[PFS] GM Lithrac's The Traitor's Lodge (#5-09) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Kawrock casts a spell on himself causing his skin to harden like the bark on a tree.

Standard action casting barkskin.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Hiko tries to remember any thing she might know about malevolent engraved hammers... Knowledge(Religion): 1d20 + 4 ⇒ (18) + 4 = 22...
Wait this thing hits 3/4 of the time for 6d6? Ouch... but (having reread the monk AC bonus) not on monks and Jory probably avoided it.
She then grabs out her engraving of the Master's Rebus and casts bless.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

fort: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed.

Jory dodges the hammer and prepares to fight the originator of the hammer. He has arrows treated with ghost salt for these situations.

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Raoul looks around in surprise, wondering where the hammer may have gone. "Hmm, where have you gone?" he asks, not expecting an answer. He carefully reaches down into his spell component pouch and removes a pinch of talc and powdered silver. He lowly mutters, "Sýna ósýnilega," and his eyes begin to softly glow.

Cast see invisibility.

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

K(Rel): 1d20 + 4 ⇒ (1) + 4 = 5

Fissa watches in awe as Jory - with exceptional agility - dodges the hammer. You've got to teach me how to do that some day.

Grand Lodge

Hiko:
This is very probably a ghost, an incorporeal spirit inhabiting this place. Only magical weapons can hit it, even then they'll only deal half damage unless treated with ghost salt, are enchanted with the ghost touch weapon ability, or are force damage. Its touch is highly corruptive of flesh, and should be avoided at all cost.

Given the place you're in, you probably should be able to make an educated guess as for which kind of creature the ghost originally was. Finally, you think that this particular kind of ghosts is capable of Casting illusions.
You may immediately make a Will save against illusions, if you wish. Any person you communicate your doubts about the reality of this maze can also attempt such a save.

-Posted with Wayfinder

Grand Lodge

Fissa:
You suddenly hear your name being uttered in a whisper, as if someone was calling you. Will DC 14 please, if you fail you'll spend your next move action walking in a random direction in the labyrinth, and won't be able to retrace your steps.

The ghostly hammer swings again, at Shazzara this time. Once again, the hammer swiftly retreats to the wall.
Melee Touch Attack vs FF : 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 6d6 ⇒ (6, 6, 3, 3, 2, 3) = 23 Fort DC 14 halves.

Everyone can act!

-Posted with Wayfinder

Grand Lodge

Female Summoner 4 | Init +0 | HP 39/39 | AC 17, T 10, F 17 | F +7, R +4, W +8 | CMB +3 CMD 13 | Per +9

Kilgharra readies an action to attack the hammer.

Shazzara pulls out her wand of Protection vs Evil and uses it on herself.

Fort: 1d20 + 9 ⇒ (20) + 9 = 29

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory readies his arrow coated with dead ghosties for the next attack.
arrow perfect shot with ghost salt/reroll/damage: 1d20 + 11 ⇒ (8) + 11 = 191d20 + 11 ⇒ (7) + 11 = 181d8 + 8 ⇒ (7) + 8 = 15

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

With the sudden insight into her enemy, Hiko gives a low curse in Tien.

"We have a ghost here, and, given its proficency in illusions, it is either the remains of a demon or some poor pathfinder wizard, either way we need to get out of here."

Will save: 1d20 + 9 ⇒ (13) + 9 = 22
If the maze really is an illusion Hiko will take her next move action to move through the wall.

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

"So this maze isn't real?

will: 1d20 + 6 ⇒ (17) + 6 = 23

"Oh guess it isn't," Kawrock says as he follows Hiko.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory walks through the walls too.
will: 1d20 + 12 ⇒ (10) + 12 = 22

Grand Lodge

Those who made the save can open the spoiler below. Keep in mind that interacting with the illusion is necessary for you to roll the save, so I'll adjudicate that it costs you a move action (moving through the wall).

Will DC 17 vs illusions:
With Hiko's realization that the maze is an illusion, your own mind is able to see the room as it really is - or was. The piles of rubble are still there, the room still empty save for the hulking translucent shape of a minotaur welding a great hammer of war. It glares at you, his evil intent quite clear.

You may now attack the minotaur freely, including this round's action. Jory, I'll take your readied action as your attack for this round, if that's alright with you.

-Posted with Wayfinder

Grand Lodge

Female Summoner 4 | Init +0 | HP 39/39 | AC 17, T 10, F 17 | F +7, R +4, W +8 | CMB +3 CMD 13 | Per +9

Add +2 if the illusion is from an evil source (Prot. vs. Evil)
Shazzara: Will: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18

It's not real my love

Kilgharra: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21

Kilgharra bites the minotaur

Bite: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Kawrock will shoot a firebolt at the Minotaur.

ranged touch: 1d20 + 5 ⇒ (1) + 5 = 6

He squawks in surprise at the large creature and his hasty shot goes wide.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Hiko brandishes her symbol and starts chanting.
Channel energy to harm undead... 1d6 ⇒ 6... Will save DC 10 for half. Hiko is not a channeler.

