GM Khaoz - RetroCon - Legacy of the Stonelords 5-6 (Inactive)

Game Master KhaozKnight

Maps and Stuff
Jormurdun map


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Grand Lodge

At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while simultaneously driving off the squatters within. If they succeed, the Pathfinders may discover that the greatest prize is not the mountain fortress itself but the treasure that lies at its heart.

Please feel free to dot and delete here, and check in on the Discussion tab.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

DOT


Venture Lieutenant, Play by Post (online)

A voice carries out clearly over the noise of all the Pathfinders gathered in the Great Cathedral. The talk soon dies away, leaving you to hear the announcement. ”Greetings, intrepid Pathfinders! I, Master of Scrolls Kreighton Shaine, welcome you to the long-lost Sky Citadel of Jormurdun! For the upcoming operation I recommend you work in small teams, so speak with your comrades here, find a place, and check to make sure you have all your gear. I will brief you all momentarily.”

GMs, you may begin running Act I, but do not start Act II. We will move on in about 2 days.

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

A well-dressed elf snaps his fingers at a bear that had been studiously heeling near the elf. The bear--already paying good attention--looks up and keeps her eyes on the elf as he begins looking around for other. "Who do you imagine our team is, huh Selune?" he asks, absent-mindedly and without returning the eye contact, as he tries to determine who else at the gathering would be in his group.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

An older samsaran man walks in, an awful white wig covering his bald head. A small pet pig waddles in behind him. He walks up to Mun and promptly sticks out his hand. "Hello, there! Do you know what all this hubbub is about? The name is Barbo, by the way." The rod in his other hand appears magical, but might also be a simple walking staff.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

A bald young man dressed in a flowing pair of trousers and shirt approaches. He wears a backpack which he carries easily and in his right hand holds a staff that has what looks like an axe blade on one end and a crescent on the other end. His hands are work hardened and calloused, especially his knuckles.

May I join your group. I am Kitajo. Do you know anything about why we are here?

Grand Lodge

While your group is coming together, you can begin sharing any information you remember regarding the current mission.

To recall knowledge about dwarven sky citadels (Knowledge Dungeoneering or History):
DC 10+
Spoiler:
The sky citadels are massive fortress-cities the dwarves built millennia ago. Each one is heavily fortified and can weather the mightiest assaults. The most prevalent language in a sky citadel is likely Dwarven, so an explorer would do well to have at least some means of translating text.
DC 15+
Spoiler:
Supposedly there were 10 sky citadels, though four of those are considered lost. Even the names are forgotten, though the dwarves have not forgotten Koldukar, which was captured by orcs thousands of years ago. It’s assumed that any lost sky citadel met a catastrophic end.
DC 20+
Spoiler:
Based on the Pathfinder Society’s research, it appears the dwarves left Jormurdun willingly. In fact, from the state of the outer keep that leads into Jormurdun, it’s as though they were trying to keep something in as much as they were trying to keep someone else out.
To recall rumors about the upcoming mission (Knowledge Local or Diplomacy (Gather Information)):
DC 15+
Spoiler:
Although Master of Swords Marcos Farabellus led the military portion of this expedition, Master of Scrolls Kreighton Shaine is in charge of overseeing the actual exploration and study of the sky citadel. No one doubts the elf ’s intelligence and historical expertise, but there are some who question whether he has the ability to manage so large an operation.
DC 20+
Spoiler:
Rumor has it that the Society wants to claim Jormurdun as much for its undisturbed archaeological value as for a powerful artifact supposedly buried inside
the city.
DC 25+
Spoiler:
Apparently early divinations regarding Jormurdun revealed that “dwarves still walk its halls,” which many have interpreted as meaning that there are undead creatures infesting the sky citadel.
To recall information about the demons that inhabit the Worldwound (Knowledge Planes or Diplomacy (Gather Information, at -2 penalty)):
DC 15+
Spoiler:
Demons are powerful outsiders that often resist attacks made by anything but cold iron or good-aligned weapons.
DC 20+
Spoiler:
Most demons are resistant or immune to acid, cold, electricity, and fire. Some are able to resist an even wider range of damage and magic.
DC 25+
Spoiler:
All but the weakest demons have the ability to teleport vast distances, and virtually all have some spellcasting ability. Concealing the battlefield with darkness is a fairly common tactic.
DC 30+
Spoiler:
Your recent study of demons makes it easier for you to recall important information at a moment’s notice. Your entire party gains a +2 competence bonus on Knowledge (planes) checks made to identify demons during this adventure.
To recall details about the deities of the dwarves (Knowledge Religion):
DC 10+
Spoiler:
The chief god of the dwarves is Torag, god of the forge, protection, and strategy. Hard work and respect are core elements of his faith, and failure to maintain one’s tools is considered a sign of disrespect.
DC 15+
Spoiler:
Family is very important in dwarven culture and religion, and most of the dwarven pantheon is part of Torag’s household. His wife, siblings, and children each direct another aspect of dwarven society such as oaths, warfare, cooperation, and strength.
DC 20+
Spoiler:
The worship of Droskar—the god of toil, slavery and cheating—is frowned upon if not outright forbidden in a typical dwarven community. After catching Droskar copying the work of others and claiming it as his own, Torag cast him from the pantheon and cursed him.
DC 25+
Spoiler:
Some communities also revere (or at least recognize and depict) one or more quasi-divine figures that figure into dwarven mythology. These include both benign entities such as a specific assistant at Torag’s forge as well as dangerous creatures like infamous purple worms. Although these figures are unable to grant spells, they may be able to grant other boons.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Knowledge History - Sky Citadels: 1d20 + 6 ⇒ (7) + 6 = 13

