Fadil Ibn-Kazar

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Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Starfinder Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 1,276 posts (10,556 including aliases). 4 reviews. No lists. No wishlists. 16 Organized Play characters. 23 aliases.


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Shadow Lodge

You hand off the booze to the leprechauns, who are thankful for it and promise to depart the keep as soon as they're sober. The only thing you find in the ledger is the total wine the merchant hauled here. A quick inspection of the wagon shows that you can salvage some of it, but the rest is most likely staining the clothing of the fey you've recently killed.

Returning to the kitchen, Cirieo is in good spirits.

"Buck up lads, you've cleared this keep and armed yourselves with our weapons cache, the dragon should be a quick fight after this warm up." He whistles. "To think, we might be taking this region back after those filthy bushwackers wacked us!"

"Now don't you worry about me, I've got directions to this cave of yours and even with only one leg I reckon I'm still fit to traverse these woods. All the same, if you see a halfling sized pile of crap between here and your home, do me spirit a favor and track down what ate me."

With these touching words, you prepare yourselves to face a dragon.

And with that, you level. You'll need it. ;)

Shadow Lodge

Could might be, but a scythe and belt got him moving too. :D

You've cleared the keep of all meaningful resistance. Giving the leprechauns some booze is the only task unfinished, where to next?

Shadow Lodge

Krowe frowns as if contemplating the offer, then quickly nods.

"Place the payment on the table here."

Assuming compliance, the spirit separates from the man and quickly smiles.

"A profitable venture!"

With that the ghost dissipates, your items along with him, leaving only a gooey ectoplasmic mess behind. Krowe is left with the overwhelming urge to brush his teeth.

Shadow Lodge

"I brought 3,000 gold in wine and spirits for these ungrateful peasants, so if I can make that back it would be good enough."

The ghost does not seem to hear Bazsil's pun, although it's almost enough for Krowe to regain control in disgust.

We'll say that Krowe can communicate with a DC 15 Will Save, right now he feels like Bor has been cleric touching his brain.

Shadow Lodge

Krowe's body shakes a bit then turns to you.

"Now, this is excellent. As soon as I can turn a profit on this trip I'll be out of your way gentlemen."

Krowe looks at his hands and frowns.

"A little more workmanlike than I'm used to, but honestly it's the best of a questionable lot. Now, where was I?"

Assuming the PCs do not attack or attempt to stop the ghost, it will turn back to the ledger and pick up a pen, then begin writing down figures.

A quick glance at the book reveals that the ghost is attempting to work out a way to be paid for the wine you saw in front of the keep. If questioned the spirit glances up with frustration and responds, then returns to the ledger. It is quickly apparent that the act of being forcefully shuffled off the mortal coil has scrambled its mathematical abilities, and the ghost loses its place constantly.

Who are you?:

"My name is Erno Haruvex, I am a wine merchant."

Why are you trying to get paid?:

"I hauled this wine here only to find the Rangers were expecting a donation, not a sale. As soon as I've been paid a fair amount for my trip I'll be on my way."

[spoiler=How much are you owed?]

Krowe sniffs.

"3,000 gold pieces."

Krowe only:

You feel the ghost's thoughts move through your own. He is angry at the wasted trip and how it resulted in his death. If you assist him in finding a loophole in the contract that allows him to be paid for the trip (it's not clear in the AP and I have no idea what that means) he will leave.

This assistance will take 5 DC 20 Appraise or Profession (merchant) checks.

Yes Bazsil, any PC can assist with these once it's clear what Erno is trying to do.

Shadow Lodge

Heads up that I'll be traveling for work from the 15th to the 24th, then GenCon from the 29th to the 7th. I'll be loading the files I need into Google Drive and doing my best to post while I'm gone.

Shadow Lodge

Bazsil notices that the ledger is not incorporeal, but rather a physical book covered in ectoplasm. It appears the ghost was attempting to balance a ledger and failing.

The man turns to Krowe.

"You'll do." He flies towards Krowe, fingers stretched.

Krowe, this is a DC 19 Will save to avoid the malevolence power of the ghost (possession).

Further actions will depend on Krowe's Save.

Shadow Lodge

It is a human ghost. When Krowe speaks it turns to face you. The man had a well trimmed goatee and fashionable hair. The large dent in his right temple, caused no doubt by falling masonry, barely detracts from his post life attractiveness.

"Visitors, perfect. I'll need one of you to help me. Which of you knows the answer to this question. What is two times two subtracting 2 and divided by 8?"

The ghost appears somewhat distracted but watches the four of you for your replies.