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

Will save(random walking): 1d20 + 5 ⇒ (17) + 5 = 22

Fissa feels the compulsion to just move off in a random direction, but he hums to himself and resists the temptation. He then starts to sing to inspire courage. Hmpf. Neither inspire courage or inspire competence gives any bonus against illusion saves... meh

In this dirty old part of the city
Where the sun refuse to shine
People tell me there ain't no use in trying

Upon hearing Hiko's comments, Fissa tries his best to see the room for what it is

Will save(illusion): 1d20 + 5 ⇒ (20) + 5 = 25

We gotta get out of this place
If its the last thing we ever do

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory adjusts and fires a thistle arrow instead of a ghost one.
if ac 19 or less bleed 1 for: 1d6 ⇒ 4 rounds.

Grand Lodge

Will vs Channel : 1d20 + 5 ⇒ (20) + 5 = 25

The ghostly minotaur resists the wave of pure energy, holding his hooves and threatening the cleric with his horns.

Kilgharra attempts to bite the creature, but it goes right through it! Unless Kilgharra's bite counts as magical? Never hurts to ask.

Jory decides against using ghost salted arrows, but his other arrow meets the same fate as Kilgharra's bite.

Raoul is up!

-Posted with Wayfinder

Grand Lodge

Female Summoner 4 | Init +0 | HP 39/39 | AC 17, T 10, F 17 | F +7, R +4, W +8 | CMB +3 CMD 13 | Per +9

Kilgharra has a +1 Amulet of Mighty fists. His attacks are magical.

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Raoul follows the others forward, but doing his best to keep some distance away from where the hammer has been striking his fellow pathfinders. He puts a hand to the wall...

Will Save: 1d20 + 5 ⇒ (17) + 5 = 22

"Aargh! A minotaur!" he cries out as he reaches into his spell component pouch and removes a small bit of butter. Suddenly, the floor underneath the minotaur becomes slick and greasy.

Cast grease DC 15 Reflex save or fall.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Does grease work on incorporeal creatures? I would think they don't touch the floor or have balance issues...
--Edit-- looked it up on PFSRD and found:

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
Citation linky

Grand Lodge

Actually, It looks like people haven't been listening to what you said and have acted as if it was a real minotaur, not a ghost.

The malignant spirit chuckles at the feeble attempts made to affect him, and smashes Hiko's head with his incorporeal hammer.
Melee Touch Attack: 1d20 + 5 ⇒ (18) + 5 = 236d6 ⇒ (5, 3, 1, 5, 1, 5) = 20 Fort DC 14 halves.

Everyone can act again!

Grand Lodge

Female Summoner 4 | Init +0 | HP 39/39 | AC 17, T 10, F 17 | F +7, R +4, W +8 | CMB +3 CMD 13 | Per +9

Shazzara shouts, We need to leave, now! as she casts a spell.

Haste

After casting, Shazzara moves 60' towards the exit.

Kilgharra, holds the ghost's attention, attacking with everything he has.

Bite: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Crum...
Fortitude save: 1d20 + 7 ⇒ (3) + 7 = 10
When the hammer makes its way through her, Hiko gives a shudder as wounds open up on her body and start spilling blood.
Hiko tries to dodge out of the ghosts reach.
Withdraw action to move as far back (up to 80') as possible.

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

So everyone made the save against illusion, right? How 'bout we just leave, and send in the ghostbusters?

Fissa, while continuing his singing and dancing performance, touches Kilgharra to imbue it with Heroism +2 morale bonus on attack rolls, saves, and skill checks.

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Kawrock will move back and cast a spell on Hiko.

CLW: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory fires off four ghost salt arrows while magically hasted and using his powers of concentration.
Perfect strike/reroll/damage: 1d20 + 9 ⇒ (3) + 9 = 121d20 + 9 ⇒ (20) + 9 = 291d8 + 8 ⇒ (3) + 8 = 11
arrow2/damage: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 8 ⇒ (2) + 8 = 10
arrow3/damage: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 8 ⇒ (5) + 8 = 13
arrow4/damage: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 8 ⇒ (2) + 8 = 10

Full attack burning a ki and perfect strike

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Ooops, somehow I missed that it was incorporeal.

Seeing that his grease did no good, Raoul smacks his forhead. "Of course, it's incorporeal - how silly of me." He draws his wand of magic missile and fires of a bolt at the fake minotaur.

MM: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Female Summoner 4 | Init +0 | HP 39/39 | AC 17, T 10, F 17 | F +7, R +4, W +8 | CMB +3 CMD 13 | Per +9

Don't forget Haste

Grand Lodge

Jory's volley strikes the ghostly minotaur with full force, dissipating it into nothingness.

End combat! Jory didn't roll the confirmation for his crit, nor did he roll the haste additional attack, but it doesn't matter since the ghost is dead (!) anyway.

Hiko:
With your earlier knowledge check, you know that he's not done yet, but its defeat gives you time to escape. It should be a day or so before he can manifest again.

You quickly make your way to the ground floor of the lodge and are about to leave the Iomedae-forsaken place when a voice you almost forgot manifests.

"Wait - What will become of me? I am still a monster, you know. Will you accept me as the Pathfinder I once was? Will your superiors do that? OR WILL THEY FALL BEFORE MY POWER OVERWHELMING?!"

