Sior's PFS Traitor's Lodge (Inactive)

Game Master Sior

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Scarab Sages

Female Human (Tien) Cleric 6 (HP 26/39) | AC 20 Touch 13 FF 18 | Saves F +7 R +6 W +10 | Per +3

Also... still taking half of Henry's damage... lol.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Poke-y Wand: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
CLW damage: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8

Flinders continues to poke with his wand.

Sovereign Court

Male Humanoid (Human) GM 4

Will against Flinders: 1d20 + 11 ⇒ (20) + 11 = 31

Scarab Sages

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Fort with forgotten Heroism: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Channel: 4d6 ⇒ (4, 5, 6, 4) = 19

Cairo resists the necromantic energies and keeps channeling to keep his friends in fighting shape.

And I'm out of channels. We need to kill him now..

Scarab Sages

Female Human (Tien) Cleric 6 (HP 26/39) | AC 20 Touch 13 FF 18 | Saves F +7 R +6 W +10 | Per +3

Xenobia tries to banish the creature with positive energy again.
Touch 1d20 + 2 ⇒ (15) + 2 = 17 (Prone, Touch)
CMW 2d8 + 5 ⇒ (6, 2) + 5 = 13 (DC:15)
Trying to, haha.

Sovereign Court

Male Humanoid (Human) GM 4

Will save VS Xenobia: 1d20 + 11 ⇒ (12) + 11 = 23

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

[ooc]Ok, so instead of 15 damage I should have taken 7 and Xeno took 8? Not sure which way the rounding goes. Feel free to shut it off any time you want though.[/ooc

Scarab Sages

Female Human (Tien) Cleric 6 (HP 26/39) | AC 20 Touch 13 FF 18 | Saves F +7 R +6 W +10 | Per +3

Works for me, you also get a +1 deflection, which works against touch attacks. Will be leaving it up, as it takes an action to dismiss.

Grand Lodge

Stats:
  • 31/31 HP
  • AC: 14, FF: 10, T: 14
  • F: +4, R +7, W+1
  • Per: +5, SM: +4
  • Init +10
  • Ki Pool 3/3 used
  • Current temp mods:
  • Human (Tien-Dan) Ninja 2 / Figher (Weapon Master of Shuriken) 2

    Sen will try to go 3/3 on Curing the Lady Who Keeps Getting Hurt Somehow.

    UMD (Activated before): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
    CLW for Xen: 1d8 + 1 ⇒ (2) + 1 = 3

    3 charges off this wand

    Sovereign Court

    Male Humanoid (Human) GM 4

    Henry swings at the beast after repositioning to a spot he could reach?

    Flinders wands the beast.

    Cairo channels to heal.

    Xenobia connects with her Cure spell to hurt the minotaur.

    Sen manages to heal her again with the wand.

    Intent on taking out the one who keeps healing his foes, the minotaur swings at Cairo again.

    Hammertime: 1d20 + 8 ⇒ (9) + 8 = 17 vs Touch AC on Cairo
    9d6 ⇒ (4, 4, 5, 2, 1, 6, 2, 5, 4) = 33 DC 18 Fortitude save to halve

    Party up!
    You're actually very close.

    Scarab Sages

    Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

    Fort: 1d20 + 11 ⇒ (1) + 11 = 12 Ouch.

    Cairo takes the full brunt this time and swings back feebly.

    DF, H: 1d20 + 13 ⇒ (2) + 13 = 15 Double Ouch.

    1d6 + 6 ⇒ (2) + 6 = 8

    Grand Lodge

    Stats:
  • 31/31 HP
  • AC: 14, FF: 10, T: 14
  • F: +4, R +7, W+1
  • Per: +5, SM: +4
  • Init +10
  • Ki Pool 3/3 used
  • Current temp mods:
  • Human (Tien-Dan) Ninja 2 / Figher (Weapon Master of Shuriken) 2

    Sen will try to poke Cairo this time!

    UMD: 1d20 + 8 ⇒ (6) + 8 = 14
    CLW if success: 1d8 + 1 ⇒ (7) + 1 = 8

    -Posted with Wayfinder

    Sovereign Court

    Male Humanoid (Human) GM 4

    Cairo actually hit the beast, but Sen is unable to help him regain his health! =(

    Sovereign Court

    Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
    Indiana II:
    HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

    Henry continues to jab with his lance! Yeah, adjust me wherever I need to be. I couldn't get to the map earlier.

