DM Zyren's Heart of Light

Game Master Zyrenity

An epic search for the Amethyst heptagon leads a party of fresh graduates through the northern reaches of Ustalav. Based in Karcau, the party visits places like the dark Castle Jarovich or the dangerous alleys of Carrion Hill.


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Venture Captain since December 2014

"Johenric, you are a most clever sort. I am embarrassed to say I did not recognize it. However, we certainly make a good team together!"

Solaric will follow Pitr down the NE stairs.


M Chelish Fighter

I haven't made it to the stairs yet.

Pitr pulls the gray cloth away. "Huh, a secret door. Kirk, you think you can get this door open or else I can try and force it in."


Venture Captain since December 2014

"This most certainly looks as if nobody wants us to find the door. Someone has also barricaded it to try prevent our entrance."

Solaric tries to force it open with brute strength.

Strength Check 1d20 + 3 ⇒ (9) + 3 = 12

"This appears relatively secure. Kirk, do you want to try?"


"I'll do my best." Kirk sets down his pack and retrieves a leather kit from the folds, then crouches in front of the door.

Perception 1d20 + 10 ⇒ (18) + 10 = 28
Disable Device 1d20 + 15 ⇒ (18) + 15 = 33


Male Half-Elf Wizard/9

As the light moves away, Johenric stops scribing.

...I was anyhow nearly finished... he say with a sigh. As he does not want to sit alone in the dark he moves to Pitr, Kirk and Solaris.

Hey guys, you do not believe it, but one of the symbol shows similarities...

and with a surprised voice he says: uh...a secret door....


Picking the lock is a piece of cake, however that does not solve the problem of it being barricaded. Your first attempt of pushing it open was far too feeble. (DC 24).


Venture Captain since December 2014

"It must be barricaded. Kirk, Pitr, let's try pushing it together and see if we can open this up."

Take (10) + 3 = 13 if permissible, but otherwise.

Strength Check 1d20 + 3 ⇒ (5) + 3 = 8


Take 10 is permitted, take 20 also...but takes its time. If you press together your results only count as 75% in summation (since there is not enough space for two people to press). (so Solaric's 13 would count as 10)


Venture Captain since December 2014

Let's see if Kirk or Pitr can do it with Solaric, otherwise we will end up taking the 20.


Male Dwarf 6 Fighter (Tower Shield)

STR 1d20 + 3 ⇒ (14) + 3 = 17

Putting his weight into the door,Harl says, "Elves are far too twiggy for work like this boy."


Not enough, even rounded up only 23 :)


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Victoria watches on, not wanting to break a nail.

"Perhaps we come back later with some better tools?"


Venture Captain since December 2014

"Hey who are you calling twiggy? I would like to see you do better!"


M Chelish Fighter

strength 1d20 + 4 ⇒ (14) + 4 = 18

Pitr grunts. "Well, if anyone's behind it, they've heard us now." And he crashes against it until it gives.
Take 20=DC 24


With a grinding sound the door is slowly pushed open by you. A lot of rubble lies beyond the door and you have a hard tiime opening it. Once you have managed it, you find yourself in a long chamber whose walls are of brick and the ceiling whose supported by stone arches. Remnants of bedrolls and other camping equipment lie along the southern wall.

At the opposite end of the room (east) is another door, also barricaded with rubble, but this time from your side, so you guess after some minutes of carrying stones around you could open it.


Venture Captain since December 2014

"This looks like they have had some residents camping out here. I suspect they were unwelcome guests."

Solaric looks carefully around the chamber for any further evidence of who may have stayed here. He especially looks through the camping equipment.

Take (10) + 7 = 17 Perception


Male Half-Elf Wizard/9

Johenric waits at the door and casts detect magic. Having the magical view, Johenric observes the recently opened room carefully.

Perception 1d20 + 7 ⇒ (14) + 7 = 21


M Chelish Fighter

Pitr is confused, "Now how did they manage to get out after blocking both exits?"


@ Pitr, you think the rubble that is blocking the second door wasn't put there intentionally, it rather looks like a tremor or something similar made the ceiling collapse right in front of the door.

@ Johenric:

There are no signs of magic.

@ Solaric:

The camping equipment looks rather mundane, but you guess it can't be lying here for more than some days. Judging by the bedrools you think that about five people camped here.

I scanned the map.

Sunless Grove


Venture Captain since December 2014

"I wonder who these campers were and if they had anything to do with the attack of the slime creature."


M Chelish Fighter

"I dunno. This next door looks to have been blocked by a ceiling collapse. Maybe there will be more clues in the next room."

Pitr starts hauling rocks away.


Kirk moves to help Pitr clear the next pile of rubble.

Str 1d20 + 2 ⇒ (11) + 2 = 13


Venture Captain since December 2014

"You two look like you are doing very well with the digging, but if you need my assistance, I would be pleased to lend a hand."


Sunless Grove

After about twenty minutes of clearing the rubble, you are able to push the door open. The room behind it does not look much better, several piles of rubble from caved in walls and collapsed ceiling fill the room.


Male Half-Elf Wizard/9

Johenric walks to the door, casts detect magic and observes the room.

Perception 1d20 + 7 ⇒ (4) + 7 = 11


Venture Captain since December 2014

Solaric will walk around the chamber carefully, looking for clues or anything of note.

Perception 1d20 + 7 ⇒ (12) + 7 = 19


M Chelish Fighter

Pitr follows Solaric eager to point out anything he missed.
maybe too eager ; )

assist perception 1d20 + 5 ⇒ (4) + 5 = 9


You enter the room and as Solaric begins to investigate the rubble, suddenly several small humanoids

Knowledge Dungeoneering DC 15:
Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of filthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still.
] jump out of their hideouts trying to attack you. However, Solaric's keen senses save ou from being surprised.

