Serpentfolk Wizard

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63 posts. Alias of Lucendar.


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You stand on the spot, the destination was determined at time of casting.


With his arcane knowledge, Renilat identifies the spell in place as a teleportation circle over each of the crests.


Renilat detects nothing as magical in the chamber. Discovering nothing else of use, the party proceeds further north to three distinct mausoleums at the northern end of the necropolis.

One of the buildings is crafted of green marble, the entrance carved to mimic the maw of a ravenous lion. In the center of the empty building is a howling medusa crest.

The center building is constructed of pale granite and decorated with numerous bas-relief carvings of nautical scenes from the Grand Campaign. The center room depicts the mocking medusa, its forked tongue extended.

The third building is of gray basalt, and unlike its sister buildings is plain and functional in design. Chiseled above the entry arch is the phrase, “The Living Make Their Plans; the Dead Watch, Amused.” This building’s center depicts the cross-eyed medusa.

Renilat concentrates and detects teleportation magic emanating from all three buildings. What now?


Barnabus leads the way into the mausoleum, but nothing assaults his body or constitution. There is a main sarcophagus surrounded by smaller ones. There is an epitaph on the lid of the central sarcophagus that reads: “Marcus Iulius Adella, 3711–3758, Great Patriarch of Our Clan, Died Valiantly at the Battle of Istavala Vale Saving Prince Abelard from the Undead Hordes of the Whispering Tyrant, Earning the King’s Gratitude. Herein Lies Our Claim to Nobility. May Great Woe Befall Any Who Would Violate His Most Sacred Rest.”

Knowledge (history) or nobility checks would be appropriate if you have them.


Fearing crypt fever, you ignore the two small sepulchers to the east and west of the crematorium. As you head further north, you see another mausoleum on the same line as the crematorium. Do you go inside? Further north, you see three identical mausoleums at the northern section of the necropolis. Where to?


Trip's study of the corpses reveals that they died of a disease/curse known as crypt fever, which weakens the muscles of the body to the point that the victim wastes away. In game terms, it does Str and Cha damage.

The party walks over to the nearest wall and Issi easily scales the 15' wall. With the party's approval, she hops over the wall and braces herself for the fall but instead reappears next to the party. After a couple of more tries, you confirm that you are indeed trapped in this pocket plane.


Renliat wrote:
GM, do I know anything about the nature of the disease that killed my last party? I need to know before answering Terrance.

Unfortunately, with no ranks in Heal, you have no idea other than your companions just wasted away and died in 2 days. However, what you did with their bodies is up to you, so you can show them the bodies. I doubt you would have buried them by yourself with no shovel - your call.


Renliat wrote:
Do we have any plans for how to get Renliat into the story? Is he just going to be available when the party leaves to rest or what?

Check your mail...sent you pm last night!


You leave the crematorium building with purpose as you know at least what you're supposed to be looking for to access the final vault. You see four mausoleums flank the building you just left, two on each side. These sepulchers are identical save for their orientation; the doorway to each always faces the center of the necropolis. Rough, black iron gates bar the arched entryways. You find one of the gates has been forced open. Before you decide to proceed, you hear a voice in the air, "Do not proceed inside...only trinkets of gold but a deadly disease await you inside. A disease that claimed the lives of my former party members. But who am I for you to listen to, right? You may proceed at your own risk, if you wish."


As you move around the room, you notice the defilement done to what was once a shrine to Aroden. The western curtain has been slashed and partially burned; beyond it is a begrimed altar, the ritual objects atop it shattered. The statue behind the altar has also been smashed to pieces.

Terrance casts his magic on the blood-tinged waters of the font to the north first. However, his keen eyesight quickly notices a faint aura of powerful (lethal?) necromantic arcane energy emanating from both pools, which cannot be dispelled by his 0-level spell. He wisely advises Issi about the issue, who expertly disables the magical traps on both pools. Terrance can then purify the water without issue. While doing so, Issi's keen eyesight spots the outline of an object underneath the waters of the pool. With the trap disabled, she sticks her hand in and pulls out a mithril dagger of fine quality with bits of gore still clinging to the blade. There is nothing else of note in here.


My apologies, I missed a part when the efreeti died, so if we can briefly retcon...

