RetroCon: GM Kate's Year of the Shadow Lodge (Inactive)

Game Master Kate Baker


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Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

REF: 1d20 + 4 ⇒ (7) + 4 = 11

Idril ducks as light suddenly fills the sky. His motion sets off a trap, injuring the magus. Grumbling, he removes a wand from his pouch and turns to Dawa.

"What in the planes is happening here? We need to get by those gates. I think we should head there to see if we can devise a way in. Would you be so kind friend to aid me in my injuries?"Idril draws a wand of CLW and asks Dawa to hit him with a couple blasts.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

The flash of light punctuates the finale of Engelbert’s song as he holds his bardiche triumphantly above his head, the final note reverberating in the silence that follows. The explosion that comes soon after causes his expression of triumph to quickly change to one of surprised concern.

How long does it take us to reach the Grand Lodge (looks like I’m large-sized for four minutes; just wondering if I still will be when we reach the gates). How high are the walls/gates?


Shadow of the Vault Lord || Extinction Curse

The gates are not only locked, but heavily damaged. This damage destroyed part of the locking mechanism. The gates are thirty-feet tall, and you need to get over them!

So this part is a little bit abstract! A lot of Pathfinders need to get over that tall, broken gate. You all need to figure out how you'd like to help that effort!

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra looks around as the fighting dissipates around them and a moment of silence takes hold. Unfortunately the break in the action doesn't last long. As the boom reverberates over our assembled few Valtyra quickly ducks behind a cart and makes herself as small as possible. No sense in putting my hide in danger if it can be avoided.

With the immediate danger appearing to be no immediate threat to her life Valtyra stands up and dusts herself off. She then joins her fellow pathfinders to head towards the heart of the commotion.

Finding the gates to the Grand Lodge closed and sealed Valtrya looks to her companions. "Welp, if the gates are locked and the might I suggest a human ladder to allow everyone to get up and over the gate."

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Idril nods at Valtyra's comment. "I agree. Unless anyone here has magical means to open or surmount the gate, I suggest we work together to get people over." Idril looks over to Englebert. "I think you should start the chain my large friend."

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John shrugs and pulls out a grappling hook, attaching it to a rope. "Big guy ladder plan is fine, but no reason to put all our eggs in one basket. Some of us can go up the old fashioned way at the same time. Keep it from being one big target rich environment."

Silver Crusade

N Male Human (Chelish-Mwangi) Cleric 3 | HP 23/25 | AC 11 T 11 FF 10 | CMD 13 | F +5 R +3 W +8 | Init +1 | Perc +4 SM +9 | Speed 30 ft | Channel 3/6 | Smoke 5/7 | Deflection 1/1 | Cloak 0/1 | Bond 0/1 | Pearl 0/1 | Active Conditions: purifier (1), +2 diplomacy vs. city officials and guards, poison (Str -1)

Dawa waves Idril's wand and channels healing energy into the half-elf through his hand.

Idril's Healing:

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

At the gate, the priest of destruction and rebirth looks at the broken lock and rubs a thumb along the horns of the iron ram hanging from his neck. "If the lock was restored, do we have anyone who could unlock it?" he asks.

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Idril nods in thanks to Dawa and looks at the lock and gate. "I am no help there friend. Besides, I would be surprised if whoever or whatever did this has not included added protection in their magics. Everyone be cautious."

Idril casts a spell to unveil magical auras and examines the door.

Idril will cast detect magic and examine the door for clues as to the spell or spells responsible.

Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25
Know Arcana: 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Shadow of the Vault Lord || Extinction Curse

Dawa estimates that it would currently take a DC 60 Disable Device attempt to unlock the mechanism. Idril doesn't see any magical traces; it seems like this was all mechanical tampering.

That check is high, but set so that many Pathfinders from many tables could all pitch in.

Silver Crusade

N Male Human (Chelish-Mwangi) Cleric 3 | HP 23/25 | AC 11 T 11 FF 10 | CMD 13 | F +5 R +3 W +8 | Init +1 | Perc +4 SM +9 | Speed 30 ft | Channel 3/6 | Smoke 5/7 | Deflection 1/1 | Cloak 0/1 | Bond 0/1 | Pearl 0/1 | Active Conditions: purifier (1), +2 diplomacy vs. city officials and guards, poison (Str -1)

Does the encounter give you instructions on what to do if I cast Make Whole on it (the level 2 version of Mending).