Knowledge Religion - Dwarven Deities: 1d20 + 7 ⇒ (2) + 7 = 9

I know little of the dwarves. I read some texts in my novitiate though.
The sky citadels are massive fortress-cities the dwarves built millennia ago. Each one is heavily fortified and can weather the mightiest assaults. The most prevalent language in a sky citadel is likely Dwarven, so an explorer would do well to have at least some means of translating text.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Knowledge (Dungeoneering): 1d20 + 12 ⇒ (15) + 12 = 27

Knowledge (Local): 1d20 + 15 ⇒ (18) + 15 = 33

Knowledge (Planes): 1d20 + 14 ⇒ (13) + 14 = 27

Knowledge (Religion): 1d20 + 14 ⇒ (3) + 14 = 17

"Though I have studied much of the dwarves, I do not know their language. Hopefully I can put it together as I go."

We need Planes (Diplomacy) DC30(32) and Religion DC 20/25

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Diplomacy (gather information), urbanite: 1d20 + 12 + 2 - 2 ⇒ (4) + 12 + 2 - 2 = 16
Knowledge (religion): 1d20 + 6 ⇒ (17) + 6 = 23

"Curious that the Society would choose an expert on Elvish lore and history for a quest to a Sky Citadel, but I will do what I can. Of course you all know that the fundamentals of dwarven religion center around Torag and his family, and you must all know of how Droskar was cast out of that family for presenting others' work as his own. Obviously his worship is mostly downright forbidden in upstanding communities." Mun couldn't seem less interested as he shares this information, as if running down bullet points from a list.

He doesn't seem to have anything else to share, though.

Grand Lodge

Nice rolls there Barbo!

After you all display your diverse knowledge, a tengu explorer wearing a hooded suit of chainmail and carrying a small cage with a trio of canaries approaches your group, "Hi there fellas, what brings you all here, to the wound in the world? Are you looking for shining gems and sparkling treasuries?

"I beg you pardon! My name's Katcho, -he looks toward your still forming circle, and stretches a feathery hand towards the man from Tian Xia- I managed to overhear your name Kitajo, pleased to meet you. So, what are the rest of your names?"

Now, as you introduce yourselves, where would you wish to stand as a group for the briefing, 1) close to the front, center of the cathedral or to the back of the room? 2)Near the west wing, in a deeper but more illuminated hallway at the center, closer to the east wing?

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Sitting silently in the corner is a tall but lean human male. His face is mostly covered by a dark hood on a dark cloak- but what light illuminates a dark well kept beard and young eyes. He observes the gathering group quietly, only slight head movements providing acknowledgment of his hearing and understanding of the situation.

