GM Endless Forms' Dragon's Demand (Inactive)

Game Master Mike Tuholski

Module played for PFS credit. The Dragon's Lair

Monastery (main) | Monastery (upper and basement)

Belhaim


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Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Check the door to the west, Alice, if you would. Unless you feel we should check these coffins for dangers before we go.


Inactive

Okay, I get it now.

Alice carefully checks the West room for traps. Take 20.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Alie finds no traps.


Inactive

"Looks clear. Let's head on down!" Alice leads the way.


The Flaxseed Pathfinder Lodge

The party heads down the stairs and finds a huge mosaic of a red dragon decorates the floor of this large chamber. To the north lie three cicular alcoves, each with a single pillar of black marble in its center. To the south, in a single large alcove, a spiral staircase descends to a deeper level of the crypt. Four stone sarcophagi sit on the floor on the south side of the main room, two on each side of the alcove entrance.

In each pillar is an urn which begins to rattle as a small fire elemental emerges from each!

gm rolls:

fire elemental: 1d20 + 5 ⇒ (13) + 5 = 18
Harsk: 1d20 + 4 ⇒ (6) + 4 = 10
Kurth: 1d20 + 2 ⇒ (19) + 2 = 21
Alice: 1d20 + 8 ⇒ (16) + 8 = 24
Milloy: 1d20 + 6 ⇒ (13) + 6 = 19
Maffei: 1d20 + 8 ⇒ (4) + 8 = 12

Initiative:

1. Alice, Kurth, and Milloy
2. Fire Elementals
3. Maffei and Harsk

Alice, Kurth, and Milloy are up!


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Fire elementals. Wonderful.

Force Missile!: 1d4 + 2 ⇒ (4) + 2 = 6


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"You just better stay offa my new boots, you little bastards," Kurth says, swinging his sword - unlit - at the closest elemental.

Power Attack!: 1d8 + 10 - 2 ⇒ (8) + 10 - 2 = 161d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15


Inactive

"Where am I supposed to shoot these things?" asks Alice, seeing no obvious weak spots to target. She takes a step forward and attacks the one in the middle. Not sure if the thing has cover - if so, subtract 4 from the attack.

Rapid Shot: 1d20 + 9 ⇒ (1) + 9 = 10; Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Rapid Shot: 1d20 + 9 ⇒ (2) + 9 = 11; Damage: 1d6 + 2 ⇒ (2) + 2 = 4


The Flaxseed Pathfinder Lodge

Ok, I'm back! Wedding went well, the weather held out long enough for the ceremony, and everyone is thoroughly exhausted now.

I've found with low-level low-threat baddies sometimes it's best to use the "you-hit-it-you-kill-it" rule:

Milloy blasts one of the elementals away with a missile! Kurth moves in and slices another in two! Alice fires her bow but the arrows break against the wall.

With a whoosh of flame, the fire elemental swoops out of the room to assault Kurth!

slam: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 ⇒ 4
DC 11 Ref save or catch fire

The lone elemental is no match for the martial prowess of the party, though, and is quickly dispatched by Kurth's blade.

Out of combat!

1d4 ⇒ 1 Oo, bad luck

Immediately after the fire elemental disappears, though, spirals of fire lance and blast throughout the room, catching everyone in the blast!

fire damage: 3d6 ⇒ (5, 6, 2) = 13
DC 15 Ref for half

Maffei Ref: 1d20 + 8 ⇒ (9) + 8 = 17 She evades it.

An inscription in the mosaic's center reads, "Red Azramo-Give the Dragon Her Due."

WIthin the four sarcophagi lie the desiccated remains of old Taldan fighters clad in badly aged plate armor. The corpse in the westernmost sarcophagus wears a ring that Milloy recognizes as a ring of strength sapping and has a +1 acid resistant light steel shield on its right arm.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Reflex: 1d20 + 4 ⇒ (8) + 4 = 12

Damn fire... Milloy will ask for healing with his wand when the party gathers themselves.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Inactive

Reflex: 1d20 + 10 ⇒ (2) + 10 = 12

"Ouch, that stings!"

