DystopianGM's The City of Strangers, Part II: The Twofold Demise (Inactive)

Game Master DystopianDream

A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.

Maps


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Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

Full Attack
Chip continues slicing. Targeting green, then yellow if green goes down.
Longsword Attack (TWF, Power Attack, Inspire Courage): 1d20 + 11 - 2 - 2 + 1 ⇒ (7) + 11 - 2 - 2 + 1 = 15
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14

Short Sword Attack (TWF, Power Attack, Inspire Courage): 1d20 + 11 - 2 - 2 + 1 ⇒ (2) + 11 - 2 - 2 + 1 = 10
Short Sword Damage (Power Attack, Inspire Courage): 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

"Jeez man. These things are agile." No Chip, the dice rolls just aren't with you.

Free Action
"Zipper, Attack!"


Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^)

Full Attack
Zipper steps up and attacks the Green goblin behind cover!
Bite Attack (Inspire Courage, Cover): 1d20 + 6 + 1 - 4 ⇒ (2) + 6 + 1 - 4 = 5
Bite Damage (Inspire Courage): 1d4 + 1 ⇒ (1) + 1 = 2

Claw Attack 1 (Inspire Courage, Cover): 1d20 + 6 + 1 - 4 ⇒ (9) + 6 + 1 - 4 = 12
Claw Damage 1 (Inspire Courage): 1d3 + 1 ⇒ (1) + 1 = 2

Claw Attack 2 (Inspire Courage, Cover): 1d20 + 6 + 1 - 4 ⇒ (18) + 6 + 1 - 4 = 21
Claw Damage 2 (Inspire Courage): 1d3 + 1 ⇒ (3) + 1 = 4

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

Blend takes a step up to the door, drops his greatsword and scoops his bow up from the floor. He draws an arrow and lets it fly over the heads of his..diminutive...companions, straight at the blinded spellcaster.

Bow, PBS, Inspire, FE: 1d20 + 10 + 1 + 1 + 2 ⇒ (3) + 10 + 1 + 1 + 2 = 17
Damage nc sneak due to blindness: 1d8 + 3 + 1 + 1 + 2 + 1d6 ⇒ (3) + 3 + 1 + 1 + 2 + (2) = 12

She will have cover despite the short stature of the rest of the group sadly.

Silver Crusade

Male Halfling 5th level Bard | HP 37/37 | AC 21 | T 14 | FF 18 | CMD 15 | Fort +5 | Ref +9 | Will +6 | Init +5 | Perc +10 | Bardic Per 15/15 | Spells: 1st - 5/5, 2nd - 3/3

Garrett begins casting a spell, in hopes of putting the two Shadow Agents to sleep! "Keep up the good fight, my friends!"

Casting Sleep on the grid intersection behind the shadow agents. Next round they will need to succeed on a Will save DC 14 or fall asleep. Maintain Inspire Courage.


Garrett begins casting a spell and maintains his inspiring words. Chip and Zipper are a flurry of motion as they try and catch the goblin with one of their strikes. Chip misses with both of his, and Zipper misses with both the bite and the claw, but the second claw, and final attack, catches the goblin and rakes bloody marks across its chest. The green goblin falls over, dying. Blend takes a shot at the woman Shadow Lodge agent, but it sails over all his comrades and past her into the room beyond, eventually sliding to a stop on the floor.

Guarin steps up to flank Lod and draws a wicked dagger quick as anything and lashes out with both weapons.

Guarin, rapier @ Lod, flanking: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
DMG, sneak attack: 1d6 + 3 + 2d6 ⇒ (3) + 3 + (2, 5) = 13

Guarin, dagger @ Lod, flanking: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
DMG, sneak attack: 1d4 + 1 + 2d6 ⇒ (1) + 1 + (3, 3) = 8

Meanwhile Kanna, the blinded woman, casts a spell defensively, but cannot maintain her focus in Lod's presence.

concentration, Kanna: 1d20 + 6 ⇒ (9) + 6 = 15 Lod may take an AoO on Kanna.
concentration, Kanna (in case of damage): 1d20 + 6 ⇒ (13) + 6 = 19
SF 15%, high good.: 1d100 ⇒ 79

If the spell doesn't get interrupted...:

Kanna reaches out with a hand holding pure, crackling lightning.

