Dungeon Master S |
This room is dusty and has been abandoned for a while, but it shows an unexpected level of comfort. A large bed sits in a corner, and there are a nice table with two chairs, a desk with a stuffed armchair, a lamp, and a stove. On the northwest wall is a glass showcase full of rare decks of cards. Within the showcase are at least fifty different decks, all displayed with care and competence, usually with several pieces laid face up and with a matching leather, ivory, or wooden case. What looks like a partially melted stone trap door sits in the floor in the northern corner, and a chamber pot sits behind a partially folded screen to the south.
Dungeon Master S |
As the party breaks the tension, a translucent figure appears for the briefest of moments, "“Bring me my bones… they rot so far below... bring me my bones... I can help you if you bring me my bones...”
Then, like that, he's gone.
Dungeon Master S |
You get a distinct feeling from Zellara.... An urge to help bring the spirit rest.
Zellara seems to be able to sense the spirit's remains. She can guide you like a divining rod. I've put a star on the map, it's in the basement level.
Morkeleb the Mighty |
I was just going to bring Zellara out on this one, and do some knowledge checks but never mind!!
Morkeleb cocks his head and narrows his eyes, then after a brief pause brings out Zellara's Harrow deck.
Zellara wishes to help this shade, and she knows--or seems to know--where his bones lie. Assuming this is accurate, I can find them. They are almost directly beneath us, in the basement. I propose that we follow that lead as long as it is fairly convenient and does not interfere with anything else that's happening.
All of a sudden I can access this site from work!! WFT?!?! I'll enjoy this as long as I can...
Thorgrym the Tracker |
Grym has no issue w/ that. It seems to be a good deed to allow a shade their final rest.
The ranger is more interested in the partially melted stone trap floor. Can Grym tell what caused this?
Knowledge Nature?
1d20 + 10 ⇒ (13) + 10 = 23
He pokes Sandor to see if the dwarf has any ideas about the stone. Assuming they both come up short (ha!) they ask the genius wizard.
Dungeon Master S |
As Grym examines the floor:
You have a flash of a mental image, of the wall nearby opening in a secret door...
Thorgrym the Tracker |
As Grym examines the floor:
** spoiler omitted **
The ranger enlists the help of Gaius and they look for a secret door on Grym's weird hunch
Odric the Stout |
Odric helps using his Scent ability. Not the usual one Sandor gets peeved about, rather his refined Sasquatch olfaction. The intensity of the... colorful? smells he is treated to are amazing, and Odric looks at Bucho with admiring awe that the canine can experience the world like this all the time.
Dungeon Master S |
You ever wonder why dogs don't mind such horrible smells even though they have such sensitive senses... Teaching today. Good time to point out how and when to use [ul=http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-]SCENT[/url] (Good for Bucho too)
Gaius Lirsiiv |
Odric helps using his Scent ability. Not the usual one Sandor gets peeved about, rather his refined Sasquatch olfaction. The intensity of the... colorful? smells he is treated to are amazing, and Odric looks at Bucho with admiring awe that the canine can experience the world like this all the time.
Asking Calistria for Guidance, Gaius uses Grym's prompts and searches for secrets...
Perception:1d20 + 21 ⇒ (14) + 21 = 35
Dungeon Master S |
Post monster... Dang it.
The room grows cold for a moment and the spirit manifests again, but fades before it can make any noise. The room itself contains a bed, a large armchair, a one-legged table, and a silver lantern. On the table, near the lantern, sits a dusty harrow deck in an elegant redwood case. The case doesn't seem to be of particular value...
Gaius finds nothing.
Dungeon Master S |
It appears this corner of the attic is clear.
Thorgrym the Tracker |
It appears this corner of the attic is clear.
hey DM, just want to clarify. I placed us on the map. So we still can't get into that room? on the other side of that wall?
Odric the Stout |
Odric asks Grym to help keep Bucho from tearing him apart and transforms into a Tiefling. Appearing as a lanky man, Odric grins through fanged teeth sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human. He hopes by appearing diabolical, they might have the element of surprise should they encounter any Devils.
Ooc- no scent ability in this form. There is a Prehensile tail though! And horns >:)
Dungeon Master S |
The secret door in the corner was found and opened. the room was explored, I just didn't mark it.
-Posted with Wayfinder
Thorgrym the Tracker |
Post monster... Dang it.
The room grows cold for a moment and the spirit manifests again, but fades before it can make any noise. The room itself contains a bed, a large armchair, a one-legged table, and a silver lantern. On the table, near the lantern, sits a dusty harrow deck in an elegant redwood case. The case doesn't seem to be of particular value...
Gaius finds nothing.
Mork casts Detect Magic. He scans everything and gives the harrow deck a close inspection
Ferox Kerr |
Chris, the voice that Ferox heard before entering the room, did it match that of the ghost that spoke to us?
Dungeon Master S |
@Ferox, yes it did.
