GM Bret’s RetroCon Legacy of the Stonelords (Inactive)

Game Master BretI


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The Festering Blot | Tarnbreaker’s Trail

Please dot & delete.


The Festering Blot | Tarnbreaker’s Trail

You have been instructed to make your way to the lost Sky Citadel of Jormurdan.

You were transported to a base camp in the Realm of the Mammoth Lords.

At the base camp, they organized people into small teams. The teams are to watch over each other during the trip and then work together exploring the abandoned citadel.

You are advised to get to know the other agents you will be working directly with. It is possible that some last minute changes will be made in the group.

The special hasn’t started yet, but this is your opportunity to introduce your characters to each other.

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Kulga is a heavily muscled dwarf woman with a seemingly perpetual scowl on her face. She dresses in old-fashioned finery beneath her armor, but on inspection it's clearly threadbare, and she carries no signet ring or other jewelry that would mark her as a person of substance. She nods brusquely and introduces herself as her new teammates approach. Her scowl softens slightly when she sees Garduk and Brayne.

Still, even the approach of her old adventuring companions doesn't stop her from pacing back and forth, checking and rechecking both her gear and the supplies piled up at the camp.

Unlike when she's been surrounded by the undead, or faced off in a duel with a towering minotaur champion, or clashed with demons in the sky... Kulga looks nervous.

Dark Archive

CN Half-Orc Invulnerable 2 Oracle 5 HP:69/69(81) | AC:8(6) T:8 FF:8 DR1/- | CMB:8 CMD:16 | Saves F:+8 R:-0 W:+6/8 | Init:-2 | Per:+0 | Rage:9/9 | Spells 1: 7/7 Spells 2 : 5/5 |

The pale skinned half orc acts rather jovial as he approaches the group, walking with a limp and seemingly talking to himself, curses of his own doing as he selfishly dabbled in dark magic taking the lives of his household. He wears rather fine clothes, but they are dull and tattered. He carries practically no weapons but wears an expensive looking belt and headband partially obscured by his messy hair.

Upon reaching within hearing distance, he mutters seemingly to his side, "Hold on Elfred, We're with friends!" He then greets Kulga and Garduk with open arms! "It's good to see the Society recognizes our camaraderie! Garduk, what new magics did you bring with you this time around!"

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

- It'ss good to see when old friendsss meet.

The nagaji woman looks at you all completely indifferent look. Snake eyes amber color with vertical pupils do not express anything. Covered with marsh-green scales with a golden hue face also expresses snake-like indifference. Only the voice rings true emotions - quite warm and friendly.

- Let me introduce myself. Chandrabha. Nagajor's messenger in Absalom and an ally of the pathfindersss in their difficult questss.

She smiles at you and slaps the neck of a large rideable green python.

- It'ss Sha'ar. My friend and faithful companion.

Chandrabha literally rides this python most of the way. She has a lot of different exotic weapons, from whip and net to twisted as another whip flexible sword in a scabbard in the form of a sleeping snake. No less surprises her attire. On top of the eastern monastic clothes she wears armor, literally assembled from parts of other different western armors - presumably, the trophies.

- Hope everething goes well for us all. Bless us, Queen.

Especially attentive can notice a small blue symbol carved from wood in the form of the moon with a kiss on it, edged in crown or horns.

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

...She wears it on the string around her neck and hides it under her clothes most of the time, but at these words she almost reflexively touches it.

Religion DC 25:

It is a symbol Nocticula, Lord of Demons (mostly succubi) but it is absolutely not normal. This symbol is worn by cultists who believe that their patron from the abyss is on the path of redemption and will soon become non-evil goddess (the patron of midnight and all who rejected by the gray mass, according to their expectations). It is believed that these cultists are not dangerous to society, although for obvious reasons they have to be careful - particularly zealous representatives of some religions find it difficult to accept this idea.

Sorry for two posts, in the process of editing the previous post the website ‘ate’ the ending.

