[RetroCon] GM Ladile & the Pathfinder Society Present: Legacy of the Stonelords (CORE Tier 10-11) (Inactive)

Game Master Lady Ladile

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Season of Ghosts

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. The adventure concludes Season 5, Year of the Demon.
______________

This game will begin on January 14, 2019.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

My my, a chance to visit one of the old Sky Citadels, how very exciting...

Grand Lodge

Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Polanco Goldhammer shows up short o' Breath.

Wot in the tarnation is even going on here.... I been trapped in a bit o' a time loop, gone and got meself into a big fight over at the Grand Lodge in Absalom TWICE and now we got a big ole expedition in the Sky Citadels! Och. 'ave to admit this one is at leat relevant to me scholarly interests 't least.

Polanco brings out a jug of Solstice Dust IPA and pours a cup for everyone. Now that I been ordained by Cayden this here is considered prayer and not jes day drinking so drink up friends. Name is Polanco Goldhammer, Dwarf out of Druma, expert on engineering and engineering accessories and a Venture Agent nd part time instructor at the Pathfinder Society. Pleased to meetsya

I just checked literally every single exp I have earned between level 6 and 8 on this character has been at a multitable special!

Silver Crusade

Female CG Halfling (Shackles) Cleric of Desna (Travel/Liberation) 10 Halfling | HP: 94/94 | AC: 22 (13 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +9, R: +7, W: +14 | Init: +2 | Perc: +8, SM: +11 Cleric | Speed 40ft | Channel: 5d6 7/8 DC 19 | Active conditions: Longstrider (10 hours), Deathwatch (100 minutes)

Arr, mateys. I be Fredreka, Desnan cleric of The Shackles. I prefer the seas to underground, but I'll make do.

Fredreka is a halfling, cleric of Desna. She has blond hair and blue eyes. She speaks only Common and Halfling. She sports a shiny Mithril Breastplate and a nice looking buckler. The sickle that hangs from her belt seems all but brand new. A small mulberry colored stone orbits her head.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar isn't pleasant to look at but he's paying attention and nodding at the right moments.

"I'm Dortlin. I have some experience fighting demons. as does Hugsy."

He probably points out a nearby window at that.

Ragnar is clearly an archer.


Season of Ghosts

As some of you begin introducing yourselves, you look around for a moment to reflect on your current situation. You, along with numerous other Pathfinders, find yourselves standing within an immense entry hall 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 that this structure is situated within. 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...
______________

For those that haven't introduced yourselves yet, please feel free to do so now. The special proper will begin on Monday, January 14th but we're free to go ahead and begin character introductions and the like now.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

An aged dwarf in well made and well worn travelling gear momentarily appears above you. Welcome evryone, I am very excited to explore the ancient halls my people built so long ago. I am sure we will work well together. Ragnar, good to see you and your...pet..., he looks slighlty nervously at the giant snake. Happy to place some protective magic on him if you want it...just make sure he's been fed first.

With that he disappears again, his voice emerging from above you. I will always be about, never fear. If you feel me touch your shoulder then dont resist, I will be moving you somewhere more advantageous.

Alonso will set up message on everyone alongside his long duration mage amrour and overland flight. He will remain invisible at all times where possible. Life as a squishy wizard in the field is dangerous.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin is a red-haired, older looking gnome. Though quite old (About 90), he still is jubilant and fresh as he has ever been. He has a cloak, headband, and necklace. You also see a spell pouch by his side.

"I'm Alvin, and I deal with the power of illusion." He waves his hands around making a display of casting motions, but doesn't actually cast anything. He then quickly looks around at his company.

"A lot of familiar faces again I see!"

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Riddywipple, the faerie dragon, floats around, with a cute little pouch of magic items that he carries around. Per usual when Godfrey is around, Riddywipple floats right over to him ignoring Alvin during the briefing. GODFREY IS SO COOOOOOL.

He speaks in an almost child-like tone. "Woooooooooooooow. A dwarven fortress! I've never been in one of those before!"

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

(False Life cast on Riddywipple and Overland Flight cast on Alvin at beginning of adventuring)
False Life (Riddywipple): 1d8 + 10 ⇒ (5) + 10 = 15

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Thought I corrected that Dortlin typo.

