Liam Mooney's page

**** Pathfinder Society GM. 120 posts (123 including aliases). No reviews. No lists. No wishlists. 27 Organized Play characters. 1 alias.


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Shadow Lodge

The eagle manages to get another 2 hits on the elemental, it now looks pretty weak.

19 Edon
19 Corin
13 Nerak (-4hp)
9 Gwibble
9 Vultha

8 Elemental (-8hp)

Everyone can act now.

Shadow Lodge

Perception Rolls:
Galessa: 1d20 + 5 ⇒ (15) + 5 = 20
Halders: 1d20 + 4 ⇒ (17) + 4 = 21
Shondra: 1d20 + 0 ⇒ (1) + 0 = 1
Ludvic: 1d20 + 4 ⇒ (1) + 4 = 5
Ragnar: 1d20 + 7 ⇒ (6) + 7 = 13 (+1vs surprise)

The room looks to be empty, however Galessa and Halders both notice that there's a loose stone in the wall which appears to be connected to a hidden door at the back of the room.

Shadow Lodge

The elemental doesn't seem to hear Corin's pleas instead attacking at Nerak.

Slam: 1d20 + 8 ⇒ (9) + 8 = 171d4 + 1d3 ⇒ (3) + (1) = 4

Hitting for both physical damage and some electrical, it seems as if the metal in her chain shirt is making it easier for the creature to hit her.

19 Edon
19 Corin
13 Nerak (-4hp)
9 Gwibble
9 Vultha

8 Elemental (-3hp)

Everyone can act now.

Shadow Lodge

The door opens with a rusty creak.

Shadow Lodge

The eagle manages to injure the elemental with it's beak and a talon, it seems to be releasing sparks into the machine a little slower.

19 Edon
19 Corin

13 Nerak
9 Gwibble
9 Vultha
8 Elemental (-3hp)

Edon and Corin up now.

Shadow Lodge

As Gwibble touches the chain the elemental lashes out at him.

Initiative Rolls:
Edon: 1d20 + 13 ⇒ (6) + 13 = 19
Corin: 1d20 + 4 ⇒ (15) + 4 = 19
Gwibble: 1d20 + 4 ⇒ (5) + 4 = 9
Nerak: 1d20 + 3 ⇒ (10) + 3 = 13
Vultha: 1d20 + 3 ⇒ (6) + 3 = 9
Elemental: 1d20 + 6 ⇒ (2) + 6 = 8

Not a very fast lashing though, everyones up before it.

19 Edon
19 Corin
13 Nerak
9 Gwibble
9 Vultha

8 Elemental

On map have moved Edon up, if anyone followed can move a bit closer - let me know if unable to move on the map and I can double check the settings.

Shadow Lodge

As Ragnar's holy symbol lights up the man steps away from the closed bars and fades away peacefully.

Shadow Lodge

The man listens to you wide-eyed but merely replies with “Water! Food! Good Baron Sarvo wills it!”

Shadow Lodge

The elemental doesn't seem to react as Gwibble moves up to the machine. You see that a chain from the machine enters a pipe running through the top of the wall to the left.

Have moved Gwibble up a bit, if anyone else is approaching the machine/elemental feel free to move up on the map.

Shadow Lodge

As you move through the cells you can find nothing magical or of any value.

Midway through the southern hall you come across a cell with a closed door, as you approach a pale face appears, grimy hands gripping iron bars in the door to the room.

“Oh, gods, kind faces! Aroden bless you, noble souls! I ain’t seen the jailers in ages, I think they forgot about us! We ain’t eaten in days and the water’s all but gone — my cousins’re both sick.
I swear we’d give back the boar if we could, but we ate it, starvin’ as we was. We didn’t even know it was the baron’s lands, didn’t know we was poachin’!
I beg you, we’re all gonna die in here! Kindness, noble souls, we’ve suffered awful! Good Baron Sarvo wills it!”

I've moved the rest of the party up a bit but feel free to move yourselves back/around etc.

Perception Rolls:
Galessa: 1d20 + 5 ⇒ (5) + 5 = 10
Halders: 1d20 + 4 ⇒ (17) + 4 = 21
Shondra: 1d20 + 0 ⇒ (5) + 0 = 5
Ludvic: 1d20 + 4 ⇒ (3) + 4 = 7
Ragnar: 1d20 + 7 ⇒ (20) + 7 = 27 (+1vs surprise)

Knowledge (History or Nobility) Rolls:
Galessa: 1d20 + 6 ⇒ (14) + 6 = 20

Halders and Ragnar only:
You both notice a faint transparency to the mans flesh.

