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

Game Master Cyril Corbaz


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Grand Lodge

GM rolls:
Headbutt: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 71d2 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Rellen's swing meets only the empty space. Desperate, he flings another scabbard, but to no avail. The goblin reappears as it intends to headbutt Choamski this time. However his offensive move is a chaotic and reckless one, and he misses completely.

Chasik is able to use this opportunity to strike the goblin right before he goes invisible again.

Chasik can do one AoO with no concealement, then everyone can act again (with concealement this time, and provided he stayed at the same spot. If you're aiming at a different spot, please specify which one.

Initiative - round 3
Choamski <
Kort (D) <
Floggentop
Rellen (7 dmg) <
Chasik <
S (?? dmg)
Knorrin <
Everyone can act!

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

Choamski runs around frantically, using his body as a probe.

I've drawn my path

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:

Im not sure who if anyone is still injured, but if they are ill move to heal them..

Heal if needed: 1d8 + 1 ⇒ (8) + 1 = 9

Im buying some flour after this mod lol

Grand Lodge

Choamski, you don't bump into anything. If you happened to cross his path, he let you pass through his square.
Floggentop, I'll assume you healed Rellen to full. If you wish to know who is hurt, just look at the initiative order.

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:

Wizzy heals Rellen again.. For 9..

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 moves a few steps southeast and east, climbing the stairs, seeking to defend Whizzy's flank by readying a strike with his spear for when the creature next becomes visible.

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)

Chasik seeing the enemy reappear, steps up and hopes to land a sold blow

PA hammer: 1d20 + 6 + 1 - 1 ⇒ (20) + 6 + 1 - 1 = 261d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Chasik will ready again for when he reappears then attack again. I keep repeating this tactic until he drops :)

Oh yeah possible crit baby lol

crit confirm: 1d20 + 6 + 1 - 1 ⇒ (5) + 6 + 1 - 1 = 112d8 + 10 ⇒ (5, 6) + 10 = 21

He won't go splat, but still may drop :)

Liberty's Edge

Dead

Rellen readies himself to charge when their frustrating foe becomes visible again, giving Floggentop a tight smile of thanks.

Readied Attack:
Readied Charge with Greatsword: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30 Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Crit Conf Greatsword: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28 Damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Grand Lodge

GM rolls:
1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 251d2 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Chasik administrates a well-aimed blow on the goblin before it disappears, and the dance with the invisible foe resumes... The valiant Pathfinders just have time to catch glimpse of all three liquids contained in the goblin's "head vials" bubbling intensely. It even seems that the purple liquid is slowly draining, as there appears to be less and less of it every time he disappears. Even stranger, the goblin's wounds seem to close progressively.

As expected, the goblin reappears next to Choamski, attempting to strike the gnome with his small fists this time. He lands a lucky blow on Choamski's brow, making the linguist bleed abundantly. 10 damage taken.

Before the alchemical goblin can turn invisible again, Rellen strikes with his two-handed blade, delving deep in the creature's flesh. As strange as it may seem, it doesn't die, and his wounds continue to close.

Chasik, you may roll your readied attack. Next time you can do just like Rellen and roll it (preferably in a spoiler called "Readied attack") when you announce it). Knorrin, I'm sorry but you're too far even with a 5-ft step...

Initiative - round 3
Choamski (10 damage)
Kort (D)
Floggentop
Rellen
Chasik (R)
S (?? dmg)
Knorrin (R)
Chasik can act! (Readied attack)

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)

readied attack:
PA: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 5 ⇒ (2) + 5 = 7

Grand Lodge

With one last blow shattering the vials on his head, the goblin seem befuddled for a moment, then collapses on the ground, lifeless.

Searching the room will yield little more than what the greenskin had: a magical axe, some rags and three alchemist's fires. Behind the table on the dais is a bucket filled with rotten viscera from previous experiments, among which the Pathfinders will find a magical feather covered in goblin bile and ooze.

Liberty's Edge

Dead

Is the axe small?

Rellen helps search the room while recovering his scabbards, "Well I don't know what that was, and hopefully nobody else will have to again."

