GM Nomadical |
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My bad, I should have looked up the effect.
Silverbeard slices the air, and a crescent of force flies at Blue. It catches the shadowborn just as he turns and slices through an artery.
Crit! Blue (-16) will get updated in next full post.
@Lesley: I'm very very sorry. Red is dead, but I forgot to take his token off the map (fixed now). You don't have a legal target from where you are. Again, sorry for my error.
Qigiq "White Hawk" |
Qigiq begins a focused chant while drawing in the air with his club. A ghostly albatross manifests in the air above the cleric and then disappears in a pulse of energy.
Divine Font - ◆◆◆ Cast heal (2nd): 30 ft emanation, Fortitude DC 20 vs. Holy, Vitality: 2d8 ⇒ (7, 6) = 13
Since it's an emanation, I believe it includes both remaining enemies.
Lesley Hart |
No worries. If I can change my set of actions, I would like to Reload, Stride next to Bramblespine and Strike White with the same roll from my previous post.
GM Nomadical |
Lesley moves to deny Blue the flank, prompting White to look back at Blue as if to ask “what now?” just before her gun goes off, though the round just barely misses.
Blue : 1d20 + 7 ⇒ (9) + 7 = 16
White : 1d20 + 5 ⇒ (19) + 5 = 24
Blue writhes as the wave of energy eats him from the inside out and he crumbles to dust. White looks even more panicky even as the holy energy burns him, too.
Round 3
The Shadows
Conditions: Netherworld, Dim light or Bright depending on location of wayfinders and light spells. BLESS
BOLD May Act
Bramblespine (-28 of 29 hp)
Olaf
Melania
Black Molly (-18)
White (-9)
Qigiq
Lesley
Bramblespine |
Bramblespine stares down White.
Will DC 19 vs Evil Eye
and heals themselves.
Soothe: 1d10 + 4 ⇒ (3) + 4 = 7
Olaf Spiritwell |
Seeing Bramblespine in a bad way. Olaf moves and patches him up.
Doctor's Visitation, Battle Med, DC 20: 1d20 + 13 ⇒ (18) + 13 = 31
Healing, Crit, DC 20: 4d8 + 15 ⇒ (5, 8, 1, 7) + 15 = 36
"As for you, " he says to White, annoyed, "Nethys take you!" he says, sending more positive goodness to him/it.
Vitality Lash; DC 20 Basic Fortitude; Positive Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10 Enfeebled 1 on CF
◆ Doctor's Visitation
◆◆ Vitality Lash vs White
Melenia Nightbreeze. |
Melenia sends another ball of flame flying towards white and then raises her shield.
Ignition: 1d20 + 8 ⇒ (17) + 8 = 25
Fire Damage: 2d4 ⇒ (4, 1) = 5
◈◈Ignition, ◈Raise Shield
Bramblespine |
With other healing Brambleline unleashes needle darts instead of casting soothe.
Blessed darts vs White: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
piercing: 4d4 ⇒ (2, 4, 3, 4) = 13
Still using evil eye.
Black Molly |
Silverbeard closes with the last shadow. ”To the deeps with you, ye mangy cur!”, he shouts, bringing his blade to bear while Molly bolsters him.
BM: Cast boost eidolon
CS: Stride, Strike x2 vs White (Slash)
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
GM Nomadical |
Bramblespine stares at White,
Will DC 19: 1d20 + 4 ⇒ (15) + 4 = 19
but he stares back bravely, though it’s clear that he’s just barely keeping it together.
Then the witch’s darts find their mark, though, tearing through the shadowborn’s body with ease.
Fort DC 20: 1d20 + 5 ⇒ (8) + 5 = 13
Olaf blasts the slayer with holy energy, burning him to ash.
Melania and the Cap’n team up to shred the body, though there’s little left of it.
Combat Over!
I think only Black Molly is still injured, and only down 5.
Melania can keep her ammo, if she’s tracking it, and Molly can keep her boost eidolon spell. Technically White was dead after Olaf’s spell and Bramblespine’s darts.
Lesley Hart |
Lesley double-checks to ensure the coast is clear, scouting ahead of the group. Her wayfinder's light offers no assistance so she immediately returns to them.
