| GM Watery Soup |
In the depths of Ustalav, a nefarious doctor conducts foul experiments on creatures both living and dead from his stolen abode in an ancient keep. Now, the parliament of citizens who own the land the keep is built on wish to be free of the grim shadow that waits just beyond their doorstep, and they've offered the Pathfinder Society the ancient library in the keep's vaults as payments for removing its current occupant. Will the Pathfinders liberate the keep and protect the townsfolk from the terrors lurking within its corridors, or will they join the ranks of the undead dancing to Dr. Velshen's grim symphony?
This is a GameDay XIV game. Recruitment should go through the GameDay spreadsheet. You may dot and delete when you have registered on the spreadsheet, and introduce yourselves. This scenario begins at the Vodavani Lodge in Caliphas, Ustalav.
Khaul Irontoe
|
Walking down the road, his short legs slowly not for the miles they have travelled strides a dwarf. His beard is long, but tidy and well braided, his armor polished, and upon his back is slung a shield.
Coming *from* the shield can be heard the sound of a woman's voice.
Myrsa Evershield
|
"Why do I always have to be the one looking backwards?" comes the slightly shrill voice.
"A shield maiden should be on your arm or at your side, not staring at the dust you are kicking up behind you. "
There is a pause for a few minutes, and then "Oh, there are some riders coming up behind us, you might want to step to the side of the road."
Narkru
|
There is a clopping of hooves, but it is not from a horse. Rather, a figure that towers over 12 feet in height. Narkru pauses, a dusting of dirt surrounds her.
"Excuse me, I'm supposed to be looking for a creepy keep. Do you know where it is?
Lioness Lapping Blood
|
Coming down a side path, and only adding to any complexes about his height the dwarf might have, a 7 foot tall gnoll joins the group.
He has pale tan fur with darker stripes and wears robes decorated with patterns from the Mwangi expanse. He's using a staff with brain sculpted at the top as walking stick and a hyena with nightblack fur follows at his heal.
"I think creepy keep is also where I am going. Are you also Pathfinders?" he asks.
Shen 2006
|
A tall, intelligent lizard thing has been living among you. No matter how many times you look at him, you aren't quite sure whether he's more lizard or dragon, and you've been too shy to ask. With his flowing robes, lean muscles, and no weapons, you're pretty sure by this point that's he's a monk. He moves with such grace, his robes floating as he seemingly glides along the ground. When he speaks, his voice is calm, measured, and even. How is he so relaxed?
"Pleasure to meet you, fellow Pathfinders. I am Shen, a nomadic monk from Tian Xia."
Loong Laohu
|
A tall man with equally flowing robes follows Shen, appearing to size him up. After Shen introduces himself, he, too, bows to the assembled Pathfinders. "Well met, Pathfinders, Brother Shen, I am Loong Laohu. I know that my name is a mouthful so you may call me Tiger." His face breaks into a wry smile. "My brother monks gave me that moniker and it kind of stuck."
Tiger is the first PC I ever made. About the only thing he's not is charismatic... I sort of based him on the Shaolin monk look.
Raphaeleos
|
A young man dressed in white apparel arrives, holding a staff with a bulbous eye rolling about at the end.
"I am Raphaeleos, I will be the healer for our mission," he introduces himself to others.
During Daily Preparations, Raph will align himself with life, which makes him healed by vitality healing effects as normal for living creatures. He also casts to himself False Vitality (Rank 2) to gain 10 temp HP. He also casts Vital Beacon (Rank 4) to become a source of healing to anyone who lays hand on him: from [] 4d10 HP, [] 4d8 HP, [] 4d6 HP, and lastly, [] 4d4 HP.
Also, Raph begins encounter with advantage for allies to act.
◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – +2 status bonus to initiative roll of allies within 20 ft, and gains temporary Hit Points equal to half your level [4]. Raph becomes Cursebound 1
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.
While wielding Staff of Unblinking Eye, he gains +1 status bonus to Perception for initiative.