Shadow of the Vault Lord || Extinction Curse

This is pretty abstracted, but I don't think you have ten minutes for the casting. People are trying to get over the gates right now.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The host of assembled Pathfinders scramble into action as they collaborate to get everyone to the other side of the massive locked gate. Grappling hooks and rope stream toward the top of the wall while others climb, many magically aided, to the top, ready to affix ropes to help their fellows. Magically aided, several senior Pathfinders fly over, some bearing ropes to help their allies. Two intrepid junior members, meanwhile, fly across by more...unconventional means, hurled by an enlarged ifrit calling himself The Balrog, who then quickly casts feather fall to ease their descent.

Still, many of the more heavily-armored Pathfinders struggle to find their way across the immense gates. As they discuss options, few notice a small halfling step forward. He examines the lock for a moment, then begins pulling out a variety or equipment. He reads some scrolls, tinkers with the lock, and at a crucial moment directs his familiar to pour in dose of reddish powder. Shockingly, the great lock falls away and, with a heave from the waiting Pathfinders, the immense gates swing open enough to allow entrance!

Well done, everyone. Table GMs, Area C2 is now open.

Silver Crusade

N Male Human (Chelish-Mwangi) Cleric 3 | HP 23/25 | AC 11 T 11 FF 10 | CMD 13 | F +5 R +3 W +8 | Init +1 | Perc +4 SM +9 | Speed 30 ft | Channel 3/6 | Smoke 5/7 | Deflection 1/1 | Cloak 0/1 | Bond 0/1 | Pearl 0/1 | Active Conditions: purifier (1), +2 diplomacy vs. city officials and guards, poison (Str -1)

"That works," Dawa says, letting go of a rope and heading through the open gate.

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Idril glances at the bodies hanging off of Englebert and shakes his head with a laugh, following Dawa through the gate.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

'That is rather impressive." Valtyra walks through the now open gate with a sense of purpose.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

As the halfling does their thing with the lock, Engelbert carefully kneels to allow any Pathfinders currently trying to climb him to step back to the ground. Assuing enlarge person wears off sometime now-ish. ”Ah well, back to normal. Again you have my thanks, John! That spell you use to make me larger is so...exhilarating!” Engelbert then joins the rest of his team and strides through the open gates.


Shadow of the Vault Lord || Extinction Curse

You into the Lodge, heading for the front steps when you're suddenly facing more goblins! They move toward you menacingly!

Initiative:

Engelbert: 1d20 + 3 ⇒ (19) + 3 = 22
Valtyra: 1d20 + 1 ⇒ (20) + 1 = 21
Idril: 1d20 + 4 ⇒ (20) + 4 = 24
Dawa: 1d20 + 1 ⇒ (4) + 1 = 5
Dr Nibbles: 1d20 + 2 ⇒ (18) + 2 = 20
John: 1d20 ⇒ 9
G1: 1d20 + 6 ⇒ (15) + 6 = 21
G2: 1d20 + 6 ⇒ (1) + 6 = 7
G3: 1d20 + 6 ⇒ (1) + 6 = 7
G4: 1d20 + 6 ⇒ (11) + 6 = 17
G5: 1d20 + 6 ⇒ (15) + 6 = 21
G6: 1d20 + 6 ⇒ (19) + 6 = 25

One of the goblins moves in and shoots an arrow at Engelbert, which simply bounces off his armor.

shortbow: 1d20 + 4 ⇒ (10) + 4 = 14
ouch!: 1d4 ⇒ 1

Initiative!
Goblin 6
Idril
Engelbert

Goblin 1
Goblin 5
Valtyra
Dr. Nibbles
John
Goblin 4
Goblin 2
Goblin 3
Dawa

Idril and Engelbert are up!

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert’s now-familiar voice fills this hall with a song about the Pathfinders’ recent triumphs over goblins in the arena and the marketplace. Standard action: raging song. Engelbert then moves forward 20 feet, bardiche at the ready.

Inspired Rage:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Spirit Totem, Lesser:
(Su) (Advanced Player's Guide pg. 77): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.


Shadow of the Vault Lord || Extinction Curse

Putting Idril in delay to move along.

Two more goblins shoot arrows at Engelbert! One of them hits.