Upon Blackrock's slaying of the mad efreeti, his body rots away with shocking speed, leaving behind a ghostly duplicate. This ghost appears calm and serene and not threatening. The efreeti ghost takes on an almost regretful appearance for attacking you. "My apologies for the damage I did to you all. Thank you so much for releasing me not only from the prison of iron that held my body, but from the prison of madness that held my mind. In thanks for this service, I will first tell you that there is a hidden panel in the wall with treasures I hope will serve you well. However, note that there are even greater treasures than those in the hidden panel that await you elsewhere in the Tomb of the Iron Medusa. While I have never seen these vaults, I learned much listening to the long-gone caretakers of the crematorium. The crypt of Bartolomae Adella, the last head of the Daellum branch, can only be reached by a teleporter, and that four objects are needed to unlock that teleporter. The key found in the hidden chest in the northern wall in this room is one of those four objects. I only know vague descriptions of the other three objects—“a dagger befouled, Thrasillus’s voice, and a sister’s keepsake,” but not where they may be found, although they are all in the necropolis. I hope this makes up for the harm I brought to you." The spirit sighs in relief and then fades away, finally at peace.

You follow the ghost's instructions and in the northern wall, there is a secret panel, which is not trapped and you find a locked chest. Taking 10, Issi expertly disables the complex lock on the chest and opens it. Inside you find a wand, a book, a silver necklace, and an iron key. The key is engraved with a cross-eyed medusa face.

When you are ready to proceed to the other side of the chamber...

Once an elegant domed shrine, this place of reverence has been foully and thoroughly defiled: statues lie broken on the floor, and the mosaic symbol of Aroden under the great dome is smeared with all manner of filth. The walls, bearing once-beautiful frescoes of deeds of the god, are soiled with ordure. Pools of red-tinged water stand to the north and south, while a scorched curtain that once sheltered the altar to the west hangs in tatters.


HP totals after Terrance's 2nd channel:
Barnabas: down 26 hps
Hassan: Full hps
Issi: down 26 hps
Terrance: down 12 hps

Did we lose Hassan?


The ally made of force appears and thrusts its star knife through the back of the efreeti's head, killing it instantaneously. The corpse falls to the floor. Combat over. Now what?


Issi Flamehair wrote:
How does a 32 miss and a 25 hit? :) Iterative AC?

LOL...other way around.

Both of the dwarf's axe blows strike, inflicting terrible damage on the efreeti. It staggers from the blood loss and looks like it is about to keel over, but somehow manages to stay conscious...barely.


The efreet has 10' reach so he punches the dwarf as he approaches: Efreet AoO Slam: 1d20 + 18 ⇒ (20) + 18 = 38...threat
Confirmation: 1d20 + 18 ⇒ (3) + 18 = 21...no
Damage to Barnabas: 1d8 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14

Barnabas delivers a powerful blow, but takes a fire punch to the gut for his efforts!

While the party watches, the efreeti tries to punch the dwarf some more!
1d20 + 18 ⇒ (14) + 18 = 32...miss
1d20 + 18 ⇒ (7) + 18 = 25...hit
Damage to Barnabas: 1d8 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13

Barnabas was within 30' of Terrence when he channeled, so his total damage is now 51 after the two blows from the efreeti.

Party is up. I know Hassan and Issi are just watching. So Terrence and Barnabus may act.


Terrance Welby wrote:
I want to, but how badly hurt is he?

Barnabus has taken 39+15=54 damage total. Did we lose Hassan? I will rp him. Hassan moves to the dwarf and casts Fly on him and points at the efreeti. "Go get him!"


Waiting on Hassan....are you going to cast Fly on Barnabas? Seems like your best move, since this party's weakness is flight.


The flying efreeti, despite having no more allies, continues the assault on the party!
Quickened Scorching Ray on Barnabus:
RTA: 1d20 + 16 ⇒ (6) + 16 = 22
RTA: 1d20 + 16 ⇒ (10) + 16 = 26
RTA: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 12d6 ⇒ (1, 5, 2, 3, 2, 2, 5, 4, 1, 4, 6, 4) = 39
He follows that up with a fireball on the rest of the party, as he cackles madly!
Fireball: 10d6 ⇒ (3, 4, 1, 1, 6, 4, 2, 1, 3, 5) = 30
Terrance is unharmed
Hassan: 1d20 + 14 ⇒ (17) + 14 = 31...no damage
Issi: 1d20 + 16 ⇒ (10) + 16 = 26...no damage
Party is up.


Terrance casts magic and a portal opens up next to the non-injured elder fire elemental sucking him off this plane and back home!
Northern Elder Fire Elemental Will save: 1d20 + 7 ⇒ (12) + 7 = 19

Round 3:
The sole remaining fire elemental that is severely injured takes the opportunity that the northern elemental is gone to attempt to flee!
Everyone gets an AoO but remember it has DR 10.
Issi and Barnabus are up.


Issi Flamehair wrote:
23 on touch doesn't hit Issi, particularly with the extra +4 for being on the ground.

