Artefacts of Olindor - A Rogue and her Blade

Game Master ellequoi

A plague has struck the city of Cairdus, and it's up to one fast-talking bar owner to do something about it, by hook or by crook!


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ellequoi wrote:
The screaming is coming from the storage room level.

Oh... then I'll make a thorough search of the lower storage room.

Perception (Take 20): 20 + 10 = 30

Laëlynn carefully searches through the storage room. Focusing extra attention in the direction of the screaming, she looks for any hidden passages and checks the bottom of every crate and barrel for any false bottoms.


On the southern wall, there is a ventilation tunnel at least a foot wide about seven feet off the ground. The grating is about half an inch thick of iron, rusted but still fairly strong-looking.


Using some of the storage crates and barrels for a make shift platform, Laëlynn tries to look through the ventilation shaft, then listens very carefully trying to make out any sounds or words.

Could I use a disable device check to open the shaft? Is it large enough for me to crawl through?


You may (let's say DC 25). It will be large enough to crawl through, though you won't have full range of movement while inside.


disable device: 1d20 + 17 ⇒ (9) + 17 = 26

After prying off the cover from the ventilation shaft, Laëlynn climbs inside and quietly slides into the shaft. She slowly progresses through the shaft toward the sounds.

stealth: 1d20 + 14 ⇒ (20) + 14 = 34


The cursing gets louder, echoing through the vents. Laëlynn approaches a fork in the path shortly, but she's not the first one here. Further down the vent is a rats' nest.

Roll Initiative. Thanks to your excellent Stealth roll, you get the surprise round. Due to the cramped space of the tunnel, you can only get one hand free to attack with and are flat-footed.


Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

How many rats are there? given the cramped quarters, I can only assume that I would have sheathed my blade as it is 2-handed and drawn my dagger.

Ew! Nasty creatures! Laëlynn fights through the terror that is the thought of rats and strikes at the nearest rodent with her dagger.

Ornate Dagger: 1d20 + 9 ⇒ (18) + 9 = 27 for piercing damage of : 1d4 - 1 + 4d6 ⇒ (1) - 1 + (6, 3, 1, 5) = 15


There are (or should I say, were) 3 dire rats. Didn't have my book handy at the time!

Initiative:
Dire Rat 2
Dire Rat 1
Laëlynn

DM Screen:
Initiative - Dire Rat 1: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative - Dire Rat 2: 1d20 + 3 ⇒ (18) + 3 = 21

Attack - Dire Rat 2: 1d20 + 1 ⇒ (14) + 1 = 15
Attack - Dire Rat 1: 1d20 + 1 ⇒ (13) + 1 = 14
Damage - Dire Rat 2: 1d4 ⇒ 4
Damage - Dire Rat 1: 1d4 ⇒ 4

Laëlynn sneaks up on the nest of dire rats and takes one out with a fierce stab of her dagger. The remaining two rats bite her sharply in retaliation, their pincer-like teeth breaking skin.

Laëlynn takes 8 damage. Roll 2 Fort saves.


Fort1: 1d20 + 4 ⇒ (12) + 4 = 16
Fort2: 1d20 + 4 ⇒ (18) + 4 = 22

Laëlynn feints an attack with her dagger, only to bring it accross her face and at the creature from the opposite direction.

Bluff(Feint): 1d20 + 12 ⇒ (3) + 12 = 15

Dagger: 1d20 + 9 ⇒ (5) + 9 = 14 for piercing damage of : 1d4 - 1 ⇒ (3) - 1 = 2
Additional damage if feint successful: 4d6 ⇒ (2, 2, 3, 3) = 10


Laëlynn takes out another rat. One remains.

DM Screen:
Attack - Dire Rat: 1d20 + 1 ⇒ (14) + 1 = 15
Damage - Dire Rat 1: 1d4 ⇒ 3

Laëlynn takes 3 damage.


Laëlynn, frustrated with her tight quarters and knowing that she is much more vulnerable in the shaft, feints at the last dire rat and looks fro an opportunity to attack it. Seeing it move in reaction to her bluff, she takes a stab at the rodent.

