[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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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

Sir Godfrey sees the imminent threat of the dragon bearing down on his companions and turns to give a meaningful look to his shadow. He offers it a salute for its noble actions and then he's off barreling towards the doors at full speed before trying to fling his shoulder into the door with his momentum behind it. "Man of action coming through, watch your toes, my friends!"

I moved Godfrey to what I believe is the door, if he's able to charge the door and ran it with his shoulder as some sort of full round charging attack/strength check he will do that. If not, then he's going to just blatantly run up to the door with.

Strength Check: 1d20 + 6 ⇒ (17) + 6 = 23

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

Having shared a meaningful glance with its master, the Shadow has taken this moment to become a distraction, charging the dragon at its perch in an effort to distact the monster away from attacking the party.

It will collide blatantly with the beast and swing down it's dark blade, then attempt to 5-foot step straight down into the roof itself

Charge attack on the dragon, 5' adjust downwards into the building if it's not dead.

Creepy Shadow Touch(Charge): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Creepy Strength Damage: 1d6 ⇒ 1

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

I understand that dragons are intelligent, but with Pathfinders engaging the dragon and it still not being able to see through the roof until it interacts with the illusion, that's still what I want to do. I will also add a stealth on top of the illusion.

Alvin Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Riddywipple Stealth: 1d20 + 17 ⇒ (14) + 17 = 31

Went ahead and marked off the spells. DC 20 if he chooses to interact.

I put Alvin 1/2 speed on the map and Riddywipple with a double move, standard being the illusion. Next turn, they may both bolt it. :p

Edit: I think I want to change it to a wall instead of a roof. This area is pretty big. I placed the wall on the map. Just Alvin is doing the illusion. (He won't have to concentrate on it next round due to his illusion specialization)

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

Hugsy and Ragnar will both attempt to help Sir Godfrey force the door.
Ragnar has every bit of faith in the named Pathfinders.

"I don't want to be seeing your names on the wall, Join us when you have dispatched the dragon."

Str check from Ragnar: 1d20 + 2 ⇒ (18) + 2 = 20
Str check from Hugsy: 1d20 + 7 ⇒ (7) + 7 = 14

Edit: Hugsy will have to double move to reach the door so that is what he will do this round and only Ragnar will help force the door. All attempts at stealth are forgotten in an effort to get the bulk of Pathfinders inside during the distractions.

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

So are we confirming the sneak even though Thorn was found, or are we changing gears?

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

It sounds to me like one of the 7 - 11 tables have decided to provide distraction while we get inside.

Lantern Lodge

Silent tide map

will: 1d20 ⇒ 1
The dragon, distracted by the assault of the other pathfinder team ignores the recently arrived roof in spite of a couple of tasty morsels it saw but a moment earlier. For the moment.

Sir Godfrey charges down the door!

The room beyond is a corridor, there is a "surgical" smell to the air.

Everyone quickly barrels inside.

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.
Kyra three channels used,
Ragnar (longstrider) , 1 damage ;
(Hugsy) (longstrider, mage armor,);
Thorn (barkskin ~50 minutes,) 4 damage

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
Quote:
there is a "surgical" smell to the air.

Hugsy has Scent if it is something that a snake might be interested in.

Perception including +2 for Urban: 1d20 + 7 ⇒ (16) + 7 = 23 +4 vs humans +2 vs undead

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 immediately takes stock of the area, hoping he can distinguish any sounds of activity within. Stealth: 1d20 + 13 ⇒ (1) + 13 = 14 and Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Map updated

Lantern Lodge

Silent tide map

The place is quiet. Quiet as the grave one might almost think. Well, it is a Mausoleum.

Move yourselves on the map into any revealed spots you like.

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.
Kyra three channels used,
Ragnar (longstrider) , 1 damage ;
(Hugsy) (longstrider, mage armor,);
Thorn (barkskin ~50 minutes,) 4 damage

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

Too cramped for Hugsy to do anything but get in the way. I'll move in after Sir Godfrey does. Hugsy will play rearguard until we reach a more open area.


VC - Sydney, Australia

Nice door removal - makes life easier for the others!

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

The battle is joined with ferocity, he show is far more spectacular than the entertainment in the Irorium earlier.

The most seasoned Pathfinders appear to be faring well, and a small cohort of around a score are in lending them aid and trying to harry the dragon.

One enterprising group has simply abandoned all due care and has crashed the gates into the mausoleum, leaving the entrance wide open for any who can make it across the courtyard!

GM:
Good morning! :) I have done the rounds of the tables to make sure I have everyones input. Run encounter as normal. Door to mausoleum has been opened

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

Assuming others are coming in...

Alvin moves in near the door, and casts Detect Magic, heading forward while concentrating on it.

Quickly, get inside! Let the others take care of the dragon.