At his feet lays a large, black, cat. The light hitting it displays a gentle, almost imperceptible spotting under the black. As soon as the beam of light passes her fur recesses into its deep black color.

The cat, for her part, looks comfortable if not bored.

He stands up suddenly and approaches the others.

"Names Edmund. Spent some time in a rebellion 'gainst Cheliax and then found myself on the wrong side of some demons in the world wound. I was looking forward to a little break from the Hell's and the Abyss. But... seems like I am right back to fighten fiends 'gain. That's luck fer ya."

Diplomacy, Gather Info @ -2: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18

Edmund prefers to be out of the spot light, out of the way... so back or wings is my vote

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo votes wings or back. He isn't a fan of random people getting behind him.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Vote for wings!

The older gent nods. "For knowledge! What else is there in this world but knowledge?" He shrugs, and raises his hands. "And a little bit of coin never hurts! Besides, I spent some time fighting demons in a past life. Or, she did, anyway." He adjusts his toupee and smirks.

Grand Lodge

Two votes for back/wings, so I'll roll for side.

1:East 2:West: 1d2 ⇒ 1

This means you're huddling at the back of the cathedral, close to the wings. (Will try to make some horrible ASCII art.
_______ N î
|_|_|_|
|_|_|_|
|X|_|_|


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

The black cat knowingly watches each of the others interacting with her hooman. Her tail flicks back and forth when a large yawn over takes her.

Hoomans talk too much. So many in walls. Smells like hooman too. No breeze in nose.

Distracted, a fly catches her attention and suddenly she pounces on it, in the center of the small circle that has formed by the others talking. Lifting her large paws, she notices the fly managed to escape her. She steps back toward Edmund, leans her weight up against him, and slides down into a curled up position.

Sovereign Court

CN Dwarf Rogue 8

An impeccably dressed dwarf, with beard carefully oiled and groomed, smiles unctuously, almost bowing.

"A pleasure to be in your presences." He says, almost bowing. You sense the smile on his mouth is not reflected in his eyes.

"There are some fabulous seats up at the front." He suggests, still smiling. "Much better position to hear the wise words of illustrious leaders!"

Though he speaks the words, he does not seem to mean them... at least not for the others, he clearly intends to get as close to the front as he can.

Smarmy is a brownnoser! So front of the class where the important people can notice him, is the only place to be!

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

"I'm Mun, and this is my companion Selune." He indicates the bear that hasn't left his side, patiently waiting.

Mun looks at Smarmy when the dwarf arrives; no distinct expression is on his face. "Well, I guess it makes sense to have a dwarf along. I didn't catch your name, but I do like your ideas. I too, might prefer the front. Though, it seems these rest have all indicated their preference for the darkest corner in the room, so, here we are."


Venture Lieutenant, Play by Post (online)

”I require both silence and your attention, if you please! Once more, greetings. I am Kreighton Shaine, Master of Scrolls. It is my pleasure to welcome you to Jormurdun and thank you for the parts so many of you have played in getting us here today. The entirety of a dwarven sky citadel lies before us. It is our unique privilege to explore its halls and be the first to study its millennia-old treasures. If other sky citadels are any reference, Jormurdun is immense and would take a less ambitious expedition years to catalog appropriately. Of course, other expeditions are not deep in the Worldwound, so we do not have the privilege of taking our time. Every day spent here is another day that powerful demons might learn of us and attack. Study what you find, but also take care of any hazards you come across. I can only speculate at what kinds of defenses the former occupants left to protect their city.”

Suddenly, Kreighton looks with alarm to the ceiling of the room and shouts a warning.

”Calistria’s garters, I hate being right about these things. Prepare yourselves!”