----------
Current HP: 88/88 (+10 temp HP fr False Vitality) (+1 HP/min)
Current AC: 25
Current Condition(s): Void Resistance 1; Vital Beacon [] 4d10 HP, [] 4d8 HP, [] 4d6 HP, [] 4d4 HP
Cursebound Feats: Nudge the Scales, Oracular Warning, Debilitating Dichotomy
Known Cantrips (Rank 4): Needle Darts, Shield, Protect Companion, Void Warp, Stabilize, Vitality Lash
Known Spells (Rank 1) [][][][]: Heal*, Necromancer’s Generosity, Summon Undead, Harm, Soothe, Summon Undead*
Known Spells (Rank 2) [X][][][]: Summon Undead*, Final Sacrifice, Necromancer’s Generosity, Cauterize Wounds, False Vitality, Heal*
Known Spells (Rank 3) [][][][]: Necromancer’s Generosity, Rouse Skeletons, Vampiric Feast*, Infuse Vitality, Heal*, Summon Undead*
Known Spells (Rank 4) [X][][][]: Fly, Vital Beacon*, Whispers of the Void, Heal*, Summon Undead*, Vampiric Feast*
Focus Spells (Rank 4) []: Life Link
Staff of Unblinkine Eye (item level 6) [][][][]: Cantrip – Detect Magic; Rank 1 – Sure Strike ; Rank 2 – Darkvision, See the Unseen, Translate
Invested Items (4/10): Radiant Wayfinder (w Light and 10-ft Faerie Fire), Aeon Stone (Pearly White Spindle), Healer’s Gloves, Diplomat's Badge
Worn Items: Staff of Unblinking Eye, +1 Striking Ghost Touch Hand Cannon, Firearm Ammunition (20 rounds), +1 Studded Leather Armor, Cold Iron Chunk, Silver Chunk, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Pathfinder Provision: [][] moderate healing potion
| GM Watery Soup |
The Pathfinders are called to Ustalav by a missive from Venture-Captain Evni Zongnoss (she/her, gnome harrower).
Greetings Pathfinder,
I hope this letter finds you well. The Pathfinder Society has been offered an intriguing opportunity by the ruling parliament of northwestern Ustalav, so I am requesting your help for a mission. Please meet me in Caliphas at my headquarters in the Vodavani Lodge and present this letter to me upon arrival. I am compelled to warn you that the refugee situation in Caliphas is somewhat dire, but rest assured that other members of our Society are working to ameliorate the situation as best as they can!
Thank you for your assistance,
Venture-Captain Evni Zongnoss
When they arrive in Caliphas, a handsome dwarven prince, Grand Archive Leader Gorm Greathammer (he/him, dwarf prince) waves from where he stands next to a heavy oak table. “Welcome,” he calls out, projecting over the sounds of the crowd. Beside him, a harried gnome clad in a blue robe decorated with golden crescent moons looks up from where she’s charting a precise path on a parchment map.
“Ah, you made it. Thank you for coming. As you can see, we have our hands full here,” Evni greets. “I believe you all should have received a letter from me containing your assigned destination?”
The gnome points to a flag on the map, marking a spot in the northwest region of Ustalav. “The Pathfinder Society has been given a special commission by the Palatinate parliament of northwestern Ustalav. There’s an old fortification in the foothills between Courtaud and Tamrivena by the name of Zagorstra Keep, built by the Oborov family and then abandoned when the line died out. The Society is to secure the keep so that the government can occupy it and use it as a guard post for the region. In exchange, the Society can claim any items of historical significance we find inside.”
“They’ve even provided us with an official eviction notice for any unwanted tenants that might be there, should it come to that!” Gorm says, pushing forward a bundle of papers stamped with a wax seal. “Though I doubt anyone residing there will be so easily reasoned with. Otherwise, why would the government be asking us?”
“The keep is the source of many local superstitions. We think it is likely to be occupied by dangerous creatures, so we’ve invited a number of priests to our lodge to provide holy water and other equipment. I think you would be wise to stock up on such supplies before you get underway,” Evni adds. “Apologies for the lack of better advice, but we didn’t get a chance to investigate the site as thoroughly as we’d have liked. You’ll be the first Pathfinders on the ground at the keep.”
“It’s a risk, but if it pays off, it’ll be worth it,” Gorm says. “I believe this keep may be the final resting place of a lost library I’ve been researching. If we find it, we’ll solve one of the great academic mysteries of the ages—not to mention the books themselves. The majority of the collection is over three thousand years old, which makes it quite the scholarly trove if any of it survived.”
