From the Tome of Righteous Repose (Inactive)

Game Master LucianC

A repeatable, CORE, Pathfinder Society Scenario designed for levels 3–7.


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Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Erica shoots a worried glance at the unconscious orc leader. "Very well. Let's move away a bit. I doubt the 'pillar of fire' thing was a metaphor."

"Why did she lead you into this place? How many more of you are there? Anyone particularly dangerous, or any traps? What have you found while exploring this tomb?"

Scarab Sages

"We've been battling the Crusaders. You don't look like them. This was a place to hole up, and we thought we might find some loot or something. As for the gang? The lot of them are dead or captured, right here in this room. There's a trap I can show you as you lead me out. There's some walking skeletons on the far side of the place."

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus stares at the Orc captive, considering for a moment. And what of the relics, are there more in this place? Anything else we should know?

Intimidate: 1d20 + 3 ⇒ (16) + 3 = 19

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"Who are the Crusaders? What can you tell us about them?"

Scarab Sages

He looks puzzled at Ahmande's question?

"You should know them better than I do. They're your people."

He's referring to the Mendevian Crusaders, who are at war with Belkzen, the Orc nation.

"Relics... Not sure, lots of dead bodies. You should have seen how mad boss got when we found the first one. She dragged it behind her for days, before she finally dumped it up in the northwest room. Pretty sure those skeletons have old weapons, might be guarding something. There's a pool none of us were all that keen on checking. The water falls from the ceiling, constantly, but the thing never gets any bigger. And there was some weird word etched in the wall. We figured it was a warning."

Sense Motive:

Bobbie: 1d20 + 1 ⇒ (11) + 1 = 12
Markus: 1d20 + 7 ⇒ (19) + 7 = 26
Ahmande: 1d20 + 13 ⇒ (6) + 13 = 19
Farzinel: 1d20 + 1 ⇒ (3) + 1 = 4
Desynthia: 1d20 + 0 ⇒ (11) + 0 = 11

Markus raises an eyebrow.

"Fine... we were scared. Something smells off about that water. I don't care if Exksar saw something shiny. He can get himself killed all by himself." His face falls. "Oh... I guess he did."

"There's a magic table. The first time we found it, it just... created a feast. But when we went back later, it was just covered in mold.

You do indeed find a magical table!

Detect Poison, or Knowledge Nature/Profession Gardener DC 15:

The fungus is poisonous.

I'm going to fast forward some bits here. As he shows you around your perception is well above what you need to find some caches of things the orcs missed:

Acid flask (12), alchemist’s fire (12), antitoxin (2), antiplague (2), elixir of fire breath, shadow essence poison (4)

Potion of cure moderate wounds (2), potion of lesser restoration, wand of burning hands (CL 5; 23 charges)

A huge stash of broken weapons and armor.

You spot the trap he mentioned without him even realizing it, and can avoid the trigger just by using other halls.

So the remaining things you have not dealt with: what to do with the prisoners, further investigating the magic table, the pond, the skeletons and the missing body. Let's get an agreement on the order to do them in the Discussion channel. Also, now that you know the layout, you know you should be able to safely rest. The orc leader, however, might heal back to awake before then, depending on how far down she went.

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

Food that appears on and off on a table? You mean it(s a full table periodically? That's odd, I have to see that

Desynthia will Detect magic on a table, just in case

Scarab Sages

The table is magical. Further concentration reveals creation and necromantic energies.

Examining further would require disturbing the mold.

And yes, it is a periodic table.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Anyone know anything about mold or plants? I'm definitely not an expert in these things... Markus looks at the table too.

A periodic table - LOL. Womp womp...

