Shanti the Healer |
I don't have continual recovery, so I can't try to treat Hope again until an hour has passed
Tandang Boreas |
"I think we should be moving back on the ground, else there are another group of undead that will come on our way." Tandang tells them. He then draws a berry from one of his pockets and imbues it with the bounty of nature, and gives it to Hope, to restore 1d6 + 4 ⇒ (6) + 4 = 10 HP. "Here, take this. It will make you feel better. Hehe!" He then refocuses with Plantina if given the chance along their way back to the ground.
Pirate GM |
1 person marked this as a favorite. |
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 7 ⇒ (16) + 7 = 23
I think we were taking 20 minutes so you could even berry twice I
think and still have your focus point.
second berry: 1d6 + 4 ⇒ (2) + 4 = 6
21/22 tadaa
The enfeebling power of the amulet seems to fade once you're at least 5 feet away from it, allowing only the carrier, "Hope" to have their strength sapped by its foul magic as the party advances.
With "Hope" in much better shape the party giving him some space the restart their trek back towards safety and the surface
Things are calm until they turn the final corner where Krozuk, Shanti and Blak Jak Sparrow notice a barely perceptible ghostly warrior overlapping a matching mosaic, her holy symbol dripping blood and pulsing with negative energy.
She seems to be guarding the exit.
This is a complex hazard (haunt). The good news is people searching made their perception checks so you can potentially "disable" it without triggering it.
Religion(trained) is the easiest skill to exorcise the spirit with. Occultism(trained) may be able to sever the connect from the relic to the spirit and thievery(trained) might be able to deface the mural in a helpful way.
We don't currently need to be in strict rounds, but making a break for the exit or critically failing a "disable" check will start the violence.
Shanti the Healer |
none of the above skills, so Shanti's probably going to leg it unless someone can disable it.
Blak Jak Sparrow |
”Cant be having any of this around. Let’s scrub the deck clean. ”
Blak Jak Thievery: 1d20 + 8 ⇒ (4) + 8 = 12
Try again, offering this hero point
Blak Jak Thievery: 1d20 + 8 ⇒ (4) + 8 = 12
Krozuk Warskull |
"Bird man, you are a thief right? That's what pirates do. I can smash the picture, but I give you the first swing."
Paging Blak Jak I think
Tandang Boreas |
Tandang moves forward. "I'll take it from here." he says. He casts Guidance on himself and then talks to the spirit to be at peace and return to the Boneyard.
Religion check, Guidance: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Pirate GM |
Neither Blak Jack nor Tandang make any progress. The good news is that neither sets off the ire of the haunt.
Blak Jak Sparrow |
"All right, Blak Jak, let's get this right this time."
The tengu pirate gets back to work.
Blak Jak Thievery: 1d20 + 8 ⇒ (17) + 8 = 25
Pirate GM |
Blak Jak has better luck this time, the ghostly figure flickers briefly but does not disappear.
You're about 1/4 of the way there.
Life Sprouts Anew-Hope Remains |
1 person marked this as a favorite. |
Hope sighs and motions to everyone to scoot back so he can step through them without making everyone woozy. "Let me try to calm these spirits."
Religion: 1d20 + 5 ⇒ (7) + 5 = 12
Religion Hero Point: 1d20 + 5 ⇒ (20) + 5 = 25
"By Mother Sarenrae's life giving sunlight, I banish you back to the Boneyard for judgment!"
Yes I did just burn all my hero points on this one mission but what are those things good for if not using them all immediately, right?
Krozuk Warskull |
Krozuk watches as the others say sacred words and carefully deface the mosaic. His gaze is one of incomprehension. "You are all doing great. Keep it up."
Pirate GM |
"Hope" gets close the fully banishing the ghost but a little bit still lingers.
3/4 successes.
Tandang Boreas |
Tandang tries one more time, this time he is doing it more right than the first attempt. "Return to the Boneyard and may you rest in peace."
Religion: 1d20 + 7 ⇒ (20) + 7 = 27
Pirate GM |
Tadaa!
With that the haunt is banished and you are able to return to the bearded Eando Kline who eagerly listens to anything you have to say about its properties. He takes the charge of the necklace and encourages you to either go rest or find the next Venture Captain with a job for you.
Lets give Krozug a hero point for sharing their healing potion.
Gorm and Calisro remain.
Blak Jak Sparrow |
"I concur, my friend. Be good to see the ol' Captain again."
Blak Jak disappears to pilfer a bottle of some alcohol... of any type, to present to Calisro
Pirate GM |
A striking figure leans casually against one of the ancient columns that juts from the surrounding swamp. She is a halforc dressed like a fashionable sea captain, complete with tricorn hat.
“Isn’t it exciting?” she asks, her rough voice deep and full of command. She pauses for a moment and looks at Blak Jak “Fresh out on your first missions and already finding Kline's good stuff. I once thought the high seas were the only place for true adventure, but the Pathfinders have shown me otherwise!”