You will receive two bonus Reputation with the Grand Archive if the majority of books are saved.
If you'd like to attempt a DC 20 Diplomacy check to Gather Information or DC 20 Society check to Recall Knowledge to find out more about Zagorstra Keep, let me know your modifier and I'll roll a Secret check.
Questions?
Shen 2006
|
Shen thinks a bit.
"Holy water? It sounds like maybe you're expecting some kind of undead? I've studied the Undead, I have special knowledge about them. Tell me, do you have any scouting reports of exactly what kind of dangerous creatures we might be facing?"
"Also, those are some very old books. Any idea what kind of shape they're in? Like if we have to take special precautions? The monks at my monastery used to keep a lot of old scrolls, and they had to be handled very delicately."
RK - Diplomacy +7 (Untrained Improvisation)
Narkru
|
"Carrying heavy loads. Now I know why I was called for this mission." Narkru stretches her arms with interlacing fingers. A loose dusting of dirt shakes off as she stretches. "I don't think I know much about the area, but I am here to help as much as I can."
Professional Hireling RK Society with Streetwise +11
Khaul Irontoe
|
Khaul nods to his fellow dwarf. "Secure the keep, find the library. Evict wrong-doers, and convince right-doers that they are better off elsewhere." he says in summary.
"I too am curious about undead in the area, and the history of the keep."
Myrsa Evershield
|
"Well, you only have to ask." chats back the shield.
"Politely." its adds pointedly.
"I have heard many a story about places of interest over the years, and this keep sounds familier."
Expert and +11 with both society and diplomacy
Raphaeleos
|
Diplomacy +15 to Gather Information
"Living and undead, they are just two sides of the same coin." Raph shares his thought on the matter of undead. "Anyway, what are these superstitions you mentioned?" he asks.
Loong Laohu
|
Diplomacy +11
| GM Watery Soup |
Pulling Lioness's modifiers from her profile.
Narkru Streetwise: 1d20 + 11 ⇒ (8) + 11 = 19
Khaul Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27
Raphaeleos Diplomacy: 1d20 + 15 ⇒ (5) + 15 = 20
Tiger Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
Lioness Diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10
Narkru Society: 1d20 + 11 ⇒ (16) + 11 = 27
Khaul Society: 1d20 + 11 ⇒ (19) + 11 = 30
Lioness Society: 1d20 + 13 ⇒ (13) + 13 = 26
The group learns that Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.
Khaul additionally knows that the manor has been wracked with thunderstorms and pouring rain for years now. Anyone who seeks to venture into the forest near the keep should be prepared to deal with both lightning and water.
Lioness additionally has heard that a trapper who ventured too close to the manor reported spotting a banshee haunting the upstairs windows, accompanied by a chorus of ghastly music.
---
"Holy water? It sounds like maybe you're expecting some kind of undead?"
"I too am curious about undead in the area."
"The stories are all over the place - from cursed noble scions to ghosts to Tar-Baphon himself. I doubt it’s anything friendly, or the locals wouldn’t hate the place so much, but anything past that is hard to say. But all are vulnerable to vitality."
"Anyway, what are these superstitions you mentioned?"
"Mostly about warding away the undead - hanging holy symbols on their houses, or knocking no more than three times on a door. Some keep silver knives and a garland of garlic around. There are no confirmed reports of anything unnatural attacking outside the keep, but having some garlic doesn’t hurt - even if you don’t meet any vampires, the garlic is great roasted!"
"Also, those are some very old books. Any idea what kind of shape they're in? Like if we have to take special precautions?"
"The rumors suggest the library was stored underneath the keep, which is why it went missing for so long. The Oborovs seem to have been paranoid beyond belief. Maybe I should be thanking them for that - if the books weren’t hidden someplace secure and dry, they likely would have been looted or ruined when the keep was abandoned.”
Khaul Irontoe
|
"So" says Khaul. "Is there somewhere here we could lay in a healthy supply of holy water and garlic?"
He thinks a bit longer. "I seem to recall silver be-in sovereign against were-wolves rather than vampires. Any stories of them in the area?"
Lioness Lapping Blood
|
"Hello Tiger, I'm Lioness," the kholo says Loong, bemused by the similarities in their names and equally pleased by the unusual ancestries that make up their happy little band.