Scarab Sages

Male NG Elf (desert) Wizard 3 | HP 20/20 AC 18 T 17 FF 15 | CMB +3, CMD 13 | F: +3, R: +5, W: +2 | Init: +14 | Perc: +4, SM: +1 | Speed 30ft 20 ft. (w/all gear)| Active conditions: mage armor.
Skills:
Kn (arcana, history, local) +12, Kn (plane, religion, nature) +11, Know (dungeon) +10, Linguistics +12, Spcft +12
Tome Map

Knowledge (nature): 1d20 + 11 ⇒ (19) + 11 = 30

"Careful, that fungus is definitely of a poisonous variety," Farzinel warns. "But, if it is an offshoot of the species that I think it is, there is a way to safely remove it...."

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"Oh, those Crusaders. We're not from Mendev ourselves, sorry; not really my people at all."

Knowledge (nature) DC 15: 1d20 + 7 ⇒ (1) + 7 = 8

Ahmande takes a look at the moldy food on the table, but can't make anything of it. "This wasn't covered in my herbology class, unfortunately...." he mutters, disappointed that he can't illuminate things with his worldly wisdom.

Scarab Sages

Ok, I don't want to derail too much on the table. You will figure out without much risk of contamination, that the table can summon a feast for 40 people, probably once a day. However, if the table is not cleaned incredibly meticulously, the food turns to horrible fungus and rot.

Some of you speculate this table was used to teach unruly or slovenly cadets the importance of cleanliness, and following orders. Imagine failing to clean in time and having 40 hungry crusaders to deal with.

On to the pond you go.

The smelly pond is very near the skeletons, but the orc tells you they never leave the room they guard.

Cool, clear, water splashes down into the center of this small pool.
A set of stairs leads down into the water.

Something is reflecting your light from a few feet down into the water.

The pond the orc called smelly, is not smelly at all. In fact, there is a strange air of freshness to the room. The room is cool, but not cold.

Position yourselves so the first person in line is at the top of the stairs.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus eyes the pond, Bobbie, you want to see what that gleaming thing is? anyone got any better ideas?

Scarab Sages

Male NG Elf (desert) Wizard 3 | HP 20/20 AC 18 T 17 FF 15 | CMB +3, CMD 13 | F: +3, R: +5, W: +2 | Init: +14 | Perc: +4, SM: +1 | Speed 30ft 20 ft. (w/all gear)| Active conditions: mage armor.
Skills:
Kn (arcana, history, local) +12, Kn (plane, religion, nature) +11, Know (dungeon) +10, Linguistics +12, Spcft +12
Tome Map

Farzinel follows the others to the pond, passing near the top of the steps.

Surprised by the lack of unpleasant odor, the elven wizard casts detect magic to see if the "strange air" is the result of something supernatural.

Scarab Sages

Farinzel detects strong Conjuration (creation) magic coming from the ceiling, where the water is dripping down. To determine more, it will be necessary to approach closer.

GM Dice:

GM Dice: 1d6d20 + 1 ⇒ (14, 3) + 1 = 18
Markus: 1d20 + 10 ⇒ (1) + 10 = 11
Ahmande: 1d20 + 9 ⇒ (20) + 9 = 29
Farzinel: 1d20 + 4 ⇒ (1) + 4 = 5
Desynthia: 1d20 + 0 ⇒ (12) + 0 = 12

Scarab Sages

Male NG Elf (desert) Wizard 3 | HP 20/20 AC 18 T 17 FF 15 | CMB +3, CMD 13 | F: +3, R: +5, W: +2 | Init: +14 | Perc: +4, SM: +1 | Speed 30ft 20 ft. (w/all gear)| Active conditions: mage armor.
Skills:
Kn (arcana, history, local) +12, Kn (plane, religion, nature) +11, Know (dungeon) +10, Linguistics +12, Spcft +12
Tome Map

Farzinel moves closer to inspect the source of the aura.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Scarab Sages

Suddenly, from the water, burst 8 tiny buzzing insect with long proboscises rise from the water!

That counts as their surprise round action, we begin in regular initiative.

To identify

Knowledge Arcana 10:

These are stirges, tiny magical beasts.

Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.

Knowledge Arcana 15:

Attach (Ex)
When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target’s flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

Blood Drain (Ex)
A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.

Diseased (Ex)
Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge’s blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (See Afflictions). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.

