[PFS_CORE_Aerondor] 02-Special Year of the Shadow Lodge [Tier 5-9] (Inactive)

Game Master Aerondor

Overseer announcements
Master thread
Official notifiction

Initiative:

[dice=Ragnar]1d20+10-2[/dice]
[dice=Alvin]1d20+7[/dice]
[dice=Godfrey]1d20+2[/dice]
[dice=Thorn]1d20+5-2[/dice]
[dice=Lem]1d20+1[/dice]
[dice=Kyra]1d20+0[/dice]
[dice=baddies]1d20+7[/dice]

Irorium Layout:

Irorium Layout (Exits and Seating)
Please note, the map is representative, and not an actual layout of the Irorium!
The Irorium has five public entrances, the main gate and four side gates. A sixth gate to the south is a work entrance reserved for gladiators, arena workers, and other performers.

Main Gate: The main gates face north. On the mezzanine level, a 20-foot-wide stone arch opens onto an equally wide marble stairwell that descends out onto the street. The stairwell corridor is 300 feet long. At street level, the corridor can be barricaded with a pair of barred iron gates.

Side Gates: There are four side exits, all connected to the mezzanine level. Each exit leads through a 20-footwide stone arch that opens to an equally wide marble stairwell, which in turn descends out onto the street. On the mezzanine level, the stairwell corridor is 300 feet long. The upper level stairwells are 500 feet long. At the street level, the corridor can be barricaded with a pair of barred iron gates.

Service Exit: The service exit is located on the arena floor, just behind the makeshift stage. Only Irorium workers and performers are permitted to use it; anyone attempting to pass through the doors without permits is denied. All would-be trespassers are sent off by a platoon of surly guards. Beyond the entrance, a main passage connects to side chambers used by gladiators and arena workers. All creatures, gladiators, workers, and others involved with events use this route to gain access to the arena floor.

SeatsThe Irorium has four seating levels. To avoid undue attention, the Society has provided you with mezzanine level seats. Those with mezzanine seats are permitted to sit anywhere in mezzanine or the three levels above. There are no specific assigned seats; seating is general and all seating consists of stone or wooden bleachers.


Map

Core: Subtier 8-9

Chronicles


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Lantern Lodge

Silent tide map

You head down one of the paths. Up ahead there is a roadblock with half a dozen or so goblins waiting for you.

init:

Ragnar: 1d20 + 10 ⇒ (16) + 10 = 26
Alvin: 1d20 + 7 ⇒ (6) + 7 = 13
Godfrey: 1d20 + 2 ⇒ (16) + 2 = 18
Thorn: 1d20 + 5 ⇒ (11) + 5 = 16
Lem: 1d20 + 1 ⇒ (18) + 1 = 19
Kyra: 1d20 + 0 ⇒ (13) + 0 = 13
baddies: 1d20 + 7 ⇒ (16) + 7 = 23

Status, all: message (70min) Bold may post
Ragnar (longstrider) ,
(Hugsy) (longstrider, mage armor,);

Goblins
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Godfrey
(Shadow of Sarenrae)
Thorn (barkskin ~50 minutes,stealth)
Lem (eleven rounds inspire used)
Kyra three channels used,

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Could I please get some basic descriptions on the goblins? Weapons? Maybe one of the is sporting a holy symbol or carrying a wand or staff?

I don't want to delay other people from posting.

Yet more goblins. We'll handle them, The rest of you head inside!"

Send Hugsy to attack the yellow goblin.
Bite: 1d20 + 10 ⇒ (14) + 10 = 24 for DMG if hit: 1d4 + 10 ⇒ (4) + 10 = 14 if hit Grab: 1d20 + 15 ⇒ (12) + 15 = 27 Constrict for DMG: 1d4 + 10 ⇒ (4) + 10 = 14

I will take a 5ft Step NE. Targets will be Pink, Purple, and if I'm lucky Red.

including Point Blank Shot +1 to hit and dmg, Deadly Aim -2 to hit +4 dmg, Improved Precise Shot.

