PFS #41: Crypt of Fools


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"Groetus... that might be the reason the man in the cell was so... broken. Groetus attracts these kinds of people: End of the world cultist, madmen..." she frowns shaking her head in dissproval "We must be careful, they might be close"
 

Jalil continues his careful watch, "head on a swivel," as the group makes its way through the crypt. "Hmmph. Not the first time we've heard his name in these last few months. This cult is a blooming cancer in these parts."
 

The group stands near the doors to the great crypt ahead, taking in all sights and sounds as they cautiously watch. The portion of the crypt you have moved through remains quiet, only the door ahead of you.
 


Kronk studies the doors for traps and finding none he opens the doors leading into the crypt at the corner of this room. Beyond the doors he finds a well lit room with ornate carvings decorating the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt.

Towards the rear of the crypt Kronk easily spots three thug-like cultists, seemingly intent to protect the rear portion of the crypt.

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Initiative! And go ahead and post your first round actions.

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crypt_1.jpg

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Kronk steps in and throws a bomb. (just up, and to the left, staying close to the wall, taking -1 for range increments)

Kronk misses, (don't think a 9 its, otheriwse it is 1d6+3 damage and splash for all others) but a 6 would mean it hits the next thug - so I'd guess splash damage of 4 to all of them, with a reflex of 13 for half. Btw., Kronk can still adjust where it lands on his miss by +/- 1 on the d8
 
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Jalil steps up and to the right of the door, close to the wall, drawing his bow to the cheek as he goes. His arrow streaks across the room and slams into the chest of one of the cultists with a meaty thunk.

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[sblock=Stat Block]
JALIL KHOURY CR 1
Male Half-Elf Inquisitor 2
NG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +12
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DEFENSE
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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)
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OFFENSE
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Spd 20 ft.
Melee Cestus +3 (1d4+1/19-20/x2) and
. . Masterwork Scimitar +4 (1d6+1/18-20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +4 (1d8+1/20/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, +3 melee touch, +3 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
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STATISTICS
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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) (Sp), Inquisitor Domain: Fire, Judgement (1/day) (Su), 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)
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TRACKED RESOURCES
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Alchemist's Fire Flask - 0/1
Arrows - 8/20
Arrows, Blunt - 0/20
Fire Bolt (1d6+1) (6/day) (Sp) - 1/6
Judgement (1/day) (Su) - 0/1
Rations, trail (per day) - 0/2
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SPECIAL ABILITIES
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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 http://www.wolflair.com
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