#0-06: Black Waters [Tier 1-2] GM Rutseg (Inactive)

Game Master Balacertar

Current map
Beldrin's Bluff

Chronicles


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Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

"Uh, because we need to," Eveline answers blatantly. She didn't expect the man to start questioning them, "we learned there might be an underground... basement under the academy, and we need to go there. We have our reasons."

We can't tell everything to this looney. We don't know if he's just acting weird or is in fact here to spy on us.

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

Demario will smile at the man and take in the reasons why he is there. He looks up to the sky and wonders if the daughter really is coming, or if the man is in denial over the tragedy that happened.

Demario tries to reason with the man to let them explore on their own.

diplomacy to let us wxplore on our own: 1d20 + 8 ⇒ (4) + 8 = 12

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Reed steps forward, speaking respectfully. "Excuse us, sir. We have other business on the grounds." Not offering any further explanation, he heads to the most likely starting point for their journey, slowing his pace to allow the others to catch up if it seems they are following.


Iron Gods: Iron maps;

The man seems a bit surprised on the reaction and asks "But what are you looking for? Perhaps I can help you."

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Why, we want to see the interior of the Academy of course! The grounds look lovely, but that's meaningless if the inside isn't well kept. Nigel says to man, happy to be talking about something, anything else than family.

diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12


Iron Gods: Iron maps;

"But why do you want to see the interior? I cannot help you in any way?" the man seems clued and helpful rather than suspicious.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Screw it, I think he's just a traumatized old man. If he's spy he's a hell of an actor. And who would spy on an abandoned school anyway? Nigel thinks and decides to be forthright with the man.

Because we heard there was something dangerous in the basement and we were sent to investigate the problem. We don't want any children to be hurt. Plus, you said you've been waiting for Cassiel for awhile now... Aren't you a little worried? Do you happen to have a key we could use?

diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Reed frowns as Nigel speaks to the man, but holds his silence.


Iron Gods: Iron maps;

"A danger in the basement? Well, I don't think so, otherwise I would have noticed time ago. Plus, what kind of basement are you looking for?" he coils a bit under the question about Cassiel but he says "She is ok, she is just here, she just hasn't come out yet..."

He looks then at Nigel "You are a fun gnome, aren't you? I am sure women pack around you to get some fun. I don't know what a key for you are looking for? The door to where do you want to open?" he seems to start being amused about all the conversation "I start to think you are suspicious about me, do you have anything to hide? I hope you are not the kind of well spoken thieves. But nah, you seem good guys in a mission."

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Nigel blushes at the compliment. It's been awhile since Nigel pursued any ladies, but he's thinking "why not" chuckling to himself.

After regaining his composure. Nigel address the man.

It could very well be nothing. I hope that's the case. But we were sent to check on it nonetheless. I just asked for a key because I thought the entranceway might be locked. Nigel says.

diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20


Iron Gods: Iron maps;

"Ah, well, if you already know the entrance. I am just curious, I have been here a lot and never seen a basement or any noise." the man seems just curious and surprised by the revelation "Something doesn't fit. Something is amiss."

He then looks at the dark sky "Aren't you tired? I is become close night. It seems you already know pretty well what you are doing and do not need my help, thus I think I am just retreating home. I would love to invite you but I don't think I could allocate the whole pack. Besides, you probably have your own place."

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

This man's borderlining sanity and lunacy, Eveline thinks to herself, idly scratching her head in confusion.

"Right, then, we are pathfinders so we should be able to traverse any obstacles we find," she says with an oddly flamboyant tone, trying to impress Deris. Her goal is to make the man assured and have him leave. Eveline doesn't dare to say it, but a friendly demeanor, peculiar behavior, and a ragged appearance rolled up together forms an image of a perverted old man. She shudders involuntarily, reliving some undesirable moments of her past.

"Can we get going? This night's certainly not encouraging."

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"Thanks for the invitation, Deris. We appreciate it. Maybe next time, though, I'll bring ya some gifts.", says Lionel, smiling at the awkwardness at the situation.

"Yes, ma'am. On our way. If ya'd like ta stay behind me and poke me in the right direction.", replies Lionel, noticing Eveline's annoyance.

He starts walking off to the academy, strutting with his spear.


Iron Gods: Iron maps;

You are already in the Academy Lionel, all this buildings around and the garden are part of it

Seeing your reactions the man just shrugs and with a great yawn retreats home.

You also start feeling the intense day affecting you. You will definitely need an effort to stay working asleep the whole night.

Well, let me know what do you want to try out now. What next?

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Whoops, I knew that. I meant the main building, or at least the one we should be heading to. Sorry, trying to post at midnight after work.


Iron Gods: Iron maps;

And what building do you need to go to? :)
There is definitely nothing like a main building

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Ah, in this case, since Calistria is leading him, he'll start with the first building he sees. Starting from the one in the south-west end of the map.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Following Lionel.