"Less rats around the city so I'm assuming she's been fed. A Mage armor for her would be appreciated. This stone might help."

Ragnar hands Alonso a Pearl of Power lvl 1.

Before we head in Ragnar will use his lesser extend rod to cast Greater Magic Fang and Longstrider on Hugsy. 18 hours. +2 to hit and damage on her bites. +10 land speed.

"Good to see you Alvin. And Riddywipple."

Ragnar takes a moment to let Hugsy recognize the scent of her new allies.

Silver Crusade

Female CG Halfling (Shackles) Cleric of Desna (Travel/Liberation) 10 Halfling | HP: 94/94 | AC: 22 (13 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +9, R: +7, W: +14 | Init: +2 | Perc: +8, SM: +11 Cleric | Speed 40ft | Channel: 5d6 7/8 DC 19 | Active conditions: Longstrider (10 hours), Deathwatch (100 minutes)

Longstrider before the briefing begins.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Sir Godfrey is still very much... well, Sir Godfrey. He has managed to find himself standing in the middle of one of the spots of sunlight reflected into the room, and his heavily polished armor reflects sunbeams about almost as effectively as his twinkling teeth. He stands with arms akimbo staring about at the gathering pathfinders, the stone work, and the team he's been assigned to.

As the sun strikes him his shadow stretches out across the floor, and a close look shows it's not matching the paladin's movements, and instead appears to be looking around the side of the room opposite where Godfrey himself has his attention.

As Riddywipple approaches he adjusts the sword set across his back to clear shoulder space if the faerie dragon wants to settle down. "Well friends, this should be a simple affair, particular since a good number of us already know how the rest operate! If we're lucky we won't need to knock too many heads together, since this place should be abandoned."


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.


Season of Ghosts

With the exact purpose of your presence here in Jormurdun still about as clear as mud, the numerous Pathfinder agents begin to coalesce into smaller group as suggested. The great cathedral is abuzz with curious and excited chatter as people talk among themselves and wait for Master Shane to give further details.

Luckily it seems that several of you already have some familiarity with each other which eases your nerves somewhat as you form up and begin making preparations - just in case. During said preparations, your minds understandably turn to the dwarves and dwarven history - perhaps one of you might recall something useful to help with whatever task Shane sees fit to give you?
______________

What do you know about the dwarven sky citadels?

Kn. Dungeoneering *or* History (DC 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.

Kn. Dungeoneering *or* History (DC 15+):

Supposedly there were 10 sky citadels, though 4 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.

Kn. Dungeoneering *or* History (DC 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.

What rumors have you heard about the upcoming mission?

Kn. Local *or* Diplomacy (DC 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.

Kn. Local *or* Diplomacy (DC 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.

Kn. Local *or* Diplomacy (DC 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.

What do you know about the demons that inhabit the Worldwound? Because much of this information is so prevalent, you may attempt Diplomacy instead of Kn. Planes for this check, but at a -2 penalty.

Kn. Planes *or* Diplomacy (DC 15+):

Demons are powerful outsiders that often resist attacks made by anything but cold iron or good-aligned weapons.

Kn. Planes *or* Diplomacy (DC 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.

Kn. Planes *or* Diplomacy (DC 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.

Kn. Planes *or* Diplomacy (DC 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 Kn. Planes checks made to identify demons during this adventure.

What do you know about dwarven deities?

Kn. Religion (DC 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.

Kn. Religion (DC 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.

Kn. Religion (DC 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.

Kn. Religion (DC 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

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LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Take 10 on history, planes and religion checks for 34
Diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32

Ahem, Alonso clears his throat, Now, pay attention everyone, this information could save your life he says while floating invisibly over the group.

So, we are about to embark on an expedition into what is likely a monster and demon haunted citadel crafted by my people in ages past. Godfrey, your suggestion that the place is abandoned, here in the middle of the Worldwound is certainly a novel one

Its got to be all that armour pressing down on his brain, it can't be healthy for the lad

Anyway, back to business...

At which point Alonso embarks on what is possibly the most tedious explanatory lecture you have ever had to suffer listening through. Alonso has a reputation at the Grand Lodge of even being able to send elves to sleep in his classes. He does not disappoint.