Table GMs, you may begin Act 2, but do not go on to Act 3. Please remember to report your successes on the form available in the header of the GM thread.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Knowledge Checks - don't think I can beat what's been done but including them for RP:
Knowledge (arcana): 1d20 + 5 ⇒ (13) + 5 = 18
Knowledge (history): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (The Planes): 1d1 + 8 ⇒ (1) + 8 = 9

A short (4'8") yet very muscular creature strolls in. His skin is shiny and black like onyx stone, and his eyes are like two shining green emeralds. With each step, the floorboards creak in the manner they would do with a large Ulfen man, and you feel the vibrations through your feet as he advances, hinting at a very dense body. Two greatswords are strapped on his back and his shining baldpate is circled with a silken blue sling, serving as a bandanna.

"Looks like I bought this cold iron greatsword at just the right time... Hi! my name's Jeydahvu. Nice to meet you all."

The odd-looking earth-blooded creature sits besides Edmund, and starts petting his battle cat, letting the panther smell the back of his hand several times so that his scent becomes familiar.


Venture Lieutenant, Play by Post (online)

You have received an Aid Token. It currently has no boosts.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Boosting the token:
+1 Adamantine Greatsword, Rage: 1d20 + 14 ⇒ (20) + 14 = 34
CONFIRM CRIT TO DOUBLE BOOST: 1d20 + 14 ⇒ (6) + 14 = 20
@GM: please let me know if it would be possible to provide links to the token effects and its current boost status. Thanks. If not I can generate a google sheet to track it and linkify under my alias. Cheers!

Sovereign Court

CN Dwarf Rogue 8

The dwarf turns to Mun with with a friendly smile.

"Oh, how fortunate we are to have a child of Kyonin among us!" He exclaims, only the most sensitive able to notice the contempt hidden behind the cheerful facade. "I am Baron Smarmy of Kravenkus... though no need for such formal titles among friends, right? You may call me Smarmy."

Of course, then Kreighton starts calling his warning, and the dwarf seems to instantly go on the alert, his eyes scanning for whatever it is that the Master of Scrolls is yelling about.

You note him step towards the nearest cover as he does so, making sure someone else stands between himself and whatever it is.

stealth: 1d20 + 11 ⇒ (10) + 11 = 21

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund's bow quickly comes up and an arrow knocked. Kissan raises to a crouched position and emits a low, guttural growl. Her hair stands on end and her muscles ripple with anticipatory energy.

Stepping aside, he attempts to find a dark corner to shift into.

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
Perception: 1d20 + 11 ⇒ (2) + 11 = 13

From his side, his hands flash a series of complex gestures to the cat at his side.

Handle Animal (Autopass): Detect

Detect:
The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

With the sudden shift of energy in the room, Kissan's posture immediately changes from playful to intensely focused. She looks over at Edmund just as he shifts into the shadows- her eyes following down his arm to his hands.

Something not right. Hooman looking for something. Must help

Perception: 1d20 + 7 ⇒ (6) + 7 = 13 +8 scent

Smelling the air, she steps back into a defensive position next to Edmund in the shadows.

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo swivels his head around, looking for the source of Shayne's distress. Does anyone see it yet? What has disturbed the Master?

Perception: 1d20 + 13 ⇒ (11) + 13 = 24

Grand Lodge

@Jeydahvu: Aid Token Actions will be the first slide of the slides... (Brain malfunctioning?) Linked here. But there are no Boosting mechanics in this Special, this means that we are still holding on to it as the following begins to happen.

Dozens of ropes fall from the ceiling, dancing in the air until dark-eyed, gray-skinned dwarves, bald headed and bearded, slide down to their dangling ends. The invaders attack with malevolent roars. Three of them are facing your group. One wearing a weathered cloak, dirty and stained, very yellow in color is wielding a crossbow, the next one has dried blood splattered on his armor, wielding a warhammer, and the last one has a green sash tied around her waist, sporting a heavy mace.

Knowledge Local DC 12:
The strange dwarves are duergar.

Map is huge... and linked here.

Initiative:
Barbo's Initiative: 1d20 + 8 ⇒ (18) + 8 = 26 1d6 ⇒ 2
Edmunds's Initiative: 1d20 + 10 ⇒ (9) + 10 = 19 5 = 5
Jeydahvu's Initiative: 1d20 + 0 ⇒ (20) + 0 = 20 4 = 4
Kissan's Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Kitajo's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3 3 = 3
Mun's Initiative: 1d20 + 6 ⇒ (4) + 6 = 10 2 = 2
Smarmy's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Duergar's Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
[ooc]Dice without description was to find your place in the circle, going from the top left (relative to the map, not the north.

