[PFS][Game Day VI] DM DoctorEvil presents 01-51 The City of Strangers, Part 1: The Shadow Gambit (Inactive)

Game Master DM DoctorEvil

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It’s been nearly a month since Venture-Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound merchant vessel and gave you a series of quick, stern instructions.

"One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant, his name is Horis Collgardie, tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers."

"The trouble is, not the Decemvirate or any venture-captain I can find gave the okay to build a lodge there. We know it would be folly to do so -- at least right now -- and so this idea that Collgardie has that the Society is there and doing just that is worrisome."

"In a few weeks time, you’ll be in Korvosa. From there, book passage on a river ship for Harse, then travel overland to the road’s end at the cliffs below Kaer Maga—the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once."

"If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga -- we may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. Any questions?”

Please ask Dreng any questions you might have, and feel free to gear up either in Absalom or Kovosa. Our adventure will start with you at the bottom of the Halflight Path when you are ready.

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

First, since we would be traveling on the seas, Lomar would be using his alchemy to create 2 cure light wound extracts.

Lomar waits for everyone to arrive and digest the mission before asking:

"Venture-Captain Drangle, do you have something that we can use, say a note or writ or something, that we can use to prove you sent us to shut down the lodge, if there is one? What I mean is that if we get there and Pathfinders are setting a lodge up, have some people show up and tell them to shut it down without something to back it up, well, would be a waste of a trip."

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Hullric is a slightly tall human who hides his face behind a mask and hood. He wears a black toned scale mail and carries a wooden shield on his left arm. The only weapons he seems to carry is a dagger and a sling that both reside on his belt. Hanging from his neck is a wooden amulet with a lantern carved design that is not painted or embellished in anyway.

A chuckle comes from behind Hullric's mask before he speaks. "I wager that it is some malcontents spreading chaos there to make us look bad."

He turns his masked face to his new companions, "We can't have that now can we." He chuckles again.

"Oh.. by the way. I am Hullric Torsol. I'll shall be at your service. I'm not much for healing, but I don't like to see my companions dying. So I'll strive to keep you alive."

New character, so no need to buy anything.

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Being herded on a ship, again, to cross the open waters again, Feuerseele sighs."Well met all. I am Feuerseele. Sorcerer extraordianire!"
Feuerseele is a small woman with flaming red hair and honey coloured eyes, dressed in a revealing red and golden silk armor and carrying a long spear.

Grand Lodge

Male LG Human - Chosen by the Heavens, Reincarnated for a Purpose - Level 1 | HP: 11/11 | AC: 17 (10 Tch, 17 Fl) | CMB: +4 CMD: 14 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +7 SM: +2 | Speed 20ft | Touch of Glory: 5/5 | Channel: 3/3 | Spells: 1st - 3/3 | CLW: 49/50 | Active conditions: --

“Carp” stands tall at nearly two meters. Broad-shouldered and relatively unadorned, the Minkaian keeps a well-worn leather wide-brim on his head. His age is a bit older than most of the newer recruits to the Society, which is evident from the salt-and-pepper hair that hangs a bit long in the back. His hair is generally held up by a piece of cloth in a ponytail.

As Carp climbs the gangplank to the ship, he listens intently to the Venture Captain and his compatriots. "I will start with an introduction." he says succinctly. "I am known as Carp and the church of Shizuru has sent me to aid you." he says as he nods to Hullric and Feuerseele.

As Drandle Dreng elaborates on their mission, Carp agrees with the man who smells like sulfur. "I think a writ or emblem should be sufficient to give us authority to stop them, Venture Captain Dreng. This man... uhh... who are you again?" he asks, not sure what to call the alchemist.

"Also, how are we to deal with these Society agents if they refuse? I don't think that is an unreasonable expectation if they are hiding it from the higher-ups."

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

[/b]"Most people just call me 'hey you' and enjoy the bangs and blasts of my bombs. However, if you must know, I am Lomar."[/b]

Lomar holds out his hand to "Carp" to shake.

Grand Lodge

M Human Barbarian/1

Kru is a bulking brute with an unassuming quiet manor. He is dressed his armor and is not too happy to be climbing onto a ship. Kru eyes the others joining him warily and gives a nod. He wears a necklace with a handful of wicked looking teeth.

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

"Hey" Lomar says, looking intently at the teeth warn on the Barbarian. He points at them. "Those yours you lost in a fight, or one taken from each victim? Either way, pretty, unique....."