Feel free to open any of the spoilers above as he hit the DC for all of them.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Given the reference to darkness usage in the notes above, Alonso carries a heightened continual flame item, spell level 5, caster level 10. He can produce them now at spell level 6, caster level 11, if anyone would like one when we are finished.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar nods to Sir Godfrey and just sighs at the flickering shadow. It may be useful but Ragnar is never going to be close pals with undead.

He just nods along at the bit about demons and pats his bow.

"I have an oil of Daylight but it sounds like we could be in the dark for a long time. Neither me or Hugsy can see in darkness."

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

(Alvin/Riddywipple has a SL 4, CL 7 item and can also produce SL 6, CL 11 gems if people want them)

(Also will note that the two wizards should probably trade spells at some point. All spells in my spellbook are at the bottom of my character sheet. :) )

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Riddywipple pipes up. "I carry a Continual Flame on an inkpen! We do not need to fear the darkness! I have it in my haversack!"

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin puts his hand against his chin. "Hrm, I wonder what it is exactly that the dwarves were trying to keep in..."

Grand Lodge

Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Polanco's eyes begin to glaze over as Alonso just keeps talking and talking and talking. Yeesh the way ye yap - ye mus' be from the Surface aintcha? No self respecting salt o'th'oerth dwarf would ramble that long on these subject eesh.

He takes a solid swig of his latest beverage concoction and lets out a loud burp.

Still I s'pose it's good the know that there still be undead walking the halls and demons all about the place. With us Dwarves around at least finding our way around this place shouldn't be so bad. Looken forwaird to finding out why the Dwarves left this place n' maybe making it inhabitable again.

Grand Lodge

1 person marked this as a favorite.
LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

With a momentary flicker Alonso appears, floating aboout ten feet in the air. He pushes his gold horn rimmed glasses down his nose and peers angrly at Polanco. I sir am from Janderhoff, and just because I dont drink like a Drenchport pirate nor have the manners of a Shoanti goatherd does not mean I am any less of a DWARF!

He then proceeds to give Polanco a lecture on traditional dwarven customs and rituals before vanishing again with a HARRRUMPH!

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin, amused by the exchange, chuckles a little to himself, which manifests more as a light giggle from his gnomish body. "No one true way to be a dwarf, huh?"

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:
Alvin~ wrote:
[ooc](Also will note that the two wizards should probably trade spells at some point. All spells in my spellbook are at the bottom of my character sheet. :) )

My spellbook contents are now in my profile

Silver Crusade

Female CG Halfling (Shackles) Cleric of Desna (Travel/Liberation) 10 Halfling | HP: 94/94 | AC: 22 (13 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +9, R: +7, W: +14 | Init: +2 | Perc: +8, SM: +11 Cleric | Speed 40ft | Channel: 5d6 7/8 DC 19 | Active conditions: Longstrider (10 hours), Deathwatch (100 minutes)

"Damn Dwarves. Too tall for their own good." says Fredreka with a smile.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"Friend Alonso, you are certainly not the first person to say I have novel ideas. But I've never been much of a writer." Godfrey's expression doesn't change as Alonso's gives his lecture. Either he's listening intently, or he always as a look of slightly glazed distraction on his face to cover up when he ISN'T listening.

He stands up straighter at the mention of flames and darkness. "Of course we need not fear the darkness! Sarenrae's light shall pierce it, and I shall be her lance to do so. If there is evil afoot, no shadowy corner will save it from me!"

"I carry no sources of light, but won't shirk others and their use of them." Sir Godfrey then nods to Polanco. "I tend to get lost quickly, so feel free to guide me."


Season of Ghosts

"Hmm. Sounds like at least one of you've done your homework," comes a gruff female voice from behind the group. Turning, you all see a tall, half-orc woman dressed in heavy armor and bristling with an arsenal of weapons. Around her neck hangs the holy symbol of Iomedae.

"Good. Seen a lot of action against the demon hordes myself and they're not anything you'd want to underestimate - even the mewling dretches," the half-orc continues. "Name's Chiara Venator. Glad to know that we've got some more experienced folks in on this thing, whatever it is."