Sovereign Court

Male Human Gunslinger (Bolt Ace) 3/ Fighter (Mutation Warrior) 3 | HP 55/55 - AC: 21 T: 17 /FF: 14 - Perception +11 - F: +9 / R: +11 /W: +6 - CMB +6 - CMD +22 - Speed 30 - Init. +8 - Grit Pool 2/2 day

A not so tall man sporting a set of well cured mustaches comes near the rest of the gathered pathfinders. He's wearing light armor and carrying a rather big crossbow on his shoulders. He smiles at the others and gives them a bow:"Well met, my fellow seekers of adventure, knowledge and loot! Name's Wolfgang. I'm informed we'll be travelling together to the infamous site hosting the rediscovered dwarven citadel of Jormurdan. Let me assure you I'm here to do my part in liberating those ancient and cherished ruins from the load of hoarded valuable knowledge they hold!" he proclaims in a bombastic tone of voice...

Dark Archive

2 people marked this as a favorite.
M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

While traveling to the Realm of the Mammoth Lords:

Garduk spends most of the journey north from Absalom with his nose buried in one of three books. During longer stretches of inactivity - in camp, or on board ship - other Pathfinders often stumble across him, his gangly body sprawled across the floor (or whatever surface was available), quill pen in hand or clenched in his teeth, with a thick blue-green book open on his lap and two or three scrolls covered with unusual script and many corrections. The book carries its title in a darker blue: LEXICON OF THE BOUNDLESS SEA, an Aquan Primer for Air Breathers.

At other times, during briefer pauses in whatever passes for action during the voyage (such as during meals, in his bunk, walking to the privy, during other people's conversations, and so on), Garduk's traveling companions grow used to seeing him equally engrossed in a slim, gray volume with stark red lettering embossed on its cover: THE CASE OF THE DREAMING DEAD, by Ailson Kindler.

Mornings, Garduk studies a stained journal with a ripped cover and cracked spine, more than half-filled with page after page of hand-scrawled runes, entire sections crossed out in one color of ink and overwritten with another.

If Garduk does not discourage conversation during the voyage, neither does he do much to invite it. The thick, twisting scars covering both cheeks make it difficult to read his facial expressions, and rendering even a friendly smile -- if he were to attempt one -- into an angry grimace. Combined with the irritated snort he makes (without knowing it) whenever his reading is interrupted, he deflects any attempt to get to know him ahead of being assigned to a specific team. Garduk manages to arrive at the Pathfinders' base camp without even learning most of the names of the other agents traveling in his group.

Upon arriving at the camp:

Garduk walks into camp with the other Pathfinders who arrived by the same route, tugging the too-short sleeves of his fleece-lined jacket down over his bony wrists in irritation.

I don't mind the Quartermaster selling me used clothes for the snow country. I don't mind her selling them to me at full price. I do mind when they don't fit!

The young half-orc pulls his cloak tighter to protect himself from the biting wind; it is the only unstained item of clothing he has, and it fits him perfectly. It's good to be back in the north, but I think living in Absalom has made me soft.

As he wanders the Pathfinder camp, looking for his assigned tent, he is surprised to find two old friends, apparently just spotting each other as well. He bares his teeth in what they may recognize is, for him, an expression of delight (and possibly relief).

"Kulga! Brayne! Are you here too? This is great! I spent the entire trip here teaching myself Aquan - I learned Ignan last month, so the language of the water plane was the only one of the elemental languages I didn't know. When the bosses back at the Grand Lodge came up with the big idea for this mission, I knew I would have at least a few days to really dive in. Anyway, it's possible that I missed whatever briefing I was supposed to get during the journey. "

Brayne wrote:
Upon reaching within hearing distance, he mutters seemingly to his side, "Hold on Elfred, We're with friends!" He then greets Kulga and Garduk with open arms! "It's good to see the Society recognizes our camaraderie! Garduk, what new magics did you bring with you this time around!"

"New magics? I may have jotted down a few new spells, Brayne, since our rainy adventure in Absalom, although I do still like conjuring holes in the ground. But my real new trick is that I've learned to call on a new group of ..." -- Garduk thinks back to the fire elemental he summoned during that fascinating mission with the pirates in the River Kingdoms and twitches almost imperceptibly -- "... associates. Yes, a new, intriguing group of associates. Some of them very helpful indeed."

