PFS #41: Crypt of Fools

Round 1

Kronk steps into the crypt as he hurls a bomb towards the clustered group of thugs towards the rear of the room. The bomb misses its mark, but splashes across each of the thugs, sending cries of pain up from that area of the room.

The three work their way towards Kronk, moving quickly, but only the first can reach Kronk. The thug swings a club at him but fails to make contact with Kronk as the it goes harmlessly by. The other two brandish their clubs as they take up positions.

Jalil, undeterred by the now much closer threat moves into the crypt as well, bow drawn as he looses an arrow at the eastern most thug. The shot flies true and slips between the man's ribs sending the thug to the floor, now unmoving.

Isandara hurriedly calls forth sacred blessings and passes those blessings to Kalenth through touch as the bow wielding man steps into position at the doorway to have a clear shot. Loosing an arrow from the short bow, Kalenth sends an arrow through the thugs throat as a mist of blood red peppers the floor as the thug crumples to the ground.

The last thug near Kronk continues to brandish his club as he watches the other two fall to the floor.


[sblock=OOC]

What a round for the heroes! I went ahead and rolled for Kalenth to keep things moving. Karasu is at Gen Con, so I didn't expect a post from him. I will be unable to post on Friday or Saturday, but will post on Sunday/Monday if we have enough actions in by then.

Party Health

Kronk (16): Unharmed
Jalil: Unharmed
Isandra (3): Unharmed
Kalenth: Unharmed
Karasu: Unharmed

Enemy Health

Thug1: Moderately Wounded
Thug2: Dead
Thug3: Dead

[sblock=Updated Map]
crypt_1.jpg

[/sblock]

[sblock=Dice Rolls]
Jalil Init -- 1d20+2=9
Thugs Init -- 1d20=16
Kalenth, Attack -- 1d20+4=24
Kalenth, Crit Confirm -- 1d20+4=6
Kalenth, Damage -- 1d6=6
Thug 1, Attack -- 1d20+3=6


[/sblock]

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OOC: And my faith in the workings of the Universe is restored . . .


Jalil follows up his first shot with a second, but rushes this one and it clatters uselessly from the wall behind the fighting duo.
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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
--------------------
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
--------------------
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
--------------------
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) (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)
--------------------
TRACKED RESOURCES
--------------------
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
--------------------
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]
 



[sblock=OOC]There's a game mustering on Myth-Weavers I'd like to get Jalil into. The GM over there is looking to start Sept. 5. It feels like we're close to the end here, but I can't be sure. Any chance we'll wrap this in the next two weeks so we'll have time to get Chronicle Sheets sorted in time for me to make that muster?[/sblock]
 

Kronk makes an attempt to strike down the thug, but his blow fails to hit its mark. The thug tries to hit Kronk, feinting to one direction attempting to draw Kronk's defenses to one side, but he fails to go for it and easily turns aside the thug's blow.

Two arrows go flying by as Isandra works her way up, scimitar in hand. With the thug's attention diverted by the series of near misses Isandra manages to work the scimitar quickly towards the man striking a deadly blow that kills the man before he falls to the ground, a pool of blood slowly spreading from beneath the form.

The room grows quiet save for the breathing of the pathfinders as the no new threats present themselves.

Spending some time searching the room the pathfinders find most of the burial alcoves here are of the Ismacco Family. As Jalil searches he finds one labeled with the name of Rashim toward the desert wall of the crypt.

Towards the rear of the crypt a medium sized cage is found with two, hungry, pale looking human slaves. They look expectantly at you as you approach, their eyes pleading for release, though they cower in the corner of the cramped quarters.

To the northwestern side of this room is a set of stairs that lead down into the darkness.


[sblock=OOC]

And combat is over!
[MENTION=29558]Mowgli[/MENTION], I think you could make the mustering of that game. We are near the end of this one, if we keep things moving handily in the next week and half there should be time to get you a chronicle to be ready for the other game.

Map positions have not been updated:

[sblock=Map]
crypt_1.jpg

[/sblock]

[sblock=Dice Rolls]
Thug Attack -- 1d20+3=7
[/sblock]

[/sblock]
 

Isandra closes the thugs' eyes. "May you see the mercy of her light" she murmurs and moves quickly besides Jalil. The moment she lays eyes on the slaves she makes her way ahead of the rest. "Rest easy. We will free you soon. Are there more of them here?" she checks on them to see if they are hurt.
 

Jalil pauses a moment before the sarcophagus of Rashim Ismacco, then examines it carefully. He steps to the side and opens the tomb, gazes for a long moment at the occupant before making the sign of Sarenrae over the corpse. "Rest easy in the embrace of the Dawnflower, Rashim." Reaching in, he takes the sword from the skeleton's hands before replacing the lid. Finally, he tucks the sword into his belt, moves to one end and grasps the corners of the sarcophagus, and with a groan of exertion he shifts it around so that its occupant faces the rising sun.

[sblock=OOC]
IronWolf said:
I think you could make the mustering of that game. We are near the end of this one, if we keep things moving handily in the next week and half there should be time to get you a chronicle to be ready for the other game.
Awesome - I'll let 'em know over there that Jalil will likely be available![/sblock]
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JalilHeadShot.png
 

A male slave shakes his head from side to side at Isandra's query. "No more thugs in this room. Possibly more down those stairs. The prisoners taken down there never return this way."
 

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