Lomar Kenomic wrote:

First, since we would be traveling on the seas, Lomar would be using his alchemy to create 2 cure light wound extracts.

"Venture-Captain Drangle...

The venerable venture-captain's eyes widen in surprise as the novice Pathfinder mispronounces his name. "Dreng, boy! Drandle Dreng. You'll be lucky if I don't Drangle you before this is over..." he mutters something incomprehensible about the new generation and no respect for elders or something similar.

The two extracts of CLW are noted.

When asked about a writ or something else to prove their authority, Dreng is taken aback. "If I wanted you to have a writ, I would've provided a writ, whippersnappers! If you find Pathfinders there, and they don't comply with my express instructions, well then...You have my permission to take them into custody. Failing that, return here and report and they will be dealt with." He scratches his balding head for a moment, then whips a quill from the sleeve of his tattered robe. "On second thought...here." He scribbles something quickly on a parchment, and seals it with wax bearing the sigil of the open road. "This should do the trick, but don't break the seal until absolutely necessary!"

Any other questions for your fearless leader?

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

From Lomar's comment about Kru's teeth necklace.

Hullric chuckles, "Once knew a lady friend of mine who kept a belt of severed and dried man parts on her obtained through her bounty huntings. She was fun to hang around with."

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Feuerseele chuckles and nods."We will do as you say, Captain Dreng!" Hopping on board the ifrit lady chuckles."Well that´s gross. I am not sure that I would have stood that. I mean the smell!"

Grand Lodge

Male LG Human - Chosen by the Heavens, Reincarnated for a Purpose - Level 1 | HP: 11/11 | AC: 17 (10 Tch, 17 Fl) | CMB: +4 CMD: 14 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +7 SM: +2 | Speed 20ft | Touch of Glory: 5/5 | Channel: 3/3 | Spells: 1st - 3/3 | CLW: 49/50 | Active conditions: --

"Greetings, Lomar!" says Carp as he grasps the man's hand and shakes firmly as the hulking behemoth saunters past him wordlessly.

Carp receives the sealed parchment and stows it carefully into his pack. "No, sir, Venture Captain Dreng! Carp adds with a hint of respect after Lomar's honest error.

Realizing that he still had some questions, Carp wrestles internally with his need to be forthright and his desire to not be an annoyance to a Venture Captain on his first mission. The first wins out...

"Actually, Venture Captain. You mentioned that this outcast's haven is particularly volatile. Is there anyone we should avoid as Pathfinders? Additionally, should we hide our status as Pathfinders if they are not welcome? It seems like we may be tolerated by some, but others may have... less than favorable impressions of the Society?" he asks, trying to get a better picture of the situation to which they are traveling.

The Exchange

Female CG Juggler 3 | HP: 18/18 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +1, R: +7, W: +3 | Init: +4 | Perc: +6, SM: +4 | Speed 30ft | Performance(4/10) Used | 1st-Lvl Spells (0/4) Used | Active conditions: None

The sound of clinking coins precedes the Varisian latecomer.

"It sounds like a shill job," she remarks, entering the room with a smile and a wave. "And I know a shill job- -but that's a story for the boat ride."

Stopping abruptly, she fakes a curtsy with her leather leggings which house a small collection of daggers. At her back is a trident, crossed by a quartet of javelins. "Ellie Doubledown, Legitimate businesswoman," she emphasizes, as if answering a accusation that only she can hear.

Ellie is barely past 18- -certainly not yet 20- -and her red hair would fall to her shoulders if it were not pinned back with another small knife. The sound of the coins comes from her left hand, where she is constantly shuffling a stack of coins- -six silver, one copper. Around her neck is a traditional Varisian scarf.

"We can trust this Collgardie? You trust him?" Ellie asks the Venture-Captain, a bit doubtful.

Grand Lodge

M Human Barbarian/1

"So long as there are worthy enemies to add to my necklace and gold to be found I am ready. I will leave the details for others to work out." says Kru with a matter of fact tone.

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

"I also, am ready"

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Hullric nods to Ellie as she joins the group.

"I find that most of the time it is good to hide one's Pathfinder membership even in friendly territory. Bad people have a tendency to shut up if they know a Pathfinder is in the room."