With those rolls you learn the basics of undead, ghosts, and incorporealousity. Krowe understands that ghosts are weak against force magic and are very difficult to banish permanently. The only way to defeat this ghost is to determine what is holding it to Golarion and accomplish that task.

Shadow Lodge

The atomies prove to have no useful information about the ghost or dragon. You do spend some time getting your drink on. Cirieo proves to be just as ignorant of the ghost, having been caged since the initial hobgoblin attack.

Having plotted as much as you're able, you go to the last unexplored room in this fort. The ceiling in this room is only six feet from the floor, and consists of cracked beams and blocks of stone pressing down from the collapsed tower above. Chunks of wood and stone litter the room, with a particularly large specimen covering half of a once-fine writing desk.

The ghost remains, hunched over the desk and leafing through a ghostly ledger.

Shadow Lodge

The atomies join you in drink and seem amenable to your plying them for information. They continue to speak in their round robin format.

"Oh we found this place when Hark called a Red Revel. We took it from hobgoblins that were sitting here, all stinky and not at all as noble as you chaps. We killed them and then the Revel was on. Yes it was. Indeed sir!"

"A Red Revel, as you know, is called when we fey decide to Par-Tay! Normal stuff old chaps, perfectly normal. Drink, dance, drink, sex, drink, a Revel!"

"Dragon, why no dragons around here, no sir no dragons at all. Haven't seen a dragon in ages, not at all. I'd challenge a dragon if I saw one, believe I would. I tell you what I'd do, make a bunch of half-dragons that's what I do. Brooten you absolute cad!"

Shadow Lodge

The atomies consider your offer.

"I say Gulber, that's quite reasonable, isn't it?"

"Oh it certainly is Brooten, it certainly is."

"What say you Dart?"

"Let us by all means drink with these fine fellows, Arpellion, as recompense for their intrusion."

They accept your offer of spirits in place of violence.

Shadow Lodge

Bor successfully wrenches the door open, revealing a 15 foot drop into the remains of the north tower. The ghost is on the first floor of this tower, with many tons of rubble between you.

You instead turn your attention to the south door. You find that it too is stuck, although it does not appear to be locked. After much shoving and slamming you open it, finding that it was blocked by a cabinet. Arrow slits in the western, southern, and eastern walls look over the surrounding forest. A descending staircase in the northeastern corner ends suddenly, sealed over with stone a few steps down, and a large trap door in the ceiling is open. A cabinet leans against a wooden door in the northern wall. Several circular targets have been painted on the walls in vivid blue paint, but the room contains only a few chairs, a small desk piled with empty wine cups, and four large braziers.

Four minuscule, green-skinned humanoids wield needle-thin rapiers and stare at the door. A pair of dragonfly wings holds the wee creatures aloft.

"I say, what is the meaning of this most vile trespass?" one of the atomies says.

"Indeed good Arpellion, I too wish to know what these clods are doing," another nods along.

The third atomie strikes a pose while the fourth flies a little above the rest.

"Identify your leader, foul villains, and stand forth that I might challenge him to a duel for this intrusion!"

"Hear hear, well played Gulber!" the first atomie responds.

Shadow Lodge

Bazsil and Faolan pummel the fallen foe. His defenses are so weakened by the grease that even Bor's cold iron fist connects, dropping the giant permanently.

You find a mwk greataxe in his hands, 2 potions of cure light wounds on his belt, and a crude map showing the area with Fort Ristin. It would seem the secret ranger fort was only a secret to the people of Phaendar.

You quickly open the rest of the doors, finding officer's quarters that have been badly used by korreds and other hairy fey. The lone room to the northwest contains:

two masterwork cold iron short swords
a gray-and-green cloak of elvenkind
a leather bandoleer with loops for six potion flasks
+1 falchion that always feels warm to the touch (no mystery, literally just an enchantment to stay warm)

In addition you find a pile of gear sized for a halfling, including one unmatched boot. The other is most likely somewhere in the forest, embedded in a pile of dragon droppings. You recognize this as Cirieo's gear, matching exactly the itemized list of his possessions he gave you just before you left the kitchen.

The door to the north is jammed shut, leaving only the door to the south.

Shadow Lodge

He gets a mad look his eye when Faolan hits him, which turns to outright madness at Bor's touch.

Attack@Faolan: 1d20 + 10 - 3 ⇒ (9) + 10 - 3 = 163d6 + 9 ⇒ (5, 4, 4) + 9 = 22

Reflex DC 17: 1d20 + 7 - 3 ⇒ (3) + 7 - 3 = 7

He misses, and then falls to the ground as the floor becomes slippery.

Turn Tracker Round 2
Bazsil
Bor
Faolan
Brute
Krowe

Bazsil, Bor, Faolan up.