Galessa only:
Baron Sarvo was a Belhaim lord who rebelled against the crown in 4500 ar (around 200 years ago), and was the last Canteclure to rule the town.

Shadow Lodge

Corin recognises the creature as a small lightning elemental although it doesn't seem to be doing anything at the moment, not even reacting to Vulthas thrown rock bouncing across the floor.

Corin can pick one of the following:

Immunities:

Electricity.

Elemental traits
- Immune to bleed, paralysis, poison, sleep, stun
- Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
- Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
- Elementals do not breathe, eat, or sleep.

Special Attacks:

Metal Mastery (+3 to attack if opponent is wearing metal armour, wielding a metal weapon or made of metal.)

Spark Leap (+10 on bull rush, disarm, overrun and trip attacks against a creature to whom metal mastery applies.)

Shadow Lodge

The secret doors lead to more cells, however whilst the earlier ones were all empty, many of these contain the skeletal remains of their previous occupants. It seems as though the liberating forces failed to find this hidden extension to the jail when raiding the keep.

Shadow Lodge

Edon is unable to recognise what the energy cloud is. It continues to release little bolts of electricity around it, showing no reaction to your entry to the room.

Corin detects nothing in the room, it seems to have been empty for some time, the only footprints in the dusty floor being from the others crossing the room.

Shadow Lodge

The door to the cell is unlocked and you find nothing inside. The secret door opens just as easily.

In the room at the end of this narrow corridor is a strange
metallic contraption of gears and chains. A large lever extends
out at a forty-five-degree angle from the front of it.

Hovering above the machine is a small, roiling cloud of energy that periodically sends out sparks of electricity into the air or along the chains.

Corin only:
When the man took your water bottle he headed to the corner of the room away from the secret door.

Shadow Lodge

As you look through the window the man in the cell is now nowhere to be found, the cell is completely empty apart from Corin's water-skin which sits on the ground unopened.

Whilst trying to find the "creature" Vultha notices that there appears to be a door hidden at the back of the room.

Stuff in spoilers was to spot something (realised after posting 2 modifiers in wrong but wouldn't have passed anyway)/knowledge on what the guy said.

Shadow Lodge

Yes, stone ceiling and the ridge hanging down is also stone.

Shadow Lodge

Looking closer at the ridge it appears to 6 inches across and sounds hollow if tapped.

Shadow Lodge

The man takes the waterskin, "thank you, thank you kind sir!"

He walks with the waterskin into the corner of the room out of sight without answering any of your questions.

Shadow Lodge

He listens to you wide-eyed “Water! Food! Good Baron Sarvo wills it!”

You don't recognise him as any undead you've heard of

Shadow Lodge

You can't find anything of use in any of the cells but do notice a strange semi-circular ridge running along part of the ceiling. blue line on map

Ragnar finds a pair of secret doors along the far wall, age and decay have left them easier to spot - they look like they were once very well hidden.

Shadow Lodge

As you move through the cells you can find nothing magical or of any value amongst the prisoners, the bodies all seem to be human.

Midway through the bottom of the hall you come across a closed door, as you approach a pale face appears, grimy hands gripping iron bars in the door to the room.

“Oh, gods, kind faces! Aroden bless you, noble souls! I ain’t seen the jailers in ages, I think they forgot about us! We ain’t eaten in days and the water’s all but gone — my cousins’re both sick.
I swear we’d give back the boar if we could, but we ate it, starvin’ as we was. We didn’t even know it was the baron’s lands, didn’t know we was poachin’!
I beg you, we’re all gonna die in here! Kindness, noble souls, we’ve suffered awful! Good Baron Sarvo wills it!”

Spoiler:
Perception
Edon: 1d20 + 1 ⇒ (16) + 1 = 17
Corin: 1d20 + 2 ⇒ (6) + 2 = 8
Gwibble: 1d20 + 4 ⇒ (5) + 4 = 9
Nerak: 1d20 + 5 ⇒ (6) + 5 = 11
Vultha: 1d20 + 3 ⇒ (7) + 3 = 10

Spoiler:
Core History: 1d20 + 3 ⇒ (5) + 3 = 8

Shadow Lodge

The secret doors lead to more cells, however whilst the earlier ones were all empty, many of these contain the skeletal remains of their previous occupants. It seems as though the liberating forces failed to find this hidden extension to the jail.

Shadow Lodge

The door appears safe and there's no sounds coming through. It opens onto a branching corridor.

Numerous jail cells line these long-abandoned corridors. Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level.

Shadow Lodge

The ridge is 6 inches in diameter running along the ceiling and appears to be hollow, it shouldn't be to hard to break through. This room isn't below any parts of the tower above, the path to the tower crosses over parts of it.

