Gambler's Quest (Game #1)

Game Master Adaram

A play through of "One on One Adventures: Gambler's Quest"

Campaign Maps
Campaign Other Information


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The introduction is actually a PDF file that I hope you will be able to access from the Link Here

If this works, then this should give you everything you need to get prepared. When your character is ready, and we actually start the adventure, we will post our "in game" discussion in this thread.


Lord Kent’s keep stands poised atop a jutting island of sheer stone, towering high above the forested road that seems to be the only route to this place. The road winds up to an adjacent cliff, and there a stone bridge crosses the chasm to the keep’s front entrance: a set of large double-doors. The doors are closed, and two guards, each wearing chainmail and helmets with lowered visors, cross their halberds before the doors as you approach. “Who goes there?” One of the guards asks in a gruff voice.

DM Note:
Please roll a "Spot Check"


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As Thorak saunters towards the entrance to the keep that towers before him, his sheathed sword raps against the studs on his armor. He clenches the parchment in his left hand while his right hand rests on the hilt of his blade. Having some previous thought to the manor of folk that might reside within the keep, the half-orc made at least some efforts to make himself presentable. A clean shave and some soap can go a surprisingly long way. His hair is tied back in a pony tail and his tusks polished to a shine.

Getting closer to the entrance, Thorak scans the area before him with a keen eye open for potential escape routes, easy entrances, or anything that might lead him closer to his objective.

Spot is Perception??? perception: 1d20 + 8 ⇒ (2) + 8 = 10

As Thorak approaches the doors, one of the guards speaks in a gruff voice. “Who goes there?”

"Thorak Skulk." He unrolls the parchment that he had previously been clenching in his hand. "I am here for the Tourney. My entry has been pre-paid, I just need to be directed towards..." looking over the parchment one last time. "...Kara. I presume she has my Guest Pass?"


Look Here:
Your perception check did not reveal anything

The guard on the left grunts and pulls his Halberd back toward his body. The other drops his Halberd and goes to push open the large gates. “Through here,” he says in an accented voice. Through the open gate, you see a large, open courtyard. A woman of slight stature and long black hair moves to greet you. She walks with her shoulders hunched and moves warily, as if she expected you to attack her. “Welcome to Castle Blackstone, Lord Kent’s home! I am Kara, Lord Kent’s servant, and contest moderator. The tournament begins shortly. Follow me and I will show you to your room.” She turns and walks through the courtyard, beckoning you to follow.

Walking through the open gate you take in your surroundings. Looming beside the keep’s main gates and dominating the courtyard is a large clock tower. It towers high above the castle’s walls and is capped by a pointed tiled roof. Also towering above the castle’s walls are the north and southwest wings. Elaborate stained glass windows decorate the upper level of the southwest wing, while those in the north wing are more subdued in design. The ground of the courtyard is laid with colored bricks, set to portray spiraling, knotted designs. The courtyard also contains a stone well near the gate, and many doors. Two armored sentries bearing halberds guard the now closed gate from the inside.

Look Here:
Please perform a Perception Check


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As Kara approaches, Thorak pays little attention to her wary manner. After many years he has become quite accustomed to the way society views him. Instead, he dawns a charming grin, pearly tusks and all. "I am called Thorak Skulk. How, may I ask, does one so lovely end up servant to another?" As Kara beckons, Thorak proceeds to follow. "These rich pricks and their castles and their servants...f~~% em all." He scoffs under his breath while holding the charming grin.

"Nice place. Real nice place. How long have you been servant to this Lord Kent anyways? Are you two quite close?" Thorak attempts some small talk while looking around.