Brute:

DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 52 (7d6+28)
Fort +6, Ref +7, Will +7
DR 5/cold iron
Weaknesses white hairs
OFFENSE
Speed 30 ft.
Melee mwk greataxe +10 (3d6+9/×3)
Ranged rock +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (100 ft.)
39/52

Shadow Lodge

The giants seems unmoved by your booming words.

"If I kill you, I can join the Revel. Then everybody will love me."

The unloved brute stands up.

Initiative:

Bazsil: 1d20 + 2 ⇒ (11) + 2 = 13
Faolan: 1d20 + 2 ⇒ (9) + 2 = 11
Bor: 1d20 + 1 ⇒ (12) + 1 = 13
Krowe: 1d20 + 2 ⇒ (2) + 2 = 4
Brute: 1d20 + 6 ⇒ (4) + 6 = 10

Turn Tracker Round 1
Bazsil
Bor
Faolan
Brute
Krowe

Bazsil, Bor, Faolan up.

Brute:

DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 52 (7d6+28)
Fort +6, Ref +7, Will +7
DR 5/cold iron
Weaknesses white hairs
OFFENSE
Speed 30 ft.
Melee mwk greataxe +10 (3d6+9/×3)
Ranged rock +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (100 ft.)
52/52

Shadow Lodge

12 to 18 months, though I'm sure there are magical tinctures available at the local alchemists shop for half-elves that have, *cough*, beard troubles.

You move up the stairs and into the third level of the keep. A door to the south leads to the sealed tower, though it doesn't seem sealed from here. A door to the north is set askew in the frame. Four doors line the east wall and another door of the same size sits in a separate room in the northwest corner.

A heavy wooden table—scarred with fire and cracked in half—occupies the center of this chamber. A wide balcony to the west provides a commanding view of the courtyard, and several wooden doors are set into the walls.

On the north side of the room a brutish, one-eyed giant carries a large, well-made axe and wears a simple tunic. He has a head of shaggy hair, and the lower half of his face is obscured by a bristly, dark beard.

He turns to face you.

"Hey, who you? You no fey."

Shadow Lodge

Club has a list value of 13,400 GP.

From here you have the ghost tower, what's left of it. The third floor of the main keep. The third floor of the tower to the south, sealed off by the mad alchemist korregan.

Shadow Lodge

You quickly search the room, finding normal equipment on the spriggans.

leather armor x2
masterwork morningstar x2
light crossbow with 10 bolts x2

On Halk, you find some more interesting gear.

potion of bear’s endurance
scrolls of cure moderate wounds (3)
scroll of invisibility
+1 chain shirt
mwk dagger
mwk frame drum
red wool scarf (worth 15 gp)
scroll case
silver tankard shaped like an old dwarven woman (worth 50 gp)

You also find a strange enchantment on his club.

Spellcraft DC 23:

KORRIGAN CLUB

Etchings of small, hairy folk adorn this knotty +1 thundering club. Once per day as a standard action, a wielder can animate his own hair to wield the club without his hands for 4 rounds, as if the korrigan club had the dancing weapon special ability. A wielder’s head hair or beard hair must be at least 2 feet long to activate this ability. Sundering the wielder’s hair (hp 2) immediately causes the korrigan club to fall to the ground and renders the wielder unable to activate this special ability until the lost length regrows.

In addition the four stone boxes in the room glow, indicating they were created with magic. Knowing what you do of korreds, most likely stone shape.

Shadow Lodge

1d3 ⇒ 3
1d3 ⇒ 1
1d2 ⇒ 1
1d2 ⇒ 2

Both images disappear to Faolan's assault, two of the strikes hitting home. Bor punches wildly at the sot but misses both times. Bazsil cuts deep into the korred and both lemures attempt to grab the sticky, slippery, hairy mess that is a drunken fighting korred.

Halk proves tougher than even you could anticipate, fighting back with grievous wounds from shield and sword. He sings a few nonsense words through broken teeth while swinging his club at Faolan.

Attack@Faolan: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d4 + 10 ⇒ (1) + 10 = 11

Attack@Faolan: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d4 + 10 ⇒ (4) + 10 = 14

Those prove to be his last acts, Faolan's hasted shield ending his life immediately after.

Shadow Lodge

1d20 ⇒ 20

The magic missile bypasses Halk's magical resistance. One lemure connects once, however the claws do nothing to Halk. He smiles as Bor punches him in the head twice. The song continues as his fetid breath washes over Bor.

"I'll give you gallant you sniveling wimp,
I'll piss in your teapot. Then when it's boiling,
I'll toss it on your head and that WILL HURT A LOT."