Garduk takes a breath, then notices Kulga's discomfort. "Kulga? Is everything all right? There's nothing missing from the supplies is there? The venture captains didn't forget to send food or something, did they?"

Later, when the group assignments are finalized and given out:

Garduk introduces himself to Wolfgang and Chandrabha, and openly stares at Sha'ar. How does a reptile of any size - let alone one that big - function at all this far north?

His voice is deeper than one would expect for his age, and gravelly, as though his throat was once injured and never properly healed. Although his Taldane is fluent, his thick accent is a mix of Skald and the harsh orcish tongue. "My name is Garduk the ... Garduk. I am student of the arcane, mostly self-taught. My primary focus is in conjuration magic, summoning assistance when needed from the Great Beyond."


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.


The Festering Blot | Tarnbreaker’s Trail

You are led into the grand hall by a female halfling by the name of Giarra Fullen. Originally from Andorran, she has spent the last year in Nerosyan aiding in the Mendevon Crusade against the demons of the Worldwound.

She is excited to take part in this task since it is an opportunity to explore a historic site.

The grand hall is hewn from the rock itself with a vaulted ceiling soaring 60 feet overhead. The large alcoves to north and south feature grand staircases, one ascending to unseen rooms and the second plunging deeper into the bowels of the mountain.

Pathfinders have lit torches on the raised platforms, and a series of cleverly placed mirrors fixed high on the columns reflect the sunlight from the entrance to illuminate the center of the chamber. Even worn by the ravages of time, the ingenious lighting, expertly carved runes, impressive statues, and images on the walls are testimony to the engineering mastery of those ancient dwarves who called this place home.

Please place yourselves as a group someplace on the map of the Cathedral. I will try to create a larger map of the area the group picks. You should also specify any light sources your character is using.

To recall knowledge about dwarven sky citadels:

Knowledge Dungeoneering or History 10+:
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.

15+:
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.

20+:
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 15+:
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.

20+:
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.

25+:
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 (at a -2 penalty) 15+:
Demons are powerful outsiders that often resist attacks made by anything but cold iron or good-aligned weapons.

20+:
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.

25+:
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.

30+:
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 10+:
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.

15+:
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.

20+:
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.

25+:
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.

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

”We have an interesting hike ahead of uss. I've been looking for opportunitiess to fight with the demons. I am ready.”

Diplomacy about Demons: 1d20 + 11 ⇒ (16) + 11 = 27

The first three spoilers are yours.

”In addition to all known factss I heard one interesting recommendation from one tiefling named Radovan. Comrades in arms, do you have something against magical darknesss? Garduk?”

Sovereign Court

Male Human Gunslinger (Bolt Ace) 3/ Fighter (Mutation Warrior) 3 | HP 55/55 - AC: 21 T: 17 /FF: 14 - Perception +11 - F: +9 / R: +11 /W: +6 - CMB +6 - CMD +22 - Speed 30 - Init. +8 - Grit Pool 2/2 day

GM:
We can't place our tokens on the map, you need to allow us to edit as it's view only right now

"Nasty buggers those demons. Luckily I've just the thing for them in my inventory..." Wolfgang comments while showing the others a few cold iron bolts for his crossbow.

"As for your question, Chandrabha... I do have something as I got my wayfinder enchanted with the "dayfinder" enchantment just prior the start of this mission. It's one and then you are out for a day though, so I'd like to avoid wasting it at the first couple of demons we meet"


The Festering Blot | Tarnbreaker’s Trail

Sorry, the slides should allow access now!

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Knowledge (Dungeoneering): 1d20 + 8 ⇒ (1) + 8 = 9

Knowledge (Local), after reviewing Pathfinder Chronicle for 1d4 rounds: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

Knowledge (Planes): 1d20 + 12 ⇒ (4) + 12 = 16

Ugh. At least that unlocks the first two Knowledge (local) spoilers.

Chandrabha wrote:
”In addition to all known factss I heard one interesting recommendation from one tiefling named Radovan. Comrades in arms, do you have something against magical darknesss? Garduk?”