Yes, I know it missed. 68+13 from fire ice storm is 81 damage.


Issi tumbles away, while the southern fire elemental survives the dwarf's onslaught of four blows (114 damage total).

Round 2:Efreeti
The flying outsider again uses a quickened scorching ray to target Hassan, Issi. and Terrance.
RTA vs. Hassan: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 4d6 ⇒ (4, 4, 6, 1) = 15 - Hassan, make concentration check or lose spell
RTA vs. Issi: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 4d6 ⇒ (3, 3, 4, 4) = 14
RTA vs. Terrance: 1d20 + 16 ⇒ (18) + 16 = 34--- no damage!

The efreeti follows that up by summoning a storm of fire that rains down chunks of lava on Hassan, Issi, and Terrance!
Spell is like an Ice Storm but with fire damage
Everyone takes 3d6 ⇒ (1, 2, 2) = 5 blunt damage and 2d6 ⇒ (3, 5) = 8 fire damage.

Damage recap:
Northern most Fire Elemental: 0 damage
Southern most Fire Elemental: 114
Noble Efreeti: 0 damage
Barnabus: 15 damage
Hassan: 15+5+8 damage
Issi: 81 damage and no longer on fire
Terrance: 67 damage

Hassan and Terrance are up.


Terrance Welby wrote:
Sorry was just confused by the line starting with Round 2: Efreeti. I thought we were in to round 2 and I still hadn't moved or cast my spell. Yes, cast the spell.

You are absolutely correct....my typo! Apologies - meant Round 1.

Damage recap of Round 1:
Northern most Fire Elemental: 0 damage
Southern most Fire Elemental: 25 (they have DR 10/-) so Issi's blow did 0
Noble Efreeti: 0 damage
Barnabus: 15 damage
Hassan: 0 damage
Issi: 68 fire damage (will factor in 11 she receives at start of her round)
Terrance: 62 fire damage

Round 2: Fire Elementals
Both Elder Fire Elementals try to bash the dwarf with their fiery fists, but the skilled warrior's enhanced speed saves him from the attacks, as sparks fly when the blows bounce off his fiery shield and armor!
4 slams at Barnabus vs. AC 35 with Haste...miss!
1d20 + 23 ⇒ (11) + 23 = 34
1d20 + 23 ⇒ (11) + 23 = 34
1d20 + 23 ⇒ (6) + 23 = 29
1d20 + 23 ⇒ (11) + 23 = 34

Barnabus and Issi are up in Round 2!
Issi is still on fire and will continue to take fire damage for an additional 2 rounds if the matter is not addressed.


Terrance Welby wrote:
Did I get an action in round one? I thought I cast resist fire on myself.

You act after the efreeti so he burned you before you were able to cast the Resist Fire. You can keep the same action and cast it now or you can heal or do something else. Up to you.


The fire elemental's fist flies out at the charging dwarf , but it bounces off harmlessly off his shield. When Issi moves, the elemental strikes again, hurting the female elf and setting her on fire!
AoO Against Barnabus: 1d20 + 23 ⇒ (1) + 23 = 24...miss
AoO Against Issi: 1d20 + 23 ⇒ (16) + 23 = 39...hit
Damage vs. Issi: 2d8 + 8 ⇒ (7, 2) + 8 = 17
Issi Reflex save vs. DC 22: 1d20 + 16 ⇒ (2) + 16 = 18...fails
Issi is on fire and takes an additional 2d10 ⇒ (7, 4) = 11 fire damage at the start of her turn.

Round 2: Efreeti
The noble efreeti flies up 40' and with a mad look on its face, lets loose a quickened scorching ray at the cleric! He then follows up and lets loose a fireball on the party! He laughs maniacally as his fire burns the party!
RTA: 1d20 + 16 ⇒ (13) + 16 = 29
RTA: 1d20 + 16 ⇒ (9) + 16 = 25
RTA: 1d20 + 16 ⇒ (13) + 16 = 29
Fire damage: 12d6 ⇒ (5, 5, 6, 1, 4, 2, 3, 6, 5, 4, 4, 2) = 47

Fireball damage: 10d6 ⇒ (2, 2, 4, 2, 4, 3, 6, 5, 1, 1) = 30
Party Reflex saves vs. DC 15:
Barnabus: 1d20 + 11 ⇒ (10) + 11 = 21...success
Hassan: 1d20 + 14 ⇒ (6) + 14 = 20...success
Issi: 1d20 + 16 ⇒ (1) + 16 = 17...fail
Terrance: 1d20 + 6 ⇒ (11) + 6 = 17...success

Damage recap:
Barnabus: 15 fire damage
Hassan: No damage
Issi has taken 57 fire damage, is on fire, and will 11 fire damage at start of her round.
Terrance: 62 fire damage

Hassan and Terrance are up. You may change your actions or keep them.


