Part 2: Payment Comes Due

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Apr 28, 2025 12:44 pm
"I may be small, but I won't get through there," Ramank says shaking his head.

"We could try to sneak in the back door?"
OOC:
His athletics is +0
May 1, 2025 5:25 am
"Yes," Horace says with a nod, "let's try to go around the back. Seems less obvious than the front door, and I don't think any of us are getting through that pipe easily."
May 1, 2025 5:52 am
Bekassine speaks up "Just want to make sure we are all in agreememt here, we are going to try and sneak in, grab the goods, and sneak out?" she glances at Yarth, "This wont be a brute force situation?"
May 1, 2025 7:16 am
"I would certainly prefer it that way," Horace says.
May 1, 2025 10:35 am
You go around the warehouse to where it abuts the river. A five-foot-wide wooden stairway descends from a door down the side of the building, connecting to a wooden loading dock attached to the base of a circular stone tower. Just west of the staircase, a dirty lead sewage pipe leaks pollution into the river through a filth-encrusted iron grate.

You ascend the stairs to the door, which is unlocked. Ancient stains on the walls and floor, along with a few lingering metal loops driven into the walls, hint at how this empty chamber once functioned as a warehouse floor. The curved wall of the building’s tower disrupts the wall to the south, a single archway allowing access to the empty circular chamber within, where a circular wooden platform hangs by chains looped over pulleys above. The smell in here is awful, as is the filthy mess strewn across the floor. Apparently, this room has been used to dispose of garbage and waste for some time.

What at first appears to be a glistening mound of rotting rope and rags is heaped against the northern wall. However, as soon as you step into room, the mound rises up, revealing its true nature as an aberrant monstrosity made up of sticky, smelly strands of slime!
OOC:
@Windyridge, Aurelia may act before the creature! It is 15 feet away.

The creature has a Fetid Aura (aura, olfactory) 80 feet. A creature entering or beginning its turn in the fetid aura must succeed at a DC 31 Fortitude or be sickened 1; the creature also becomes enfeebled 1 until the end of their next turn. A creature that succeeds at its save is temporarily immune to the aura for 1 minute.
https://images.demiplane.com/compendium/pathfinder-2e/curtain-call-stage-fright/zCf7jhWI1ulsJqQD/02-07-PZO15204-SC%20Furnerico.png?width=400?format=webp&width=1080

Rolls

Initiative (A, B, R, H, Enemies) - (d20+24, d20+21, d20+22, d20+20, d20+25)

d20+24 : (10) + 24 = 34

d20+21 : (8) + 21 = 29

d20+22 : (2) + 22 = 24

d20+20 : (5) + 20 = 25

d20+25 : (8) + 25 = 33

May 1, 2025 6:17 pm
Aurelia barely manages to hold onto her stomach's contents; the putrid smell is so strong. Before she has time to think about where it might be coming from, the menacing answer appears, fifteen feet away.

"Watch out! Over there!" she warns, pointing at the disgusting writhing mass.

Aurelia steps lightly across the cracked floor and with a sharp inhalation, she raises her silver ocarina to her lips. A low, solemn note swells, quivering in the thick air. The melody weighs down on the mind of the creature like approaching dread.

"The end finds all things… even you, beast," she says softly, before closing her eyes and shifting the song.

The next series of notes are strange, just off-key. The air ripples around the slime. Illusions, nightmarish and abstract, begin to swarm the creature’s vision: bones splitting, familiar shapes folding in on themselves like wet canvas. Then the notes stop, and she lowers the ocarina, her voice steady.

"See what lies behind the curtain."
OOC:
Action 1: Dirge of DoomSpell DC 31 (Focus spell - 1 action - Creature’s Will Save)
Effect: The creature becomes Frightened 1. No Save. Frightened automatically lowers attack rolls, saves, and DCs by 1.
Actions 2 & 3: Cast Phantasmal Calamity - (2 Actions)
Target: The slime creature, Range: 120 feet, Saving Throw: Will save vs. DC 31
Last edited May 1, 2025 6:57 pm

Rolls

DC 31 Fort - (1d20+19)

(12) + 19 = 31

Mental damage - (14d6)

(41665153122141) = 42

May 1, 2025 7:12 pm
The creature recoils from Aurelia’s illusory attack. Shaken from her song, it sloughs over to Yarth and attacks the eidolon with slimy pseudopods, but its fear throws off its aim and it misses!
OOC:
Everybody may act. Everybody but Aurelia must attempt a Fortitude save against its Fetid Aura at the start of their turn. The DC is only 30 now though because it is frightened 1.