The young half-orc shakes his head ruefully. "Nothing. Never worried about it - I can see in the dark just fine. But it would be just like a demon to cause a magical darkness so thick that even my orcish eyes wouldn't be able to see through it. I should have ..." He stops to think for a moment. "Hrrmmm. Actually, I might be able to do something, if it comes up. It would not be quite as powerful an effect as Wolfgang's dayfinder, and it would use up some daily resources, but it should help if the magical darkness is not too powerful. And if the quartermasters are still open for business, there may be useful items still available."

Edit to add: if the light in the Grand Cathedral is insufficient, Garduk relies on his darkvision.


The Festering Blot | Tarnbreaker’s Trail

I am going to rule that there are quartermasters for normal items such as CLW wands, oils of daylight, potions of fly, etc. This is a major expedition by the society, they would have that sort of gear available.

If you want the items, please declare it before the mustering phase completes.

Dark Archive

CN Half-Orc Invulnerable 2 Oracle 5 HP:69/69(81) | AC:8(6) T:8 FF:8 DR1/- | CMB:8 CMD:16 | Saves F:+8 R:-0 W:+6/8 | Init:-2 | Per:+0 | Rage:9/9 | Spells 1: 7/7 Spells 2 : 5/5 |

I used all my gold for that belt haha. I have an ioun torch.

Brayne stays close to his good pal Garduk as they begin exploration of the ruins. Due to his upbringing, he is unable to see in complete darkness like most orc blooded humans, but has an ioun torch to keep the place lit.

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Knowledge (History): 1d20 + 2 ⇒ (19) + 2 = 21 Works untrained due to her Dwarven Lorekeeper

"Tread carefully once we are within these halls. Mightier hands than ours shaped this stone, and wiser hearts once held sway here. Respect that history. Too much of it has been lost already. Too much has been taken..."

Kulga shakes off her reverie and continues, "Here though, it was sacrificed. An entire Sky Citadel, one of the ten that once forged our history, sacrificed to duty. Look at how the keep stands outside. They ringed this place with stone and steel not only to keep their foes out, but to keep something in."

She looks profoundly uncomfortable before she brings herself to add, "Aside from our mission today... If any of you find any royal genealogies, or histories of Gruenak the Mighty, I'd be greatly in your debt."

Hmm... I appear to need a restock, so I'll drop two Prestige on an oil of Daylight and 100 gp on a couple oils of Bless Weapon

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

At the quartermaster's tent, Garduk purchases a scroll of comprehend languages x2 in case the one he already has isn’t enough (50gp), and a scroll of daylight (375gp).

Kulga Gruenakslag wrote:
She looks profoundly uncomfortable before she brings herself to add, "Aside from our mission today... If any of you find any royal genealogies, or histories of Gruenak the Mighty, I'd be greatly in your debt."

"Gruenak the Mighty"? Who is Gruenak the... oh. Oh.

Before the briefing starts, Garduk pulls Kulga aside for a quiet word, then runs a rough hand through his unruly hair, unsure how to start. "Errr. So. Gruenak. Gruenakslag? I may not know any Dwarven - and I really need to fix that the next time I have a few days - but I guess that's not a coincidence? This Gruenak the Mighty - he's one of your ancestors?"

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Kulga briefly meets Garduk's eyes before turning back to stare hungrily at Jormurdun. "He is. I bear his name, as did my father and his ancestors before him, though our throne and crowns are long lost or stolen. Before me that name did not bear the stain of a Slagdam, but if I can find the proof of my blood in this Citadel... Much could change."

Sovereign Court

Male Human Gunslinger (Bolt Ace) 3/ Fighter (Mutation Warrior) 3 | HP 55/55 - AC: 21 T: 17 /FF: 14 - Perception +11 - F: +9 / R: +11 /W: +6 - CMB +6 - CMD +22 - Speed 30 - Init. +8 - Grit Pool 2/2 day

2PP for an oil of daylight as well. No sight means deep trouble

"Fascinating stuff, I'm sure. Did this Gruenak hoard a giant hoard of treasure? I'd hate to leave that sort of stuff unaccounted for in the hands of who knows what inhabits these halls now!" Wolfgang says, his eyes shining as he mentions an "hoard of treasure"...