As the two continue towards the room, Thorak is still scoping things out, each new area a chain of possible scenarios. That clock tower might just be the perfect place to get a better look around. He continues to note guards and doors, exits and entrances.

perception: 1d20 + 8 ⇒ (7) + 8 = 15


Perception Check Results:
You notice, through the slits in the visors, that the guards are actually Orcs

Kara continues to move forward, not deigning to respond to your questions, and leads you to a large oaken door which groans as she pushes it open. Beyond is a dim hallway lined with ornate tapestries depicting strange creatures and ancient battles. Kara removes a torch from its sconce and beckons you to follow her into the depths of the keep. The hallway turns eastward and continues past several doors before coming to a spiraling stone stairway. “You are expected to compete twice a day, once at noon and again at eight in the grand hall, which lies east of the courtyard.” She says, looking back as she leads you up the stairs. “The clocktower in the courtyard chimes on each hour, and can be heard throughout the entire keep, so you should have no trouble keeping track of time. If you are not at the tournament at the scheduled time, I shall fetch you. But please don’t make me…” The stairwell opens to another tapestry-lined hallway, and Kara leads you past several more doors before stopping at one. She opens the door and hands you the key. “This shall be your chamber during your stay at the castle. You are free to wander the grounds, although there are some areas that are off limits. Such areas are locked, and if you have any questions as to where you are allowed, feel free to ask the guards. I don’t need to tell you that you are expected to be on your best behavior during your stay at the castle. Lord Kent is not generally a patient man, and it is rare and quite generous of him to open his home to strangers.” Kara curtsies and turns to take her leave.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As Kara takes her leave, Thorak seems to forget she was even there as he mulls over some of the words she said. Areas that are off limits hmm? Might be a good place to start. He looks over his room a moment before shutting the door and locking it behind him. First things first, speak to the guards and figure out exactly what areas I am not "supposed" to go. I think I have enough time before the tournament starts.

Back down the spiralling stairs, Thorak struts towards to two Orc sentries guarding the closed gate in the courtyard. As he approaches, the half-orc stiffens his upper body, puffing out his chest. In Orcish, "Well met! I want to know where I can and cannot go during my stay within Castle Blackstone."

OOC:
Might be useful at this point to know what time of day it is and how much time I have before the tourney begins.


“Do I look like a tour guide? This one finks he’s an Orc,” he jokes with the other guard. “but he ain’t no Orc. Jus’ cause he can speak the tongue, don’t mean nuffin. Off with ya! Just stay out of everywhere ‘cept your room, the Kitchen, an’ the Hall.”

As he finishes speaking, a loud tolling sound emanates from the clock tower above you. Eleven chimes.

Courtyard Description:


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As the Orc sentry speaks Thorak clenches his fist around the hilt of his sword. His brow furrows as his jaw slightly juts forward pushing his tusks outwards. It takes everything within him to hold back the Orcish impulse running through his veins. Not here...not now. I'm smarter than these idiots. Come on Thorak, pull it together, you've got a job to do. Thorak suddenly releases his anger, redirecting his thoughts towards the task at hand. He lets go of the hilt and turns to face the clock tower as it chimes.

Alright, alright. Focus. Think. There's gotta be something around here. Looking up at the clock tower. I've got an hour. Clocks tickin. Thorak begins to search the courtyard. Back to the basics. Just gotta remember my training. Pull it together Thorak, dont let the Orc stupid in your blood cloud your thoughts.

Perception - searching for secrets: 1d20 + 8 ⇒ (3) + 8 = 11

OOC:
Looks like that roll doesnt hit the DC for a secret door. Terrible perception rolls this game. I guess the dice roller hates me. xD Should I just try again or move on?


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Failing to find anything through a quick scan of the area, Thorak sets out to do a more detailed search. Every rock. Every crack. Even the slightest detail may hold some sort of clue or secret.

60min Search: 1d20 + 5 + 8 ⇒ (7) + 5 + 8 = 20


Your thorough search of the area bore fruit, not to mention some strange looks from the guards and other passers by. Near to the door on the southeast side of the courtyard closest to the main gates, you discover a secret panel hidden in the foundation beneath the brick design. There are several loose bricks in this area, beneath which lies a panel that opens to a stairwell. The stairwell descends into darkness.

Before you have time to even think about descending, the clock tower chimes twelve times and you notice the small frame of Kara as she walks toward you. Quickly replacing the loose stones, you look up at her guiltily.

"It is time for you to come to the Tournament now. Please follow me," she says briskly, and turns and heads toward one of the doors along the right side of the court yard.

DM Only:
It is now 12pm on Day 1


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Here we go, finally getting somewhere. Thorak thinks to himself as he peers into the dark descent of the secret passage he just discovered. And then the clock chimes on the hour. Damn, almost forgot about the tournament.