"Carp" the Fisherman wrote:


"Actually, Venture Captain. You mentioned that this outcast's haven is particularly volatile. Is there anyone we should avoid as Pathfinders? Additionally, should we hide our status as Pathfinders if they are not welcome? It seems like we may be tolerated by some, but others may have... less than favorable impressions of the Society?" he asks, trying to get a better picture of the situation to which they are traveling.

Dreng's facade as a doddering old gaffer drops for a moment and he looks at you with surprising intensity. "Keep your head down and be smart. The balance of power in that city is fragile—upset it and you’re likely to die. Don’t go stomping about the place like it was a pharaoh’s tomb. Be cautious, be careful, and be courteous—even if the locals make fun of you for doing so. Oh, and the locals are likely not what you expect—you’ll see when you get there.” The piercing look is quickly replaced again by that of the foolish grandfather.


Ellie Doubledown wrote:

"We can trust this Collgardie? You trust him?" Ellie asks the Venture-Captain, a bit doubtful.

"Will you stop the infernal racket?" Dreng says with feigned irritation. "Can't even hear myself think over it. Kids these days, hah!"

"And trust? Pathfinders who trust don't live very long. Collie is a good friend, but that doesn't mean I trust him -- too far." he gives you a quick wink and waves good-bye as you make ready to depart.

If no other questions for your VC, then we will fast-forward a bit. If you do have other questions, we can play them out of strict sequence.


A few weeks pass and your ship eventually docks in Korvosa, the seat of the Crimson Throne and the largest city in Varisia. There is not time to see the sights of this famous location before a local Pathfinder shows you to a river boat which is headed up the Jeggare River to the village of Harse. From there it is a week of overland travel to the foot of the Storval Rise, a cliff of immense proportions that stretches the length of Varisia. The city you seek, Kaer Maga, is at the top of that cliff from which flows a sparkling waterfall. At the cliff's lowest point lies the Storval Stair. At the foot of the stair, is the Twisted Door, the only entrance to the the easiest route up to Kaer Maga.

From the moment the sun rose this morning and the dizzying Twisted Door opened at the bottom of the Storval Rise, you, your companions, and a handful of traveling merchants have trudged slowly up the myriad stairs, tunnels, cliffside paths,and underground ruins that make up the famous Halflight Path. On either side of you march several gruff-looking men and women wearing brown-and-gray uniforms, the right breast bearing a badge with their symbol: a golden arch on a midnight blue background. These are the Duskwardens, and it’s their duty to see you safely up the Path to Kaer Maga, still hours and hours of climbing above you.

GM Screen:

Hullric: 1d20 + 2 ⇒ (19) + 2 = 21
Lomar: 1d20 + 8 ⇒ (20) + 8 = 28
Ellie: 1d20 + 6 ⇒ (10) + 6 = 16
Carp: 1d20 + 7 ⇒ (16) + 7 = 23
Feuerseele: 1d20 + 1 ⇒ (16) + 1 = 17
Kru: 1d20 + 4 ⇒ (19) + 4 = 23

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Through the ship ride and travel overland, not once did Hullric remove his mask to reveal his face.

Hullric looks further up the path and sighs, "More climbing to do. Kaer Maga has proven a pain to get to and boring too."

He turns to his companions and chuckles, "Should we strip to our skivvies and entertain everyone with the rest of our march to Kaer Maga." Said as a statement more than a question.


About halfway through the climb (about 4 hours in), an enormous chunk of masonry, well constructed brickwork on the west side of the passage, collapses.

From behind it boil dozens of yowling, barking, and yipping creatures carrying swords and snarling viciously: goblins. In a matter of a few quick moments, the goblins were among the merchants and citizens with the Duskwardens desperately trying to fend them off. Just as the PCs think to act, another chunk of masonry, this time from the ceiling, collapses and cuts the PCs off from the rest of the traveling group. They find themselves in a small passageway, cut off and under siege.

Climbing the Halflight Path - Surprise Round

26 Lormar (may act in surprise round)
22 Feuerseele (surprised)
22 Yellow Goblin
19 Red Goblin
18 Purple Goblin
18 Hullric (surprised)
16 Kru (may act in surprise round)
15 Green Goblin
15 Ellie (surprised)
12 Blue Goblin
11 Carp (may act in surprise round)
8 Goblin Shaman

As the wall and ceiling fall, Lormar is quick to react.

