Pathfinder 2-23 Shadow's Last Stand - Part I: At Shadow's Door GameDay XII (Inactive)

Game Master DoubleGold

Map is up
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DungeonMaster

Dot in Here

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

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DungeonMaster

The hills ringing Almas, capital of Andoran, slope gently toward the harbor cradling the Hornet’s Nest, the red sun rising behind them. This morning the ship’s activity rivals its namesake as Pathfinders and their agents bustle here and there inside the ship’s hastily constructed command post.

After a short wait, Venture-Captain Dennel Hamshanks rolls into the ship’s galley, his face scowling and dark eyes bloodshot.
“You lot again? The Decemvirate promised better, but I suppose we have no time to waste.
You have likely heard the rumors—which, unfortunately, underestimate our danger.

“The Society’s lodge in the former Cathedral of Aroden
here has thrived of late—they say thanks to Venture-Captain
Brackett’s grand parties, which seduce the weak-willed leaders
of this so-called ‘democracy’ into permitting the Pathfinder
Society unfettered access to the resources in the nation’s
interior. Not likely you lot were ever invited, though. Needed to be of the presentable sort, after all.

“Last night, Brackett threw one of his most extravagant fetes
yet to celebrate the recent return of a team of Pathfinders up
near Falcon’s Hollow on a diplomatic mission to the region’s
fey. Fillian over there claims that all the sparkling light made the
Cathedral’s windows a stunning sight. Everyone was having a grand time until the trouble started. At the stroke of midnight, a dozen guests drew their swords and methodically massacred the others—poor, drunk fools. A moment later the lights went out. Fillian had been admiring the windows from the dome’s walkway and ran upward, to the belfry. Says he hid there until daylight and then crawled out to my ship here. He heard many others flee underground, followed by screams of agony.

“Shortly before dawn, several bands of what looked to be hulking, cloaked hobgoblins left the Cathedral, taking off in different directions into the city. Not only do we need to retake our lodge and rescue any survivors, but whatever those monsters plan to do in Almas, it’s got something to do with the Cathedral. I imagine even you understand how that might look for the Society if something bad were to happen to the city at large, centered on our local headquarters.

“You can probably guess who’s behind this—the Shadow Lodge, source of endless trouble this past year. We need that Lodge back, and we need Brackett alive. Time is not on our side here, and I fear it may already be too late for whatever those monstrous brutes left the Cathedral to do.

“According to Fillian’s tale, the best way in is the belfry. So your job is to get in there, kick the Shadow Lodge out, and keep Brackett alive. And put a stop to whatever ongoing plot you manage to uncover.

“Good luck. You’ll need it.”

Grand Lodge

1 person marked this as a favorite.
Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor shrugs at the beginning of another mission briefing. This one does not seem at all unusual to his ears considering the weird adventures he has been on but it is still a job to do and perhaps there might be some good treasure in it as well.

"Alright. We are ready to go."


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HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble stands with his master. The rocky earth elemental really does not see the point of these briefings. Granted he does not understand their language but still it is always (or almost always) the same drill. Beat up some bad guys or bring back some item that the society needs. His master has explained it to him many times.

Silver Crusade

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half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

"Got it. Stop the evil, save the Society's reputation as much as possible from whatever those Shadow Lodge goons are up to."

The Concordance

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Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Understood, less digging in ancient tombs, more dealing with immediate problems...

Liberty's Edge

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Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Behind all the tall people, a middle-aged gnome jumps up and down, her hand raised to ask a question. "Sounds great! Hey, what's the Shadow Lodge? And how do we bats get to the belfry?"


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DungeonMaster

She looks at you all. Glad you are ready to deal with the shadow lodge. She then looks at Jilla to answer her question.

“There’s lots of ways to approach without being seen from any of those narrow grimy windows. I’d scurry across the plaza from the northwest. It’s easy to climb up to the roof, and there’s a loose grate partway up the belfry—should be easy to slip inside there, even for big folks like yourselves.”
As a Pathfinder you would know about the Shadow Lodge automatically.

Liberty's Edge

1 person marked this as a favorite.
Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"Okay! Well, let's go, go, go!"

Silver Crusade

1 person marked this as a favorite.
half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

Garsita nods; she is ready to go.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

I say, blooming typical of Andoran. I can practically feel the place sliding into anarchy and disorder. Why, before you know it, we'll have another Galt on our hands. Bad form, bad form!