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.
Kulga Gruenakslag wrote:
Kulga briefly meets Garduk's eyes before turning back to stare hungrily at Jormurdun. "He is. I bear his name, as did my father and his ancestors before him, though our throne and crowns are long lost or stolen. Before me that name did not bear the stain of a Slagdam, but if I can find the proof of my blood in this Citadel... Much could change."

Garduk nods, not totally understanding Kulga's concern about tracking down the deeds of her ancestor. The mixed tribe of orcs and half-orcs he grew up in did not keep track of genealogy, and children were raised communally (to the extent they were "raised" at all). The Old Bastard was as close as Garduk had ever had to a father, and the scars on his cheeks were just one reason he had no interest in carrying on any Old Bastard family traditions.

Dwarf families are different, though. Must be, for Kulga to be so anxious about it.

"Sure, Kulga. I'll keep an eye out. And if we don't find what you're looking for here, we can look somewhere else. I'm sure Brayne would help too."

Wolfgang Strabe wrote:
"Fascinating stuff, I'm sure. Did this Gruenak hoard a giant hoard of treasure? I'd hate to leave that sort of stuff unaccounted for in the hands of who knows what inhabits these halls now!" Wolfgang says, his eyes shining as he mentions an "hoard of treasure"...

"How many boards would the demons hoard if the demon hordes got bored?"

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

"Even if this was his Citadel, usurpers would have taken his treasures long ago. Whatever we find here can go to the Society, I just need the proof."

Dark Archive

CN Half-Orc Invulnerable 2 Oracle 5 HP:69/69(81) | AC:8(6) T:8 FF:8 DR1/- | CMB:8 CMD:16 | Saves F:+8 R:-0 W:+6/8 | Init:-2 | Per:+0 | Rage:9/9 | Spells 1: 7/7 Spells 2 : 5/5 |

Brayne nods understandingly at Kulga's plight. "You have my word, I'll keep an eye out for Gruenek the Mighty!" Then quizzically, he attempts to answer Garduk's question. "That's an interesting question, now, if I recall my studies, demons prefer to keep treasure as oppose to boards. Unless, you mean gem engraved boards? Like ornaments? If that's the case it would be as many as they could get on! They are like dragons they are, hoarding away at anything they can."

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

"I am happy to enjoy studying the hissstory of thesse lands... including through your family hisstory, Kulga. I'll keep that in mind."

She looks at Brayne indifferently (as always) but the voice is simultaneously mocking and grim. "As far as I know, they don't care about the treassure. The dessstruction of sspirit and body, that's all they care about"


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.

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

”Sssso... Begun.” - With these words Chandrabha reaches for a weapon.


The Festering Blot | Tarnbreaker’s Trail

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.

There appear to be three in your immediate area.

Knowledge Local 12:
The strange dwarves are duergar.

Initiative:

Brayne: 1d20 - 2 ⇒ (17) - 2 = 15
Chandrabha: 1d20 + 2 ⇒ (13) + 2 = 15
Garduk: 1d20 + 4 ⇒ (16) + 4 = 20
Kulga: 1d20 + 2 ⇒ (14) + 2 = 16
Wolfgang: 1d20 + 8 ⇒ (19) + 8 = 27

Red w/ mace and unholy symbol: 1d20 + 4 ⇒ (13) + 4 = 17
Big Orange w/ warhammer: 1d20 + 4 ⇒ (15) + 4 = 19
Blue w/ rapier: 1d20 + 7 ⇒ (3) + 7 = 10

Bolded may act.

Round 1:

Wolfgang
Garduk

Orange
Red
Kulga
Brayne
Chandrabha
Blue

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

What do the brownish squares represent?


The Festering Blot | Tarnbreaker’s Trail

Pillars going to the ceiling.