You may go in the order presented, only a few may act in the Surprise Round. Remember it is move or standard action only in surprise round, not both. You may, if you wish, post out of sequence, but I will be recapping actions in this order, and giving you the benefit of the doubt if things have changed by your actual turn. Combat 1, good luck!

GM Screen:

Blue Goblin: 1d20 + 6 ⇒ (6) + 6 = 12
Green Goblin: 1d20 + 6 ⇒ (9) + 6 = 15
Yellow Goblin: 1d20 + 6 ⇒ (16) + 6 = 22
Red Goblin: 1d20 + 6 ⇒ (13) + 6 = 19
Purple Goblin: 1d20 + 6 ⇒ (12) + 6 = 18
Shaman: 1d20 + 3 ⇒ (5) + 3 = 8
Kru: 1d20 + 1 ⇒ (15) + 1 = 16
Feuerseele: 1d20 + 10 ⇒ (12) + 10 = 22
Ellie: 1d20 + 4 ⇒ (11) + 4 = 15
Hullric: 1d20 + 3 ⇒ (15) + 3 = 18
Lormar: 1d20 + 6 ⇒ (20) + 6 = 26
Carp: 1d20 ⇒ 11

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Feuerseele is truly surprised and only manages to let out an "Oh"

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

Lomar turns to face the Yellow Goblin and hurls one of her precious bombs.
to hit: 1d20 + 5 ⇒ (5) + 5 = 10 Throw Splash Weapon attack, vs TOUCH
damage: 1d6 + 4 ⇒ (5) + 4 = 9

If I miss, Splash Damage Rolls:

Splash Weapon Rules

Rotating the 1d8 grid shown in the URL link for proper alignment:
Miss Grid Roll: 1d8 ⇒ 7

7 is Between yellow and red, so both take 5 points of damage
++++Goblins may attempt a Reflex save for 1/2 damage DC=10+1/2 Alch level+Int modifier (DC14)


"Yes, You want one, come get one! Hey, guys, my new forumla is working great!"
1/7 daily bombs used

Grand Lodge

Male LG Human - Chosen by the Heavens, Reincarnated for a Purpose - Level 1 | HP: 11/11 | AC: 17 (10 Tch, 17 Fl) | CMB: +4 CMD: 14 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +7 SM: +2 | Speed 20ft | Touch of Glory: 5/5 | Channel: 3/3 | Spells: 1st - 3/3 | CLW: 49/50 | Active conditions: --

Carp sees the man named Lomar act preternaturally as the goblins descend from the ceiling and the alchemist tosses a bomb at one of the ravenous little green men.

Not being paralyzed with fear at the possible cave collapse, Carp quickly prays to Shizuru. "Give me the power to protect my new friends."

As he finishes the prayer, Carp becomes wrapped in a holy glow as his eyes flash green and his sense are heightened. "Goblins! You cannot win. Flee now and you will not suffer anymore pain!" Carp offers as his hand rests on the hilt of his katana.

Standard Action: Cast Divine Favor.
Free Action: 5' Step

Grand Lodge

M Human Barbarian/1

Kru moves to melee position on one of goblins and readies his greatsword. "Death comes for you", he bellows.


Climbing the Halflight Path - Surprise Round

Reacting quickly as the ceiling and walls start to fall, Lomar grabs, mixes, and tosses one of his explosive extracts at the nearest goblin warrior. His quick reactions serve him well, but rushing the throw proves fateful missing the intended target. Lucky for the alchemist, the missed throw lands directly between two foes, splashing the fiery contents. Yellow Goblin is able to avoid being burned too badly, the Red Goblin is not so lucky, screaming as its flesh is seared.

Before he can react to the situation, a pair of goblins, leap to attack Kru. Both strike him, one quite badly and he is bleeding before he knows what hit him.

Both Red and Yellow hit Kru after 5' steps. Red confirms a crit. Total of 8 hp damage in Surprise round

Purple Goblin advances screeching as only goblins can, waving his oversized knife around frantically.

Blood trickling from two separate wounds, Kru draws his weapon and prepares to fight his new-found foes.

Green Goblin mindlessly rushes into the melee as well, saliva running from its oversize mouth.

Blue Goblin has shortbow in hand and fires a potshot at the flat-footed Hullric, but the small arrow glances harmlessly off the well-armored Pathfinder.

Stepping away from the onrushing goblins, Carp calls for the divine blessing of his patron deity to help vanquish these annoying foes. His call is answered as his eyes flash green with holy fire.