    "What? Ho! Let's take this beast down!" Henry riles his companions on.

    +1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
    damage, challenge: 1d6 + 4 + 4 + 4 ⇒ (4) + 4 + 4 + 4 = 16

    Scarab Sages

    Female Human (Tien) Cleric 6 (HP 26/39) | AC 20 Touch 13 FF 18 | Saves F +7 R +6 W +10 | Per +3

    Xenobia channels energy to heal her allies.
    Channel 3d6 ⇒ (2, 3, 3) = 8

    Grand Lodge

    AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

    Pokey Wand: 1d20 + 2 ⇒ (18) + 2 = 20
    Damage: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6

    Flinders stabs at the incorporeal once more.

    Sovereign Court

    Male Humanoid (Human) GM 4

    Will!: 1d20 + 11 ⇒ (18) + 11 = 29

    In a last ditch effort, the minotaur tries to take the other cleric to the depths. "If I go, you go. But I. Will. Return!"

    Hammertime: 1d20 + 8 ⇒ (9) + 8 = 17 vs Touch AC on Cairo
    9d6 ⇒ (6, 1, 5, 4, 3, 5, 1, 4, 5) = 34 DC 18 Fortitude save to halve

    Party up! Finish Him!

    Scarab Sages

    Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

    Fort: 1d20 + 11 ⇒ (19) + 11 = 30 Whew.

    Cairo resists it this time as he strikes back at the minotaur.

    1d20 + 13 ⇒ (6) + 13 = 19

    1d6 + 6 ⇒ (6) + 6 = 12

    Please kill it or I'm a goner.

    Grand Lodge

    AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

    One more poke!: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
    Big Money!: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9

    Flinders pokes again, mentally reminding himself to get a new wand if they make it out of this....

    Sovereign Court

    Male Humanoid (Human) GM 4

    As Flinders reaches out with the wand, the magical energy overcomes what's left of Karsos' ethereal form. He parts with a line that you feel you have heard before. "I don't know who you are. But I will find you. And I will kill you........."

    Out of Combat!

    At this point, the illusion of the maze fades away, bringing back the rubble you remember so fondly.

    Valais guides you back to the room you originally found her in, the library beneath Thurl's Lodge. She wishes you adieu as you head above the surface. If asked to come with, she seems to ponder the idea, but would need convincing to do so. "If I go up there, what will become of me? They won't accept me for... this," she says indicating her patchwork face.

    Scarab Sages

    Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

    "You should know better. We have all types in the society. Angel-people, devil-people, even goblins. I think they'll accept you."

    Sovereign Court

    Male Humanoid (Human) GM 4

    Cairo, Diplo check, please.

    Grand Lodge

    AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

    "Yes dear, the Pathfinder Society is one of the most accepting organizations that exists!"

    Flinders auto-aids with a +10 to Diplo.

    Scarab Sages

    Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

    Nice Words!: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

    Sovereign Court

    Male Humanoid (Human) GM 4

    With no great amount of effort, you convince her that there is still a place for her within the walls of the Society's Lodges.

    Several days after escaping to the surface, the you are finally able to present your findings to Venture-Captain Jorsal, who looks over the evidence and confirms that Thurl is traitor to the Society. Particularly, he takes great interest in the notes from the surgery chamber, the titles and notes in the library, the fact that Thurl was buying larvae from some unknown seller, and Thurl's apparent research concerning the Sky Citadel. Apparently 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.

    This is exacerbated by Valais' presence. Her testimony all but seals Thurl's doom in the eyes of Jorsal. Indeed, the esteemed Venture-Captain takes it upon himself to oversee her restoration — or at least her acceptance and treatment. Your act of humanity and nobility in saving her and bringing her to the light impresses him, and he offers you his heartfelt thanks.

    Finally, the night before you depart the Starrise Spire, you are troubled by dreams. All through the night, no matter what landscape you may be in, words seep from the walls as blood through the cracks forming familiar handwriting. Always it says the same thing: Turn back and abandon Jormurdun to others. Relent, and you shall know peace. Continue, and you shall open yourself to the same darkness you fight against.
    It seems that whoever Aslynn is, they know where you are and, perhaps more disturbing, where you're going...