OKay, hope we can pick up momentum for the game now that the boards are back.

Hassan and Issi split up, one going left, the other going right, while the dwarf and the cleric pick up the rear.

As Issi turns right, she sees the walls of this domed and oval-shaped formal chamber are covered in complex geometric patterns of green and gold. It appears to be used for funerary rites, with marble tables to the north and south and two elaborate wheeled wooden biers at the center. To the east, the wall is made up of a huge iron oven with a closed door three feet square and two feet off the floor, with a shelf sticking out beneath it like the tongue of a huge, taunting beast.

Suddenly, the door to the oven flies off its hinges as if propelled by a great blow and two creatures that look like living, mobile bonfires about 20' tall form in front of your eyes, tongues of flame reaching out in search of things to burn. Behind the living bonfires, appears a creature dressed as a desert prince or sultan demon, the bottom half of its torso engulfed in flames!

Neither party is surprised.
Initiative:
Bonfires: 1d20 + 13 ⇒ (13) + 13 = 26
Desert sultan: 1d20 + 7 ⇒ (6) + 7 = 13
Barnabus: 1d20 + 6 ⇒ (12) + 6 = 18
Brother Trip: 1d20 + 8 ⇒ (1) + 8 = 9
Hassan: 1d20 + 3 ⇒ (9) + 3 = 12
Issi: 1d20 + 16 ⇒ (2) + 16 = 18

Round 1:
Miraculously, the two living bonfires react even faster than Issi and move forward to engage the party. Both creatures strike at Issi with their 15' reach. The first strikes Issi with a fiery punch, its grasp threatening to set the elf aflame but fails, as the elf turns away. The nimble elf dodges the rest of the creature's attacks.
1st Bonfire:
1st Attack on Issi: 1d20 + 23 ⇒ (17) + 23 = 40...hit
Damage: 2d8 + 8 ⇒ (1, 1) + 8 = 10
Issi Reflex save vs. DC 22: 1d20 + 16 ⇒ (7) + 16 = 23...success, no burn damage
2nd Attack on Issi: 1d20 + 23 ⇒ (5) + 23 = 28...miss
2nd Bonfire:
1st Attack on Issi: 1d20 + 23 ⇒ (4) + 23 = 27...miss
2nd Attack on Issi: 1d20 + 23 ⇒ (5) + 23 = 28...miss
Total: 10 blunt damage to Issi.

Issi and Barnabus are up before the desert sultan outsider.

Combat Map
The fire creatures are 40' tall and have 15' reach and you will provoke AoO if you move forward to engage them. If you attack, please distinguish your attacks by indicating if you attack the creature with the blue dot or green dot (or north/south if you prefer).


Hello all, I will update tonight as long as the website is not down.


Apologies for delay....Issi's absence killed my mojo! :)

16th day of Sarenith of current year
8:40 am

Leaving the corpse and its possessions on the carriage, the party heads further north into the necropolis until you reach the next significant structure. It is a dull gray granite building that looms in the center of the necropolis. Four mausoleums flank the structure, two each on its western and eastern sides. Assuming you enter.. The entrance has a domed ceiling that rises to a height of twenty feet, and is decorated with intricate geometric designs. In the center of the chamber’s floor, a carved medusa crest stares endlessly upward. To the north, a pair of stained-glass windows depicting a handsome man and a beautiful woman look on.

The hallway stretches for 60' before opening up to the east and west. You are currently all at the entrance. What now?


So Hassan, is Issi taking the corpse's possessions or not?


On the corpse you find the following items of note:
Silver Bracers
Fine cloak
Cross-eyed medusa ring and a fancy ring with an opal
Decomposing leather purse that contains 28 gp and two tourmalines.


Trip, actually, the ghost's touch AC is 20, so a 19 misses...but looking over your feats, you have point-blank shot and precise shot. If you move 20-25' over west, you nullify the cover bonuses and the +1 from point blank applies and precise shot nullifies the fact that the ghost in engaged in melee combat. Since you are hasted and you know you are safe at 20' reach, you easily move around the battlefield and blast the ghost! The searing light strikes the ghost, doing half damage of 39, which equals 19 damage.

Total damage:
108+18+26+19+24=195 hps.