Manyshot: 1d20 + 14 ⇒ (7) + 14 = 21 for DMG if hit: 1d8 + 9 + 1d8 + 9 ⇒ (8) + 9 + (8) + 9 = 34
Rapid Shot: 1d20 + 14 ⇒ (10) + 14 = 24 for DMG if hit: 1d8 + 9 ⇒ (3) + 9 = 12
Iterative: 1d20 + 9 ⇒ (11) + 9 = 20 for DMG if hit: 1d8 + 9 ⇒ (4) + 9 = 13

Lantern Lodge

Silent tide map

The goblins look similar to those you met before. Bows and shortswords. Probably some more alchemists fire as well. None stand out as a caster.

Hugsy gets up close and personal. This goblin keeps fighting back though.

Ragnar puts a pair of arrows through the pink one who drops. The Purple one also takes two arrows but stays on his feet.

The purple goblin returns fire at Ragnar
attack: 1d20 + 8 ⇒ (12) + 8 = 20

The red, alarmed at the arrival of Hugsy throws alchemists fire at it.
attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d6 ⇒ 3
damage: 2d4 ⇒ (4, 3) = 7

The orange and yellow goblins try to hack at the huge (to them) snakes
attacks@+9: 2d20 ⇒ (20, 9) = 29
crit?: 1d20 + 9 ⇒ (15) + 9 = 24

Two of the goblins to the south also throw alchemists fire
ranged touch: 2d20 ⇒ (19, 16) = 35
damage: 2d6 ⇒ (3, 4) = 7
One doesn't take quite enough care, and the grappled yellow goblin takes a bit of splash damage too. He yells, the other goblins laugh back.

The final goblin fires an arrow at Lem
attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d4 ⇒ 1

Status, all: message (70min) Bold may post
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Godfrey
(Shadow of Sarenrae)
Thorn (barkskin ~50 minutes,stealth)
Lem (eleven rounds inspire used) 1 damage
Kyra three channels used,
Ragnar (longstrider) ,
(Hugsy) (longstrider, mage armor,); grappling ; 17 damage; burning(x3)

Goblins
yellow - grappled 29 damage
purple 25 damage


Lem begins to sing to inspire his friends. Then he weaves magic into his song, and points at the goblin in a turquiose hat.

Casts hideous laughter, DC 16

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

BOOM!

Standard Action
Alvin casts Fireball. Put a template of what I want to get.
Fireball!: 8d6 ⇒ (4, 5, 1, 3, 5, 4, 2, 4) = 28 - DC 19 Reflex for half

Move Action
Alvin snickers as he moves back.

I talked with Ragnar. He suggested the placement, although I must say I was thinking it as well. XD

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"Villainous Goblins in the lodge? Without properly earned wayfinders!?" Sir Godfrey gasps at the scandal. A gasp that turns into a shout of righteous fury. She shall defend their home and snake!

The paladin charges the light blue and dark blue goblins, blade flashing out towards the eyes of the one in the darker blue tunic. "Surrender, goblins, Sarenrae will show mercy to the penitent!" His cry seems particular bolstered by the convenient fireball Alvin throws out. Clearly it's a sign of Sarenrae, just as the paladin said. And not magic at all.

Charging the Dark blue goblin as my full round.

+1 Ada GS(Power Attack, Charge, Inspire: 1d20 + 15 - 2 + 2 + 2 ⇒ (7) + 15 - 2 + 2 + 2 = 24
GS Damage (Power Attack, Inspire): 2d6 + 16 + 2 ⇒ (4, 1) + 16 + 2 = 23

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Boom! Indeed.

Ref save -2 for grappled. Hugsy has Evasion: 1d20 + 5 ⇒ (6) + 5 = 11

Unconscious, bleeding, and on fire Hugsy releases the yellow goblin.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Yeah guys, you get em!

Move Action
Riddywipple follows his master. No real actions from him this turn.

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

With fireballs being tossed about, it's not inclined to get too involved in the foray yet and holds back, no actions this round.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Uhh... woops. Think I charred a snake. Alvin looks worried and sorry.

...medic?

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Well no way an 11 was going to save vs Alvin. If I am allowed to use my reroll then this would be the time.

