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764 posts. Alias of Saint Caleth.


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Boram and Manius both manage to hit one of the crawlers, but Manius takes a hit in return 6 damage and make a DC 14 Fort save or take 1 Con and 2 Str damage.

The second crawler attacks Hrothgar and misses.


Boram Sandyfoot wrote:
Was this going through the secret door, or down the unstable bloodstained corridor? We had agreed, above, that we were going through the secret door.

If you are going through the door and not the tunnel, just use the same initiatives and there is still no surprise round. I see where I missed that above, so the door it is.

Opening the door, A twenty-foot-tall statue of a man carrying a tome stands in a round niche at one end of this impressive chamber. The chest and head of the large statue have been badly damaged, and look like they
melted and ran before congealing again, giving the statue a crude, blob-shaped face with eyes of red stone. A doorway leads to the southwest, and another to the southeast. You are entering via the southeast door.

Most arrestingly there are three goblins, as surprised by you as you are by them. The goblins appear to be in the process of wrangling two fearsome creatures which look like a cross between a grasshopper and a fungus-encrusted log towards the door.

Knowledge(Nature) DC 13:
The creatures are two fungal crawlers. Fungal crawlers are plant creatures which leap into combat on top of their prey.

Your turn


Ladies and Gentlemen, restart your engines...

As you enter the tunnel before you, you can see that a barricade has been placed across the other end, presumably while you were sleeping on the balcony. When you are almost all the way down the stairs, you hear the secret door open, the clank of chains opening and something larger than a goblin moving while commands are shouted in goblin. Also, roll initiative.

Perception DC 12:
There are several goblins waiting on the other side of the barricade.

no map, but there is a staircase down from the balcony, about 20' long and then the corridor turns 45 degrees from southwest to west and leads about 25' to where the barriers are.


sorry guys, I'm here. We still don't have maps though since I don't have a computer right now it is very difficult for me to get a look at the pdf.

If you are heading into the tunnel you should roll initiative now.


You guys got lucky that we have no maps until later this week. Otherwise you would have had to fight during the night. By passage, I assume that you mean the unsafe looking one.


Third watch then


Ok, we have had our little vacation. We have a month left and we can finish if we get back in gear.

2nd Watch Perception DC 17:
You can hear goblin sized feet and the skittering of something far less humanoid moving around behind the secret door you found.


If you guys are going to sleep, then whoever is on first watch needs to make the Perception check from above.


You do not find any traps.

Looks like I made a little mistake. The secret door is not in the unstable hallway, it leads off of the balcony in the atrium.


The DC 20 check is before the first watch.


Perception DC 20:
There is a secret door in one of the walls

First Watch Perception DC 18:
You can hear the sounds of something or several somethings moving behind a nearby wall. Almost as if there were a room back there...


Sorry for the delay. I just need to find time to sit down and figure out how everything left in the dungeon would react to your actions.


Who is taking which watch?


So are you guys going to actually rest in the hallway, or are you going back to the balcony?

3/5

I don't have time in my life for a real campaign so I only get to play PFS for the most part.

Therefore I am going to stick with it even after D&D Next comes out because it's organized play is unlikely to be nearly as well run as PFS is with a leadership which listens to players and fixes recurring problems. Also I support the direction they are taking PFS in, so I will stick with it.


Hrothgar:
You can see little goblin footprints in among the blood trail.

Keeran:
It looks like someone's head got smashed by something very heavy.

Kyshkumen:
Maybe, but doing that would have approximately the same risk of collapsing the hallway as just walking through it at this point. Also it would take a long time.


I know that I am behind on the maps. I will hopefully get the relevant rooms up before lunch tomorrow.

You descend the staircase warily but do not face any opposition. You can see only a short distance down this hallway which is much rougher hewn than the rest of the complex and strewn with small and large pieces of rubble. There is a spatter of blood and brains on the floor and a trail where whatever left the blood was dragged farther down the hall.

