[PFS/DMK/GD2] 5-09 The Traitor's Lodge (Inactive)

Game Master Kludde

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Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel follows the other two, with knives in hand, figuring she was going to have to cut her way through whatever monster was waiting on her.


VC - Sydney, Australia

At least this way we get Shel in on a flank and we can make it in without drawing AoO's :)


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I'm Assuming those moves on the proposal are what Grim, Misfortune and Shel are doing

Grim and the lion moves up quickly north of the eidolon, and quick gesture makes clear to Shel that she should take the southern route.

The demonic creature lets out a hissing screech in Abyssal, and attacks Grim

Slam, Grim: 1d20 + 13 ⇒ (2) + 13 = 15
Slam, Grim: 1d20 + 13 ⇒ (16) + 13 = 292d8 + 5 ⇒ (8, 2) + 5 = 15

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Cedric
Rhyd

Kyra
Shel
Grim

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Monster
---

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Yeah it took Grim and Misfortune a Move action to traverse the distance - I assume that's all we had time for :)

Grim and Misfortune both become ENRAGED and tear in!

Grim
[Rage+Flank][+1Silver]

Attack 1d20 + 11 + 2 + 2 ⇒ (19) + 11 + 2 + 2 = 34 [Rage+Flank][+1Silver]
Damage 2d4 + 7 + 3 ⇒ (4, 3) + 7 + 3 = 17
Convert? 1d20 + 11 + 2 + 2 ⇒ (6) + 11 + 2 + 2 = 21
Add - Damage 2d4 + 7 + 3 ⇒ (2, 3) + 7 + 3 = 15

Attack 1d20 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
Damage 2d4 + 7 + 3 ⇒ (2, 1) + 7 + 3 = 13

Misfortune
[PA+Rage][Natural]

Bite 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Claw 1d20 + 7 ⇒ (19) + 7 = 26
1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Claw 1d20 + 7 ⇒ (14) + 7 = 21
1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Rage = 2 rounds used


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

Kyra moves in and attacks the creature.
Attk: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg: 1d6 + 6 ⇒ (5) + 6 = 11


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Whoa!

With the impending doom, in the form of a powerful demon arriving, hanging ever thicker in the air, Grim doesn't muck around as he gets straight to business - a ringing blow to the eidolon's head, which leaves the creature staggered enough for Misfortune to pounce upon the creature

--edit--
Kyra moves in as well, and tries to hit the serpent-like abomination, only to be outmanoeuvred by it.

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Cedric
Rhyd

Kyra
Shel
Grim
---
Monster (42)
---


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

Already posted my attack. Which incidentally, next to Grim's blood feast, feels like Kyra just hit the thing with a cherry popsicle .
:P


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Edited that now. Travelling on a train, with only very narrowband connection, so every now and then I have to post 'blind'


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

lets make short work of this beast

Scorching Ray: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 134d6 ⇒ (4, 6, 6, 6) = 22 Vs Touch AC

Scorching Ray: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 214d6 ⇒ (4, 3, 3, 5) = 15 Vs Touch AC

Crit conf Scorching Ray: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 94d6 ⇒ (3, 5, 1, 1) = 10 Vs Touch AC

added the -4 for not having precise shot


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Cedric fires off a duo of scorching rays, each hitting the creature full on. When the smoke settles, only a charred husk remains.

Combat over!

The pauses between tremors become shorter and shorter. The vibrations are extremely strong now, shaking the adventurers up to the teeth.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Keep running ! Cedric will resume fleeing :)

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim and Misfortune seem a bit fatigued after the frenzied display. grim looks at his wounds and pulls out a wand...

Umd 1d20 + 8 ⇒ (19) + 8 = 27

Triggers it, and keeps moving.

Infernal healing.

"check the door or keep running?" he gestures to the adjacent door.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

By the time Shel got to the creature, her team had quickly dispatched of it. [b]"I think we have enough proof of what was happening here, and we have some demon running down our back. I say we forget the door and get out of here!"[_/b]

Silver Crusade

Rhydderch charges into battle only to find it over. "I believe we have done all that we can. We should leave before it is no longer an option to do so alive."


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A brief, bright flash, and for a split second the entire cave is so brightly lit that the adventurers are blinded. A fraction of a second later, a loud thunderous roar can be heard, booming from the where the adventurers were earlier. Moving up the stairs, a strong smell of sulphur and brimstone emerges. And something stirs.

Valais stops before she moves up the stairs. She is hesitant. What will happen? Out there? What will they say? she says in a scared voice. What will they do to me?


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

We will explain to them. Come with us, it will be alright.

Diplom+guidance: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim notes the explosions and flashes, and decides his colleagues are about as correct as a person could be. "Then to the Abyss with this hole" he spits, and gets back to the task of escaping.

He looks at Valais, still a bit wild eyed from the adrenaline of the last fight, Misfortune looks too - his snow white fur dyed red at paw and muzzle, his mane and coat spattered with a mosaic of red gore - "You are with us, they wont say too bloody much!" Grim laughs darkly.

He keeps laughing as he pushes forward awaiting his next encounter with the red mist of rage, Misfortunes tail switches aggressively.

Silver Crusade

"Indeed Valais...you have proven yourself to us. We will speak on your behalf."

Aid Another: Diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Diplomacy Aid Another 1d20 + 8 ⇒ (19) + 8 = 27

"You've been nothing but helpful, Valais. We will let everyone know this. You'll be fine.". The halfling flees with the others.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Not only that but i can also work on a way to get you back to something that look more normal. There is always the option of reincarnation our soul transfer into a Souless automaton. I hear the Witch do create what they call Soul dolls.


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Following the concerted reassurance by the pathfinders, Valais makes her way up the staircase, into the ruined floors above. As the groups makes their way through the basement of the lodge in haste, the rumbling and commotion reaches a crescendo, a sound of crackling behind them as the air fills with the smell of ozone. Yet, the group makes it to the ground floor in time.

Whatever it down there doesn't pursue. Only for the better.

The group has gathered more than enough information to piece together Thurl's plans. Several days after escaping to the surface, the group is able to present their findings to Venture-Captain Jorsal, who looks over the evidence and confirms that Thurl is a traitor to the Society. The dwarf’s knowledge of the Sky Citadel Jormurdun predates the Society’s by years, which disturbs Jorsal, but he is even more perturbed and disgusted by Thurl’s experiments and regular dealings with fiends.

Jorsal is shocked at seeing Valais, but vows to oversee her restoration, or at least acceptance into the Society. It was an act of humanity to bring her here, and I will see that act was not in vain.

Congratulations on another successful adventure! Please go to the discussion thread to roll for boons and day job, and fill out your preferences for a next scenario in the spreadsheet (instruction in the discussion thread). I'll be working on the chronicles now!

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Yay team!

Thanks Kludde!

Much work to be done on levelling Grim. He had two sheets also waiting for him to level up to so now he's one off 8…!

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