The dwarf's axe did some damage to the ghost. Hassan's attacks all pass harmlessly though the ghost. Issi feints the ghost and strikes a decisive blow with Vital Strike and her ghost touch weapon. Trip moves to the ghost's western flank and blasts it with a searing light, causing the ghost pain. The spiritual weapon's force damage hits once and then again, before the ghost dissipates in an anguished moan! The carriage driver's corpse remains on the ground.

With the ghost destroyed, now what?
Status update:
Blackrock: 54/127
Hassan: 22/111 (-1 Charisma)
Issi: 54/94 (-1 Charisma)
Trip: 44/98

Enjoyable first fight...


Trip is up...and wow, those were bad concealmente rolls, Hassan.


Ghost has Combat Reflexes
AoO: 1d20 + 12 ⇒ (8) + 12 = 20...miss!
As you and Hassan are now flanking, Issi, you get sneak attack as well.
Extra 2d6 ⇒ (5, 2) = 7

Round 3: Ghost
Sneering at Issi, who just hit him with a critical, the aristocratic spirit moans, "Burn in hell!", before unleashing more hellfire on the party, catching all of you in the blast! However, aware of the ghost's abilities, Hassan and Issi time their leaps/rolls correctly and avoid the fires completely! The dwarf and the priest are not as lucky, as the fires burn them, but both still stand. The ghost decides not to move to keep you all within range of his corrupting gaze, which causes the cleric and the dwarf more harm, as it is just painful to look at the evil spirit!

GM rolls:

Reflex saves vs. DC 24:
BB: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17...fails
Hassan: 1d20 + 16 ⇒ (10) + 16 = 26...success, no damage due to evasion
Issi: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26...success, no damage due to evasion
Trip: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10...fails
Damage: 14d6 ⇒ (2, 1, 4, 4, 1, 2, 3, 3, 1, 3, 5, 5, 4, 4) = 42

Corrupting Gaze rolls:
DC 22 Fort save
BB: Fort save: 1d20 + 16 ⇒ (8) + 16 = 24...success
Damage: 2d10 ⇒ (5, 4) = 9
Hassan: Will assume avoiding gaze - 1d100 ⇒ 69, no save required
Issi: 1d100 ⇒ 69, no save required
Trip: 1d100 ⇒ 1
Fort save: 1d20 + 10 ⇒ (20) + 10 = 30...success
Damage: 2d10 ⇒ (6, 6) = 12

Status update:
Blackrock: 54/127
Hassan: 19/111 (-1 Charisma)
Issi: 54/94 (-1 Charisma)
Trip: 44/98
Ghost: -108 damage

Party is up!

Updated Combat Map


Hassan Sabbah wrote:

My touch AC is 17 - that misses. (10 base, 2 deflection, 3 Dex, 1 haste, 1 red shroud). My header reflects that.

Sliding right by the ghost's infernal whip by a hair's breadth, Hassan feels the ship's searing heat as he manages to dodge.

You charged...-2 AC. Hit...


A couple of points.
1. Issi: You took 15 damage/1 charisma from Gaze at start of Round 1 then 56 damage from Hellfire and then you were healed by the cleric for 26 on his turn and then at the start of your round in Round 2, you took 8 damage from Gaze. 79 total damage - 13 temp - 26 healing = 40 damage taken and 1 charisma point at the start of Round 3 (no gaze damage).
2. Hassan and Issi: I prefer with miss chances from here on that players stick to the d100 roll (1-50 is a miss) - it's pretty simple. Choosing 1d2 and picking high just complicates things because you choose high, Issi picks low and everyone else is rolling d100. I'd rather have everyone just use the same d100 roll and low is bad for everyone. Thanks.

The ghost smiles as the cleric burns in his Hellfire. He sees the dwarf moving in and strikes out with the whip with his 15' reach!
AoO: 1d20 + 12 ⇒ (14) + 12 = 26...hit!
Blackrock takes half of 14d6 ⇒ (5, 6, 5, 6, 5, 4, 2, 1, 5, 3, 6, 4, 5, 2) = 59 which is 29 damage and after subtracting rest of temp hps, he takes a total of 20 damage.

The damage is worth it, however, as he lands the most powerful blow yet on the ghost.

Hassan charges in next and the ghost's reflexes are second to none, so he strikes out at him too with his whip. The attack is awkward but due to his charge, Hassan is unable to evade the incorporeal whip from passing through his skin and burning his essence!
AoO: 1d20 + 12 ⇒ (4) + 12 = 16 vs. Touch AC of 16...hit!
Hassan Fort save: 1d20 + 12 ⇒ (8) + 12 = 20...fails
Damage: 14d6 ⇒ (2, 5, 4, 5, 5, 6, 6, 2, 4, 6, 2, 3, 2, 5) = 57

The ghost gets hit again (total damage: 77), but he gleefully cackles, as Issi has yet to act. He almost seems to be urging Issi to rush in as well.