Knowledge Arcana 20:

They are highly stealthy, and very skilled at latching onto foes. They use Dexterity to attack, rather than Strength.

Knowledge Arcana 25:

Their fly speed is 40'.

Knowledge Arcana 30:

They have a minimal intelligence and are not immune to mind-affecting magic. However, they understand no languages.

Scarab Sages

Initiative:

Bobbie: 1d20 + 3 ⇒ (17) + 3 = 20
Markus: 1d20 + 5 ⇒ (17) + 5 = 22
Ahmande: 1d20 + 3 ⇒ (17) + 3 = 20
Farzinel: 1d20 + 14 ⇒ (1) + 14 = 15
Desynthia: 1d20 + 2 ⇒ (2) + 2 = 4
Bug-Purple: 1d20 + 4 ⇒ (3) + 4 = 7
Bug-Yellow: 1d20 + 4 ⇒ (17) + 4 = 21
Bug-X: 1d20 + 4 ⇒ (18) + 4 = 22
Bug-Orange: 1d20 + 4 ⇒ (14) + 4 = 18
Bug-Green: 1d20 + 4 ⇒ (1) + 4 = 5
Bug-Pink: 1d20 + 4 ⇒ (2) + 4 = 6
Bug-Red: 1d20 + 4 ⇒ (13) + 4 = 17
Bug-Plain: 1d20 + 4 ⇒ (11) + 4 = 15

Round 1 - Markus may act
Markus
Bug-Yellow
Ahmande
Bobbie
Bug-Purple
Bug-Plain
Bug-X
Bug-Pink
Bug-Red
Farzinel
Bug-Green
Bug-Orange
Desynthia

A few notes. These are tiny creatures, thus any number of them may share a square. Also, friendly reminder, you found a number of splash weapons in the tomb.

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Erica lets the casters take the lead to inspect the table, not really having any skills or interesting opinion to share on the matter. She does stash a couple of alchemist's fire on her person, leaving the rest to the group. Took 4 with her

Markus Stonewarden wrote:
Markus eyes the pond, Bobbie, you want to see what that gleaming thing is? anyone got any better ideas?

"Fine," she mumbles. "I'll see what the definitely-not-natural pond is about. Guess that 'weird word' might be advertisement."

She takes one step towards the pond. Then two.

About half a dozen insects with nasty-looking proboscises that definitely look like they're more suited to pump out bone marrow than pollen then burst out of the water with frantic buzzing.

"Oh. Great."

Since Farzinel must have line of sight, I'm assuming she can't squeeze past him yet.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Ugh bugs! and Markus will advance into the pond, stepping to his right to create more room on the stairs, before he tosses and alchemist's fire at the grouping in front of him.

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage?: 1d6 ⇒ 6

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

Know arcana: 1d20 + 8 ⇒ (11) + 8 = 19

Stirges! Very dangerous! Suck your blood with their noses.. err.. beaks, whatever! Can't get rid of them easily when they are attached to you! Can give you diseases!

Desynthia hair gets through multiples colors while she panics usefully. Her voice keep a sense of urgency

Kill them fast! They are enough of them to kill two strong men!

Scarab Sages

Markus's flask goes wide.

Splash where?: 1d8 ⇒ 5

It lands just under pink, singeing each of the creatures.

Another flies at Markus Markus may take an AoO, it might prevent the attack.

Stirge bite, baby, stirge bite, vs. touch: 1d20 + 7 ⇒ (14) + 7 = 21

Take 1 Con Damage

Round 1 - Bold may act
Markus AoO
Bug-Yellow 1 blood drank -1 hp
Ahmande
Bobbie

Bug-Purple -1 hp
Bug-Plain -1 hp
Bug-X -1 hp
Bug-Pink -1 hp
Bug-Red -1 hp
Farzinel
Bug-Green -1 hp
Bug-Orange -1 hp
Desynthia

Scarab Sages

The water is only shin deep. It is difficult terrain, but does not require any other checks.

