The Flaxseed Lodge Core Campaign (Inactive)

Game Master Mike Tuholski

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Campaign scenario outline


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Dark Archive

Muesello shakes his head.

"Nah. You're not doomed." he says reacting at Droghedor's outburst.

He then chuckles listening to Dorvhan and Falco's exchange of words.

The Venture Captain takes then a grave expression and resumes his explanation.

"What you can do to help? Well... Listen first. The Society is in a very delicate place at the moment, especially here in Taldor. The upheavals caused by the Shadow Lodge have only made things worse. If the government tracks those packages back to me, they might formally expel all Pathfinders from the country! Now what I need you to do is..."

A loud knock on the shop’s front door interrupts the venture-captain mid-sentence. A strong voice calls out from the other side, "Open this door! This is the Porthmos Militia. Open this door in the name of the Grand Prince!"

Muesello's eyes widen in horror and fear as the pounding on the door increases in volume and an annoyed voice calls out again. "We don’t want to break the door down, old man. Hurry up!"

"Yes, yes, I heard you. Hold on, I’ve got to find a candle." he shouts.

As he loudly fumbles around the shop to make it sound as though he’s searching for something, he whispers to you. "Ten of the escaped Dawnflower Blossoms members are hidden here in the lodge. I was able to rescue them after the raid. They’re all upstairs—five in my bedroom and another five in my supply room."

He knocks over three hay bales along the room’s east wall, revealing a trap door beneath. He flings it open to reveal a ladder descending into darkness. "You’ve got to get those people out of here," he pleads, gesturing frantically at the hatch.

"In my basement there is a staircase leading down to the ancient catacombs under the city. At the bottom of that staircase, there is a large lever on the right, just a few feet down the connecting corridor. Once everyone is clear of the staircase, pull it down and it will collapse behind you. That should keep anyone from following you. Once you’re in the catacombs, just ask the cult members for directions; they should know their way around. Ask them to take you to the Vault of Sarenrae — it’s their last hiding place. Oh, and track down this Chalfon Dalsine, and see if you can find my parcels: two beautiful sets of armor crafted by the fey of the Verduran Forest. Last I heard, the Porthmos Militia had taken them back to Dalsine’s home."

Muesello turns back and whispers once more, "I’ll hold them off as best I can. Please get the cult members out of here, or they’re all as good as dead, and please don’t try to kill the guards! This is a large group of serious guards who obviously mean business. Any lethal attacks or, gods forefend, a death could spell doom for the Society! These are city guards acting on the authority of the Grand Prince himself!"

What do you want to do? The people upstairs are the dawnflower blossoms.

ROUND ONE - Open in the name of the Law ! - Bold are up to act !
Droghedor, Dorvhan, Syrak, Falco
Town Guards

Grand Lodge

Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "Blast it all! Why can't we all just get along! Falco can you just haste them and get them out of here?!"

    Dorvhan looks about for something to help. He then shouts to the guards, "Sorry! We weren't expecting company so I'm nekkid.
    Lemme get some pants on!"
    Bluff: 1d20 + 3 ⇒ (17) + 3 = 20

    Dorvhan then begins to move some furniture to the door, hoping to block it a bit.

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Oh no! We're dooomed! Droghodor mutters, casting ghost sound to make a noise like a tremendous crash of boxes, pottery, and glass, and a person falling down the stairs. DC 13 Will to disbelieve.

    He then moves over to give Dorvhan a hand barricading the door.

    Dark Archive

    The two dwarf help the venture Captain to bluff the city guards.

    Will |13: 5d20 ⇒ (15, 15, 15, 14, 12) = 71

    However, the captain shouts "This noise is false! It's a spell! Quick, take down the door!"

    Falco and Syrak!

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak whispers before heading up "I'll send them down, usher them to the hatch quickly." Syrak heads upstairs and starts ushering the refugees down

    "Go. Down. Now."

    diplomacy?: 1d20 + 8 ⇒ (3) + 8 = 11

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8
    Dorvhan Thunderstriker wrote:
    "Blast it all! Why can't we all just get along! Falco can you just haste them and get them out of here?!"