Issi is up.
Trip, you are fine where you are at to cast the Heal spell since his 20' reach with the Lunge feat ended at the end of his turn in Round 2.


Okay, several comments:
1. DR does not counter energy damage, which the spell is, so Trip took 43 damage after factoring in temporary hit points and he heals 26, so he is down 17 hps. Temporary hit points gone.
2. After healing, Hassan is down 38 hps and 1 point of Charisma. Temporary hit points gone.
3. After healing, Issi is down 40 damage and 1 point of Charisma. Temporary hit points gone.
4. Trip's spiritual weapon follows the ghost around, so it gets multiple attacks this round.
2nd attack: 1d20 + 4 + 7 ⇒ (15) + 4 + 7 = 26
Miss chance: 1d100 ⇒ 28...miss
5. Issi, you were not flanking, so no sneak attack damage on the AoO.

Round 2:
Ghost has taken 33 damage so far.

Realizing the priest's weapon is the main thing hurting him, the ghost moves within 20' of Trip and flicks his horsewhip at him, "Die follower of false god! Asmodeus is the only true god!" The incorporeal whip grazes the cleric, but instantly feels pure evil course through his body, as wounds erupt all over his flesh, leaving him severely wounded!

Touch Attack with Lunge feat: 1d20 + 12 ⇒ (4) + 12 = 16...should hit, even with Haste, as Trip's touch AC is 16 now.
Trip's Fort save: 1d20 + 10 ⇒ (10) + 10 = 20...fails
damage: 14d6 ⇒ (4, 5, 3, 3, 2, 6, 2, 5, 5, 2, 5, 5, 1, 5) = 53
Trip's HPs: 28/98
Ghost's AC for the upcoming round: 22

Updated Combat Map

Hassan and Issi are 35' away no gaze saves are not an issue this Round.
Trip is still averting gaze: 1d100 ⇒ 47...no save needed
Barnabus' Fort save: 1d20 + 16 ⇒ (9) + 16 = 25...success
Only takes 2d10 ⇒ (2, 2) = 4 damage so still has 9 temporary hit points.
Party is up and you are all hasted.


Hassan Sabbah wrote:

Unless it has some spell, the ghost's incorporeality should be 50% damage, not 50% miss chance iirc. Also, Issi's weapon is ghost touch and should deal full damage.

Agreed under normal circumstances. As you can tell by his hellfire blast, not a normal ghost - so he has 50% miss chance from special ability. Also with regard to Haste spell, Issi is more than 30' away from Barnabus. So you can either haste Trip, yourself, and Barnabus or Trip, yourself, and Issi. Let me know which three you select. Or you can delay on casting spell until Barnabus moves closer - will assume you go with this option.


GM roll: 1d100 ⇒ 24
Total damage to Ghost so far: 12

Round 1:

Issi rushes in and strikes with her rapier, but at that precise moment, the ghost fades from reality and the strike passes right through him! Seeing the priest and the two rogues coming toward it, the ghost smiles and releases a wave of brimstone-reeking hellfire in a 30-foot-radius burst! The three party members are caught unaware by the ghost's abilities and fail to dodge out of the way! As their skin burns from the intensity of the fire, Brother Trip, Hassan, and Issi also feel the unholy nature of the fire as well!

GM rolls:

Reflex saves vs. DC 24:
Brother Trip: 1d20 + 6 ⇒ (17) + 6 = 23..fail
Hassan: 1d20 + 14 ⇒ (6) + 14 = 20...fail
Issi: 1d20 + 16 ⇒ (7) + 16 = 23...fail

As 3/4 of the party burns, the ghost smiles and disappears into the ground, only to rise again 20' away, his whip in hand ready to strike!

Everyone except Barnabus suffers 14d6 ⇒ (6, 3, 5, 2, 5, 4, 4, 2, 3, 4, 5, 5, 2, 6) = 56 damage, half fire, half unholy. Do not forget you each have 13 temporary hit points from Heroes' Feast. Hassan and Issi get AoO against the ghost, who has 24 AC and 50% miss chance. After the attack, the whole party may act!

Updated Combat Map

Gaze rolls:
Brother Trip: Averting eyes 1d100 ⇒ 5...no save needed in Round 2 for Gaze
Issi: Averting eyes 1d100 ⇒ 57 needs to make save
Fort: 1d20 + 7 ⇒ (20) + 7 = 27 vs. DC 22 - success!
Only takes 2d10 ⇒ (7, 1) = 8 damage from Gaze but no Charisma damage.