Ref save Wibblty Wobbly Timey Wimey: 1d20 + 5 ⇒ (8) + 5 = 13

Some things were not meant to be. Hugsy fought bravely but may have met his end in a battle that could very well decide the fate of Absalom. Hugsy status: -7 HP, Bleeding, on fire x3

Lantern Lodge

Silent tide map

Lem sets up some sweet sounds, inspiring the group.
will: 1d20 ⇒ 12
The goblin in the turquiose hat finds that very, very funny.

Alivn then drops a fireball on the group.
I was re-reading the guide about whether this is actually permissible as Hugsy is kind of part of Ragnar. I'm going to go with yes this time, but generally I think this is frowned upon.

goblin saves, top to bottom@+4: 6d20 ⇒ (11, 12, 12, 20, 15, 6) = 76
Hugsy shelters the yellow goblin with his body. The goblin laughs out loud, and then Hugsy lands on him. Squashed golbin.

Most of the goblins survive, but look rather charred.

Sir Geoffrey charges the unsinged goblin, cutting it badly.

Status, all: message (70min), inspire courage +2; Bold may post
Thorn (barkskin ~50 minutes,stealth)
Kyra three channels used,
Ragnar (longstrider) ,

(Hugsy) (longstrider, mage armor,); bleeding; 45 damage; burning(x3)
Goblins
red 28 damage
orange 28 damage
green 14 damage
turquiose - 28 damage & laughing (save attempt may be made this round)
Dark blue - 23 damage
Lem (twelve rounds inspire used) 1 damage
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Godfrey
(Shadow of Sarenrae)

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"Kyra a little help?! Hang in there Hugsy."
Move while pulling wand of Cure Light Wounds CL1

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Armor class is currently 23 due to having a buckler and not shooting this round.

Hugsy will roll around in a panic attempting to put out the fire.

Ref save #1 at +2 from rolling on ground: 1d20 + 9 ⇒ (15) + 9 = 24
Ref save #2 at +2 from rolling on ground: 1d20 + 9 ⇒ (12) + 9 = 21
Ref save #3 at +2 from rolling on ground: 1d20 + 9 ⇒ (16) + 9 = 25

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"Bloody hell this place is gone to the Boneyard in a Cheliaxian carriage."

Thorn moves up to the goblin closest (blue) and stabs at him, rather ineffectually with his shortsword:

ATK: 1d20 + 9 ⇒ (2) + 9 = 11

He gives a look over to the snake. He has a personal code, but never has a pet come into play. He contemplates his next action...

Lantern Lodge

Silent tide map

Kyra calls forth her own divine power to try and help Hugsy.
channel: 4d6 ⇒ (6, 4, 6, 3) = 19

Hugsy rolls around to put out the fire that burns him.

The goblins look less than enthralled by being burned, and even less happy that their yummy snake dinner has been put on hold.

will turquiose : 1d20 + 1 ⇒ (13) + 1 = 14
The turquiose goblin finds the whole scene side splittingly funny.

Goblin:
They blew up their own snake!!!!!

The red and green goblins throw more fire
attack: 2d20 ⇒ (13, 4) = 17
Both hitting the creature
fire: 2d6 ⇒ (3, 6) = 9
Ragnar is splashed by the fire as is the orange goblin. The Red goblin finds that pretty funny and turquoise hilarious. The look of Ragnar's face is less funny and Red runs away to behind orange.

Orange shows what a big warrior he is, by trying to hit Hugsy again.
attack: 1d20 + 8 ⇒ (2) + 8 = 10
But he is in a little too much pain at the moment.

Finally the blue goblin tries to hit Thorn, who looks much less threatening that Sir Geoffrey.
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d4 ⇒ 4
He draws blood, and cackles with glee.

Pathfinder are all up!

Status, all: message (70min), inspire courage +2; Bold may post
Lem (13/27rounds inspire used)
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Godfrey
(Shadow of Sarenrae)
Thorn (barkskin ~50 minutes,) 4 damage
Kyra four channels used,
Ragnar (longstrider) , 1 damage
(Hugsy) (longstrider, mage armor,); 31 damage; burning x2;

Goblins
red 28 damage
orange 29 damage
green 14 damage
turquoise - 28 damage & laughing
Dark blue - 23 damage

Probably last post from me today, I have to take my mother to hospital.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

That last round of attacks drops Hugsy to 0. Since it is a full round action to roll around Hugsy starts doing so and drops unconscious. He still gets a save but without the bonus.