Thorak, now following Kara, puts on his game face and is prepared to make some serious coin. Gonna eat and drink like a king tonight!


Kara leads you through the northern most door on the eastern wall of the courtyard. You follow her inside.

This large chamber is the grand hall. Tapestries depicting Lord Kent’s coat of arms, a rearing black dragon atop a blue backdrop, line the walls. Several tables, no doubt usually reserved for banquets, now serve as areas for dicing. Along the eastern wall is a long table topped with dozens of delicious-looking foods.

Kara walks to a table near the front of the room and starts rustling through some papers. While you wait beside her, you note that there are others already here, mostly seated. Some peer at scrolls, and yet others are just stare blankly ahead. The room is deadly silent other than the occasional sound of dice rolling on a table.

"Here we are," says Kara, handing you a scroll. "Why don't you have a seat somewhere and have a look at your draw for the tourney. We are just awaiting Lord Kent's pleasure before we begin."

Kara walks quickly toward some of the others in the room, talking indistinctly to each of them in turn.

There is a link in the text above, as well as in the Campaign Header. I will put your tourney information in that presentation. I will try and keep the "standings" up to date at least once per "in game day" so you see where your character is at any time.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Following Kara into the grand hall, little catches Thorak's attention the way the table of food does. How long had it been since he had seen a meal like that? Months? Years? Not years, couldn't be years. He thinks back to when the Brotherhood of Silence had seen better times. The guild had been rich in coin and the opportunities ripe for the reaping. Back then, Thorak's pockets had been overflowing with an abundance. Life in the Brotherhood had indeed seen some grand days. Where'd all that coin go anyways? Thorak forgets about the table of food as he remembers some of the great times he had in recent years emptying his pockets, refilling them and emptying them again. The liquor. The food. The brothels. The gambling. Ah yes, the gambling!

For a few moments, Thorak stands next to Kara lost in his thoughts.

He then scans the room. Not what he was expecting, at all. The places Thorak gambles his coin typically have a few more drunken fools and a wide selection of fights, hefty barmaids and other distractions to give him an extra edge. He came with the preconceived notion that this would obviously be fancier than what he is accustomed to. But this? This is too quiet. No matter... Thorak puts those thoughts out of his mind. ...I look forward to taking each and ever coin purse in here. Heh heh.

Grabbing the scroll from Kara, the Half-orc finds his way to an empty table, at least empty enough, and sits as he proceeds to read over the scroll. Wonder who this Brigit is? Thorak glances at the the faces in the room, trying to put one to the name.


The assembled crowd grows to six people, plus some servants, and Kara. When everyone is seated, Kara steps to the front of the room. "Uhhh ummm," she clears her throat, "please give me your attention. Lord Kent will be arriving at any moment."

Kara looks toward the door expectantly, and right on cue, it starts to open.


The door opens and a medium sized human walks through. Obviously Lord Kent. As he strolls to the front of the room to stand beside Kara, he waves his hand over his head, as though he were shooing a fly away.

Please roll a Perception check

"Hello everyone," he states in a nasal voice. He takes a moment to look at each person in turn. You note that he pauses a little longer when looking at the very beautiful halfling wearing the skin tight leather armor.

"Welcome to my Keep. You are my guest here for the next four days. Everything you desire will be provided; well, almost everything. You should all have had a chance to spend time in your rooms by now. Those are your private domains, and I would encourage you all to keep them locked. Kara should have given you the details about your ability to wander the grounds, but to be clear, if something is locked, you are to stay out. Pretty simple, no?"

He pauses for breath, and reaches to a wine cup behind him on the table. "I want to raise a toast to good and fair competition. Kara will have given you your tournament draw scroll. She will be giving you the tournament and game rules momentarily. I will be at the front here for a time. After Kara is done her debrief, I will remain available for questions. I look forward to having those of you who draw my name try and best me at my favourite game; doing so will certainly impress me.That is all, for now, and may the best gambler win!"

Lord Kent sits down at the table.


"Thank you, Lord Kent. I have scrolls at the front that will provide you with the Tournament rules, as well as the rules for the game of Skulls. Please come and get them after my brief introduction so that I don't have to explain myself twice.