Goblin 1 shortbow: 1d20 + 4 ⇒ (14) + 4 = 18
ouch!: 1d4 ⇒ 4

Goblin 2 shortbow: 1d20 + 4 ⇒ (3) + 4 = 7
ouch!: 1d4 ⇒ 1

Initiative!
Goblin 6
Idril
Engelbert
Goblin 1
Goblin 5
Valtyra
Dr. Nibbles
John

Goblin 4
Goblin 2
Goblin 3
Dawa

Idril, Valtyra, Dr. Nibbles, and John are up!

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra walks up behind Engelbert. She points towards a goblin (#5) and unleashes an icy ray from her pointed finger. "Radius gelidus!"

Vs. Spell Resistance: 1d20 + 3 ⇒ (13) + 3 = 16
Ranged Touch Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Ray of Frost, Orc Bloodline: 1d3 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Idril moves to Engelebert's position and picks out the nearest goblin. He points his finger at the creature, uttering a short incatation before firing off his own ray of frost.

Ranged touch attack, goblin 6: 1d20 + 5 ⇒ (5) + 5 = 10
cold damages: 1d3 ⇒ 3

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Short post to prevent any delays.

John again starts to cast enlarge person on Englebert.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Moving forward, Nibbles produces a flask of a thick, milky substance. Downing it quickly, he sighs. "More goblins, huh? When will the learn we are superior?"

Move
Drink Adhesive Spittle Extract


Shadow of the Vault Lord || Extinction Curse

Valtyra freezes a goblin, but Idril is less successful.

Goblin 2 shoots at Engelbert!

shortbow: 1d20 + 4 ⇒ (16) + 4 = 20
ouch!: 1d4 ⇒ 1

Goblins 3 and 4 run in, drawing their short swords. AoOs from Engelbert, I believe? If you don't take them down, then...

Goblin 3 vs Engelbert, shortsword: 1d20 + 2 ⇒ (18) + 2 = 20
ouch!: 1d4 ⇒ 3

Goblin 4 vs. Idril, shortsword: 1d20 + 2 ⇒ (8) + 2 = 10
ouch!: 1d4 ⇒ 2

Initiative!
Idril
Engelbert

Goblin 6
Goblin 1
Goblin 5 -2 hp
Valtyra
Dr. Nibbles
John
Goblin 4
Goblin 2
Goblin 3
Dawa

Dawa, Idril, and Engelbert are up! (Goblin 6 in delay to speed things along.)

Silver Crusade

N Male Human (Chelish-Mwangi) Cleric 3 | HP 23/25 | AC 11 T 11 FF 10 | CMD 13 | F +5 R +3 W +8 | Init +1 | Perc +4 SM +9 | Speed 30 ft | Channel 3/6 | Smoke 5/7 | Deflection 1/1 | Cloak 0/1 | Bond 0/1 | Pearl 0/1 | Active Conditions: purifier (1), +2 diplomacy vs. city officials and guards, poison (Str -1)

"Yamatsumi! Raise up a stone fortress around your avatar!" Dawa cries and gestures towards Engelbert. He then draws a wand from his belt.

Actions:

Standard: Blessing of the faithful at Engelbert (+2 AC)
Move: Retrieve item: wand of summon monster I

Engelbert: +2 sacred bonus to AC (after goblins in post just prior and until Dawa's next turn/end of turn).

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

AOO G3: 1d20 + 7 ⇒ (17) + 7 = 24
dmg: 1d10 + 6 ⇒ (4) + 6 = 10
AOO G4: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d10 + 6 ⇒ (9) + 6 = 15
Assuming that KO’d those gobbos...
Engelbert continues singing, steps five feet southwest and swipes at goblin 1 with his bardiche.
G1: 1d20 + 7 ⇒ (12) + 7 = 19
dmg: 1d10 + 6 ⇒ (8) + 6 = 14
Fast heal 2

Inspired Rage:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Spirit Totem, Lesser:
(Su) (Advanced Player's Guide pg. 77): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Assuming Englebert ko's attacking goblins 3 and 4.

Idril prepares to meet the rushing goblins, his blade held in both hands, blade pointing toward the enemy. Before he can engage, he watches impressed as Englebert manages to take out the goblins in mid charge. Idril salutes the skald in thanks, then lets fly another ray of frost at one of the remaining foes. He curses in elvish as he misses the mark again.

"I really need to practice that more."

Ranged Touch Attack v Goblin 6: 1d20 + 5 ⇒ (8) + 5 = 13


Shadow of the Vault Lord || Extinction Curse

Engelbert takes out three goblins altogether!