Marcus shakes his head, disapprovingly.

Still, bally good excuse to deal with some bounders, eh?

To VC Hamshanks and Fillian, Marcus asks:

Did you see any other symbols or hear any chants or slogans? Any signs of a group that the Shadow Lodge might have partnered with?

To the team, he will pat his trusty matchlock and say:

Lead on!


DungeonMaster

He looks at Marcus for a minute thinking about it, then answers. Symbols, well of course the traditional Shadow Lodge symbol. If you create a Pathfinder society character, there is a symbol for this. In the same manner that Garista has the Silver Crusaders symbol next to his name.
Any other groups, not that I know if, but it wouldn't surprise me.

You move onto the Cathedral. It is locked and barred. Disable device dc 35 and dispel magic, or you can get in some other way, keep in mind getting in bypassing disable device, might make some noise.

once inside:

A flat gray stone ledge runs along the edge of the cathedral’s roof, crisscrossed with rain gutters feeding the leering grotesques that ring the building. Toward the south side, the ledge surrounds a gently peaked roof above the long rectangular nave. Two solid towers jut upward at the south end, their severe stone sides broken only occasionally by narrow, barred stained glass windows.
At the north end a lofty dome covered with deep red copper shingles dominates the structure. The graceful edifice peaks in a twisting stone tower with a golden turret, from which the Pathfinder Society’s Glyph of the Open Road banner hangs limply in the still air. The tower has four large windows arranged vertically on each side, all protected by corroded iron grates. Through the grates hang several bells, ranging in size from large to gigantic.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor examines the cathedral's structure as well as the floor looking for easy entry points.

@DoubleGold - Is this cathedral made out of stone, masonry or wood? My character is a stone mason and an engineer as well.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"That lock looks pretty shiny and new," Jilla whispers. "Is this where that grumpy guy said we should climb up to the belfry instead? Or maybe there's a secret door--that'd be neat!"

I am Trained in Disable Device, but couldn't hit that DC even with a natural 20.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Hmm. Anyone here capable of magically keeping noise down? I've got a way to deal with obstructions...

Marcus meaningfully hoists his firearm, as he also surveys the building looking for another way in.

I'm not averse to a climb, though I'll have to leave ol' Bork here. Flight, ironically, not one of her gifts. Except that one time.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard shakes his head in the negative, I guess we're climbing? I can't think of another way in.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Hmm... unless...

Marcus looks around for a sewer grate.


DungeonMaster

Igor examines the church..Mud brick, stone and the roof has thatch
There is no sewer grate, as Marcus looks around but there is a grate someone else, and it is a dc 5 climb check...Nobody has acp of 6 or greater, so you all pass.
The belfry contains nine large bells hanging from a maze of wooden beams. Four relatively small bells hang from a beam at the tower’s top, with the others increasing in size toward the tower’s bottom. Weather and rust coat most of them, especially the seven-foot-wide behemoth of a bell at the tower’s base.
A complex network of scaffolding frames the bells, with each suspended from wooden sliders attached to a system of ropes and pulleys along the tower’s walls. These beams connect to scaffolding along the vertical chamber’s perimeter, allowing access to the bells above and a platform five feet below the giant bell’s bottom.

perception dc 25:
Bell trap, disable device dc 20 or you trigger an alarm.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor's half-elven senses casually pick up the trap on the bell.

32 Perception on a take 10.

"There is an alarm trap on that bell."

"Can anyone here disarm it?"

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

"If you think you can take care of it, I can provide magical assistance."

I can give guidance or use bit of luck. Bit of luck is only a few times a day, but can be very useful.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

I cannot the Ulfen scholar declares.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

I'm afraid that is beyond my ability. Swinging down from the belfry, on the other hand... just say the word!

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor nods and looks at the gnome that he has adventured with before.

"Perhaps Jilla can help us here."

We will just wait until GM Jhaeman is able to post. :)

The wizard takes advantage of the slight pause to ready himself and his familiar for potential conflict (with the assumption that this can be done safely and discretely).

Buffs:

Igor
Blood Boiling Pill taken
Heightened Awareness scroll cast
Mage Armor scroll cast

False Life from wand
False Life, CL 3, Temp Hp: 1d10 + 3 ⇒ (7) + 3 = 10

Tiny Pebble
Mage Armor scroll cast on Tiny Pebble

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"Ooh, a magic alarm! I've never fiddled with one of them before!" She cracks her knuckles. "Okay, here goes nothing!"