-Posted with Wayfinder


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"By Gorum's iron balls! Why's it always got to be the boots!" Kurth bellows, tamping out the flames on his clothing.

Reflex Save: 1d20 + 4 ⇒ (3) + 4 = 7

"What do you think we have to offer this thing? Gold? Mutton?"


Inactive

Alice tries to see if she can recall the name Red Azramo from rumors she heard in the area. Knowledge (local): 1d20 + 8 ⇒ (12) + 8 = 20

"Dragons do like gold."


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Can anyone use the ring or the shield? They'll fetch a decent price in any case.

Milloy will go and investigate the pillars of marble, using the usual methods. Detect Magic, take 10 on perception, etc.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Kurth could use the ring but already has a comparable shield. Also, he's going to break out the group's wand of CLW and have Harsk give him a few taps.

1d8 + 1 ⇒ (3) + 1 = 4

1d8 + 1 ⇒ (1) + 1 = 2

1d8 + 1 ⇒ (2) + 1 = 3

1d8 + 1 ⇒ (7) + 1 = 8

That leaves 34 charges left in the wand, by my count.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Reflex: 1d20 + 3 ⇒ (15) + 3 = 18

Harsk manages to dodge much of the flames, but is still singed. "Ack! A hot one, eh?" he asks the group. He takes hold of the wand and gives Kurth his requested healing.

"Think I could use a bit myself."

2 Uses CLW: 2d8 + 2 ⇒ (3, 8) + 2 = 13

32 uses left.

"Hey there... I could use that shield. It looks pretty nice!" Harsk takes up the shield and stows his previous one.


The Flaxseed Pathfinder Lodge

Milloy detects that the mosaic has a lingering magical aura (from the trap that was activated). Other than the magical items already found, there is nothing left in this chamber.

The party heads down the stairs to find a small oval chamber. On the east wall is an altar, the front side of which is carved to resemble a winged eye. A chalice and a small leather-bound book sit atop the altar.

DC 12 KN (religion):
The altar is devoted to Aroden, Lady Tula's patron.

The gold chalice is worth 875 gp and the book is an antique tome of prayer for devotees of the Last Azlanti worth 1000 gp.


Inactive

Alice takes a couple of healing charges as well.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

29 left

Feeling paranoid after her misadventures in Hunclay's mansion, she checks the door very carefully for traps or other items of interest. Take 20=28. If nothing is found, she opens it.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Take 10 Knowledge (Religion): 10 + 7 = 17

"Ah, an alter to Aroden - Lady Tula's patron," Harsk notes of the altar. The dwarf follows carefully and closely behind the rogue checking for traps.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy will see if there are any other magical surprises as the others check out the room. Hmm, On the off chance we might need them later, take the book and chalice. Then we can move on.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Right. And let's just hope there ain't nothing with flames or bitey mouths on the other side. Gimme something that stands up straight and has some meat on its bones I can stab with my sword," Kurth says, ready to advance once Alice checks the door.


Inactive

Alice opens the door!


The Flaxseed Pathfinder Lodge

Thanks for being patient everyone! The move to Madison went off without a hitch. . . well, except for the internet service, which was supposed to start last Friday but wasn't working until a technician came out and installed a new port. But I'm back now!

The party moves through the door. . .

The floor of this great, domed chamber has a coppery metallic sheen, save for three mosaics of blue dragons made of polished blue glass. Chiseled into the north wall is an inscription, and the air smells slightly of ozone.

The message on the north wall reads, Baesterogh, Alamitatus, and Vernegash-each dragon slain by Lady Tula of Belhaim and the Slayers of Nazilli, Battle of Blue Note Hill, 3668 AR.