He listens closely to the briefing. "Always good to save knowledge," he comments and makes mental notes regarding provisions that will be useful for this particular mission.
"I assume you summoned the priests to the Lodge specifically so that we can pick up the proper supplies from them?" he asks the Venture Captain.
Raphaeleos
|
"I can create silver needles when it comes to that." Raph reveals a solid chunk of silver, holding it up with a confident nod. "This may come in handy then."
"My hand cannon is invested with a ghost touch rune. I can let anyone borrow it, if needed against ghosts and the like." He shows the weapon to them, clearly offering it for use.
"My staff allows me to see what’s invisible, which should be useful as well. As for religious symbols or garlands of garlic, well, I don’t have those, unfortunately." He admits with a wry smile.
"Superstitions arise from fear of the unknown and a need to find meaning in what people cannot explain," he adds calmly, when someone bats an eye for coming almost well-prepared.
"Ghost charges, we need those too!"
Narkru
|
"Unfortunately, I do not believe I can punch a ghost in the face with a rock. Perhaps there will be more corporeal reasons for the disturbance. There is only one way to find out the truth, however."
Narkru stands to her full height, checking her compartments for necessary supplies.
"Books are real though, and hopefully what we can find will be in reasonable condition to transport."
Loong Laohu
|
"Undead?! Well now. My handwraps have a rune against such creatures. I should be fairly effective against them."
Tiger bows to Lioness. "My claim to the name 'Tiger' is actually from the fighting style I learned. I think you would have a greater claim to the feline moniker than I would" he says, a trifle shyly.
Khaul Irontoe
|
"Ahh" starts Khaul. "Have been meanin to boster me offences against the ghosts since an unfortunate encounter in an old inn."
He looks around. "Do yah think I'd be havin time to etch a rune onto me hammer?"
Buy and etch a ghost touch rune for 75gp
| GM Watery Soup |
"So" says Khaul. "Is there somewhere here we could lay in a healthy supply of holy water and garlic?"
All items are available for purchase at normal access (Common items your level or lower, etc.), but you each get one holy water. Garlic is free, but I feel compelled to point out that this is more for flavor (pun intended) than mechanics.
"I seem to recall silver be-in sovereign against were-wolves rather than vampires. Any stories of them in the area?"
I'll be honest with you - I didn't notice ths in my reading, or I would have omitted references to silver. Popular lore outside of PF2 is that silver weapons are useful against vampires, but in PF2, devils and werecreatures are the ones with weaknesses to silver. There's no reason to believe that PF2 undead are weak to silver. Basically, it was there for flavor.
He looks around. "Do yah think I'd be havin time to etch a rune onto me hammer?"
Yes.
"Ghost charges, we need those too!"
These are available with standard access (so everyone has access to the Common moderate ghost charges, Level 3, and at this level, nobody should have access to the greater charges, Level 11, even with Chronicle access.
I do want to note that alchemical bombs are martial weapons, meaning that while everyone can use holy water (a simple weapon), not everyone can throw a ghost charge effectively.
| GM Watery Soup |
We can retcon any additional purchases people want to make.
The journey through the Palatinates is quick and uneventful. Though the local forests are being soaked by summer thunderstorms, the trip out to the keep is relatively calm.
Lightning illuminates the rain-slicked walls of the stone keep, casting the fortified facades in striking relief. The roof of Zagorstra Keep is slanted at a strange, asymmetrical angle from the walls, making the building disconcerting to look at. The faint and haunting chords of a pipe organ can be heard beneath the downpour, granting an eerie ambiance to the approach.
Zagorstra Keep has three entry points: the main gates to the south and two servant entrances to the east and west.
See Slide 3 for a map.
Narkru
|
The scent of fresh mud and a hint of wet fur trails from Narkru after performing a circuit of the keep from a safe distance.
"Hmm. I am surprised. Usually doorways and passages from most people don't tend to account for my horns. I may be able to get through the doors with only a few small scrapes on the ceiling. Is there an entrance that seems particularly advantageous for us?"
Khaul Irontoe
|
"We be invited here by th' owners." states Khaul.
"We should be takin the main gate not skulking through the servants entrances."
Raphaeleos
|
Since we each receive one holy water, Raph will no longer purchase any ghost charge.