From the rear, the last goblin, a holy-woman of some kind, begins chanting and reciting some kind of spell.

End of Surprise Round

GM Screen:

Yellow DC 14 Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Red DC 14 Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Yellow vs FF AC: 1d20 + 2 ⇒ (19) + 2 = 21
Crit Confirm vs FF AC: 1d20 + 2 ⇒ (14) + 2 = 16
Yellow DMG, crit: 2d4 ⇒ (4, 1) = 5
Red Goblin vs FF AC: 1d20 + 2 ⇒ (14) + 2 = 16
Red Dmg: 1d4 ⇒ 3
Blue shortbow, into melee: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11


Climbing the Halflight Path - Round 1

26 Lomar
22 Feuerseele
22 Yellow Goblin (2hp dmg)
19 Red Goblin (5hp dmg)
18 Purple Goblin
18 Hullric
16 Kru (8hp dmg)
15 Green Goblin
15 Ellie
12 Blue Goblin
11 Carp (divine favor, 10 rounds)
8 Goblin Shaman (casting)

Back to full-round actions. Lomar and Feuerseele are up for the Pathfinders. Again, you may post out of sequence to speed things along, but they will occur in sequence. You will have the ability to retcon etc if the action is no longer in your best interest.

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Feuerseele quickly procures a wand and shoots a magic missle at the shaman.mm: 1d4 + 1 ⇒ (2) + 1 = 3
"Hope that hurts!

Grand Lodge

M Human Barbarian/1

Kru attacks the goblin that just attacked him.

Spoiler:
To Hit: Hit: 1d20 + 5 ⇒ (19) + 5 = 242d6 + 6 ⇒ (1, 6) + 6 = 13 dmg

Grand Lodge

Male LG Human - Chosen by the Heavens, Reincarnated for a Purpose - Level 1 | HP: 11/11 | AC: 17 (10 Tch, 17 Fl) | CMB: +4 CMD: 14 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +7 SM: +2 | Speed 20ft | Touch of Glory: 5/5 | Channel: 3/3 | Spells: 1st - 3/3 | CLW: 49/50 | Active conditions: --

With a swish of power, Carp unsheathes the katana from the scabbard hanging from his waist. "You had your chance, goblins. I wish you a kind life in the Boneyard." he says solemnly as he steps next to Ellie Doubledown, the tip of the blade pointed at the ground.

The green aura that flares from his eyes seems to cover the blade of the katana as he flips the blade to face the goblin and slashes upwards in an arc towards the goblin in the green rags.

Green Goblin | Katana | Divine Power: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage | Divine Power: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Free Action: 5' Step.
Move Action: Draw Weapon.
Standard Action: Attack at the Green Goblin, One-Handed.

I can also reach Purple if someone else knocks down Green before I can act.

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

Lomar, smart as he is, realizes that throwing an explosive with splash damage when the enemy is in contact with friendlies isn't a good idea. So, he quickly draws his crossbow, aims again at Yellow, mutters a curse, and fires

to hit: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18 +4 attack bonus, +1 Point Blank Shot, -4 shooting into melee
damage: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Wanting to get in a better position, Hullric sidesteps around the Purple Goblin to get into a flanking position against it. He pulls his dagger from his belt and rams it toward the goblin's kidney area as he chuckles.

Dagger vs Purple Goblin + Flanking: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22;Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Free Action: 5' Step
Move Action: Draw Weapon
Standard Action: Attack

The Exchange

Female CG Juggler 3 | HP: 18/18 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +1, R: +7, W: +3 | Init: +4 | Perc: +6, SM: +4 | Speed 30ft | Performance(4/10) Used | 1st-Lvl Spells (0/4) Used | Active conditions: None

Ellie shakes her head a bit to refocus herself as the sudden carnival of carnage erupting around her has certainly caught her off-guard.

"Looks like you picked the wrong group of travelers to hassle," Ellie taunts the casting goblin as she moves past Carp and Feuerseele, drawing a javelin. (This may provoke, depending on the results of others' attacks.)"Crafty ambush, but a poor choice of mark," she instructs, imbuing the javelin with a fraction of her magic before impelling it at the shamanistic goblin.