Round 1 Start Bold, you can act.
Barbo
Kissan
Jeydahvu
Edmund
Smarmy

Duergars (G, R, Y)
Mun
Kitajo

Sovereign Court

CN Dwarf Rogue 8

Knowledge (local): 1d20 + 11 ⇒ (8) + 11 = 19

"Duergar." Smarmy spits out, clearly at least partially familiar with such creatures, and not in a good way.

He races across the open area, before the nearest one can move to defend itself, hauling out his battleaxe as he goes, and hacking at her as hard as he can.

battleaxe vs flat footed green: 1d20 + 8 ⇒ (20) + 8 = 28, for 1d8 + 4 + 3d6 ⇒ (3) + 4 + (4, 6, 3) = 20 damage.

confirm?: 1d20 + 8 ⇒ (19) + 8 = 27, for an additional 2d8 + 8 ⇒ (3, 3) + 8 = 14 damage.

If the sneak attack lands, then she will not be able to make AoO's for one round (due to Slow Reactions rogue talent). As well, he will apply a negative for her to hit for 1 round from Debilitating Injury class abililty (-2 to hit, -4 vs Smarmy)

He mutters something to her in a strange tongue as he does so.

Undercommon:
"You gray bastards should have stayed in your holes." He growls.

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Jeydahvu calmly draws his wand of shield and taps his left shoulder with it, uttering an arcane word.

AC 24

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund closes his eyes and concentrates for only a brief moment. As his eyes open and focus at the Druegar now standing at the end of the hall, his features seem the same and yet somehow different. Hidden behind the hood of his cloak are two very small horns, and his muscle swell beyond their normal size.

Swift: Aspect of the Bull, +2 Str x1 min

Drawing his bow, he unleashes a flourish of arrows down on the yellow clothed creature.

+1, Rapid, DA, Precise, PBS: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage, MC +2, PBS, Bull: 1d8 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13

+1, Rapid, DA, Precise, PBS: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage, MC +2, PBS, Bull: 1d8 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9

Yikes. The RNG is not happy with me at the moment

As the last arrow leaves his bowstring, Edmund's hand flash another series of commands to the now bristling cat.
Handle Animal, Trick: Attack. Auto-success


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

The cat bristles with energy and, following her hooman's commands, she leaps off down the hallway toward the threatening foe. Teeth first, she lunges at the creature, eyes glinting in the torch light.

"Hunt. Kill."

Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Damage, Bite: 1d6 + 2 ⇒ (1) + 2 = 3

Yep!

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

I always forget, but once we are out of combat is anyone able to wand me with my wand of mage armour please?

Grand Lodge

Not only did you confirm that crit, you also get to ask two bits of useful information, per this table.

Round 1.1 Update Bold, you can act.
Barbo
Jeydahvu - Boosts his defenses with magical energy.
Edmund - Edmund's bolts are unable to find the flesh of his enemy.
Kissan - Even when caught unaware, Kissan's bite fails to pierce the duergar's armor.
Smarmy - Before letting his foe take another breath, Smarmy finds a way to slip his battleaxe between shield and armor, hitting vital organs. The duergar's limp body now lies in this cathedral, perhaps the first of many with groups of Pathfinders beginning their own fights.
Duergars (R, Y)
Mun
Kitajo

You still have the Aid Token. I'll put the Action's in a spoiler down here, as well.

AID TOKEN:
If a table has an Aid Token, the players can choose to use it during any PC’s turn or out of combat to achieve one of five effects that vary in strength between subtiers. The PCs at a table can only use one Aid Token per encounter, no matter how many such tokens they have. This aid can be used in one of the following ways (GM Note: there is no boosting mechanic):

Aid Another

Spoiler:
A Pathfinder agent helps the PCs solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC, with a bonus of +3 instead of +2.
Allied Offensive
Spoiler:
A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 2d8 points. In addition, after the attack, the target is considered to be flanked until the beginning of the attacker’s next turn.
Burst of Healing
Spoiler:
A Pathfinder agent heals all of the PCs of 3d6 points of damage. Alternatively, in any subtier the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level equal to the table’s APL (minimum 5).
Spellcasting Synergy
Spoiler:
A Pathfinder agent casts a spell at the same time, increasing the save DC and caster level of a PC’s spell by 1.
Timely Inspiration
Spoiler:
A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds, with competence bonus of +2.

