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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Male Half-Elf Wizard/9

If he does study, we want to support him.


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

"Why yes certainly, perhaps you could prepare some tea for us.We will be back soon to share it with you, perhaps you could be a dear and ensure that the others don't interrupt us helping Crove"

"What an amazing place you have here, is there anything I should take care to avoid? A wonderful man like you no doubt would know such things"

Victoria spends a short moment inflating the mans ego and ingratiating herself...

Diplomacy 1d20 + 14 ⇒ (17) + 14 = 31


Venture Captain since December 2014

Solaric holds his tongue for a moment and smiles as he watches the Countess exercise her remarkable charm and influence over the unsuspecting dolt.


The dumb man grins and replies in a now nearly friendly tone

Well betta watch out for'e lunatics and other orderlies, kay, sweety? Especiall Bargo will be furious if he finds ye, heh! I make tea now.

And with that he turns around and walks back into the kitchen.


Venture Captain since December 2014

"Impressive, your Grace! I see I have much I can still learn from you. Well, let's see if we can find some stairs down and see what Crove is up to. Let's try this way!"

Solaric leads the party northward to AV13 and looks west.

Which way is to the kitchen where the orderly returned to?


M Chelish Fighter

room D17 looks to be the kitchen.

"Too bad we didn't get any directions."


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

"Normally men are so bad at providing them" Victoria replies dismissively.


Venture Captain since December 2014
Victoria wrote:
""Normally men are so bad at providing them"

Solaric comments, "Perhaps that is because we usually know where we are going and simply do not ask for them. Hence we never hear directions given."


Asylum

D17 is the kitchen, right.

You walk down the dark stony corridor and as you take a look arround the corner, you spot two more orderlies standing in front of a large door, loudly discussing the physical qualities of "Imara".


Venture Captain since December 2014

Edited

Solaric returns around the corner and confers with his companions.

"Ok, what do you suggest? We have two orderlies guarding a door. Do you want to bluff our way past these guys, or simply take a different route?"


Expletive Deleted.


M Chelish Fighter

Pitr hangs back around the corner ready to attack if it comes to that.


Yeah, no problem, we can ignore Solaric's action (if you all decide that way). Please discuss your next step and tell me what you are really going to do.


M Chelish Fighter

I imagine they are guarding the door to the dungeon. The question is how to get past them without bringing an army of orderlies down on us. I wish that hypnotism, color spray and sleep were modified so they didn't become useless about 5th level...
maybe Countes could throw down a shoggoth illusion to chase them off? n'ermind. it's only silent image which wouldn't really cover it. iguess her feminine wiles are her strength although i do like the coughing up of the swarm ball. thoughts?


Venture Captain since December 2014

Sorry about that. I edited the above post. Solaric would certainly not like to kill off innocents needlessly, but he would totally support a distraction. The Yog Sothoth is a good idea. Could the Countess pull off an illusion that would send them running away. However, we still don't even know how to get downstairs.

"The orderlies are guarding the door up ahead. Although we urgently need to find our way to Crove, I am not convinced that these workers need to be slain. We needed a distraction of sorts for them. Do you think we could convince them that they are needed elsewhere?"


Male Half-Elf Wizard/9

I propose you Solaric use diplomacy. I only know a spell creating a fixed illusion. But at the moment I do not see how this will help us here...


Venture Captain since December 2014

"Perhaps I should check to see if they give off any evil auras before I try my diplomacy."

Solaric will discretely cast detect evil and see if either of the two ordlies give off an aura of evil.


@ Solaric:

You don't sense any evil, but maybe these orderlies are just not powerful enough.


Male Half-Elf Wizard/9

Victoria, I memorized a spell which creates sound and a spell which creates a silent image. Do you posses any spell which would - in combination with the one or the other - lead to a sufficient result?

My proposal would be directly talk to them.


Venture Captain since December 2014
Johenric wrote:
"My proposal would be directly talk to them."

"Thank you for the encouragement, Johenric. I do not detect any evil. Perhaps with some manners they will let us through."

Solaric walks up to the orderlies and confronts them.

"Well met, gentlemen! I am Solaric Zekkaran, and we are Karcau's Chosen. I am looking for Waldur Crove, and the other orderly sent us this way. Could you be kind enough to lead us the rest of the way downstairs?"

Touch of Glory +2

Diplomacy 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24


The orderlies stop their talk at once and seem totally surprised, maybe even a bit intimidated.
The more burly one harrumphes and replies

Umm...I'n't know ye...who be ye? You a frien' of Crove

The other ordlerly twiddles nervously with his club.


Venture Captain since December 2014
Intimidated Orderly wrote:
"Umm...I'n't know ye...who be ye? You a frien' of Crove"

"Do I appear to be a friend?! And do I need to repeat myself?!!!! I am here for business! Crove and I have urgent matters to discuss with my colleagues and you would do well to escort us down there right away! Now, let's not tarry a while when we have a Yog Sothoth on his way over to pay us all a friendly visit! Let's get this meeting started!"


Hmmm, ok, me no wanna have shogatotagh in here! the other one nods eagerly and you begin to ask yourself if the lunatics are the oderlies in this strange asylum...

The stairs are right here! he points at the door next to you.

Here he throws a ring with keys over to you. Give 'em to Crove when you found 'im.


Male Half-Elf Wizard/9

Many Thanks


Venture Captain since December 2014
Orderly wrote:

"The stairs are right here!" he points at the door next to you.

Here he throws a ring with keys over to you. "Give 'em to Crove when you found 'im."