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Think I've tried to edit the map at the same time as Ahmande. Hi Ahmande!

Desynthia Medzen wrote:
"Stirges! Very dangerous! Suck your blood with their noses.. err.. beaks, whatever! Can't get rid of them easily when they are attached to you! Can give you diseases! Kill them fast! They are enough of them to kill two strong men!"

"Wonderful!" the fighter comments dryly.

Erica squeezes past Ahmande and Farzinel to face the stirges. Move Action. She takes out one of her alchemist's fire, ready to throw it at the winged horrors. Another move action, and unfortunately I think she'll only get to throw it in Round 2.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Hi Bobbie!

When Desynthia said stirges, Ahmande had to check; the wing flaps sounded right, but eyes-on was always the way to confirm. He slipped into the hallway and peeked around the corner.

Knowledge (arcana): 1d20 + 7 ⇒ (8) + 7 = 15

Desynthia was exactly right. Stirges. Unfortunately, they both must have seen the exact that same "lunch-and-learn" at the Grand Lodge, as her description of the dangers was almost word-for-word what he would have said himself.

"I'm going to try to put them to sleep!" Ahmande yells. "You'll all be in the area of the spell effect, but they're individually weaker; the spell shouldn't even touch any of you!" He pinches up some of the sand that always lingers in the bottoms of his pockets and starts whispering the arcane words he needs.

Actions:

Move: 15'
Standard: begin casting sleep as a full-round action (will complete with another Standard action next round)

Not sure if I need PVP permission to cast sleep over all of us, knowing that it'll hit all of the stirges first (and likely won't have enough HD left over to catch any of us), but if anyone objects to sleep on PVP grounds, let me know and I'll retcon the action.

Scarab Sages

The Pathfinders begin to put their plans into motion.

Round 1 - Bold may act
Markus AoO 3 Con damage
Bug-Yellow 1 blood drank -1 hp, attached to Markus
Ahmande
BobbieAoO?
Bug-Purple -1 hp
Bug-Plain -1 hp, 1 blood drank -1 hp, attached to Markus
Bug-X -1 hp, 1 blood drank -1 hp, attached to Bobbie
Bug-Pink -1 hp, 1 blood drank -1 hp, attached to Markus
Bug-Red -1 hp
Farzinel
Bug-Green -1 hp
Bug-Orange -1 hp
Desynthia

The next stirge (purple) moves in on Bobbie. Bobbie if you have your weapon in your free hand, take an AoO. The stirge misses regardless.

Another (plain) moves in on Markus. It latches on, and also begins to drink.

X locks onto Bobbie, while the pink sinks its nose-thing into Markus. Markus just dodges one other.

GM Dice:

Purple 1d20 + 7 ⇒ (4) + 7 = 11
Plain 1d20 + 7 ⇒ (20) + 7 = 27
Bug-X 1d20 + 7 ⇒ (15) + 7 = 22
Bug-Pink 1d20 + 7 ⇒ (15) + 7 = 22
Bug-Red 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus punches the attacking bug as it closes,

aoo: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 3 ⇒ (1) + 3 = 4

im good with the sleep spell being cast. With combat reflexes can i attack the other one as it comes in too?.

Scarab Sages

Apologies for missing your Combat Reflexes.

Just as Markus has a premonition about being bitten, he lashes out a fist and knocks the first stirge from the air.

1 less Con damage. Next, take as many AoOs as you are able, because all of them provoke, either moving past you to get to Bobbie, or entering your square.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus snaps his hands together as another stirge tries to fly toward him. smashing the the thing out of the air!