Ref save #1: 1d20 + 7 ⇒ (13) + 7 = 20
Ref save #2: 1d20 + 7 ⇒ (11) + 7 = 18

Ragnar realizes that keeping Hugsy alive will be a lot easier without goblins constantly trying to kill him so he drops his wand, takes a 5ft step NW, ans starts shooting. Targets in order are Orange, Red, Green.

Including Inspire Courage +1 to hit +2 dmg, Deadly Aim -2 to hit +4 dmg, Point Blank Shot +1 to hit and dmg, Improved Precise shot.

Manyshot: 1d20 + 15 ⇒ (1) + 15 = 16 for DMG if hit: 1d8 + 11 + 1d8 + 11 ⇒ (2) + 11 + (5) + 11 = 29
Rapid Shot: 1d20 + 15 ⇒ (16) + 15 = 31 for DMG if hit: 1d8 + 11 ⇒ (3) + 11 = 14
Iterative: 1d20 + 10 ⇒ (12) + 10 = 22 for DMG if hit: 1d8 + 11 ⇒ (5) + 11 = 16

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Thorn spits as his blood is drawn. "You'll pay." He leaps into the air and over the goblin Acrobatics: 1d20 + 18 ⇒ (15) + 18 = 33.

Once there he stabs again, though awkwardly. "Godfrey, distract him and I'll but him to ribbons."

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Sorry there Hugsy.

Riddy? Ready for the Magic Missile Barrage - Lite?

Standard Action
Alvin casts a Magic Missile. Three on orange, one on red.
Magic Missile (Orange): 3d4 + 3 ⇒ (1, 3, 1) + 3 = 8
Magic Missile (Red): 1d4 + 1 ⇒ (3) + 1 = 4

Move Action
He gets his Wand of Magic Missile (CL 1) out for Riddywipple's use.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Yes boss, but you shouldn't be such a meanie!

Move Action
Riddywipple takes the Wand of Magic Missile (CL 1) from Alvin. Targeting Red.
Magic Missile (Red): 1d4 + 1 ⇒ (3) + 1 = 4

Stanard Action
He uses the wand. Targeting Orange.

GM Aerondor wrote:
Probably last post from me today, I have to take my mother to hospital.

Good luck. I've done that countless times. :(

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Good luck GM. Real life first. Hope all goes well.

Forgot to post the actual stab:
Stab: 1d20 + 9 ⇒ (13) + 9 = 22 fr DMG if hit: 1d6 + 3 ⇒ (5) + 3 = 8

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Well wishes for Aerondor's mother.


Lem keeps up his music, and walks over to Hugsy and taps him with a wand.

cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Silver Crusade

May I redo Kyra's last turn to cast cure critical wounds and dash forward to deliver to Hugsy

cure critical wounds heal: 4d8 + 7 ⇒ (6, 8, 1, 8) + 7 = 30

healing 45hp due to Kyra's healing spells being empowered and saving the channels for when we all need healing. Uses a holy smite

This turn she moves round Hugsy and tries to split the orange goblin in two with her scimitar

scimitar attack: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
scimitar inspired damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Lantern Lodge

Silent tide map

She has been in and out a bit, this one was a bit unexpected. She's in good spirits, but likely to be there for a day or two by the sounds of it.

Ragnar drops the orange and red goblins with contemptible ease, while Hugsy rolls around putting himself out.

Thorn leaps over Blue and the drops him with a well placed knife.

Alvin and Riddywipple cooperate on the Green goblin, but he is made of tough stuff.

Lem and Kyra cooperate to keep Hugsy up. In spite of his near death, he looks in remarkably chipper form - which is more than can be said for the remaining goblins who don't look well at all.

Okay with the Retcon Kyra. I think I've restored damage to the correct folk, it was only minor scratches anyway. I moved you over to the green goblin, but the attack missed.