    And thus concludes #5-09, The Traitor's Lodge!

    Congratulations on overcoming the scenario!

    I shall report this and get Chronicle sheets done up tomorrow as I need to get some rest for a change, hahaha.

    In the meantime, it is my pleasure to announce you have obtained both prestige points for this scenario!
    If you are level 3-5, you receive 2,280 gp
    If you are level 6-7, you receive 3,268 gp

    Thank you all for playing and putting up with my first attempt at GMing PbP. I realize I have a lot to learn still, hahaha.

    Scarab Sages

    Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

    Thanks for running!

    Scarab Sages

    Female Human (Tien) Cleric 6 (HP 26/39) | AC 20 Touch 13 FF 18 | Saves F +7 R +6 W +10 | Per +3

    Yes, thanks!

    Sovereign Court

    Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
    Indiana II:
    HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

    "What? Ho! Hey! Well done, laddies and lassies! Quite the valiance in all of you, what?"

    Excellent job! Couldn't even tell it was your first time GMing a PbP. Had a lot of fun everyone!

    Grand Lodge

    Stats:
  • 31/31 HP
  • AC: 14, FF: 10, T: 14
  • F: +4, R +7, W+1
  • Per: +5, SM: +4
  • Init +10
  • Ki Pool 3/3 used
  • Current temp mods:
  • Human (Tien-Dan) Ninja 2 / Figher (Weapon Master of Shuriken) 2

    Later, Sen approaches Xenobia, having taken time to get cleaned up and get his chest-waxed. "Hey, babe," he says, taking a stance to augment his unarmored (as before) abs through his open vest, "You were awesome at touching that ghost thing to death. Maybe you want to touch something real?"

    -Posted with Wayfinder

    Sovereign Court

    Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
    Indiana II:
    HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

    Henry comes up and slaps Sen on the back. "Who? Hey! That's a pretty chest you got there, sonny! Didn't realize you Tien folks aged differently than the rest of us, what? Still not of age yet according to your customs, then?"

    ;)

    My gnome totally got cock-blocked in another game so I'm passing it along.

    Grand Lodge

    Stats:
  • 31/31 HP
  • AC: 14, FF: 10, T: 14
  • F: +4, R +7, W+1
  • Per: +5, SM: +4
  • Init +10
  • Ki Pool 3/3 used
  • Current temp mods:
  • Human (Tien-Dan) Ninja 2 / Figher (Weapon Master of Shuriken) 2

    "The hell I'm not!", Sen responds, unhappily. "I'm 100% man, but I keep smooth and accessible for the ladies." He turns back to Xenobia, "I know I'm right, right?"

    -Posted with Wayfinder

    Sovereign Court

    Male Humanoid (Human) GM 4

    *facepalm*

    Sovereign Court

    Male Humanoid (Human) GM 4
    Sior wrote:

    ** spoiler omitted **

    At the first slightest pressure, the body of the elf man explodes outwards, letting out a putrescent scent and a nauseating wave of negative energy.

    Almost everyone manages to shake off some of the effects of the blast (taking 4 negative energy damage) while Henry and Sen are not so lucky (taking 8 negative energy damage instead).

    After the initial burst, there is an eerie calm in the room. Whatever was inhabiting the corpse is no more. Despite your best efforts, however, everyone except Xenobia and Cairo feel like they breathed some of the acrid stuff in as it exploded into atomized bits.

    I will allow rerolls for those who failed if you have one and want to use it.

    Shortly after you leave the dungeon, I need Fortitude saves from everyone except Cairo and Xenobia as the parasite within them matures. This, of course, happens before your return to Starrise Spire.

    frequency 1/hour for 6 hours; effect 1d3 Con damage; cure 2 consecutive saves

    The second save can be made after your return and any spell-casting services may be purchased if you like.

    EDIT : Forgot to say, DC 19.

    Grand Lodge

    AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

    Fort., Luck: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
    Fort., Luck: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

    Fort., Luck: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

    Sovereign Court

    Male Humanoid (Human) GM 4

    Flinders is good!