AoO #2: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Scarab Sages

Male NG Elf (desert) Wizard 3 | HP 20/20 AC 18 T 17 FF 15 | CMB +3, CMD 13 | F: +3, R: +5, W: +2 | Init: +14 | Perc: +4, SM: +1 | Speed 30ft 20 ft. (w/all gear)| Active conditions: mage armor.
Skills:
Kn (arcana, history, local) +12, Kn (plane, religion, nature) +11, Know (dungeon) +10, Linguistics +12, Spcft +12
Tome Map

Knowledge (arcana): 1d20 + 12 ⇒ (7) + 12 = 19

Farzinel retrieves a scroll of burning hands, which he prepares to read should the stirges all approach.
Readied action to cast burning hands if all stirges come within 15 feet (i.e., if green and orange move 5 ft. closer). Then, all within 15 ft. cone may attempt Reflex save (DC 16) for half damage.
Damage (F): 1d4 ⇒ 4

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

I think Bobbie is holding her shield in her free hand, so no. Unless a Shield Bash can be performed as an AoO? She's got the Improved Shield Bash feat.

Scarab Sages

I believe a shield bash can be done as an AoO.

Markus manages to swat another of the bugs out of the air before it reaches him.

So only one attached to Markus.

Green also moves in on Markus, missing, while orange goes after Bobbie, stabbing in beautifully and latching on.

Bold may act
Markus 1 Con damage. Consent to being hit by Burning Hands?
Ahmande
Bobbie 2 con damage, AoO. Consent to being hit by Burning Hands?
Bug-Purple -1 hp
Bug-X -1 hp, 1 blood drank -1 hp, attached to Bobbie
Bug-Pink -1 hp, 1 blood drank -1 hp, attached to Markus
Bug-Red -1 hp
Farzinel Ready may go off
Bug-Green -1 hp
Bug-Orange -1 hp, 1 blood drank -1 hp, attached to Bobbie
Desynthia

GM Dice:

1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (20) + 7 = 27

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus yells, Do it with the magic! as he swats at the bug attached to him. and spins, trying to smash the other one against Bobbie's armor...

FOB 1: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
FOB 2: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

If the first attack misses the stirge on MArkus, he'll smash it with the second.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmande finishes the words that will call the spell into effect; he glances around the corner one last time to target it, and lets graceful slumber wash over the room.

He grabs a flask of alchemist's fire just in case any stirges stay awake.

Actions:

Standard: complete full-round casting of sleep (Will DC 17)
Move: retrieve flask of alchemist's fire

Sleep affects the lowest HD in the area of effect first (no overlay used, it covers the whole room and well beyond), up to 4 HD total. If any HD of the spell remain after the stirges have all saved, it could potentially affect our lowest-level party member.

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Guess the shield would be in her off hand. No clear idea what penalty that would be, since it's not exactly two-weapon fighting. Going with -6, feel free to correct if that's not it.

Shield Bash (AoO): 1d20 + 3 + 3 - 6 ⇒ (11) + 3 + 3 - 6 = 11
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Scarab Sages

Four of the stirges fall into the water, including the 3 latched on. Splashing into the water, they begin to sink. Ahmande fears once they begin to drown, they will awaken...

Markus knocks another out of the sky.

Bobbie strikes down the last awake stirge.

@bobbie, I believe there is no penalty for handedness in Pathfinder. So an AoO with a shield should still be at full attack value.

Bold may act
Markus 1 Con damage.
Ahmande
Bobbie 2 con damage. Consent to being hit by Burning Hands?
Bug-Purple -1 hp, asleep
Bug-X -1 hp, 1 blood drank -1 hp, asleep
Bug-Pink -1 hp, 1 blood drank -1 hp, asleep
Farzinel Ready may go off
Bug-Orange -1 hp, 1 blood drank -1 hp, asleep
Desynthia

GM Dice:

4d20 ⇒ (6, 11, 12, 6) = 35

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

If there are still some stirges attached to people, Desynthia will use a Magic Missile spell, which is more precise and doesn't do any collateral damage

MM on Bobbie's strige: 1d4 + 1 ⇒ (4) + 1 = 5
MM on 2d Bobbie strige: 1d4 + 1 ⇒ (3) + 1 = 4

If Bobbie only got one strige attached, the 2d Magic Missile will go on another strige attached. If no strige are still attached, Desynthia will target the striges closest to the fighters (Bobbie & Markus)

Scarab Sages

Desynthia kills off two of the sleeping stirges.

