Fadil Ibn-Kazar

Balodek's page

Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Starfinder Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 1,232 posts (10,471 including aliases). 4 reviews. No lists. No wishlists. 15 Organized Play characters. 23 aliases.


RSS

1 to 50 of 1,232 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
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

Shadow Lodge

Fort Save DC 19: 1d20 + 6 ⇒ (20) + 6 = 26

Dearga somehow manages to avoid going blind looking at Bor.

The hound attempts to bite Faolan.

Slobber@Faolan: 1d20 + 8 ⇒ (13) + 8 = 211d10 + 6 ⇒ (9) + 6 = 15

Dearga laughs wickedly and moves to hit Faolan as well.

Dearga@Faolan: 1d20 + 10 ⇒ (14) + 10 = 242d4 + 10 ⇒ (4, 4) + 10 = 18

Turn Order Round 2
Dearga
Slobber
Faolan
Krowe
Bor
Bazsil

Party is up for Round 2.

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)
60/60

Slobber:

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8); regeneration 3 (acid or fire)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 40 ft.
Melee bite +8 (1d10+6 plus disease and trip)
13/30

Shadow Lodge

Everybody knew how this was going to go, but we'll call the shield and order to attack the end of the Surprise Round.

Initiative:

Bazsil: 1d20 + 2 ⇒ (17) + 2 = 19
Faolan: 1d20 + 2 ⇒ (19) + 2 = 21
Bor: 1d20 + 1 ⇒ (19) + 1 = 20
Krowe: 1d20 + 2 ⇒ (18) + 2 = 20
Dearga: 1d20 + 8 ⇒ (16) + 8 = 24
Slobber: 1d20 + 5 ⇒ (19) + 5 = 24

Turn Order Round 1
Dearga
Slobber
Faolan
Krowe
Bor
Bazsil

The redcap quickly drinks a potion while ordering her dog to bite a lemure.

2d8 + 3 ⇒ (8, 7) + 3 = 18

Slobber@Lemure1: 1d20 + 8 ⇒ (4) + 8 = 121d10 + 6 ⇒ (4) + 6 = 10

Party is up for Round 1.

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)
60/60

Slobber:

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8); regeneration 3 (acid or fire)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 40 ft.
Melee bite +8 (1d10+6 plus disease and trip)

Shadow Lodge

The party arrives at the top of the stairs, singing, charging, avoiding waxy demons. A few bunks in this room have been pushed together and their mattresses ripped and stacked to make a rudimentary nest next to a table stacked with undercooked venison and half-full cups of wine. Arrow slits in each wall provide a view of the fort and the surrounding forest. A staircase descends along the southern wall and a large trap door in the ceiling is barred with a wooden beam.

A female redcap lounges in a makeshift throne, holding a scythe in one hand and a metal chain in the other. The chain leads to a large trollhound, staring at you with hungry eyes. You can see a tag on it's collar that reads "Slobber".

The redcap looks at you with amusement.

"Well then, here to bow before the rightful Queen of the Chernasardo?"

Shadow Lodge

No traps were triggered and no sounds of combat, so they are waiting at the top of the stairs now.

Shadow Lodge

The redcap slips out of the room, down the stairs and gone. A voice calls down from the upper floor.

"I hear you little mice. Are you afraid to meet me yourself? Come up, and bow before Dearga Finlay, Queen of the Red Caps."

Are the lemures instructed to attack or just testing for traps?

Shadow Lodge

"Little one? LITTLE ONE!? Bugger you lot, head on up and die fer all I care but I ain't staying here. Come here then, who wants a beating?"

He raises his scythe.

Sense Motive: He doesn't want to fight you but he's not happy about being called little either. Could go either way at this point.

Shadow Lodge

The redcap stops, confused by Bazsil's words. His eyes flick to the stairs leading up, then his face reverts to anger and he raises his scythe.

"Your sweet words will not sway me mortal!"

Bazsil, you sense he is putting on a show for something, or someone, else.

He moves back against the wall, away from both sets of stairs.

Shadow Lodge

The redcap jumps out from under the table. He appears younger than the others, or at least his beard is shorter. He waves his scythe at you menacingly.

"You won't kill me like you killed my friends, or the hobgoblins!" he shouts.

Shadow Lodge

The spear is magical.

+1 cold iron shortspear.

You move up the stairs. The wooden floor of this large room is slick with blood. Three mostly flayed hobgoblin corpses are lashed to wooden tables and four dead redcaps lie on the floor. Stairs lead up and down on the south wall, and arrow slits pierce the north and west walls.

GM Rolls:

1d20 ⇒ 1

Perception DC 20:

You see a redcap with a short beard hiding under one of the tables.