Move: Move, drawing a weapon, tumbling if necessary
Swift: Arcane Strike
Standard: Attack

Acrobatics to Avoid AoOs (if necessary): 1d20 + 10 ⇒ (12) + 10 = 22
Attack, Pointblank Shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Javelin Damage, Pointblank Shot, Arcane Strike: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5


Climbing the Halflight Path - Round 1

Worried about the explosive spray of his bombs, Lomar shrugs and pulls out his crossbow instead. From point-blank range, he overcomes the quick goblin, shooting a bolt right into the middle of the chest of Yellow Goblin, dropping him.

Summoning a bolt of magical force, the ifrit sorceress blasts the goblin shaman, who was in the middle of casting something.

Red Goblin continues to slice and stab at Kru, trying to take down the barbaric foe. His quick, jerky attacks are all in vain.

Purple Goblin steps back to attack Hullric, and again any goblin attacks are easily avoided. Hullric's counterattack, after stepping to the north of the goblin, finds home, the sacred weapon killing the goblin in one stroke.

Despite his wounds, Kru swings with barely contained fury, splattering Red Goblin into small chunks in an instant.

Green Goblin assaults Ellie, swinging with reckless abandon at the young Pathfinder, who deftly dodges the attack by tumbling backwards. Popping to her feet, Ellie enchants her javelin as she draws it and then throws at the casting shaman. The rolling throw is accurate, and the goblin shaman crumples to the ground with a cry.

Blue Goblin targets the oncoming Hullric, firing his bow once again. The black-feathered goblin arrow hits Hullric but for no more than a minor scratch. Hullric takes 1 hp dmg

The divine green light in Carp's eyes spreads to his katana as its drawn. The sharp blade slashes into Green Goblin, cutting its head from its body.

End of Round 1

GM Screen:

Red Goblin knife: 1d20 + 2 ⇒ (9) + 2 = 11
Purple Goblin knife: 1d20 + 2 ⇒ (11) + 2 = 13
Green Goblin knife: 1d20 + 2 ⇒ (13) + 2 = 15
Blue Goblin shortbow: 1d20 + 4 ⇒ (18) + 4 = 22
Blue Dmg: 1d4 ⇒ 1


Climbing the Halflight Path - Round 2

Taking a second to recover from the surprise attack, the Pathfinders make quick work of the goblins in the first few seconds of the fight. Only one foe remains. Hullric gets nicked by an arrow.

26 Lomar
22 Feuerseele
18 Hullric (1hp dmg)
16 Kru (8hp dmg)
15 Ellie
12 Blue Goblin
11 Carp (divine favor, 9 rounds)

Impressive work, Pathfinders! Everyone but Carp goes before the remaining goblin, who is now hopelessly outnumbered.

Grand Lodge

Male LG Human - Chosen by the Heavens, Reincarnated for a Purpose - Level 1 | HP: 11/11 | AC: 17 (10 Tch, 17 Fl) | CMB: +4 CMD: 14 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +7 SM: +2 | Speed 20ft | Touch of Glory: 5/5 | Channel: 3/3 | Spells: 1st - 3/3 | CLW: 49/50 | Active conditions: --

Assuming that our five can kill the last goblin.

Carp looks around at the devastation and shakes his head. "Why throw your life away for nothing..." he asks, not understanding why the goblins attacked.

After that he gathers up Kru, Hullric and any injured Duskwardens, before releasing his dark green aura. The color fades from his eyes as it surges out with a dragon's roar and covers the group, healing their wounds.

Channel Energy-Positive: 1d6 ⇒ 1
Channel Energy-Positive: 1d6 ⇒ 4

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

Lomar is giddy with glee as he gets his first real taste of combat. Mixing potions, brews, and concoctions and hoping they don't explode is exciting in its own right, but battle is something else entirely. Its not the killing, no, its the thought that one wrong move, one bad mistake, and it can be over. Just like that. He takes a 5' step to the left, reloads the crossbow, aims at the last goblin, and fires:

To Hit: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Roll to confirm Crit:

To Hit: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Crit NOT confirmed
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Laughing out loud, he witnesses the bolt impact the goblin square in the chest. "Totally worth it!"

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Feuerseele smiles and nods.
"Excellent work. Stupid goblins.
He then concentrates and checks for magical auras.

Grand Lodge

M Human Barbarian/1

Kru looks disappointed. These are not worthy foes.