Silver Crusade

Female CG Halfling (Shackles) Cleric of Desna (Travel/Liberation) 10 Halfling | HP: 94/94 | AC: 22 (13 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +9, R: +7, W: +14 | Init: +2 | Perc: +8, SM: +11 Cleric | Speed 40ft | Channel: 5d6 7/8 DC 19 | Active conditions: Longstrider (10 hours), Deathwatch (100 minutes)

"We've seen plenty, lass. And, by Desna's will, we'll live to travel farther."

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

"I hope so as well. I haven't died yet, but have friends who have. Of course, death is only temporary..."

Grand Lodge

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LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

From somewhere up above someone mutters, Desna's got bugger all to do with it, damn flibbertigibbet

So, you got some sort of orders for us Chiara or just here to gawp!

Grand Lodge

Male Dwarf Fighter 7/Cleric of Cayden Cailean 1 HP: 75/75 | AC 27 T:13 F: 25 CMD 24| F +12 R +6 W +10 (+2 vs Poison and Spells) | Senses: Darkvision 60 ft, Per +13 (+2 to notice unusual stonework) SM +2

Dinnae get yer knickers in a twist Alawnso. A bit o' respect for the gods will serve ya right well. 's why ah carry Caydens 'oly water with me where'er I go.

Polanco unleshes his weapon - a wicked yellow paddle spiked with sharks teeth and nails. Is Tair BOOT YAY time yet?


Season of Ghosts

"Orders? No, but since we're all relying on each other I thought it might be a good idea to make sure my fellow agents know a thing or two about demons," Chiara remarks dryly. "Knowledge is power and I haven't survived against the demon hordes without learning a thing or two about them. But like I said, you folks seem to know your business and that sets my mind a little more at ease."

She glances around at the other groups of Pathfinders and then back at all of you. "Especially since you look to be the most senior of the agents here."

"And I like your attitude," Chiara suddenly grins at Polanco and his TAIR BOOT YAY. "Give it time, I'm sure there'll be plenty for folks like you and me to do once Shane gives us the details."


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.


Season of Ghosts

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! Three of the invaders come at you with malevolent roars; one of them wears a set of full plate armor and wields a warhammer and shield while the other two seem to be wearing chainmail and wielding rapier and warhammer, respectively.

Kn. Local (DC 12):

These strange dwarves are duergar.

Who Goes First?:

D. Red: 1d20 + 4 ⇒ (9) + 4 = 13
D. Blue: 1d20 + 7 ⇒ (2) + 7 = 9
D. Orange: 1d20 + 4 ⇒ (10) + 4 = 14

Alonso Init: 1d20 + 8 ⇒ (19) + 8 = 27
Alvin Init: 1d20 + 7 ⇒ (13) + 7 = 20
Riddywhipple Init: 1d20 + 3 ⇒ (7) + 3 = 10
Fredreka Init: 1d20 + 2 ⇒ (6) + 2 = 8
Polanco Init: 1d20 + 6 ⇒ (1) + 6 = 7
Sir Godfrey Init: 1d20 + 2 ⇒ (14) + 2 = 16
Shadow Init: 1d20 + 2 ⇒ (12) + 2 = 14
Ragnar Init: 1d20 + 9 ⇒ (20) + 9 = 29


______________

Round 1

Ragnar + Hugsy (G. Magic Fang, Longstrider, Mage Armor)
Alonso (Mage Armor, Invisibility, Overland Flight)
Alvin (Overland Flight)
Sir Godfrey
Shadow
==============
D. Orange
D. Red
==============
Riddywhipple (False Life)
==============
D. Blue
==============
Fredreka (Longstrider)
Polanco (Longstrider)

Active Conditions: None

Ragnar + Hugsy, Alonso, Alvin, and Sir Godfrey + Shadow are UP!

Combat Map

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"Why can't these defenders just talk sometimes?"