"Okayyy..." the eerie vibe is not to Raph's liking, with lightning and thunder clapping and booming behind them for that effect.
"Yeah, let's go through the main gate." he agrees with the dwarf.
| GM Watery Soup |
"Hmm. I am surprised. Usually doorways and passages from most people don't tend to account for my horns. I may be able to get through the doors with only a few small scrapes on the ceiling. Is there an entrance that seems particularly advantageous for us?"
The front entrance is large enough for a Large creature to fit through without Squeezing. The side entrances are 5' wide, so Narkru will have to Squeeze.
Note: many of the corridors inside will be 5' wide: Narkru will have to Squeeze for a good chunk of the adventure, treating the corridors as difficult terrain. This will also mean she will not have an Exploration activity through those sections. This scenario was written before Large PCs were available, so I'll be winging it, but will endeavor not to make it more than a minor inconvenience. For example, I won't start y'all in combat in the middle of a corridor where nobody can see past Narkru and she can't move forward.
Lioness Lapping Blood
|
Anyone who is averse to the smell of wet fur is travelling with the wrong group, though at least Lioness wet fur smell is different from Narkru's wet fur smell and the midnight black hyena that always has a bone in its mouth that travels at Lioness' heels doesn't have a smell at all. Also fortunate is the fact that Lioness' breath is sweet as honey and overpowers the smell of his body. If he's talking and someone is close enough.
"I'd like to point out that while we were invited by the owners we were not invited by the inhabitants and the owners are not here but the inhabitants, by definition, are. I don't mind going in the front gate, but I don't expect a warm welcome," Lioness comments and makes sure he's toward the back of the group.
Lioness bought an extra vial of holy water from the priests and when he communed with Bone Bearer at midnight the night before he had his familiar impart the knowledge of Force Barrage instead of Fear in him.
And, as Khaul bravely marches toward the front door, Lioness uses his Mystic Armor wand on himself before holstering it and following.
Shen 2006
|
Shen shivers at the cold brought on by the rain.
"This is quite spooky and unsettling. I suggest we make haste to get inside and seek shelter. Khaul's direct approach sounds the most dangerous. I would opt for one of these side entrances. I would they think they are less likely to be trapped, too."
Khaul Irontoe
|
"Direct approach gets us out of the rain faster." notes the champion.
"And fits our over-achieving colleague.." here he gestures toward Narkru.
"Though you are all kind of on the tall side from my perspective."
Loong Laohu
|
Tiger follows the group. He pulls out a javelin and quietly moves forward.
Stealth +12; The javelin is a +1 Striking Returning javelin
Narkru
|
"I would prefer not to hold my breath and crunch my horns, so front door it is. There are some of us here who may not be subtle with the side doors."
She pulls a few rocks from the ground, lightly coating herself in rock armor.
"We should head in. The sooner we take care of this, the better."
| GM Watery Soup |
"Khaul's direct approach sounds the most dangerous. I would opt for one of these side entrances. I would they think they are less likely to be trapped, too."
We have four votes for the main entrance, one for the side, and one to follow the group - I'm going to assume that you will all go in the main entrance and not split the party. This will also be a default method for moving the party forward for the remainder of the scenario.
As for traps, I will be rolling Perception for everyone Searching every time we enter a new section. This will be rolled whether there is something to find or not, and will include looking for traps, secret passages, and hidden items / monsters / hazards / haunts.
Immediately upon entering the keep, the Pathfinders find themselves in a laboratory room with a raised dais in the middle and arcane pillars lining the walls. The dais slopes upward to a platform 10 feet above the ground - the transparent walls of the dais pulse and swirl with an uncanny reddish liquid. Thick iron chains connect the dais platform to the ceiling, where a hole in the roof allows periodic lightning flashes to illuminate the room at regular intervals.
A corpse lays on top of the dais.