Idril hits a goblin with a ray of frost! (13 hits touch, actually! I'll use your damage from last time.))

Goblins 5 and 6 both shoot at Idril!

Goblin 5 shortbow: 1d20 + 4 ⇒ (11) + 4 = 15
ouch!: 1d4 ⇒ 2

Goblin 6 shortbow: 1d20 + 4 ⇒ (11) + 4 = 15
ouch!: 1d4 ⇒ 2

Initiative!
Idril
Engelbert
Goblin 6 -3 hp
Goblin 5 -2 hp
Valtyra
Dr. Nibbles
John

Goblin 2
Dawa

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

With a pointed finger and the words "Radius gelati!" Valtyra launches another blast of icy particles at the goblin (#5) she had previously struck. "Very well done Engelbert."

Vs. Spell Resistance: 1d20 + 3 ⇒ (15) + 3 = 18
Ranged Touch Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Ray of Frost, Orc Bloodline: 1d3 + 1 ⇒ (3) + 1 = 4

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John's spell pops into effect, Englebert growing to cover the entire room with his goblin murdering blade. John moves up while drawing his spear and sets up next to the enormous ifrit, adding an extra pointy stab if the goblins move in to attack. He yells an intimidating threat towards one of the goblins.

Move while drawing longspear, Demoralize vs. 6, AoO in spoiler if any provoke from him. Take the raging song.

Intimidate: 1d20 + 13 ⇒ (3) + 13 = 16

Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is *shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

AoO:
MW Cold Iron Longspear + Raging Song: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for Cold Iron/Piercing: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Current AC 13, Touch AC 9


Shadow of the Vault Lord || Extinction Curse

Valtyra doesn't quite hit the tricky goblin!

John leaves Goblin 6 shaking in terror!

I'm taking Goblin 2's turn now so we can finish the combat today. Nibbles, if that affects your action, we can retcon as needed.

Goblin 2 steps up and stabs Engelbert!

shortsword: 1d20 + 2 ⇒ (12) + 2 = 14
ouch!: 1d4 ⇒ 4

Initiative!
Idril
Engelbert

Goblin 6 -3 hp, shaken
Goblin 5 -2 hp
Valtyra
Dr. Nibbles
John
Goblin 2
Dawa

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Just as the Pathfinders wrap up their respective battles, a great shadow passes over the battlefield. The cause is obvious--an enormous black dragon that sweeps over Skyreach, breathing acid on the defenders in the towers. Its angry roar is almost deafening as it wheels and soars over toward the Mausoleum.

GMs, the path to the Mausoleum is now open. Once inside, areas D1-D6 are available. Do not begin D7 until instructed to do so.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert’s song continues to ring throughout the courtyard. The spirit wisp floating around Engelbert attacks the goblin.
attack: 1d20 + 6 ⇒ (2) + 6 = 8
dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Seeing the wisp appear to be ineffective, Engelbert punches the adjacent goblin with his cestus.
attack: 1d20 + 6 ⇒ (12) + 6 = 18
dmg: 1d6 + 5 ⇒ (6) + 5 = 11
He then moves around the fountain to get a little more room to maneuver.
Fast heal 2

Inspired Rage:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Spirit Totem, Lesser:
(Su) (Advanced Player's Guide pg. 77): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.


Shadow of the Vault Lord || Extinction Curse

Engelbert easily finishes off another goblin!

You can finish off the last two if you like, but either way I will move you along this afternoon.

Silver Crusade

N Male Human (Chelish-Mwangi) Cleric 3 | HP 23/25 | AC 11 T 11 FF 10 | CMD 13 | F +5 R +3 W +8 | Init +1 | Perc +4 SM +9 | Speed 30 ft | Channel 3/6 | Smoke 5/7 | Deflection 1/1 | Cloak 0/1 | Bond 0/1 | Pearl 0/1 | Active Conditions: purifier (1), +2 diplomacy vs. city officials and guards, poison (Str -1)

"I am now certain that I stand beside the avatar of Yamatsumi," Dawa says in appreciation of the ifrit's martial skills.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Moving deeper in, Nibbles expels a viscous goo from his mouth at the 5th goblin. The gluey substance grasps at the foe.

Glancing towards the massive man, he calls out "Finish the minuscule beasts. We have more important matters to attend to."