Grand Lodge

Sorry, I forgot to mention it. Yes, it is. It would be a handaxe for a medium-sized creature, I believe.

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)

Man, that was one tough little bugger, as he finishes it off with one decisive blow coupe de gras.

He looks around to the others, Everyone okay, that fight was an annoying if not difficult one. Wizzy, do you want to use the battleaxe, if not then we should at least take to to prevent anyone else using it

After everyone is healed, and ready, Chasik, will look back towards Kort and head back down the hallway, Should we check out the passageway back where those statues were? unless we already cleared that room out, the I say we go forward

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:

"Indeed.. Nasty little fellow." Wizzy looks at the axe.. "Um I have no use for that thing.. Looks way to heavy for me.." He stores his wand and readies to follow again..

Choamski you have a wand to heal urself with right?

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
GM Lithrac wrote:
Sorry, I forgot to mention it. Yes, it is. It would be a handaxe for a medium-sized creature, I believe.

Does PF use such "weapon equivalencies". I always think they make sense - so the Bilbo uses a medium dagger as a short sword, or whatever - but I don't remember if PF does or not.

Knorrin begins his standard routine of finding a good position in the room and casting Detect Magic, scanning until he has determined all of the magical items or sources in the room, if any.

Then he will pray for Guidance before each - and thanking Sarenrae for their continued victory - and then examines the 'feather' and the axe.
Detect Magic and Spellcraft, feather: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Detect Magic and Spellcraft, axe: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Perhaps Knorrin has a knowledge of feather tokens, although OOC I remember the tokens as having high caster levels - too high for someone like Knorrin to understand.

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

Choamski heals himself of the nasty axe cut, making sure to wash in case of possible infection.

Spoiler:

1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

Dead

Once everyone is finished healing and examining their finds Rellen follows Chasik back to the unexplored room, ready for more searing pain and killing.

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 waves his wand suggestively toward Choamski, "Your sure I can't help you with that?"

While folks search and poke and prod, Kort stands watch at the unexplored door, armed with his bow. As Rellen approaches, Kort covers his advance, and steps in immediately behind him.

Grand Lodge

Reposting some key information regarding the southern gallery, since part of it was under spoiler for Kort's eyes at the time.

The southern part opens into a large gallery. Opposite a bench in the center of this room are a pair of stone statues set into alcoves, each one looking like a vaguely humanoid collection of gears and blocks. These statues appear to be mostly intact. Each of these statues has a hole in its chest, roughly the size of an apple. It is obvious that the power crystal you obtained earlier would fit into those cavities. Moreover, Kort recognizes writings in Draconic indicating that the construct should be given orders in Draconic.

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

"Anyone have an interest in playing with golems? It appears these may respond to orders in draconic. I think we've got power for these."

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

Choamski gets a look if glee.

"You are using an interrogative form when declarative is proper. We are going to play with a golem. Lets us make this happen!"

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:

Wizzy watches, letting his gnomish curiousity get the better of him..

Grand Lodge

Activating one of the statues is not a problem for the Pathfinders. The opening is exactly the same as the cavity which you extracted the power source from. The power crystal fits perfectly, and moments later the statue animates. A strange sound emanates from the stone lips.

Draconic or Linguisitcs DC 20:
"Master?" What's your query?"

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

Draconic:
"Who will you accept commands from? What is the nature of your capabilities?"

Grand Lodge

Draconic:
"I was made to serve. I will do as you say, master. I can carry what you will, or defend you against foes."

The statue appears to be able to move around and help with various tasks.

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

"We have ourselves a volunteer guardian! Where do we want it to go?"

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:

"Where ever we still haven't searched.."

Liberty's Edge

Dead

"Between those statues near the front entrance?" Rellen asks, "Thye practically scream trap..."

Grand Lodge

Hastening things a bit if you don't mind.

Following Choamski's orders, the statue moves slowly but steadily to the room at the end of the western corridor. It looks as if some years ago something broke loose and tore apart this ancient workshop before ripping a hole in the eastern wall. Broken tools and implements appear to have pulled from the ruined remnants of this chamber and sorted into various piles.