I'm going to call it there, you can coup de gras the last two on your tunrs.

With the bugs dealt with there is more to learn about the room.

With some investigation of the room, you discover Crusader clerics enchanted this 5-foot-deep pool with permanent create water and purify food and drink spells. The magic cleanses any soiling of the water within 10 minutes. A command word, etched on the wall, changes the water dropping from the ceiling between hot and cold.

You also find a +1 kukri with a bloodstone handle.
(worth 2,704 gp)

Next?

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

That is quite impressive actually, consider the magical engineering that went into this place... Markus muses, Shall we investigate the body next, I think we all know what to expect from the skeletons...

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

A bit disappointed, Erica puts her alchemist's fire away. For later use, of course.

"Nothing but big mosquitoes," she comments.

She takes out a small vial out of her backpack, and drinks it. Using my Potion of Lesser Restoration

Presumably, if it works: Restore Con: 1d4 ⇒ 3

She lets out a low whistle at the sight of the kukri. "Too bad I don't know how to use that thing. It looks sharp."

"Let's move on to the body, then... I hope it won't move too much. Or too quickly."

Scarab Sages

Four large, unadorned stone sarcophagi stand upright in alcoves along
the north and south edges of this chamber, while a fifth stands on
a small platform to the west. Above the platform, a large inscription
reads, “They gave their lives to battle death.”

An elf ’s skeleton lies tossed on the floor. This must be the skeleton dragged through the entry area. That would mean it is the body you seek.

But all is not well...

The room feels wrong somehow. Detect Magic and analysis soon reveal the truth.

A ward was placed on this tomb, during the crusade itself. It wards away considerable necromantic energy. Unfortunately, the ward is failing. Unless you can find a way to restore it, it may fail before you can return with someone who can...

There are a number of checks here. Each player may attempt each one, or choose to aid someone else.

The checks are: Appraise, Heal, Knowledge: Engineering or Survival, and two different Perception checks.

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

Appraise: 1d20 + 5 ⇒ (18) + 5 = 23
Heal: 1d20 + 5 ⇒ (15) + 5 = 20
Know Engineer, untrained, aid another: 1d20 + 5 ⇒ (16) + 5 = 21
Survival, untrained, aid another: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
Perception: 1d20 + 0 ⇒ (11) + 0 = 11

Desynthia studies the place, using her magical light if needed

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Erica spends some time checking the sarcophagi for any indication of a name or date. Finding nothing, she prays for Iomedae to watch over the souls of those buried here, as if to balance out the terrible feeling this room is giving off.

She listens to the spellcasters's explanations regarding the room's necromantic aura, and what would happen once the wards fails. "That's not good, isn't it? Isn't it?"

Appraise (untrained, aid another): 1d20 ⇒ 3
Heal (untrained, aid another): 1d20 + 1 ⇒ (3) + 1 = 4
Knowledge (engineering): 1d20 + 4 ⇒ (17) + 4 = 21
Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Perception (aid another): 1d20 + 1 ⇒ (7) + 1 = 8
Perception (aid another): 1d20 + 1 ⇒ (11) + 1 = 12

Scarab Sages

Male NG Elf (desert) Wizard 3 | HP 20/20 AC 18 T 17 FF 15 | CMB +3, CMD 13 | F: +3, R: +5, W: +2 | Init: +14 | Perc: +4, SM: +1 | Speed 30ft 20 ft. (w/all gear)| Active conditions: mage armor.
Skills:
Kn (arcana, history, local) +12, Kn (plane, religion, nature) +11, Know (dungeon) +10, Linguistics +12, Spcft +12
Tome Map

Appraise, untrained Aid Another: 1d20 + 5 ⇒ (8) + 5 = 13
Heal, untrained Aid Another: 1d20 - 1 ⇒ (3) - 1 = 2
Knowledge (engineering), untrained Aid Another: 1d20 + 5 ⇒ (13) + 5 = 18
Survival, untrained Aid Another: 1d20 - 1 ⇒ (3) - 1 = 2
Perception, Aid Another: 1d20 + 4 ⇒ (6) + 4 = 10
Perception, Aid Another: 1d20 + 4 ⇒ (17) + 4 = 21

Farzinel the Learned has some gaps in his studies, but ties his best to help the others.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmande circles up with the others, sharing ideas around about how they can replenish the magic of the ward before it fails entirely.