    "That many? I'm a magician, not a demigod! Just bar the door and let's get down there."

    Falco casts a spell which sends the rope from his pack curling across the ground towards the door, lashing itself to the handle tying the door shut. As this is happening, Falco joins Syrak in the basement.

    It looks like those are double doors so I'm hoping to just tie them together. If that can't work, try to tie it to something else on the wall so they can't open it.

    Dark Archive

    Falco Flaxseed wrote:

    (...)As this is happening, Falco joins Syrak in the basement.

    It looks like those are double doors so I'm hoping to just tie them together. If that can't work, try to tie it to something else on the wall so they can't open it.

    Ok for the rope trick. However, Syrak is upstairs :)

    Muesello's eyes widen as he hears that Droghedor's spell seems to fail.

    You then hear two loud *CRASHHH* on the other side of the door but the door seems to hold still. You hear the female voice of the captain yelling "Take the bloody ram, you fools!"

    Crash?: 2d20 ⇒ (19, 2) = 21

    Meanwhile, the dawnflower begin to rush down the stairs under the good supervision of Syrak. No check needed. Just tell me if you continue to encourage them.

    ROUND TWO - Open in the name of the Law ! - Bold are up to act !
    Droghedor, Dorvhan, Syrak, Falco
    Town Guards
    Muesello
    Dawnflower Blossoms

    GM sikrits:

    3/12

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak continues to usher the refugees downstairs, taking a moment to check closets and under beds for scared stragglers.

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Any chance Droghedor can see enough of the ground outside the door to cast grease under the militia? If not, I understand.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan switches to trying to usher out the people. He quickly whispers, "Nice work Falco!"

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Upstairs, downstairs, it's all a matter of perspective.

    Not knowing what else he can do to help right now, Falco simply helps Syrak usher the Sarenites down the stairs in a relatively quiet and orderly fashion. "Ok, you go... now you... quietly, quietly! Tiptoes! Now the next one over here..."

    Dark Archive

    Droghedor Coram wrote:
    Any chance Droghedor can see enough of the ground outside the door to cast grease under the militia? If not, I understand.

    If you go towards a window, yes you can. :)

    Syrak, Falco and Dorvhan usher the blossoms down the stairs while Droghedor casts a spell under the militia's feet! DC 14?

    Ref saves |14: 4d20 ⇒ (4, 20, 13, 11) = 48

    You hear one loud *SPLOF* as one militia member falls heavily on the ground.

    "Captain! How do we do with the ram? It's magic!" says one man.

    The female voice answers with anger "I don't care! Attack the door!"

    Break: 1d20 ⇒ 15

    *KLAMMM*

    The door shakes and is on the verge of breaking but holds thanks to Falco's rope trick!

    ROUND THREE - Open in the name of the Law ! - Bold are up to act !
    Droghedor, Dorvhan, Syrak, Falco
    Town Guards
    Muesello
    Dawnflower Blossoms

    GM sikrits:

    9/12

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan continues to usher people out.

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Falco moves down the stairs, leading people in a quick but orderly fashion to the hatch.

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Oh no! Droghedor moans. We're all dooomed! as, at the same window, he drops a glitterdust in the midst of the militia contingent. DC 15 Will

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak continues to work the top floor, ushering all the refugees down and making sure to be the final one out.

    Dark Archive

    With Dorvhan, Syrak and Falco ushering the blossoms down the hatch they all manage to go down. However, the pathfinder still stand on the ground floor!

    Seeing this, the Venture Captain yells "Go down, you fools. I'll hold them!" and casts a spell on himself, unsheathing a sap.

    Droghedor casts a spell to blind the militia!

    Will base |15: 2d20 ⇒ (8, 13) = 21

    Will bat ram |15: 2d20 ⇒ (12, 12) = 24

    "AAAh CAPTAIN! WE AIN't SEE NO MORE!" yells one man. The captain shouts louder "What? What is this magic? Gimme the ram, you useless basterds!"

    Break?: 1d20 ⇒ 7

    *KLAMMM*

    The door shakes but stands still!