"We should keep moving if everyone is alright," she says.
Olaf Spiritwell |
Olaf hurries over to Molly. "Here, let me look at that"
Treat Wounds, DC 15: 1d20 + 13 ⇒ (4) + 13 = 17
Healing: 2d8 ⇒ (5, 6) = 11
GM Nomadical |
With everyone healed up, you proceed south into the next room. Bramblespine continues making their map, and Qigiq leads the way down the passage and into a small room. Debris fills this area. The scars of a battle long past mar the walls, both from physical weapons and magical attacks.
We are on the next slide, and for this room I’m just placing Qigiq as a placeholder for the party.
If Anyone succeeds at the Perception check, then they or anyone else can attempt this next check:
The incomplete notes are the first portion of Alystair Caskwater’s journal. He seems to have been a self-styled monster hunter and warrior. His name has been lost to history and is unfamiliar to even the most scholarly PC. The writings detail Alystair’s plan to travel with his retinue to the Netherworld to take on a mage native to that plane who was suspected of weakening the barrier between planes and attacking some rich patron on the Isle of Kortos centuries ago.
Olaf Spiritwell |
PFS: 1d20 + 6 ⇒ (14) + 6 = 20
Perc: 1d20 + 12 ⇒ (14) + 12 = 26
Apologies. Made the 2nd check before the first but since Molly found the book already... Go ahead and open the 2nd spoiler (Olaf shares what he knows)
Bramblespine |
PFS Lore: 1d20 + 9 ⇒ (20) + 9 = 29
Bramblespine muses over over the book found by BlackMolly and SilverBeard "Caskwater... not a name that's familiar but it looks like they had a plan to confront a mage from the Netherworld that was attempting to weaken the barriers, probably some foul undead invasion plan or the like. It also looks like they had a rich patron, although I'm not seeing details on them. Maybe we'll find more of the journal if we keep looking."
Qigiq "White Hawk" |
"Maybe the history of this dungeon," Qigiq muses before leading the others onward with his glowing orb floating over his shoulder.
GM Nomadical |
You move down the hall and find a strange room to the left.
The smell of rotting offal and blood fills this room. A spout of blood flows from the north wall into the pit below. The pit is half full, blood and offal making a viscous, stinking stew. A carving on the eastern wall depicts a giant figure raising a massive stone from the sea and an island with it. The carving also shows a reflection beneath that raised island of a shadowy land emerging as well, as if reflected in the sea, only the lack of the giant figure and the massive stone indicates this is more than a reflection being depicted.
Both Olaf and Bramblespine immediately urge caution. There is clearly something very evil and very strange here. It seems that perhaps this room had been used as part of a ritual or something, and there are still dangerous occult energies lingering here. It would perhaps be best not to approach this hazard too closely.
DC 20 Occultism or Religion (trained) to counteract the fell energies drawing in life force to power this strange charnel flow or DC 23 Thievery (trained) to disable the spout, stopping the flow at its source.
Although they both can attest to the apparent efficacy of stopping up the spout, they are also both sure that approaching closely enough to do so would trigger the dangerous energies before one could even get to the spout.
I would also take a separate DC 14 Arcana or Occultism check to know more about the carving, if you want to.
Olaf Spiritwell |
Olaf casts a quick spell to give him a slight edge before attempting to counteract the energies.
Religion, Guidance: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
GM Nomadical |
Olaf easily redirects the energies, cleansing the last of the evil from the room. The supernatural smell of offal decreases after a few moments, and the flow of blood trickles to a stop. The pool is still full of nastiness, but you are certain that the otherworldly danger is past.
Well, that was quick.
I would also take a separate DC 14 Arcana or Occultism check to know more about the carving, if you want to.
And does anyone want to do anything else in this room? You know, Pathfindery stuff?
Olaf Spiritwell |
"Pee-yew!! This place reeks. Why not one of you young lads go get a rubbing or some such. You know that thing Ambrus told us to do. I'll hold the light up for you!"
Olaf helpfully holds up the light while the others do the Pathfindery stuff...
Arcana: 1d20 + 6 ⇒ (16) + 6 = 22
Bramblespine |
Occultism to Know things: 1d20 + 11 ⇒ (2) + 11 = 13