"Thank you, gentlemen. I will certainly see that he gets them."

Solaric takes the keys and opens the door to the stairs. He leads his companions onward.

"Follow me, my friends!"

Once out of view of the orderlies, he pats Johenric on the shoulder and says to him, "Thanks, my friend. Your suggestion was perfect!"


M Chelish Fighter

Pitr follows shaking his head, "Well that went better than I expected. I have to admit Solaric, you can be pretty convincing. I guess it helps when we're dealing with half-wits."


Venture Captain since December 2014
Pitr wrote:
"Well that went better than I expected. I have to admit Solaric, you can be pretty convincing. I guess it helps when we're dealing with half-wits."

"Well thank you, Pitr. It certainly helps when there is truth behind the words. For indeed we do need to have a meeting with Crove and find out how to destroy that creature. It is also not a lie to assume that the Yog Sothoth is on his way here now as we speak. Let's just hope we can reach him in time!"


M Chelish Fighter

To the Bat Cave!! G'bless Adam West.


You open the door and walk down the stony stairwell into the dungeon level of the asylum. It's damp down here and the dark rocky walls glisten with humidity. The stairs end in a small room with an open heavy wooden door. Dark corridors lie ahead you and you hear even louder moaning echoing through the corridors...

Asylum Dungeon


Male Half-Elf Wizard/9

Let's hope Crove isn't a mad inhabitant here...


M Chelish Fighter

take the door marked 'S' for Shoggoth?


Venture Captain since December 2014

"We are getting close, my friends. Let's see what lies ahead. Perhaps it would be prudent to arm ourselves at this point."

Solaric proceeds through the open door, drawing his longsword just in case.

Is the S where to open wooden door is located?


Map without Players


Venture Captain since December 2014

Solaric leads the others through the door and enters into the hallway.

Can he proceed past the S as Pitr suggested or is that a locked door?


No, the S just belongs to the map's legend, so that's no problem.


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 follows on, ready to play her part.


You cautiously walk down the corridor, shrieks and moanings pierce through the darkness and make you shudder. As Solaric reaches the end of the way, he looks around the corner and spots iron bars that block the way S indicates iron bars, they may be lowered or pulled up..

Asylum Dungeon


Venture Captain since December 2014

"I do not like the looks of this! Let's hope we are not walking in the middle of some trap!"

The half drow move forward cautiously up to the iron bars where he attempts to pull them up.

Strength 1d20 + 3 ⇒ (6) + 3 = 9


But he is too weak and the bars remain where they are.


Male Half-Elf Wizard/9

Johenric follows the group together with Victoria. As Solaric tries to move the iron bars, he says.

This does surprise me. I had estimated Solaric is strong enough to lift the bars. Those bars must be heavier than normal bars...


Awww, cheap shot by the mage!


Venture Captain since December 2014

"These bars appear to be locked shut. I am not sure if force will open them. However, if we all try together, we may be able to open them."

Solaric looks around to find some mechanism that may open the bars.

Perception 1d20 + 7 ⇒ (3) + 7 = 10

If no mechanism can be found, then together, Zekkaran, Jendarne, and Spearborn all try to lift the bars up.

"Ok, Kirk, Pitr. Let's lift on the count of three. One, . . Two, . . . . Three!"

Strength Check 1d20 + 3 ⇒ (11) + 3 = 14


This might work if the others surpass results of 12 on their STR rolls.


M Chelish Fighter

1d20 + 4 ⇒ (4) + 4 = 8

not so much. 'S' is usually secret door. that's an odd map there.


In this case the S is for separation. These can be opened or closed in cae of a riot.

You might retry that. Now you all three need a 13, since it's getting more and more exhausting. For me it's ok if one of you also rolls for the others.


M Chelish Fighter

Pitr stands back, "There's got to be an easier way than giving everyone a hernia. Kirk can't you jimmy this or somehow disable it? Pray for him, Solaric."
Pitr Know engineering 1d20 + 6 ⇒ (18) + 6 = 24

Kirk Disable Device 1d20 + 12 ⇒ (11) + 12 = 23

add +1 to each if Solaric throws down some guidance


Checking the bars a bit more thoroughly, you spot several rusty parts. Some quick blows with a bludgeoning weapon could destroy the barricade easily.

You have to deal 5 pts of damage with a bludgeoning weapon to the bars, which have a DR of 3


M Chelish Fighter

"Actually, these bars aren't looking particularly sound. Get back."
Pitr draws his spare flail and whacks at the bars.
power attack w/ flail 1d20 + 7 ⇒ (6) + 7 = 13
damage 1d8 + 8 ⇒ (2) + 8 = 10


The bars shatter with a cracking sound and open the way for you.

A small table and a chair sit in the western part of this room. A worn out booklet, lies on the table. Two large bloodstains, as if someone was dragged from the one door to the other, mar the floor and as you suddenly hear that someone is hammering from inside on the western door a shudder runs down your spine.

Help me! Help me out!

You hear a muffled voice from inside.

Asylum Dungeon


Venture Captain since December 2014

As the Taldan shatters the bars, Solaric comments, "I always knew that you were good for someting, Jendarne. Nice!"

As the dark elf notices the bloodstains and hears the cry from the western door, he calls out.

"Dear Iomedae, what as happened here? Let's get this door open and help this poor soul. It sounds as if he is trapped inside this door."

Once again Solaric tries to open the door.

Strength 1d20 + 3 ⇒ (3) + 3 = 6

"Jendarne, do you want to try that flail once again on this door?"

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