    ROUND FOUR - Open in the name of the Law ! - Bold are up to act !
    Droghedor, Dorvhan, Syrak, Falco
    Town Guards [MILITIA: Blinded ; CAPTAIN: Ram]
    Muesello
    Dawnflower Blossoms [ALL CLEAR!]

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak motions for his companions to head down, before bringing up the read himself.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan hustles down too. He gives Musello a touch of luck on the way by.

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Droghodor sullenly follows suit. ]Let's go! he says to Falco as he steps on the ladder. Can't do much more good up here...

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Falco quickly drops down into the basement and ushers the Sarenites to keep moving forward to get out of the building.

    Dark Archive

    The party moves down the hatch while Dorvhan gives the Venture Captain a bit of Desna's luck. When you close the hatch, you hear Muesello casting a spell, sealing the hatch.

    After this, you hear him shout "I'm Muesello! I surrender to you! I'll open the door right now!"

    The milita captain's voice answers immediately "FINE! AT LAST!"
    ________________________________________

    You have now a bit of time to look at the dawnflower blossom as you first rush through a stone stair down in the city's belly. The people you have saved are part of a group of Sarenites consisting of both Opparan natives and foreigners. Because of the goddess’s close association with the nation of Qadira — Taldor’s most hated enemy — her worship has been outlawed in this country for two centuries. Despite this, her faithful exist throughout the old empire, generally organized into small, independent, and highly secretive cults.

    This particular group calls itself the Dawnflower Blossoms, believing that they are but a bud of the mighty flower of faithful that will soon grow in Taldor’s heart. Ten refugees travel with you: five human women (Charito, Ionnia, Nellina, Pasara, and Xene), two halfling women (Piria and Sophone), and three human men (Marcian, Narces, and Theodric).

    Since you will be traveling with the Sarenites during a fair amount of time, you might have some questions about the recent raid on their organization, the history of Sarenrae worship in Taldor, and the catacombs through which you travel.
    Additionally, you might already know some things about this organization and about the place you're in.

    Knowledge history or religion DC 15:

    The worship of Sarenrae has been illegal in Taldor since the Great Purge of 4528 ar. The degree to which her followers are persecuted has waxed and waned over the last 200 years.

    Knowledge history or religion DC 20:

    Sarenrae worship is much more common outside of Taldor’s major urban centers (Cassomir and Oppara), and away from the xenophobic southern border region (which includes the city of Zimar).

    Knowledge history or religion DC 25:

    The brutality of the recent raid on the Dawnflower Blossoms does not reflect the current government’s attitude toward Sarenites within Taldor’s borders. It is more likely to be the result of a single, ultra-patriotic zealot.

    Knowledge history or religion DC 30:

    Worship of Sarenrae was once quite popular in Taldor, although never as central to national identity as the veneration of Aroden. Numerous large Sarenite temples and cathedrals once existed throughout the empire, one of which was built of gold-plated bricks, rumors say.

    ________________________________________

    Knowledge dungeoneering or history DC 15:

    The catacombs of Oppara are a mix of ancient sewer lines, natural caves, and old city streets and buildings buried centuries or even millennia ago. The ground beneath the city is literally honeycombed
    by countless tunnels and chambers. The catacombs have been used throughout Oppara’s history as a meeting place for secret organizations.

    Knowledge dungeoneering or history DC 20:

    Oppara was supposedly founded over 6,000 years ago by the last descendants of ancient Azlant, and its catacombs are said to contain a few deep ruins dating back to this time.

    Knowledge dungeoneering or history DC 25:

    Countless entrances into the catacombs once existed from the surface. Most were destroyed or bricked up centuries ago, following a nasty torble infestation that was believed to have originated in the catacombs.

    Knowledge dungeoneering or history DC 30:

    Although Oppara’s catacombs are extensive, the areas used today are relatively close to the surface. Most of the oldest areas have been underwater for millennia.

