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![]() I think this is dying down. I've had a lot come up recently, and I know Stigly mentioned he has as well. I'm hitting last few weeks of the school year as a teacher, in a lacrosse season as a coach, trying to plan a wedding coming up in a bit over a month, coordinating as a football coach as we just hired a new one, and I'm not on here as much as I should be. We can either slow things down, for me itll be about 3 weeks before I'm back to every day posting again, or call it as is. There is not a lot more to the adventure and I would like to see it through, but as well all know it's easy when everyone is super into it and atm (me being part of the problem) the energy isn't quite there. So looking for opinions. ![]()
![]() I don't believe so, You were interrupted in the middle of the night. Unless there was some healing done that I didn't see. Torphrex manages to pierce the creature and out of it spills some fluid, but it is not blood. Going to wait on Stigly until morning as his actions will change what happens more than likely as I think Laknir is pretty dang hurt. ![]()
![]() He wouldn't fall over, but it would have to be a gentle push or pull Laknir connects solidly with the creature, gravely injuring it, while Torphrex expertly rolls around it. The creature lashes out again but focuses this time on the one who damaged it. Sinking its teeth into Laknirs shoulder, something akin to poison seeps into Laknir's blood attempting to slow down vital bodily functions. attack: 1d20 + 6 ⇒ (17) + 6 = 23
Not sure why this post didn't go up on Thursday, but it would explain why I never saw any new posts, I apologize. Laknir takes 5 damage and has a DC 13 Fortitude save to avoid being paralyzed for 3 rounds Round 3 Torphrex
Round 4
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![]() save the roll Laknir
attack: 1d20 + 6 ⇒ (8) + 6 = 14 Round 2 Torphrex
Round 3
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![]() ya that stealth roll was slightly high Stigly studies the creature, but it is nothing his deity has ever given him the chance to face before. He is not even sure it is an undead creature. Draah'zhin is barely able to get out audible cues as he falls into a drowsiness. The creature having a clear target in front of it, pounces on the attack. It attempts to bite Draah'zhin, but his own rhythmic motions set its aim off course and he bites straight into the cloak around Draah'Zhin's shoulders. attack: 1d20 + 6 ⇒ (4) + 6 = 10 Round 1 Torphrex (Stigly yelled so you just need to beat a 5)
Round 2
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![]() The group makes its way back to the circular room. Setting up what comforts they can on the cold stone floor, Stigly prepares a magnificent stew, carefully watching Laknir the whole time. By the miracle of Sarenrae Laknir does not choke, and Stigly spends the remainder of the evening worshiping the Divine Diviner that she could overcome such certainties. As the group settles in for the night, Laknir and Stigly's watches go without anything of note besides very distant echoes coming down the corridors.
Perception DC 31 for Draah'Zhin DC 41 for everyone else:
Something is crawling out of the pit, you can hear it rubbing against the stone as if it were sandpaper. Initiative:
Stigly: 1d20 + 2 ⇒ (20) + 2 = 22
Surprise Round
Assuming Draah'zhin doesn't make his perception check
Draah'zhin Will save DC 15:
If pass nothing, if fail Dazed: 2d4 ⇒ (2, 4) = 6 Round 1
Everyone but Draah'Zhin is currently asleep, Perception DC 15 to wake up as there isn't a whole lot of sound yet, if Draah'Zhin yells something DC 5. Remember most of you won't have armor on yet. ![]()
![]() no Aoo he just stepped aside to attack Laknir utterly crushes through the creature leaving a nasty gash in the plate armor as he finishes on the other side of the creature, deciding that this fight is now done. His armor, a nice set of half-plate, is well suited for a kobold, as well as his masterwork ranseur that now lies still bloody from the groups wounds on the floor. In the area revealed behind the statue, now that it is free of its guardian, the group can see yet more crypts with bodies in various states of tortured death. Among the bodies, the group finds 90 gp worth of valuable goods such as jewelry and trinkets made of valuable metals. ![]()
![]() This time Laknir misses on his attack, focusing instead on not being hit, and Stigly misses as well when he bounces off the wall. The creature swipes at Stigly, but his attention stays on Laknir not really putting his effort into it, finally finding a gap in the defenses as he steps aside and lands another solid blow. You can almost see him grinning with his skeletal mouth as he connects and digs out flesh and blood with his ranseur. 1d20 + 7 ⇒ (5) + 7 = 12
Laknir takes 6 damage. You guys feel like a solid blow would drop the creature. ![]()
![]() AOO on Laknir: 1d20 + 7 ⇒ (1) + 7 = 8 As the kobolds again swarm around him, he uses his weapons range to swipe at Laknir as he comes in. Fully missing as he does so though, puts him off balance and Laknir's rapier once again finds its mark. Still not the most effective weapon, along with Stigly's fire, is definitely weakening the creature. He sidesteps again next to Torphrex and takes another swing at Laknir hoping to take off his head, but he just can't seem to connect.