Perception (Tiger): 1d20 + 13 ⇒ (18) + 13 = 31
Perception (Raph): 1d20 + 14 ⇒ (4) + 14 = 18
Perception (Narkru): 1d20 + 12 ⇒ (11) + 12 = 23
Perception (Lioness): 1d20 + 9 ⇒ (5) + 9 = 14
Perception (Shen): 1d20 + 15 ⇒ (7) + 15 = 22
Perception (Khaul): 1d20 + 12 ⇒ (1) + 12 = 13
As the Pathfinders move into the room, the pillars at the front of the entrance hall suddenly hum to life, power flowing through them to create a low-pitched chord that flows throughout the keep. The pillars next to them light up a second later, playing a higher-pitched chord that forms a discordant harmony. Set by set, the pillars leading to the swirling red dais ignite, each rising in pitch to create a sinister cacophony. Suddenly, lightning strikes the top of the dais, and a hulking figure slowly stands, its movements jerking and ungainly with a second life!
Raph’s Perception (Search): 1d20 + 14 + 1 + 1 ⇒ (20) + 14 + 1 + 1 = 36
Narkru’s Perception (Track): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Lioness Perception (Search): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Shen (Search): 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Khaul (Defend): 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Initiative (Enemy): 1d20 + 12 ⇒ (6) + 12 = 18
Everyone spots this attack readily.
--Round 1
Raphaeleos (88/88, AC 25)
Khaul (115/115, Myrsa 120/120, AC 28/30)
Tiger (80/80, AC 24)
Lioness (48/48, AC 19)
Shen (92/92, AC 27/29)
Narkru (97/97, AC 26/27)
Enemy (-0 hp, +10' elevation, prone)
The bolded may act.
Note to Khaul: I added your Paizo icon and put you up front. Note to Raph and Narkru: I made your icons round; my convention is usually that I make PC icons round and enemy icons square. Note to Khaul, Narkru and Raph: I added a white border around your icons because they were hard to see against the dark background.
Remember that ascending the dais is difficult terrain.
Raphaeleos
|
Raph has his staff ready.
Raph begins the encounter with advantage for allies to act:
◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – +2 status bonus to initiative roll of allies within 20 ft, and gains temporary Hit Points equal to half your level [4]. Raph becomes Cursebound 1
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.
And for himself:
While wielding Staff of Unblinking Eye, he gains +1 status bonus to Perception for initiative.
False: Vitality: +10 temp HP.
Lioness Lapping Blood
|
"Galimus?" Lioness says, finding something familiar in the figure.
"Not Galimus!" he declares as he gets a better look.
Despite the downright creepy nature of what he has seen and heard and the general feel of this place, he moves closer.
Then, he tries to blanket the creature's head in darkness.
Shroud of Night - DC21 Will save. On a failure It treats bright light as dim light, and unless it has greater darkvision, all creatures are concealed to it.
Then, he tries to figure out exactly what it is.
RK check. +11 in Arcana and Occultism, +9 in Nature Religion, +13 in Society. I'll start with weaknesses, then resistances.
| GM Watery Soup |
Raph begins the encounter with advantage for allies to act:
◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – +2 status bonus to initiative roll of allies within 20 ft, and gains temporary Hit Points equal to half your level [4]. Raph becomes Cursebound 1
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.And for himself:
While wielding Staff of Unblinking Eye, he gains +1 status bonus to Perception for initiative.
False: Vitality: +10 temp HP.
I am just going to include this in the initiative macros, and make you Cursebound 1.
---
Lioness knows that the thing is a Charnel Creation, formerly known as a flesh golem. Made of odd scraps of skin and muscle, a charnel creation is a grotesque parody of life.
Immunities: bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void.
Resistances: physical 5 (except adamantine), spells 5 (except fire)
Electric Healing: Any time a charnel creation would be affected by an effect with the electricity trait, it loses any slowed condition it has and gains HP equal to half the damage the spell would have dealt. If the creation starts its turn in an area that deals electricity damage, it gains 2d4 HP.
--Round 1
Raphaeleos (88/88, 10 tHP, AC 25, cursebound 1)
Khaul (115/115, 4 tHP, Myrsa 120/120, AC 28/30)
Tiger (80/80, 4 tHP, AC 24)
Lioness (48/48, 4 tHP, AC 19) 2 actions
Shen (92/92, 4 tHP, AC 27/29)
Narkru (97/97, 4 tHP, AC 26/27)
Enemy (-0 hp, +10' elevation, prone)
Loong Laohu
|
Tiger delays. He's not going to fight an uphill battle.