Good thing this is fantasy, because (at least to me) they don’t look like nearly enough support given the description of the place. :)

Sovereign Court

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Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Just proper Dwarven masonry ;-)

Sovereign Court

Male Human Gunslinger (Bolt Ace) 3/ Fighter (Mutation Warrior) 3 | HP 55/55 - AC: 21 T: 17 /FF: 14 - Perception +11 - F: +9 / R: +11 /W: +6 - CMB +6 - CMD +22 - Speed 30 - Init. +8 - Grit Pool 2/2 day

"Giant space dwarves incoming apparently... They make for nice pincushions I hear!" Wolfgang exclaims as he stands and shoots twice at the enlarged duregar...

Attack roll 01: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31Damage roll: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11

Attack roll 02: 1d20 + 12 + 1 - 2 ⇒ (11) + 12 + 1 - 2 = 22Damage roll: 1d10 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Edit

Critical confirmation check: 1d20 + 12 + 1 - 2 ⇒ (18) + 12 + 1 - 2 = 29Damage roll: 1d10 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Full attack against orange


The Festering Blot | Tarnbreaker’s Trail

Wolfgang fires and hits twice. The creature gives a loud “Oomph!” sound at the first hit.

Bolded may act.

Round 1:

Wolfgang
Garduk
Orange -30
Red
Kulga
Brayne
Chandrabha
Blue

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Knowledge (local): 1d20 + 8 ⇒ (14) + 8 = 22

"Duergar! Nice shooting, Wolfgang! Garduk shouts. He yanks a wand from his belt and taps Brayne with it. A cold white glow starts at the more urbane half-orc's feet, then quickly rises to cover his entire body, winking out when it reaches the top of his head.

Garduk casts mage armor on Brayne.

Without waiting for the spell to take effect, Garduk steps aside to clear a path from Brayne to the enlarged Darklands dwarf, and not incidentally putting the tall pedestal between his own unarmored skin and the invaders.

He nods at Kulga. "Time to evict the poor cousins who've been squatting in the family homestead?"


The Festering Blot | Tarnbreaker’s Trail

Garduk taps Brayne with his wand, providing them some magical armor.

Orange bellows in anger. Glaring at Wolfgang, he advances on Brayne.

He shouts something at Wolfgang as he advances.

Dwarven:
Cower behind the others, it will do you no good! You will all die!

Warhammer, Power Attack: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12
Blunt trama, Power Attack: 2d6 + 6 + 3 ⇒ (6, 6) + 6 + 3 = 21

Red shouts something at Orange and then casts a spell.

Undercommon:
I have a solution for that one.

Spellcraft, DC 17:
Blindness / Deafness going for Blindness.

Wolfgang, please make a Fortitude saving throw,

Bolded may act.

Round 1:
Need a Fort Save from Wolfgang.

Wolfgang
Garduk
Orange -30
Red
Kulga
Brayne -20 Now with Mage Armor
Chandrabha

Blue

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Knowledge (Local): 1d20 + 6 ⇒ (3) + 6 = 9 Well that's just embarrassing

Kulga's mind goes unfortunately blank, as at first all she sees are the faces of those who cast her out the last time she had set foot in a Sky Citadel.

"Duergar? Of course they are!"

She slams her axe against her shield as she bears down on the towering warrior, crying, "Khazukan kazakit-ha!" as she swings her axe home.

Dwarvish:
"Look out! This dwarf is on the warpath!"

Waraxe (PA): 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Magic Slashing: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Waraxe (PA): 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Magic Slashing: 1d10 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Shield Bash (PA): 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Magic Bludgeoning: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Dark Archive

CN Half-Orc Invulnerable 2 Oracle 5 HP:69/69(81) | AC:8(6) T:8 FF:8 DR1/- | CMB:8 CMD:16 | Saves F:+8 R:-0 W:+6/8 | Init:-2 | Per:+0 | Rage:9/9 | Spells 1: 7/7 Spells 2 : 5/5 |

Assuming the creature is still standing..

"Thanks Garduk.. ooff" Brayne loses some wind as he is hit by the creature. But the oracle reacts, turning his head to the creature glaring him with a death stare. What follows soon is a physical transformation of the half-orc. His body enlarges slightly, his claws grow out, he looks a little bit fiendish and small black wisp shaped in bats surround him.