Lantern Lodge

Silent tide map

Nothing obvious for Alvin...at the moment.

- those of you posting and/or moving on the map, can you make sure you do both. A move on the map without a post is likely to be missed by me.

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

Sir Godfrey said he was moving to the door to open it, I said I was moving to the door and helping and Hugsy double moved next to the door. Thorn stealthed and said map updated. Presumably he moved to his current position. I'm delaying until Sir Godfrey moves in. Alvin is fearless and went in first. Lem and Kyra have yet to post today. Btw there is boxed text for this room, Could we have it please?


For some reason, I'm not able to work with the current map. Can someone please move Lem inside a little? He tries to stay not in the front lines, but where he can help those who are on the front lines. He also likes to hang out with Alvin and Riddy.

Lantern Lodge

Silent tide map

There is no boxed text for entrance to this room.

There are a multitude of small corridors and doors that lead off them. The whole place feels still, and very sterile.

There are corridors to the left and right, as well as a side corridor ahead.

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

My apologies. I thought all tables were entering the same room.

Ragnar will use his new Wayfinder to cast light on his bow and enter moving in front of Alvin. I'll make sure to leave room for Sir Godfrey after he realizes the dragon isn't following us inside. Hugsy will be the last in unless the dragon attacks in which case he will move in asap.

Perception if relevant: 1d20 + 14 ⇒ (20) + 14 = 34 +4 vs Humans, +2 vs Undead

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

Sir Godfrey does indeed spend some moments deciding what the likelihood of the dragon following them into the narrow hall would be. He seems to decide it's not possible and stops posing menacingly by the door to move inside and down the hall. "I like a good rumble against villainy, but I know my limits, Alvin my boy!" It's likely Godfrey is the younger of the two.

The paladin is light on his feet, but though his steps are quiet he makes no effort to sneak, boldly turning around the first corner he sees, poised to bash the first evil thing he sees in the face and secure the hall.

The brave paladin marches his way inside and goes 5 feet north around a corner to the edge of the revealed map.

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

The shadow hastily flies down through the wall of the building it descended into, dashing across the courtyard and throw a number of other walls, guided by its link to Godfrey. It comes to a halt near the paladin, watching his back with practiced habit.

Shadow double moves to current position.


VC - Sydney, Australia

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

Under heavy attack, the mighty black dragon falters, blood spilling from dozens of wounds. She staggers forward, raises
her wings, lets out an ear-piercing roar, and takes flight, headed for the harbor.

GM:
Dragon is out of the combat from the end of whatever round you are resolving

Lantern Lodge

Silent tide map

From outside you hear a roar as the dragon flies off.

Inside you look down gloomy hallways. There are many doors. Checking out one you see large steel surgical tables.

Their perimeters are lined with additional work areas whose tables are covered with texts, surgical instruments and tools, alembics, scales, abacuses, and similar devices used in alchemist and biological tests. The rooms also hold
barrels.

That may have been the boxed text I was holding off on until you went into a room.

Silver Crusade

Kyra moves in quickly assuming the noise of the dragon fight and the bursting of the doors has let whoever is inside know someones coming

and looks through the opening to the north of her

[ooc complicated map]

perception: 1d20 + 4 ⇒ (5) + 4 = 9

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

"Unless we think the dragon had it's goblin minions set traps we should hurry along until we find our target."
Ragnar will call to Hugsy and have him stay in the south hallway for the moment. Then move into the room and indulge some idol curiosity while he waits for everyone to reach the room.

Hugsy is squeezing and is unhappy.

Perception to look around the room: 1d20 + 14 ⇒ (1) + 14 = 15 +4 vs Humans, +2 vs Undead

Lantern Lodge

Silent tide map

Kyra looks into the next set of hallways while Ragnar checks out the other nearby rooms.

--- What Kyra sees ---
This cavernous hallway is contains a number of elaborate skeletal displays. The reassembled creations consist of both accurate assemblies and imaginative creation built from the bones of multiple specimens. Several large, glass cylinders contain colonies of dermestid beetles for cleaning bones.

Several have actively decaying specimens. Arches along the side lead to small workstations. Near the back sits another, larger work area filled with kilns, a hearth, and some large iron vats. In the middle of the floor, six corpses lie piled together is a pool of blood.

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.
Kyra three channels used,
Ragnar (longstrider) , 1 damage ;
(Hugsy) (longstrider, mage armor,);
Thorn (barkskin ~50 minutes,) 4 damage

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 heads to the center of the hallway to be central for people exploring.

FYI, Alvin has Craft (Alchemy) if it could be applicable to some of this.

Lantern Lodge

Silent tide map

Alvin thinks the items in the surgical rooms are related to preserving bodies.

