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Cayden takes down one of the goblins and moves to pin the other goblins down. Blue stands up and tries to stab the only longshanks available to it. Blue Shortsword vs Corgrim: 1d20 + 7 ⇒ (10) + 7 = 17, and just barely misses him. Round 2
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Leon tries to cut into the red-feathered goblin, but fails to make contact. In a salivia-filled voice, Glorfan yells "No, Pathfinders leave, bad pathfinders! This is Glorfan's house now!" The wound left by Shannon's polearm knits itself back together just a little. He stands back up. He tries to bite into Bobbie. Glorfan bite vs Bobbie: 1d20 + 9 ⇒ (9) + 9 = 18 Piercing Damage: 1d6 + 4 ⇒ (3) + 4 = 7 Round 1
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Red Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16
Corba uses her ol' reliable spell and one of the goblins is able to stay up, but the big ugly one falls flat as does one of his assistants. With the goblin flat on his feet, Corgrim is able to stab the goblin. And Shannon's glaive cuts deep into the strange goblin chief. Red tries to squeeze closer out of the grease Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7 but is unable to. Reflex Save: 1d20 + 3 ⇒ (18) + 3 = 21 Failing that, the goblin with red feathers in her helmet tries to stab Corgim in the leg. Red Shortsword vs Corgrim: 1d20 + 7 ⇒ (11) + 7 = 18 But he's just barely able to get out of the way. The goblin with a tropical green feather tries to stab Shannon in the joints of her armor. Green Shortsword vs Shannon: 1d20 + 7 ⇒ (15) + 7 = 22 Piercing Damage: 1d4 ⇒ 4 Round 1
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Cayden cuts into the goblin, who just barely parries the blow away from his head and into his arm. A goblin with blue feathers in his helmet tries to jab Leon with his shortsword. Blue Shortsword vs Leon's FF AC: 1d20 + 7 ⇒ (11) + 7 = 18 Slashing Damage: 1d4 ⇒ 3 and is able to nick him for a bit. He sneaks a bit away from Leon. Bobbie swings her sword onto Red and leaves the goblin open for further attack. Round 1
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Eventually, the Pathfinders can construct a rudimentary bridge to cross the massive pit. Across the pit is a foul-smelling living quarters, with mess and gnawed-on bones. The next room seems to be filled with supplies Corba Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Corba Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Unfortunately, only Cayden spots the goblins lying in wait, and he spots them too late to do much about it. A goblin warrior steps out and attempts to jam his short sword into Leon. Blue Shortsword vs Leon's FF[/dice: 1d20 + 7 ⇒ (14) + 7 = 21
And he leaves a little cut on his arm! Another goblin at the same time pops out of the boxes and tries to slice into Bobbie. Red Shortsword vs Bobbie's FF[/dice: 1d20 + 7 ⇒ (6) + 7 = 13 But its stopped by Bobbie's greaves! Another goblin skitters towards Shannon, but not with enough time to slash into her. Another goblin... well maybe its a goblin. It has the wide head and long ears of a goblin, but it has perhaps five arms and hideous teeth, and its much taller... well, anyways, it skitters forward and is able to take a swipe at her face with its claws. Claw Charge vs Bobbie's Flat-footed: 1d20 + 2 + 9 ⇒ (8) + 2 + 9 = 19 Almost unthinkingly, she keeps it at bay with her shoulder. "Pathfinderth, you no be here now, you leave now," he slobbers.
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It might take some time, but Shannon remembers there's an entire brewery/warehouse that probably has better supplies to build something like that. While Shannon waits for the others to get across, she finds a note. It simply says "Do Your Duty. Protect the Lodge. Your Insect interests come second to that. - Melkorka"
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GM Screen:
1d20 + 15 ⇒ (18) + 15 = 33 After Bobbie opens the door, but before she can open it, Cayden yells out "Stop!" Something about the floor doesn't look right, and upon further investigation, it looks like it is designed to break open. Carefully lifting up the floor boards reveal a pit around 70 feet deep. The pit is ten feet wide.
GM_Colin wrote:
I'd like to try to play a little 1e since I'm also dipping my toes into offering 1e games. I've got... nine different 1e characters that are level 4-6, (a wizard, a psychic, a mesmerist, an investigator, a(n unchained) barbarian, a skald, a cleric, a hunter and a samurai)
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Corgrim feels significantly weaker, as he takes 1d2 ⇒ 2 points of Strength damage. (For a total of 3 Str Dmg) Veremund's armor detects as magic. +1 hide armor He also had a nice scythe, but he was too weak to wield it effectively. Mwk Scythe. He also has a magical feather, that upon further determination, will turn itself into a whip and fight alongside its owner. Feather Token (Whip) The two agents' armors detect as magic +1 studded leather, two pair, and their warhammer and light hammer are both fine quality, but the rest of their gear is mundane. Between the two of them, they have 12 regular daggers in case anyone needs a knife. Between the three humans, there's about 340 some gold pieces.