Shocking grasp, touch attack @ Lod: 1d20 + 7 ⇒ (11) + 7 = 18
DMG: 4d6 ⇒ (3, 1, 5, 6) = 15

The yellow goblin will also attack Lod, now that Guarin is behind him, but misses wildly. The red goblin stands up and moves into the space of its fallen green ally.

Yellow Goblin @ Lod: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
DMG: 1d4 ⇒ 3

Bold may act.
Active party buffs: inspire courage +1
Round 4

Garrett
===========================
Kormiggon (-40, unconscious (-3), stable)
===========================
Chip
Blend
===========================
Guarin
Kanna (-14, blinded)
Goblins (Red, Blue (prone, unconscious 1 round left), Yellow)
===========================
Prisim
Lod
(-21, May take AoO on Kanna)
Silgil (-17)

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

Realising that the woman is a spell-caster, Prisim readies a magic missile to cast at her if she tries again.

Assuming she survives the AOO. Also she probably has a 50% miss chance against Lod from being blind..

readied magic missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8

"Look out, she is casting spells."

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

Just a note, failing a concentration check doesn't provoke, it simply means you lose the spell

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil's militia training takes over and he steps up into the flank and takes his axe out for swing. +2 for flank, +1/+1 inspired.

To Hit Axe: 1d20 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Unfortunately, that wouldn't even have hit a goblin. Or a rock for that matter. Just lucky he didn't hurt himself. Gosh he's getting rusty with that thing.


Gah, I knew there was something I was forgetting. The first concentration check was to cast defensively. The provoke was from casting a spell in Melee.

Miss chance, high is good, blinded: 1d100 ⇒ 64

-Posted with Wayfinder

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

AoO:
+1 greataxe: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d10 + 5 ⇒ (4) + 5 = 9

---

Lod calls for a quick blessing from Shelyn:

lay on hands: 1d6 ⇒ 1

Taking a deep breath and trying not to think about his wounds, he then swings at Kanna (or a goblin if she is down).

+1 greataxe: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d10 + 5 ⇒ (10) + 5 = 15


Lod hits Kanna square, gouging her side and causing her to lose the spell she was casting, and then follows it up with another strike, this time taking her down, killing the woman in one last swoop of his axe. Prisim readies magic against the spellcaster, but soon after sees the woman fall to the ground dead. Silgil swings at a goblin but misses.

As Kanna dies at Lod's hand, Guarin gives a growl. "You're gonna pay for that, fool!"

Correct me if I'm wrong, but with a 1 round casting time don't you pick the emanation area once the spell is done casting? Otherwise, Garrett's sleep spell won't hit anything.

Bold may act.
Active party buffs: inspire courage +1
Round 5

Garrett
===========================
Kormiggon (-40, unconscious (-3), stable)
===========================
Chip
Blend

===========================
Guarin
Goblins (Red, Blue (prone, unconscious 1 round left), Yellow)
===========================
Prisim
Lod (-20)
Silgil (-17)

Silver Crusade

Male Halfling 5th level Bard | HP 37/37 | AC 21 | T 14 | FF 18 | CMD 15 | Fort +5 | Ref +9 | Will +6 | Init +5 | Perc +10 | Bardic Per 15/15 | Spells: 1st - 5/5, 2nd - 3/3

You are correct, GM. For some reason I had it my head that the target location was chosen when casting begins. So, given the results of the last round Garrett will direct the area of effect to include all the goblins. They will need to succeed a Will DC 14.