If that thing is large, how's it getting down the stairs? :)
Narkru
|
Narkru charges forward to attempt to keep the creature on the platform.
◆ Stride
◆ Stride
◆ Grab the prone Creation to keep it steady.
Atheltics to Grab against Fort DC: 1d20 + 18 ⇒ (7) + 18 = 25
Raphaeleos
|
Raph sends needles made of silver at the large enemy. "I wonder why it is alone."
◆◆ Needle Darts (60 ft)
Needle Darts Spell Attack: 1d20 + 16 ⇒ (8) + 16 = 24 vs prone enemy
Spell Damage: 6d4 ⇒ (1, 1, 2, 3, 3, 4) = 14 P damage, plus weakness to silver
If Crit Hit: double damage and 4 persistent bleed damage
He raises his magic shield for added protection.
◆ Shield (Rank 4) - +1 circumstance bonus to AC
↺ Shield Block, Hardness 10
"And the sound, it is more like noise than music!"
Loong Laohu
|
Seeing Nakru charge up the dais spurs Tiger into action. He moves up and hurls his javelin at the creature before moving back.
+1 Striking Returning Javelin, 30' range, OG: 1d20 + 15 ⇒ (16) + 15 = 31 for Piercing Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11 Doubled on Crit
I hope that's enough for a crit because that resistance 5 is going to be annoying
◆ Stride
◆ Strike
◆ Stride
Khaul Irontoe
|
Khaul, finding himself behind the massive form of Nakru sighs and starts to work his way around the outside of the large pyramid.
"We gonna need to talk about tactics, Big Guy." he mutters as he short legs work overtime to find an alternate route up.
I'm assuming we cannot go up the sides where there are not stairs?
◆◆◆ Stride x3
Lioness Lapping Blood
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I should be out of actions. 1 for RK, 1 to Stride to get closer, 1 to cast Shroud of Night, though if you are being kind and letting me alter my actions due to the results of the RK check I appreciate it (I don't see anything in the results that would make me change, however.)
| GM Watery Soup |
Narkru charges up the stairs and tries to Grapple it. It brushes off the minotaur's feeble attempt. Failure, but not Critical Failure.
Raph sends a swarm of needle darts, which hits the prone enemy, but doesn't damage it very much. Resist physical 5, spell 5.
Tiger throws a javelin, which hits, but doesn't do as much damage as he hoped. Not a Critical Hit, even vs off-guard.
Khaul rushes up the steps after everyone.
Lioness moves up and casts a spell. To be honest, I just forgot to process the other actions after I resolved the Recall Knowledge, but yeah, sometimes I allow for revision in case Recall brings something up.
Will: 1d20 + 14 ⇒ (1) + 14 = 15
The charnal creation blinks awake and wonders why everything is dim.
--Round 1
Raphaeleos (88/88, 10 tHP, AC 25, cursebound 1)
Khaul (115/115, 4 tHP, Myrsa 120/120, AC 28/30)
Tiger (80/80, 4 tHP, AC 24)
Lioness (48/48, 4 tHP, AC 19)
Shen (92/92, 4 tHP, AC 27/29)
Narkru (97/97, 4 tHP, AC 26/27)
Charnal Creation (-4 hp, +10' elevation, 23 < AC <= 26, prone, Shroud of Night)
Shen 2006
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Shen drops into ◆Wolf Stance, then ◆Strides to get in closer to the action, then casts ◆Inner Upheaval to unleash a flurry of blows on the prone creation!
Flurry 1 Wolf Stance Strike (Agile, Nonlethal, Backstabber, Trip, Inner Upheaval): 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 342d8 + 6 + 1d6 ⇒ (4, 1) + 6 + (3) = 14
Flurry 2 Wolf Stance Strike (Agile, Nonlethal, Backstabber, Trip, Inner Upheaval, MAP): 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 262d8 + 6 + 1d6 ⇒ (3, 3) + 6 + (2) = 14
((Crushing Rune - on crit, target is clumsy and enfeebled 1 until end of Shen's next turn))
((Brawling - on crit, target must make a fortitude save or be slowed 1 until end of Shen's next turn))
edit:forgot MAP on 2nd attack above there, but still a miss.
edit2:forgot backstabber, plus 1 damage if strike 1 hit.
| GM Watery Soup |
Shen runs up and slashes the charnal creation, the first time critically. Shen, can you specify the type of damage that you're doing? The 2d8 is piercing, but the 1d6 from Inner Upheaval is your choice of force, spirit, vitality, or void.