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Draah'Zhin
Round 5 Torphrex Erdikhaan ![]()
![]() After watching Torphrex's attack land solidly against the plated armor, Laknir again scars some of the creatures bones as he lands what would normally be another solid hit. The undead kobold reels back at the hit, obvisoully affected before being scorched by Stigly's divine flames. Laknir strikes out again with similar effect as his last two, visibly damaging the bones of monstrosity. His head tilts as Laknir calls out to him, but does not seem to have any meaning, or he does not care to respond. Tired of the missing his targets, the skeleton changes tactics and swings instead at Draah'zhin, and then moves back once again daring attacks from his enemies until he's 15 feet away from the closest kobold.
Draah'Zhinn takes 7 damage, Laknir and Torphrex get attacks of opportunity with flanking, don't forget to include Draah'zhin's song. ------------------------
Draah'Zhin
Round 4 Torphrex Erdikhaan ![]()
![]() As the group starts to squabble over the intent of the group. The kobolds start to notice, they begin to back up again picking up their spears and shouting to each other.
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![]() Laknir shifts into position and lunges out at first worthy foe he's seen in this place marring the creature on the shoulder. His rapier though has a hard time connecting solidly and part of the blow is deflected off the bone. As Draah'zhin begins his inspirational tune, Torphrex moves into position and can't seem to find a way to connect his weapon past the remainders of the armor protecting the enemy. The creature tries to jump over the piercing rapiers from either side of him, but is not quite nimble enough to do so without being attacked.
acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
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Round 3 Torphrex Erdikhaan
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![]() Listening to Orval after being surprised by the appearance of rain on a clear day. Skittering as they hop from one foot to the other, pointing at the rain, and then at the group. They lower their weapons but keep both hands on their crude spears, and the one seeming to being in charge responds.
If you pose no immediate threat they will keep two on look out making sure you pass around the radish patch and go back to eating their dinner. It is about 3 hours till sunset. You will probably not make the river tonight. If you guys set up camp, I need to know a watch order and whether you'll be keeping a fire or not. ![]()
![]() going to assume as this has been a few days that they delay until after the monster and hopefully they'll pick up. In future i'll either bot them or have them delay again. As Torphrex nimbly dodges into a corner Stigly aims his crossbow, letting loose a bolt that nails the creature, or would have, had there been any flesh for the bolt to dig into. Instead, the bolt sails clean through the rib cage. Letting loose an unearthly growl, the creature charges down the hallway with his ranseur aimed at Laknir. Passing right by Torphrex, he sinks his weapon into Laknir's left arm leaving a nasty gash. attack+charge: 1d20 + 9 ⇒ (16) + 9 = 25
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Draah'Zhin
Round2
Erdikhaan He provokes an attack from Torphrex, Laknir takes 4 damage. ![]()
![]() you do, you no longer need perception to locate it, and you have a +2 bonus on future similar traps since you just disarmed this one. Torphrex is able to jam the gears, and cut off the connection points to stop the statue from being able to jar any of his party members. It now being safe to touch, the group is able to move the statue out of the way with a concerted effort. As they do so, they can see a horror inside. A skeletal kobold holding a ransuer decked in half plate armor turns its head towards the group. The five foot corridor into yet another crypt holding more tortured kobolds shall prove difficult to maneuver in. Initiative:
Stigly: 1d20 + 2 ⇒ (19) + 2 = 21 Draah’Zhin: 1d20 + 1 ⇒ (16) + 1 = 17 Laknir: 1d20 + 4 ⇒ (12) + 4 = 16 Torphrex: 1d20 + 3 ⇒ (17) + 3 = 20 Erdikhaan: 1d20 + 6 ⇒ (5) + 6 = 11 ------------------------
Erdikhaan ![]()
![]() Together, the group is able to move the statue out of the way revealing a small corridor leading into what looks like a crypt. five rotting bodies lie in alcoves along the way. perception DC 20:
There is a small crevice in the wall and the glint of metal appears through the hole. It looks to be a trap. Disable Device 20? anyone who walks into the room: trap: 1d20 + 10 ⇒ (16) + 10 = 26 damage: 1d10 + 1 ⇒ (6) + 1 = 7 The bodies seem to be dead kobolds, brutally tortured and killed. Within their bodies you find enough coins to equal 50 gp. ![]()