Acrobatics: 1d20 + 14 ⇒ (4) + 14 = 18

Immediately following the completion of his spell, Garrett quickly slips around Prism to join the fray in trying to bring down the remaining Shadow Lodge agent.

Attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Actions: Free - Complete casting of Sleep. Free - Maintain Inspire Courage. Move - Acrobatics to avoid AoO when moving through Prism's square. Standard - Attack Shadow Lodge agent!

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"They just keep coming!"

Full Attack
Chip continues slicing. Targeting Red, then Yellow if Red goes down.
Longsword Attack (TWF, Power Attack, Inspire Courage): 1d20 + 11 - 2 - 2 + 1 ⇒ (11) + 11 - 2 - 2 + 1 = 19
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11

Short Sword Attack (TWF, Power Attack, Inspire Courage): 1d20 + 11 - 2 - 2 + 1 ⇒ (17) + 11 - 2 - 2 + 1 = 25
Short Sword Damage (Power Attack, Inspire Courage): 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7


Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^)

Full Attack
Zipper attacks the Red goblin behind cover!
Bite Attack (Inspire Courage, Cover): 1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14
Bite Damage (Inspire Courage): 1d4 + 1 ⇒ (2) + 1 = 3

Claw Attack 1 (Inspire Courage, Cover): 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7
Claw Damage 1 (Inspire Courage): 1d3 + 1 ⇒ (2) + 1 = 3

Claw Attack 2 (Inspire Courage, Cover): 1d20 + 6 + 1 - 4 ⇒ (1) + 6 + 1 - 4 = 4
Claw Damage 2 (Inspire Courage): 1d3 + 1 ⇒ (3) + 1 = 4

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

Things look pretty crowded in the corridor so Blend keeps up his aim, fire a pair of arrows in quick succession at Guarin.

Bow, Rapid, PBS, Inspire, FE: 1d20 + 10 - 2 + 1 + 1 + 2 ⇒ (3) + 10 - 2 + 1 + 1 + 2 = 15
Damage: 1d8 + 3 + 1 + 1 + 2 ⇒ (8) + 3 + 1 + 1 + 2 = 15

Bow, Rapid, PBS, Inspire, FE: 1d20 + 10 - 2 + 1 + 1 + 2 ⇒ (12) + 10 - 2 + 1 + 1 + 2 = 24
Damage: 1d8 + 3 + 1 + 1 + 2 ⇒ (6) + 3 + 1 + 1 + 2 = 13

Cover is not included


Red will save: 1d20 - 1 ⇒ (13) - 1 = 12
Yellow will save: 1d20 - 1 ⇒ (5) - 1 = 4

Because the blue goblin was already unconscious, sleep does not target it, so only red and yellow.

Garrett's sleep spell puts a haze over all the remaining, able-bodied goblins and sends them all into a deep slumber! Chip tears through the goblin with the red eyes with his blades. Blend shoots into the thicket of melee and misses with his first shot, but the second finds its target. Blood dribbles down Guarin's chin. The man lashes out with both of his blades in a manic frenzy, grinning all the while.

"There's nothing that can be done now, Grand Lodge puppets! Little babes, afraid to use your power! You'll all burn! Burn! Burn!"

Guarin @ Lod, rapier: 1d20 + 7 ⇒ (5) + 7 = 12
DMG: 1d6 + 3 ⇒ (5) + 3 = 8

Guarin @ Lod, dagger: 1d20 + 6 ⇒ (18) + 6 = 24
DMG: 1d4 + 1 ⇒ (3) + 1 = 4

Bold may act.
Active party buffs: inspire courage +1
Round 5

Garrett
===========================
Kormiggon (-40, unconscious (-3), stable)
===========================
Chip
Blend
===========================
Guarin (-16)
Goblins (Blue (prone, blinded and stunned for 1d4 ⇒ 1 round(s), Yellow (prone, asleep))
===========================
Prisim
Lod
(-24)
Silgil (-17)

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Lod is hit yet again and calls for Shelyn to heal his wounds.

lay on hands: 1d6 ⇒ 3

Undeterred, Lod steps to the side and swings back at the Shadow Lodge agent.