Rolls

Secret Roll

Will vs Calamity - (d20+24-1)

(6) + 23 = 29

Psuedopod vs Yarth - (d20+28-1, d20+23-1)

d20+28-1 : (4) + 27 = 31

d20+23-1 : (5) + 22 = 27

May 2, 2025 6:04 am
Horace draws his sword and studies the strange, aberrant creature, swinging and striking at it.
OOC:
Free: Recall Knowledge (from Tome), if successful +1 to attack on next strike
Action 1: Manipulate - Draw Weapon
Action 2: Exploit Vulnerability
Action 3: Strike (+2 DMG from Regallia)

Rolls

Fortitude - (1d20+21)

(13) + 21 = 34

+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+26, 3d8+8+6+2, 1d6)

1d20+26 : (17) + 26 = 43

3d8+8+6+2 : (673) + 16 = 32

1d6 : (3) = 3

Esoteric Lore (Cha) (Recall Knowledge) - (1d20+23)

(13) + 23 = 36

Esoteric Lore (Cha) (Exploit Vulnerability) - (1d20+23)

(5) + 23 = 28

May 2, 2025 7:17 am
Horace recognizes the creature as a furnerico. A mass of undulating tendrils and nerves, furnericos stalk sewer systems below large cities, reveling in the filth and rotting detritus created by those who dwell above the middens and sumps they call home. Fortunately for sanitation workers and other civil servants who ply their trade in sewer tunnels, furnericos are exceedingly rare and solitary. Furnericos are weak to slashing damage, but they are immune to acid and resist bludgeoning, piercing, and poison damage.

The thaumaturge quickly moves in and delivers a critical hit, his flaming sword slicing deeply into the furnerico's quivering mass and setting it ablaze!
OOC:
Everybody else except for Horace may still act.
[ +- ] Enemy Status
May 2, 2025 9:01 pm
Ramank tries his best to avoid the sickening smell. Boosting Yarth while the eidolon strides forward and lets loose with two strikes.
OOC:
yarth is sickened, so the attack rolls shouldbe one lower
Last edited May 2, 2025 9:02 pm

Rolls

Fortitude Ramank - (1d20+24)

(16) + 24 = 40

Fortitude Yarth - (1d20+22)

(2) + 22 = 24

Yarth Claws - Atk/Dam - (1d20+22, 3d8+6+6)

1d20+22 : (16) + 22 = 38

3d8+6+6 : (483) + 12 = 27

Yarth Bite - Atk/Dam - (1d20+22-4, 3d6+6+6)

1d20+22-4 : (13) + 18 = 31

3d6+6+6 : (645) + 12 = 27

May 2, 2025 9:23 pm
Bekkasine is immediately taken aback at the stench, and waves for Fox to stay back. She fights through the smell to hex the creature with deep cold. Then cast guidance on on Aurelia, hoping she can finish the blasted plant-thing off. Not that them smell would instantly go away.
OOC:
Oh, sorry I just thought of this, but should Fox be making these saves also?
[ +- ] Glacial Heart

Rolls

Fortitude DC 31 - (1d20+21)

(20) + 21 = 41

Glacial heart damage - (10d6)

(6462213311) = 29

May 2, 2025 10:01 pm
OOC:
I usually rule that a familiar only needs to make saves against attacks or spells that specifically target it. Since a witch’s patron automatically replaces her familiar the next day if it dies, it just seems like a lot of unnecessary bookkeeping to worry about. :)

Aurelia may still act this round.
May 3, 2025 2:08 am
Aurelia closes the gap between herself and the foe, and with her dagger, slashes at it from side to side.
OOC:
Action 1: Move
Actions 2 & 3 Dagger attack at (+1 for 1st attack from Guidance).

Rolls

Attack 1 Dagger Slashing, Damage - (1d20+18, 1d4+3)

1d20+18 : (20) + 18 = 38

1d4+3 : (1) + 3 = 4

Attack 2 Dagger Slashing - (1d20+13, 1d4+3)

1d20+13 : (5) + 13 = 18

1d4+3 : (3) + 3 = 6

May 5, 2025 10:27 am
The furnerico is unaffected by Bekassine's cold spell, resisting it completely. Aurelia and Yarth both slice at the creature, their slashing attacks proving quite effective. Yarth's teeth are less effective, the thing resisting a large portion of the piercing damage.