There, another similar statue awaits, and immediately attacks the recently reanimated construct. They seem of equal strength, and would have destroyed one another if you hadn't intervened to tip the odds in favor of "your" statue. The losing state lies broken on the stony ground, its own power crystal destroyed. No doubt that with the help of the statue, the remaining denizens of this level will soon perish as well.

A thorough search in this room will uncover many cogs, gears and tools tht may be worth selling, but you estimate their weight to be about 500 pounds.

The south wall of this chamber contains a large iron door with a particularly complicated lock. Unsurprisingly, the iron key you found in Kernar Half-Face's pouches fits the lock perfectly. It opens into a flight of winding stairs leading to the lower level of this dungeon.

Congratulations, you have completed the Forgotten Laboratory! I'm assuming the statue will help you clear the reminder of the level easily, squashing a particularly large spider nesting in the caverns between your location and the room where you found the "alchemical barbarian" goblin. You also explore the last hall, which proves to be heavily trapped. However, since there's no other threat on that level you are able to find your way around it to return to Thornkeep and deliver map & report to whom it concerns.

Chronicle sheets will be sent via PM shortly, and the game reported. Feel free to use the discussion tab for any purchases, banter, or any questions about the scenario you might have (I'll gladly post stats if you're curious). More importantly, I hope you enjoyed this adventure! The next one will be the Enigma Vault. I'll assume everyone is game for that one as well, or please tell me if that's not the case so that I can find replacements.

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

In all the searching and poking, Kort is particularly keen to find the homonculus/imp familiar thing. Kort also gains a keen appreciation of the benefits of having an iron golem break path in a heavily trapped environment.

'Might have to get me one of those, full time. Maybe something a bit more portable... pocket sized even.'

Liberty's Edge

Dead

Rellen scowls as the group emerge from Thornkeep, and growls, "I am slipping, letting my pain and rage get in my way make me clumsy." Glowering at nothing in particular he adds,

"Got to learn to use it, not let it blunt me." He nods, straightens his back and begins striding towards the forest, "I'll be back in a few days, going to go introduce myself to this Darioth Wolfsmane see if he's worth spit. Maybe I'll learn something, maybe he will. When I return we'll update the Goldenfire lot and head back in... Assuming nobody disagrees."

Rellen then walks into Wolfsmane camp and squares up to the first warrior he sees, "You, I heard you lot can fight. I've heard you can fight with your rage, and if you can prove it I'm hear to learn. I've got enough fury, and if your lacking I can help you out there to. So who do I have to fight to see Darioth Wolfsmane and earn the right to train with you barbarian goat f$*$ers?"

Diplomacy?: 1d20 - 1 ⇒ (18) - 1 = 17 Or 22 if Intimidate seems more appropriate.

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, too, looks for the homunculus, but figures that it slipped by sometime and escaped. "I believe it would have been better off dead than severed from its master and insane. But, that mercy may be denied it."

Knorrin finally emerges for the last time after having carefully measured and described all of the finds, corralling all (well, most) into the task, much to the mutual pleasure of some and annoyance of others. Worse, he whistles merrily as he works.

Reentering the sunlit world, he thinks about how places, like people and creatures, can be turned to evil but then, with work and words or swords, be turned back to good and redeemed. As he helps pile the corpses of the twisted human alchemist and his goblin accomplices and victims all into the same burn pile, he wishes, Would that it was more with words than swords.

Grand Lodge

Rellen:
The Wolfsmane encampment proves to be a rough environment. Gazes turn to you in a hostile way at first, until you meet with chieftain Darioth, a proud and fierce woman who has proved to be capable of resisting Baron Tervin's influence throughout the years. After an extensive period of trials and testings, she accepts you as one of the Wolfsmane tribe, recognizing great prowess in you.

As for the homunculus, he seems to have disappeared from the complex entirely. Whether he plays a game of hide-and-seek with you or he is gone for good, you can't say for sure.

Miss Starcloak of the Goldenfire Order is amazed by your progress and your findings. She rewards you handsomely for your valuable information, and requests that you lead a small expedition down there to recover the alchemical equipment you don't need for the Order. She seems overjoyed at what looks like a promising collaboration.

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