Now then, here is how the tournament works. Each of you will play six other players over the first three days. The three players with the most Match Wins at the end of the three days will go on to play for the 800gp Purse on Fireday at Noon.

Games will commence at the times noted on your Tournament Draw scroll. Do not lose that document; you will not get another, and if you miss your time, you forfeit the game to your opponent.

A match will consist of Three Games. The winner will be that player that wins two out of the three games.

I will not go into the details of how to play Skulls. I suspect most of you already know, but there is a scroll that explains the details for those that do not.

Cheating will not be tolerated. Those caught cheating will forfeit the game in which they are caught. Further, if you are caught cheating more than once, you will forfeit your tournament slot and be exiled from the Keep. I trust that is enough warning for all of you!

I will personally moderate all matches, and my judgments are final. Lord Kent has even agreed to allow my judgments to be final in the matches where plays.

That is all."

Kara walks around the table and sits down beside Lord Kent, waiting to see if anyone needs any questions answered.

In game Mechanics of the Skulls game are descrice at the following link. lso remember that the link to the maps and the "Other Information" containing all these rules, etc., are located in the campaign header


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As all eyes in the room are drawn to Lord Kent's entrance, Thorak too looks up from his scroll to get a look at the man who's motives he had been hired to investigate.

As Lord Kent waves his hand over his head, the Half-orc thinks it strange. Hmm? Most in the room likely just assume that Lord Kent was shooing away a fly but Thorak had already been observing the man with a critical eye, searching for exploits or weaknesses. One might think the Rogue strange or paranoid to analyze such small detail but sometimes it is in the littlest detail that one may give away their secret or the weak link in their chain. Thorak searches for a change in behavior or demeanor. In this case, the Lord of the Keep who would normally hold himself in high regard, now waves at the air with his arm like a fool. Perhaps it's nothing...

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

As Lord Kent looks over the crowd, Thorak again notices something strange. He seems to be awfully interested in that Halfling. Who could she be? The Half-orc continues to study her for a few moments before turning his gaze back to Lord Kent.

"...if something is locked, you are to stay out."

Thorak chuckles. Can't make any promises there friend.

"...and may the best gambler win!"

And so I shall!

Proceeding Kara's introduction, Thorak moves to the front to grab the rules scrolls. He then sits and prepares himself for his first opponent.

So as to speed things up for this, I will roll my 3 rounds now and role play the results once you have posted Brigit's rolls.

Round 1 - Skull Roll: 3d6 + 8 ⇒ (3, 4, 5) + 8 = 20 Total = 20
Round 2 - Skull Roll: 3d6 + 8 ⇒ (4, 4, 4) + 8 = 20 Total = 26
Round 3 - Skull Roll: 3d6 + 8 ⇒ (6, 4, 5) + 8 = 23 Total = 23



Brigit's rolls:

Round 1 - Skull Roll: 3d6 + 7 ⇒ (4, 2, 3) + 7 = 16 Total = 16
Round 2 - Skull Roll: 3d6 + 7 ⇒ (4, 4, 6) + 7 = 21 Total = 25
Round 3 - Skull Roll: 3d6 + 7 ⇒ (5, 2, 2) + 7 = 16 Total = 18

"I adore the randomness that comes with the dice. Even should I lose, as I have, I still enjoy the journey. What brings you here, good sir?"


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

"I too embrace the uncertainty. The chance that one may win or lose based on the outcome of a dice roll, this is what brings me here. You have everything to lose...but you have everything to gain. No skill is required. Luck is either in your favor, or it is not. It would seem luck smiles upon me this day." Thorak smirks. "Now, I am going to get a bite and see if I cant get a drink in one of those fancy cups."


"How would one drink a cup? Or did you mean you would stand in the cup and then drink, perhaps? Or maybe," she pauses for effect, " you meant you love how they look, and you would drink in it's beauty? And don't get me started on what it is you intend to bite!"

Brigit smiles and winks.

"I have just realized that I both love and hate the randomness of the common tongue. How is it that a particular grouping of words could be interpreted in so many different ways? Are all languages like this?"