The club swings twice more at Bor while Halk casts another spell.

Attack@Bor: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d4 + 10 ⇒ (2) + 10 = 12
Mirror Images: 1d4 ⇒ 3

Attack@Bor: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d4 + 10 ⇒ (2) + 10 = 12
Mirror Images: 1d4 ⇒ 4

Concentration: 1d20 + 8 ⇒ (12) + 8 = 20
1d4 + 1 ⇒ (1) + 1 = 2

Despite Halk being the drunk one, it is you who are seeing double. Two mirror images of Halk appear.

Turn Tracker Round 3
Krowe
Bazsil
Halk
Faolan
Bor

Faolan and Bor Round 3, Krowe and Bazsil Round 4 actions.

Halk:

61/73

Shadow Lodge

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One of the spriggans wilts under Faolan's cold iron shield, dropping to the ground. The other attempts to smash Bor.

Spriggan2@Bor: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 192d6 + 7 + 2d6 ⇒ (3, 4) + 7 + (3, 3) = 20
Real Bor on a 1: 1d4 ⇒ 3

The lemures accomplish nothing, missing with all attacks. Bazil's first strike misses, but his sudden surge of hasted energy proves too much for the second spriggan, who dies beneath the cruel iron weapon.

Halk continues his song.

"Son of a *#$#@, you killed 'em good
But that's too bad you seeeeeeeee.
I'm the worst what's ever beeeeen,
I'll hit you with this tree."

He whips out a vicious looking club and attempts to clock Bor upside his sober, perfectly sane head. To your surprise the club is being swung by his beard!

Attack@Bor: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d4 + 12 ⇒ (4) + 12 = 16
Real Bor on a 1: 1d3 ⇒ 1

Attack@Bor: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d4 + 12 ⇒ (2) + 12 = 14
Real Bor on a 1: 1d3 ⇒ 3

While his beard is busy bashing, his hands are busy casting.

Concentration: 1d20 + 8 ⇒ (10) + 8 = 18

The end result is Bor covered in beer and the rest of the party covered in grease.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save (DC 15) or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Crit Confirm: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d4 + 12 ⇒ (1) + 12 = 13

Turn Tracker Round 3
Krowe
Bazsil
Halk
Faolan
Bor

Faolan and Bor Round 2, Krowe and Bazsil Round 3 actions.

Halk:

73/73

Shadow Lodge

3 people marked this as a favorite.

Halk begins singing as well.

"That's my booze, stomp them with your hooves,
Kick them in the face, then kick them in the nuts,
Kick them again and keep drinking and kicking,
Or I'll kill you next."

Although not the finest you've heard, it seems to strengthen the resolve of the spriggans in the face of Krowe's psychological warfare.

They promptly move up and pummel the offending skald. The first changes to a larger size then points his morningstar at Bazsil while the second attempts to nut him.

Spriggan1@Bazsil: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 182d6 + 7 + 2d6 ⇒ (5, 1) + 7 + (4, 2) = 19

Turn Tracker Round 1
Krowe
Bazsil
Halk
Spriggans
Faolan
Bor

Faolan and Bor Round 1, Krowe and Bazsil Round 2 actions.

Halk:

73/73

spriggans:

DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 22 (4d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Melee mwk morningstar +5 (1d6–1)
Ranged light crossbow +8 (1d6/19–20)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +4)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
22/22 22/22

Shadow Lodge

A dozen bunk beds have been rearranged in this room. The straw mattresses have all been stacked to make a ludicrously high bed, and the metal bed frames have been pounded into uneven shapes and stacked to the north to create a dais surmounted by a metal throne. Scattered empty bottles, casks, and cups litter the surrounding area. Four squat stone blocks, each about two feet square, stand around the room, sealed to the floor.

You see a burly korred with a thick torso, large facial features, and a wild profusion of matted head and beard hair leans against the west wall, drink in hand. Two spriggans are standing near the throne, one larger and the other smaller.

The festive korred points his tankard at you, sloshing some beer from it. "Kill them and yer clan can join the Revel." This, you presume, is Halk.

Map of throne room.

You'll be unable to reach Halk without running past the spriggans.

Initiative:

Bazsil: 1d20 + 2 ⇒ (19) + 2 = 21
Faolan: 1d20 + 2 ⇒ (9) + 2 = 11
Bor: 1d20 + 1 ⇒ (3) + 1 = 4
Krowe: 1d20 + 2 ⇒ (20) + 2 = 22
Spriggans: 1d20 + 4 ⇒ (8) + 4 = 12
Halk: 1d20 + 2 ⇒ (12) + 2 = 14

Turn Tracker Round 1
Krowe
Bazsil
Halk
Spriggans
Faolan
Bor

Krowe and Bazsil are up.