Once your decision about Valais's fate is made, the epilogue will follow, hopefully tomorrow.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

With a sigh of relief, Hiko rounds up everyone and starts her chanting again, this time the words seem to have a more restful tone to them.
Using last Channel to heal everyone 1d6 ⇒ 2 HP.

She then explains, "We are going to probably send another team down here again sometime soon to help the ghost move on, as he is just dispersed, not dead. Otherwise, I am ready to leave."

With Valias's outburst, Hiko turns and blinks at her before stating, "But I thought you were coming with us, if you wanted to. Personally, I was planning on puting in a good word in my report. You can still be a brilliant pathfinder."

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

I did roll the extra haste attack for a total of 4--by rule you have to use the other roll for your confirmation for perfect strike--so the crit wasn't confirmed. Thanks DM for a great WELL-PACED adventure!!!"

"I don't know if we can be sure this Pathfinder would do good"

Jory calls out to the voice;"What would you do if you were a Pathfinder?"

recover ghost arrows 1 good: 2d2 ⇒ (2, 1) = 3

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

"I was still planning to take you back to the Starspire so you could give your report. As to what our superiors will do that I can only guess. There may be some tough times ahead as I am sure they will want to do some tests to figure out what Thurl did to you. What would you like to do Valais?"

Scarab Sages

Last I heard, you were still a Pathfinder. It is still your duty to report what you have found and what Thurl has done.

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

I think our duties go beyond 'putting in a good word'. I think Valais' actions stand for themselves, so we should make sure she receives the proper treatment at the lodge.

And what other option is there? She would not survive without our help.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Of course our duties go beyond that, but as far as influencing our superiors, there's not much more we can do...

Grand Lodge

Female Summoner 4 | Init +0 | HP 39/39 | AC 17, T 10, F 17 | F +7, R +4, W +8 | CMB +3 CMD 13 | Per +9

We report. There is nothing to stop us from including recommendations in our report. It is what we do. Worst case, I have ... business ... associates who would look after her.

Grand Lodge

Valais seems reassured by your words, and follows you after putting a cowl on her face until she reaches Starrise Spire.

"Very well, I shall accompany you then. Thank you for the trust you place in me, it speaks well of your greatness of character. I promise you one thing, I will gladly testify to Thurl's dark heart and acts myself so that your case will be an easier one to make."

You reach the Pathfinder Lodge without any significant incident, with Valais safe. Several days after escaping to the surface, you are able to present your findings to Venture-Captain Jorsal, who looks over the evidence and confirms that Thurl is traitor to the Society. The dwarf ’s knowledge of the Sky Citadel Jormurdun predates the Society’s by years, which disturbs Jorsal, but he is even more perturbed and disgusted by Thurl’s experiments and regular dealings with fiends.

Valais will henceforth remain at Starrise Spire, cared for by the Pathfinder Society as one of their own. In time, she will manage to heal her psychological wounds and be restored to sanity - quite a feat after what she's been through in Thurl's laboratory. True to her word, Valais testifies with all her heart to the dwarf's evil acts, removing any possible doubt about his guilt in the matter.

All is not well that ends well, though, as Thurl is still at large, and you know that your path may come to cross the dwarf's, maybe sooner than you think. You also experience a series of strange nightmares in which the bloody handwriting on the wall manifests again with these words: "Relent, abandon your foolish quest for Jormurdun," the handwriting states, "and you shall know peace. Continue, and you shall open yourself to the same darkness you fight against." Those ominous dreams will yet haunt you for many nights...

This is the end of the scenario, which you concluded successfully. Congratulations! The Chronicle Sheet link will be sent to you via PM shorty, please download and save yours to your hard drive since they won't remain on the cloud forever. You will see that you've earned two boons, one of which may be good or bad, the other representing your dedicated work for the Grand Lodge, which may come in handy the day you encounter Thurl and his eidolon for a final showdown.

I hope you enjoyed this scenario as much as I've enjoyed GMing it! Stay tuned for more PbP games, and have fun!

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Just curious but what was in the flooded room that we didn't explore?

Grand Lodge

Chronicle Sheets sent! Please let me know if anything's wrong and I'll gladly correct it.

As for the two flooded rooms, there was a fight encounter and some additional clues. This scenario relies on Evidence Points you gather in your investigation, and you earned 8 of them, just missing one of them in the flooded rooms. In the end it doesn't change anything, because you needed 5 to complete the scenario successfully, 7 to get the Grand Lodge boon.

Grand Lodge

Male Tengu
stats:
Druid 4 | HP 28/28 | AC: 19/ T: 13 /FF: 16 | F: +5/R: +4/W: +7 | CMB +5 | CMD +18 | Speed 20 | Int. +3 | Perc. +12 | S.M. +3

Well I enjoyed it. I really liked the Valais character and the different voices. Thanks for running a great game.

Grand Lodge

You're welcome! I'm glad you enjoyed it.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

It was a fantastic time. Thanks for running this one, nice to have a more contemplative mission. Really looking forward to the other game.

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

A great time! Thanks to the GM and everyone else for the good time.

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