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Knowledge (history): 1d20 + 12 ⇒ (1) + 12 = 13
    Knowledge (religion): 1d20 + 12 ⇒ (4) + 12 = 16

    Knowledge (dungeoneering): 1d20 + 11 ⇒ (10) + 11 = 21
    Knowledge (history): 1d20 + 12 ⇒ (17) + 12 = 29

    "Well I think you're safe... for now," Falco notes to the Sarenites. "Although you have been tempting fate living in this country as a Sarenite, you know. Better think about relocating when this is done."

    Falco looks around and takes in his surroundings down below in the cavern system. "The ancient catacombs of Oppara... I never thought I'd actually be in them but here I am! For six thousand years, since the time of the Azlanti civilization, these tunnels have persisted. Well some have collapsed, but it may be that there is another surface entrance somewhere. Unless anyone has intimate knowledge of the direction these tunnels lead, I say we just head onwards and mark our passage with chalk in case we need to turn back."

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Religion: 1d20 + 4 ⇒ (14) + 4 = 18

    "You can always count on Falco! ....And Pandoor too when he's here."

    Dorvhan nods to the halfling, and grabs something to mark the walls. "Let's do this."

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Kn (history): 1d20 + 7 ⇒ (4) + 7 = 11
    Kn (religion): 1d20 + 7 ⇒ (1) + 7 = 8

    Drog walks along glumly, having no insight to offer. He listens to the halfling talk about the catacombs with some interest, nodding here and there as he learns. He offers forth a piton with which to score the walls, since he doesn't have any chalk. Knew I forgot something...

    Dark Archive

    The halfling woman named Piria timidly nods after Falco's impressive display of knowledge. Once everyone has spoken, she clears her throat.

    "You're right, master Falco. I think the best we can do now is to try and find our way to the Vault of Sarenrae, although I’m not familiar with this particular part of the catacombs. Sarenites like us have used the catacombs for centuries to meet in secret and to move around the city undetected. It’s not the safest place, as we’ve encountered criminals and dangerous creatures down here from time to time, but I don’t think we have a better choice at the moment. The Porthmos Militia has likely alerted the other city guards to us. I doubt the streets are any safer at the moment."

    I need a marching order in the tunnels. :)

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Assuming somebody will be providing some light...

    Syrak leads the way, glaive in hand to ward off danger.

    Syrak will occasionally use detect evil, peering down any particurally spooky looking tunnels.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan defers to Drog. He'll go second or last.

    -Posted with Wayfinder

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    I don't think any of us have light or dancing lights prepared, LOL. So Drog lights a torch and hands it to one of the Sarenrites, who can pretend it's the Dawnflower flame if they want. :-)

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Falco still has a couple sunrods he can pass out to the Sarenites, telling them to light one of them if something happens to provide some more illumination.

    Falco waits for the other adventurers to lead the way and brings up the rear of the party. He puts on mage armor from a wand and then keeps a wand of magic missile in his hand for emergency use.

    Dark Archive

    Hum, hum. Hard to find time to post in a convention ^^

    The Dawnflower Blossoms thank Falco for the sunrods and light it in the middle of the columns. The catacombs twist and turn, the passages ranging in width from narrow five-foot crawlspaces to massive twentyfoot avenues. The walls and floors vary in material from rough-hewn stone to cobblestone to moldering wooden boardwalks. The current stone passage spans a width of twentyfeet and features dozens of smaller, five- and ten-foot-wide, round tunnels branching off every few yards. The air is dry and still.

    The human woman Xene and the halfling woman named Sophone seem to be the only cultists privy to the Vault’s location. They navigate the catacombs from memory, often counseling one another privately when unsure which way to go. More than once they double back after reaching a dead end, evidence that their knowledge of the tunnel systems is not perfect.

    As you move forward, you hear some disturbing sounds and you soon discover that a HUGE SPIDER waits for you in the next room!

