Agents of the Darklands: A Campaign for Monsters and Madmen

Game Master thunderbeard

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Rocks fall, everyone dies
Anaxian wrote:
Bones don't weigh much but weapons and armor do (though Drow construction tends toward light weight). How much does the equipment weigh? Do I need to worry about it?

It's nothing magical, just masterwork breastplates and longswords. Probably not worth it.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
The Dapper GM wrote:
Anaxian wrote:
Bones don't weigh much but weapons and armor do (though Drow construction tends toward light weight). How much does the equipment weigh? Do I need to worry about it?
It's nothing magical, just masterwork breastplates and longswords. Probably not worth it.

I think he just likes to have raw materials on hand.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

You never know when you might suddenly need to arm a few dozen bloody burning Drow skeletons... who might be already in cages right now.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Anaxian wrote:
You never know when you might suddenly need to arm a few dozen bloody burning Drow skeletons... who might be already in cages right now.

A prepared necromancer is a live (metaphorically) necromancer.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Dris chuckles a bit derisively "Who said anything about teleporting? Most places lack ways to prevent dust and smoke from escaping."


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

The illithid listens to his liberators in silence.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21

The succubus looks around a little disappointed.
"letting dust and smoke escape you say? I think I kinda overestimated these defenses, I could ride an elephant out of these dungeons. But still, there are spells in position, just not good enough to fill all the surface. I think me and Illia could pick a spot that is not covered and make a couple of teleport trips. These vaults would be empty in seconds."


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

That sounds like an excellent approach to the situation.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

After waiting long enough, Illia will clear a path through the webbing and look into the purple room.

Perception with TS and SiD: 1d20 + 22 ⇒ (3) + 22 = 25


Male Alacritous Bralani Stalker 5/Umbral Blade 4

"And I could slip through the cracks, right here, carrying much more of the gear than you two could in one trip. After all, I am not as limited in carrying capacity as you girls are."

You can only take 50lbs with you, I believe I am limited by my carrying capacity only, which, with a Str of 20 is pretty high. A light load is 133lbs for me, while a heavy is around 400lbs max. However, with a speed of 100ft, that might not matter all that much


Rocks fall, everyone dies
Drisquar wrote:

"And I could slip through the cracks, right here, carrying much more of the gear than you two could in one trip. After all, I am not as limited in carrying capacity as you girls are."

You can only take 50lbs with you, I believe I am limited by my carrying capacity only, which, with a Str of 20 is pretty high. A light load is 133lbs for me, while a heavy is around 400lbs max. However, with a speed of 100ft, that might not matter all that much

You are currently wearing a Prisoner's Ring, though, Dris.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Can you take passengers?


Male Alacritous Bralani Stalker 5/Umbral Blade 4

A Prisoner's Ring does nothing to stop me from leaving, or doing my own thing. It just lets them cast Status on me, and easily teleport or scry me. Who is wearing my dungeon ring?

Anaxian, I can!


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21
Drisquar wrote:
"And I could slip through the cracks, right here, carrying much more of the gear than you two could in one trip. After all, I am not as limited in carrying capacity as you girls are."

Delyliath looks at Drisquar with one of her usual haughty looks

"You know? I was thinking I could argue that one of my trip, would require a little more than 10 seconds to come and go.
But on the other hand ... you just demoted yourself as a porter.
I can't see why should I ever stop you from doing things the slow and hard way."


Rocks fall, everyone dies
Drisquar wrote:

A Prisoner's Ring does nothing to stop me from leaving, or doing my own thing. It just lets them cast Status on me, and easily teleport or scry me. Who is wearing my dungeon ring?

Anaxian, I can!

Whoops, Drisquar, I forgot for a second who's wearing the Jailer Ring, but then I remembered. So, a check to see if your character remembers/noticed:

Perception check, DC 23 or Int 18 check (for Drisquar, Shimsil, or anyone else in the room:

Drisquar's paired Jailer ring is being worn by Sergeant Droshi, who is currently under Shimsil's mind control. This makes things... convenient.


Rocks fall, everyone dies

And, while the rest of the party debates how best to haul their goods out of the dungeon, Illia- cheerfully wanders off to explore some more, confident in her own ability to not get hit by anything. Anyone who wishes to follow her, of course, can.