This Harrow deck is not magical.
Dungeon Master S |
Negative. Also, the pot is completely dry.
Dungeon Master S |
Sure, just tell me where and make the checks.
Sandor Stouthammer |
Door protocol on the SE, then SW doors - looks like closets?
Followed by the SW stairs.
This is for SE Door
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (8) + 22 = 30
Perception, Grym: 1d20 + 25 ⇒ (10) + 25 = 35 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (2) + 11 = 13 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (19) + 20 = 39
_____________________________________________
SW Door
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (4) + 22 = 26
Perception, Grym: 1d20 + 25 ⇒ (12) + 25 = 37 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (15) + 11 = 26 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (6) + 18 = 24
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (11) + 20 = 31
_____________________________________________________
SW Stairs
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (12) + 22 = 34
Perception, Grym: 1d20 + 25 ⇒ (5) + 25 = 30 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (1) + 11 = 12 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (12) + 18 = 30
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (9) + 20 = 29
Dungeon Master S |
SE Door:
Half of this room is filled with pigeon cages, empty except for a thick layer of pigeon corpses lining the bottoms.
Dungeon Master S |
SW Door:
This attic contains only a sorghum broomstick, a couple of upturned empty kegs, and a pile of old mattresses infested with lice.
Dungeon Master S |
1d20 ⇒ 19
The door opens to a suspended bridge that leads to a tower. The city of Korvosa is a LONG way down.
Odric the Stout |
Grym, fly across with a rope. Tie it off. Each person cross one at a time with the rope in hand. If the bridge fails, they dangle from the rope until Grym can save them.
Odric passes his magic hat to Sandor and teaches him how to transmogrify into a 50 pound Gnome. Grym will pass the hat back to the next man by flying back so that at any one time the only weight on the bridge is 50 lbs.
Dungeon Master S |
Also, GM mistake in player favor. Going forward a reminder than any time people open a door, I'll assume the miniatures are where they are. If no one is near the door when someone opens it, I'll place them.
Odric's plan is viable, just give me a "marching order."
Thorgrym the Tracker |
nice plan Adam!
Super happy to actually use the flying power of his armor, the ranger takes to the air. Then realizing he is gettin ahead of himself he gives one end of the rope to Odric then flies across to tie off the rope.
Odric ties off his end, then he crosses in gnome form with the hat. The ranger flies the hat back and gives it to Gaius.
Then Morkeleb
Then Ferox
Then Sandor
Lastly the ranger flies back and scoops up Bucho who was beginning to whine at being left alone.
Dungeon Master S |
The only thing is, there IS an incident. When Grym flies across the other side he spends a brief moment prepping the rope.
The ranger doesn't notice it at first, but when he does, his heart hastens. The sound of the wind vanishes. Indeed, all sound vanishes. The entire tower goes preternaturally silent...
From across the way, the party sees Grym stop for a moment.
Then they see the figure fade into sight as the invisibility wears off. The figure of a mantis assassin appears, not as distinct, but covered in a fine mist of red. The mantis weaves his sawtoothed blade in a hypnotic parttern. Will save from Grym.
Grym's Touch and Flatfooted ACs aren't listed.
Combat is met!
Baddies: 1d20 + 4 ⇒ (5) + 4 = 9
Ferox: 1d20 + 10 ⇒ (20) + 10 = 30
Gaius: 1d20 + 3 ⇒ (14) + 3 = 17
Grym*: 1d20 + 13 ⇒ (9) + 13 = 22 (Includes Favored)
Morkeleb: 1d20 + 5 ⇒ (11) + 5 = 16
Odric: 1d20 + 4 ⇒ (13) + 4 = 17
Sandor: 1d20 + 8 ⇒ (8) + 8 = 16
Dungeon Master S |
Round 1:
Ferox: Go
Grym: Go
Odric: Go
Gaius: Go
Sandor: Go
Morkeleb: Go
Assassin: TBD
Dungeon Master S |
Grym is transfixed by the mantis assassin's movements.... he can't move, he just... watches.
A prayers strike, if not disrupted, he could kill Grym with a single perfect stroke.
-Posted with Wayfinder
Sandor Stouthammer |
Round 1
Out of turn, have to work and class tonight
Sandor moves quickly having witnessed this hypnotic type weaving before, when trying to escape from Old Korvosa. Vindicator appears in his hands, and dropping to one knee the dwarf releases 3 screaming arrows from the claimed crossbow of the Cinderlander. Snap out of it Grym!