+1 greataxe: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
damage: 1d10 + 5 + 1 ⇒ (7) + 5 + 1 = 13

Confirm:
+1 greataxe: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
damage: 2d10 + 10 + 2 ⇒ (4, 10) + 10 + 2 = 26


With a sweep of his axe, Lod lops off the last Shadow Lodge agent's head. His body crumples to the floor while his head rolls down the hallway. The Pathfinders survey the scene and find one goblin stunned in the grease, and another sleeping soundly, the only two creatures left alive.

Out of Combat!

You search the rooms and in the office where the swordsman resided, you find several coded notes to cities across the Inner Sea. A few, however, have yet to be encoded, and are laid bare amidst the others on the desk. Handouts are on the slides now. The goblins remain and so does the Shadow Lodge agent swordsman, his wounds already stabilized.

What do you do now?

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil will terminate the goblins unless stopped. The swordsman he will allow to live so as to be questioned.

"Do any of the names in these notes sound familiar to any of you?"

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

Blend flicks through the documents, Hmm, it looks like this Shadow Lodge has more agents in Almas and Whitethrone. We best make sure this information gets back to the venture captain as soon as possible. We should probably check out the rest of this place as well.

With that Blend will check out the northern door to the large area, activating his wand of blend first.

Perception: 1d20 + 18 ⇒ (2) + 18 = 20
Stealth, Blend, Urban: 1d20 + 15 + 4 + 2 ⇒ (3) + 15 + 4 + 2 = 24

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

Prisim looks over the goblin and shadowlodge equipment to see if any is magical.

She also points out the unconscious people for those better able to tie up.

"This is like, So. Uncool. New Lodges that are like Not Lodges."

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

Chip picks up his various weapons, then heads over to the bodies to see what sort of gear they had on them. Chip is really just a basic adventurer, with a little gnome thrown in. :p

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

"Right," Lod says to the others as he cleans off his axe quickly and then takes out his wand.

clw: 4d8 + 4 ⇒ (7, 4, 6, 8) + 4 = 29

"That was messy. But Blend is right. Let's clear this place as quickly as possible so we can report back about this threat, which seems to be growing with every piece of evidence we overturn."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"I am NOT liking that ritual or technique or whatever of Hondu's, may he rot in the abyss. Sounds like we have a whole tribe of these nuisances to deal with. I'd love to extract some info about it from the swordsman. Perhaps there is a way of disrupting it or even making it backfire. It would make me very happy to see the vermin turn on the shadow guys."


Kanna's Gear:

Potions of cure light wounds (2), potions of cure
moderate wounds
(2), scroll of obscuring mist; +1 studded leather

Guarin's gear:

Potion of cure light wounds; chain shirt, +1 rapier, masterwork dagger, Varisia treasure map

Kormiggon's gear:

masterwork chain shirt, +1 rapier

Blend hears the chattering of insect legs pacing back and forth on the other side of the door. The creature sounds very large.

How do you proceed?

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

"They had some nice equipment" notes Prisim, grabbing a cure potion for herself for a future emergency

"I don't like the sound of whatever is behind that door... do you think there is another way?" she asks.

Then, pointing to the other doors suggests "Why don't we try in here?"

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil grabs a potion of cure moderate wounds. Probably to be used on someone else, but you never know. And the scroll of obscuring mist on which he uses read magic to decipher and ready for casting later.

"Explore, Prism, you know the drill. Eventually we will have to check out both doors so it makes no difference to me which we start with. But if you really prefer door number two, I see no reason not to indulge you."

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"I'm of the opinion we should be taking care of the insect or insects first. Don't want it coming behind..."

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

"It looks awfully big..." says Prisim.

"You sure are brave Chip. Maybe you should join the Crusade too."

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

That's fine by me says Blend.

He takes out a short thick wand of solid oak and starts waggling it about, trying to make it work.

UMD: 1d20 + 8 ⇒ (11) + 8 = 19
UMD: 1d20 + 8 ⇒ (18) + 8 = 26

With his shield spell in place he quietly opens the north door, bow at the ready.

Stealth: 1d20 + 15 + 2 + 4 ⇒ (15) + 15 + 2 + 4 = 36

If other people have buffs they want to drop then he will wait for those too.

Silver Crusade

Male Halfling 5th level Bard | HP 37/37 | AC 21 | T 14 | FF 18 | CMD 15 | Fort +5 | Ref +9 | Will +6 | Init +5 | Perc +10 | Bardic Per 15/15 | Spells: 1st - 5/5, 2nd - 3/3

Garrett listens intently to all the information the group is gathering with a frown. "This problem is much wide-spread than we ever thought. I agree that we should wrap up here quickly and then proceed to send a report out. As for insects, I've never been partial to them. Too many legs."

Casting Heroism on Chip for a 40 minute duration. That is my last 2nd level spell for the day.


As you ready yourselves to face off against what's on the other side of the door, you hear the insect getting closer and closer, blindingly fast, as if it knows you are there.

Once ready, Blend opens the door into the face of a giant scorpion, tail twitching, eager and dripping with poison.

In Combat!

Init:

Lod: 1d20 + 1 ⇒ (19) + 1 = 20
Chip: 1d20 + 4 ⇒ (19) + 4 = 23
Prisim: 1d20 + 1 ⇒ (19) + 1 = 20
Blend: 1d20 + 9 ⇒ (8) + 9 = 17
Garrett: 1d20 + 5 ⇒ (7) + 5 = 12
Silgil: 1d20 + 2 ⇒ (20) + 2 = 22
Scorpion: 1d20 + 2 ⇒ (12) + 2 = 14

Bold may act.
Active party buffs:
Round 1

Chip
Silgil
(-17)
Lod
Prisim
Blend

===========================
Giant Scorpion
===========================
Garrett

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"Thanks for the boost Garrett!"

"Whoa, would you look at this thing?"

Free Action
Upon Chip seeing the insect right in front of him, he draws both his weapons.

Full Attack
He attacks.
Longsword Attack (TWF, Power Attack, Heroism): 1d20 + 11 - 2 - 2 + 2 ⇒ (17) + 11 - 2 - 2 + 2 = 26
Longsword Damage (Power Attack): 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Short Sword Attack (TWF, Power Attack, Heroism): 1d20 + 11 - 2 - 2 + 2 ⇒ (3) + 11 - 2 - 2 + 2 = 12
Short Sword Damage (Power Attack): 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Free Action
"Get em, Zipper!"


Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^)

Full Attack
Zipper obeys the command and attacks.
Bite Attack (Cover): 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Bite Damage: 1d4 ⇒ 4

Claw Attack 1 (Cover): 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
Claw Damage 1: 1d3 ⇒ 2

Claw Attack 2 (Cover): 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Claw Damage 2: 1d3 ⇒ 1

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

Dear god that's one big bug! mutters Blend from his, still hopefully stealthed, position.

Knowledge Nature?: 1d20 + 5 ⇒ (15) + 5 = 20

His bow snaps up and he unleashes two shots into the creature.

Bow, Rapid, PBS: 1d20 + 10 - 2 + 1 ⇒ (6) + 10 - 2 + 1 = 15
Damage, PBS, Sneak: 1d8 + 3 + 1 + 1d6 ⇒ (2) + 3 + 1 + (2) = 8

Bow, Rapid, PBS: 1d20 + 10 - 2 + 1 ⇒ (13) + 10 - 2 + 1 = 22
Damage, PBS, Sneak: 1d8 + 3 + 1 + 1d6 ⇒ (1) + 3 + 1 + (5) = 10

I assume it is flatfooted? If not the first attack should get sneak unless it has blindsight or beats my stealth

He then takes a step back to make some room for anyone who wants to be in melee.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"A pity the door was not just a little bit smaller. What were they thinking of? I guess we put it down."