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

"My, my, you have a way with twisting words in a confusing and yet tasteful manner." Just as Thorak is about to start for the table of food, Brigit's words capture his attention, preventing him from doing so. He slightly slouches back into his chair.

"If we must analyze the intricate's of my words, I simply meant I have a fervor for things of such lustrous beauty. Take the cup for example." The Rogue draws on the human within his blood and dawns his charming grin while keeping his eyes fixed on Brigit. "Its curvaceous form, laced with an ornate design, leaves it to be desired by those who cannot have it. I for one cant but wonder what the value is of such a cup. Can it be bought? Or perhaps it wants to be...taken."

Thorak pauses for a moment, studying Brigit's manner.

"The Common tongue does indeed leave itself open to one's own interpretation. Just as with this game of chance..." Looking at the dice on the table Thorak takes the 3 in hand and rolls them on the table. "...there is risk involved when you speak the Common tongue. You may interpret my words in a way that was not meant. Or perhaps I meant for you to interpret them exactly in that way. The Orc tongue is nothing like this. It can be very harsh, often cutting and to the point and it leaves nothing open to interpretation.

The Half-orc stands up from his chair, looking down at Brigit. So, about that bite and that drink. Care to join me?


"Oh you're silly. A cup cannot think, so how can it ever want to be taken." She chuckles heartily.

"I am interested in learning more about the Orc language, but alas, it will have to wait for another time when I am not so upset about the beating I have taken at Skulls! No offense, but I must decline your offer"

With that, she nods politely to Thorak and gets up to leave.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Thorak nods back at Brigit as she gets up to leave. "Farewell." I don't exactly have time to spare anyways, I should be returning to the hidden passageway in the courtyard. I have until 8 before the next game.

Looking around at what the other competitors are doing, Thorak heads towards the table of food. He finds a cup of wine on the table, takes a large mouthful and puts it back. He then looks over the table and begins to shovel random items of food into his mouth. The Half-orc lets out some of his Orc savagery as subtle as one could while stuffing their face full of food.

If nothing else needs to happen within the hall, Thorak heads back to the courtyard.

After shovelling his mouth full of food, Thorak looks for something quick to grab. Grapes and...an apple, perfect. He pops some grapes into his mouth and then grabs an apple, tosses it in the air and catches it as he turns towards the grand hall exit. Just before heading back out into the courtyard, he turns to look up at the rafters where he had previously seen a winged creature. Wonder what that winged thing was. Perhaps I should check into that dark corner later on, could be something hidden up in those rafters. First things first though.

Out in the courtyard Thorak walks towards the secret panel hidden in the foundation that he had discovered earlier that day. He checks to make sure the coast is clear and then proceeds into the dark.

I'll roll a stealth check in case it is needed here. Thorak also has Darkvision up to 60ft so need for a torch to see whats inside.
Stealth: 1d20 + 9 ⇒ (19) + 9 = 28


No one sees you as you creep along the outside wall of the courtyard. You easily re-find the secret panel that opens your way into the descending darkness.

The spiraling stairwell of this chamber is narrow, and lined with elaborate sconces, fashioned as dragons. Central to the room is a fountain with three dragon heads, each set with silver fangs. It looks as if the heads once spat water, but they appear to have gone dry long ago. A large set of iron double doors is set into the north wall, inlaid with black mosaic stones to depict a rearing dragon on each door.

DM Note:
It is now 12:45PM on Day 1


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As the Half-orc enters the narrow chamber, it takes a moment for his eyes to adapt to the darkness. His pupils dilate as the iris' widen and the world around him fades from color to black and white. Once he see's well enough in the darkness to continue, Thorak begins to search for nearby traps.

Perception - Search for traps: 1d20 + 8 ⇒ (14) + 8 = 22

If he finds nothing...

Deeming it safe to move forward, Thorak continues towards the fountain at the center of the room. He inspects the three dragon heads more closely, specifically focusing on the silver fangs. Hmm...