I'll use my Liberty's Edge faction pin to add 1d4 to this roll, but I still make no promises on the result :)

Disable Device (faction pin, improvised tools) vs Alarm: 1d20 + 5 + 1d4 - 2 ⇒ (4) + 5 + (1) - 2 = 8

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor shakes his head as the gnome takes out a faction hair pin and a small conch shell to use as make shift tools in an attempt to disarm the alarm trap.

"Well, that is original."

This is why buffing before these attempts is always a good idea. :)


DungeonMaster

The Bell goes off for 1 minute and it is pretty loud, you're pretty sure everyone in a mile radius has heard you. What do you do? A list of options. You could adventure on. You could wait here another 5 minutes and see if anyone comes. You could exit, but trying the front door would land you in the same room, as you do see the front door that was and still is barricaded from the inside. You could remove the barricade from the inside, unlock and head out the front door, but you're already here, and they could be waiting outside for you too. You could wait in this room exactly 1 hour. What would that do? Well Maybe the creatures have duration spells that last 1 hour, others last all day. Say a creature was alerted to your presence and casts longstrider, well, by waiting it out for 1 hour, you wasted the creatures spell duration, assuming they don't get bored and try to find you.

You are in room 4 on the newley post map and here is the description.
A splendidly carved marble corridor cuts through the center of this chamber, connecting a pair of huge bronze doors to the south to a pair of colorful wooden doors to the north. Freshly painted images of the sun cover the latter, while a massive barricade of broken shelves and upturned tables blocks the southern doors—clearly the main entrance to the cathedral. Oddly, the piled furniture actually cuts through not only the arches lining the corridor but also the columns that support them, as if they were insubstantial.Beyond these arches, two dim stone rooms flank the central corridor, packed with pile upon pile of books, tomes, and scrolls. Although dozens of shelves stand throughout, most of the books are scattered haphazardly on the floor, many torn or otherwise damaged. Regardless of your decision, perception checks everyone, if you decide to spend a whole hour here because you're going off the theory that monsters are preparing spells because of the alarm and most of them have a duration of 1 hour or less, treat your perception as if you took 20.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

"Wow, that's exciting--and loud! Guess we better clear the door, folks!" Jilla starts huffing and puffing to pull obstacles out of the way. She's surprisingly strong for her size.

Jilla's controller is 100% anti-metagaming :)

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Now that the alarm is sounded, shouldn't we just proceed quickly and do our best? Willard asks the others.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor casually looks around while he asks Tiny Pebble to help Jilla push objects away from the door.

32 Perception on a take 10.

"I agree. No point in waiting around we need to proceed with our mission."


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble notices any vibrations in the floor so if there is anyone (or anything) nearby he should detect it.

Tremor Sense 60'

His eyes sparkle and he smiles at Jilla as he helps her clear a path.


DungeonMaster

A thorough search of this area, or a DC 25 Perception check, allows you to find a small scrap of paper inscribed with the following: “sunset: 4–4–3–9–9–7–2–1–”

Removing the barricade in front of the door takes 1 hour divided by how many people are helping. I set up slide number 2 to ask who is and who isn't helping with the barricade. Just simply replace ? with yes or no. I'm also asking if Tiny Pebble is helping.

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Yes Tiny Pebble is helping. People please join in so we can finish off more quickly. :)

"Alright people. The more people that help the faster it will go."

The wizard takes a quick look at the scrap of paper seeing if there is a noticeable code.

@DoubleGold - Will Linguistics help here or is there not enough to go on yet with the code on the scrap of paper?


DungeonMaster

Igor looks at the scrap of paper. It doesn't make sense to you yet. You found a piece of paper code to an area you haven't been to yet.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard grumbles, but moves to help dismantle the barricade with the rest of those pitching in. He's not the strongest, but he does try to work hard.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Hmph, there's never a porter when you need one...

Marcus will begrudgingly work on clearing out the door

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

Garsita helps.


DungeonMaster

Everyone helps and in 10 minutes, you clear the rubble. You can now exit out the building to the south, head up some stairs, or go through the doors to the north.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Jilla closes her eyes and spins around several times with her finger extended. When she stops, she's pointing north. "Trust me, I've got a good feeling about this!" She tries to open the doors.

