇒ (15) + 1 = 16

That hurts! They climb on me! they climb on me! I don't want beasties in my hair!

Desynthia panicks, and her hair changes hues constantly, mirroring her mental turmoil

The Exchange

NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

Nala steps up, pulls a flask and yells at Desynthia and Vulf, "GET THE HECK OUT OF THERE AND FOR YLIMANCHA'S SAKE SPLIT UP!"

She waits to see if they follow her very calm request and then throws the flask.

Readied:
First of 3 Personally Owned Acid Flasks vs. Touch: 1d20 + 3 ⇒ (6) + 3 = 9 for Acid: 1d6 ⇒ 2 50% more vs. swarms if hits


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Nala, assuming that Desynthia and Vulf get out of the way, which square are you targeting? It'll make a difference when I roll for miss direction.

The Exchange

NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

Southeast

Silver Crusade

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Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Following Nala's sound advice, Vulf flees exits the area presently containing the swarm. Asking for Torag's blessing, he summons a sudden downpour of four gallons of water over the area containing the insects.

Casting create water in the hope that dropping sixteen pounds of water on the area may squash or wash away a number of the bugs.


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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Excellent thinking! Just make the save vs. distraction first.

I also figure that Azrail will be nice and wait until Vulf and Desynthia have moved before his attack is resolved.

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Fort v. distraction: 1d20 + 4 ⇒ (18) + 4 = 22

Made of hardy, Ulfen stock, Vulf remains focused on dousing this threat.

And my math was off. 4 gallons of water = 32 pounds of mass


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Vulf pours water onto the swarm, but they hunker down and cling to the floor. The priest thinks that if they hadn't gotten lucky he definitely would have washed some away. Which is to say that they made their save.

Bobbie can act, and then Desynthia can act at the top of the next round.

Dice rolls:
1d20 + 6 ⇒ (12) + 6 = 18

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Quick question: has Erica readied the last of Alchemist Fire available, or did Azrail throw the last flask?


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Good point...Azrail threw an acid flask instead.

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

"Desynthia, get out of the way!" Erica cries out, not daring to throw the flask with the sorcerer still engulfed by the swarm.

The fighter takes a few unsteady steps forward, readying her aim.

Holding my action until Desynthia makes a Move action, will throw right after

Readied: Throw Alchemist's Fire

Spoiler:
Ranged Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 4


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Erica, I'll also need to know what square you're targeting.

Round 3:

Initiative order
Desynthia
Bugs!
Azrail
Bobbie-holding attack
Vulf
Nala-holding attack

Desynthia is up!

Silver Crusade

Female Human Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7
Spells Used:
L1:3/7 L2 0/4
CLW Wand 40

Desynthia remembers the tales and song about the great Sir Robin, and scampers away, toward Vulf.

she sends a wayward magical ray of acid, for good measure, probably more to keep face than expecting a successful result

Burn them with fire, Bobbie!

Acid splash cantrip: 1d20 + 3 ⇒ (4) + 3 = 7

dmg: 1d3 ⇒ 1

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Given it's a 10-ft range, it'd say two squares before Bobbie? I marked it with a little X on the map


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 3 (ongoing):

Initiative order
Desynthia-acted
Erica-acted
Azrail-acted
Nala-acted
Bugs!-acted
Vulf

Desynthia's cantrip goes nowhere near any of the insects, splashing harmlessly against the ceiling.

Miss direction Erica: 1d8 ⇒ 6

Nala drops the acid flask at her feet, splashing her and Erica for 1 HP each. Erica hits the wall next to the swarm with her alchemist's fire, doing it a bit more damage. With Desynthia out of the way, Azrail lands his acid flask on the swarm.

The swarm again overruns Desynthia, hundreds of insects biting at the sorceress. Take another 5 HP, Desynthia, and DC 14 Fort save or distracted.

Vulf is up!

Dice rolls:
Swarm direction, EW: 1d2 ⇒ 2
Swarm damage: 1d6 ⇒ 5

Swarm: AC 16 T 16 FF 14 HP taken: 9

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]

Vulf puts more distance between himself and the swarm before again calling upon Torag to produce a concentration of water to douse the insects.

Casting create water over area of swarm.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dice rolls:
1d20 ⇒ 4
1d4 ⇒ 3

Vulf conjures a mass of water over the swarm, scattering insects all over the floor. They're all still alive, but a bunch of them are looking sort of disoriented.

Everyone else can act!

Swarm: AC 16 T 16 FF 14 HP taken: 9 + 4 NL

Silver Crusade

Female Human Core Sorcerer 5 Init+2 HP 27/27 AC 12 (16 MA)/T12 (16 MA)/FF10 (14 MA) F+3 R+4 W+4 Perc+0 Spd30 HeavFire 7/7
Spells Used:
L1:3/7 L2 0/4
CLW Wand 40

Fort DC 14: 1d20 + 1 ⇒ (2) + 1 = 3

Suffering the full effect of the insects, Desynthia can just move away, flailing the air helplessly with her arms

The Exchange

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NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

Nala moves up while picking her second acid flask from her belt. She steadies her breathing and aims at the swarm, "JUST DIE ALREADY!"

Moved Des out of the swarm as she posted she did. Aiming at the corner of the swarm as shown on the explosion on the map.