Rep Hvy Crossbow +1 Human Bane: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
[dice=Damage Screaming Bolt+Bane]1d10+1+2d6[/dice] DC14 Will save to all enemies 20' or become shaken 1 round
Rep Hvy Crossbow +1 Human Bane: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
[dice=Damage Screaming Bolt+Bane]1d10+1+2d6[/dice] DC14 Will save to all enemies 20' or become shaken 1 round
Rep Hvy Crossbow +1 Human Bane: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
[dice=Damage Screaming Bolt+Bane]1d10+1+2d6[/dice] DC14 Will save to all enemies 20' or become shaken 1 round
Odric the Stout |
On the heels of Sandor'Strongbellows ranged assault, Odric takes a flying leap across the expanse, although he hovers above the span a few feet from the Red Mantis rather than trusting his weight on it. Boots of Flight
When he hovers in place, the unfamiliar locomotion sets him off balance at first, but with a wobble and an audible "whoopsie!", Odric is righted enough to swing, and the Kegerator begins to sing it's familiar song...
Improved Vital Strike Pwr Atk (FF): 1d20 + 29 ⇒ (3) + 29 = 32 for 3d10 + 14 + 9 ⇒ (3, 6, 10) + 14 + 9 = 42 damage and Intimidate DC 10+Target HD+Target Wis Mod: 1d20 + 25 ⇒ (4) + 25 = 29.
Dungeon Master S |
Winged boots? Hovering requires a Fly check DC 15. The boots give you a +4, add your Dex modifier, subtract your Armor check penalty. If your net mod is +5, then you can "Take 10" and assume it happens. Now that you have the boots, I'll count that as reliable enough to begin putting skill points into the skill.
Hover: 1d20 + 3 ⇒ (1) + 3 = 4 Odric, still not used to this mode of movement, twists his feet in such a way that he points himself downward. A second whoopsie escapes as his plummeting fall is stopped by the bridge. Any questions as to it's strength are answered as it holds his weight easily.
From the prone position, the Stout is still dangerous, and his cut nearly severs the assassin's knee! The religious fervor and training keep the assassin from feeling the fear of the warrior's technique, but the wound is severe enough that a change of tactics is needed.
Sandor sends a trio of bolts towards the fight, but his words never make it, nor do the screams of the magic bolts. Just before they slam into the assassin they go silent!
Nevertheless, all three find their mark. The assassin wavers, and falls! The corpse instantly discorporates into red mist, leaving behind only the inorganic gear. The party is about to celebrate, when a quick look East shows another assassin on the far bridge making a break for the tower to sound an alarm!!!
Round 1:
Ferox: Go
Grym: Fascinated
Odric: Floating attack!
Gaius: Go
Sandor: Go
Morkeleb: Go
Assassin: TBD
Assassin: 93 (Fast Healing 2 through round 3)
Dungeon Master S |
Edit, Sandor couldn't have taken a full round of attacks as he was in the hall still, and would need to move. The first bolt is a hit, but the assassin isn't down. I moved Sandor
Round 1:
Ferox: Go
Grym: Fascinated
Odric: Floating attack!
Gaius: Go
Sandor: Go
Morkeleb: Go
Assassin: TBD
Assassin: 63 (Fast Healing 2 through round 3)
Ferox Kerr |
Round 1
Ferox steps behind Sandor and lets off a volley at the Mantis.
Arrow1: 1d20 + 20 - 5 ⇒ (4) + 20 - 5 = 19
Damage: 1d8 + 5 + 1 + 6 ⇒ (1) + 5 + 1 + 6 = 13
Manyshot: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18
Rapid Shot: 1d20 + 20 - 5 ⇒ (17) + 20 - 5 = 32
Damage: 1d8 + 5 + 1 + 6 ⇒ (5) + 5 + 1 + 6 = 17
Arrow2: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29
Damage: 1d8 + 5 + 1 + 6 ⇒ (5) + 5 + 1 + 6 = 17
Gaius Lirsiiv |
Grym is transfixed by the mantis assassin's movements.... he can't move, he just... watches.
** spoiler omitted **
-Posted with Wayfinder
Religion:1d20 + 6 ⇒ (4) + 6 = 10
Dagnabbit.
Gaius Lirsiiv |
Gaius steps out onto the bridge and strikes a sexy time pose.
Anything to Please
Lust Domain ability. Mantis must make a will save or try to please me by attacking my enemies for 1 round, giving me their most valuable item or falling to their knees and groveling at my feet for 1d4 rounds. DM picks the most appropriate choice.
My spell save DC I assume? DC 21 because it's an 8th level ability? Or is it a 4th Level spell effect? I can't find it.
EDIT: 10+1/2 Cleric Level plus Wis mod? That's the listed for the Trickery Domain power. So DC 18
Dungeon Master S |
Ferox too opens up, and a pair of his arrows add to Sandor's bolt. The assassin drops, his body bursting into a crimson mist!
Gaius tries to warp the mind of his foe with Calistria's gifts: Will: 1d20 + 5 ⇒ (6) + 5 = 11. The assassin is utterly transfixed by Gaius!
Round 1:
Ferox: ATK
Grym: Fascinated
Odric: Floating attack!
Gaius: Brown chicken. Brown cow.
Sandor: ATK
Morkeleb: Go
Assassin: TBD
Assassin R: