GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge is silent as he walks along the shrines, and pausing at each one in reverence and gently placing down an ample donation just as Lazarus does. I'll retroactively donate 10 gp to each as well.

"The shrines do not match the carved symbols we'd noticed on the way in," Serge offers. "But at least the vandals did not make it this far, or did and chose to leave them be."

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"I suspect that they did not survive the traps," Quang Chi offers to Serge's comment.

As he returns to the group at the head of the wide hallway, he notices the alcove opposite Saranrae's shrine. Thinking that the layout of the shrines is unusually asymmetrical, he pokes his head in to see what's down the corridor beyond.

As he approaches the bend in the hall, he thumbs his jade wayfinder and asks Tsukiyo for guidance. The monk throws in a request to Shizuru for good measure, given the surroundings.

He stops just at the corner, his left shoulder pressed tightly to the stone wall and his long bow tucked up against his body. Not to be unprepared, he keeps an arrow in his right hand as he leans just his eyes around the cracked masonry to peer down the passageway.

Perc, guidance: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30


Season of Ghosts

LOL. Laz, you kill me.

While the rest of the group continues to marvel at the shrine and at the sheer variety of facilities this once-fortress possesses, Quang Chi takes note of the shrine's asymmetrical layout and decides to have a peek around the nearby corner to the south.

The coast seems to be clear and Quang Chi can see that the passage leads to another chamber. This chamber appears to have once held an impressive alchemical laboratory, its walls covered in scorch marks and odd discolorations, but the tables and workbenches have decayed and collapsed over time, shattering the delicate instruments they once held. Now only fragments of the laboratory remain. Rows of stone bookshelves line the walls, but many of the books that remain look to be mildewed and in pretty sad shape.

Below the Mountains

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus follows Quang Chi, checking for magical auras and looking around in the alchemical laboratory.
Detect Magic, Take 20 Perception for 32 or: 1d20 + 12 ⇒ (9) + 12 = 21

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie moves behind the others, gathering up all the coins they dropped at the shrines, wondering why they could be so careless.

"Think these guys like candy and cocoa?" He asks, leaving a mint at each shrine, a leftover stash he snagged at the last pub they ate at before arriving in this waste land. He thinks about 'pouring one out' at each shrine but decides his life giving cocoa is too important in staying warm.

The group moves in on the lab and Frankie zooms in right after them, doing his best to beat them to the fun stuff. "Look out, Frankie comin' through!" He 'helps' search for anything interesting, but his definition of interesting isn't the same as the adults.

Perception, +2 vs traps: 1d20 + 13 ⇒ (2) + 13 = 15


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair waits for everyone else to leave the spa before she shakes off the water from her leaves and fur. For some reason Meredith hates getting wet.

Denair takes a look into the alchemical lab.

Perception: 1d20 + 15 ⇒ (9) + 15 = 24

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge joins the others, scanning the alchemy room, closing his eyes as he tallies up what they've seen so far. "Desecrated engravings, an archery range, four shrines, an onsan," he cringes as he screws up the pronunciation, "And now the remnants of an alchemy lab. I never thought of myself as a detective, but it is important to keep track of our discoveries while we move along."


Season of Ghosts

While Quang Chi and Jan remain watchful at the rear of the group the rest of you move ahead into the old alchemy lab to have a better look around. And really, better isn't even the right word. Since you've yet to be accosted by anything new, the group is able to take a very thorough look around what's left of the laboratory.

Unsurprisingly, there's not really much to find. Like many of the other chambers you've visited, much of the equipment and other supplies have deteriorated beyond repair due to the passage of time. Your search yields only two things that seem to have survived the ages intact. The first is an ancient book titled Alchemikal Experiments, an early primer on the study of alchemy, buried in some of the nearby rubble - but it seems more curiosity than treasure.

The second item is a small, unbroken vial lying on its side in the southeastern corner of the room. There's an old, faded label on the vial; while much of it has become illegible over time, you can still make out a single sentence: 'For best results, apply directly to affected area.'

Detect Magic + Spellcraft (DC 20):

Ooh, it’s a Restorative Ointment.

Below the Mountains

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

As Laz and the others explore the laboratory Jan will remain vigilant against any possible danger... but casts Frankie a stern, fatherly look and says, "Frankie... don't touch anythings without asking Lazarus first!"

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Detect Magic, Spellcraft DC20: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Oberon shakes his head. Today's not my day, I guess.

"Meredith, can you take a look at this?"

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Huh? Oh yeah, sure."

Spellcraft: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

"Apply directly to forehead?"

"Oh! It's a Restorative Ointment!" Meredith smiles. "Good against poison, disease and plain old injuries."

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:
Jan Eriksson 0101 wrote:
As Laz and the others explore the laboratory Jan will remain vigilant against any possible danger... but casts Frankie a stern, fatherly look and says, "Frankie... don't touch anythings without asking Lazarus first!"

Frankie pretends to not hear Jan as he wanders off quietly to explore ahead of the group while they apply things directly to their foreheads. How is that funny? Must be a grown up thing.. ooo what's down here, something good I bet!

He sneaks off quietly through the west passageway.


Season of Ghosts

Party Take 10 Perc/Stealth:

Meredith: 10
Frankie: 25 + Trap Spotter / Frankie Stealth: 22
Jan: 19
Serge: 12
Lazarus: 22
Denair: 25 / Denair Stealth: 27
Quang Chi: 25

Ever eager to explore, Frankie creeps away out of the old alchemy lab and into the western passageway. He only needs to go a few feet before hitting an intersection. The passage to his south opens back up into the main entry hall, while the passage to the north seems to lead into another chamber. The western passage appears to turn a corner further down and lead away to the north as well.

So far, he's not seen any sign of any traps or other hazards. From slightly further back, neither Lazarus, Meredith, nor Quang Chi detect any additional magical auras in the immediate vicinity.

All is quiet.

Below the Mountains

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie sneaks to the north and peeks around the corner.


Season of Ghosts

Frankie has little trouble deciding on a direction and decides to creep northward to get a better look at the nearby chamber. It appears to have once been a barracks; rusted metal beds, stacked three high, line the walls of this room. The mattresses are little more than dust held together by mold.

It looks as though another passage exits this room to the north.

Below the Mountains

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge rushes forward to join Frankie. "And now, a barracks. What might be next?" He not so quietly moves ahead to look down the next hall.

Liberty's Edge

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Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie races up next to Serge and peeks around the corner like Jerry scoping out a wedge of cheese under the wary eye of Tom. Serge is so loud even a deaf person can hear him coming!


Season of Ghosts

Concerned that Frankie might be getting a little too far ahead of the group Serge is quick to move after him...

*clankclankclankclank*

...in the noisiest way imaginable. Denair and the rest of the group aren't too far behind and soon everyone finds themselves standing in the ruined barracks. While Frankie and Serge move to investigate the northern passage the rest of you take a good look around...

Take 10 Perc/Stealth:

Meredith: 10
Frankie: 25 + Trap Spotter / Frankie Stealth: 22
Jan: 19
Serge: 12
Lazarus: 22
Denair: 25 / Denair Stealth: 27
Quang Chi: 25

...but there's little to find here. Any personal effects that might have once belonged to the crusaders were either destroyed, stolen, or crumbled away ages ago.

To the north, Frankie and Serge see that the passage forms a sideways T-intersection; the main passage continues to the north and seems to open up into a much larger chamber, one that is likely accessible from the shrine as well. The secondary passage continues away to the west.

Below the Mountains

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie gives Serge a stern look as the man's armor creaks and groans, shaking his head like he's explaining the basics of hide and seek to someone from the moon. He quietly sneaks head and peers down the nearby hallways to the west and north. Maybe I can get some oil or something so it doesn't make so much noise! He thinks as he snacks on a stray caramel.

His jaws are quickly gummed closed.


Season of Ghosts

Take 10 Perc/Stealth:

Meredith: 10
Frankie: 25 + Trap Spotter / Frankie Stealth: 22
Jan: 19
Serge: 12
Lazarus: 22
Denair: 25 / Denair Stealth: 27
Quang Chi: 25

Rather put off by Serge messing with his sneaky sneakin' mojo, Frankie gives the paladin a glare before continuing on out of the barracks. He pauses at the intersection of the northern and western passages long enough to peer down the latter and notes that it continues for about 15 feet before opening up into yet another chamber.

He's just about to turn away and continue north when it clicks that something seems different about this western passage, but he can't quite put his finger on what it might be.

Kn. Engineering (DC 20) *or* Craft: Stonemasonry (DC 20):

It's the ceiling! The ceiling here is cracked and weakened and could collapse at any time.

With a shrug, he reports this back to Lazarus before continuing on to the north. The passage only runs another 5 or 10 feet beyond the intersection before it too opens up into a larger room. Coiled in the eastern alcove is the statue of a cobra-like snake with a contemplative humanoid face. Parts of the statue have crumbled and fallen to the ground, though enough detail remains to see sadness in the creature’s stony eyes.

Kn. History (DC 20):

You recognize this statue as a depiction of Slassalla, a guardian naga who acted as magical council to the Knights of Ozem during the Shining Crusade. Historians debate just how influential she was in persuading them to turn the Whispering Tyrant’s fortress into his prison.

A set of stone stairs exits this room to the north, leading downward.

Below the Mountains

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan follows behind with his axe and shield at the ready.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

'Time to head downstairs." Meredith readies her longspear.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"Huh. What's all this? I thought snakes were bad news. These nice gods like snakes?" Frankie calls in the heavies for an explanation.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Knowledge (engineering) DC20: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Guidance, Knowledge (history) DC20: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24

Following Frankie, Lazarus looks into the western passage. "The ceiling here is cracked and weakened and could collapse at any time."

Lazarus regards the statue of a cobra-like snake with a contemplative humanoid face and sad eyes. "It depicts Slassalla, a guardian naga who acted as magical council to the Knights of Ozem during the Shining Crusade. Historians debate just how influential she was in persuading them to turn the Whispering Tyrant’s fortress into his prison."


Season of Ghosts

I see one vote for continuing through the naga statue room to the north - is there a second? Or there's always the option to backtrack and take a different path.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"Perhaps we should check the passage to our left. So that something does not sneak up behind us."


Season of Ghosts

Whoops, should have added this earlier. The red 'X' on the map indicates the area of weakened ceiling that Lazarus pointed out, so if you decide to go that way...proceed at your own risk.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Having pointed out the area where the ceiling of the northwest passage looks dangerous, Lazarus says, "Why don't we continue to explore other areas, before we risk the roof collapsing on us there."

The samsaran heads back toward Quang Chi. "Let's head south."

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

The monk is clearly embarrassed by his mistake as he bows deeply to Lazarus in contrition.

"Apologies, I misunderstood which hallway you meant."

I hope they don't think less of me for this mistake.

"There were two other passages leading from the Entry Hall, I believe. One south, one west. South first?"

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan really doesn't care where the party goes... as long as they get going.

"We don't know where we are going, but that is no excuse for being late!"


Season of Ghosts

Frankie's player has been busy this weekend as well but gave permission to bot, so...

Take 10 Perc/Stealth:

Meredith: 10
Frankie: 25 + Trap Spotter / Frankie Stealth: 22
Jan: 19
Serge: 12
Lazarus: 22
Denair: 25 / Denair Stealth: 27
Quang Chi: 25

Though the group doesn't quite go the way that Quang Chi first suggested, everyone does seem to agree that he's got the right idea - best to clear more of the unknown at the party's back before pressing even further into the heart of the complex.

So with Frankie and Denair in the lead you all backtrack to the south and into the entry hall. After a quick peek around the corner to make sure that the coast is clear, the pair beckon you to follow them into a series of ancient, interconnected workshops. Old forges and bellows, blacksmith tools, and even the remnants of a tannery can be found here. It seems likely that these workshops were used for the repair and maintenance of weapons and armor - very important considering the fortress' remote mountain location.

But while they surely served the Shining Crusade well during their heyday these shops have long since fallen into disarray, with broken tools and equipment scattered about. A thorough search of these workshops fails to turn up any additional clues as to what events might have taken place here in the years since the fortress was occupied by the living, nor does it yield any long-forgotten magical items or artifacts.

At least there aren't any traps or other hazards.

Your search of the workshops does take you further to the west and then to the north again, where a passage connects them to the same passage that runs west from the entry hall. Slowly but surely, you're beginning to narrow down the number of possible paths to explore.

Below the Mountains

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"I suppose it doesn't matter which passage we choose, but I'd like to suggest we start with the one due west of us, just northwest of the workshops."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"Enough devices to keep a dwarf happy for a few years, no doubt," Serge thinks aloud as he looks at the various equipment. "A wandering bard once told me of some dwarves entering trance-like states when working in forges and at workshops. A 'fey mood,' it was referred to as. They'd spend days creating equipment more masterfully than any other dwarf before them, if they were lucky. Oftentimes their obsessing over the details led to... madness."

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"My Master once said that when we enter the zen state, the mind becomes clear and still, like a pool of forest water. All kinds of wonderful, rare animals will come to drink at the pool, and you will be inspired to see the true nature of all things."

The mindful monk pauses as he remembers the stern warning that Master Chah gave next.

"But if you stay too long, the rare and wonderful animals will be chased away by the oni and demons."

He waits to see if he has confused anyone (anyone other than Frankie, which goes without saying.) Satisfied that everyone understood the analogy, he addresses Lazarus' suggestion.

"Yes, to the west."


Season of Ghosts

Take 10 Perc/Stealth:

Meredith: 10
Frankie: 25 + Trap Spotter / Frankie Stealth: 22
Jan: 19
Serge: 12
Lazarus: 22
Denair: 25 / Denair Stealth: 27
Quang Chi: 25

Eager to press on, you quickly decide to continue northwest by way of the workshops. As always, Denair and Frankie take the lead and report back that the passage runs about 10 feet before reaching a branch that leads back towards the east; beyond this branch it travels for 10 feet or so before opening up into what might be more barracks.

Having yet to find any traps or magical hazards - apparently someone must've decided to stack the deck with all the traps out in the Entry Hall of Discouragement - the pair creep forward to the eastern branch and peer around the corner. Whoa - there's actually a door here! The heavy iron door to this room is ajar, its superior lock melted by what appears to have been some manner of acid, judging by the corrosion.

After another quick look for any traps or other lingering hazards and turning up nothing, the pair dare to squeeze through the door and into the room beyond. Shelves of weapons and armor racks line the walls in this small chamber. The racks are well-stocked with tarnished and broken equipment, once meant to equip soldiers for a variety of needs. An unassembled ballista lies among the forgotten armaments.

In a completely unsurprising turn of events, given how close you are to the workshops, it appears that you've found the fortress' ancient armory!

More importantly, not everything in this room is broken and corroded. Buried among a pile of corroded and broken weapons on one of the shelves, a longsword is spotted that appears to still be in pristine condition. There's even an inscription on the blade:

Due Diligence

Detect Magic + Spellcraft (DC 23):

This is a +1 Undead-Bane Longsword.

Below the Mountains

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"So you don't want to drink the water?" Meredith stands dumbfounded by Chi's comments, but follows the group anyway.

"Jackpot!" Meredith looks at the longsword and begins inspecting it. You can tell she has no idea how to even grip the weapon.