Perception - Inspecting the three dragon heads: 1d20 + 8 ⇒ (2) + 8 = 10


No traps are evident from your search, but you can't help feeling a sense of foreboding. The dragon heads are old looking. The fangs that you see would glitter were there light on them, but they look like a shade of grey to your night vision eyesight.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Thorak carefully searches the room. His steps are light as he inches forward with caution. Seems safe enough. Strange though...I cant help feeling like...something bad is about to happen. His search for traps turns up nothing.

Finding nothing of apparent interest as he inspects the dragon heads, the Rogue rises from a crouch and begins to study the room for anything hidden or secret. Moving along the walls, he slides his hands across the stones searching for anything loose or out of place.

One last check to see if Thorak finds any secrets or anything of interest in the room and then he will move on to the doors.
Perception - Searching for secrets: 1d20 + 8 ⇒ (16) + 8 = 24

If he finds nothing...

All of his searching turns up nothing, so Thorak looks to the large iron doors. Grabbing the handle on the one of them, he pushes and pulls to see if the doors are locked or not.

If they are locked...

Open lock: 1d20 + 11 ⇒ (11) + 11 = 22


As you make your way around the outside of the room, you note a small lever hidden between two stone blocks on the western wall.

DM Note to Thorak:

Perception Roll = 24 PASS for find secret
I have assumed that you have been doing just the normal perception checks, not the ones that take extra time (1 minute per square for +5 bonus, or 2 minutes per square for +10 bonus) since you have not said otherwise, nor have you modified your rolls accordingly.

Just to clarify further, the method with the modifier only works to find secrets, or hearing things (ie. sensory things); it doesn't count for finding traps since you will either find them or you won't based on your roll.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Correct, I have rolled regular checks without the timed search mod. Thanks for the clarification. I also hadn't checked the map for this room yet and so I didn't know the room is only 9 squares. Since my first experience with the timed search took an hour I had it in my mind that every time I do this it would take up an hour of my time and with only 4 days I would quickly run out of time. But 9 minutes for +5 in this room really isn't bad at all. Luckily I had a good roll for the search anyways.

Thorak puts his hand on the small lever and pauses in hesitation for a moment. Only one way to find out what this does... He pulls the lever.


The level makes a clacking sound as you pull it downward toward the floor. You hear the grating of stone on stone as a portion of the wall slides outward into another dark corridor. You can see to the end of the short corridor that turns immediately left, and then right and ending at a stone wall.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As the sliding wall grinds to a halt, Thorak peers into the dark corridor. Better not take any chances. He steps forward with care as he searches the secret opening for traps.

Search for traps: 1d20 + 8 ⇒ (4) + 8 = 12

I highly doubt that roll will show reveal any traps.

The Rogue steps further into the corridor with less care and begins to explore.

4 min Search: 1d20 + 8 + 5 ⇒ (15) + 8 + 5 = 28


DM Only:

1d100 ⇒ 79
1d10 ⇒ 1
1d3 ⇒ 3

You carefully search the hallway from one end to the other. Staring at the end wall, you sense something odd. Unsure if it is the way the air moves, a slight sound, a smell, or something else just outside your perception; something lies just beyond your reach, tickling your intuitions. You feel in your gut there is more to be found here, but no matter how hard you look, any answer lies just beyond your grasp.

Your deep thoughts are interrupted by the sounds of booted feet emanating from the room with the fountain.

Please roll a perception check, and a stealth check

DM Note:

Day 1, 1:00pm


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

As the Rogue's thoughts are interrupted by what sounds like boot steps coming from the other room, Thorak spins around towards their direction and immediately seeks out a place to hide. Damn! Can't say I was careful to cover my tracks, I should have anticipated this. Gotta hide quick.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19


DM Only:

Orc 1: Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Orc 2: Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Orc 3: Goes to doors ... no check

You hear voices. "I fought I saw sumpin over dere by dat door." You hear booted feet come closer, and the shadow of an Orc peers into the darkness of the hallway. Lucky for you, your hiding place just around the corner of the bend worked, and the orc did not look far enough into the hallway before being called back by another Orc.

"Nevermind nuffin, Glush," says a voice from the room with the fountain. "Boss man says we gots ta hurry, an' hurry we gonna do, lessen ya wunts us ta leave ya here ta get caught?"

Maybe we should just kill Glush, hey Urmug? says another, more gutteral voice. He'll squeal loike a pig ifn 'he gets caught! Wunts me ta kill 'him?"