The Exchange

Female CG Juggler 3 | HP: 18/18 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +1, R: +7, W: +3 | Init: +4 | Perc: +6, SM: +4 | Speed 30ft | Performance(4/10) Used | 1st-Lvl Spells (0/4) Used | Active conditions: None

"No," Ellie agrees, "but they might be worthwhile foes."

She takes a knee next to the closest goblin and rummages its pockets with the cold efficiency of practiced cutpurse.

Any loot?

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Hullric turns to kill the last goblin, only to see Lomar solidly hit it and sighs. "Ah... and it was just getting to be fun."

He looks around and see that the current threat is over. "I guess they underestimated us. They needed at least 5 times more to give us a good fight."

With the healing Carp gives out, he saves his spells for possible future healing if needed.

Grand Lodge

Male LG Human - Chosen by the Heavens, Reincarnated for a Purpose - Level 1 | HP: 11/11 | AC: 17 (10 Tch, 17 Fl) | CMB: +4 CMD: 14 | F: +4, R: +0, W: +4 | Init: +0 | Perc: +7 SM: +2 | Speed 20ft | Touch of Glory: 5/5 | Channel: 3/3 | Spells: 1st - 3/3 | CLW: 49/50 | Active conditions: --

Seeing that the Duskwardens are still regrouping, Carp takes out a cloth and begins to wipe the goblin blood from his blade. "There is no pride in slaying those weaker than us, but if we did not protect ourselves they would have kept attacking and possibly killed someone." he says solemnly.

As he finishes polishing the blade, he draws the whetsone from his Pathfinder kit and sharpens it back to prime condition.

Shiiik...

"I hope we can avoid senseless violence in the future." he says to no one in particular.

Shiiik...

"I hope the Society doesn't send us on missions to kill wantonly." he adds to himself.


Climbing the Halflight Path - Round 2 - concluded

Lomar continues to be an ace with his crossbow, firing a shot that drills the lone enemy combatant right between the eyes. With a shrill shriek the last goblin falls dead.

End of Combat

Ellie searches the dead goblins for anything of value. And Feuerseele looks for magical auras. All in all they come up with these items:

  • loads of poor quality, smail-sized goblin gear (armor, daggers, shortbows, arrows) all of which is useless and valueless to Pathfinders
  • light crossbow with 10 bolts
  • dagger
  • wooden holy symbol of Zarongel
  • potion of light blue liquid -- on the potion bottle is a symbol of a human male on his knees holding his arms up to the sun. No one recognizes this symbol.

Spellcraft DC 16 to identify potion:
The potion is Cure Light Wounds

Still glowing green from his divine inspiration, Carp calls forth the power of his deity to heal, and positive energy washes across the party, healing wounds and restoring vitality.

Burn 2 channels, all are fully healed except Kru who is still down 3 hp. Divine Favor wears off Carp.


Recovering from the goblin skirmish, the Pathfinders seem to be closed into a tunnel with a wall of debrris separating them from the rest of the party, including Duskwardens. Sounds of combat from the other side can be heard, finally tailing off.

Contact with the Duskwardens is established and together the two groups dig enough of a gap in the debris for the Pathfinders to join the rest of the group. One of the Duskwardens kicks at the goblin bodies, flips a few of them over, and then grunts. “Haven’t seen these here in a long time,” he says, then turns to the PCs and apologizes.“Our duty is to keep our charges safe—we failed. We’ll have to shut down the Path for a while we plug these holes again and figure out where these goblins came from.”

Perception DC 15:
Based on the debris and surrounding area at the scene of the ambush, you can determine that the goblins who collapsed the first wall were likely camping behind that wall the previous night, and that they’d been working at bringing the masonry down for a while. The goblins who came through the ceiling collapse got up there by digging a tunnel up out of the cavern where the PCs fought.

Know Dungeoneering DC 15:
The goblins seem experienced at digging tunnel collapses—a fairly complicated trap.

Eventually, the Duskwardens gather the body of the one merchant who died in the ambush and continue to guide the PCs and the other travelers up to the top of the Halflight Path. Four hours after the fight, the tired travelers reach a bunker-like complex just outside the entrance to Kaer Maga. The city is enormous. In all directions, the Pathfinders see that every inch of it is covered in buildings: cliff side buildings, buildings built on the atop thin balconies around the interior of the walls themselves, and buildings crammed together on the floor of the ancient ruin. Except for the lake at the center of the city (even then, only at midday), the entire city is drowned in permanent twilight, shaded by the high walls.