Nerak's able to spot a pair of hidden doors in the walls to the south, age and decay having left them poorly hidden.

Shadow Lodge

As Ludvic opens the iron maiden a skeletal figure lurches out at him but the bones drop to a heap on the floor by his feet. There is a rusty key amongst the bones.

Shadow Lodge

The cells all hold little of any interest to Gwibble. He does notice a strange semi-circular ridge running along part of the ceiling though (the blue line added to map).

Shadow Lodge

Exploring the room the Western end looks to have been a small armoury and there are several rusted weapons and fragments of armour, no longer of any value. You do find a tightly latched iron case though containing a pair of mithril daggers with a strange series of notches carved into the flat of each blade.

As he approaches the statue, Ragnar realises that it is in fact a closed iron maiden, ancient bloodstains on the front giving it a rusted appearance.

Shadow Lodge

The notches are carved right at the edge of the blades, creating a weird serration along them. No language in them but it does look to have been done for a reason.

Shadow Lodge

Galessa cuts down the centipede with her star knife.

Ludvic -5hp

room description again:

The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor — the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.

Shadow Lodge

The door appears safe and there's no sounds coming through the door. It opens onto a branching corridor.

Numerous jail cells line these long-abandoned corridors.Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level.

Shadow Lodge

Slightly injured the Centipede bites again at Ludvic.

Bite Attack: 1d20 + 2 ⇒ (17) + 2 = 191d6 - 1 ⇒ (5) - 1 = 4

Hitting this time.

Need another Fort save please

Pink (19)
Ludvic (17) -5hp
Halders (16)

Yellow (13) -1hp
Ragnar (12)
Shondra (10)
Galessa (8)

Everyone up

Shadow Lodge

Vultha and Gwibble find nothing of interest around the iron maiden. When opening it a skeletal figure lurches out at them but the bones collapse in a pile at their feet. There is a rusty key that's fell with the bones.

The rest of you explore the room in general, the Western end looks to have been a small armoury and there are several rusted weapons and fragments of armour, no longer of any value. Corin finds a tightly latched iron case under a bed containing a pair of mithril daggers with a strange series of notches carved into the flat of each blade.

Shadow Lodge

Ragnar and Shondras ranged attacks both fail to hit the remaining centipede.


Pink (19)
Ludvic (17)
Halders (16)

Yellow (13)
Ragnar (12)
Shondra (10)
Galessa (8)

Ludvic and Halders up now

Shadow Lodge

As he approaches the statue, Vultha realises that it is in fact a closed iron maiden, ancient bloodstains on the front give it a rusted appearance.

Shadow Lodge

Between them, Nerak, Vultha and Gwibble crush the remaining Centipede and you are free to explore the room.

Description again:

The walls of this chamber have buckled precariously in several
places, and masonry and dirt are scattered across the floor—
the collapse above plainly caused this structural damage. The
dry-rotted frames of five simple beds lie against the north
and south walls. To the southwest, the room broadens into
a larger chamber. A rusted, grinning iron statue stands in an
alcove in the north wall between the two wings of the room
itself, and in the wall to the south is an old iron door.

Shadow Lodge

Edons crossbow pins one of the Centipedes to the rubble. The other bites at Nerak.

Bite: 1d20 + 2 ⇒ (8) + 2 = 101d6 - 1 ⇒ (5) - 1 = 4

...but misses.

Edon (30)
Corin (21+)
Yellow (21-)
Gwibble (15)
Nerak (10)
Vultha (4)

Pink (3)

Gwibble, Nerak and Vulthas turn

Shadow Lodge

Ludvic feels the Centipedes poison trying to slow his reflexes but is able to shake off the effect.

Shadow Lodge

The creature tries to bite at Ludvic.

Bite: 1d20 + 2 ⇒ (2) + 2 = 41d6 - 1 ⇒ (4) - 1 = 3

But fails to connect.

still need a fort save off Ludvic for the other Centipedes hit please (was only 1 damage though).
Ragnar, Shondra and Galessa can act now.

Shadow Lodge

With Vultha and Gwibble both missing their attacks, the second centipede moves up to attack Nerak with a bite.

Bite: 1d20 + 2 ⇒ (7) + 2 = 91d6 - 1 ⇒ (5) - 1 = 4

But it also misses.

New round, Edon and Corin can act

Shadow Lodge

Perception:
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Halders's first dagger pins the creature to the floor killing it. His second misses the other creature.

Ludvic is up now

Shadow Lodge

As you descend the ladder you enter an underground room larger than the tower above.

The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor — the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.

You haven't been in there long before you hear a scurrying sound from beneath some rubble, turning towards it you see two very hungry looking Giant Centipedes coming towards you.