Ragnar will focus on the red robed enemy dwarf sending Hugsy after it first.

bite vs flatfooted?: 1d20 + 11 ⇒ (8) + 11 = 19
p/s/b/magic dmg: 1d4 + 10 ⇒ (3) + 10 = 13

grab?: 1d20 + 16 ⇒ (5) + 16 = 21
constrict: 1d4 + 10 ⇒ (2) + 10 = 12

Then putting a few arrows into it himself possibly switching to the orange armored one afterwords.

manyshot including rapid shot, deadly aim, improved precise shot, point blank shot: 1d20 + 16 ⇒ (3) + 16 = 19
piercing/magic/cold iron/holy: 2d8 + 20 ⇒ (5, 5) + 20 = 30
holy?: 2d6 ⇒ (1, 2) = 3

shot #2 including rapid shot, deadly aim, improved precise shot, point blank shot: 1d20 + 16 ⇒ (13) + 16 = 29
piercing/magic/cold iron/holy: 1d8 + 10 ⇒ (6) + 10 = 16
holy?: 2d6 ⇒ (2, 4) = 6

shot #3 including rapid shot, deadly aim, improved precise shot, point blank shot: 1d20 + 11 ⇒ (18) + 11 = 29
piercing/magic/cold iron/holy: 1d8 + 10 ⇒ (5) + 10 = 15
holy?: 2d6 ⇒ (2, 6) = 8

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Knowledge (Local): 1d20 + 16 ⇒ (13) + 16 = 29

"Hrm, duergar, should have suspected."

Move Action
Alvin flies into the air up 25 ft.

Standard Action
He casts Flaming Sphere, not thinking these enemies will last long. (Roll it onto Blue, DC 20 Reflex negates, damage below)
Flaming Sphere: 3d6 ⇒ (6, 6, 5) = 17

PLEASE PUT RIDDYWIPPLE AFTER BLUE. Easier if he just delays until after the bad guys in this case.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Forgot Greater Magic Fang. Add +2 to Hugsy's attack rolls and bite dmg but not I think the constrict dmg.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Scratch 25 ft. it's only 20 ft. up. Forgot overland flight was 40 ft.

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Alonso drops down a little, flying forward to hover over Sir Godfrey. Now lad, time for you to do your thing he whispers in his ear before transporting them forward just a fraction.

Move action to move to Godfrey, standard for dimensional steps, moving them both 5' forward and putting Godrey into range of a 5' step and full attack on blue

Silver Crusade

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| HP: 36/36 | AC: 29 (13 T, 28 Fl) | CMB: +7, CMD: 19 | F: +7, R: +2, W: +6 | Init: +2 | Perception: +4, Sense M: +2 | Speed 20 ft. (in armor) | Channel Negative 6/6 (DC 14, 1d6) | GM Reroll: +2 1/1 | Active conditions: None. |
Attacks:
Melee Heavy Shield Bash +7 (1d6+3/x2)
| Resist: Acid 5, Cold 5, Electricity 5 |
Other Skills:
Acro -8 (-4 to jump), Climb +3, Diplo +9, Intimidate +7 (+9 circ vs. Evil creat.), Know(Religion) +8, Spellc +4, Swim +2

A booming voice somewhere in the distance rallies the Pathfinders, "These duergar fools are everywhere, but we've got the numbers to take them on, by the dozen or one by one. Press on Pathfinder! Gorum willing we will overcome!"

GM Khaoz sends an aid token to your table. P.S. Ladile, can you disable me please? =)

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Sir Godfrey pulls out his sword without even thinking the moment the windows shatter, and is standing there giving one of the Duergar the righteous eye as they begin to menace the group. He's ready to leap forward into the fray when he hears a friendly whisper only to find himself in easy striking range. "Aha! Fear my great powers, villians! I move so quickly it appears I simply flash to new locations!"

It's a poor bluff, Godfrey has no talent for it. But he has talent for hitting things and steps in close to the blue armor Duergar, bringing his blade around in a pair of massive swings. "For the Dawnflower!"

5ft adjust up to blue, then full attacking it with flank from his shadow!