2nd of 3 Personally Owned Acid Flasks vs. Touch: 1d20 + 3 ⇒ (4) + 3 = 7 for Acid: 1d6 ⇒ 4 + 50% more vs. swarms if hits

I honestly have no freaking clue why this entire module seems to have horrid rolling across the board for us. Maybe I'm missing all the good rolls somewhere, but I don't think I've hit anything in two months. Three rolls vs. Touch with a +3 mod should be about a 50/50 deal to hit. /rantover

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Without any flasks to spare, Erica has no option but to follow Nala along, viciously stomping on any waterlogged and confused insects she can as she goes.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

I figure Desynthia would take a full move away from the swarm; it looks like she only moved a few squares.

Azrail draws an acid flask and follows the party, holding the flask out for Erica to take.

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Erica gladly takes the flask, and launches it at the swarm.

"Acid incoming!"

The targeted square is marked by an X on the map

Range Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 6


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 4 (ongoing):

Initiative order
Desynthia-acted
Erica-acted
Azrail-acted
Nala-acted
Bugs!-acted
Vulf

Nala miss direction: 1d8 ⇒ 5
Erica miss direction: 1d8 ⇒ 2

Nala overshoots and shatters her flask against the far wall, splashing the insects with some of the acid. Erica slices with her attack, hitting the wall between Nala and the swarm. Nala, take a point of acid damage.

The swarm goes after the closer targets, overrunning Erica and Nala again. Take 2 HP each, plus saves vs. distraction.

Vulf is up, and then everyone can act again!

Dice rolls:
Swarm damage: 1d6 ⇒ 2

Swarm: AC 16 T 16 FF 14 HP taken: 11 + 4 NL

Silver Crusade

F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3

Fortitude save (DC 14): 1d20 + 5 ⇒ (14) + 5 = 19

Erica keeps her mouth shut, and tries very hard to hold her breath. It rather works.

The Exchange

NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

Fort vs. Distraction: 1d20 + 4 ⇒ (17) + 4 = 21

Nala also moves out of the swarm. She pulls out her last flask and hefts it a few times, trying to actually aim it to splatter onto the bugs, "Uh... we still got this, right? Ya know, it ain't shame to run away."

Acid Flask vs. Touch: 1d20 + 3 ⇒ (2) + 3 = 5 for Acid: 1d6 ⇒ 5

All up to you Vulf unless 1 pt of splash finishes it off. I think we might be out of Flasks. I'm going to assume Bobbie either moves out or accepts the risk of 1 splash damage.


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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Azrail has one more acid flask left. I am in awe of this string of bad rolls, btw.

Botting Vulf:

The gruff priest casts his creation orison again, sending a mass of water down onto the swarm. Once again, it knocks around a lot of insects, further disrupting the swarm's integrity.

Azrail takes a short step back, drawing his last flask. He murmurs a brief prayer under his breath and--once Erica is out of the way--lobs it at the waterlogged swarm.

It hits. Only a few dozen insects are left mobile, but the swarm is still barely active.

Nala miss direction: 1d8 ⇒ 7

The ranger's final attack misses, but the flask breaks against the wall next to the remaining enemy. When the drops settle, nothing remains moving but a few twitching insects.

Out of combat!

Dice rolls:
Preemptive save: 1d20 + 6 ⇒ (4) + 6 = 10
1d4 ⇒ 4

Azrail attack: 1d20 + 4 ⇒ (16) + 4 = 20
Acid damage: 1d6 ⇒ 3

The Exchange

NG Female Half-Elf Ranger 5 | Mods: None | HP 50 (-0) | AC/Tch/FF 21/13/19 | CMD 22 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) | Speed 30ft | Fav Enemy: Animal +4, Aq Hum +2; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL), SM: +2 | Init: +2 (+2 FT)

Nala collapses to the ground, breathing hard.

She points up at Azrail, "Good shot. Those buggers were quick."

The half-elf keeps lying there for a bit, "Just uh, give me a moment. Go check out that room if you want. I think we should be close to done down here. I'm ready to go home and feel the salt spray again."

Silver Crusade

Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4 | Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none. [spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]
DM Carbide wrote:


Botting Vulf:

The gruff priest casts his creation orison again, sending a mass of water down onto the swarm.

That is what I would have done.

"Well, glad that is over with," says Vulf as he takes a seat and looks through his pack for a snack. "Should we carry on? Or go get some proper supplies for dealing with swarming insects?"


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

There should be nothing more to do.


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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

With the defeat of the swarm, the party returns to the surface laden with loot and useful information for the Society. The clerics of Pharasma are pleased with your efforts cleaning out the monsters (and flagging those you weren't able to). Not long afterward, your replacements arrive from Absalom, and you're able to return to the Grand Lodge. There your reports are greeted with great interest from the Master of Scrolls, who informs you that the crypts were clearly built by the priests of Pharasma millenia ago, in the time of the Runelords of ancient Thassilon. Seven of the statues in the great cathedral depict the last Runelords, while the eighth is an unusual and archaic depiction of the goddess Pharasma. Even though you didn't necessarily understand what you were seeing, the records kept by Nala in particular were critical in understanding the nature of the ossuary.

And we're done! Thank you all for playing, and for your patience--that took longer than I thought it would. I hope you all enjoyed it.

Silver Crusade

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F Human (CORE) Fighter (5) HP 48/49, AC 23/ T 13 / FF 20 / Saves: Fort +8 , Ref +6, Will +7 (/+8 against fear)/ Perception +1, Ini +3
Keynala Smith wrote:
"I'm ready to go home and feel the salt spray again.

"Can't wait to breathe fresh air again," Erica sighs. Even if it means playing a potted plant for a halfling couple. A well-armed, very intimidating potted plant.

At least she can take a long bath first.

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