Illia-'s new room:
South of the Bebilith's room, where the creature still sits, nursing its wounds, is another room packed with spiderwebs, and darkness. Luckily, Illia-'s See in Darkness reveals color, and the floor tiles show the green of strange mold and the dark red stains of crusty blood. This appears to be the Bebiliths' feeding room, where captured prey are dragged and slowly devoured. Drow skeletons, some with bits on them, are scattered around the room, along with a giant strange skull similar to the one from the Gug skeleton Anaxian is so fond of.

There's also a fair amount of stuff, scattered haphazardly. A few glinting pieces of jewelry, that may not have been noticeable without color vision (or a lower perception check). Shredded armor and shields, although one set of armor seems to have survived the Bebilith's claws nearly intact. Scrolls and potions, smashed and chewed into rubbish. A few gems, and some scattered coins.

If you want to take this stuff, the Bebilith might protest, and would get another save to throw off the charm.

To the west are two doors, similar to the others you've seen in this fortress. To the South, though, there is a heavy stone door, set with metal bars and some sort of complicated-looking large central lock.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

"I'm sorry that I'm have more uses than just being a pretty face."

1d20 + 22 ⇒ (13) + 22 = 35 Perception

::"Shim, I believe our friend you're in possession of has my control of my fancy ring. Would you kindly remove it?"::


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

More stuff. But Bebi'd probably raise a fuss if he gets out from under Dely. Also, there's a really fancy door. It seems to be leading towards our target.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Zhu Da tusha follows along, manifesting inertial armor along the way.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21

"You wish you were a pretty face..." murmurs the succubus while returning to Illia.

Looking around she notices the riches scattered around and the cobwebs.

"Looks like the lair of the spider" says telepathically.
"As much as I like to tease the Bebelith I would avoid pushing it right now. I'm pretty sure it will be less able to protest later.
For now let's leave these things here... it's not like they are going to go anywhere."

The succubus turns back to the Bebilith and ask.
"By the way. how should I call you?
I think I found a way to free you, but there are a few things I would like to know. Like how many other Bebiliths are lurking around here."


Rocks fall, everyone dies

Free me? the Bebilith asks. I do not understand. It is... easy here. Easier than the vault below. There are things to hunt, slow and weak, and even the Darkest of Drow brings us tasty prisoners to torture when she has no further need for them. I would aid you in sowing pain and slaughter, but this is my home, where I would return after.

And then, as an afterthought—I am Eater-of-Screams, my mate is Withering-Treachery-of-Darkness, and soon again more of our nest-children shall hatch, and descent into the vault to find hunting ground for themselves.


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Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)

Shimsil directs the drow to remove the ring and hand it to Drisquar, so he has a matching set.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21

"oh... well.. I assumed they had you against your will, since you are said you are a devourer of demons and not drows ... but.. whatever." says the succubus shrugging her shoulders.

She focuses her ability to detect thought towards the room where the other Bebilith quickly emerged for an instant. Not to actually read her, but rather to locate her mind and send her a message telepathically.

"so... Withering-Treachery-of-Darkness. your mate knows you are unmatched and he surrendered to me. There is no need for you to be hurt. Just stand out of our way and we will do our bidding and leave your home before you know it.
Are we clear?"

Diplomacy: 1d20 + 22 ⇒ (8) + 22 = 30


Rocks fall, everyone dies

Demons, yes... they are just very rare here. But the Darkest of Drow brings us captured demons, when she is done with them.

And eventually, you get a response from the other Bebilith.

Fair. I will not fight you. But I know not why you are here, and I do not appreciate your presence. Head South, or East, and leave my nest as you came.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Zhu Da tusha moves to the two doors along the west wall, detecting psionic as he does so.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Having finished with the pile of bones, Anaxian moved to where Illia had scouted out the large door.

I just realized that Anaxian started the game with wands of detect secret doors and find traps. Each charge is worth a minute of duration, and it turns out both spells can be used at the same time. I'm using one charge off each wand.

Anaxian had a number of small ornaments set along the insides of what would be his forearms if he were a more humanoid creature. They were all different. A few were small gems. Some were bone. One was wood. They looked something like the surface piercing followers of Zon-Kuthon were known for.

In actuality they were the very tips of wands.

One of the first things Anaxian had done when he had successfully become a lich was alter his body in ways that, in his mind, were simply more efficient than the one nature had come up with. He had always hated his body, so it was arguable that he had gone a little overboard in his various modifications. Any sane creature would probably have balked at the idea of slitting open their own forelimbs in order to create narrow pockets where arcane tools could be kept.