Brother Trip: It is indeed a ghost and you are familiar with the incorporeal quality and it has a corrupting gaze with 30' range. You also know ghosts have a corrupting touch, where it passes its hand through a mortal creature's body, corrupting its essence!

A starknife appears next to the ghost and strikes its essence, causing it damage, as it growls in anger, "How dare you strike me with your cursed divine magic?! You will suffer for that, priest! I will dance on your bones...." The ghost pauses then starts rambling again, "Where is Lucretia....what have you done to my sister?!" It is clear to the cleric with his high sense motive that the ghost is not mentally cogent.

Ghost AC: 24/21(FF)
On a side note, thank you so much for link to spell - makes my job so much easier!


Hassan starts to drag the corpse, when he hears Brother Trip's warning too late. He is thus not surprised when an incorporeal form rises from the corpse, appearing as the driver did in life, with horsewhip in hand. "More interlopers to disrupt my rest! Die!" From the ghost's gaze, Hassan and Issi feel the undead horror wilting away their flesh and personality!

GM rolls:

Initiative:
Barnabus: 1d20 + 6 ⇒ (11) + 6 = 17
Brother Trip: 1d20 + 8 ⇒ (17) + 8 = 25
Hassan: 1d20 + 3 ⇒ (19) + 3 = 22
Issi: 1d20 + 16 ⇒ (13) + 16 = 29
Ghost: 1d20 + 6 ⇒ (18) + 6 = 24

Gaze attack victims within 30':
Hassan Fort save: 1d20 + 12 ⇒ (2) + 12 = 14
You take 2d10 ⇒ (7, 7) = 14 damage and 1d4 ⇒ 1 Charisma damage
Issi Fort save: 1d20 + 7 ⇒ (13) + 7 = 20
You take 2d10 ⇒ (5, 10) = 15 damage and 1d4 ⇒ 1 Charisma damage

The ghost has a 30' gaze attack, which only affected Hassan and Issi this round. No other saves are needed this round. For subsequent rounds, if you are within 30' of the ghost, you need to tell me if you are doing nothing, closing your eyes or avoiding gaze, etc., per the Gaze rules.

Issi and Brother Trip are up.

Combat Map


Undeterred by the vision, Blackrock makes his way to the crumbling coffin and opens it....only to find it empty. Meanwhile, Hassan searches the area and finds the corpse lying face down on a hillside near the crash. Hassan approaches carefully within 5' and determines it was a human male. He is dressed in a carriage driver’s livery. His right index finger bears a gold ring etched with the cross-eyed medusa emblem. Clutched in the corpse’s left hand is a horsewhip.

Anything else you wish to do in this area? Or you can continue north to closest set of buildings?


As soon as Barnabas begins to approach the hearse, suddenly a vision engulfs all of you as you experience the following in your mind:

The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight. “Aroden save us!” shouts a beardless old man sitting beside you as he desperately clings to the wooden seat. “We no longer serve fools, Parsimus,” you growl with irritation. “Best get that through your thick skull.” You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place. “Forgive me, sister,” you think. “It was I who was the true fool.” You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky. “Asmodeus! Have you abandoned me?” With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path. Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies. “No, my puppet. I never forget a bargain.”

The vision itself seems to take at least a minute to play out, when in fact only a few seconds pass.


The party reaches the scene of the crash (possibly?). As you take a look over the scene, it obvious that this open carriage hearse was once a very fine conveyance. However, time and the elements have taken their toll, and the once-rich wood is soft with decay. From afar, you can tell a crumbling coffin lies in the bed of the carriage, with the rotted leather straps that once held it fast lying beside it. The driver’s bench has two arrows embedded in its seatback.

You are 20' from the carriage at this moment. Any specific actions?


Trip, the rock radiates the normal amount of light per the spell.
This is the problem with one person as a scout in PbP - it grinds everything to a halt if that person does not post - so going to move things along and party moves up 100' north and catches up to Hassan and can react to the above scene with the carriage.


What's a reasonable distance behind, if you can't see or hear Hassan? :) His Stealth modifier is +38 when he is invisible! I will assume Issi stays back with the cleric and the dwarf.

16th day of Sarenith of current year
8:10 am

Hassan opens the door to the mausoleum where you currently are and he steps outside to a surreal sight. There is a cool breeze and it is
eternally night; a full moon in a cloudless, star-flooded sky provides the only illumination, despite the fact that you know it's a little past 8:00 am. 200' north he can make out the details of a granite building, flanked to the east and west by smaller dome shaped buildings. There is only open space between your current location and any other structures. A cobbled road also heads north flanked on the sides by tombstones, shrubs, and weeds.