Halk:

73/73

spriggans:

DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 22 (4d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Melee mwk morningstar +5 (1d6–1)
Ranged light crossbow +8 (1d6/19–20)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +4)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
22/22 22/22

Shadow Lodge

Any prep from Bron or Krowe before opening a pair of completely benign and nonthreatening doors?

Shadow Lodge

Cirieo nods.

"Don't you boys worry about me, got this axe, this dagger, and this nasty tasting dip. I'm good."

You ascend the stairs to the next level of the keep. You see a long hall before you, rubble blocking a passage to the north and a set of double doors to the south. Several arrow slits look out on the forest along the eastern wall. The walls of this gallery are scratched, seared with fire, and stained with blood.

2nd Floor

Shadow Lodge

He takes the hand axe and smiles at Faolan.

"Don't you worry, anything comes through that door for me I'll make 'em pay. But boys you're missing the point on Fort Trevalay. Some of the Rangers may still live, and what's more you can't let the Legion keep a stronghold like that. You give 'em a base in the forest and they'll use it to resupply and strike out at the whole region."

He spits, barely missing the tzatziki.

"I'll take the dragon alone if I need to, but we can't let that damned worm sit there and digest my leg and kill my friends."

Shadow Lodge

He nods.

"Yes, the one with the traps and weapons. If you've already found it that explains how you were able to defeat the fey here."

He accepts the aid, food, and water gratefully.

"I'm willing to fight with ya fellas, but without my leg and equipment it may be hard going."

He dips into the tzatziki while answering Krowe.

"The last fort in the area is Fort Trevalay. Fort Trevalay is, or was anyway, the most defensible of our forts in this region. The Sixjaws River flows through a series of high hills made of soft limestone, long ago cutting a deep gorge around a column of denser rock. This freestanding rock pillar is difficult to access, as the gorge surrounds it on all sides, and we saw it as an ideal defensive position. Thirty years ago, we built a wooden bridge out to the pillar, then built several low stone buildings on its surface. Over time, we expanded the largest building upward to form a tower,
encircled the complex with a stone wall around the edge of the pillar, and added two more bridges that could be collapsed and dropped into the gorge to discourage invasion."

He takes a sip of water after this talk.

"They Legion, and their dragon, must have taken out Trevalay first and then attacked us here. As long as the Rangers stayed on the right side of the walls no conventional force could have taken it, but a dragon is something else entirely."

"All three of the bridges can be collapsed from the Fort, and the walls are high and thick. We Rangers were widespread through this region, but a concentrated attack on our leadership by a well organized army could take us out. We weren't equipped to deal with a force of this size."

"So, what's your plan now? Finish clearing out the fey I assume?"

Shadow Lodge

You find the keys to the manacles hanging by the door in the small entry room. Rushing in, you quickly unchain the halfling and heal him. He looks at you in fear, weakened and ready to die, until his eyes open with surprise at the magical healing.

"Thank you, thank you." He sobs, taking in great gasps of air. "I thought I would die here with the others."

The dead bodies consist of humans and half-elves, all of whom died from horrific wounds incurred several days ago. The halfling has lost his left leg at the thigh, is malnourished and exhausted from his ordeal.

Spoiler:
=Heal DC 10]
The people in this room suffered slashing and acid wounds. Their injuries were superficially bound and they died over the course of several days from infection and blood loss. The halfling's bandages were more carefully applied and this most likely saved his life.

"My name’s Cirieo. Cirieo Thessaddin, and I appear at the moment to be the commanding officer of Fort Ristin, on account of my being the only Chernasardo Ranger left alive here."

I love the question blocks Paizo makes, but often I find if the PC's don't think of everything information gets missed. I've posted the entire block here as spoilers, feel free to read any/all of them and then ask follow up questions.

What are you doing here?:

"Well, it’s quiet and no one bothers me, and I think the dank air is clearing up my complexion. Also I was dismembered and chained by those bastard hobgoblins and their pet dragon, so there’s that."

What happened to Fort Ristin?:

"Right now? Not sure. Sounds like a hell of a party, though, so I’m guessing the hobgoblins moved on. Some two weeks ago, though, we were attacked by a horde of hobgoblins, along with a passel of trolls and forest animals. No idea where they came from; scouts never mentioned a force anywhere near that size. We held our own, though, until their dragon swooped in, spraying acid and ripping down the north wall. I got in a nice knock on his jaw, and he returned the favor by biting my leg off. The soldiers bandaged up the few of us who survived and tossed us down here."