    Dice:

    Perception:
    Falco: 1d20 + 5 ⇒ (6) + 5 = 11
    Droghedor: 1d20 + 9 ⇒ (8) + 9 = 17
    Dorvhan: 1d20 + 9 ⇒ (6) + 9 = 15
    Syrak: 1d20 + 2 ⇒ (15) + 2 = 17
    TS: 1d20 + 1 ⇒ (15) + 1 = 16

    Initiative:
    Falco: 1d20 + 6 ⇒ (9) + 6 = 15 (always acts in surprise)
    Droghedor: 1d20 + 6 ⇒ (12) + 6 = 18 (always acts in surprise)
    Dorvhan: 1d20 + 0 ⇒ (10) + 0 = 10
    Syrak: 1d20 + 4 ⇒ (20) + 4 = 24
    TS: 1d20 + 1 ⇒ (6) + 1 = 7

    Spider Assault - ROUND ONE - FIGHT! - Bold are up to act
    Falco Flaxseed [32/32]
    Dorvhan Thunderstricker [51/51]
    Syrak Divinion [57/57]
    Droghedor Coram [44/44]

    SPIDER! [@]

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak looks forward, "That's a big spider"

    Syrak will take a step back and begin enlarging himself.

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Falco wastes no time firing his wand at the spider.

    force: 1d4 + 1 ⇒ (3) + 1 = 4

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Touch of luck on Syrak sorry on vacation

    -Posted with Wayfinder

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Oh no! Droghodor moans. A spider that big can eat us all and still have room for elevensies! We're dooomed! As he speaks he begins casting a spell.
    Glitterdust on the spider, DC 15 Will save.

    Dark Archive

    Syrak gets luckier as he enlarges while Falco attacks with his wand of magic missile. Droghedor chooses however to blind the spider!

    She glitters but doesn't to be affected by the blindness as she spits out a ball of web towards Falco! She however fails miserably.

    TS will save |15: 1d20 + 2 ⇒ (14) + 2 = 16

    Ranged touch attack |13: 1d20 + 5 ⇒ (1) + 5 = 6

    Spider Assault - ROUND TWO - FIGHT! - Bold are up to act !
    Falco Flaxseed [32/32]
    Dorvhan Thunderstricker [51/51]
    Syrak Divinion [57/57]
    Droghedor Coram [44/44]

    SPIDER! [@4]

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak, embiggened and lucky takes a step forward and slashes at the huge spider with a powerful blow from his glaive.

    power glaive: 1d20 + 8 ⇒ (18) + 8 = 26
    lucky glaive: 1d20 + 8 ⇒ (20) + 8 = 28
    damage: 2d8 + 10 + 6 ⇒ (1, 3) + 10 + 6 = 20

    crit confirm: 1d20 + 8 ⇒ (14) + 8 = 22
    lucky confirm: 1d20 + 8 ⇒ (6) + 8 = 14
    extra critdamage: 4d8 + 20 + 12 ⇒ (5, 4, 4, 2) + 20 + 12 = 47

    If a 22 confirms that's 67 damage, otherwise just 20

    AC 18

    Dark Archive

    It confirms!

    Syrak tears off a large chunk from the spider's abdomen! It reels in pain but still stands!

    TS@71

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Oh no! Droghedor laments. This spider simply won't die! We're dooomed! as he draws his waraxe on the move (provokes, AC 18) and activates Arcane Strike as he attacks.

    +1 adamantine dwarven waraxe: 1d20 + 7 ⇒ (9) + 7 = 16
    dmg w/Arcane Strike: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "Desna's derriere! Nice hit!"

    Dorvhan touches Syrak again.

    -Posted with Wayfinder

    Grand Lodge

    I.AM.GM.ZINOU.S.TOOL

    *autobot activates*

    Falco chooses to use once again his useful wand and sends forth a magic missile.

    MM: 1d4 + 1 ⇒ (4) + 1 = 5

    Dark Archive

    Droghedor charges but misses by a few inches the head of the spider, his blade glancing on the arachnid's tough hide.

    It triggers a reflex attack from the huge spider which bites off a bit of the dwarf's shoulder.

    Bitey bitey |18: 1d20 + 12 ⇒ (14) + 12 = 26
    for 2d6 + 12 ⇒ (3, 3) + 12 = 18 And a DC 21 fort save vs poison please.

    Falco's missile leaves the spider staggering as it tries to bite the dwarf another time and hits squarely before collapsing into a river of blood.

    Bitey bitey 2 |18: 1d20 + 12 ⇒ (11) + 12 = 23
    for 2d6 + 12 ⇒ (1, 1) + 12 = 14 And another DC 21 fort save vs poison please.

