Wandering GM's PF Sunless Citadel

Game Master TheWanderer123

A Pathfinder conversion of the Sunless Citadel module originally created for 3E.
Oakhurst Info
Overland Map
Loot Sheet
Citadel Map


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HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Crit Confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Bonus Crit Damage: 2d12 + 6 ⇒ (2, 4) + 6 = 12


Sorry...been busy so I haven’t been able to update this...spoiler alert...That Crit just ended this fight


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Alas poor Calcryx, you slew him well...


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

Julio flinches as the dragon explodes and covers him with gunk. He then stands in horror over the condition of his clothing.


Akula brings his axe up above the dragonling. Its head twitches in his direction momentarily and then the axe comes crashing down leaving a gaping slash in the beast's neck. Julio is unfortunately covered in gore. Calcryx is down, but still barely breathing...its chest moving slower every second.

Meepo slowly turns toward Calcryx and then looks up at Akula. "What did you do?! Somebody help her! She's still breathing!"

Calcryx didn't hit her negative CON level so is still technically alive for a few seconds in game. In the real world, to put some urgency to it, I'll post again on Thursday afternoon. If nobody stabilizes Calcryx, she dead.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Akula sighs and stabilizes the dragon.

Fervor heal: 1d6 ⇒ 1


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

"So any idea's on how to move this thing?"


Meepo flinches as Akula bends over Calcryx. Gozreh's favor works quickly to cause the dragon blood to clot around the wound and within seconds, the dragon's breathing sounds much less labored. "Thank you thank you thank you!"

"Now, we just need to bring Calcryx back to Yusdrayl. Our tribe will dominate these tunnels again with our dragon!"

The party also notices that for now, the sounds of battle in the distance have receded.

Carrying the dragon isn't really an issue. It's only about 20 pounds, a couple feet long and ice cold to the touch. Getting it back to the kobold area is a bit more awkward though. In the encounter before this you snuck past the completely oblivious goblin guards, so they are blocking your one clear path. You do know there is at least one other path there but haven't yet discovered it - and there is certainly no guarantee that it will be unguarded.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai sniffs loudly, and scrunches her nose up.

"Foul, cold thing. All this trouble for a lizard. This Yusdrayl - they will reward you?" Kessai asks Akula, Blitz and Julio.


Meepo, still kneeling over the body of the dragonling says, "Huge reward! Yusdrayl controls the treasure of the kobolds. Huge reward!"


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

"I do not think the dragon wants to go back to it's captivity." Akula rumbled. "This is not a rescue. This is capture."


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

"And a lucrative one by the sound of it. Be careful not to reopen any of her wounds on our way back.", Mal-Kolenth warns. He then goes on, "Before we go we should see if it had amassed any sort of horde."

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Male Sylph Swashbuckler (Courser) 2 HP 16/22 | AC 16 (T 14[, FF 12) | CMB +3, CMD 17 | F +1, R +6, W -1 | Initiative +3 | Senses: darkvision 60' , Perception +3 Speed 30' (35'), Featherfall[ 1/1, Panache 2/2, Charmed Life 3/3, , Conditions:None

With no one rousing him on their own, Blitz wakes as the spell runs it's course, waning murmurs of hoards and rewards echoing in his head. He takes a few perturbed looks around to assess the status of the current situation, rises to his feet, walks past Meepo and flicks him in the ear,

"You little dink!"


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai, though incredibly confused as to the relative states of "captive" and "rescued", "dink" or "kobold" and "reward" and "hoard" makes no show of her disadvantage. She waits to see which way the figurative wind will blow, and how cold.


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

After things settle down a bit Julio pips up.

"We can take the dragon back but we still have not achieved what we came her for. The children are still missing."

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