A table can pass an unused Aid Token to another nearby table at any time. If the table has used an Aid Token, it can only pass it to another table after successfully completing an encounter. GMs should encourage the players to vary to whom they pass Aid Tokens, preventing a small number of tables from hoarding them.

Grand Lodge

Round 1.2 Update Bold, you can act.
Jeydahvu
Edmund
Kissan
Smarmy
Duergars (R, Y) - Red attacks Kissan; Damage: 1d20 + 9 ⇒ (11) + 9 = 20 Kissan recoils at the duergar's warhammer swing. Red attacks Mun: 1d20 + 6 ⇒ (7) + 6 = 13 While a bolt flies nowhere close to threaten Mun's health.
Barbo - Only bot-delayed to keep us moving.
Mun
Kitajo

Round 2 Start
Jeydahvu
Edmund
Kissan
Smarmy

You still have the Aid Token. Full description in the post above.

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Knowledge (local): 1d20 + 6 ⇒ (1) + 6 = 7

"Duergar, you say? Can't say that I can tell the difference...."

Mun immediately begins casting a spell, calling on Ashava to protect both he and Selune. A lightly shimmering, translucent field appears in front of each, shifting in arcs to stay interposed between each of them and their nearest threat... which currently appears to be the duergar in the blood-spattered armor.

Mun grabs Selune roughly by the scruff of her neck and pulls her in front of him, releasing her with a push towards the same duergar. "Attack!" is all he says, simply; Selune bounds off as Mun follows, drawing his longspear.

Actions:

Standard: cast shield of faith on self and Selune with improved spell sharing
Free: Handle Animal (attack, autosuccess)
Move: Draw longspear
5' step

Shield of faith (Mun and Selune): 2.5 minutes each

GM:

I added a token for Selune to both the map and the last sheet with all of the character icons. I couldn't get the border the same as the other tokens, so I left her borderless so that you could add it instead.

I propose that we use the aid token for Timely Inspiration (3 rounds of Inspire Courage) and then pass it at the end of this encounter.


Female N Primal Companion Bear | HP: 43/68 | AC: 27 21 (15 13 Tch, 23 18 Fl) | CMD: 27 25 (23 22 Fl) | F: +11 +9, R: +12 +9, W: +5 +3 | Init: +3 | Perc: +7, SM +1| Speed 40 ft | Active conditions: see spoiler

Selune roars as Mun drags her towards her target. She closes the distance in moments, standing tall on her hind legs momentarily before falling forward onto the duergar, closing her jaws on its shoulder and trying to add more blood to the already spattered armor.

Actions:

Move: 15'
Standard: attack red

Bite, power attack: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Damage, P, power attack: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Sovereign Court

CN Dwarf Rogue 8

GM, I assumed the sections on the map with rubble were difficult terrain... though realized they might not be. Doesn't change anything for me really, as its still a double move to get to the red one... but if it wasn't, I could be flanking... so figured I'd ask.

Smarmy works his way around, trying to get behind the duergar with the warhammer.

Double Move on stubby dwarf legs

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

I am good with 3 rounds of inspiration

In the heat of the moment, Edmund is unable to steady himself and connect with the
target. Frustrated with his lack of composure, he chastises himself. Come'on. You know better than that. Steady yourself!

He draws his bow and takes a deep breath. Steady...