+1/1d4+1 Telekinetic Fist (ranged touch) [rng: 30 ft;crit x2; B]

To Hit Ranged Touch: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Silgil moves to the side to start getting out of reach but the angle is all wrong for the shot he tries to make.

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

Prisim tries to cast another glitterdust, trying to blind the massive scorpion.

"Scintillating Celestial Arachnidan Sprinkle!" she shouts, as another gust of colourful glitterdust covers the creature

Casts Glitterdust, Will DC18 or blinded. If it is not flatfooted, she'll try and cast defensively.
defensive cast if required: 1d20 + 10 ⇒ (1) + 10 = 11

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

It looks like you have cover from Chip so I don't think you need to defensively cast.

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Lod steps forward and fearlessly tries to hack off one of the giant creature's legs.

+1 greataxe: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d10 + 5 ⇒ (2) + 5 = 7


Yes you don't have to worry about casting defensively due to the cover.

Initial will save, scorpion: 1d20 + 3 ⇒ (12) + 3 = 15

Chip scores a hit with his longsword, chopping at the beast's chittering mouth and taking a large chunk of its midsection away. Likewise, Zipper manages to hit once and takes a chunk out of its leg. Silgil doesn't have the same luck, and his telekinetic fist shoots wide into the training yard, past the monster. Lod steps up and delivers a nasty blow to one of its legs, chopping it clean off. Prisim's spell floods the scorpion's vision with golden flakes of glitter and it screeches and scratches at its eyes with its claws.

Blend knows that this looks like a giant scorpion, but larger and stronger than its brethren. Besides the obvious poison and immunity to mind-affecting spells, its claws can constrict once it has grabbed a creature. It also has tremorsense. Blend misses with his first attack, the arrow skating off of its exoskeleton. The second arrow buries into its midsection, though, causing another screech.

It flails about, trying to catch Chip in its deadly claws, but it flails helplessly, blinded and injured.

Scorpion Claw @ Chip: 1d20 + 8 ⇒ (19) + 8 = 27
DMG: 1d8 + 6 ⇒ (4) + 6 = 10
Concealment, high is good: 1d100 ⇒ 38

Scorpion Claw @ Chip: 1d20 + 8 ⇒ (7) + 8 = 15
DMG: 1d8 + 6 ⇒ (4) + 6 = 10
Concealment, high is good: 1d100 ⇒ 67

Scorpion Sting @ Chip: 1d20 + 8 ⇒ (9) + 8 = 17
DMG: 1d8 + 6 ⇒ (1) + 6 = 7
Concealment, high is good: 1d100 ⇒ 35

Bold may act.
Active party buffs:
Round 1

Chip
Silgil (-17)
Lod
Prisim
Blend
===========================
Giant Scorpion (-31)
===========================
Garrett

Silver Crusade

Male Halfling 5th level Bard | HP 37/37 | AC 21 | T 14 | FF 18 | CMD 15 | Fort +5 | Ref +9 | Will +6 | Init +5 | Perc +10 | Bardic Per 15/15 | Spells: 1st - 5/5, 2nd - 3/3

Garrett quickly begins to inspire his companions. "Bring down the beast, friends, this insect is no match for you!" He then draws out his bow.

Inspire Courage and draw shortbow.

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"Roger roger!"

Going to post as I may not be able to a little later, and Chip is next anyway.