Shadow Lodge

Krowe's missile pricks the red cap, and she smiles as it does.

"Clever boy, such a little sting though."

Her words are quickly snatched away as Faolan brutally assaults her, hitting three times with a shield she did not expect to be cold iron. Before she can retaliate Bor slaps her, visions of sugar plums dancing through her head as Bazsil cuts her down faster than her fey blood can repair itself.

She collapses on the floor spitting black fluid and growling. Some final curse or epitaph you will never know, her eyes filming over as her body goes limp.

Rummaging through her pockets, you find a few gold coins and not much else.

#loot
Small leather armor
Medium scythe
Small iron boots
Stocking cap soaked in the blood of the unfortunate
5 gold

Examination of the room reveals the grey strips of leather to be recent.

K. Nature DC 10:

It would appear the leather is made from hobgoblins.

Perception DC 25:

You find a shortspear behind one of the weapon racks, the head is black.

Shadow Lodge

The red cap stares at Bazsil with a mixture of disgust and pity.

"I'll eat you first."

She moves up and swings her scythe at him.

Ailsa@Bazsil: 1d20 + 10 ⇒ (10) + 10 = 202d4 + 10 ⇒ (2, 1) + 10 = 13

Turn Order Round 1
Bazsil
Ailsa
Krowe
Faolan
Bor

Krow, Faolan, and Bor Round 1 Actions. Bazsil Round 2 Actions.

Redcap:

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)
60/60

Shadow Lodge

You exit the tower and move across the front door of the stronghold, staying out of the murky exterior in favor of speed. You find the door of the northwest tower unbarred. Two weapon racks stand in this room, although they contain no weapons; instead, short strips of grayish leather stretch across them. A staircase ascends to the south, and
a wooden door leads to the east. The stench of carrion fills this room.

An elderly looking woman with a red cap and red leather apron looks up at you, smiling. Her teeth are pointed and her mouth ringed in old dried blood.

"Well, you're no hobgoblins but your skin will suffice."

She readies her scythe and attacks.

Initiative:

Bazsil: 1d20 + 2 ⇒ (17) + 2 = 19
Faolan: 1d20 + 2 ⇒ (2) + 2 = 4
Bor: 1d20 + 1 ⇒ (3) + 1 = 4
Krowe: 1d20 + 2 ⇒ (5) + 2 = 7
Ailsa: 1d20 + 8 ⇒ (7) + 8 = 15

Turn Order Round 1
Bazsil
Ailsa
Krowe
Faolan
Bor

Bazsil acts before her. She is approximately 3 feet tall, wearing iron boots and holding a scythe larger than she is. She matches the description of a red cap.

Redcap:

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)
60/60

Shadow Lodge

"Oh yeah, you bring us Halk's special store from the basement of the keep and we'll help you out as best we can. We aren't leaving here, we don't want any trouble."

You quickly check the top floor of this tower. Narrow arrow slits in the walls overlook the fort and the surrounding forest. A staircase descends along the northern wall and a large trap door in the ceiling is barred with a wooden beam. The room is empty aside from disheveled bunks, but scratches marring the floor and the walls hint at a battle waged here long ago.

From here you have one unexplored tower, the ghost room/collapsed tower, and the keep itself.

Shadow Lodge

The leprechauns are also concerned by the news of a dragon.

"Dragon? We don't know nothing about that. Halk is a korred. Him and some of his brothers took this place from the hobgoblins then called a Revel. We didn't see no dragon. You'll find Halk in the keep. He's a vicious bugger and we don't want no part of his fun no more. But if we just leave then he'll kill us, see the problem?"

Shadow Lodge

They shake their heads.

"We won't help fight Halk, we came here for the booze not the fighting. We've heard Halk keeps a private stash in the basement of the keep, if you bring that to us we can help."

Shadow Lodge

They look at the ropes with fear and anger.

"No need for that now. We're only here for the booze and we don't want any trouble, but we won't be tied up."

Shadow Lodge

Three leprechauns looks up at you in surprise.

"Oh $#*@!"

All three of them raise their hands, palms out, and freeze.

"We surrender!"

Shadow Lodge

You move up the stairs, carefully avoiding the trap at the bottom. Several small casks are stacked around this room, each of them open and empty. Stairs lead up and down on the northern wall, and arrow slits pierce the southern and western walls.

Perception DC 15:

You hear whispering from behind the kegs.

Shadow Lodge

You go back down the stairs and look out over the courtyard. Nothing has stirred in the few minutes you've been in this tower, and you quickly move past the stables to the southwest tower. You find the door unlocked and slip inside.