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The swarm will pile on to 1d6 ⇒ 4 Corgrim, dealing 1d6 ⇒ 1 poison damage, and requiring a DC 11 Fortitude save from Corgrim. After that, the party throws two more alchemist fires, and destroys the creepy crawlies. Cayden
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Cayden is able to cut down the druid, but the swarm remains and looms after the group. Someone throw some alchemist fires.
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There were 9 alchemist fires en total from the alchemists upstairs. Between those, you should be able to kill the swarm. 3 are with Leon, does anyone else want to be responsible for the other 6, or split them up?
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Okay, for this current fight, Cayden has struck down the druid. Does anyone have the ability to harm swarms? Who has the alchemist's fires from the goblin alchemists upstairs?
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Okay, I probably should have alerted you all. I am currently getting my master's degree. This semester has been difficult. I have now taken my final exam for the semester, and should have more free time and better response times until the next semester starts in a few months.
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In a swift succession, Bobbie and Shannon cut down the last of these agents. Only the swarm and the gibbering druid remain! The swarm skitters and climbs up onto Corba and Shannon!
Round 5
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Wait, why didn't it bold Bobbie and Shannon? I specifically remember being like "Oh, hey 4 people will go in a row." Corgrim can't hit the center of the mass of the swarm, but some bugs burn up despite this. Corba's alchemist fire also misses the central mass. Round 4
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I think you'll need to make an attack roll to hit the swarm, because otherwise, it'd only take the 1 point of splash damage? Corgrim feels a little bit weaker. Str Damage: 1d2 ⇒ 1 Veremund steps back and draws a potion and drinks it. Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 1) + 3 = 7 Round 3
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Not sure what exactly happened, but apparently, I mixed up orange and blue. Blue should be down, Orange should be up. I'm just gonna switch them in initiative and move Bobbie, because I think that does the least harm to your actions? Corba tried her mind whammy on yet another person. Will Save: 1d20 + 2 ⇒ (9) + 2 = 11 and he looks to have hard time focusing. Shannon was swinging where he was going, and when he stops, she just cuts the air. Bobby can't quite get her sword through his studded leather! The swarm crawls over Cogrim, and they get everywhere. Dealing 1d6 ⇒ 3 piercing damage and their venom creeps into his veins! Round 3
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Leon just misses with his scythe, but as the agent dodges the scythe, Corgrim's shortsword finds him and cuts him down. Cayden gets his sword into the joints of Veremund's armor, and leaves a grievous wound! Round 2
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An agent tries to twist away from Shannon's swing, but her glaive catches him and slices across his belly. Veremund's chat suddenly stops and he looks dazed. The horde of locusts, beetles and other insects spreads onto Shannon and Leon, and start biting and pinching and all sorts of other dreadful stuff. Damage: 1d6 ⇒ 6, and both the fighter and paladin can feel the venom pour into their cuts. One of the agents decides to go all out on Corgrim with his hammers
and his less impressive hammer connects with a glancing blow Round 1
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Leon isn't quite able to grab onto the hammer guy's body, who slips just out of reach of Leon. So the rules on identifying humanoids like this are a little vague. The best codification comes from Spymaster's Handbook, of all places, because what you're trying to do is really identify a class feature, and by the rules in Spymaster's Handbook, DC starts 10+class level (and technically it'd be a knowledge nature check) but I also get what you're saying, its not really a class feature, its just "Will my spell work." and I can see the argument that it should be a knowledge local to try to get Hit Dice... I'm gonna lean towards letting you have the fun and let you know that Veremund has 4 hit dice. I'm going to assume that you will attempt to Daze him if the Daze spell could work, and so... let's roll that will save Will Save, DC 15: 1d20 + 7 ⇒ (6) + 7 = 13 And he loses the spell. Another man appears literally out of thin air and swings a hammer on Corgrim. Warhammer vs Corgrim's Flat footed: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27
Round 1
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Corgrim singes the swarm of various insects and arthopods. Veremund steps back and starts casting a spell. DC 17 Spellcraft:
Summon Swarm, which to be clear, the swarm already here is not magically summoned. Round 1
