Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


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Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Survival untrained: 1d20 + 2 ⇒ (4) + 2 = 6


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

"what exactly does this mean?" as she looks at some animal excrement.


"I'm making an assumption. The tower may not but if they were living in this place, I would assume there is some underground compartment somewhere. Also, the smaller tracks seem headed toward the L and I'd rather take out the smaller creatures first, depending on what they are."


So a total 26 on the survival roll, but Tyhal and Lalendar both come to the same conclusion. Goblins, not much of a threat alone, but dangerous in sufficient numbers. Unfortunately, while the tracks indicate half a dozen or less, there is no way of knowing how many might lair within.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

With some distaste, Tyhal offers, "Looks like goblins to me. Could be a scouting or hunting party or it could be the entire tribe."


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

"The tales of the fall of the keep were that a united force of orcs and goblins overwhelmed the human defenders. I have also heard that shortly after the fall of the keep, no sign of that tribe of orcs could be found and the goblins were only seen rarely. One theory was that the two invading forces turned on each other and destroyed each other. Perhaps they were only partially successful and the goblins retreated into the building to lick their wounds."


The other tracks, the ones that go to the tower, would appear to be those of a human - the footwear seems to be in reasonably good repair and of a type rarely seen on orcs, and they are in the wrong proportion to be those of elves. They are obviously too big for halflings and dwarves are almost unheard of in the region unless they are traveling through.


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

"The original owners are long dead and no progeny survived them. I doubt whoever that is has any more right to the building than we do. Not that I'm wanting to claim an old human ruin..."


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Tyhal shrugs, "One door is likely as good as the other. We can investigate the donjon first if you wish. How do you want to proceed?"


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

"I also have no preference but with the whisper of dark things going on here, I'd be inclined to think that those foot prints might belong to a wizard instead of just a regular human. I feel less comfortable leaving something that strong behind me brother. Let us try not to be rash."


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

"As you say sister. Mayhap that you be correct. Let us venture there first If that be yours preference."


what do I have to roll to use my detect magic spell?


No roll necessary unless you are analyzing something and a spellcraft check is required. Since you haven't identified anything to analyze yet, no roll needed.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Showing some concentration for a second, Lalandar uses his detect magic ability to try and detect magic relegated to the tower.

spell craft just in case: 1d20 + 8 ⇒ (16) + 8 = 24


Detect Magic has a range of 60', in case you hadn't noticed that, so you can scan everything you can see. For each of three rounds, you gain more information about what you are looking at if you continue to concentrate. This is just clarification for next time because this time...

With a word and a gesture, the magus enabled his eyes to pick up magical auras, should they be present, but any magic that once occupied the keep has either been moved or its enchantment has faded with the years. He detects no magic on either of the buildings within the wall nor in the courtyard between them.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

"Well we are gaining nothing standing here doing nothing, let us begin this adventure. If you want to take on the keep first, let us traverse into its depths and see what is haunting this land."


The tower or the other building?


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Well the rest of the conversation seemed to be pointing towards the tower


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Perception Talaledar: 1d20 + 5 ⇒ (7) + 5 = 12

Perception Lalandar: 1d20 + 3 ⇒ (16) + 3 = 19


The party moves toward the tower. A well fitting iron‐bound door provides access to the tower. In places the door’s sturdy wood is pitted and splintered and the bottom portion bears scorch marks. It is otherwise in good condition and appears firmly shut.

The elves all recognize that there are a mix of small- and medium-sized tracks around the door. Subsequent study requires a Survival check.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Survival: 1d20 + 6 ⇒ (6) + 6 = 12


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Survival Lalandar: 1d20 + 1 ⇒ (2) + 1 = 3


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

Survival: 1d20 + 2 ⇒ (20) + 2 = 22


Rhasadinar confirms that the larger set of tracks is fresher and all seems to come and go from the gate. The smaller tracks are older and cross the courtyard to the other building.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

"Let me see how easy this entrance may be to enter'

He approaches the door to see if it is free swinging or if it remains locked.


The door proves to be latched solidly. There is a keyhole and a decision to make.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Glancing at the wall, Lalandar determines that he could probably climb the wall but he has no way to accomplish that. He turns to Tyhal and says:

"I think I can climb this wall but there is no way for me to get all of us up there. Do you have any rope? Or do you think you can climb it yourself?"

Is there anyway to help him make the climb? or is this a purely solo climb?


You could coach him from the ground. Make a DC 10 climb check to give him a +2 for his check.