    COMBAT OVER but we'll stay into initiative because of the spider's poison.

    Spider Assault - ROUND THREE - OUT OF COMBAT
    Falco Flaxseed [32/32]
    Dorvhan Thunderstricker [51/51]
    Syrak Divinion [57/57]
    Droghedor Coram [12/44] And 2 DC 21 fort save vs poison please.

    SPIDER! [@77]

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Poison save 1: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Nope.
    Poison save 2: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Nope.
    Poison save 3: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Nope.
    Poison save 4: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Nope.
    Poison save 5: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Nope.
    Poison save 6: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Nope.
    Poison save 7: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Well, that's one.
    Poison save 8: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 And we start over...
    Poison save 9: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
    Poison save 10: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    Droghodor's tongue gets so thick he can't even do his characteristic complaining as the poison courses through him.

    How much ability damage is that? Asking for a dreadfully poisoned friend...

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak doesn't really have the ability to help while the poison is coursing but I do have a scroll of lesser resto with 5 uses, and I think Dorvhan has at least 1 instance memorized.

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    As the spider falls, Falco rushes over to Droghedor and puts his wand away. "Are you going to be well enough to go on? That spider was a nasty piece of work."

    He watches as the dwarf's pallor turns an ugly color. He shakes his head and admits, "I've never studied the healing arts. I hope someone else knows how to treat this."


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    Dorvhan shakes his head at Drog. "Bloody hell. I apologize for not asking Desna for a specific cure to this. I can help with the aftermath though." Lesser Restoration: 1d4 ⇒ 1.

    Dark Archive

    1 person marked this as a favorite.

    So...

    Droghedor's legs begins to fumble and he falls on the floor, direly weakened by the poison.

    Dex dmg: 6d3 ⇒ (2, 1, 2, 1, 1, 2) = 9 The dice gods are with ye!

    That's 8 dex damage total thanks to his lordship Dungeon Master S's sudden appearance Dorvhan's spell.
    Anyone has something to heal Droghedor?

    Grand Lodge

    Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

    LMAO...that's such an epic series of fails.

    No potions, etc., here. We'll have to fetch when we get out of the sewer maze.

    Dark Archive

    Okay, let's resume the adventure!

    s you're greeted by the dawnflower blossoms, you continue your way in the catacombs and arrive soon in the Vault of the Dawnflower.

    About an hour after the spider ambush, you and the Sarenite refugees finally reach the Vault of Sarenrae. In the center of this large, natural cavern, easily more than forty feet in height, stands the ruin of a truly ancient temple constructed of chipped grey and white marble. Its domed roof collapsed long ago, but the structure is otherwise in remarkably good shape. Where doors must once have hung, a small campfire now burns, surrounded by piles of ragged but neatly folded bedding.

    Piria timidly informs you that, millennia ago, this magnificent temple served as the center of Taldan Sarenrae worship. As time wore on and the faith’s popularity gave way to the veneration of Aroden, the temple, like so much of ancient Oppara, was built over and lost beneath countless layers or new development. Now, the Dawnflower Blossoms and other underground cults of Sarenrae use this as a gathering place for their largest meetings and a refuge in dangerous times.

    As you make your way into the vault, you see that seven people sit huddled around the small campfire to ward off the damp and cold of the cavern. As soon as they spot the approaching party, they pick up wooden clubs and leap to their feet suspiciously. One of the dawflower blossoms calls out, "Well met by moonlight, sisters and brothers, but soon the dawn will come!" Upon hearing the coded greeting, the cultists by the fire set down their weapons and welcome the party and their fellow Sarenites to the camp.

    One of the lay priests present here, a slim, redheaded human man with pinched features, invites you into the ancient temple, offering you seats in the recently constructed pews. All are given food and wine, and while everyone is eating and drinking, the priest talks to you:

    "I am Akkuret, priest of Sarenrae. May I ask you where are you coming from and what did you endure?" he says with an empathetic tone, spotting at once Droghedor's weakness.

    Please place yourselves on the new map :)

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