Invisible, Hassan heads north, as there are no other curiosities that he can see. 75' later, his keen eyes notice the following: Several tombstones on the western side of the path here have been crushed and shattered in a wide swath. The back of an ancient carriage is visible through the overgrown weeds and shrubs at the far end of the array of destruction.


There is no penalty for failure so you can take 10.

After getting a good grip on the handholds and coordinating their movements, the party sans Issi calmly strains and turns the medusa’s scowling face 90 degrees. At that time, an audible CLICK is heard, the floor opens, and the stone block to the north is lowered into the ground permitting passage.

So is there a marching order or is Hassan just constantly scouting ahead by himself invisible and reporting back to the group? I just want to know what the standard protocol is. Also nobody else can see invisible (without magic) so you can’t describe your position in reference to Hassan.


The circular disc is pretty heavy, so you need three people making DC 12 Strength checks simultaneously in order to turn the wheel. I will assume everyone but Issi will turn the wheel so you all can roll the checks.


The funerary batons fit in the circular holes, leaving handholds sticking out.


What door are Issi and Hassan examining? LOL..I specifically stated there was a stone blocking the path north and no visible exits. To clear up any confusion, there is no door; just a big smooth stone block and there is no door hidden in the block.

Barnabus studies the mosaic of the scowling medusa on the floor. It is identical to one on the door through which you entered the Tomb, just a larger version of it. It is 15 feet wide and made of iron. On the edges of the iron disc, at each of the four compass points, is a circular hole.


And that's the end of the adventure as you are each disintegrated by an altered version of the demon's mouth from Tomb of Horrors...j/k ;)

After bring sucked through the medusa's mouth, the next sensation you feel is darkness as you each wake up alone in a confined space. Issi and Trip remain calm and each cast light to illuminate their surroundings and reveal what Blackrock and Hassan's darkvision already know: you each wake up in a coffin with limited air supply!

The dwarf is undeterred by the situation and with one heave of his muscles, he pushes the lid of the coffin open easily! It takes Hassan two tries before he can breathe again. Miraculously, the frail Issi also manages to escape in solely two tries, summoning inner strength she did not know she had. The cleric also takes two tries to pry the coffin lid open!

GM checks:
Str checks vs. DC 15:
BB: 1d20 + 6 ⇒ (18) + 6 = 24
Hassan: 1d20 + 5 ⇒ (1) + 5 = 6
Hassan: 1d20 + 5 ⇒ (13) + 5 = 18
Issi: 1d20 - 1 ⇒ (6) - 1 = 5
Issi: 1d20 - 1 ⇒ (16) - 1 = 15
Trip: 1d20 + 2 ⇒ (8) + 2 = 10
Trip: 1d20 + 2 ⇒ (18) + 2 = 20

When you escape your coffins, you are all in the same chamber. This octagonal chamber is made of fine, polished white marble. The domed ceiling peaks twenty-five feet overhead, decorated with frescoes of people in billowing robes, hands joined, looking down with pity on those below. Braziers along the base of the dome filled with flickering flames faintly illuminate the chamber. Twelve carved stone sarcophagi (eight of which now lie open) lie beneath the dome, surrounding a large carving on the floor of a leering medusa’s face.

As you each step out of the sarcophagi, you notice that the lid of each sarcophagus is carved with your name, year of birth, and the current year as your year of death! At the foot of each sarcophagus is a 9-inch-long funerary baton, similar to that provided by Clarissa, but made of polished brown stone instead of white marble.

There does not appear to be an exit to this room, although there is a large block of stone blocking the path north.

Map of current room

The sarcophagus you escaped from is irrelevant; just wanted to give you a sense of your surroundings. What do you do next?


Hassan rotates the funerary baton, turning the medusa's eyes in their metal sockets. When the eyes are crossed, the medusa’s jaws gape open and a cold blue light shines forth, engulfing Hassan and Issi.

GM only:

1d20 + 9 ⇒ (6) + 9 = 15
1d20 + 5 ⇒ (11) + 5 = 16

Barnabus and Trip are taken aback when suddenly, before they can even react, Hassan and Issi are lifted off their feet and sucked into the yawning mouth, gasps of surprise escaping their mouths, before shrinking and spiraling down to nothingness as the iron face seems to swallow the couple whole! The medusa's jaws continue open. What do Barnabus and Trip do?

Trip:

While it was an unsettling sight, based on your Sense Motive and high perception, you realize you did not hear screams of pain or anguish from Hassan and Issi before they disappeared through the mouth.

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