*bump*


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

You never answered my other question about the rope with your character.

It might be best if we at least both make the climb and then proceed to find a way back to the girls to see if we can succeed in letting them into this keep. What think you Tyhal?


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

If you're agreeable, I shall proceed first.

climb check: 1d20 + 7 ⇒ (6) + 7 = 13


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

I answered it when we were speaking, but no, it's not in a post here. I have a 50' rope.

Climb aid DC 10: 1d20 + 5 ⇒ (4) + 5 = 9 Not this time


Lalandar is unable to find firm enough purchase on the wall to climb up. No progress.


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Well that was a short climb brother *snicker* Maybe our comrade here can take that first go instead.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

"Much as I'd like to say so, I'm not seeing a route, either. Perhaps around the corner..."

Climb: 1d20 + 5 ⇒ (20) + 5 = 25 15' up...

Climb: 1d20 + 5 ⇒ (12) + 5 = 17 No further progress

The elven slayer makes good progress at first, but finds himself searching for a route forward from there.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

"Let me see if I can spot any more holds"

Climb Assist: 1d20 + 5 ⇒ (4) + 5 = 9


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

at least I'm consistent with that climb roll

Lalandar proceeds to look way out of reach for Tyhal, forgetting he's not made of rubber


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Trying again, Tyhal seeks more handholds.

Climb: 1d20 + 5 ⇒ (2) + 5 = 7

But he loses his grip and falls back to the ground.

Damage: 1d6 ⇒ 2

Sitting at the base of the wall, he looks up at the other elf sheepishly. "Maybe we should find a different path. What do we know of the people within?"


A wandering wizard peeks in through the gate and casts raise thread. He smiles and nods and wanders off into the forest.


Male Human

Spoiler:

New Character Attribute Scores
Score 1: 1d6 ⇒ 51d6 ⇒ 61d6 ⇒ 51d6 ⇒ 3
Reroll 1: 1d6 ⇒ 21d6 ⇒ 21d6 ⇒ 41d6 ⇒ 2
Score 1 = 16

Score 2: 1d6 ⇒ 51d6 ⇒ 61d6 ⇒ 11d6 ⇒ 5
Reroll 2: 1d6 ⇒ 21d6 ⇒ 41d6 ⇒ 11d6 ⇒ 1
Score 2 = 16

Score 3: 1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 21d6 ⇒ 4
Reroll 3: 1d6 ⇒ 51d6 ⇒ 41d6 ⇒ 61d6 ⇒ 3
Score 3 = 13

Score 4: 1d6 ⇒ 21d6 ⇒ 31d6 ⇒ 41d6 ⇒ 3
Reroll 4: 1d6 ⇒ 51d6 ⇒ 41d6 ⇒ 41d6 ⇒ 2
Score 4 = 10

Score 5: 1d6 ⇒ 51d6 ⇒ 21d6 ⇒ 11d6 ⇒ 2
Reroll 5: 1d6 ⇒ 41d6 ⇒ 51d6 ⇒ 11d6 ⇒ 2
Score 5 = 9

Score 6: 1d6 ⇒ 11d6 ⇒ 61d6 ⇒ 11d6 ⇒ 5
Reroll 6: 1d6 ⇒ 61d6 ⇒ 61d6 ⇒ 61d6 ⇒ 6
Score 6 = 18


Nice rolls. Reasonably distributed, no major weaknesses. I approve, but this is the gameplay thread. Let's hash out details of your character joining up over here.

Note: if you guys haven't used it before, you can choose the "focus" option when you are looking at the list of threads and it should narrow down the list to those you have posted to and those you have just read. The ones you have posted to should always be in your list, but the ones you have only read should disappear except when there are new posts for your perusal.


It's been recommended to me that the Campaigns page is a better tool to use to see updates than the Focus option I mentioned in my last post.


These events are slightly out of sync in the timeline and require a bit of a railroad on my part as a result, but in the interest of everyone having something to do, I'm going to drive that train for a short time. Otherwise, I prefer to let you choose the path of travel. I think I will run both sides in the clear since we will be in a single discussion quickly, but we could do this in spoilers for sake of keeping things separate.


In the Keep
Assuming that the pairs of siblings have been exploring the large room, perhaps a feasting hall, where they fought the spiders and they remain there. Tyhal suddenly hushes the others and moves quickly and quietly to the door where they had entered from the hall. One finger his lips, he holds up several fingers on the other hand, then points up with a thumb. Once everyone is quiet, the others hear what got his attention - voices in the hall. Quiet and guttural, they don't sound human and they are definitely not elven.