What can you tell us about the Ironfang Legion?:

"I recognize the Ironfang Legion. They’re a mercenary legion that works for Molthune. But this doesn’t feel like a Molthuni operation. Too little regard for the fort’s strategic value, and no follow-up from human forces. The Legion started stepping down their forces after that first attack, like they were withdrawing, and then a few days ago we heard some commotion, and that’s when the fey moved in."

Who are these fey and what are they doing here?:

If I had to guess from the charming, hairy gentleman who’s been pointing and laughing at me the past few days, it’s Halk Grundlechar. He thinks of himself as some kind of fey warlord, but we’ve spent the past few years liberating him of those illusions. Sounds like he and all the shiftless fey of the Chernasardo have made themselves at home."

Where are the rest of the Chernasardo Rangers?:

"The ones here are dead, except for me. Most everyone died defending the fort, and everyone else has been dropping from infected wounds or because these fey bastards keep forgetting to feed us. There might be others in the forest—probably at the other two forts we keep, but maybe just in hiding. I know we keep a secret stash of weapons under Fort Nunder, and I’m happy to share if you let me out of here. And maybe share a meal or six."

If we let you out, can you help us?:

"Well, I’m not here to woo the spiders, friend. Let me out and I’m happy to knock a few heads."

Shadow Lodge

The six bottles of herbal liqueur would fulfill the leprechauns request.

Looking through the door you see a small room with another door that also has a peephole. Opening this door and entering the small room, then looking through that peephole, you see a larger room. This broad cell reeks of death and filth. Several sets of manacles are bolted to the walls and ceiling, apparently much newer than the stone of the cell. Nine of the restraints hold only corpses, but a tenth set contains a weakly breathing halfling.

Shadow Lodge

The korred drops as Faolan and Baszil tag team him into oblivion.

A quick search of the room reveals a chest with cheap spirits, cooking sherry, watery ale, and six bottles of rare herbal liqueurs. You also find enough food and supplies to feed your settlement for several days.

100 Provision Points. Would be difficult to move but all of it would keep.

The door in the south wall has a small opening, 6 inches square, at a human’s eye level.

Shadow Lodge

Like every tavern drunk and underpaid baby-sitter, the korred takes his lumps and comes back swinging and cursing.

"Yeh hit like a nympfh!"

Club@Bazsil: 1d20 + 10 ⇒ (11) + 10 = 211d4 + 8 ⇒ (3) + 8 = 11

Turn Tracker Round 2
Linder
Krowe
Faolan
Bazsil
Bor

Linder:

DEFENSE
AC 21, touch 17, flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)
hp 45 (6d6+24)
Fort +4, Ref +8, Will +7
DR 5/cold iron; SR 15
OFFENSE
Speed 30 ft.
Melee club +10 (1d4+8)
Ranged rock +10 (1d6+6)
Special Attacks animated hair, stunning laugh, rock
throwing (100 ft.)
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 15), stone shape
1/day—stone tell
23/45

Shadow Lodge

"Ran out of nymfshs. Reckon you'll do."

He turns words into action, raising a gnarled club.

Initiative:

Bazsil: 1d20 + 2 ⇒ (5) + 2 = 7
Faolan: 1d20 + 2 ⇒ (13) + 2 = 15
Bor: 1d20 + 1 ⇒ (1) + 1 = 2
Krowe: 1d20 + 2 ⇒ (20) + 2 = 22
Linder: 1d20 + 5 ⇒ (17) + 5 = 22

Turn Tracker Round 1
Linder
Krowe
Faolan
Bazsil
Bor

He swings at Bazsil.

"Come here nympfh."

Club@Bazsil: 1d20 + 10 ⇒ (18) + 10 = 281d4 + 8 ⇒ (1) + 8 = 9

Linder:

DEFENSE
AC 21, touch 17, flat-footed 15 (+5 Dex, +1 dodge, +4 natural, +1 size)
hp 45 (6d6+24)
Fort +4, Ref +8, Will +7
DR 5/cold iron; SR 15
OFFENSE
Speed 30 ft.
Melee club +10 (1d4+8)
Ranged rock +10 (1d6+6)
Special Attacks animated hair, stunning laugh, rock
throwing (100 ft.)
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 15), stone shape
1/day—stone tell
45/45

Shadow Lodge

Checks notes. Checks map. Curses in GM. The stairs in the kitchen go down, there is a section of map in the map pdf that isn't labeled correctly, my apologies.

Bor finds a few spoons but Bazsil has already moved on towards the cellar steps. Mourning the ruined tzatziki, the group descends into the cellar.