Several training dummies and archery targets stand scattered around this room, which has an ascending staircase to the north and an iron-bound wooden door leading to the east. A bench with four evenly spaced holes sits against the southern wall, partially visible behind a canvas curtain.

The eastern door is the one by which you entered.

Perception DC 18:

You find the following stuffed down the garderobe.

masterwork cold iron greatsword
cold iron short sword
alchemical silver dagger
17 cold iron crossbow bolts

Perception DC 23:

The bottom stair is rigged to a trap. All of the combat dummies have been stuffed with shards of cold iron and will explode out as soon as the stair is stepped upon. This would injure anybody in the room and alert anybody in the tower. The trap may be disabled with a DC 20 check or avoided by stepping over the bottom step.

Shadow Lodge

I'll be traveling to Boston for a few days, back on Thursday afternoon.

Shadow Lodge

I'll be traveling to Boston for a few days, back on Thursday afternoon.

Shadow Lodge

I'll be traveling to Boston for a few days, back on Thursday afternoon.

Shadow Lodge

The puzzle box weighs 40 pounds so definitely too large for a child. The stairs you took to get here are still open, only the two alternative exits from the room are blocked. You can go back down and out of the tower, or through the door in the first floor of the tower that leads into the keep.

Shadow Lodge

The fey and one item in the room have the glow of magic. On the fey, you find:

#loot
oil of magic weapon
potions of cat’s grace (2)
potion of protection from law
scroll of beast shape I
scroll of elemental body I
scroll of gaseous form
scroll of owl’s wisdom
alchemist’s fire (2)
tanglefoot bags (2)
heavy mace
belt of giant strength +2
ring of maniacal devices
stubborn nails (5)
traveler’s any-tool
magnifying glass
mwk thieves’ tools
spell component pouch
diamond dust (worth 200 gp)
112 gp

In the room itself you find:

several pouches of powdered jade in a variety of colors (worth 150 gp in total)
three 1-pound lumps of gold (worth 50 gp each)
elixir of fire breath
complete alchemist’s laboratory

In addition to all of that, you find a box in the chest of the mannequin. The puzzle box in the mannequin’s chest is a wooden cube approximately 18 inches on each side. The exterior is not a solid piece, but consists of several pieces of wood fit snugly together.
The pieces can move and shift in complicated patterns, but the box retains its shape unless the pieces are slid and depressed in a specific sequence.

Discovering the sequence requires three consecutive successful DC 25 Intelligence or Disable Device checks, each made as a full-round action. Succeeding at all three checks causes the puzzle box to open.

Success:

Within the puzzle box you find a smooth ceramic cube. The cube sloshes viciously when moved.

Success + K. Dungeoneering DC 20:

The cube contains a green slime. No I don't know how you can tell that by the sound of it sloshing.

Reminder that the stairs up have been sealed by stone, and the door leading out of this room has been sealed at the seams. You could still smash the door to gain passage.

Shadow Lodge

Faolan finally connects, dropping the fey where he stands.

Shadow Lodge

Looking around the room, Krowe finds a smattering of alchemical equipment as well as the strange mannequin, but nothing of use against a blinking fey.

The fey cackles madly at his seeming invincibility.

"You have disturbed me for the last first time!"

He swings his heavy wrench at Faolan again.

Attack: 1d20 + 13 ⇒ (13) + 13 = 261d6 + 7 ⇒ (3) + 7 = 10
20% Miss, High Good: 1d100 ⇒ 35

Turn Order Round 6
Krowe
Faolan
Bor
Korred
Bazsil

Krowe, Faolan, and Bor Round 6.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
3/98

Shadow Lodge

I feel like I've never really appreciated blink until now...

Turn Order Round 5
Krowe
Faolan
Bor
Korred
Bazsil

Krowe, Faolan, and Bor Round 5.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
3/98

Shadow Lodge

Ok, on the dead...uh...hmmmm. Combat continues!

Entering into a strange battle lust, the korred continues swinging at Faolan.

Attack@Faolan: 1d20 + 13 ⇒ (6) + 13 = 191d6 + 7 ⇒ (6) + 7 = 13
20% Miss High Good: 1d100 ⇒ 75

Turn Order Round 5
Krowe
Faolan
Bor
Korred
Bazsil

Krowe, Faolan, and Bor Round 5.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
3/98

Shadow Lodge

The korred howls in pain as he is pummeled and beaten.

"Die you filthy dogs!"

He swings his heavy wrench at Faolan.

Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
20% Miss High Good: 1d100 ⇒ 48

Bazsil's sword bites into him, nearly bringing him to his knees.