She pauses and takes the bottle from Blak Jak, takes a swig and then pockets the bottle. “I’m Calisro Benarry, leader of the Horizon Hunters and let me tell you there’s nothing quite like the thrill of knowing you’re somewhere no one else has been in a thousand years! Or even better, finding a place no one has ever seen before. Admittedly, we sometimes get a little overeager to be the first, but that’s all part of the true joy of discovery."
“Since you are a bit new to the Pathfinder Society, I want to give you your first taste of that same thrill. Through that tunnel,” she says, nodding toward a dark hole leading into the hillside, “is an Azlanti ruin where no Pathfinder has ever explored. I have to admit, I’m more than a little jealous! “Your job is to explore the area and report your findings to me. Questions?”
Pirate GM |
Calisro Benarry chuckles "Oh sweet summer Leshy. Aroden was the last Azlanti, our Wayfinder are relics of their civilization so any Azlanti ruins we find are of particular interest."
Shanti the Healer |
1 person marked this as a favorite. |
Shanti follows along. I'm also watching how the GM runs this for my own improvement... and this game is positively flying!
Krozuk Warskull |
"Dead human empire. Pathfinders like dead empires," Krozuk pats his axe. "I like killing dangerous beasts from dead empires."
Krozuk has no questions. Only deadly intentions.
Blak Jak Sparrow |
“Fresh out on your first missions and already finding Kline's good stuff.”
She pauses and takes the bottle from Blak Jak, takes a swig and then pockets the bottle.
Blak Jak looks absolutely pleased with himself after the praise, never once thinking about what would happen should Eando Kline link him with the theft.
"Captain, do we know anything about these particular ruins? Anything that we should expect before delving down into them?"
Pirate GM |
Calisro shrugs in response to Blak Jak's question “Who can say? Deadly traps? Ferocious monsters? A mild-mannered family of groundhogs? You might be down there for days, or maybe everything has collapsed, and you’ll be back before tea time. Like I said, you get to be the first ones inside! Enjoy the anticipation of the unknown and keep your senses peeled!” Just don't forget to write a good report so that if future pathfinders go down we can have a better answer for their questions about what lies below."
Blak Jak Sparrow |
The tengu pirate looks shocked by the need to report, regardless of what all his training has "taught" him. "Aye, aye, Captain!"
Tandang Boreas |
"Let's explore it. If everyone is good, let's go and check it." Tandang tells everyone. "Thankfully, there is no cursed item to be retrieved this time. Hehe." he comments. He then checks his things and makes himself ready.
Pirate GM |
Assuming no further question here.
It's easy enough to head down the nearby stairs into the Azlanti ruin. There you find that the once-grand facility is now a mere shadow of its former glory: the marble walls and floors and chipped and stained with mildew from centuries of exposure to the swamp. The ceilings are 12 feet high in the passageways and 20 feet high in the rooms. A permanent source of dim light emanates from various sconces embedded in the walls, although
most of them flicker weakly, their ages-old magic nearly spent.
Nearby an empty room with the remains of what was one a statue seems to have been taken over by mildew and other swampy flora. A damp musky odor fills the air. While this first chamber is not promising perhaps something more interesting lies deeper into the ruin.
Tandang Boreas |
"Not much here," Tandang comments. "Let's get further. Maybe I will take the lead." he adds and leads the group deeper in to the ruins. He raises his shield and readies his weapon as they go. "I can see in the dark, but much better if some of you have a source of light." he says, but remembers for himself that he has his wayfinder. "Ha, who am I talking? Haha! Let me turn on some light," and he activates his wayfinder. He scans their way as they go. Perception +7 (darkvision)
Life Sprouts Anew-Hope Remains |
Hope follows along behind Tandang, happy to have someone else taking the lead. "Why thank you. Despite my eyesight I much prefer being in a place of light. Preferably bathed in sunlight but I'll take whatever light I can get down here."
Then he turns to the rest of the group. What do you think? I say we take that first turn down and take a peek at what's waiting for us around the bend."
Blak Jak Sparrow |
”Yar, some of us birds need a little light, so yeah. ” Blak Jak triggers his own wayfinder as they make their way down
Pirate GM |
With some light to help guide them our intrepid Pathfinders they make their way deeper into the ruins.
Peeking around the corner though a wide but short arched passageway Tandang see a cool low ceilinged room. Carved niches in the walls each glow with a gentle brown luminescence, although the shelves within appear dirty but empty from afar.
Krozuk Warskull |
Displaying a kind of patience that can best be described as 'short', Krozuk pushes past Hope and Tandang. "You search the room. I will check the corner and stop any danger. More walking dead, I bet."
He moves to the intersection, axe held at the ready.
Tandang Boreas |
Tandang nods at Krozuk and enters the low-ceilinged room. "Interesting," he comments to himself when he sees the brown luminescence. He gives it a look at a closer distance and tries to recall if he knows what this luminescence could be. Nature(?) +7 to Recall Knowledge
Pirate GM |
Krozuk sees a large room with numerous colums ahead and a smaller chamber to the side.