Full Attack
Chip continues to attack.
Longsword Attack (TWF, Power Attack, Heroism, Inspire Courage): 1d20 + 11 - 2 - 2 + 2 + 1 ⇒ (9) + 11 - 2 - 2 + 2 + 1 = 19
Longsword Damage (Power Attack, Inspire Courage): 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11

Short Sword Attack (TWF, Power Attack, Heroism, Inspire Courage): 1d20 + 11 - 2 - 2 + 2 + 1 ⇒ (1) + 11 - 2 - 2 + 2 + 1 = 11
Short Sword Damage (Power Attack, Inspire Courage): 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Seriously minimum damage more often than not lol.


Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^)

Full Attack
Zipper follows his last order and continues attacking.
Bite Attack (Cover, Inspire Courage): 1d20 + 6 - 4 + 1 ⇒ (15) + 6 - 4 + 1 = 18
Bite Damage (Inspire Courage): 1d4 + 1 ⇒ (4) + 1 = 5

Claw Attack 1 (Cover, Inspire Courage): 1d20 + 6 - 4 + 1 ⇒ (11) + 6 - 4 + 1 = 14
Claw Damage 1 (Inspire Courage): 1d3 + 1 ⇒ (2) + 1 = 3

Claw Attack 2 (Cover, Inspire Courage): 1d20 + 6 - 4 + 1 ⇒ (16) + 6 - 4 + 1 = 19
Claw Damage 2 (Inspire Courage): 1d3 + 1 ⇒ (3) + 1 = 4


Garrett inspires his fellows to greater feats of strength and prowess. Chip slices and dices what remains of the giant scorpion's exoskeleton while Zipper claws and bites at it's legs, bringing the creature crashing to the ground, dead.

Out of combat!

Beyond the dead scorpion the prison's exercise yard lay, now overgrown with weeds. In the back corner there is a kind of tower that may have once housed lookout guards, but now only contains trash, and other coded letters from other cities of the Inner Sea. Other Shadow Lodge lodges.

In the last unexplored room you find what was once an armory, but it has since been cleaned out. Nothing much remains here.

The only living enemy left within this place remains unconscious on the floor of his office.

This one's pretty much wrapped up unless you would like to interrogate Kormiggon. I'm assuming you bound his hands with rope, etc.

What do you do with the man?

-Posted with Wayfinder

Silver Crusade

Male Halfling 5th level Bard | HP 37/37 | AC 21 | T 14 | FF 18 | CMD 15 | Fort +5 | Ref +9 | Will +6 | Init +5 | Perc +10 | Bardic Per 15/15 | Spells: 1st - 5/5, 2nd - 3/3

Garrett returns with the others to the bound Agent. "Heal him just to consciousness. It is time for him to talk, and then we drag him back to the Lodge. He can face the judgement of the Society."

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Lod nods in agreement. "Right. This is bigger than our little group here. Get what information we can, but then it's back to the higher-ups for him. This conspiracy seems to go pretty deep. And now our debt is paid to Dakar so we can leave this strange city."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"I sure would like to know how they got those goblins to cooperate. Let's see if this swordsman fellow knows anything besides how to chop things up."

The Exchange

N Male Half Orc Rogue2/Ranger7 Init +6|8 in Urban | HP72/74 | AC30, T18, FF23 | CMD 29 | Fort +12, Ref +20, Will +12, +2 vs poison and fear, +5 vs disease, Evasion | Perception +23 (+1 traps, +2 urban, +2 humans, +4 evil outsiders)
Current Buffs:
AP, Shield, Longstrider, Delay Poison, FoM, Barkskin, Blend
Resources:
Reroll: Unused; Exchange Boon 8|8, Boots 2|10
Conditions: FoM, Delay Poison, Resist Acid 10

Yeah, we should question him as best we can but there's no lodge here in the city and I for one don't fancy dragging his treacherous carcass all the way back to Magnimar. Hand him over to the Commerce League, they are pretty much what passes for law around here anyway...

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"Definitely don't want to leave him lying in Meatgate."

Chip sheathes his weapons and checks out any remaining rooms.

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

"I agree. Stinky traitors should come back and answer for their grody deeds."

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