Spellcraft + Guidance: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 Oof
"It's a... a... hmmm... it's at the tip of my tongue, too... Ahh... Dangit. I don't know.'

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Detect Magic, Spellcraft DC23: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24

Entering the fortress's ancient armory, Lazarus detects a magical aura emanating from a longsword, still in pristine condition, buried among a pile of corroded and broken weapons on one of the shelves.

"The inscription gives the weapon a name: Due Diligence." The wizard priest prays for Desna's guidance and examines the blade. "It's a +1 undead-bane longsword."

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie looks confused at the story but shrugs it off as 'adult talk'. As they come to the large iron door he looks at the melted lock nervously and curiosity "Dang, someone really wanted to get in HERE!" He paws through the piles of old equipment, arranging the pieces of the ballista into a sign "PEW PEW!"

"So undead bane.. why would some leave that nice sword behind? Maybe they were undead and it scared them too much to touch!" He starts spinning the tale in his head rapidly.

Once the group finished up in the room he peaks to the north.

Grand Lodge

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Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan is surprised by the rare and wondrous nature of the longsword given its location within a tomb- AKA WALKING DEAD.

"This sword is here by the will of the gods... We need to take it with us and use its power against the foes of life! If no one else can use the blade... I can wield it."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"Indeed, Jan, it may better suit you than myself," Serge agrees, pointing at the large two-handed sword strapped to his back. "Due Diligence... I am sure we'll soon find out why this weapon might've been named this."


Season of Ghosts

Take 10 Perc/Stealth:

Meredith: 10
Frankie: 25 + Trap Spotter / Frankie Stealth: 22
Jan: 19
Serge: 12
Lazarus: 22
Denair: 25 / Denair Stealth: 27
Quang Chi: 25

Convinced that the finding of the longsword is an act of providence, Jan swears to take it up and put it to good use against any and all foes of life that the group might encounter - here or elsewhere.

In the meantime, Frankie has some fun rearranging the remnants of the old ballista to make silly phrases. Once he's tired of this - and the group is ready to press on - he (and Denair) lead the way just up the hall and into the room to the north. As suspected, it seems to be another barracks that's just as worn by time as the first one you found.

But more importantly...there's a trap here! Very cleverly hidden at the room's northern exit, Frankie, Denair, and Quang Chi all spot it quickly and have no trouble alerting the rest of you as to its position.

Kn. Dungeoneering (DC 19):

Oooh...wait. That's no trap. It's a deathtrap ooze! A deathtrap ooze is a disgusting mass of brown-orange sludge that moves and hunts of its own volition. It exists only to feed. Deathtrap oozes are less inclined to look for prey than are other oozes—they prefer to hunt by ambush. They do so via a strange ability to emulate objects, and traps, they encounter.

For every 5 that you exceed the DC you recall one piece of information from this list.

Below the Mountains

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Knowledge (dungeoneering) DC19: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Uncertain of this trap, Lazarus asks his companions, "What do you think about this trap, folks?"

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Disable Device: 1d20 + 15 ⇒ (16) + 15 = 31

"Oh cool, a trap that still works!" Frankie rushes in, dragging his loyal friend and side kick with him. "First one to trick that trap WINS!" He pulls out some tools, looks at Denair sideways with his tongue hanging out, then gets to work.


Season of Ghosts

Shenanigans:

Meredith Init: 1d20 + 2 ⇒ (12) + 2 = 14
Lil Frankie Init: 1d20 + 4 ⇒ (15) + 4 = 19
Jan Init: 1d20 + 4 ⇒ (15) + 4 = 19
Serge Init: 1d20 + 4 ⇒ (15) + 4 = 19
Lazarus Init: 1d20 + 4 ⇒ (9) + 4 = 13
Quang Chi Init: 1d20 + 5 ⇒ (4) + 5 = 9

Ooze: 1d20 - 4 ⇒ (15) - 4 = 11

Though it appears to some manner of mechanical trap set to exude a poison mist, Frankie has little trouble figuring out the mechanism to disable it and seemingly does so. But suddenly, the trap rapidly begins to...dissolve? No, dissolve isn't the right word - morph. It begins to morph, changing into an amorphous blob of foul brown-orange slime (swift action), and lashes out at...