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

I don't think we discussed it but I suggest we hand Ospry's gift to Riddy to use. It casts Bless once per day and casts a healing spell once per day. (cure serious wounds, remove blindness/deafness, or remove disease.)

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

Agreed. Shall we advance? Thorn will sneak about.

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

In favor of wandering around. :)

Since Thorn is sneaking about...

Thorn, why don't you be our scout?

Alvin casts Invisibility on Thorn (will last 8 minutes or until first offensive action).

We can still whisper to each other via my Message spell.

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 (*)

I get to keep the beads? Oooohhh.

Hey, don't look at me like that. I know what they do!

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

The smart thing to do would be to head straight towards any room big enough to hold a dragon. But I'm guessing we don't get to visit this building much so sure let's explore a bit.

I'm guessing I saw nothing of interest from the open doorway so Ragnar will check out other rooms. Move to the hallway of 3 doors and start by opening the north one. Hugsy will stay where he is. If any vermin move near him he eats them.

Perception for North room: 1d20 + 14 ⇒ (7) + 14 = 21 +4 vs Humans, +2 vs Undead

Silver Crusade

"Not like I wanted Gozrehen prayer beads anyway" mutters Kyra she nervously eyes the beetles and checks she has the flasks of acid she bought earlier in easy reach " please scout ahead Thorn. Oh you are hurt let me sort that scratch"

clw wand on thorn: 1d8 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

You still need the spell on your list to use the prayer beads, or UMD skill...

stealth: 1d20 ⇒ 3

You hear some sounds from the room to the west.

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 will move into the hallway and have Hugsy double move into the open area.

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 gives a genuine word of thanks for the healing.

The look on his face as he goes invisible is.... disconcerting.

He heads west, sneaking around the edges of the room to see the source of the sound: Stealth: 1d20 + 13 + 20 ⇒ (7) + 13 + 20 = 40

Lantern Lodge

Silent tide map

Thorn ghosts to the west. It looks like there are some goblins hiding behind the some big vats just out of Kyra's sight.

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.
Kyra three channels used,
Ragnar (longstrider) , 1 damage ;
(Hugsy) (longstrider, mage armor,);
Thorn (barkskin ~50 minutes,)

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

From a safe distance, "Goblins, a pair. I'll wait and when you hear one scream, come running."

I've moved Thorn. If, and only if, nothing else makes its presence known, he'll strike green.

Sneak Attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 for DMG: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (6, 6, 4) = 24

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

"Aha, the sneaky route! I know this method well. Excellent for surprising villainy. I too shall try it."Sir Godfrey, great full plate wearing monstrosity he is, starts gliding along the floor with more subtlety than you'd expect, drifting past Kyra and into the room she was peering towards, blade at the ready.

He would have tried following Thorn, but the man was so gifted at stealth he seems to have disappeared. Lessons must be taken from him at a later time.

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26

Double move if we're in initiative, if not, he's ready to react to the scream.

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

Godfrey's shadow... shadows him, drifting through objects and walls as if they weren't even there until it finds itself in some sort of side alcove, pausing to wait for more orders.

Stealth: 1d20 + 12 ⇒ (8) + 12 = 20

Lantern Lodge

Silent tide map

Thorn sticks a knife into one of the goblins. Ouch

init:

Ragnar: 1d20 + 10 ⇒ (15) + 10 = 25
Alvin: 1d20 + 7 ⇒ (5) + 7 = 12
Godfrey: 1d20 + 2 ⇒ (10) + 2 = 12
Thorn: 1d20 + 5 ⇒ (16) + 5 = 21
Lem: 1d20 + 1 ⇒ (13) + 1 = 14
Kyra: 1d20 + 0 ⇒ (14) + 0 = 14
baddies: 1d20 + 7 ⇒ (17) + 7 = 24

Ragnar, I'm assuming your move above is after you hear the goblin scream? Let me know ,if you moved before Thorn, then I'll give them a perception check to see if they hear you and go on their guard earlier.

The main carpet of beetles is displayed on the map, but the whole area has beetles and slime from the tanks all over it, treat the entire room as if covered in a grease spell.

The two goblins push over a pair of vats, each of them full of thousands and thousands of beetles, all hungry for flesh. Thorn begins to wonder if he was wise to go so far ahead of the others as they crawl over his clothes.

damage: 3d6 ⇒ (2, 2, 2) = 6

Status, bold may post: message (70min), inspire courage (Lem) +2 to hit and damage
Lem (14/27 rounds inspire used) 1 damage (has started inspire courage as move action, may still make a standard)
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.
Kyra three channels used,
Ragnar (longstrider) , 1 damage ;
(Hugsy) (longstrider, mage armor,);
Thorn (barkskin ~50 minutes,) 6 damage, covered in beetles. Fort DC15 or nauseated.
Godfrey
(Shadow of Sarenrae)

Goblins
green - 24 damage
blue
beetle swarms
yellow
red

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

I thought Thorn was using Message since he was talking while sneaking. From his current position can Ragnar see an open door down the hallway? And can an alchemical fire be drawn as part of a move?