![]() Feel free to settle loot as you guys see fit, Oleg can buy up to 100gp worth of items at half price. Having come to a decision the group settles the captured bandits into the makeshift jailhouse, and set out around noon. Traveling along the plains the group approaches a dense forest. Oleg had mentioned that the Thorne river was past the tree-line a good 6 miles. Reaching the tree-line has taken about 5 hours and the sun is starting to get lower in the clear sky. With another 4 hours before sunset, the group continues. An hour into the forest, a clearing can be seen ahead. perception dc 15:
Ahead groaning and some language involving hisses and chittering can be heard. It sounds like more than one creature but hard to gauge. unknown: 1d100 ⇒ 2 Upon reaching the clearing, the group can clearly see 6 kobolds in varying states of food coma as they are devouring the radishes that grow here. As soon as they see the group, four of the six shriek and raise their spears pointed at the group. One of the biggest of the group calls out
draconic: Leave us be. This is our radish field tall-folk. Leave at once or face the wrath of the sootscale clan! ![]()
![]() As Torphrex pushes against the statue to clear the opening for the doorway, an electrical surge emanates from the statue and washes over Torphrex. trap:
damage: 2d6 ⇒ (4, 5) = 9 Reflex DC 12 for half As Torphrex lets go after the initial shock, the statue barely moved, he can hear gears whirring into position. The opening is not yet uncovered would take another effort of pushing the statue. ![]()
![]() As the group backtracks and enters the lower section of the large octagonal room, everyone can once again see the 8 statues at each of the corners. 7 of the statues are carved from white marble depicting a different humans in valiant poses. Starting in the southwestern corner and working clockwise: A tall man with gems set in his forehead, wielding a flaming glaive; A beautiful woman with wild hair, holding a ranseur; A voluptuous nude woman wielding a two-headed guisarme;A short, smiling man holding a longspear; An obese man with rotting flesh wielding a scythe; A handsome, bearded man in extravagant clothes, wielding a Lucerne hammer; A imperious heavyset woman holding a mirror and a halberd. The eight statue is carved from dark diorite and is threefold in form, portraying a tall woman with three faces. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look, its hands are empty but thornless roses twine up both arms. Perception DC 20:
There are secret doors behind each of these statues. Torphrex Perception DC 26:
The statutes are magically trapped if someone touches them. Disable Device 26 allows you to find a small pressure point in the stone to disable the trap. It seems to be on a mechanical timer of some sort to reset, as a pressing the plate lodges a bunch of gears into place and keeps them from turning. Bronze doors stand on the eastern side opposite the western ones the group opened to come in to this room. They are not completely closed and look like they could be swung open easily. ![]()
![]() I'm assuming that if you mess with the door and realize its arcane locked like before you could deduce with not a ton of effort that it is probably the same. As you guys make your way back towards the first room, Torphrex will notice that his traps have been disabled in the room where the group fought the vargouille. There is a strange black liquid on the ground that has the viscosity of blood but only a few drops dot the floor. If the group continues on, they reach the first room traveling over the bridge 40 feet above the large octagonal room and tap the chime against the magically locked door. Ringing out in a predetermined tone, the door slides open to reveal a large statue standing in the corner of an L-shaped room. The statue depicts a tall feather emblazoned with a large open eye. While carved from stone, the statue glows with a golden-green hue. A pair of stone doors stand against the east wall. Inset in these doors is a rune shaped carving, any attempt to push the doors open gives the impression that they are in fact unmovable. perception DC 20: there is a hidden compartment in the statue, containing a magical feather. DC 15 arcana to know it is a feather token (bird) ![]()
![]() Quick question as I've never played the PFS scenarios, what's the level of difficulty? I love the roleplay aspect PBP gives access to, but if decisions we make don't end up mattering in the long run, we can breeze by any encounter without consequences the game loses enjoyment. For character ideas I should have one up later today, looking at a ranger or a rogue. ![]()
![]() Oleg nods Very well, I shall agree to these terms on the condition that the stables can be made up to hold these prisoners until your return. I agree to your price. Oleg will then help finish plans for building the jailhouse and he and Svetlana will knock out any bandit who does not wish to help with the building of the structure. They'll do so anyways until they get down to one or two of the weaker looking bandits, keeping the unconscious ones tied up. Svetlana pipes up as well, Don't forget to look at the message board if you plan on heading out. If you have anything to say to any civilized folk around these parts, it be the best form of communication we have. Oh I almost forgot, there is a crazy hermit Bokken who lives to the southeast across the plains if you're looking for potions. ![]()