Adhesive Spittle. Ref DC 16 vs rooted in place - entangled even with a save
Not gonna matter here, but would expire before next combat so might as well use it

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Idril moves in to finish off the goblins. He slashes at the little pest as he closes in.

Ankar v Goblin 6: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 4 ⇒ (6) + 4 = 10

"We should be moving.."


Shadow of the Vault Lord || Extinction Curse

The group easily finishes off the last two goblins!

The enormous black dragon sits perched atop the roof, guarding the building from the onslaught of Pathfinders!

You can try to sneak past her, run for the door as fast as you can, or engage her in combat!

(To be clear, this is the same old black dragon at every tier. It is not advisable for your tier to engage her in combat.)

If you want to sneak, please make me a Stealth check!

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John unsnaps his scroll box and rifles through, he pulls out a thin rolled up piece of paper and nods to his allies. "Let's try to sneak close, then make a dash for it. If we get noticed I'll give us a little cover and then we all bolt at once, I'm hoping the dragon will be distracted by some of our more powerful allies. Either way, we've got to get inside, this is our organization that beast is attacking and NO ONE comes into OUR HOUSE and messes with OUR STUFF!"

Stealth: 1d20 ⇒ 16

Scroll of Obscuring Mist to be cast if the group is noticed.

Dark Archive

Female NG Peri-Blooded Aasimar (Emberkin) Arcanist 4 | HP 22/22 | AC 16, T 11, FF 15 | CMB +0 | CMD 11 | Fort +2, Ref +3, Will +5 | Prec +4 (Darkvision 60 ft) | Init +1 | Resist Acid 5, Cold 5, Electricity 5 | Speed 30 | Arcane Reservoir 7/7 | Consume Spells 3/3 | Active Conditions:

Valtyra does her best to avoid notice and that includes keeping her mouth shut least she pull the attention of that monster perched above.

Stealth: 1d20 + 1 ⇒ (10) + 1 = 11

Silver Crusade

N Male Human (Chelish-Mwangi) Cleric 3 | HP 23/25 | AC 11 T 11 FF 10 | CMD 13 | F +5 R +3 W +8 | Init +1 | Perc +4 SM +9 | Speed 30 ft | Channel 3/6 | Smoke 5/7 | Deflection 1/1 | Cloak 0/1 | Bond 0/1 | Pearl 0/1 | Active Conditions: purifier (1), +2 diplomacy vs. city officials and guards, poison (Str -1)

Hopefully move speed helps...

The runes on Dawa's cloak shimmer and then the cleric sprints for the door as fast as he can.

Expeditious Retreat: Move speed is now 60 ft.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

I'm not goin to be able to outrun a dragon. :-P Tempted to take it on...afterall we have the avatar of a god on our side! lol

Eyeing the massive beast as John bolsters his courage, the Doctor tugs a syringe from his waste. "I think it's in need of a vaccination!" Turning to handled the winged devil, he glances back to see his companions rushing the door. "Oh...uh...or not."

Darting for cover, he attempts to join them inside.

Stealth: 1d20 + 10 ⇒ (1) + 10 = 11
Well...thats not good...Screw it...folio reroll time

Stealth, 2 GM Stars: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Well...at least it couldn't have gotten any worse


Shadow of the Vault Lord || Extinction Curse

The group attempts to Stealth, but in the rush, it's difficult to be quiet. The dragon swings her tail around, crashing into the roof and sending debris flying.

Everyone takes 2d4 ⇒ (1, 4) = 5 damage from falling rubble or DC 14 Reflex save for half.

John casts his scroll of obscuring mist, and the dragon no longer has eyes on you as you finish making your way to the mausoleum doors. The doors are not locked, but are wedged shut.

(Normally, you would only have two rounds before the dragon makes another tail swing, but I'll give you nine rounds, the duration of the obscuring mist after you finish getting to the door.)

Strength check to open, please!

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

As the last of the pesky little goblins are dispatched, Engelbert ends his song. Engelbert casts his eyes down but smiles at Dawa’s compliment. ”If I am some avatar, no one ever told me!” He takes out a wand and uses it on himself, patching up his wounds.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Engelbert listens as John forms a quick plan, nodding in agreement. ”Unfortunately I’m neither very swift nor very subtle. Quite the opposite, I'm afraid. But I’ll stay close to make use of your magical cover. I should probably at least revert to my normal size if we are going to try to sneak. As much as I love this spell you have been using, I’m thinking you should dismiss it for now.”
stealth: 1d20 - 3 ⇒ (4) - 3 = 1
If the obscuring mist isn’t fully effective in helping Engelbert evade the dragon’s notice, he’ll cast vanish to hopefully help get safely past the creature.