Status, all: message (70min), inspire courage +2; Bold may post
Godfrey
(Shadow of Sarenrae)

Goblins
green 30 damage
turquoise - 28 damage & laughing

Lem (13/27 rounds inspire used) 1 damage
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Thorn (barkskin ~50 minutes,) 4 damage
Kyra three channels used,
Ragnar (longstrider) , 1 damage
(Hugsy) (longstrider, mage armor,);

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"I'm quite good at distracting! Look, this one is so distracted he is laughing! Godfrey steps around the one Lem previously disabled with his magic, setting up a flank for Thorn to use later while he swings his blade over turquoise and into the green tunic goblin instead.

Move to north of turquoise to provide flank. Standard to attack green.

+1 Ada GS(Power Attack, Inspire): 1d20 + 15 - 2 + 2 ⇒ (6) + 15 - 2 + 2 = 21
Damage(Power Attack, Inspire): 2d6 + 16 + 2 ⇒ (2, 2) + 16 + 2 = 22

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

Continues to delay for this combat, juggles shadow balls instead.

Lantern Lodge

Silent tide map

The green goblin goes down. And the turquoise one finds that even funnier.

combat effectively over

Come quickly!” a voice from the shadows calls out. Wedged into one of Skyreach’s darkened doorways is the enigmatic Pathfinder, Osprey. He’s paler than usual, several arrows pierce his skin, and his hands are smeared with blood.

I have little time to speak; however, I must now burden you with a suspicion that is now a reality.

Lowering his voice to a soft hiss he whispers, “The Shadow Lodge is real.

Status, all: message (70min),
Godfrey
(Shadow of Sarenrae)
Lem (13/27 rounds inspire used) 1 damage
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Thorn (barkskin ~50 minutes,) 4 damage
Kyra three channels used,
Ragnar (longstrider) , 1 damage
(Hugsy) (longstrider, mage armor,);

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

*gasp*

Oh man. I don't even know what to say to that statement anymore lol. That's "so Season 2." *Cue laugh track* :p

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar looks over at Shadow of Sarenrae.
"You have your own lo... oh. What is a Shadow Lodge?"

Approach Osprey with wand in hand. "And do you need healing?"
If he says no I'm going to comfort Hugsy during the info dump. If he says yes I'll use charges until he is healed or done speechifying whichever comes first.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Yeah... tricky... hmmm....

Thorn looks annoyed more than anything, "Again? Bloody hell it's like an Andoran polotician at the ballot. Cayden's codpiece, can I get a drink in a clean glass for once in my life?"

He looks at Osprey, but doesn't acknowledge the wounds. "So what do we do now?"

Lantern Lodge

Silent tide map

Osprey waves away the help.
"I'll heal with time. Here, take this.."

He hands over a lesser strand of prayer beads "This may help you."

He pauses for a moment while he thinks about the shadow lodge.

"The Shadow lodge... consists of current, and former pathfinders. Ones who find the Soceity's methods of artefact control to be outdated. They are not necessarily evil, but they are contemptuous of the more ordered methods the society employs."

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"So they got a bunch of dragons and goblins to sack the city? The dragon took your friend and his gadget. We plan to kill the dragon and get back the thingy, You want your friend back too or is he one of these shadow people?"

Silver Crusade

"Wait so the shadow lodge are full of dark archivists? who want to see what these strange artifacts actually do? Perhaps they should go to one of Zarta's parties to take their mind off things."

Kyra takes out her wand and starts healing her fellow party members who are injured

wand heal for thorn: 1d8 + 1 ⇒ (6) + 1 = 7

Lantern Lodge

Silent tide map

"I think you will find Charion is at the core of these events." says Osprey with a distasteful expression.

"Now, I must check on what remains of our Decemvirate/"

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"That doesn't answer my question. You want him back alive? On the plus side if we kill him you can use the gadget to ask him why he did all this."

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"A Shadow Lodge? Undermining proper procedure? They may not all be evil, but anyone that colludes with black dragons and goblins is questionable!" The paladin slaps a hand mithril clad hand to the his plated chest. "If they are evil and refuse to surrender we shall do what we must, but the insanity currently occurring must be stopped."