Bluff(Feint): 1d20 + 12 ⇒ (3) + 12 = 15

Dagger: 1d20 + 9 ⇒ (17) + 9 = 26 for piercing damage of : 1d4 - 1 + 4d6 ⇒ (1) - 1 + (6, 3, 4, 3) = 16


The last rat squeals then slumps over, taken down by Laëlynn's blade. It's a tight and unpleasant squeeze past the rat corpses. The tunnel continues straight but also forks off to the left.


Repulsed by the dire rat blood, Laëlynn crawls past the rodents and approaches the fork. The elf slows her breathing and closes her eyes, listening intently for the direction of the cries.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


The cries are coming from the left tunnel.


Laëlynn strains to listen to the cries. Realizing that they come from the left tunnel she, puts the dagger between her teeth and quietly makes her way.

Stealth: 1d20 + 14 ⇒ (11) + 14 = 25


The tunnel leads to a vent with light shining through. It will need to be unscrewed or broken out of (Disable Device or Strength check).

Laëlynn can see a room through the vent. The room is lit only by seven candles on tall stands arranged in a large circle. In the center of the circle of candles is a circle on the floor drawn with silver dust. In the circle is a large, vaguely humanoid figure - the source of all the screaming.

Its face is misshapen with pointed ears, jagged teeth, and yellow eyes. Its bones show through its skin, which is covered by a red slime. Its hands end in long sharp claws.

Knowledge (Religion) - DC 17:
This creature is a babau, a chaotic evil outsider. The slime coating it is acidic and can damage weapons. Cold iron or good-aligned weapons damage it more easily, and it is resistant or immune to many types of attacks.

DM Screen:
1d20 + 19 - 5 - 5 ⇒ (14) + 19 - 5 - 5 = 23


Know(Religion) - Untrained: 1d20 ⇒ 3

Laëlynn looks on at the creature with awe. What, in the name of all the gods, is that? She watches carefully for a moment wondering if the creature is in pain and anguish or if the cause of its screaming is something entirely different. Confused, she looks about the room to see if there are any other entrances to this room.

She regains her composure and decides that she will make note of that creature and ask Father Arden about it after this ordeal. After studying the creature and committing its description to memory, she slowly makes her way back to the storage room, and then back into the entry room into the manor.

Stealth: 1d20 + 14 ⇒ (13) + 14 = 27


By entry room, do you mean the kitchen you came in through?

DM Screen:
1d20 + 19 - 5 - 5 ⇒ (17) + 19 - 5 - 5 = 26
1d20 + 8 ⇒ (8) + 8 = 16
1d20 + 8 ⇒ (19) + 8 = 27

Laëlynn successfully backtracks.


Yes, the kitchen.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


Laëlynn can hear a murmur a few rooms off and a stray bark from the yard. There are two interior doors in the kitchen that lead south and east.


There is something strange going on here... I am certain of it... and I have that uneasy feeling that it has something to do with the Star of Olindor... what have you gotten yourself into, Laëlynn ...

Laëlynn tiptoes across the wooden planked floor to the south door and slowly opens the door, peaking around the corner.


The small room is simple and nearly bare. There are two simple wooden tables in opposite corners, each surrounded by a number of equally basic chairs. There a door on the east wall of the room, a sliver of light filtering in through the cracks.


Laëlynn checks the tables and chairs for any items before sneaking across the room to the door on the east wall listening intently for any sounds.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

If nothing is perceived at the door...

Holding her elven balde in her right hand, Laëlynn opens the door being as quiet as possible and slips through the door.

Stealth: 1d20 + 14 ⇒ (18) + 14 = 32


Laëlynn sees a silhouette flicker across the light coming from the hallway.

If she chooses to continue...:

This is the hallway that gives Whitehall Manor its name. The floor is laid with stones of white marble, and the walls are plastered white. White marble columns stand on either side of the hall spaced every ten feet, each holding an everburning torch. Instead of traditional portraits, marble busts of the former occupants line the hall. The ceiling stretches two stories, and a railed walkway on the upper story encircles this level. At the far end, two marble staircases lead up.

There are two guards on either end of the hall, three doors on the opposite side of the hallway, and two other doors on her side of the hallway.

DM Screen:
1d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (18) + 8 = 26


Laëlynn moves quickly and quietly to the door on the same side of the hallway as the one she just came through.

Stealth: 1d20 + 14 ⇒ (16) + 14 = 30

Is it possible to stealth past the guard near the stairs leading up? If so, she'll head that way first.


Yes, you may take the stairs.

Spoiler:
1d20 + 8 ⇒ (9) + 8 = 171d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (16) + 8 = 241d20 + 8 ⇒ (5) + 8 = 13

Laëlynn creeps along the hall, pausing often to keep out of the guards' sight. One guard breaks the tense silence to say to the other, "D'y'ever wonder why buns always come in a dozen?" Fortunately, this puzzle is enough to distract them enough from their duties for Laëlynn to pass unnoticed.

The stairs lead to a wide landing, in the center of which is five-foot wide, eight-foot high stained glass window featuring a knight in shining armor standing on the head of a green dragon the knight presumable slew.

Off of the landing there is a five-foot hallway, which circles the entire floor and overlooks the main hall. The light from the main hall illuminates the upstairs hallway. A wooden banister prevents anybody from accidentally falling off the ledge.

There are a total of five doors leading off the landing - two right off either side of the stairs, two in the southwest, and one in the southeast.

Two guards are standing outside the southeast door. A silent game of cat's cradle appears to be in progress. Neither guard looks very engrossed, pausing to scan the hallway every now and then.


Well, no going through that door without alerting the entire house. Perhaps I can get into an adjoining room.

Laëlynn works herself to the room next to the guarded room, and tries to slip in through the door.

If going into that room totally exposes her to the guards, she will pick a room further away.


DM Screen:
1d100 ⇒ 93

DC 25 to unlock the door, roll a Stealth check to go with it if that's what you want to do. The longer it takes, the greater chance of a guard noticing you...


Disable Device: 1d20 + 17 ⇒ (18) + 17 = 35
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16

Laëlynn quickly and expertly disables the lock. As she opens the door to step through, however, she momentarily drops a single lock picking tool. It pings off the floor once, before she scoops it up and slips into the room.


DM Screen:
1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (18) + 5 = 23

G1 Initiative: 1d20 ⇒ 20
G2 Initiative: 1d20 ⇒ 16
Laëlynn Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

G1 Attack: 1d20 + 6 ⇒ (3) + 6 = 9

Initiative:
Laëlynn
Guard 1
Guard 2

Laëlynn hears a cry of, "Stop, thief!" soon after dropping the fateful lockpick and finds two guards charging at either side of her, getting right in her face (surprise round, going to the guards).


Sorry for the delay. We had a nasty respiratory virus go through our house. I was out of commission for a few days.

Damn...

Laëlynn feints, making the guards think for a moment that she is jumping off the balcony. Using that bluff to her advantage, she uses the blunt end of her blade to knock out the first furthest from the stairs.

Move Action: Bluff(Feint) to deny dex. Std Action: Non-lethal attack at -4

Bluff(feint): 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
+1 Keen Elven Curve Blade: 1d20 + 10 ⇒ (15) + 10 = 25 for non-lethal damage of : 1d10 + 7 + 4d6 ⇒ (2) + 7 + (6, 4, 2, 4) = 25 Guard is Disorientated; -2 atk for 1 rd.
Confirm Crit: 1d20 + 10 ⇒ (2) + 10 = 12 for non-lethal damage of : 1d10 + 7 ⇒ (8) + 7 = 15


DM Screen:
Guard 1 = 14/29, stunned

Guard 2 Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Guard 2 Damage: 1d8 + 1 ⇒ (2) + 1 = 3

The guard hit by Laëlynn drops his weapon and holds his head, unable to act after the fearsome blow he was dealt (we'll throw a stun on this crit!). The other takes an opening to lash out at Laëlynn, striking with his longsword for 3 damage.


