[PFS] GM Lithrac's Thornkeep, part II - The Forgotten Laboratory (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Team for the Forgotten Lab will be:
Rellen
Choamski
Floggentop
Knorrin
<frontliner>
<arcane or rogue>

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Well, new adventures and new abilities to test out my linguistic chops, so to speak.

I've taken the trouble of returning to the Annals of the Pathfinder Lodge and studying some Azlanti, so as to better understand the language of those ancient troublemakers.

Grand Lodge

Welcome Chasik and Kort! Can everyone post below with their updated Perception and Initiative scores, please?

We'll wait until everyone is ready before we start properly. However, you're encouraged to introduce your character in the gameplay thread.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Perception still at +9
Init went up to +5

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Perception +0
Initiative +1

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Perception +3
Initiative +1

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin is now ready to go, except for a couple of last minute purchases.

Since the other campaign was made inactive, they (like me) might not see the update leading to this new thread, so people might need some PMs.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Ok Wizzy is gtg with all purchases made..

Perc is +7
Init is +2

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

OK - the "Gnome Choamski" - the linguist? ROTFLMAO

Liberty's Edge

Dead

Looking forward to another great game, and welcome aboard Kort and Bash!

Init +5
Perception +4, +6 vs Undead

-Posted with Wayfinder

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

A purchasing suggestion: cold iron ammunition with various blanches on them. (I put the reference below, since most people don't realize you can do this.) (And a ranged weapon, if you don't have one.)

One thing about blanches is that the blanch effect can go over another special material, so you can use cheap cold iron ammunition (just double the normal ammunition cost) and then put adamantine blanch on 10 (100 gp) and alchemical silver on 10 (20 gp), and leave 10 regular cold iron. While it only lasts for one blow, that is all you care about for ammunition.

All of them would then do damage against demons and fey (CI), 10 would also bypass the DR on devils and some other things (CI/AS), and 10 would also bypass the adamantine DR and be good at damaging objects (CI/Ad).

The especially nice part is that you don't necessary have to know, then, if it is a demon or a devil, or evil fey or other weird silver-vulnerable thing. (I had one nasty encounter recently in PFS with a weird flying extraplanar elf that was vulnerable to silver, not the cold iron we were expecting.)

Ref:
There is only one blanch per item, but the blanch can go over the other material and (whether it makes sense or not) both end up counting.
Weapon Blanch:

PRD link wrote:
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

(Emphasis added.)

Liberty's Edge

Dead

I already did pretty much that, except I took Ghost Salt - Rellen did not enjoy being impotent against the Shadow - over adamantine. I'll need to check out the price of adamantine, since Rellen mostly coincidentally makes a pretty competent archer.

-Posted with Wayfinder

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

@Rellen - I'll grab some adamantine blanch. undead with minds I'm not so hateful about. precision- and critical-damage immune constructs give me the willies. Also not a big fan of the mindless undead.

@Knorrin - good thoughts - I've got some extra cash-on-hand for some adamantine blanch. I'm carrying a batch o' cold iron and silver arrows already. And no telling about the nasty fey in Beggar's Pearl... :) I just finished GM'ing that, and decided I needed to not GM fey until I remember how to dial back on 'em a bit. The little guy in the big foundry room made my players' skin crawl.

I was looking at a full-on adamantine dagger, but wow! I don't remember them being 3k. c'est la vie.

@GM Lithrac - I'm spending 200 gp (100 per 'dose') for 2 adamantine weapon blanches. I'm using one 'dose' to apply to 5 cold iron arrows and 5 silver arrows. And 4 more daggers. because.. you can never have enough daggers. I'm updating character sheet to reflect.

Grand Lodge

Great ideas all around for purchases, everyone! It's a good idea to write down in a post here in Discussion on what weapon/ammo you put what blanch, etc.

I've updated the map in the header to that of the Forgotten Laboratory. You can still find the Thornkeep map in the Campaign Info tab, where your Init and Perception macros are stored as well. By the way, I'm rolling Perception for passive rolls, but you can still roll it as an active roll if you're searching an area or a corpse.

About the map - I've added your tokens, you should be able to move them on your own accord. Could you establish a walking order please? Unless you want to make some changes to it, I'll keep it for the whole level as reference.

Liberty's Edge

Dead

Rellen has used all of his blanches on cold iron arrows, so ten ghost salt and ten silver.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Speaking of blue basilisks, I'll go buy earplugs and smoked goggles before I go. 10.03 gp

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

If no one objects unduly, Kort generally ranges out ahead, working the stealth thing. I haven't quite worked out the vision thing, so not too far ahead.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Darkvision is a handy spell, when you get to that levels, as are echolocation and see invisibility.