Lantern Lodge

Silent tide map

"Stop him. If you can keep him alive, all the better" says Osprey over his shoulder. "But even dead men can answer questions if the right person asks them."

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

"We have priests who can talk to the dead... We'll see."


Lem just shakes his head. He wishes he were surprised at this new revelation of badness, but he's not.


VC - Sydney, Australia

*******************
OVERSEER ANNOUNCEMENT
*******************

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Big dragon, huh? Alvin smirks.

Hrm, I have several options.... Riddy and I could combine our powers and make a couple of big illusions so the dragon can't see us. Alternatively, I could start making a few people invisible and we rush in. I could also Dimension Door a couple people in with me.

Personally, I like the illusion idea, but let me know if you have any better ideas.

I believe Lem could help with the illusions too? I don't know if he has silent image. :)

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar attempts to sneak past and stops when he reaches his goal. If the dragon attacks he will assist in it's destruction.

Stealth including +2 for Urban: 1d20 + 12 ⇒ (15) + 12 = 27


Lem smiles at Alvin. If you want to use illusions, I can help a little.

Lem knows both silent image and invisibility. He has several spells per day left at the level of each.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar also pushes Hugsy to stealth.

Stealth +3 for dex, +2 for Urban, -4 for size: 1d20 + 1 ⇒ (8) + 1 = 9

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin and Riddywipple are going to go with the Silent Image approach, for a total of nineteen (19) 10 ft. cubes of illusion. If Lem joins in, we can go with thirty (30) 10 ft. cubes of illusion.

I vote for making a giant outdoor roof.

Long range, so we can basically make it where we want I think.

The Exchange

Male Human Rogue 8 (CORE) Magsman HP:75/75), Init: +5, Perception: +17 (+21 v. traps) Fort: +5, Ref: +11 (+13 v traps), Will: +4 | AC: 23, Touch: 17, FF: Uncanny Dodge, CMD: 24

Thorn nods as he melts into the shadows.

Stealth: 1d20 + 13 ⇒ (11) + 13 = 24

-Posted with Wayfinder

Lantern Lodge

Silent tide map

Looks like you are generally trying to sneak in

Ragnar manages to get to the gates of the Mausoleum but they are stuck
will need a STR check

Hugsy however is seen by the dragon as he slithers across the yard. Unfortunately so is Thorn.

Also remember dragons are generally very smart. A new roof appearing may well attract attention from it.

Status, all: message (70min), actions required from bold
Godfrey
(Shadow of Sarenrae)
Lem (13/27 rounds inspire used) 1 damage
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Kyra three channels used,

DRAGON
Ragnar (longstrider) , 1 damage ; Stealth
(Hugsy) (longstrider, mage armor,); Seen
Thorn (barkskin ~50 minutes,) 4 damage Seen

Lantern Lodge

Silent tide map

I've updated the map. The dragon is sitting on the roof, those who have moved with stealth I have put on the map one rounds movement into the courtyard. (with stealth being movement at half).

You start off to the south of area D3. So moving onto the D3 square would be your first bit of movement for the round

Silver Crusade

"But I don't do stealth" mutters Kyra as she attempts to prove herself wrong

[dice= "stealth" check]1d20-4[/dice]


VC - Sydney, Australia

*******************
OVERSEER ANNOUNCEMENT
*******************

The huge dragon is an imposing site, and has brought the small army to a bit of a standstill, some start trying to work out a way around – seeing a chance to make a break for the single door and hopefully passing through it to the safety of the mausoleum.

A half a dozen of the most seasoned Pathfinders instead ready to make their stand, drawing swords and casting spells – their faces set in grim masks of steely resolve.

Alie Saechel
Boswick Bumbleberry
Dwayne the Rock
Oxirane
Rogar Stonehand
Sareth

This is the vanguard leading an assault on the dragon, each one of them heroes towards the twilight of their careers – leading what may be their final charge into glory. Should they fall this day their names will live on in song – and forever be engraved on the Wall of Names.

A small number of other journeymen Pathfinder seem equally set on following up on the charge with their steel also at the ready.

Still waiting on reports, so let your GM know your intent. More to follow...

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