Couple of questions: Are the guards from below reacting to the fight upstairs? I think Laëlynn's natural tendency is to disable not kill, but 2v1 and more guards nearby has her a little concerned. Can you give me a feel for the town's culture here? Should I be avoiding killing these guards? Could I use lethal force then stabilize them afterwards? Just trying to get a feel for how I should play this.


Sorry for the delay, work's been crazy lately. You can roll Perception to find out about downstairs. The Father did have some rules on hurting people. If you think you could handle stabilizing after the fact, you could give it a go, but those sneak attacks pack quite a punch - Guard 1 is bloodied.


Laëlynn glances over the rail at the stairs to see if the guards below have moved.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Unsure of the situation downstairs, the rogue steps on the fallen blade of the stunned guard, then nimble catches the hilt of the other guard's blade attempting to disarm him as well.

Disarm: 1d20 + 11 ⇒ (8) + 11 = 19

If possible, she'll try the following as a move action.

Laëlynn slips her foot below the previously fallen blade and kicks up towards her waist. With a quick snatch, she snags the hilt of the blade and points the blade at the stunned guard while pointing her own blade at the disarmed one. "Hush now... not a word... you may see the morning sun if you quietly surrender..."

Would you like an acrobatics check or a sleight of hand, perhaps?


Downstairs, it sounds as if the guards are talking, and then footsteps start to move closer. Laëlynn can't see if anyone is on the stairs from her perspective.

Laëlynn successfully disarms the second guard.

Let's say Sleight of Hand - as a rogue skill, it should come up more! Then the guards will act.


Are the footsteps coming up the stairs, on the second floor or down below?

Perception on the footsteps: 1d20 + 10 ⇒ (3) + 10 = 13

Sleight of Hand: 1d20 + 14 ⇒ (12) + 14 = 26

Pointing through the nearest door, Laëlynn quietly whispers, "What's behind the door? Quick... answer me."


Either down below or coming up the stairs. Laëlynn probably doesn't have much time.

DM Screen:
Guard Grapple: 1d20 + 4 ⇒ (16) + 4 = 20

The stunned guard comes to and grabs Laëlynn to subdue her, although he leaves his side unprotected for a moment as he does.

The other guard, at the same time, says, "That's the wizard Elskar's room."


AOO: 1d20 + 10 ⇒ (7) + 10 = 17 for non lethal damage of : 1d10 + 7 ⇒ (9) + 7 = 16


The guard grappling Laëlynn winces at the heavy blow to his side but holds her fast. Another guard comes charging up the stairs, crossbow out, almost reaching the top, and says, "Halt!"

The new guard is ~20' away. It is Laëlynn's turn now.


Laëlynn attempts to escape the grapple by the guard.

Grapple: 1d20 + 9 ⇒ (14) + 9 = 23

Internet wsa down for an extended time. Sorry.


Laëlynn manages to wrest control of the grapple from the guard. The guard she is holding the sword to says, "Caught this one snooping around."

The guard at the top of the stairs moves a few steps closer and says, "Drop your weapons and release that guard, or I'll shoot."


Laëlynn studies the guards for any weakness or trepidation in their resolve. She knows that this may be her only chance to explore the manor. Time for words now, Laëlynn...

Sense Motive: 1d20 + 9 ⇒ (14) + 9 = 23

Trying to see if they have any desire to back down or if they are willing to risk their lives.

"Take a breath and understand this... you are alive right now only by my mercy. I decided to bypass your dogs and infiltrated this compound... and I did. I decided to enter the manor without so much as a sound to alert you... and I did. I decided to leave you alive as I do not want to hurt anyone here... and I did. Up until this moment I have done exactly what I wanted... So, what makes you think that I can't just decide to kill all three of you... and do it," she says calmly with just a hint of a smirk upon her face.

"Now... I'm here for one purpose and one purpose only. To retrieve an item in the Baron's possession... not for my own benefit, but for that of the people of Cairdus. So, now it is time for you to make a decision. Decide to attack me, and you will die. Or decide to surrender, and I will let you live. You have 3 seconds to decide. 1... 2..."