Grand Lodge

Marching order seems sensible:

Kort / Bash / Rellen / Choamski / Floggentop / Knorrin

Everyone set?

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

I wouldn't mind heading over to the Goldenfire Order, just to see if they ever found their missing wizard.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

I am gonna buy a longbow, 40 silver tipped arrows, 1 adamantite blanch, 1 ghost salt blanch, 1 cold iron blanch, 2 acid flask, 2 alchemist fire. Not near my comp so booking will have to wait.

In the end I will have 10 silver/adamantite...10 silver/cold iron...10 silver/ ghost touch...10 silver

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Ghost salt costs 200 gp, btw, according to the Inner Sea World Guide (in one area of d20pfsrd it says, incorrectly, 20 gp, but in others it says 200 gp).

Liberty's Edge

Dead

While Kort is being stealthy I would prefer to have Rellen being stealthy behind him, say twenty feet behind him - which should mean if we both take ten we are getting the same result for things ahead and leave Rellen in a position where he can be there swiftly if things go wrong. If we are headed into no surprise danger we all huddle behind Bash's 47 damage to down posterior!

Liberty's Edge

Dead

Incidentally if anyone is interested in getting a tattoo to commemorate their time in Thornkeep Rellen has the skill - and is pretty good - it might be kind of neat to have a group tattoo of say the door. Mechanically you would just pay for a tattoo, but for a colour tattoo of the door about the size of a palm it should be about 1gp - for ten colours including black.

If people are interested I might knock something up so we can have a link to it in character sheets, but I understand a lot of characters might not be keen on tattoos.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

Kort better hurry up with any of the tattooing stuff... Not sure how well that works when draconic natural armor starts to kick in. But he'd definitely be into it - Door of Seven Stars - shoo... who wouldn't ink that?

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

...and... a Door of Seven Stars.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

The tattoos are a fun idea! Perhaps I'll also have him do a holy symbol tattoo later, at some point.

We can see how the order goes. It might make sense to have Choamski, say, farther back since he has a higher perception score and that may help with sneak attacks from behind. In some ways I would like to be a little more central so as to be better in a position to channel energy and otherwise get to and heal the entire group. On the other hand, I might be less stealthy and slightly more durable. Either way, I suppose.

Liberty's Edge

Dead

We arrived in Thornkeep and gathered information discovering that the goblins had entered the Halls seeking the lost goblin kingdom of Zog, a young noble had become lost down there with his companions and that an apprentice wizard from the order we are now visiting had survived and returned with a drawing of a strange door with seven holes around a star. Consulted the wizards who said the apprentice had gone off into the woods and there was already a search party going after him.

We entered the halls immediately after and faced a group of goblin archers, climbed up a level and were surprised by dog sized fungus covered grasshopper-like things found a gem. Rellen both did and took about forty points of damage being revived twice a very tough fight! We encountered a room with waist high purple mist and Choamski braved it to find a gem. Faced a shadow which badly strength drained Rellen, but was slain via magic sword and channeling. Headed back to town and had a full days rest to recover. Then we returned and encountered a Wight and some zombies and thankfully downed it without getting hit - since that would mean no save death for a 1st level character! Found another gem, fought some skeletons found a gem, got attacked by stirges and Fallen con drained. Heard goblins ahead and buffed including making Rellen invisible before heading up and slaughtering some tougher goblins trying to ambush us.

With all seven coloured gems Choamski placed them into the door in rainbow order and here we are.

!

-Posted with Wayfinder

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Thanx :). I hate undead, did you guys play "up"? All I am missing is slashing, should I get a weapon for that? Maybe a longsword?

Liberty's Edge

Dead

No its just a pretty tough module, we did not know about the Wight until after the event but yeesh! The wight was the missing noble BTW. A slashing weapon for zombies would be good, but a dagger might well cover it, you can put one in a spring loaded wrist sheath so drawing it is a swift action.

-Posted with Wayfinder

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

When I played through, we went the wrong way around. The bloody cricket things were the last encounter we had, and nearly offed poor Kort (and jumped on his chest a bit, while attacking the rest of the party :(

the wight actually tagged one of the characters - fortunately the second level character, so not so much with the dying. I believe we fell back to town for a regroup after that, and the 2nd level character had the cash for a less restoration (IIRC).

Oh - and stirges! don't get me talking about annoying stirges... Though in that first level build I had access to 'silent image', and used the stirges to distract several goblin guards... so not altogether a bad thing.