1st +3 Adamantine Great Sword(Power Attack, Flank): 1d20 + 20 - 3 + 2 ⇒ (13) + 20 - 3 + 2 = 32
Damage(Power Attack): 2d6 + 22 ⇒ (4, 6) + 22 = 32

2nd +3 Adamantine Great Sword(Power Attack, Flank): 1d20 + 15 - 3 + 2 ⇒ (11) + 15 - 3 + 2 = 25
Damage(Power Attack): 2d6 + 22 ⇒ (3, 1) + 22 = 26

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

Glides out from being... well in Sir Godfrey's shadow and floats through to the floor to rise up behind the Blue Duergar. It swings a shadowy reflection of Godfrey's own noble weapon, trying to cut through the hairy enemy's heart.

Move through the floor to new location, then shadow touching Blue.

Creepy Shadow Touch(Flank): 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Strength Damage: 1d6 ⇒ 5


Season of Ghosts

Deciding to focus fire on armored Red, Ragnar sends Hugsy in in an attempt to nicely wrap the strange-looking dwarf up for him. The great snake sinks its fangs into Red and quickly winds around him, holding him tightly and beginning to squeeze! Ragnar then takes aim at Red and begins firing off arrow after arrow. When the second one strikes Red, he gives a great groaning cry of pain and goes limp in Hugsy's coils as blood begins to pool underneath them both. The ranger then whips around and fires his final arrow at Orange, sinking it deeply into the dwarf's calf.

After taking stock of the situation Alvin ascends 20 ft. up into the air and out of immediate reach of the group's foes. Estimating that three challengers won't survive long against the large party he opts for a basic tactic and conjures a flaming sphere that rolls over Blue...

Blue Reflex (DC 20): 1d20 + 9 ⇒ (20) + 9 = 29

...who dodges it with great ease, laughing with derision.

"You'll have to do better than that to catch me with your magics, gnome!" he calls out.

Alonso, having worked with Sir Godfrey before, swoops down and uses his control over time and space to teleport himself and the paladin (and his shadow) within easy striking distance of Blue. Though his bluff about being able to vanish and reappear where he pleases isn't very convincing, what is convincing is his skill at arms as he and his shadow flank Blue. Sir Godfrey opens up two great wounds across the dwarf's chest while Shadow reaches out and drains the creature of his strength.

"Gragh! You won't take me down that easily!" Blue snarls, adopting a defensive position as he seems to begin casting something...

Spellcraft (DC 17):

It's Invisibility.

Cast Defensively (DC 19): 1d20 + 8 ⇒ (19) + 8 = 27

...and vanishes from sight. Meanwhile, Orange bellows a challenge at the sight of a hated enemy and charges straight for Polanco and delivers a powerful blow with his warhammer...but not as powerful as he was hoping for.

Charge vs. Polanco (Warhammer): 1d20 + 14 + 2 + 1 ⇒ (20) + 14 + 2 + 1 = 37
Damage: 2d6 + 15 ⇒ (1, 6) + 15 = 22

Crit!?: 1d20 + 14 + 2 + 1 ⇒ (8) + 14 + 2 + 1 = 25

______________

Round 1/Round 2

Ragnar + Hugsy (G. Magic Fang, Longstrider, Mage Armor)
Alonso (Mage Armor, Invisibility, Overland Flight)
Alvin (Overland Flight; 20 ft. up)
Sir Godfrey + Shadow
==============
D. Orange (-23; -2 AC)
D. Blue (-58; -5 Str, Invisible)
==============
Riddywhipple (False Life)
Fredreka (Longstrider)
Polanco (-22; Longstrider)

Active Conditions: None

Everyone is UP!

Combat Map
______________

The red square is Blue's last known location~

Grand Lodge

LN Male Dwarf Wizard (Conjurer) 11 Init +8 | HP 101/101 | AC16 T12, FF14 | Fort +12, Ref +10, Will +13, Dwarf +2 | CMD 15 | Perception+25, Sense Motive +20
Buffs:
MA, Overland Flight, Heroism
Resources:
Acid Dart 11|11, PoP 2/2, Arcane Bond Unused, Dimensional Steps 330|330, Reroll: Used
| Conditions:

Alonso calls out, Watch out everyone, that sneaky ones has turned invisible

I cannot fail that spellcraft check

Floating up behind Godfrey he mutters into his ear, Time to go again, try not to throw up, you'll get your shiny boots all messy

Another dimensional step to get Sir Godfrey into a full attack range. As a note I dont dimensional steps the shadow on the basis that it is a terrifying soul sucking undead monstrosity which gives him nightmares and as its incorporeal there's a 50% chance I wouldnt affect it anyway. I assume it is moving and readying to attack when Godfrey gets into position?