The metallic sheen on the floor is actually a thin sheet of copper that conducts periodic blasts of electricity, although the party can avoid the worst of the blasts by making haste across the floor and standing primarily on the blue dragons, which are safe.

There is a secret door to the east easily located by Alice, although the room beyond contains nothing but a spiral staircase leading down.

The room to the west is locked but easily picked by Alice. Beyond are painted statues of four human archers, bows drawn, occupying the western curve of the circular chamber. The two archers to the north aim toward the northeast, and the two archers to the south aim southeast. An inscription decorates each statue's base. The inscriptions all read , May your arrows strike center and true.

The party easily finds scrapes on the floor around the bases which suggest they can be rotated.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

What do you make of all this, Alice? Is this some sort of trap or merely a a portal to something else? Milloy will suggest trying to swivel the statues so that the archers point to the center of the room, unless Alice discovers something else. Maffei, do you know of anything here?


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Kurth watches, a bit confused, as Milloy tinkers with the statues.

"Er, so there's two stairs down? Which do you reckon we oughta use?" he says, happy to let the others choose a way down.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

"Yeah, Milloy - I'd say turnin' these archer statues like that." Harsk will help with rotating the statues, taking care to ensure that each one points to the center of the room. The ones on the south facing northeast and the ones on the north facing southeast.


The Flaxseed Pathfinder Lodge

As the party moves the archers into the positions suggested by Milloy, a loud click! is heard as a spiral staircase opens up in the center of the floor, heading down.


Inactive

"Nice job guys! That looks like our path." Alice peers down, then leads the way. Perception: 1d20 + 8 ⇒ (20) + 8 = 28


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

As you say, my dear Alice. Lead the way if you wish. Milloy will try to Detect Magic before she goes, because that's just what he does.

Anything else of note about the statues?


The Flaxseed Pathfinder Lodge

Nope, nothing else with the statues.

The party heads down the hidden stairs and finds that the stone spiral stairs open onto a circular alcove looking out into a great domed chamber. Seven statues stand to the north, and seven more to the south-burly figures wielding large hammers. A single stone sarcophagus sits in the center of this room, at the bottom of a series of four tiers descending in five-foot increments.

As the party steps into the room, four of the statues begin to move, taking positions on either side of Kurth and Alice!

mwk warhammer power attack on Kurth: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
damage: 1d8 + 1 + 3 ⇒ (5) + 1 + 3 = 9
fire damage: 1d6 ⇒ 1

mwk warhammer power attack on Kurth: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
damage: 1d8 + 1 + 3 ⇒ (6) + 1 + 3 = 10
fire damage: 1d6 ⇒ 1
mwk warhammer power attack on Alice: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
damage: 1d8 + 1 + 3 ⇒ (6) + 1 + 3 = 10
fire damage: 1d6 ⇒ 5

mwk warhammer power attack on Alice: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
damage: 1d8 + 1 + 3 ⇒ (1) + 1 + 3 = 5
fire damage: 1d6 ⇒ 3

gm rolls:

azer: 1d20 + 1 ⇒ (7) + 1 = 8
Harsk: 1d20 + 4 ⇒ (5) + 4 = 9
Kurth: 1d20 + 2 ⇒ (13) + 2 = 15
Alice: 1d20 + 8 ⇒ (3) + 8 = 11
Milloy: 1d20 + 6 ⇒ (5) + 6 = 11
Maffei: 1d20 + 8 ⇒ (11) + 8 = 19

Initiative:

1. Statues
2. Harsk, Maffei, Milloy, Alice, and Kurth

You guys are up!

DC 12 KN (planes):
These appear to be firey outsiders that were bound in statue form. Known as azers, they are immune to fire and vulnerable to cold and can resist spells. They are a proud and hardworking race from the Plane of Fire, toiling away in their bronze and brass fortresses preparing for their long, simmering war against the efreet. They are born in to a strict class system and all azers can channel heat into their metal weapons. The legendary City of Brass boasts an azer population over half a million strong, most of them living in servitude to their efreet masters.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy makes that DC automatically.