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Shannon does not fall under the influence of the strength-sapping poison. Cayden rushes toward, but as he does so, a man appears out of nowhere as he passes, literally materializing out of nowhere. Warhammer vs Cayden's FF: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 And somehow misses. Corba recognizes this as a swarm of insects The stat block is for a Spider Swarm, but the module specifies that is a variety of biting insects, make of that as you will. The swarm is made of too small creatures for weapons in general Immune to Weapons and none are intelligent enough for any mind-affecting spells. But splash weapons and spells that deal damage over an area will be more effective than usual. For the purposes of targeting with alchemist fire and such, its AC is 17 Round 1
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GM Screen:
Stealth: 3d20 ⇒ (3, 12, 7) = 22 Down below the stairs, the room is lit up by a roaring fire place. It smells of preserving chemicals and flesh and sweat. There's a man clad in leather and hide and bone in the far corner with crazed look in his eye. "Oh ho, Adventurers! Just what I was looking for. It looks like there's an infestation in the basement, hahaha," he laughs, as dozens, no, hundreds of insects file out of the speciman jars that line the shelves and form into a swarm of biting creepy crawlies. Corba Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
The swarm of spiders crawls forward and over Shannon. Damage: 1d6 ⇒ 1 And Shannon feels a bit woozy as the poisonous insects bite into her. Round 1
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The party barrels through into the next room, but with no one on the look out, the kegs rigged up to fall on unsuspecting intruders barrel down on them. Trap vs Leon, Bobbie, Shannon and Cayden's AC: 1d20 + 15 ⇒ (4) + 15 = 19
However, only Leon gets pelted, the rest are protected by their armor. The clanging of the metal kegs probably resounded through the complex. There are stairs that lead down below beneath the brewery.
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The Pathfinders group up and beat the frozen goblins on the ground with their swords and spears and maces and glaives and all sorts of weapons. From the goblin's bag of alchemical tricks, the pathfinders can recover three potions, 9 alchemist fires, 6 thunderstones, and 6 tanglefoot bags. DC 16 spellcraft:
The potions are cure light wounds There's a door to the north that remains unopened, and a large loading bay door that is closed to the west.
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Oh, this is entirely my bad, since they're dazed, everyone should go again. I'm not sure them falling is 100% supported by the rules as written, but my thinking is they are actively balancing on the rafters, and thus, if they can't act to keep their balance, they fall to the ground. Corgrim's dagger fails to pierce the goblin's alchemically fortified skin. Round 5
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The bullet hits the pink goblin directly, and the goblin is no longer awake. Brown Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
The goblin Round 4
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Leon cuts into the goblin on the ground, while Bobbie and Shannon fail to hit theirs in the rafters. Round 4
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Leon's javelin strikes again, and red blood starts oozing from the Pink Goblin's wounds. Blue Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
The brown goblin throws another bomb, this time against Bobbie
Pink throws a bomb against Leon.
Round 4
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I'm just noticing this now, but Corgrim, did you move your token? I thought you were up near the rest of the party. I'm not going to go back and re-adjust, but where you are now, the range penalties, you wouldn't have hit, and since the doors aren't 30 feet tall, I don't think you'd even a line of effect to the goblins.
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Sneak attack wouldn't work, since you need to be within 30 feet to sneak attack with a ranged attack, but if you rolled minimum damage, you wouldn't have broken the vial. Corgrim's arrow knocks the little glass vile from the goblin's hands and it crashes to the ground. "My mutie mute!" it hisses in Goblin. Shannon's arrow misses the goblins, while the other Pathfinders get out their secondary ranged weapons. Brown and Blue both drink their little glass vials, and drop the glass vials carelessly below. "My mutie mute!" The remaining goblin scream and chunks a glass vial at Leon below. Bomb vs Leon's AC, Range Penalty: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Round 4
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Okay, this is a bit interesting. The rules for damaging objects say that the method to accomplish this is a sunder attempt, which specifies that it needs to be in place of a melee attack roll, but the general rules for damaging object has a section that ranged attacks do 1/2 damage. I'm going to allow this ranged sunder attempt, but I'd expect a lot of table variation on something like this. Because of the half damage, I do actually need a damage roll from you, Corgrim.