Appraise (aid another) DC 10: 1d20 + 1 ⇒ (16) + 1 = 17
Heal (aid another) DC 10: 1d20 - 1 ⇒ (2) - 1 = 1
Knowledge (engineering) (aid another) DC 10: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Failing necromantic energy, that sounds terrible. as he helps the others put their heads together to figure out what to do.

Appraise, aid: 1d20 ⇒ 11
Heal, aid: 1d20 + 3 ⇒ (15) + 3 = 18
Knowledge Engineer, Aid: 1d20 ⇒ 8
Perception, aid: 1d20 + 10 ⇒ (1) + 10 = 11
Perception, aid: 1d20 + 10 ⇒ (18) + 10 = 28

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

So there's only the Survival check we couldn't beat?

Scarab Sages

Appraise
By examining the holy symbol of Shizuru on the ground near the samurai’s tomb and succeeding at a skill check, you determine that it was made from silver, and discern details of its construction that indicate it was designed for use as part of a holy ritual.

Heal
The crusader whose body you found, died in a burst of holy energy.

Engineering
What at first appeared to be simple erosion on the walls of the hero’s tomb is in fact the result of a concentrated burst of holy energy.

Ahmandé notices a discarded piece of vellum in the corner of one of the rooms. The vellum is fragile; but by taking time and care you are able to avoid it crumbling to dust. The vellum
provides a partial account of the samurai’s holy ritual.

Farzinel the Learned notices a small cubbyhole near the ceiling in one of the rooms, with a bronze object peeking out of it. A careful climb later, you retrieve it. The bronze object is an embossed prayer to Shizuru. The prayer is a warrior’s plea, asking for strength and courage when facing the final moments of life.

Piecing these together give you enough information to conduct a simpler version of the ritual, strong enough to reinforce the seal, without a burst of positive energy killing any of you.

(more to come)

Scarab Sages

Thankfully thee return to Uscalin Lodge, is uneventful.

Venture-Captain Shevar Besnik asks them for a full recount of their
adventure. After you recount the events, he remarks what a wonderful chronicle this will make once he’s heard back from his other teams, who re also investigating passages from the tome.

He congratulates you, saying, “I knew you would triumph! Just goes to show I picked the right Pathfinders to seek out adventure while unknown dangers lurked. There could have been almost anything there! Go and rest while I put our report together for the Ten. Surely, this addition to the Chronicles will put Uscalin Lodge on the map.”

As you bask in the rarity that is praise for a mission, he continues:

“Though I may joke about the crusaders, they play a vital part in the service of good. You, too, have done important work today. You have removed a pressing danger and helped the spirit of an ancient hero find rest. Well done, Pathfinders. I hope you are as proud of yourselves as I am of you.”

And... scene!

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

The way Erica stands to receive the praise is strangely reminiscent of a blue peacock displaying his feathers during courtship. Even exhausted, with an armor still covered in soot and blood and arms that haven't quite healed yet, it's rather obvious she's puffing out her chest a little bit.

Which doesn't quite manage to silence the opiniated side of her. "I still think this belongs in a temple," she nods towards the book. "I hope you won't mind sharing its existence with the Crusade." Her peremptory tone suggests -or is threatened a better word?- that she'll certainly share information about the Tome with her faction.

Though a solid fighter, Erica's certainly not good with farewells. She keeps an awkward silence as the party heads out. She finally finds the right words just as the group steps out of the Lodge. Before everyone leaves, she gathers her courage, and speaks up to make a very odd offer. "Drinks?"

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

Drinks, and a goodbye hug, of course. You know I have a propensity for hugs, Bobbie.

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