Azers! They are immune to fire and vulnerable to cold and can resist spells. They can also channel heat into their metal weapons.

Milloy will simply use Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 on #3 since he can't reach any of them with a touch attack at the moment.


Inactive

Alice tries to tumble behind the bad guys!
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22

When she rises, she suddenly has fangs! She waits for an opportunity to clamp down on the Azer.

Swift action Cloak of Fangs. Ready action to attack when there's a flank, or after all allies move if there turns out to be no flank.

Attack: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22; Damage: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (2, 6) = 15


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Bastards better stay offa my boots," Kurth says as he fends off the azers' attacks and steps to the west, sword swinging.

Power Attack vs. #2: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 111d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13 Bah!


The Flaxseed Pathfinder Lodge

Milloy SR: 1d20 + 4 ⇒ (18) + 4 = 22

Maffei:
+1 scimitar: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d6 + 6 ⇒ (1) + 6 = 7
cold: 1d6 ⇒ 4

Milloy's missile bites into one of the statues. Alice leaps around the statue, waits for Maffei to step into flank, and then sinks her teeth in! It's enough to take down the statue that Milloy damaged! Maffei then turns her attention to the other statue but misses it completely. Kurth likewise misses his target.

Initiative:

1. Statues
2. Harsk, Maffei, Milloy, Alice, and Kurth

Harsk is up!


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk steps forward, next to Kurth. "That's it ladies! Great work!" he shouts to Milloy, Maffei and Alice. He draws and swings his hammer.

Hammer Time!: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


The Flaxseed Pathfinder Lodge

Harsk puts a dent into one of the brass statue beasts! They swing their own hammers back!

mwk warhammer on Harsk: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 1 ⇒ (2) + 1 = 3
fire damage: 1d6 ⇒ 5

mwk warhammer on Kurth: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 + 1 ⇒ (6) + 1 = 7
fire damage: 1d6 ⇒ 3

mwk warhammer on Alice: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 1 ⇒ (3) + 1 = 4
fire damage: 1d6 ⇒ 2

Initiative:

1. Statues
2. Harsk, Maffei, Milloy, Alice, and Kurth

2: 6 dmg

You guys are up!


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Careful, dwarf, the elf has a temper-he's liable to slap you if you call him a girl again," Kurth says as he brings his sword around for another attack.

Power Attack! vs. #1: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 221d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy casts Power Word Kill at the offending dwarf! No save.

Milloy fires another Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 at the other target!


Inactive

"You act like being a girl is a bad thing. Help me with this one, Maffei!" She draws her dagger this time, takes a step south, waits for flank, then strikes again!

Attack: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12; Damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (2, 4) = 11. Whiff!


The Flaxseed Pathfinder Lodge

Kurth brings his sword down hard enough to take out one of the bronze statue-men! Milloy hits another with a magic missile and Alice's blade bounces off the bronze exterior.

Initiative:

1. Statues
2. Harsk, Maffei, Milloy, Alice, and Kurth

2: 6 dmg
4: 3 dmg

Harsk is up!


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

I caught that before, and thought I edited my post. Sorry Milloy!

"Har-har! Well, you elves all look the same!" Harsk teases Milloy as he takes another swing with his hammer.

Hammer Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


The Flaxseed Pathfinder Lodge

+1 scimitar: 1d20 + 7 ⇒ (20) + 7 = 27
damage with sneak: 1d6 + 6 + 1d6 ⇒ (4) + 6 + (1) = 11
cold: 1d6 ⇒ 4

Confirm:
+1 scimitar: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d6 + 6 ⇒ (1) + 6 = 7

Harsk's hammer bounces off the statue's bronze plate! Maffei steps into flank with Alice and takes out the southern statue creature! The remaining statue gets one last swing off:

mwk warhammer on Harsk: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 1 ⇒ (2) + 1 = 3
fire: 1d6 ⇒ 4

But the remaining azer is no match for the party by itself and is quickly taken down.