You see the frame of the Orc that peered into the hallway pull back from the entrance. "I be comin' ya gits. Jus' checkin ta see if dere was treasure, or maybe a spy! You'd be thankin me if some sneak came up on us from behind. Did ya get dat door open yet Urmag?"

"I be wurkin on it," replies Urmag. "Gots ta be real careful." You hear a click and the scrape of stone as the doors obviously open. "Dere we go. Now hurry through before it resets!"

You hear the sound of boots, and then the scrape of a door, then silence.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Before Thorak has a chance to give any more thought, impulse and adrenaline take over as he dashes forward into a roll and presses himself up against the corner wall of the bend next to the corridors opening. Heart racing with fury, the rogue steadies his hand on the hilt of his sword, preparing to swiftly remove it from its sheathe and put the pointy end into the gut of whatever is on his tracks. If I unsheathe the blade now, whoever is in the next room will be drawn to the sound. I'll wait for them to come around the corner and take them out quietly. As the boot steps draw nearer, Thorak readies his kill stance and grips the hilt tightly. Just as he about to release swift death in an explosive attack, a voice from the other room calls out to the shadow now peering into the corridor, stopping its owner from going any further. The shadow disappears from the opening in the wall and Thorak ducks back realizing he no longer needs to make the kill. Lucky day for him. Heh.

As the voices disappear from the fountain room, Thorak dashes out from his hiding place towards the doors that are now scraping to a close. He quickly grabs the handles, pushing and pulling in hopes that they will open for him. Damn! Not fast enough. He steps back from the doors and looks around. Alright... He steps back even further, turns towards the fountain at the center and continues looking around. Alright. Think. One of them said something about being careful. Was he referring to a trap? Think Thorak. Could there be another lever that I missed?

Not sure if I should be rolling another perception check or not since I already rolled for this room.


As you pull your hand away from the door handle, you feel a sensation, starting in your hand, and slowly creeping up your arm. It starts out almost like a pinch, but by the time the pain travels up your arm and into your torso, the intensity increases. Now it feels like a hammer blow.

The door handle clicks again.

Inflict Light Wounds Trap: 1d8 + 1 ⇒ (5) + 1 = 6
Will Save for 1/2 Dmg (DC11): 1d20 + 3 ⇒ (18) + 3 = 21 = SAVED!

You take 3 HP of Damage from the trap on the door.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Gahhh! Thorak pulls away from the doors as he is hammered with shooting pain from the trap. He knew instantly he hadn't been cautious enough. After searching the room so carefully, he had thought for sure he was safe. Heh, Thorak chuckles to himself reminded of his training in earlier years. "Another lesson learned the hard way Half-orc." His old Guild Master had been saying it for God's know how long. "When will you get it Skulk? You keep taking risks like this, looking to learn things your own way and you're gonna end up dead one day. Or worse! Gwahaha!" I knew he was right. That son of a b%%!% was always right. Rest in peace you old bastard.

Thorak pulls himself together. I'm still alive. Looks like luck continues to smile upon me this day. "Alright. Lets see." The Rogue moves in to inspect the door closer. He lowers his head below the handles glancing up to see if he can spot anything. Better be sure I'm not gonna get zapped again. Could be lights out next time.

Search door for trap: 1d20 + 8 ⇒ (18) + 8 = 26


Your search reveals a mechanism in the door handle; you see what gave you the jolt. The complicated mechanism has been reset, and the door remains locked by an even more complex mechanism of tumblers and dials beyond the trap.

You find the DC26 to reveal the trap - not sure if I am supposed to tell you this stuff, but I will unless you truly want to stay out frm behind the GM screen


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Ah, there you are. Thorak laces his fingers together and pushes his palms out away from his chest. Time to get to work! The Rogue pulls out his set of thieves tools which he carries in a rolled up leather kit. He lays the kit on the ground and unrolls it to reveal a varied set of tools useful for picking locks and disabling traps and other devices. He chooses the tools most suited to the task and begins to fiddle with the trap looking for its flaws.

Disable Device: 1d20 + 11 ⇒ (16) + 11 = 27

No problem, I dont mind either way.