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I get closer to 33.5 feet, but I'll take it, Corba ;). Reflex Save, Brown: 1d20 + 7 ⇒ (16) + 7 = 23
Both of the goblins wobblin', but they don't fall down. The one goblin to the side takes Leon javelin to the chest, which makes it let out a mighty roar of pain. There's not stairs or a ladder as far as you can see, Shannon, but the giant brew vats to the south nearly reach the ceiling. I'll need some skill checks to get up there Little unsure how to rule on your post, Corgrim. The descriptive text makes it sound like a disarm or a sunder check, but RAW, those can only be made in place of a melee attack. I'll let you keep the roll, but can you help me in determining what rules you want this to go by? OR if you want to transfer this to an attack roll, I'd also allow that. Round 3
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Since Cayden spotted, and I can't figure a way to run this in a grouped Initiative, we'll just basically restart initiative. Cayden spots goblins in the rafters with glass vials in their hands. They are 30 feet up, but with lot of open air and relatively small wooden planks that they stand in wait on. Round 3
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@Corba: The dogs are definitely rabid. Not much to know besides that, but if you want one question answered, I will do so. Corgrim doesn't notice anything, but Bobbie slams her sword into the dog and it is bleeding. Blood blood everywhere. The remaining dog barrels down at Leon. Blue bite vs Leon, Charging: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Round 1/2
Bobbie
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Bobbie's blade sinks deep into the dog's fur, cutting into it harshly! The other pathfinders scramble to try to get to Bobbie! One of the dogs rushes forward, barreling forward at Bobbie. Green Dog Bite, Charge: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 But its fangs snap off kilter and far away from Bobbie's grieves. If you can make a DC 25 Perception check as a move action:
There are things in the rafters above you. The other dog, with Bobbie's sword sticking out of it, tries to snap at Bobbie as well. Red Dog Bite: 1d20 + 3 ⇒ (8) + 3 = 11 The sword wound is too much, and it falls unconscious and dying at Bobbie's feet. Round 1
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Opening the door, Bobbie immediately hears dogs barking. They ain't on leashes kids, as they howl and start to run at the door. White spittle and slobber stream from their mouths. These dogs do not look healthy. RedDog initiative: 1d20 + 2 ⇒ (11) + 2 = 13
CorbaDog initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Round 1
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GM Screen:
1d20 ⇒ 12 So far the rooms are 0 for 2 on having any missing Pathfinder scholars in them. Nothing interesting in this room either!
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Bobbie finds a room filled with bottling equipment. In the corner of the room, there's a collapsed set of shelves and what looks like dozens of bottles' worth of broken glass
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Corgrim and Bobbie and Corba and Shannon find several kegs, that may once have had beer in them, but have long since been cracked and drunk dry. But no sign of stolen Pathfinder scholars.
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Alright, my apologies. My semester from hell has ended. I have a blessed month off and my next semester should be a LOT easier so I can hopefully kick this into overdrive. A mass of broken tables, chairs, and barstools clutter the center of this dusty room, and a crumbling bar still stands in front of a broken mirror on the north wall. Three small alcoves in the southwest corner once served as semiprivate bar booths but now host only rubble. The door to a storage room in the northwest corner hangs loose on its hinges, the smell of rotting refuse wafting from within. Shadows dominate the room, as the windows are boarded up. The floor boards creak, and there's sound of something clicking against the wood. Looking around, there doesn't seem to be anything moving in here, perhaps further into the building. DC 15 Perception:
There's a carcass of a dead dog, a large hound, in the debris. It has several bite marks on its body. we're on slide 8 on the maps now
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Corgrim Taïlas wrote:
Assuming you're listening at the front door Corgrim doesn't hear anything moving inside.
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The Pathfinders are able to make it through the city without drawing the attention of more guards. Amazing. A large, dilapidated building sits crammed between equally dilapidated warehouses and flophouses. Its doors are chained shut, its windows are filled with broken glass and boarded from the inside, and its facade is faded, crumbling, and encrusted with icicles. Faded, hard-to-read letters are painted 10 feet tall across the top of the ruined structure—they read: Auntie Marny’s Bitter Brev, with the last letter looking more and more chipped away; perhaps there was more to it at some point.. There's a front door, but also a large bay door in the back.
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Huh, okay, I was wondering if I missed something, and finally had a time to deep dive. This scenario says that if you completed the first part, 2-15, then you have a map of the city and a location of the Shadow Lodge. I reread 2-15 and it makes no mention of the map. So, you guys have a map of the city and location. An abandoned brewery called "Auntie Marny's Bitter Brewery" The city with its septagonal walls on the perimeter is vast, and patrolled. Now that the Pathfinders are inside the walls, they have to get to this bitter brewery, but heavily armored outsiders might attract attention. I need everyone to make a stealth check. You can take 10 if you'd like. Its a very make-able stealth check, but I will be taking the lowest roll.
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"Oh, not break any laws, eh? You really think you could do that wearing those shoes." says the Sargent. "Oh, dear, those are a lot of buckles on those shoes," says one of the twins, pointing at Bobbie's boots and then to Cayden's. "Gonna have to pay quite a bit in the shoe-buckle tax, if you don't want to be breaking any of our laws, yeah," says the other. "All of you got buckles, by gum." They will discretely take the aforementioned bribes that the party knew about earlier.
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