1north,2stairs,3south: 1d3 ⇒ 1

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard nods, seems as good a method as any for finding our way in! he says, pulling a wand from his belt and activating it, forming a barely visible protective armor around himself.

Mage armor wand 8/10 charges. AC 15


DungeonMaster

You go through the north doors. You see a wall at the other end. Nothing of interest in here, the benches, but you can clearly see under the benches and no treasure, you can check for hidden doors, but there are none.It isn't drawn very well, but the north doors lead into an empty room, actually the stairs takes you to room 5. Only 2 more options. Up the Stairs to room 5 or South to exit the building.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Room 5 awaits, wot?

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

yes, up the stairs

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

(Sorry, realize I put the wrong descriptor in my IC text! I meant to say: "up the stairs awaits". Marcus is ready to rush up the stairs.)


DungeonMaster

At the southern end of the congregation hall, an ornate choir loft sits twenty feet above the ground, joined to the narrow balcony encircling the nave and dome. The richly decorated wall panels depict scenes of strangely dressed men, while the low marble balustrade shows human figurescelebrating. Many of these scenes have suffered recent damage, with stone shards and a broken bannister littering the floor. Several smashed glass cases line the room, numerous swords of widely varying styles and construction poking out of them.
Along the Cathedral’s south wall, a ten-foot-wide rose window glitters with the sun, bathing the loft in light. A number of red figures surround a strange white shape against the window’s blue background.
A spiral staircase leads down and a pair of doors lead east and west.

Perception checks, history checks and religion checks if you can make them. Also, place your tokens in room 5
Also, 1st combat coming up soon, please fill out
Rpg chornicles.

Sovereign Court

Male LN Human Swishy-Boom 6 | HP 30/40 | AC 23* T 15 FF 18 | CMB +5, CMD 19 | F: +7, R: +10, W: +3 | Init: +7 | Perc: +10*, SM: +5 | Speed 30ft | Challenge 0/1; Panache 6/6 |Active conditions: None.

Marcus scans the area Perception: 1d20 + 7 ⇒ (18) + 7 = 25

I don't think we have a minute for me to try History

Grand Lodge

Male N Half-Elf Wizard 7|Buffs: | HP 62/62 | AC 11 Incorp T 11 T 11 FF 10 | CMB +3 CMD 14| F +6 R +4 W +6,+2 vs Enchantment/Cold,+1 vs Fear/Confusion| INIT +8| PER +23 Low Light Vision SM+2|Speed 30'|Resist 10 Negative Energy Damage
Resources:
Shirt Re-roll 1/1, Pearl of Power 1st 6/6, Four Leaf Clover 3/3, Force Missiles: 9/9,+1 Knowledge 1/1|Spells 1st 7/7, 2nd 6/6,3rd 4/4 4th 3/3

Igor refreshes his Heightened Awareness spell from a scroll before thinking about what he may know.

32 Perception on a take 10

23 Knowledge-Religion on a take 10

22 Knowledge-History on a take 10


HP 31/31 |AC 21 Incorp T 10 T 10 FF 21 |CMB +6 CMD 15|F +3 R +1 W +5|PER +10 Darkvision 60',Tremor Sense 60' SM+0|Speed 20',Burrow 20',Earth Glide,Stealth +7|Improved Evasion|Immune: Crits,Sneak Attack,Flanking, Precision Damage, Bleed, Paralysis, Poison, Sleep effects, Stunning|Small Earth Elemental Familiar N Buffs :

Tiny Pebble looks around as well.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

@DoubleGold - Tiny Pebble has Tremorsense 60' so if anyone is touching the ground nearby he will know. :)

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 6 GOON! | HP 34/50 | AC 16 (T16, FF14) | CMD 15 | F:+11, R:+12, W:+4 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 |Speed 20ft |Shirt Reroll: 0/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 0/1, Stun Fist 1/1, Bombs 4/4, Mutagen 1/1, Tricks 2/3| Gnome Magic (Used: ); Extracts: True Strike, 1 Open| Mes Spells: 2/2 |Active Conditions: Reflect Fear

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 extra +2 to listen-based Perception checks

Silver Crusade

half-orc cleric of Shelyn 4 | HP 10/31 | AC 16, T 10, FF 16 | F: +6 R: +3, W: +9 | Perc +4 | Init +4

perception: 1d20 + 4 ⇒ (13) + 4 = 17
kn. religion: 1d20 + 7 ⇒ (17) + 7 = 24

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