An evil and foreboding chuckle followed by some child-like giggles gives you all a pretty good idea of who is out there - Goblins! And quite a few of them. It is getting later in the day - another hour and it will be dusk, likely a good hunting time for the little miscreants. Whatever they are up to, it can't be good, but there are too many of them for a head-on attack.

Exposition pause for player contributions or questions


On the Road
The two strangers are making good time as they travel, learning a bit about each other - some of it even true. They have both heard the tales from those they have met on the road about how this used to be a very safe route for a few people to travel, but lately some reasonably secure travelers have disappeared. People are talking about ghosts of the abandoned farms in the area, maybe a ghost from the keep lost in the woods. More practical individuals think it is plain, old, run-of-the-mill bandits or even orcs. Not much difference between the two, anyway, right?

Traveling together just makes sense in light of this apparent new threat. After you have been walking for an hour or two, the day's light begins to wane and you realize you won't reach your destination tonight. You will have to set up a camp. The immediate area doesn't lend itself to such, but you are approaching a forested area where you might be able to hide a camp among the trees. It will be getting onto darkness when you get there, but a campfire in the open would just be inviting all sorts of threats from miles around, so you keep moving.

Exposition pause for player contributions or questions


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

On the Road
As dusk approaches, Ashia starts to fall silent as the sounds of the wild creep into her ears. Walking shoulder to shoulder, she sometimes bumps into her traveling companion, only to quickly shuffle away as he brushes her off.

With someone she only met a few hours ago, thoughts keep going through her head, wondering if walking with this elf was the right thing to do. Her mind quickly moves to the sounds of the shadows and darkness, spinning up tails best for the Abyss.

Feeling the tension in his companion, Timber worked his way from the ground beside her, up into her arms as they walked along. Gently petting his fur, she turn to Elwin,

"I suggest we camp along the forest edge, slightly away from path, yet overlooking the open area approaching our site."

Skill Checks:
Camp Checks
  • Knowledge (nature): 1d20 + 8 ⇒ (1) + 8 = 9
  • Stealth: 1d20 + 7 ⇒ (14) + 7 = 21 (Timber in hand)
  • Survival: 1d20 + 1 ⇒ (4) + 1 = 5
  • Percpetion: 1d20 + 7 ⇒ (1) + 7 = 8


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

On the Road
"Besides traveling with me, I think that was the best idea you have had all day.", Elwin replies to Ashia with a smile. "I suggest we cover our cover your bedroll with sticks a leaves, and sleep under it for the night. I will make do with some sticks and leaves over-top of me for the night. I will stay up later as I can see better at nighttime than you. I can then also help make sure you do not make as much noise sleeping as you did while walking."

He pauses a second and smiles as Ashia sticks her tongue out at him.

"I can then go to sleep, and maybe your cat will alert us if anyone gets to close. We will just have to take the chance."

Skill Checks:
Camp Checks
  • Perception: 1d20 + 7 ⇒ (2) + 7 = 9
  • Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
  • Survival: 1d20 + 1 ⇒ (16) + 1 = 17


I see the dice roller has warmed right up to you. ;-) As you approach the trees, you hear singing in the distance. Deep and not terribly good, the language is not Common and there seems to be a second voice on the chorus.

Speak ye Dwarven, by chance?


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

On the Road
Hearing the voices, Elwin looks to Ashia and points toward the noise. With an inquisitive look, he mouths "Catfolk" as their eyes meet. Ashia appears to pause for a second to here better, and then slowly shakes her head from side to side as not not make any noise.

Languages:

Neither Ashia nor Elwin speak dwarven. All of their languages are listed under their profiles.
Ashia
  • Common
  • Draconic
  • Elven
  • Sylvan
  • Catfolk
Elwin
  • Common
  • Draconic
  • Elven
  • Sylvan


Yes, sorry, I figured they were in the profile, but I was posting quickly before we left the cabin and didn't take the time to look. Sorry.

The singing is not terribly close or at least not very loud.

Sense Motive DC 20:
Even without knowing the words or hearing it that clearly, the song sounds more appropriate to a barroom than a battlefield, so you don't think it is an orc warband. You don't think.

Do you want to continue with the plan to set up camp here since you don't know who the singer is? Or would you want to investigate the neighbors first?

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