This low-ceilinged cellar is crammed with bags, boxes, and barrels. Stairs ascend along the northern wall, and a stout door leads to the southwest. The short limbed, thin chested, barely bearded korred looks up as you descend.

"Whoooo're you?" His words slur but his movements remain sharp.

Heal DC 10:

This korred shows signs of being a high functioning alcoholic.

"Come fer me boooze, ssssso that's it?"

He cracks his neck belligerently.

Shadow Lodge

They look at each other and shrug, then carefully run past you and into the courtyard beyond. They leave behind the tzatziki, which does indeed need a touch more garlic.

There is nothing else of adventurely interest in the kitchen. You have two stairs up, one in this room and one back in the common room with the destroyed alchemical wasp beast.

Shadow Lodge

The satyrs are confused by the messages they are receiving from the group. The one with the knife responds.

"Look, uh, why don't you back up over there, and we'll just leave and you guys can do what you want in here."

The other comments softly.

"Like they could do worse than you."

Shadow Lodge

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The satyrs turn in shock at your entrance. Their faces turn red and the one with the knife waves it at you now.

"Basil? Basil? What kind of worthless, you don't put basil in tzatziki! Basil is completely useless."

The other moves around the counter.

"We're not cooking for you, and what are you doing here anyway? Making threats are you?"

Sense Motive DC 15:

They are angry at your intrusion and working themselves up to a fight, but you could also talk them down again.

Shadow Lodge

This functional kitchen has heavy, wooden shelves filled with utensils and basic supplies. A large stove occupies the southeastern corner of the room. Opposite it, a narrow set of stairs leads down.

The room is 30 feet long and 15 feet wide, the door is on the long west wall.

You see two men with curling goat horns on their head arguing. Their legs are furred and goat shaped, ending in hooves. One of them is waving a carving knife around. They are standing behind the kitchen island and have their backs to you, paying no attention to the door opening.

"No, you put the garlic in it'll be too spicy. None of these thin blooded fools can handle that kind of heat."

"I'm telling you Alesandro, if you don't put in garlic you might as well just give them a jug of goat milk and a cucumber."

Shadow Lodge

Up the stairs or into the kitchen?

Shadow Lodge

Ok, I think I'm mentally recovered enough to continue. :D

Bazsil slashes the construct to the ground then backs up, just as three vials of alchemist fire arch from the other three. The wasps are immolated as the heavy straw burns merrily, sending the stink of burnt fur and flesh wafting through the room.

They appeared to be ordinary wasps, and are dead now. Casting Detect Magic on the remains shows a cracked magical pot of some kind, though it is useless now you suspect it summoned the swarm.

Shadow Lodge

The cestus hits and does nothing. Bazsil cuts deep into the skinstitch while Faolan bludgeons it. The alchemist fire flies wide, missing.

The creature is 5/slashing. You've heard stories of swarms of vermin take up residence in the straw of a skin stitch, drawing power from the dark energy that powers it.

1d100 ⇒ 22
1d100 ⇒ 10
1d100 ⇒ 36
1d100 ⇒ 13

Turn Tracker Round 2
Faolan
Creature
Bor
Bazsil
Krowe

Barely held together, the skinstitch swings a sword at Faolan again.

Attack@Faolan: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 4 ⇒ (1, 3) + 4 = 8
Crit Confirm: 1d20 + 7 ⇒ (16) + 7 = 232d6 + 4 ⇒ (5, 2) + 4 = 11

More concerning than the large sword it is swinging are the swarm of angry wasps emerging from its body.

A wasp swarm is now present. They have not yet engulfed any of you. It is a standard swarm so the appropriate knowledge check reveals how to deal with them.

Bor, Bazsil, and Krowe may post Round 2 actions and Faolan Round 3. I'll adjudicate when I return.

Creature:

DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +1, Will +1
DR 5/slashing; Immune construct traits; Resist cold 10,
electricity 10
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee longsword +7 (2d6+4/19–20), slam +2 (2d6+4)
Space 10 ft.; Reach 10 ft.
3/52

Shadow Lodge

Faolan slams into the creature, damaging it. The shield doesn't penetrate the skin as deeply as he thinks it should.

1d100 ⇒ 99

The buzzing is coming from inside the creature and definetly gets angrier after the hit, but nothing terrible happens (yet).

The loathsome creature swings at Faolan.

Attack@Faolan: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 4 ⇒ (1, 2) + 4 = 7

Turn Tracker Round 1
Faolan
Creature
Bor
Bazsil
Krowe

Bor, Bazsil, and Krowe up for Round 1, Faolan can take Round 2.