Edit: Ah I see what you are saying. Ragnar moved after hearing something from that direction but he wasn't using stealth.

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

Move Action
Alvin heads in.

Free Action
Monster Knowledge: 1d20 + 14 ⇒ (19) + 14 = 33 - All 6 monster knowledges are same bonus, unless it's a robot or something.

Acrobatics (For Grease): 1d20 + 1 ⇒ (11) + 1 = 12

Hrm, lots of beetles huh? I know just the cure for this. Riddywipple, use that Wand of Burning Hands!

Standard Action
Alvin casts a Lightning Bolt. I put a line from the originating point to the wall. It goes horizontally 5 and vertically 3, barely missing Thorn. Should get Red, Yellow, and the Green goblin.
Lightning Bolt: 8d6 ⇒ (5, 6, 6, 2, 5, 4, 3, 3) = 34 electricity damage - DC 19 Reflex for half, and 1.5x for the swarms if that is what they are.

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 (*)

You got it boss!

Move Action
Riddywipple moves in, taking out the Wand of Burning Hands (CL 3). We'll say he's just 5 ft. up.

Standard Action
He uses it! Riddy should also get Red, Yellow, and Green.
Burning Hands: 3d4 ⇒ (1, 1, 3) = 5 fire damage - DC 11 Reflex for half.

Lantern Lodge

Silent tide map

Yes, you can draw alchemists fire as a move. I'm pretty happy with anyone combing a "draw" type move equivalent action with an actual move. Maybe not rummaging through a backpack, but things like Alchemists Fire you would typically have at hand.

Alvin looks at the beetles. These are nasty bits of work. They stay clinging to you even after you leave the main swarm. To make life worse if you are incapacitated by them or overcome, they redouble their efforts...
I don't think lightning bolt should do +50% damage to a swarm, it is a single line that passes through multiple squares, rather than taking up the whole square. It's pushing it a bit to get the yellow one, but doable.
reflex-RGY: 3d20 ⇒ (8, 15, 10) = 33

Riddy then moves in with the wand...
reflex-RGY: 3d20 ⇒ (8, 9, 17) = 34

There is not much left of that green goblin

Status, bold may post: message (70min), inspire courage (Lem) +2 to hit and damage
Lem (14/27 rounds inspire used) 1 damage (has started inspire courage as move action, may still make a standard)
Kyra three channels used,
Ragnar (longstrider) , 1 damage ;
(Hugsy) (longstrider, mage armor,);
Thorn (barkskin ~50 minutes,) 6 damage, covered in beetles. Fort DC15 or nauseated.
Godfrey
(Shadow of Sarenrae)

Goblin- blue
beetle swarms
yellow 37 damage
red 41 damage
Alvin (mage armor )
(Riddywipple) (false life, mage armor; ) 5 temporary hp lost.

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

will post when I can. If I fail this save it won't be much.

FORT: 1d20 + 6 ⇒ (11) + 6 = 17

-Posted with Wayfinder

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

can't fail the acrobatics check.

Trusting his companions completely Thorn sets to work on the goblin near him, ready to take him out before he acts.

Full Sneak Attack: Left: 1d20 + 8 ⇒ (3) + 8 = 11 for DMG if hit: 1d6 + 3 + 3d6 ⇒ (1) + 3 + (3, 1, 2) = 10 and Right: 1d20 + 7 ⇒ (17) + 7 = 24 for DMG if hit: 1d6 + 2 + 3d6 ⇒ (1) + 2 + (1, 5, 4) = 13

-Posted with Wayfinder

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

I will send Hugsy into the room. Hugsy is squeezing so even double moving doesn't get him very far.

Then I will move near the open door pulling one of the alchemist fires I got in the arena and toss it in the lower right corner of the yellow swarm.

Includes Point Blank Shot +1 to attack and dmg, Improved Precise Shot, -2 for range, Inspire +2 to hit and dmg
Ranged attack roll: 1d20 + 14 ⇒ (9) + 14 = 23 for dmg: 1d6 + 3 ⇒ (1) + 3 = 4 +50% and 1 splash dmg to blue goblin and Riddy. Alvin has greenlit the 1 to Riddy.

Had to do some quick reading on damage bonuses but that should be correct now.

Edit: And 1 splash dmg to Thorn. If he objects I can change the attack to the goblin and deal 1 to the swarm.

Lantern Lodge

Silent tide map

Thorn, the remaining goblin is no longer flat footed. If you full attack him, you won't get a sneak attack bonus, unless you get it from some other mechanism.


Lem uses his standard action to move towards the others so he is close if needed. Moved on map.

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