Iron Gods: Iron maps;

You start visiting what remains of the buildings. It takes you some hours and you do not even find any corpses. They were probably removed after the quake, at least the ones reachable.

After a while it becomes clear you are not going to find the Necropolis entrance in this way.

You got out of the rails. We will need a bit of creativity to get moving.
Any ideas on what to do next?

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"Well, that ain't workin'. Hm. D'ya think we can go for a dip in that water over there?", he gestures to the water in the center of the courtyard. "There could be an entrance in there. In fact, I remember Lady Dacilane tellin' me that the kids were stuck in the sinkhole in the middle. I don' fancy myself the best swimmer in the world, but I could go if ya want."

Lionel would approach and start looking in the sinkhole, trying to see what's in there. If he can't see anything, he'd ask Nigel to cast Light on a pebble and throw it in the water.

AoO's:

AoO: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 9 ⇒ (4) + 9 = 13

AoO: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

If nothing immediately pops out of the water, he'll grab a dagger and jump in there, The water is probably calm, so he takes 10 if possible, if not, Swimmin': 1d20 + 4 ⇒ (14) + 4 = 18

"Heh.", says Lionel, water dripping from his braids. "I guess we shouldn't have chased the crazy man away, eh?"

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Reed sighs, becoming increasingly convinced that the water-logged middle of the grounds held the entrance. After all, they were investigating the Drownyard. Looking at the layout, he walks towards the northern portion of the water, hoping the northernmost building in the water provided a drier entrance.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

Althera recovers from her brief moment of stress, then follows the others over to the water.

"I think you have the right of it, preacher. I can create some light if you like."

She casts light on a nearby pebble or his dagger, whichever is preferred.

-Posted with Wayfinder

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Perhaps we can explore inside the sunken buildings? Nigel says to the group. I swear if there are reptiles though...

Nigel circles the shore and looks around to see if there are any doors or windows from the passageway about 25 feet from the shore.

If so, He'll cast open/close on the first one he sees and cast light on the hinge of the doorway/window.


Iron Gods: Iron maps;

Ok, so for performing the search you will need perception rolls.
I would normally roll myself but I cannot at this point. Can you please give me a roll looking for the Necropolis entrance?

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Perception: 1d20 + 2 ⇒ (3) + 2 = 5

Lionel dips in the water again, shivering a bit, and starts looking for the entrance again.

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Eveline looks around but dares not to plunge straight into the unknown water. She really doesn't want to get her clothes wet.

She looks back at the entrance, now locked by the team so no other mad men come. "Don't you find it odd," she begins, idly rubbing her neck, "he had been waiting for her daughter here, and then suddenly left. Guess he didn't have a daughter then."

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Addressing Eve, the ranger gives her a weary look, "He's coping with his loss as best he can. What he really needs is a dose of reality and someone to confront him about it. But that can come later." He helps Eveline look around, her eyes seeming keen. Instead, he points out interesting things around the place, helping the smaller ranger try to pinpoint their target.

Aid Another Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Iron Gods: Iron maps;

Hours: 1d4 ⇒ 3
After three hours looking for the Necropolis entrance you just give up. The only remarkable features you have found are the grief flowers, an old kitchen area with fresh firework, a dark pool with a corpse in the middle of its waters, an almost unaffected hut with gardener tools and the top part of three towers totally covered by rubble.

You can perhaps remove the rubble from some of the towers, but it will take definitely days of work and expert hand, as well as good carrying capacity hands.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Alright, well this isn't getting us anywhere. I say we head back to the Grand Lodge, get some sleep, then figure out our next move.

Seriously, we don't want to get the fatigued condition wandering around a schoolyard.

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

"I agree. Maybe fresh eyes tomorrow will do the trick."

Unless nobody objects, get some sleep and return in the morning?

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

"That sounds good to me. I could use the rest"

-Posted with Wayfinder


Iron Gods: Iron maps;

As most of the team starts to feel the fatigue, the party finally decides to retreat home for the night. It has been a day of unfruitful search and the Pathfinders have some dreams about the search and the terrible disaster of the Academy.

Next morning the party gathers again in front of the Grand Lodge, and after a brief breakfast departs towards the Drownyard again.

When you reach the ruins of the Tri-Tower Academy, Deris Marlinchen is already there performing some works in the garden. He happily greets you in as you open the door "Good morning friends! I see you decided to come back visit the good Marlinchen. How are you doing? Did you not find what you were looking for? Whatever it was."

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

"I didn't mean to be condescending," Eveline says to Reed, genuinely taken aback, "I'm just wondering. If he had suddenly realized her daughter might have been lost for a decade, he most likely would not have been so calm. Maybe... maybe he'll be here tomorrow."