Intimidate: 1d20 + 7 ⇒ (18) + 7 = 25


The guards seem pretty hesitant to strike, and Laëlynn's words are striking a chord. They do not seem willing to risk their lives.

DM Screen:
Guard 1: 1d6 ⇒ 2
Guard 2: 1d6 ⇒ 4
Guard 3: 1d6 ⇒ 2

The guard at the top of the stairs pales and lowers his crossbow. He exchanges looks with the other guards, and they all start talking very quickly.

"Look, we can't just... the Baron is a dangerous man, you know? We're aware of how bad the situation is in the city. If we could tell you how the Baron's blessings worked, we would."

The guard Laëlynn is restraining stops struggling and sighs. "We haven't seen him take anything out of there."

The cornered guard looks around the landing and says, "We can't give you much time, or much information. We're not even supposed to let you take anything. We can get you into the dungeons to talk to the prisoners. They might know more."


Laëlynn looks down at the guard she is restraining, "Take anything out of Where? Does he have a vault? Or some other protected area?"

If that line of questioning does produce results or other answers, she'll continue with...

"What prisoners is the Baron holding? Take me to them."


The guard replies, "I don't know of anything specific, or anywhere other than his bedroom. He always goes into the parlor from his study to conduct the blessings."

The guard on top of the stairs says, "There's a dwarven craftswoman and a man from the church. Dunno what the Baron wanted with them. Captain Azalor might have been behind it."


Do I know capitan Azalor?

Knowledge(Local): 1d20 + 10 ⇒ (9) + 10 = 19

"Take me to the parlor first and then we'll go to the dungeons," she says and then releases the guard.


Sorry about the long delay! Had some bad complications with medication this week.

Azalor is the Captain of the Guards for Baron Velstaf. He is a powerful warrior who wields a double-bladed sword. Azalor is versed in dark clerical realms, making him sometimes cruel and ruthless, which in turn has led him to be not very popular.

The guards look at each other with trepidation. The one closest to the stairs sighs and says, "I'll clear the way first, make sure none of the others see us," and goes off, muttering darkly.

The one who had been grappling Laëlynn wriggles a little, while the other smirks and runs other to the top of the stairs to keep an eye out. After a moment, he nods to Laëlynn and starts descending.

Feel free to add any actions you'd like to add in-between...
The guard leads Laëlynn to the middle door on the opposite side of the hallway she had crept in from. He gestures towards the door.

"Not sure there'll be much to see in there, but that's the parlor where the Baron does the blessings."

"We'll be out here trying not to get caught," says the other guard, looking uncomfortable.

The door is not locked. The parlor is a large luxurious room. There are thick velvet-cushioned chairs, bright gold leaf inlaid on the walls, and a fireplace to one side of the room. There is a door along the north wall, although this one is locked.


Laëlynn smiles and nods to the guards. Can I really trust these guys... that was surprisingly easy to turn them... she thinks to herself. Looking at the two guards that are leading her down the stairs. "What type of 'blessings' is the Baron doing? Seems a bit odd, that he would be so.., well, religious. Don't you think?"

Do I get any sense from the three guards that they are trying to deceive me, and will alert the Captain or any other guards.

Sense Motive: 1d20 + 11 ⇒ (12) + 11 = 23

Laëlynn follows the two guards to the parlor keeping an ear out for any alarms or noises outside. She is still very nervous that the guards turned so easily and quickly.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28

Once inside the parlor, she surveys the room looking for anything that looks religious in nature. Then heads to the locked door and inspects it for any traps before attempting to open it.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Disable Device: 1d20 + 17 ⇒ (20) + 17 = 37


The guards shrug. "Azalor is religious," offers one.

The guards seem awfully apprehensive, whether of Laëlynn or the Baron. Their cooperation may not last long once they've thought through the consequences, although her words initially swayed them.

Laëlynn can see nothing amiss about the room or the door. She manages to jimmy the lock and finds herself in a well-decorated, but not lavish, room. Bookcases line the inner walls, and a writing desk is set beneath a window, moonlight shining in.

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