PFS #41: Crypt of Fools


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IronWolf

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Karasu again attacks the ghoul scoring a hit as the blade plunges deep into its undead flesh. The creature nearly flies into a rage at the blow as Jalil's arrow clatters off the far wall, well off its mark.

The ghoul bites again at Karasu and catches the bird-man right on neck as its gnashing teeth tear out a chunk of flesh, arterial blood spurting strongly into the air as Karasu slumps to the ground, unmoving, a pool of blood quickly building near the fallen body.

The ghould turns its attention to Isandra as it lashes out with its two claws. It strikes with the first landing a devastating blow and follows quickly with the second claw, again landing a blow that sends Isandra to the ground in a heap, unmoving.

Near that time a howl goes up from Kronk as his figure bounds down the narrow path in the center of the room and leaps across the desk. The intensity and speed is surprising to all as the ghoul topples under Kronk's leaping attack and sends it to the floor. Bones crush from the impact of the blow as great swaths of undead flesh are torn from the ghoul's body as it goes still.

A silence fall over the chamber as the last twitches of the ghoul cease and the blood continues to pour from Karasu and Isandra lies motionless.

[sblock=OOC]

Karasu is knocked unconcious and needs to make a DC13 Disease or take 2 Points of CON damage and 1 point of DEX damage.

There should probably be some paralyzation saves in there somewhere, but being knocked unconcious in the same blow... ::shrug::

And combat is over!

Party Health

Karasu (-7/10hp): Unconcious
Jalil: Unharmed
Isandra: (-6/10hp) Unconcious
Kronk: Unharmed
Kalenth: Unharmed


Enemy Health

Dalirio Tepesh, Ghoul: Dead
Skeleton 1: Dead
Skeleton 2: Dead


[sblock=Updated Map]
crypt_2.jpg

[/sblock]

[sblock=Dice Rolls]
Ghoul, Bite Attack -- 1d20+5=21
Ghoul, Bite Damage -- 1d6+3=9Ghoul, Stat Damage -- 1d3=2, 1d3=1
Ghoul, Claw 1 -- 1d20+5=22
Ghoul, Claw 1 Damage -- 1d6+3=8
Ghoul, Claw 2 -- 1d20+5=17
Ghoul, Claw 2 Damage -- 1d6+3=8

[/sblock]
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Even as the ghoul falls, Jalil rushes the length of the room to the aid of his fallen comrades. He kneels first over Isandra, then over Karasu, praying for Sarenrae's aid in healing each of them.
_______________
JalilHeadShot.png


[sblock=Stat Block]
Jalil Khoury
Male Half-Elf Inquisitor 2
NG Medium Humanoid (elf, human)
Init +6; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 15 (2d8+2); Judgement of Sacred Healing 1
Fort +5, Ref +2, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cestus +4 (1d4+1/19-20/x2) and
. . Masterwork Scimitar +5 (1d6+1/18-20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +5 (1d8+1/x3)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 2, +4 melee touch, +4 ranged touch):
1 (3/day) Shield of Faith (DC 14), Bless, Cure Light Wounds (DC 14)
0 (at will) Resistance (DC 13), Disrupt Undead, Stabilize, Detect Magic, Light
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 12, Wis 17, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Cosmopolitan (Knowledge [local], Linguistics), Skill Focus (Perception) (Adaptability)
Traits Armor Expert, Elven Reflexes
Skills Acrobatics -1, Bluff +5, Climb -1, Diplomacy +5, Disguise +5, Escape Artist -1, Fly -1, Heal +7, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Profession (Guide) +7, Ride -1, Sense Motive +9, Stealth +3, Survival +7, Swim -1 Modifiers Monster Lore
Languages Common, Elven, Kelish, Osiriani, Thassilonian
SQ Elf Blood, Fire Bolt (1d6+1) (6/day), Inquisitor Domain: Fire, Judgement (1/day), Track +1
Combat Gear Arrows (20), Arrows, Blunt (20), Cestus, Masterwork Agile Breastplate, Masterwork Longbow, Composite (Str +1), Masterwork Scimitar; Other Gear Alchemist's Fire Flask, Backpack (8 @ 7 lbs), Chalk, 1 piece (5), Fishhook, Flint and steel, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (2), Rope, silk (50 ft.), Sack (7 @ 6 lbs)
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire Flask - 0/1
Arrows - 10/20
Arrows, Blunt - 0/20
Fire Bolt (1d6+1) (6/day) (Sp) - 1/6
Judgement (1/day) (Su) - 1/1
Rations, trail (per day) - 0/2
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire Bolt (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Inquisitor Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 +1 to survival checks to track.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
[/sblock]
 


IronWolf

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[sblock=Hit Point Update]

Both of the fallen are now stabalized, but still unconcious.

Party Health

Karasu (-2/10hp): Unconcious
Jalil: Unharmed
Isandra: (-2/10hp) Unconcious
Kronk: Unharmed
Kalenth: Unharmed

[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
The Inquisitor leans back from his prayers, resting a hand gently on each of the unconscious victims.

"I've done what I can . . . we'll have to wait now for them to regain consciousness."

OOC: All out of spells now.
_______________
JalilHeadShot.png


[sblock=Stat Block]
Jalil Khoury
Male Half-Elf Inquisitor 2
NG Medium Humanoid (elf, human)
Init +6; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 15 (2d8+2); Judgement of Sacred Healing 1
Fort +5, Ref +2, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cestus +4 (1d4+1/19-20/x2) and
. . Masterwork Scimitar +5 (1d6+1/18-20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +5 (1d8+1/x3)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 2, +4 melee touch, +4 ranged touch):
1 (3/day) Shield of Faith (DC 14), Bless, Cure Light Wounds (DC 14)
0 (at will) Resistance (DC 13), Disrupt Undead, Stabilize, Detect Magic, Light
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 12, Wis 17, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Cosmopolitan (Knowledge [local], Linguistics), Skill Focus (Perception) (Adaptability)
Traits Armor Expert, Elven Reflexes
Skills Acrobatics -1, Bluff +5, Climb -1, Diplomacy +5, Disguise +5, Escape Artist -1, Fly -1, Heal +7, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Profession (Guide) +7, Ride -1, Sense Motive +9, Stealth +3, Survival +7, Swim -1 Modifiers Monster Lore
Languages Common, Elven, Kelish, Osiriani, Thassilonian
SQ Elf Blood, Fire Bolt (1d6+1) (6/day), Inquisitor Domain: Fire, Judgement (1/day), Track +1
Combat Gear Arrows (20), Arrows, Blunt (20), Cestus, Masterwork Agile Breastplate, Masterwork Longbow, Composite (Str +1), Masterwork Scimitar; Other Gear Alchemist's Fire Flask, Backpack (8 @ 7 lbs), Chalk, 1 piece (5), Fishhook, Flint and steel, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (2), Rope, silk (50 ft.), Sack (7 @ 6 lbs)
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire Flask - 0/1
Arrows - 10/20
Arrows, Blunt - 0/20
Fire Bolt (1d6+1) (6/day) (Sp) - 1/6
Judgement (1/day) (Su) - 1/1
Rations, trail (per day) - 0/2
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire Bolt (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Inquisitor Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 +1 to survival checks to track.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
[/sblock]
 


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