Turn Order Round 4
Krowe
Faolan
Bor
Korred
Bazsil

Krowe, Faolan, and Bor Round 4.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
3/98

Shadow Lodge

High Good: 1d100 ⇒ 35

Bor's touch misses the fey as it blinks out of existence.

Turn Order Round 3
Krowe
Faolan
Bor
Korred
Bazsil

Krowe Round 3.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
19(3)/98

Shadow Lodge

The last fight was only a few rounds, but most likely your Haste would be gone before this fight starts as you're level 5.

Bazsil's sword hits the fey.

Turn Order Round 3
Krowe
Faolan
Bor
Korred
Bazsil

Krowe, Faolan, and Bor Round 3.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
/98

Shadow Lodge

Krowe SR: 1d20 + 6 ⇒ (7) + 6 = 13

Krowe's missiles fail to take effect, the fey being resistant to the magic of the spell. Bor hits the korred while the others miss.

"Curse you all!" He shouts and casts again.

Concentration: 1d20 + 8 ⇒ (17) + 8 = 25

DC 16 Will save or be Slowed, effectively removing your Haste.

Turn Order Round 2
Krowe
Faolan
Bor
Korred
Bazsil

Turn Order Round 2
Krowe
Faolan
Bor
Korred
Bazsil

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

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
28/98

Shadow Lodge

The korred shrieks in pain as the shield crushes him. Bor misses but Krowe's bolt sinks into the fey. He quickly attempts to cast a spell.

Concentration: 1d20 + 8 ⇒ (18) + 8 = 26

Spellcraft DC 18:

Blink

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

His form quickly begins flickering in and out of reality.

50% miss chance, Blind-Fight does not help.

Turn Order Round 1
Krowe
Faolan
Bor
Korred
Bazsil

Turn Order Round 2
Krowe
Faolan
Bor
Korred
Bazsil

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

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)
Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation
40/98

Shadow Lodge

Faolan connects with his shield, while Bor misses the cestus strike. The fey seems angered by your rude attempt to kill him.

Initiative:

Bazsil: 1d20 + 2 ⇒ (9) + 2 = 11
Faolan: 1d20 + 2 ⇒ (19) + 2 = 21
Bor: 1d20 + 1 ⇒ (17) + 1 = 18
Krowe: 1d20 + 2 ⇒ (20) + 2 = 22
Korred: 1d20 + 5 ⇒ (9) + 5 = 14

Turn Order Round 1
Krowe
Faolan
Bor
Korred
Bazsil

Krowe, Faolan, and Bor to act in Round 1.

Korred:

DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural,
+1 size)
hp 98 (11d6+60)
Fort +8, Ref +11, Will +10
DR 5/cold iron; SR 17
OFFENSE
Speed 30 ft.
Melee heavy mace +13 (1d6+7)

Special Attacks animated hair, rock throwing (100 ft.),
stunning laugh
Spell-Like Abilities (CL 6th; concentration +7)
At will—animate rope, shatter (DC 13), stone shape
1/day—stone tell

Arcane School Spell-Like Abilities (CL 5th; concentration +8)
6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +8)
3rd—blink, dispel magic, slow (DC 16)
2nd—acid arrow, blindness/deafness (DC 15), see invisibility, spider climb
1st—crafter’s fortuneAPG (DC 14), identify, mage armor, magic weapon, protection from law
0 (at will)—mage hand, mending, open/close (DC 13), prestidigitation

Shadow Lodge

You make your way up the stairs into the second floor of the tower. The stone of this room has been smoothed and reshaped like soft clay. A door stands to the north, but the stone wall flows over the jamb, blocking it shut. Stone rods crisscross arrow slits in the southern and eastern walls. There is an ascending staircase, but it has been completely sealed at the ceiling.

Beakers and woodworking tools cover the low stone tables lining the walls, while the center of the room is filled with a six-armed wicker mannequin stretching from floor to ceiling. A wooden box the size of a footstool rests in an opening in the mannequin’s chest.

A korred wearing nothing but a leather apron, googles, and a leather glove looks up as you enter the room, pointing a heavy wrench in your direction and hurling a handful of rivets at you.

"I said absolute privacy!"

Shadow Lodge

Hunks and giblets fly as Faolan fights with fierce abandon. The strange bear goes down beneath the heavy shield.

Bazsil gets a round of song back.

You quickly form up, ready for an attack from the fortress or the stairs. Nothing materializes and you take a moment to examine the bears. It appears they are, or were, stuffed and mounted before being animated.

K. Arcana DC 13:

These are taxidermic creatures, created by mundane means and animated by alchemy. They are, in essence, crude golems.