As Tandang heads into the room the cool musty smell overwhelms his senses as the temperature drops precipitously. Blak Jak and Tandang notice icicles quickly forming on the Dwarf's beard as the frost threatens to overwhelm him! Unfortunately nobody succeeded at the perception checks needed to identify the hazard before triggering it.
Shanti: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Tandang: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Hope: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Blak Jak: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Initaitve:
Blak Jak
Tandang
Brown Mold
"Hope"
Shanti
Krozuk
Blak Jak & Tandang are up!
Each square of mold can be "disabled" via a 2 action survival check DC 18 while adjacent. One could also just attack it.
Tandang Boreas |
Quickly, Tandang interacts with the brown mold to calm it down and prevent it from making the area cold even further. "Hush now, we are not here to hurt you," he babytalks to it while doing some manipulation with he techniques he knows when surviving the wilds.
DC 18 Survival: 1d20 + 7 ⇒ (17) + 7 = 24
He then commands Plantina to get out of the room so she won't get hurt just in case it attacks, which obediently follows.
◆◆ Disable
◆ Command Familiar
Shanti the Healer |
Shanti bends down to let Plantina climb onto her shoulder...
Blak Jak Sparrow |
Not sure what to do, he decides on damage.
He casts electric arc targeting both patches
electricity dc15 reflex: 1d4 + 1 ⇒ (2) + 1 = 3
Pirate GM |
reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Tandang renders the first patch harmless while Blak Jak makes it sizzle, just barely.
The room temperate continues to drop, but no damage at the moment.
Initaitve:
Blak Jak
Tandang
Brown Mold -1
"Hope"
Shanti
Krozuk
Party is up!
Sorry to be slow, on my 3rd attempt at posting today, Paizo's been acting up.
Krozuk Warskull |
Hearing Blak Jak hurling magic, the big orc moves back. "What's going on?"
He moves toward the mold, and uncertainty hacks at it.
Strike vs Mold: 1d20 + 7 ⇒ (7) + 7 = 14
Damage (S): 1d12 + 4 ⇒ (5) + 4 = 9
"Do we chop it? What is it?" He asks, the question coming after he attacks it.
Pirate GM |
Krozuk moves up into the rapidly cooling room and strikes at the mold but doesn't do any meaningful damage.
Miss.
Life Sprouts Anew-Hope Remains |
Hope rushes in after after Krozuk and seeing the mold, tries to render it inert by kicking some of the room's stray dirt over it.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
Pirate GM |
"Hope" deals with the remaining dangerous bit of mold as the temperature of the room begins to normalize.
Out of Combat.
Krozuk Warskull |
More confused by the encounter than anything, Krozuk shrugs and pitches in with searching the area. "Never fought mold before. It doesn't fight right."
Perception is +6
Tandang Boreas |
"Whew. That's close. I thought it would be freezing this place." Tandang is now slumping on the ground. He gets up and calls Plantina that is with Shanti. "She loves that too, riding on other's shoulder." he says. "I think we keep moving." he advises and takes again the lead and continues the search with weapon and shield ready, of course.
Pirate GM |
With the brown mold dealt with the room looks quite a bit more purple as the original lighting now shines through.
Continuing on, the smell of mildew and mold continues on as unpleasant as ever but none of the further molds attack you. Several side rooms contain nothing of value and have been overrun with moss and mold and other small plants and fungi.
While the large chamber with the pillars looks promising at first there turns out to be nothing of value and the large stairs that lead further down are hopelessly choked with rubble. It would take a dozen of Durvin Kline's teams months to excavate.
Heading deeper into the ruins you finally see something sparkling, something perhaps interesting or of value.
Instead it's thousands of tiny gelatinous oozes, undulating and shifting and heading in what worryingly might be described as your direction!
Fortunately they do not seem to be making fast progress towards you.
Krozuk: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Shanti: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Tandang: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Hope: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Blak Jak: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Orange: 1d20 + 3 ⇒ (15) + 3 = 18
Yellow: 1d20 + 3 ⇒ (1) + 3 = 4
Green: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative:
"Hope"
Blak Jak
Solid Orange Blobs
Tandang
Dotted Green Blobs
Shanti
Krozug
Yellow Dashed Blobs
"Hope" and Blak Jak are up!
Blak Jak Sparrow |
With initiative
Blak Jak draws his pistol (but not his war razor) and moves Into the fray!. He then shoots his pistol at yellow-dashes.
+1 dueling pistol: 1d20 + 11 ⇒ (17) + 11 = 28
P (concussive): 1d6 + 1 ⇒ (2) + 1 = 3 | crit damage: 1d10 + 1 ⇒ (4) + 1 = 5 | fatal: 1d10 ⇒ 10
Assuming immunity to crits, I think this is 15 bludgeoning?
He looks at his gun, reloads, and debates shooting again.
He shrugs and fires at yellow-dashes once more, hoping to do
+1 dueling pistol: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16
P (concussive): 1d6 + 1 ⇒ (2) + 1 = 3 | crit damage: 1d10 + 1 ⇒ (1) + 1 = 2 | fatal: 1d10 ⇒ 2
"I hope that they are as slow as they look!"
These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as Grapple and Shove).