The hulking figure Stands, and makes an instinctive swing at 1d2 ⇒ 2 Narkru. GM note: when I roll to see who to attack, I usually go down the possibilities in initiative order.
Concealed: 1d20 ⇒ 10 vs DC 5
Fist, Enfeebled 1: 1d20 + 20 - 1 ⇒ (2) + 20 - 1 = 21
Bludgeoning, Enfeebled 1: 2d10 + 7 - 1 ⇒ (10, 6) + 7 - 1 = 22
--Round 2
Raphaeleos (88/88, 10 tHP, AC 25, cursebound 1)
Khaul (115/115, 4 tHP, Myrsa 120/120, AC 28/30)
Tiger (80/80, 4 tHP, AC 24)
Lioness (48/48, 4 tHP, AC 19)
Shen (92/92, 4 tHP, +10' elevation, AC 27/29)
Narkru (97/97, 4 tHP, +10' elevation, AC 26/27)
Charnal Creation (-36 hp, +10' elevation, 23 < AC <= 26, prone, Shroud of Night, clumsy 1 0/1, enfeebled 1 0/1, slowed 1 1/1)
Narkru
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"Stay Down, big guy!"
Narkru attempts to push the similarly-sized figure back on the slab. She then summons a few pebbles and rocks about her, coalescing into one large rock fist. She then moves to the side, keeping a firm eye on this creation.
◆ Trip.
◆ Channel Elements, one action melee blast.
◆ Stride around the platform.
Athletics Trip against Reflex DC: 1d20 + 18 ⇒ (15) + 18 = 33
Channel Elements Elemental Blast vs AC: 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28
Bludgeoning Damage from elemental blast: 2d8 + 4 ⇒ (8, 2) + 4 = 14
Raphaeleos
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◆◆ Needle Darts (60 ft)
Needle Darts Spell Attack: 1d20 + 16 ⇒ (10) + 16 = 26 vs Charnal Creation
Spell Damage: 6d4 ⇒ (2, 2, 4, 4, 4, 4) = 20 P damage, plus weakness to silver
If Crit Hit: double damage and 4 persistent bleed damage
Lacking any fire spells, he settles for hurling needles at the creature instead.
Lioness knows that the thing is a Charnel Creation, formerly known as a flesh golem. Made of odd scraps of skin and muscle, a charnel creation is a grotesque parody of life.
Immunities: bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void.
Resistances: physical 5 (except adamantine), spells 5 (except fire)
Electric Healing: Any time a charnel creation would be affected by an effect with the electricity trait, it loses any slowed condition it has and gains HP equal to half the damage the spell would have dealt. If the creation starts its turn in an area that deals electricity damage, it gains 2d4 HP.
"Somebody burn that thing!" Raph suggests to his allies. "And no electricity..." he adds while also advances with the others.
◆ Stride
Loong Laohu
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Tiger drops his javelin and assumes a combat stance (Stoked Flame Stance, Speed becomes 40). He charges up the steps and slashes at the Charnal Creation.
Flashing Spark, OG: 1d20 + 15 ⇒ (5) + 15 = 20 for Slashing Damage: 2d8 + 3 ⇒ (5, 8) + 3 = 16
Flashing Spark, MAP, Sweep, OG: 1d20 + 10 ⇒ (8) + 10 = 18 for Slashing Damage: 2d8 + 3 ⇒ (3, 1) + 3 = 7
Combine Damage before applying resistances/weaknesses
Critical Hit: Double Damage + 1d6 Persistent Fire
It's probably not undead so the vitalizing rune won't have an effect
◆ Stoked Flame Stance
◆ Stride
◆ Flurry of Whiffs
Khaul Irontoe
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Khaul hurries up the back stairs, puffing as he forces his slightly-too-short legs into an unaccustomed husstle.
Once there however he gives a mighty swing of his hammer into the back of the creature.
strike vs OG: 1d20 + 12 ⇒ (20) + 12 = 32
damage (Blunt,magic): 2d8 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10
◆ Stride
◆ Stride
◆ Strike