Perception DC 20:
It looks like there were once wooden supports propping up this hallway, but they have been deliberately knocked out and removed. This has rendered the hallway very unstable.


You do not see any goblins coming up the stairs at the moment.


Hmmm....the tread ate my post yesterday. I was wondering what had happened.

You can open the door onto the balcony of the entrance chamber. There are no goblins there at the moment, and you can see a rope ladder which you can lower to the first floor.

Perception DC 18:
You can see a goblin peeking from the stares across the balcony. It slides out of sight as it sees you.


So are you guys going to rest here or try to get back outside first?


Kyshkumen:
You do not see any traps on the door. You are also pretty sure that this door opens onto the balcony of the entry hall. I know that the map does not actually line up between the upper and lower floors.


Knowledge(Religion) DC 14:
Nope, that's not how shadows reproduce.

Spellcraft DC 17:
It is likely that the shadow was not a true undead and was instead produced by whatever magical energies there were in this room. The gem might just be a physical reside of that energy.


Yep, it does have a reputation. The only really really egregious part is the wight in a lvl 1 adventure and the potential for insta-kill, no save.

As the shadow is torn apart, the darkness in the room dissipates, revealing a faintly glowing lapis lazuli gemstone lying where the shadow stood a moment ago.

I don't have the next bit of map quite ready yet, but the hallway out the other side of this room turns and ends in a door which seems to be unlocked, but barred and wedged shut from the other side.

Perception DC 15:
It is fairly obvious that the goblins never got past the wight or the shadow, and thus just avoid the rooms on this side of the upper floor.


Between the last bomb and the channel and the CLW that is enough to kill the shadow. I'll be back hopefully shortly with a new post.


Keeran, when using CLW offensively, you need to make a touch attack.


The shadow is not trailing bits of itself as it is blasted apart by Boram and Selkin, but it continues to claw towards Boram, the only one within reach who is hurting it. Boram takes 1 point of SRT damage

Go!

DM Rolls:

1d20 + 4 ⇒ (16) + 4 = 20
1d6 ⇒ 1


As you swing ineffectually at the shadow, the only things which seem to harm it in the slightest are Selkin's holy energy and Boram's bombs, although they barely seem to slow it down. I added how many hp of damage you have dealt the shadow to the map to help you out a little.

The shadow lunges towards Selkin, and in it's rage fails to swipe through Hrothgar who is in the way.

Round 2
Go!

DM Rolls:

1d20 + 4 ⇒ (6) + 4 = 10


As you exit the chamber, the shadow rises out of the ground behind you and even though you are expecting the attack, it rams it's incorporeal hand into Boram's back. Boram takes 2 STR damage.

Round 1
Go!

Shadow wins initiative, but at least you guys avoided the surprise round.

DM Rolls:

1d20 + 4 ⇒ (13) + 4 = 17
1d6 ⇒ 2
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 0 ⇒ (5) + 0 = 5
1d20 + 3 ⇒ (1) + 3 = 4


Keeran:
It is a shadow, the incorporeal undead which causes strength damage


You can go ahead and read Boram's spoiler. Also you can make a Knowledge)Religion) check.


Feel free to change your HP totals on the map to keep them up-to date.

As you cross the room, you feel only a creepy feeling on the back of your neck.

Boram:

Out of the corner of your eye, you see a bit of shadow detach itself from the darkness and slip malevolently into the floor as you pass.

DM rolls:

1d20 + 12 ⇒ (4) + 12 = 16


This is just plain darkness so you can actually see into it with darkvision. If you have darkvision, just peek under the grey square on the map.

A feeling of cold dread is palpable in this oval-shaped hall, which is finished in gleaming dark stone. There are shadows even in the pitch blackness of the upper portions of the chamber, seething slowly with foul energy. Doorways exit the chamber to the north where you are entering from and the west.


The end of the hallway is shrouded in impenetrable shadow.

I will put up a map in a few hours.


Whatever killed the adventurer's whose bodies you just fought is long gone, leaving only the shattered lid of the sarcophagus.