There is no magic in the room, Johenric.

Pitr's Initiative1d20 + 2 ⇒ (12) + 2 = 14
Kirk's Initiative1d20 + 6 ⇒ (4) + 6 = 10
Solaric's Initiative1d20 + 2 ⇒ (14) + 2 = 16
Victoria's Initiative1d20 + 1 ⇒ (7) + 1 = 8
Johenric's Initiative1d20 + 10 ⇒ (8) + 10 = 18
Harl's Initiative1d20 + 1 ⇒ (16) + 1 = 17
Dark Creepers' Initiative1d20 + 3 ⇒ (7) + 3 = 10

Battle Mat


Venture Captain since December 2014

Round 1

Solaric attacks the humanoid directly north of him (AR 20)

Longsword 1d20 + 8 ⇒ (4) + 8 = 12
Damage 1d8 + 4 ⇒ (7) + 4 = 11


Male Half-Elf Wizard/9

Johenric takes his light crossbow and fires on AR23.

Light Crossbow 1d20 + 2 ⇒ (9) + 2 = 11
Damage 1d8 ⇒ 2

and shouts towards Victoria, Harl, and Kirk:
Monsters, hard contact with monsters!


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Victoria moves behind Johenric and Hexes one of the standing opponents.

Slumber DC16:
(Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


M Chelish Fighter

In an instant Pitr unsheaths Savant stepping forward and the chops viciously downward at the creature in front of him.

(power attack) 1d20 + 9 ⇒ (18) + 9 = 27
damage 1d10 + 14 ⇒ (2) + 14 = 16

if that hits, cleave to next one (AR22)?

(power attack) 1d20 + 9 ⇒ (19) + 9 = 28
damage 1d10 + 14 ⇒ (6) + 14 = 20

threat 1d20 + 9 ⇒ (5) + 9 = 14
damage 1d10 + 14 ⇒ (5) + 14 = 19

AC: -2 to 20, hp: 61


Will save1d20 + 1 ⇒ (13) + 1 = 14

The dark creeper targeted by Vicky slumps to the ground...dreaming of better times.

Pitr hacks the second dark creeper to pieces, but suddenly there is an outburst of light!

When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. The save is Constitution-based.

The only other not sleeping dark ceeper squeaks as the flash hits it eyes and rolls on the ground.

Battle Mat


Kirk runs through both rooms and tries to get behind the creatures.

Acrobatics 1d20 + 15 ⇒ (6) + 15 = 21

Trying to get to AQ 21 if possible. If not, as close to the creepers as possible.


Venture Captain since December 2014

Fort Save 1d20 + 11 ⇒ (6) + 11 = 17

Round 2

Solaric will work to take down the already wounded one at AR 21.

Longsword 1d20 + 8 ⇒ (12) + 8 = 20
Damage 1d8 + 4 ⇒ (6) + 4 = 10


Male Half-Elf Wizard/9

Round 2

Johenric fires again to AR 21.

Light Crossbow 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8
Damage 1d8 ⇒ 4


With a quick strike Solaric finishes the second dark creeper who also explodes in a nova of light!

We don't need saves, since the last one is hapless anyway.

With an aggressive and fast attack the party dispatched the three dark creepers easily.


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

"They were not terribly...bright" Victoria allows herself a slightly evil and wicked quiet chuckle.


M Chelish Fighter

Fort save 1d20 + 11 ⇒ (11) + 11 = 22

"...but apparently had a flash of insight at the end. I wonder what they were doing here?"

Pitr searches what is left of their bodies and takes his time sifting through the room.
take 20= 25


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Detect magic on them and the room.

"Good question, perhaps the nature of their equipment may reveal some clues"


Only non magic daggers and rags remain...hey, but one is still alive, just sleeping!


M Chelish Fighter

Pitr ties the shadey midget up and slaps it awake for questioning.

"You speak Common? How about you tell us what's going on here or I brighten up your miserable life like your buddies there."
intimidate 1d20 + 7 ⇒ (17) + 7 = 24


Venture Captain since December 2014

"What my angry companion is trying to say is, Who are you and what is your role in the attack on the surface?"

Diplomacy 1d20 + 13 ⇒ (14) + 13 = 27


With a squeak, the small grey figures awakens

Waaah! Stop hitting stop the hit stop elf hit drow, Whaa!


Venture Captain since December 2014

"Relax, fella and please answer the questions put to you. If you cooperate, perhaps the hitting will stop!"

Solaric eyes Pitr, nonverbally urging him to restrain himself from hitting the dark creeper.


Dark creepers, absolute pariahs in the drow society, don't trust the dark elves easily and so he goes on squeaking and relaxes only very slowly...

What you hit not stop thank will you?

His gibberish is nearly unbearable...


Venture Captain since December 2014

"Not all Drow kill without mercy. But, you better answer the questions soon, or this one may consider it. Now tell me, what . . . are . . . you . . . doing . . . here?"


You just hope that the creeper understood you...

I men city protect camp down monster Waah!


Male Half-Elf Wizard/9

Johenric moves towards Solaric and Pitr, and bends forward to Solaric. With an exotic language Johenric whispers to him.

Celestial:
I see two eventualities why these creature communicates in a very broken way: a) their intelligence is not educated well enough or b) their skill in the common language is poor. Assuming b) is correct and you are able to speak the language of the drow, I recommend to use to use undercommen...

After Johenric finished, he moves back behind Solaric and Pitr.


"Uhhhh... did you hit that thing a little too hard, Pitr?" Kirk eyes the small creature questionably, as if he doesn't trust it to not explode with light at its own will.

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