Out of combat!

The plate beneath the corpse in this crypt bears the name Sir Echtyr; he wears a circlet worth 2250 gp and his golden armor is in fact +1 glamered full plate. The clasp holding his rotted blue cape about his neck is an amulet of natural armor +2 and on one hand he wears a ring of major acid resistance.


Inactive

[b]Funny, I would've thought that this tomb would belong to Tula Belhaim. But the equipment looks like it could be handy. Especially this necklace..." Alice seems quick to claim that for herself.

Alice is interested, but it could just as well go to anyone.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Well, we ain't seen all of it yet. Maybe Tula's buried down that other staircase," Kurth says, examining the heavy armor with appreciation. "That's quite the tin can. Hafta call me Kurth the Crab, 'stead of Kurth the Fist, if I was wearing that. What about you, Harsk? You comfortable wearing that much metal? If not, my enchanted chainmail'd probably fit you."

I'm happy to take the full plate or let Harsk have it, whichever makes most sense for the group. I'll take a movement penalty in it until I hit 7th level. Harsk wouldn't get any slower, but not sure he has proficiency. I figure he or I ought to take the ring, as well, seeing as we're the damage-spongiest.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

That is quite an impressive set of metal. Either of you would do well to use it if you have the skill. Meanwhile, all I could handle would be this ring, unless someone else here feels the need?


The Flaxseed Pathfinder Lodge

Once the loot is divided, which way?


Inactive

"Let's go back to the stairs without the statues," suggests Alice.

So, full plate to Kurth, necklace to Alice, ring to _______, Kurth gives chainmail to Harsk? I see arguments for giving the ring to each of you. Alice is the only one who definitely shouldn't take it because she has evasion.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Alice's plans both sound good. I'm fine with the ring going to Milloy - on reflection, he's the squishiest and most likely to get gacked by a sudden acid attack.

"Alright now, look the other way while I slip into something more uncomfortable," Kurth says as he dons the enchanted full plate.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy nods in thanks and wears the ring. Very well Alice, you always seem to know the way. Shall we?


The Flaxseed Pathfinder Lodge

The stairs also descend lower in the chamber you were in fighting the statues but we can come back to that and go down the other stairs right now:

Spiral stairs descend down. On the wall opposite the stairs, a large white slab of stone with a keyhold in it has been fitted into an archway, blocking passage entirely.

Fitting the brass key given to you by Bassy into the stone slab, turning the key, and removing it causes the slab to grind down into the ground, providing access to Tula's Tomb beyond.

This huge elegant domed chamber houses a single marble sarcophagus at its western end. A mosaic of a black dragon decorates the floor. The ceiling is covered by a vibrant fresco of armored soldiers fighting a host of dragons, with a blonde woman of noble mien at the center, rallying the troops with her sword. In circular alcoves to the north and south stand life-sized statues of this woman, standing in a pose of triumph over the head of a defeated dragon.

The ghostly voice of a woman sounds in the room, "And who might this be? A new generation of dragonslayers sent to gather my treasures? I sense this among your thoughts, yes. And you have even done a favor that has proved your worth to me. My husband's spirit was unquiet in his tomb-he lingered out of guilt for my death. But you have vanquished his shade I shall grant you my blessing to take up arms from this crypt."

You are given the benefits of death ward and good hope for 24 hours.

Lady Tula's remains still wear her +3 breastplate of luck (as banded mail of luck). Her +1 keen composite longbow (+2 Str) lies at the body's left side. Her famed weapon Wyrmsmite (+2 dragonbane transformative longsword) lies atop the body under the crossed arms. The right hand holds 10 +1 dragonbane arrows and the left just a single shaft-an arrow of dragon slaying.

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