Having spent more than 8 hours climbing up, it is nearly dusk when you arrive in Kaer Maga itself.

Act 1 of this scenario is now complete! Act Two is on deck. The next step is up to you!

Dark Archive

Male LN Tengu Alchemist 2 | HP 13/13 | AC 17 T 14 FF 12 | CMB -1, CMD 13 | F: +2, R: +7, W: +1 | Init: +6 | Perc: +8, SM: +1 | Speed 30ft | Bombs 0/8 Active conditions: None. CLW Potion 0/1 Shield 0/1

[ooc]Lomar can use his Craft (Alchemy) to ID potions[ooc]
Craft(Alchemy): 1d20 + 8 ⇒ (6) + 8 = 14
Lomar takes the potion, and attempts to discern what it is.

+++++++++
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

"I do, I don't lead, I am open to whatever the group would like to do. That being said, it is almost dusk, so unless anyone has any pressing issues, I would suggest hunkering down for the evening. The attack by Goblins has shown that this is not a safe location, and many nasties come out at night..." Lomar states, matter of factly.

Liberty's Edge

Male CN Human Warpriest of The Lantern King 4.0 | AC 22 (T 12/FF 20) | CMB +5 CMD 17 (FF 15) | HP 39/39 | Init +4 | Fort +6 Ref +3 Will +6 | Perception +2 | Speed 20' | Blessings 5/5 | Fervor 4/4 | Channel Energy 2/2 | Active Conditions:

Spellcraft (Identify Potion): 1d20 + 5 ⇒ (8) + 5 = 13

Hullric takes a crack at identifying the contents of the potion found on the goblins.
"Ugh... The contents of this potion are on just the tip of my mind, but it eludes me at the moment. Maybe it will come to me later."

-----------

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Looking at where the goblins popup from, Hullric has a good idea how they did it.

"Hmmm... those goblins had been planning this ambush for awhile."

Hullric points to the collapsed wall, "They camped there last night and had been working for some time to bring that wall down. The goblins that attacked us came up by digging a tunnel from a cavern below."

He points at where the group that attacked them came from.

------------

When the group arrives at the city, Hullric yawns. "I don't know about the rest of you, but after such a long hike and the mild combat, I'm need some rest to regain my stamina."

Grand Lodge

M Human Barbarian/1

"Rest sounds good. Maybe we can inquire about this Collgardie and gain some insight at an Inn or perhaps start a nice brawl at the tavern."


The novice Pathfinders have little trouble finding adequate lodging for the evening. The inn is small but comfortable and a warm fire glows in the hearth of the busy common room. There are many travelers and locals alike where the group can interact. Specifically, they search for information in the whereabouts of Horis Colligardie.

Know Local or Diplomacy (Gather Info) DC 15:
You find that Colligarde's house is located in the Bis district of the ringed city. Bis is home to the ledge manors known as the Balconies -- homes built right into the walls of the city. It is also sometimes called the Rulers district, as many of the cities elite reside here.

Searching for this information takes 1d4 hours of work. You can roll if successful.

The rest of the evening passes without incident.

Dark Archive

female Ifrit Sorcerer (Tattood) 2
Spoiler:
AC 13/T13/FF10 HP 1/14 F+2 R+3 W+3 Init +10 Perception+1

Perc to identify Potion: 1d20 + 1 ⇒ (9) + 1 = 10
Diplo to gather Info: 1d20 + 12 ⇒ (10) + 12 = 221d4 ⇒ 4
It takes a long time to finally find the house of Colligarde, but in the end the tired and hungry pathfinders knock on his door.


I assumed above that you got to rest and eat in the Inn, while you were searching for the location of Colligarde's house. So less tired and hungry than the day before. I also assume that you used another channel to completely heal Kru before nightfall. If you change prepared spells, now is the time to notify. All daily skills reset, and technically, you can all try to ID the potion again, I believe.

In the morning, you rise refreshed and head to the Bis District. There you find Horis Collgardie’s house is small but in good repair; judging by the decrepit state of the other homes in the neighborhood, this merchant friend of Drandle Dreng must be relatively well off. His home is made of a hodgepodge of brick and stone matching the city’s walls. Several windows look out onto the thin balcony walkway some 60 feet above the city streets that serves as the access for this neighborhood, but all are heavily barred with the shades pulled. The house appears dark and quiet.

There appears to be only one door to the house, in the front.

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