Anaxian felt that sanity and insanity were both equally limiting, and instead looked at the various modifications he had made to himself in the sort of way an artist or an engineer might approach their own house. It was not for some sort of religious devotion or exploration, it was not to create some sort of amalgam of horror and beauty, and it was not to transcend any notion of self.

It was just because he didn't like the skin he lived in and wanted to renovate.

He tapped two of the small wand-tip ornaments like buttons, activating their magic and gazed at the door.

What?

Stop looking at me like that.


Rocks fall, everyone dies

Da tusha: doesn't detect anything magical about the doors to the west (or through the wall, as it's thick stone), but with his immense knowledge of magic he flawlessly identifies the scattered items lying around the floor.

Magic items currently on the floor of the Bebiliths' feeding room:

-Circlet of Persuasion
-Boots of Elvenkind
-+2 Adamantine Breastplate

The heavy door at the end of the room (the purple one) is locked with a high-level Arcane Lock spell.

Ah, what a great place to store wands! And I'll have to keep you informed about future traps in this dungeon.

Anaxian notices a secret door on the East side of the room, with a layer of webbing and dirt over it suggesting that the Bebiliths were unaware of its existance. The mechanism for opening the door, the spell tells you, is a complicated code phrase in Elven.

Elven Codephrase (if you can translate it):

Long live the true queen!

The door to the south (the purple door) is trapped, although Da tusha's spell may have also detected this, with what appears to be some sort of powerful spell. The trap, as far as you can tell, consists of symbols painted on the far side of the door, triggered only by someone opening the door from the other side.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Assuming I have the spells active. Each charge is only worth a minute of detection.

Using Prestidigitation to make the outline of the secret door glow.

Linguistics: 1d20 + 11 ⇒ (4) + 11 = 15

A hidden door lies there. It is opened by a phrase in what appears to be elven, which I do not speak.

The large door is sealed with a strong Arcane Lock and trapped with a powerful spell. The triggering mechanism seems to be symbols on the far side of the door that would be activated if it was opened from this side.

In addition, these items on the ground are enchanted. The circlet boots and breastplate glow as well.

Spying the large Gug skull, Anaxian walks over to it and spreads his wings over it. When he folds them again it is gone.

Two-headed bloody frozen mudra skeleton gug…


Rocks fall, everyone dies
Anaxian wrote:
The large door is sealed with a strong Arcane Lock and trapped with a powerful spell. The triggering mechanism seems to be symbols on the far side of the door that would be activated if it was opened from this side.

A clarification, in case it's unclear: if you open the door from your side, the trap won't fire.

Also, the passphrase in Elven is something you can still repeat, if not translate.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

As Zhu Da tusha moves to the southern door, both the circlet and the boots lift from the ground. The bag on his belt unties itself. The items make their way to him and place themselves inside the bag. When he gets to the door he looks it over slowly. This door is important. It is not only heavily trapped, but also sealed with an arcane lock.

Grabbed the items with far hand. I need not gesture and I can do this without emitting any type of display with no chance of failure.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

After pondering the southern door, Zhu Da tusha walks over to investigate the phrase Anaxian spoke of.

Long live the true queen.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Now we find out if the phrase needs to be spoken aloud or if magic can be triggered with telepathy...


Male Alacritous Bralani Stalker 5/Umbral Blade 4

"Perhaps I can slip underneath the door, and see what is on the other side, make sure its worth trying to open?"


Rocks fall, everyone dies

Assumign Delyliath keeps the Bebilith busy in conversation, the webs blocking sight should allow Da tusha to scoop up the scattered magic objects with no risk. Unfortunately, the secret door appears to only respond to words spoken aloud, as it does not respond to any of Da tusha's thoughts.

Drisquar is able to slip under the door, as the wood has warped enough over the years to permit the slightest of cracks.

Drisquar, if you cross the door:

On the other side of the door is inky blackness, though with your darkvision you're able to see that the floor immediately across the threshold drops off into a chasm of indeterminate depth, and about 50 feet wide. A matching door is visible across the chasm, and there are indications in the wall that a bridge was once built here but crumbled away at some point in the past.