Definitely a tough module. Lots of exotic critters.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Is there a better wrist sheath somewhere other than the PFD/Ultimate Equipment one? It has retrieving items as a move action that provokes an AoO - meaning I see little use for it. Perhaps the "spring loaded" version is faster?
~~
Expanding a bit of the Cliff Notes, from what I could tell (I never found out about that magical chain or chain shirt), the best item we found was the +1 cold iron short sword, sized small, hidden in a large statue. At least on the first two levels, nothing else seemed really goblin-appropriate, much less goblin king appropriate, which makes me wonder if the goblins were looking for it. Perhaps some of the deeper levels will have more.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

The spring loaded wrist sheath is from Adventurer's Armory. Typically loaded with a Scroll of Breath of Life; don't ask me precisely how loading a scroll into a wrist sheath works.

Behold

Liberty's Edge

Dead

I imagine it would be rolled into a very tight cylinder, seems fair enough to me.

-Posted with Wayfinder

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Ah, that's great! Too bad it is a pound, though: so many of my characters are at the very top of a weight limit, lol.

Grand Lodge

Modifying marching order according to Knorrin's input:

Kort / Rellen / Bash / Knorrin / Choamski / Floggentop

Edited according to Rellen's input.

Liberty's Edge

Dead

I would like Rellen second it seems to make the most sense in every scenario. If Kort leads its for stealth and Rellen is a great deal stealthier than Bash if Bash leads it makes sense to have Rellen close behind ready to strike.

-Posted with Wayfinder

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

i am good either way. imho, as long as I am no more than 3rd i should be fine. I move at 20ft so, anything more than 3rd and I will be useless should combat happen :)

Liberty's Edge

Dead

Also fair warning I think its fair to ask that the leader be pretty darn posty as they can sometimes end up as a bottleneck for posting. If that starts happening I'll probably have Rellen take the lead, at least to open up a new map section, etc. The last game moved at an awesome pace and I would like to keep that up.

-Posted with Wayfinder

Liberty's Edge

Dead

Hmmm, I wonder if the module offers opportunities for joining to us more martial types. I imagine if it does we will get steered in their direction a little though, and I cannot think of any reason to seek them out currently.

Liberty's Edge

Dead

Got a week off coming up, on the 6th of January and am considering running a module via virtual tabletop online. Sleep schedule is so screwy I'm not really bothered about time, and I'm up for purchasing and running virtually any low level module, I'd prefer to avoid Friday or Saturday.

Any interest/suggestions/thoughts? I've not run VTT for a few years so I'm pretty flexible, was toying with the idea of using the new 3d Virtual Tabletop which looks absolutely beautiful - I have the android app and have played with it a bit, but not linked up online. I'm leaning towards text rather than MICs, but am open to persuasion on that to.

Grand Lodge

To be completely honest, all that happens on the surface is entirely off the module and purely for roleplaying's sake. The module only comprises whatever happens inside the dungeon (which is a little sad and "dry", hence my efforts at setting said dungeon into context). Bottom line is, if one of the factions appeals to you, you're more than welcome to interact with and maybe join them!

6th January is the day I resume working, sadly. I haven't had any experience in VTT, but I'd love to try if given a few pointers.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

I appreciate the invite, but I'm back at work, and transitioning to a new job. Gotta work my sleep schedule back into line...

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Rellen, I only have little bits of time here and there between toddler activities, so I can only do PbP at the moment. It's been a sanity-saver since I don't have a 6-hour+ block per week anymore to go to some real-life or real-time game.

I would second Rellen's point about it being helpful for the 'leader' to be an active poster, and perhaps more formally designated a leader so that they can make some of the trivial, "right or left", decisions.

It might also be possible to have some of the things worked out and made regular to speed things up, like "I go up to the door, listen, check for traps, and then..." that apply to each, with others following when the signal is given.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Well, there is one reason I might be closer to the front...

<cough>+9 perception</cough>

Why is Korts perception -1, not +4? Distracted? (peeked at your sheet...)

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

bad 3.5 habit - was looking for my 'search' skill. corrected.

perhaps if Kort was a bit wiser, he'd invest more in his perceptiveness. but wisdom is not his strong suit...

Liberty's Edge

Dead

Mmmm, well your stealth is just as good as Korts. It would not impede Rellen much for you to be right behind Kort, since he won't be charging but moving up. I suppose if we all keep in mind to leave a charge lane open for Bash it could work.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

That probably sounded like volunteering to stand in front.

Uhh... I meant "I'M PERFECTLY HAPPY WATCHING THE REAR. YEP"

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

*sigh* Okay, I'll go 2nd ;)

Liberty's Edge

Dead

Finishes nailing bacon to a shield and hands it to Choamski. Going up front is great fun, you get pounced on, drained and attacked by wights it's like winning the lottery!

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