The creature lashes out at Yarth, bashing him twice! It seems to feed off the sweet sickness emanating from the eidolon, bolstering its vitality. The flames from Horace's sword burn the furnerico before sputtering out.
OOC:
49 bludgeoning damage to Yarth. The creature gains 30 temporary HP before taking the 15 persistent fire damage. Everybody may act.
[ +- ] Enemy Status

Rolls

Fortitude vs Glacial Heart - (d20+28)

(17) + 28 = 45

Pseudopod vs Yarth - (d20+28, d20+23)

d20+28 : (5) + 28 = 33

d20+23 : (12) + 23 = 35

Damage - (3d12+14, 3d12+14)

3d12+14 : (163) + 14 = 24

3d12+14 : (227) + 14 = 25

Persistent Fire Damage, Recovery - (2d10, d20)

2d10 : (69) = 15

d20 : (20) = 20

Bekassine

crazybirdman

May 5, 2025 2:26 pm
Bekassine tries a different ice attack, but then realizing Horace's attacks seem to be more effective, cast Haste on him.
[ +- ] Clinging Ice
[ +- ] Haste
Bekassine

Rolls

Clinging Ice - (7d4)

(2232321) = 15

May 6, 2025 6:20 am
"So much for a quiet entrance," Horace grumbles, studying the creature further before lashing out at it with his sword in a magical flurry of blows.
OOC:
Free: Tome Adept - Recall Knowledge (if successful, +1 to first attack this round)
Action 1: Intensify Vulnerability (Tome) - rolling a d20
Action 2: Strike, 35 slashing damage, 5 fire damage
Action 3: Strike #2, 30 slashing damage, 2 fire damage
Haste Action: Using the result of 20 from Intensify Vulnerability, 32 slashing damage, 1 fire damage (crit)

If his recall knowledge is a success, his first attack is a total of 33. Using the natural 20 from Intensify Vulnerability on his final strike should give him a crit there!
Last edited May 6, 2025 6:27 am

Rolls

+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+26, 3d8+8+6, 1d6)

1d20+26 : (6) + 26 = 32

3d8+8+6 : (786) + 14 = 35

1d6 : (5) = 5

Tome Intensify Vulnerability - (1d20)

(20) = 20

Esoteric Lore (Cha) - Free Recall Knowledge for +1 Attack - (1d20+23)

(15) + 23 = 38

+2 Greater Flame-Striking Longsword - Atk/Dam (2nd attack) - (1d20+21, 3d8+8+6, 1d6)

1d20+21 : (18) + 21 = 39

3d8+8+6 : (475) + 14 = 30

1d6 : (2) = 2

Strike #3 - Damage Only - Attack is a result of 20+16 - (3d8+8+6, 1d6)

3d8+8+6 : (576) + 14 = 32

1d6 : (1) = 1

May 6, 2025 9:05 am
Horace's flaming blade makes swift work of the slimy monster as he hacks, slashes, and slices it to pieces! It collapses into a quivering, stinking mass.

A search of the room in the aftermath of the fight reveals a pair of magical boots discarded in a corner of the warehouse. These are propulsive boots.
May 6, 2025 6:02 pm
"Which of us is the slowpoke? That's who should get those boots."

Aurelia spots the forlorn pair of magical boots crumpled in the corner and points at them.

"Well done, Horace, and to all of us. A formidable foe defetaed, I'd say. "
May 7, 2025 7:39 am
Ramank shrugs. "Yarth can't wear boots, and I don't need 'em."

"But this can't be all could it? If you leave behind protection, you should have something to protect."
May 7, 2025 8:10 am
The wall to the south features a single archway allowing access to an empty circular chamber within, where a circular wooden platform hangs by chains looped over pulleys above. Ropes attached to the mechanisms above allow you to slowly lower the platform; after 4 minutes, the platform comes to a rest 40 feet down (a few feet above the river’s water level), revealing another wide archway.

The circular elevator chamber opens out into a basement lined with thick wooden beams. A tangle of support beams and rafters crisscross in the upper half of the ceiling twenty feet above. Left and right, between the beams extend long, thin storage areas, their shelves emptied. To the north, the hallway ends at a door, across which a symbol in the vague shape of a skull with a black triangle over its lower face has been drawn with fresh, black paint.
[ +- ] Kintargo Lore DC 25 or Society DC 28
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