With a single breath, he unleashes a tirade of blows against the large enemy growling like a monster!

5 ft, free to rage, free to grow claws, and full round attack,

Claw, Rage, Furious Amulet of Mighty Fist,PA: 1d20 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 17B/S/Magic+2: 1d6 + 6 + 2 + 4 ⇒ (1) + 6 + 2 + 4 = 13
Claw, R, FAMF,PA: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20B/S/Magic+2: 1d6 + 6 + 2 + 4 ⇒ (1) + 6 + 2 + 4 = 13
Bite, R, FAMF,PA: 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23B/P/S/Magic+2: 1d4 + 6 + 2 + 4 ⇒ (2) + 6 + 2 + 4 = 14
Bat Wisp: 1d20 + 7 ⇒ (14) + 7 = 21Negative Energy: 1d4 + 5 ⇒ (4) + 5 = 9 This negative energy only harms and does not have the healing property for those with negative energy healing as I understand it from the Rage power.


The Festering Blot | Tarnbreaker’s Trail

Kulga finds that the cover from the raised platform gets in the way of her strikes against the duegar. If not for the cover, she is confident that two of her attacks would have hit.

Instead it is Brayne that turns the duegar into so much chopped meat. It is messy, but rather spectacular as bits of the enemy go flying everywhere!

Bolded may act.

Round 1:
Need a Fort Save from Wolfgang.

Wolfgang
Garduk
Orange Dead!
Red
Kulga
Brayne -20 Now with Mage Armor
Chandrabha
Blue

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

Gently whispering something to her snake, Chandrabha goes forward, on the move unwinding the net. However, Sha'ar breaks forward faster than its mistress and rushes at one of the gray dwarves biting and squeezing him.

Sha'ar | attack & grab: 1d20 + 11 ⇒ (9) + 11 = 201d20 + 15 ⇒ (17) + 15 = 32
Sha'ar | bite & constrict: 1d4 + 10 ⇒ (1) + 10 = 111d4 + 10 ⇒ (2) + 10 = 12

Meanwhile, Chandrabha gracefully come to another enemy. 'Kneel down and beg for mercy. Immediately.' - with these words she throws a net at the grey-skinned caster. After that, making passes with her hands, she stands in a slightly bent fighting stance.

Chandrabha | net vs touch: 1d20 + 6 ⇒ (14) + 6 = 20

Entangled & Grappled:

- An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

- A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

[Sha'ar - move and attack (blue, grappled?); Chandrabha - move, ranged attack (red, entangled?), swift (grabbing style)]


The Festering Blot | Tarnbreaker’s Trail

Sha’ar streaks across the floor and shows the duegar the joys of being hugged by a snake.

Meanwhile Chandrabha moves up and entangles the spellcaster with her net.

Round 1:
Need a Fort Save from Wolfgang.

Wolfgang
Garduk

Orange Dead!
Red Entangled in Chandrabha’s net
Kulga
Brayne -20 Now with Mage Armor
Chandrabha
Blue -23


The Festering Blot | Tarnbreaker’s Trail

Oops, forgot to give Blue their turn.

Blue attempts to escape the grapple.

Escape Artist: 1d20 + 5 ⇒ (20) + 5 = 25

Blue escapes from the snake and takes a 5’ step away!

Bolded may act.

Round 1:
Need a Fort Save from Wolfgang.

Wolfgang
Garduk

Orange Dead!
Red entangled in net
Kulga
Brayne -20 Now with Mage Armor
Chandrabha
Blue -23

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15

Gah. Sorry, Wolfgang.

Garduk taps himself with his wand of mage armor, then pulls another wand from his belt (magic missile) and steps closer to the pillar as the white glow from the spell climbs his body then disappears.


The Festering Blot | Tarnbreaker’s Trail

Garduk makes use of his wand again, then pulls a different one.

Bolded may act.

Round 2:
Need a Fort Save from Wolfgang.