Scarab Sages

TN Ratlfolk 11 | Mods: 75% negate Crit/SA. | HP: 102 (-0) | AC 21, Tch 15, Fl 17 (+2 vs Animals) | CMD: 18 | F: +11, R: +10, W: +3 (Some immunitities) | Speed 20ft | Injections: 17/17; Heal 55/55 | Elixirs 1st: 7/7 +1/1; 2nd: 6/6; 3rd: 5/5; 4th: 3/3 | Perc: +10, SM: +4 | Init: +2[spoiler=Tumor] 51 (-0) Fast Heal 5| 15/12/14 | F +6, R +7, W +1 | P +6[/sp

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Fleshers Reflex: 1d20 + 5 ⇒ (10) + 5 = 15

Nibbles Str: 1d20 - 1 ⇒ (16) - 1 = 15
Fleshers Str: 1d20 - 2 ⇒ (16) - 2 = 14

Making it to the door just as the debris falls, the doctor takes the brunt of the blow...while the tumor somehow manages to avoid the worst of it.

Grabbing hold with both hands, the small rodent and two fleshy tendrils yank hard against the door. "Come one guys! We've got to get inside."

Silver Crusade

Male Half-elf Magus 4 | Init +4 Perc +6 | AC 18 | FORT +5 REF +4 WILL +5(+2 v ench) | CMD 15

Idril attempts to dash through the gate with the group. His eyes go wide as the massive dragon crashes the roof around them. He curses again as he takes a falling beam to the head, knocking him the ground. Idril shakes his head, trying to shake the stars swirling in his head. The magus looks up at the dragon, gripping his sword tightly preparing to fight what will certainly be a losing battle against the worm. Suddenly, his vision is filled with a thick billowing mist that hides the dragon from view. Quickly gathering himself, he runs along with the rest of the group.

"Whoever did that, thank you!"

REF: 1d20 + 4 ⇒ (4) + 4 = 8

Idril will expend another charge of shield wand if needed to keep it maintained.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John takes a moment to dismiss his spell, reverting their avatar of that one god back to only a mini-avatar.

Reflex DC 14: 1d20 + 2 ⇒ (15) + 2 = 17

Ducking a large stone but still getting clonked by a small stone, John heavily considers investing in a helmet of some sort.

Making it to the door, he tries to help rip it open to get everyone inside while his mist still lingers.

Strength: 1d20 + 2 ⇒ (17) + 2 = 19


Shadow of the Vault Lord || Extinction Curse

And John busts the door open!


Shadow of the Vault Lord || Extinction Curse

Retconning a bit slightly that should have happened after the goblin battle:

“Come quickly!” a voice from the shadows calls out. Wedged into one of Skyreach’s darkened doorways is the enigmatic Pathfinder, Osprey. He’s paler than usual, several arrows pierce his skin, and his hands are smeared with blood. “I have little time to speak; however, I must now burden you with a suspicion that is now a reality.” Lowering his voice to a soft hiss he whispers, “The Shadow Lodge is real.”

He hands you a bag filled with dust of disappearance and says, “Please, take this. It may help you defeat Charvion. I must check on what remains of our Decemvirate.”


Shadow of the Vault Lord || Extinction Curse

You enter into the Dissection Rooms.

These rooms contain large, steel surgical tables. Their perimeters are lined with additional work areas whose tables are covered with texts, surgical instruments and tools, alembics, scales, abacuses, and similar devices used in alchemical and biological tests. The rooms also hold barrels of wash water, along with bottles of various fluids and salts used in sterilization and embalming. The center of the floor contains a drain for run off, as well as a few waste buckets.

Up ahead, you see the Ossuarium.

This cavernous hallway is contains a number of elaborate skeletal displays. The reassembled creations consist of both accurate assemblies and imaginative creation built from the bones of multiple specimens. Several large, glass cylinders contain colonies of dermestid beetles for cleaning bones. Several have actively decaying specimens. Arches along the side lead to small workstations. Near the back sits another, larger work area filled with kilns, a hearth, and some large iron vats. In the middle of the floor, six corpses lie piled together in a pool of blood.

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