Counting the +1 from PBS, Boram can kill the wight.


Hrothgar and his rhino retaliate against the wight, but it still stands (barely) and turns its attentions to the dwarf. Fortunately it misses. Everyone else kills the other zombie.

DM Rolls:
1d20 + 4 ⇒ (4) + 4 = 8


Alright guys, I'm back

As the undead rise, you manage to blast one of the zombies into oblivion, mostly by Selkin's channeled power. The other zombie is too far away to be affected and begins shambling towards you.

The wight takes Boram's bomb directly to the chest and screams as it burns, but continues to attack. It hits the rhino, drinking in it's life force. Rhino takes 4 points of bludgeoning damage and 1 negative level

DM Rolls:

1d20 + 4 ⇒ (19) + 4 = 23
1d4 + 1 ⇒ (3) + 1 = 4


I am moving this weekend, so expect a post on Sunday when I have a chance to post fully.


You have one round while the corpses get up. I will place enemies on the map as soon as I can.


As you approach the sarcophagus, you don't see any traps or magic which could have killed three people all at once. However, the bodies begin stirring malevolently.

Knowledge(Religion) DC 13:
The animating bodies are two zombies and a wight.

Knowledge(Religion) DC 18:
The most pressing fact about wights is that they reproduce by killing with their level drain. They can kill just about anyone at a touch. Be very scared. Level drain basically insta-kills 1st level characters.


Try now. If that ever happens, just right click your avatar and in the context menu go to Order->Bring to Front.


A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew. The dead bodies of several adventurers lie crumpled on the floor surrounding the sarcophagus: a man with a shaven head wearing battered scraps of leather, a dark-haired woman in scholarly robes, and a yellow-haired elf in hide trappings.

Please move yourselves forward on the map, exact positioning could be important in the next few rooms.


The eyes do not have an aura. The magical effects are emanating from the statue.


Kyshkumen pries out the statue's eyes easily and uneventfully.


At the top of the stairs, an archway leads into a elaborately carved cross-shaped chamber where a terrible stone idol stands on a small dais in the center of the room. The idol depicts a demonic being with a birdlike head and writhing serpents for legs; the eyes are fiery orange gems. Ornamental pillars surround the chamber, and open archways lead from this chamber to the south (where you enter from) and the west. An eerie soundlessness enwraps the entire chamber.

The entire room is under the effects of silence, so you cannot hear anything.

Knowledge(Planes) DC 20:
The statue is of Abraxus, demon lord of forbidden knowledge.

detect magic+Spellcraft DC 18:
The silence appears to be tied to an unhallow spell emanating from the statue.


Nothing is magic except the glowing glass at the bottom of the pool which has a faint aura of transmutation.


The skeletons fire again, and Manius is struck by one of the flurry of arrows. 7 piercing damage

I am going to call this combat since it is just going to take forever to cross the room and you will immediately smash the skeletons when you get there. We also need to start picking up the pace to make sure we finish in a timely manner.

On the stairs among the skeletons you find the body of an unlucky goblin who must have been exploring the area when the skeletons animated. The body is holding a small shard of glowing blue glass, obviously chipped from the bottom of the pool.

DM Rolls:

1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (18) + 2 = 20
1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (14) + 2 = 16


The skeletons fire again, only one arrow connects, hitting Keeran 6 piercing damage.

Keeran:
You can see that the blue glow is coming from the tiles covering the bottom of the pool. They look cracked as well, with several small, loose shards.[/ooc]

DM Rolls:
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (2) + 2 = 4
1d6 + 2 ⇒ (4) + 2 = 6


The skeletons launch a volley of arrows as you begin to cross the room, but hit nothing. Boram's arrow flies right between a skeleton's ribs, barely nicking the bone.

Round 2!


A pool of luminous blue water lies in the center of this grand chamber, its magical glow illuminating the room. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway.

On the stairs, four skeletons armed with bows stand at attention.

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