    Grand Lodge

    AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

    *fist pump* "Yeah!

    I assume Cairo and Xenobia can make Heal checks to aid.

    Sovereign Court

    Male Humanoid (Human) GM 4

    Don't see why not. If someone is not already fighting their own disease, they can aid in another's healing. So if anyone fails a save, Flinders can help on their third attempt.

    Scarab Sages

    Female Human (Tien) Cleric 6 (HP 26/39) | AC 20 Touch 13 FF 18 | Saves F +7 R +6 W +10 | Per +3

    Every 6 hours...I can't prep remove disease until tomorrow. It may be better to hit Cairo up for the heal skill. If you want Xen's.
    Heal 1d20 + 3 ⇒ (10) + 3 = 13
    Heal 1d20 + 3 ⇒ (11) + 3 = 14
    "You should probably talk to Valais Sen. She could probably use the boost right now. I don't have any way of magically removing the disease right now, but if you can wait until tomorrow morning I can try." Xenobia responds to the pair in front of her.

    Sovereign Court

    Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
    Indiana II:
    HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

    Take as many as you need. I didn't add any bonuses from Heal.

    Henry Fort: 1d20 + 9 ⇒ (19) + 9 = 28
    Henry Fort: 1d20 + 9 ⇒ (11) + 9 = 20 Look's like Henry is ok.
    Henry Fort: 1d20 + 9 ⇒ (9) + 9 = 18
    Henry Fort: 1d20 + 9 ⇒ (18) + 9 = 27
    Henry Fort: 1d20 + 9 ⇒ (4) + 9 = 13

    Indy Fort: 1d20 + 5 ⇒ (7) + 5 = 12
    Indy Fort: 1d20 + 5 ⇒ (4) + 5 = 9
    Indy Fort: 1d20 + 5 ⇒ (12) + 5 = 17
    Indy Fort: 1d20 + 5 ⇒ (17) + 5 = 22
    Indy Fort: 1d20 + 5 ⇒ (19) + 5 = 24

    Indy not so much.

    Sovereign Court

    Male Humanoid (Human) GM 4

    If it matters for Indy.
    Con damage: 3d3 ⇒ (1, 3, 1) = 5 Con damage

    Grand Lodge

    Stats:
  • 31/31 HP
  • AC: 14, FF: 10, T: 14
  • F: +4, R +7, W+1
  • Per: +5, SM: +4
  • Init +10
  • Ki Pool 3/3 used
  • Current temp mods:
  • Human (Tien-Dan) Ninja 2 / Figher (Weapon Master of Shuriken) 2

    Fort spam:

    Fort: 1d20 + 3 ⇒ (20) + 3 = 23
    Fort: 1d20 + 3 ⇒ (5) + 3 = 8
    Fort: 1d20 + 3 ⇒ (20) + 3 = 23
    Fort: 1d20 + 3 ⇒ (7) + 3 = 10
    Fort: 1d20 + 3 ⇒ (18) + 3 = 21
    Fort: 1d20 + 3 ⇒ (10) + 3 = 13
    Fort: 1d20 + 3 ⇒ (16) + 3 = 19
    Fort: 1d20 + 3 ⇒ (18) + 3 = 21
    Fort: 1d20 + 3 ⇒ (6) + 3 = 9
    Fort: 1d20 + 3 ⇒ (15) + 3 = 18

    More staggered than a mountain range. Chances are that Sen will get Rem Dis spam before he gets better, especially with Con Damage.

    Sovereign Court

    Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
    Indiana II:
    HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

    As long as it's just damage and not drain we'll heal naturally anyways. And someone can hit us with Remove Disease eventually.

    Sovereign Court

    Male Humanoid (Human) GM 4

    If it matters for Sen
    Con damage: 3d3 ⇒ (1, 2, 1) = 4
    And then the disease runs its course and the parasite cannot maintain the fight against you.

    Scarab Sages

    Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

    Heal: 1d20 + 8 ⇒ (13) + 8 = 21
    Heal: 1d20 + 8 ⇒ (15) + 8 = 23
    Heal: 1d20 + 8 ⇒ (3) + 8 = 11
    Heal: 1d20 + 8 ⇒ (9) + 8 = 17

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