Season of Ghosts

As he warns the rest of his allies about the invisible Blue, Alonso once more uses his command of time and space to maneuver Sir Godfrey into optimal position to attack.
______________

Round 1/Round 2

Ragnar + Hugsy (G. Magic Fang, Longstrider, Mage Armor)
Alonso (Mage Armor, Invisibility, Overland Flight)
Alvin (Overland Flight; 20 ft. up)
Sir Godfrey + Shadow
==============
D. Orange (-23; -2 AC)
D. Blue (-58; -5 Str, Invisible)
==============
Riddywhipple (False Life)
Fredreka (Longstrider)
Polanco (-22; Longstrider)

Active Conditions: None

Ragnar + Hugsy, Alvin, Riddywhipple, Sir Godfrey + Shadow, Fredreka and Polanco are UP!

Combat Map


Season of Ghosts

Alonso, I'm not sure if your question is directed at me, Sir Godfrey, or both of us, but if the shadow doesn't actually move as Sir Godfrey moves (and since you're not teleporting it yourself) then I'd assume that it does move on its own power to get into position with Sir Godfrey :)

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar clumsily sings along with a nearby bard. It is surprisingly inspiring.

Inspire Competence +3 to attack and damage in effect.

sends Hugsy after the blue armored dwarf. Hugsy isn't bright but she does have scent. So if she comes across an invisible dwarf...

miss if below 50%: 1d100 ⇒ 88
bite: 1d20 + 13 + 3 ⇒ (4) + 13 + 3 = 20
p/b/s/magic: 1d4 + 12 + 3 ⇒ (2) + 12 + 3 = 17
grab: 1d20 + 18 + 3 ⇒ (16) + 18 + 3 = 37
constrict: 1d4 + 10 + 3 ⇒ (2) + 10 + 3 = 15

Meanwhile Ragnar moves slightly just in case and perforates the orange cloaked dwarf.

manyshot including rapid shot, deadly aim, improved precise shot, point blank shot, inspire: 1d20 + 16 + 3 ⇒ (20) + 16 + 3 = 39
piercing/cold iron/magic/holy: 2d8 + 20 + 6 ⇒ (4, 6) + 20 + 6 = 36
holy?: 2d6 ⇒ (5, 2) = 7

shot #2 including rapid shot, deadly aim, improved precise shot, point blank shot, inspire: 1d20 + 16 + 3 ⇒ (4) + 16 + 3 = 23
piercing/cold iron/magic/holy: 1d8 + 10 + 3 ⇒ (2) + 10 + 3 = 15
holy?: 2d6 ⇒ (5, 5) = 10

shot #3 including rapid shot, deadly aim, improved precise shot, point blank shot, inspire: 1d20 + 11 + 3 ⇒ (19) + 11 + 3 = 33
piercing/cold iron/magic/holy: 1d8 + 10 + 3 ⇒ (5) + 10 + 3 = 18
holy?: 2d6 ⇒ (1, 6) = 7

manyshot crit? including rapid shot, deadly aim, improved precise shot, point blank shot, inspire: 1d20 + 16 + 3 ⇒ (9) + 16 + 3 = 28
piercing/cold iron/magic/holy extra dmg: 2d8 + 20 + 6 ⇒ (5, 6) + 20 + 6 = 37

Silver Crusade

Female CG Halfling (Shackles) Cleric of Desna (Travel/Liberation) 10 Halfling | HP: 94/94 | AC: 22 (13 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +9, R: +7, W: +14 | Init: +2 | Perc: +8, SM: +11 Cleric | Speed 40ft | Channel: 5d6 7/8 DC 19 | Active conditions: Longstrider (10 hours), Deathwatch (100 minutes)

Fredreka steps into Riddywhipple's space, (he's tiny, right?), then casts:

PRAYER

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Move Action
Riddywipple takes out the Wand of Mage Armor.

Standard Action
He uses it on himself.

"Go team go!"

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