Try as you might, you cannot make the lock budge. You feel as though you can still possibly get it, but with the trap attached, it's a tricky thing.


I had to look this up, so thought I would post here from Paizo PRD page:
The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Think I almost...got it... Thorak continues tinkering.

Disable Device: 1d20 + 11 ⇒ (5) + 11 = 16

Welp thats a near epic fail.


As you attempt to undo the trap mechanism, your fingers slip and you hear the all too familiar click and hiss. A jolt of pain travels throughout your body again. The trap clicks back into place once more.

Inflict Light Wounds Trap: 1d8 + 1 ⇒ (7) + 1 = 8
Will Save for 1/2 Dmg (DC11): 1d20 + 3 ⇒ (15) + 3 = 18 = SAVED

You take 4 damage

It is 1:30pm on Day 1


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Jolted by the trap yet again, Thoraks tools drop from his hands and clang on the floor as he pulls away from the doors. Gahhh! Damn! The Half-orc puts the sole of his boot to the door in a forceful fit.

Suggestions? Since that was a fail, I am unable to try to disarm again correct? Not really sure what else I can do now other than to turn around.


The DC of the trap is 26. So even at +11, you will need to roll a 15-20 to get through. It's a risky endeavour, and there are a few other ways to get into the room on the other side (but it's not a critical room to enter. I am probably telling you too much, but it's more fun that watching you bang you head against the wall) :)


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Correct me if I am wrong but if the DC of the trap is 26 than I already disabled it 6 posts previous to this one no? With my disable device roll of 27?


Yeah but this is what the adventure guide said before the trap description:
Traps: The iron doors are imbued with an inflict light wounds trap, and lead to Area 26. They are locked, and can be opened by succeeding at a DC 30 Disable Device check (not likely for low level characters, but there is another way to open the doors; see below).


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

Alright, I'm pretty confused so I think I'll just head back to the courtyard.

Hmm, looks like this thing just wont budge. Thorak reflects for a moment on his lack of skill. Failure is to be expected but its never easy to take and this situation is certainly no different. The Rogue rolls his tools up and heads back to the courtyard to continue exploring elsewhere.

Out in the courtyard Thorak looks around pondering a good place to continue his work. He looks towards the grand hall where had just been a couple hours ago. The Half-orc walks into the hall to see if anyone else is still in the room and begins to search the area.

27 min Search: 1d20 + 8 + 5 ⇒ (10) + 8 + 5 = 23


Sorry for being confusing. I have just done another complete review. The DC for the trap disabling is, indeed, 26, and so you should have PASSED, not failed. I confused the DC to unlock the door (DC 30) with the DC for the trap (DC 26). Entirely my mistake, and I apologize. Thanks for sticking with me through this. So let's rewind back to the post above and start over. Pretend it's an RPG and you saved just before that spot, and now you are reloading due to a BUG with the DM. Here is my more appropriate reply to that post.

Eureka! The trap unwinds in front of your eyes and after your deft touch. It was a very close thing, and you were worried several times that it was going to get you again!

You are now standing in front of a set of locked Iron doors, but thankfully, the trap is no longer an issue.


Male Half-Orc Rogue/3, AC 17, Touch 14, Flat-footed 13, HP 16/24, Fort +1, Ref +8, Will +3, Init +4

No problem Adaram. Its all good. ;) Haha I guess either way I still have to pass the lock pick roll though eh? Alrighty then, reloading to a previous checkpoint. xD

Thoraks listens carefully as the trap finally unwinds and releases from the doors. There we go, now wasn't that easy! He grins while shaking the door handles, fairly certain now he wont be shocked. Now to get this lock open.

The rogue sets down the trap disabling tools and scans the lock picking set. He inspects the lock a bit closer. Lets see here. I'll go with the...hook pick. The Rogue carefully inserts the hook pick and a torsion wrench into the lock and begins his work.

Pick Lock: 1d20 + 11 ⇒ (4) + 11 = 15

*Facepalm. Still not quite sure what the rules on making multiple lock pick checks are. Cant seem to find anything in the Core Rulebook. I'll do some more poking around in it tomorrow If you have not already posted by then.

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