![]() keep your rolls, but that's still the cavein area that would take 5+ days to dig your way out. I marked on the map locations you haven't explored. The lower area of the giant room in the middle, to the east of where you fought the vargouille, To the east of the first room with the three locked doors, and to the east of the far northern room. ![]()
![]() Torphrex tumbles past and as the zombie turns to face him, Laknir stabs forth skewering straight through the undead monster. The creature pops as if a balloon under to much pressure releasing a gaseous cloud into his surroundings. Torphrex and Laknir must make a DC 15 fortitude save, taking 1 CHA drain if failure. If either fail, make up to 4 more as it drains 1/round 1d2 until you make a save. Feel free to roll the drain damage as well In this room is a feast fit for kings, except for the fact that all the food is spoiled. Going to spoiler the rest of the 4 rooms in this corridor feel free to explore each. southwest door:
Brightly painted carvings along the walls of this room vividly depict mighty dragons in flight over shining cities, while below, winged angels kneel and serve human masters. Peackock-feather motifs dominate throughout the chamber and a faint, pleasant perfume drifts through the air. Several humans lie supine atop biers draped in rich cloth- if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay. southwest door part 2 will save DC 20:
This room is under the effect of a permament image. The room is completely empty except for two small potions in the corner. DC 15 spellcraft to know they are bull's strength potions. northwest corner:
A large circle of tarnished silver powder surrounded by arcane symbols, has been laid down on the floor in the center of this room. The center of the circle is empty. northwest room part 2 knowledge arcana dc 23:
The circle on the ground is a magic circle against evil [/spoiler[ [spoiler=northwest room perception dc 15]
northeast room:
This room's furnishings have all been destroyed beyond recognition. Ancient dried bloodstains still mar the floor and wall carvings. northeast room perception dc 20:
There is a secret door leading north southeast room: The door is lodged shut. There is to much pressure for anyone to be able to push it open. ![]()
![]() Oleg tenses up, but then relaxes. If you think it best, do you what you will with them you know my stance on the matter. If you're going to set out, I would start as soon as possible if you hope to make the river before nightfall. It's a good 12 miles or so from here. I do demand justice for my goods and treatment from these thugs. I expect to hear an answer before you leave or I'll petition Restov on my behalf. He then walks back inside leaving you with Happs and his cronies. Looking scared and obviously humbled all of the bandits stare at each in turn as their fates are discussed in the group. Each suggestion of killing or maiming brings a grimace, any suggestion of service in return for life is greeted with choruses of agreement from the bound men. Happs stays mostly silent observing the group. Intelligence, anger, and cunning all make appearances in his eyes if anyone is watching. He is definitely a cut above the rest. Spoiler: To move it forward we need to decide what to do with the bandits. I then need to know in which direction you want to travel from Oleg's. I will put up a blank hex map as a link at the top of this page tonight hopefully through google docs and you guys can edit however you want. each hex represents 12 miles roughly. Also attached at the top will be a chart showing travel and exploring time. You are chartered with exploring which entails mapping noting landmarks, dangers and the such. I also would like to know at some point what your watch order will be at night, but we can wait on that until the first night ![]()
![]() dice:
attack: 1d20 + 2 ⇒ (3) + 2 = 5 The zombie once again tries to slam his arms into Laknir as a crossbow bolt flies by his head, not seeming to notice or care, but is as ineffective as Stigly's shot. -----------------
Laknir Torphrex
Round 3
Kobold Zombie ![]()
![]() Torphrex tries to nimbly dodge past Laknir and roll around the poor dead kobold. However he is so distracted by the disgusting image in front of him, he fails to roll past the creature and instead slams into it's legs. He is to quick for the lumbering arms that reach out for him though. Not to be deterred. He lunges out with his rapier stabbing into the foul creature also popping some pus filled lesions on the skin. Draah'Zhin looses a bolt from his crossbow, but afraid of hitting his friends, his shot goes high and clatters of the ceiling of the room. dice:
AOO from zombie: 1d20 + 2 ⇒ (13) + 2 = 15 ----------------- Initiative ------------------- Round 2 Stigly Kobold Zombie Laknir Torphrex
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