Creature:

DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +1, Will +1
DR 5/slashing; Immune construct traits; Resist cold 10,
electricity 10
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee longsword +7 (2d6+4/19–20), slam +2 (2d6+4)
Space 10 ft.; Reach 10 ft.
43/52

Shadow Lodge

The creature lurches forward at the sight of Faolan entering the room. As it emerges into the light and throws back its cloak, you see a hideous being. Similar to the taxidermied bears in the room behind you, straw protrudes from the crude stitching on its body. You see that it is made up of many different animals sewn together, and you hear a strange buzzing as it begins to move.

K. Arcana DC 15:

This is a skinstitch, a construct made of cloth, leather, hides, and skins sewn into a rough ogre shape, stuffed with hay, then animated with fell alchemy.

The creature is wielding a large longsword and is staring menacingly at Faolan.

Initiative:

Bazsil: 1d20 + 2 ⇒ (2) + 2 = 4
Faolan: 1d20 + 2 ⇒ (13) + 2 = 15
Bor: 1d20 + 1 ⇒ (5) + 1 = 6
Krowe: 1d20 + 2 ⇒ (2) + 2 = 4
1d20 ⇒ 8

Turn Tracker Round 1
Faolan
Creature
Bor
Bazsil
Krowe

Faolan is up. Yon beastie has a 10' reach but has not yet acted, so no AoO against Faolan should he close.

Creature:

DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +1, Will +1
DR 5/slashing; Immune construct traits; Resist cold 10,
electricity 10
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee longsword +7 (2d6+4/19–20), slam +2 (2d6+4)
Space 10 ft.; Reach 10 ft.
52/52

Shadow Lodge

It is 30' away but cannot be charged due to the placement of tables and chairs in the room. It stands approximately 7 feet tall.

Shadow Lodge

You find no traps on the door and swing it open silently. Gazing into the next room, you find yourself on the south side of the keep's main hall. This lofty entry hall contains a set of stairs ascending to the north, a double door to the courtyard, and a swinging door to the east. The odor of cooking meat wafts from the eastern door. An angled hall exits to the north, ending at a stout wooden door. Thick tapestries depicting forest scenes adorn the walls, but each tapestry is badly torn and stained with blood.

Standing beneath the stairs to the north you see a tall humanoid. The figure is in shadow but seems to be covered in the crudely stitched together ponchos of Chernasardo Rangers.

Shadow Lodge

There are two possible entries to the keep that you've found, the main door and a side door through the tower you explored first. Which will you take?

Shadow Lodge

Just a heads up y'all, I'll be at PaizoCon from Thursday to Monday.

Shadow Lodge

Faolan looks around the tower but sees nothing of immediate interest. The redcap had the following on her person.

#loot
feather token (whip)
potion of fly
leather armor
+1 scythe (medium)

Shadow Lodge

Dearga crumples next to Bazsil, the cold iron shield too much for her fey healing.

Shadow Lodge

Faolan pounds on Dearga, his shield bypassing her resistance to mortal steel. She curses you and swings again, though she is clearly on her last legs. Her scythe lashes out at Bazsil while kicking at Faolan.

Dearga@Bazsil: 1d20 + 10 - 3 ⇒ (20) + 10 - 3 = 272d4 + 10 ⇒ (2, 2) + 10 = 14
Dearga@Faolan: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 6 ⇒ (4) + 6 = 10

Scythe Crit?: 1d20 + 10 - 3 ⇒ (20) + 10 - 3 = 276d4 + 30 ⇒ (2, 4, 1, 3, 3, 2) + 30 = 45

59 damage? Well she went out swinging I guess.

"Shut that infernal racket!"

Turn Order Round 4
Dearga
Faolan
Krowe
Bor
Bazsil

Party is up for Round 4.

Dearga:

DEFENSE
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 60 (8d6+32); fast healing 3
Fort +6, Ref +10, Will +7
DR 10/cold iron
Weaknesses irreligious
OFFENSE
Speed 60 ft.
Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)
14/60

Shadow Lodge

The hound goes down and Faolan, Bazsil, Bor, and the lemures pile in on Dearga. Krowe stops the hound from getting up again with his fire pot. Dearga swings again at Faolan.

Dearga@Faolan: 1d20 + 10 - 3 ⇒ (3) + 10 - 3 = 102d4 + 10 ⇒ (3, 1) + 10 = 14

Turn Order Round 3
Dearga
Slobber
Faolan
Krowe
Bor
Bazsil

Party is up for Round 3.

Dearga:

DEFENSE
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 60 (8d6+32); fast healing 3
Fort +6, Ref +10, Will +7
DR 10/cold iron
Weaknesses irreligious
OFFENSE
Speed 60 ft.
Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)
35/60

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