Wolfgang
Garduk Now with Mage Armor
Orange Dead!
Red entangled in net
Kulga
Brayne -20 Now with Mage Armor
Chandrabha
Blue -23

Sovereign Court

Male Human Gunslinger (Bolt Ace) 3/ Fighter (Mutation Warrior) 3 | HP 55/55 - AC: 21 T: 17 /FF: 14 - Perception +11 - F: +9 / R: +11 /W: +6 - CMB +6 - CMD +22 - Speed 30 - Init. +8 - Grit Pool 2/2 day

Fortitude save: 1d20 + 8 ⇒ (19) + 8 = 27

Wolfgang laughs at the wounded duregar as he shouts at him in a language the mercenary crossbowman doesn't know:"Yes, yes, I love you too buddy! Here's more of my love coming right now!" he says, before noticing how the giant target had fallen already thanks to Kulga's blade and so he redirects his attacks at the dwarf struggling with the net...

Attack 01: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21Damage roll: 1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Attack 02: 1d20 + 12 + 1 - 2 ⇒ (7) + 12 + 1 - 2 = 18Damage roll: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11

5 ft step forward, full attack on red


The Festering Blot | Tarnbreaker’s Trail

Wolfgang easily shakes off the spell and then takes aim and fires at the one who was so foolish as to challenge him so.

Both of the shots hit their mark!

Red is undeterred and attempts to cast a spell whilst entangled!

Spellcraft, DC 17:
Spiritual Weapon

Concentration, needs a 17: 1d20 + 7 ⇒ (1) + 7 = 8

Unfortunately for Red, the spell is lost as they try to make too broad a gesture and the net stops them!

Bolded may act.

Round 2:

Wolfgang
Garduk Now with Mage Armor
Orange Dead!
Red -16 entangled in net
Kulga
Brayne -20 Now with Mage Armor
Chandrabha

Blue -23

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Kulga stalks forward with blade at the ready. Double Move

Grand Lodge

f CN Nascent Demon Lord | Chaos, Destruction, War | Blood, Catastrophe, Demon, Insect, Tactics

Sha'ar hisses angrily and once again attacks miraculously escaped grey dwarf prey.

Sha'ar | attack & grab: 1d20 + 11 ⇒ (12) + 11 = 231d20 + 15 ⇒ (17) + 15 = 32
Sha'ar | bite & constrict: 1d4 + 10 ⇒ (1) + 10 = 111d4 + 10 ⇒ (3) + 10 = 13

At this time, Chandrabha almost stealthily bypasses the entangled caster, on the move taking out a small silver baton. Nodding to Kulga, she grabs spellkaster with one hand by the throat while the other hand pushes the dang bong in a pressure point near the nape.

Chandrabha | grapple (dan bong) + flank: 1d20 + 15 ⇒ (11) + 15 = 26

- Ssss... You heard. On the kneesss.

Dark Archive

CN Half-Orc Invulnerable 2 Oracle 5 HP:69/69(81) | AC:8(6) T:8 FF:8 DR1/- | CMB:8 CMD:16 | Saves F:+8 R:-0 W:+6/8 | Init:-2 | Per:+0 | Rage:9/9 | Spells 1: 7/7 Spells 2 : 5/5 |

Brayne roars forward to engage the enemy, attempting to flank around.

Double move.


The Festering Blot | Tarnbreaker’s Trail

Kulga and Brayne run towards the opponents.

Sha’ar once again gives a snake hug to their favorite duegar. The prey falls unconscious.

Spoiler:
1d20 + 2 ⇒ (14) + 2 = 16

Meanwhile, Chandrabha drops the net and captures Red with her Dan Bong.

Bolded may act.

Round 2:

Wolfgang
Garduk
Now with Mage Armor
Orange Dead!
Red -16 grappled by Chandrabha
Kulga
Brayne -20 Now with Mage Armor
Chandrabha
Blue -47 unconscious, bleeding, grappled by Sha’ar

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Garduk steps out from behind the pillar, wand at the ready.

Readied action to cast a spell if the red duergar appears to begin casting a spell.

That snake is turning out to be pretty useful.

"Can you understand their dialect, Kulga? D'you think you can get their spellcaster to talk?"


The Festering Blot | Tarnbreaker’s Trail

Sense Motive, DC 6:
The duegar are more interested in killing the intruders than living.

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