The door you slipped under appears to be painted with a number of drippy and dusty arcane symbols of warding. The door on the far side bears no such runes, but is bordered at the top by an inscription, carved into the stone in a tongue you do not speak that uses Infernal runes.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Zhu Da tusha moves over to the bottom western door and glances it over once again. If he finds nothing, he opens it.

Perception: 1d20 + 22 ⇒ (15) + 22 = 37


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1

I keep forgetting I have them, but there are also two imps running about me. Unless they're not otherwise directed assume they're nearby me taking care of details. Opening doors, picking things up, etc.

"How do we open the door?"


Rocks fall, everyone dies
Malefeasance Efescent wrote:

I keep forgetting I have them, but there are also two imps running about me. Unless they're not otherwise directed assume they're nearby me taking care of details. Opening doors, picking things up, etc.

"How do we open the door?"

Right, and they've got that invisibility thing for maximum stealth.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Make separate aliases for them. After posting once as them, their names will attach to the 'Post As' scroll bar. I find that's a handy reminder.


Rocks fall, everyone dies
Anaxian wrote:
Make separate aliases for them. After posting once as them, their names will attach to the 'Post As' scroll bar. I find that's a handy reminder.

I believe he has; one of them showed up once or twice.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
The Dapper GM wrote:
Anaxian wrote:
Make separate aliases for them. After posting once as them, their names will attach to the 'Post As' scroll bar. I find that's a handy reminder.
I believe he has; one of them showed up once or twice.

I've posted as both of them before. I'm just not sure what to do with them exactly. They're functional little spies and such, but not much use combat wise. Maybe I'll make them wand jockeys or something


Rocks fall, everyone dies

Hearing the passphrase repeated telepathically, Mal speaks it out loud, and the secret door slides open.

The chamber inside is about ten feet wide, with a roof that slopes downwards, and some old, crumbling furniture and paintings. In the middle of the room, near the ceiling, a female Drow of slight build hangs in the air, immobile, bearing the splendid (and oddly dangling) garb of nobility.

Detect Magic + Knowledge (arcana) DC 23):

The Elf's clothing glitters with a number of distinct magical effects. Overall, however, the major spell in the room appears to be a Temporal Stasis spell.

Knowledge (history) or (nobility) DC 18:

The elf's clothing, and the subjects of the painting, are old and strange, suggesting this room was decorated during a time several centuries in Lavosha's past.

* * *

Da tusha, undeterred, moves into the room to the West. This room is mostly empty, save for various piles of bones and refuse. A cold wind blows in from the south, where a ten-foot-wide hole has been torn in the wall, a hole halfheartedly barricaded with webs, planks and broken weapons.

Through the hole, there is darkness, and some sort of cavern. Updating map.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Well... Huh. Illia looked at the dangling drow and wasn't able to draw any conclusions.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1

"What shall we do with that?" Indicating the floating elf


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Kill it. Anaxian said, sparing the floating drow only a cursory glance.

Know. Arcana: 1d20 + 20 ⇒ (8) + 20 = 28

Know. History: 1d20 + 13 ⇒ (2) + 13 = 15


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Zhu Da tusha, without lingering, checks the second western door.


Rocks fall, everyone dies

When Da tush a opens the second door, the other Bebilith is there to greet him, staring somewhat grumpily. Please, she intones telepathically, Leave me and mine alone. There are things to be found elsewhere.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

Make a perception for me if there is anything I might spot, but assuming there is nothing else of interest...

Very well demon. The illithid shuts the door and re-joins the rest of the members in the room.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I speak and read Infernal, plus I have Truespeak, which doesn't let me read any languages, but maybe a bonus of some sort could apply?

Also, is there a platform or ledge I can reform on? Either side works


Rocks fall, everyone dies
Drisquar wrote:

I speak and read Infernal, plus I have Truespeak, which doesn't let me read any languages, but maybe a bonus of some sort could apply?

Also, is there a platform or ledge I can reform on? Either side works

Unfortunately, it is in Abyssal—which uses the Infernal alphabet—and without linguistics I don't think translation is possible. Truespeak has speech-based flavor, so I'm going to say probably not.

There is a door 50' across the chasm, similarly locked (which I did not draw on the map), on the other end of the collapsed bridge, but not enough room to stand. Drisquar can also dimly see the shape of a bridge in the distance, to the East.

Anaxian, you correctly identified the Temporal Stasis spell, so you should know that a creature under the effect of that spell cannot be harmed.


Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22

I speak abyssal

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