Initiative Rolls:
Galessa: 1d20 + 4 ⇒ (4) + 4 = 8
Halders: 1d20 + 5 ⇒ (11) + 5 = 16
Shondra: 1d20 + 4 ⇒ (6) + 4 = 10
Ludvic: 1d20 + 4 ⇒ (13) + 4 = 17
Ragnar: 1d20 + 3 ⇒ (9) + 3 = 12
Pink: 1d20 + 2 ⇒ (17) + 2 = 19
Yellow: 1d20 + 2 ⇒ (11) + 2 = 13

Initiative Order:
Pink (19)
Ludvic (17)
Halders (16)
Yellow (13)
Ragnar (12)
Shondra (10)
Galessa (8)

The first of the creatures moves up to Ludvic and tries to bite at him.

Bite: 1d20 + 2 ⇒ (15) + 2 = 171d6 - 1 ⇒ (2) - 1 = 1

It hits him but only grazes his skin.

Ludvic and Halders are up now, Ludvic needs to make a fort save vs poison though from the attack.

Shadow Lodge

The trapdoor leads to a large and dark room below but luckily there is a sturdy looking ladder that's survived the towers collapse intact.

Shadow Lodge

Edon recognises the creatures as giant centipedes (actually medium in size). They're vermin which have a poisonous bite dealing dexterity damage to slow their preys reactions down.

One of the creatures climbs over the rubble towards Vultha and bites at him.

Bite Attack: 1d20 + 2 ⇒ (3) + 2 = 5

But it fails to get anywhere near him.

Gribble, Nerak and Vultha are up now

Shadow Lodge

Galessa and Halders aren't able to find anything of value that hasn't been damaged by the fallen rubble. The kobolds appear to have been crushed by rubble that fell from the ceiling.
There's another trap door below the one you've descended down that leads underground.

Shadow Lodge

You're at the top of the trapdoor on the map but they're about 30ft behind you and 20ft down as you face it. If you lean over the hole though you'd just about be able to see them. I've copied them onto the map you're on for perspective.

Shadow Lodge

This new room is just below ground level.

As Vultha reaches the bottom of the room and is about to move towards the statue a pair of Giant Centipedes scurry out from behind some debris.

Initiative Rolls:
Edon: 1d20 + 13 ⇒ (17) + 13 = 30
Corin: 1d20 + 4 ⇒ (17) + 4 = 21
Gwibble: 1d20 + 4 ⇒ (11) + 4 = 15
Nerak: 1d20 + 3 ⇒ (7) + 3 = 10
Vultha: 1d20 + 3 ⇒ (1) + 3 = 4
Pink: 1d20 + 2 ⇒ (1) + 2 = 3
Yellow: 1d20 + 2 ⇒ (19) + 2 = 21

Initiative Order:
Edon (30)
Corin (21+)
Yellow (21-)
Gwibble (15)
Nerak (10)
Vultha (4)
Pink (3)

Edon and Corin are up first.

Feel free to rearrange yourselves slightly before the fight breaks out if your character would be a bit further up.

Shadow Lodge

Between a few of you the timber is lifted out of the way, revealing another room below the trap door.

The tower’s large ground floor has mostly collapsed under the rubble, but along the western portion of the room a section remains clear of debris. An iron trap door set in the floor is directly below a companion door in the ceiling above. Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures.

The only light in this room is what's being let in through the door you've opened above it.

Shadow Lodge

With Galessa's rope in place the rest of you can get up the side of the tower without difficulty.

Shadow Lodge

The room seems to be clear of threats and anything that may once have been of use is too damaged now by the falling debris which you can also see from this side is blocking the main door to the tower.

The door down seems to be clear of traps and opens to a larger room below ground even darker than the room you are in.

The walls of this chamber have buckled precariously in several
places, and masonry and dirt are scattered across the floor—
the collapse above plainly caused this structural damage. The
dry-rotted frames of five simple beds lie against the north
and south walls. To the southwest, the room broadens into
a larger chamber. A rusted, grinning iron statue stands in an
alcove in the north wall between the two wings of the room
itself, and in the wall to the south is an old iron door.

Shadow Lodge

Halders can't figure out anything from the rubble

As Halders tries to climb up the rubble he slips and dislodges some rocks which fall down on him as he tumbles to the bottom.

Damage: 1d6 ⇒ 6

Shondra also makes no progress but doesn't dislodge any of the debris.

From the top, Galessa is able to get a better view of the area:

Open to the sky above, this exposed upper floor contains only some smashed furniture and a sprinkling of rubble. A trap door is set in the floor against the northwest wall, but a stout timber has fallen across it.

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