+1, Rapid, DA, Precise, PBS: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Damage, MC +3, PBS: 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13

+1, Rapid, DA, Precise, PBS: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage, MC +3, PBS: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Confirm Crit?: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
?Crit Damage, extra: 2d8 + 14 ⇒ (4, 5) + 14 = 23

Teamwork feat with Kissan, Friendly Fire Maneuvers. She doesn't cause cover


HP 45/45| AC 25 T 13 FF 21 | CMB +10, CMD 26 | F: +8, R: +8, W: +4 | Init: +3 | Perc: +7 (+15), SM: +2 | Speed 40ft | Scent | Hunters Tricks: 7/7, Active conditions: +2 Str (Aspect)
Skills:
Acrobatics +7, Climb +11, Escape Artist +3, Intimidate +0, Stealth +9, Survival +2, Swim +11

The cat nimbly dodges the warhammer's blow, and leaps again at the creatures neck. An arrow flies in, striking into the creatures side just before her teeth rip into it's shoulder. Settling back, she swipes at the creature with her claws, landing a blow across its face.

Bite: 1d20 + 8 ⇒ (14) + 8 = 22
Damage, Bite: 1d6 + 2 ⇒ (2) + 2 = 4

Claw #1: 1d20 + 9 ⇒ (18) + 9 = 27
Damage, Claw #1: 1d4 + 2 ⇒ (1) + 2 = 3

Claw #2: 1d20 + 9 ⇒ (5) + 9 = 14
Damage, Claw #2: 1d4 + 2 ⇒ (1) + 2 = 3

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo turns around at the duergar behind them. "Ooh, shiny!" He casts a spell, Glitterdust, and summons glittering lights in the dwarf's eyes. DC 18 Will save or be blinded. Aiming it at the dwarf and the empty spaces behind him.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo moves toward the yellow enemy in support of the cat. When he gets there he throws a kick at the Duergar's midsection.

Unarmed Strike: 1d20 + 12 ⇒ (14) + 12 = 26 Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Smarmy wrote:
...sections on the map with rubble were difficult terrain...

These sections are not difficult terrain, I've moved you into flanking position. On that note, when sitting at a RL table, we can say stuff like, PC1:"If I move first, I can set up flanking for you" PC2:"Sure, I'll delay, go right ahead!". I'm okay with this on PbP as well, so I'll occasionally move your actions a bit so you can get some of this bonuses. If you are not okay with me doing this, let me know in discussion.

Round 1.3 End
Barbo - Casts Glitterdust on the duergar with the yellow cloak, who is now blinded by the bright lights.Will DC 18: 1d20 + 5 ⇒ (8) + 5 = 13
Kitajo - Swiftly kicks the air out of the duergar's lungs.

Round 2.1 Update
Random Pathfinder Bard - Starts inspiring you. 3 rounds
Edmund - Lands two arrows on his target, leaving him open for Kissan.
Kissan - Manages to bite and claw the blind duergar and send him to the Lady of Graves.
Smarmy - Moves to flank.
Selûne - Bites deep into the duergar's shoulder.
Duergar (R) (HP -9/?) - Tries to hit the bear back. Attack; Damage: 1d20 + 9 ⇒ (11) + 9 = 202d6 + 6 ⇒ (5, 4) + 6 = 15 And lands a hard blow on Selûne's side.
Duergar (Y) (HP -40) DEAD.
Jeydahvu
Barbo
Kitajo

Round 3 Start Bold should be learning the deal by now =P.
Random Bard - Keeps Inspiring 2 rounds
Edmund
Kissan
Smarmy
Selûne

Sovereign Court

CN Dwarf Rogue 8

Was no need to adjust me there, I can just 5' step into place on my turn. Was why I didn't worry about it too much

Smarmy comes in behind the duergar, while he's distracted by the bear, and fakes a blow across his legs, before turning his blade, and sweeping upwards, right towards his belly!

Bluff to Feint: 1d20 + 11 ⇒ (18) + 11 = 29
DC would be 10 + his HD + wisdom modifier or his a sense motive... whichever is higher

axe vs possibly flat footed, bard, flank: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29, for 1d8 + 4 + 2 + 3d6 ⇒ (2) + 4 + 2 + (3, 6, 5) = 22

The Concordance

Active Buffs:
See Invisibility, Mirror Image (3), Shield, Protection from Evil, Antitoxin/plague/soothe syrup/vermin repellent
Male N Oread Bloodrager 8 - Init +0, Senses: Darkvision 60 ft., Perception +15, AC 20/ touch 9/ ff 20; CMD 25; hp 92/92, DR 1/--, F+12, R+3, W+8, Resist Acid 10, Speed 30 ft.