1=Frankie, 2=Denair
1d2 ⇒ 2

...Denair with a pseudopod!

Slam vs. Denair (FF AC): 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13
Acid: 2d6 ⇒ (6, 3) = 9
Grab?: 1d20 + 19 ⇒ (18) + 19 = 37

Not only does Denair find herself slapped silly with a burning pseudopod but tightly wrapped up by it as well!
______________

Round 1

Frankie (1 Str Damage)
Jan
Serge
Meredith (Spider Climb) + Denair (-22, Grappled; Mage Armor, Unfetter)

Lazarus (Mage Armor)
==============
Ooze Surprise (Grappled)
==============
Quang Chi (Animal Aspect: Mouse, Mage Armor)

Active Conditions: None
Environmental Conditions: None

Frankie, Jan, Serge, Meredith + Denair and Lazarus are UP!

Below the Mountains

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"Let this 'surprise' be a lesson to you, Francis!" Lazarus quickly draws his wand and casts bless upon the team.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan is momentarily unsure of what to do. He doesn't not knowing if attacking it with a normal weapon will pass through and hurt Denair.

"What is it!?! What do we need to kill it?"

Jan really doesn't know what to do and so when it doubt...smash it! Moving forward he shouts for Frankie to run to safety.

"Frankie... Get away from that... You don't know where it's been!"

Attack (axe/cold iron): 1d20 + 10 ⇒ (15) + 10 = 25
Damage (slashing): 1d8 + 4 ⇒ (5) + 4 = 9


Season of Ghosts

Understandably alarmed by this sudden development, Lazarus uses his wand to conjure a small blessing for the group while Jan boldly rushes in to help Frankie and Denair. As he closes with the enormous blob, it lashes out...

AoO vs. Jan (Grappled): 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Acid: 2d6 ⇒ (6, 4) = 10

...and gives Jan a pretty good wallop as well, though it thankfully doesn't grab him like it did Denair. In return, the Ulfen gives the ooze a slice with his axe and sends a small piece of blubbery ooze flying!
______________

Round 1

Frankie (1 Str Damage)
Jan (-21)
Serge
Meredith (Spider Climb) + Denair (-22, Grappled;Mage Armor, Unfetter)

Lazarus (Mage Armor)
==============
Ooze Surprise (-9; Grappled)
==============
Quang Chi (Animal Aspect: Mouse, Mage Armor)

Active Conditions: Bless
Environmental Conditions: None

Frankie, Serge and Meredith + Denair are UP!

Below the Mountains

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Couldn't Jan have moved 5 feet north so that Serge is able to attack in this same round? The ooze has not yet acted so there wouldn't be an AoO. It would really help if us martials were more cognizant of the tight quarters in the tomb. Going with that assumption for the following post.

Serge rushes forward, charging at the ooze with blade out. "Blubbery minion of Urgathoa, release the child at once!" He ends his charge with a long, powerful strike.

Greatsword, Bless, Charge, PA, FF: 1d20 + 11 + 2 + 1 ⇒ (10) + 11 + 2 + 1 = 242d6 + 12 ⇒ (1, 5) + 12 = 18


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

A mimic trap? That's hilarious!

Denair pulls her set of tools out to help with the trap, but Frankie has things under control... wait a minute! She quickly pushes Frankie a foot aside but the orange psuedopod quickly grabs her.

"Ugh! Lemme go you!" Denair tries to wallop the ooze.

Slam, Power Attack: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith springs into action, drawing her longspear and driving it into the blob. "Hold on, Denair! We'll get you out of there."

Cold Iron Longspear: 1d20 + 8 ⇒ (3) + 8 = 11
Arcane Strike, Damage: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13

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