Shadow Lodge

Bor misses as Bazsil inflicts terrible wounds on the remaining bear. It turns to Bazsil in an attempt to maul him, horribly silent the entire time.

Bear@Bazsil: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 4 ⇒ (5) + 4 = 9
Bear@Bazsil: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 4 ⇒ (3) + 4 = 7
Bear@Bazsil: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 4 ⇒ (2) + 4 = 6

Turn Order Round 3
Bor
Bazsil
Krowe
Bears
Faolan

Faolan Round 2. Bor, Bazsil, and Krowe are up for Round 3.

Bears?:

DEFENSE
AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
hp 63 (6d10+30)
Fort +2, Ref +2, Will +2
Immune construct traits
Weaknesses defect (crude stitching), vulnerable to slashing
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d6+4), bite +7 (1d6+4) or
slam +7 (1d6+6)
Space 10 ft.; Reach 5 ft.
37/63

Shadow Lodge

Faolan smashes the injured bear while Bazsil chops it to pieces. His second slash hits the second bear and leaves a vicious looking wound.

Krowe Round 1 and Bor Round 2 actions.

Shadow Lodge

Bears are fuzzy murder éclairs, lots of girth but no reach.

Shadow Lodge

Krowe tickles the mercs in unusual places as Bor punches one. They look at him in confusion for a moment, then attack.

Bear 1@Bor: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 6 ⇒ (3) + 6 = 9

Bear 2@Bor: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 4 ⇒ (5) + 4 = 9
Bear 2@Bor: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 4 ⇒ (6) + 4 = 10
Bear 2@Bor: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 4 ⇒ (4) + 4 = 8

Turn Order Round 1
Bor
Bazsil
Krowe
Bears?
Faolan

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

Bears?:

DEFENSE
AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
hp 63 (6d10+30)
Fort +2, Ref +2, Will +2
Immune construct traits
Weaknesses defect (crude stitching), vulnerable to slashing
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d6+4), bite +7 (1d6+4) or
slam +7 (1d6+6)
Space 10 ft.; Reach 5 ft.
63/63 28/63

Shadow Lodge

You wait outside the door to the southeast tower for half a minute, then burst into the room. A stone staircase ascends in the northwestern corner of this room and wooden doors lead out to the north and west. A makeshift forge, long cold, stands against the southern wall.

The shattered remains of the earth elemental lie in the center of the room, and standing over the pile of rocks are two horrific looking creatures. They are, or were, large brown bears. They have been crudely taxidermized and made animate by unknown power. Their mismatched eyes turn to you as you enter. The stitching that holds them together is crude but you see their teeth and claws have been expertly maintained.

Initiative:

Bazsil: 1d20 + 2 ⇒ (14) + 2 = 16
Faolan: 1d20 + 2 ⇒ (3) + 2 = 5
Bor: 1d20 + 1 ⇒ (20) + 1 = 21
Krowe: 1d20 + 2 ⇒ (5) + 2 = 7
Bears?: 1d20 ⇒ 6

Turn Order Round 1
Bor
Bazsil
Krowe
Bears?
Faolan

The room is 25 feet by 30 feet and empty save for the forge and bears. One of them has large dents in the head and chest, showing that the elemental fought back, however futilely.

Bor, Bazsil, and Krowe are up for Round 1.

Bears?:

DEFENSE
AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
hp 63 (6d10+30)
Fort +2, Ref +2, Will +2
Immune construct traits
Weaknesses defect (crude stitching), vulnerable to slashing
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d6+4), bite +7 (1d6+4) or
slam +7 (1d6+6)
Space 10 ft.; Reach 5 ft.
63/63 33/63

Shadow Lodge

With that roll you would know the information about generic ghosts, incorporeal undead, corrupting touch, frightful moan, and rejuvenation. You wouldn't know how to dispel this ghost specifically but you know that defeating it in combat is only a temporary solution.

Shadow Lodge

Searching the korreds you find that each has a club, shears, many feet of hair scattered in the pockets of the wine soaked aprons they wear, and soiled kilts. A more thorough search reveals a few small gems and coins worth 100 gold total.

The wagon against the keep wall is stacked with casks of wine and the empty barrels of wine consumed by the fey are scattered around the wheels. You see the bones of two more oxen heaped near a burned down fire pit.

Nothing else appears after your scuffle, it seems the current inhabitants of the fort are otherwise occupied (or simply don't care).

You have looked in the stable and the courtyard. Remains are 3 towers, the keep, and the collapsed tower with the ghostly...er, ghost.

Shadow Lodge

Bazsil and Faolan smash the remaining two korreds, leaving a pool of blood, wine, and worse where once six drunken fey reveled.

1 to 50 of 1,232 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>