Jeydahvu moves and attacks!
Rage + Power Attack:
+1 Adamantine Greatsword, Rage, Power Attack: 1d20 + 12 ⇒ (15) + 12 = 27 for 2d6 + 16 ⇒ (6, 3) + 16 = 25 adamantine, magical, slashing damage.

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Well. I guess I will just save those cold iron arrows then. Remind me not to upset Jeydahvu...

Grand Lodge

With these mighty blows, the last duergar of the first wave drops to the ground.

From overhead comes the sound of breaking glass, followed by a rain of shards from the sunlight-reflecting mirrors above. Gloom floods the chamber as more of the attackers shimmy down the ropes. Fighting from the dais where he addressed the Pathfinders, Kreighton Shaine shouts, “Our assailants seem unwilling to negotiate. Someone capture one and get some answers!” You can see another trio of duergars preparing to drop close to you.
You have 1 round to prepare before they land.

Prep Round 0
Random Bard ends his song. Last round competence +2 (I know, it was good while it lasted, but you are on a duergar slaying roll here!)
Edmund
Kissan
Smarmy
Selûne
Jeydahvu
Barbo
Mun
Kitajo

Duergars Landing

Sovereign Court

CN Dwarf Rogue 8

"Oh, well done!" Smarmy crows, as the last duergar falls. "You are clearly formidable allies!"

He starts moving towards where the new set of gray dwarves are dropping down.

GM, where exactly are the new guys rappelling down from? Head over that way anyway, in my free round. if multiple spots, than whichever gets him moving closer to the important muckity mucks at the front of the hall =)

"Those ones didn't get the chance to use their magical abilities, but watch out for that. They can easily double their size with a moments thought." Though of course, you all probably already knew that, he adds, quickly.

He then frowns slightly, looking around suspiciously. "Supposed to be able to turn invisible when they want too... probably not overly useful when they're making the big showy entrances though."

Silver Crusade

Human Inquisitor (7) | HP 50/50 | AC 23 T 17 FF 17 | CMB +7, CMD 24 | F: +8, R: +10, W: +10 | Init: +11 | Perc: +11, SM: +7 | Speed 40ft | Agile Feet: 6/6 Aspect: 7/7 Bane: 7/7 Tricks: 6/7 | Spells: 1(4/5), 2(3/4) 3(2/2) | Active: Focused Scrutiny
Skills:
Acrobatics +10, Bluff +5, Climb +6, Diplomacy +11, Disguise -2, Handle Animal +5(+9) Intimidate +2, Knowledge (nature) +3, Stealth +11, Survival +7, Swim +8

Edmund reaches into his belt and pulls out a dull grey ioun stone, enchanted with magical fire. He places it by his head and it begins to orbit around his raised cloak- casting deep, shifting, shadows across his face.

Can I take a pot shot against a descending duergar?

If able to take a single ranged attack:
+1, DA, Precise, Inspire: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 -2 for every 100 feet away
Damage, MC +3, Inspire: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Confirm?: 1d20 + 10 ⇒ (1) + 10 = 11
Extra Damage: 2d8 + 16 ⇒ (1, 1) + 16 = 18

If NOT able to make a ranged attack:
Edmund will cast "protection from evil, communal" giving each of his allies (5 total, so not Kissan, himself, or the bear) +2 AC and +2 Saves against evil for 1 minute

Grand Lodge

They are using the same ropes, I'll put them on the map to mark their landing spot.

While one of the duergars hanging above tries to rappel down, Edmund looses an arrow, which bites deep into a gray leg.

Dark Archive

M NG Samsaran Wizard 6 | HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Barbo takes a step forward and looks up. He moves a hand to his neck, for support. "Aye, my neck! Dratted duergars keep coming in from my weak spot. Let's all just hurry this up." He waves a hand and you suddenly feel lighter. "Haste", he whispers.

Casting Haste on every ally except Jeydahvu and Kissan.

Haste:

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

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