After a fruitless search, Eveline is resting on a dry rock she found, rubbing her tired legs. She flinches a bit, starting to stretch her calves gently. "Yeah, sleep sounds splendid," she replies, "we better not tell about this assignment to anyone. Meet and regroup at the Grand Lodge's doorstep in the morning."

Oh damnit, you got to update before I finished my post.

----

Oh dear, his here again, she glooms, rolling her eyes a bit.

"No, we did not. But apparently you just might. We need to find a necropolis hidden underneath the academy. It's ancient, possibly teeming with danger, so I hope you haven't ventured there all by yourself."

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Reed smiles at Eve, not having taken it personal.

---------------------

As they arrive, and the man starts to speak, Reed maintains his silence once again as Eve asks her question. If that doesn't provide an answer, he will speak up, "Sir, where is the entrance to the school itself? We can't seem to find it."


Iron Gods: Iron maps;

Deris looks at Reed clued then starts laughing "But Sir, you just stepped in! Are you trying to fool me?" he keeps laughing for a while.
Do not take it blunt please Reed. Perhaps I did not expressed properly, but there is a fence all around this area, which is marking the limit of the old school. The scenario is very very loose in this act and additionally provides a very poor map which do not corresponds with the text (yet again).
I will try to clarify. You have to distinguish between the Academy, which is known and you are in, and the Necropolis that delves below, which no one knows the entrance to, but the Society thinks the Earthquake can have open.

Afterwards the man looks at Eveline and answers "I don't know anything about a Necropolis." he thinks a bit on it "But you are clever adventurers, there is probably one if you are looking for it, isn't it? After all what would you be doing here otherwise? Mrs. Heracks was down there the longest though. Perhaps she can help. Come on, I’ll introduce you. She’s in Headmistress Kiwu’s old classroom now."

The man starts walking towards one of the buildings you inspected yesterday. He approaches towards a large slate layer and after moving it to the side he discovers a well concealed tunnel within the rubble "Place the slate after entering. Mrs. Heracks hates her lessons being disturbed by parents and other wandering noisy." he then disappears into the rubble tunnel.

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Such things would be common with Reed, who isn't the best about clarifying his questions, so no worries.

Reed looks over the slate, wondering how he and his companions had missed it the last time around. He looks ruefully at the others before following the helpful lunatic down.

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

For once my small height makes up for something, Eveline chuckles to herself, as she easily traverses the rubble tunnel. Yet at the back of her head she can't help but to expect this to be the man's devious ambush; she has had a share of old men's tricks and traps in her life. She shares a quick nod with Reed before going after Deris.

Maybe it's possible this Deris fellow never had a daughter named Cassiel, nor there never was a Mrs. Heracks or a Headmistress Kiwu... might be all made up.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Lionel is quite shivery, after the long night swim, and proceeds to the lodge in all haste. When he arrives there, he tries to take a spare set of clothes, and immediately goes to his accomodations, wishing everybody a pleasant evening.

-----------------------

In the morning, as the group follows in the tunnel, Lionel attempts to read Deris' face again, to realize if he's actually what he looks like.

Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11

"So, Deris, do you work 'ere in the Academy? You the groundskeeper or somethin'? Dunno if ya told them that yesterday, I musta missed it.", he smiles apologetically. "Hopefully I wouldn't hafta swim today, eh?"

As they venture in the tunnel, Lionel asks Deris, "So, what kinda courses does the Academy provide? I suppose astronomy, algebra an' the like, right? Anything particularly interestin'? What does Mistress Heracks teach?" He seems genuinely interested in the subject, whether or not Deris provides useful information.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

"Is there any chance you can tell us more about the Headmistress?" Nigel asks in a polite voice. "Also, I'm sorry about the confusion yesterday, we weren't very clear with our requests."

diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

Nigel is skittish, but he's generally not a confrontational person unless reptiles come up. He'll actually trust most people until they prove they are not worthy of trust.

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

Demario stretched his legs after the failed hours searching the school and courtyard. He goes to the inn, has a cold drink and relaxes near the fire. The next day GS fathers himself and his possessions. Upon seeing the man at the grounds again he thinks back to the way he stuck by their side.

When told about the necropolis, Demario shudders a bit, at the thought of all the nasty creatures and telling a stranger about the place.

Hmm, that was well hidden indeed, seeing the slate.


Iron Gods: Iron maps;

Deris answers Lionel as you walk "I do not work. My family has up to 24 properties in Absalom and I just live of those rents. As for Mrs. Heracks, she is the Taldan teacher, as you will discover in a while. That's just one of the multiple teachings of the Academy. Every family selects a detailed plan of studies for their children. Is for something that this is the best school in the city."

To Nigel he answers "She is a nice teacher. She is always trying to make sure the children is listening to her, and in several occasions she has spent her afternoons giving extra lessons for those students going weak in her subject."

You finally enter into a classroom well preserved. Ten students dressed in chequered uniforms sit stiffly at wooden desks, staring straight ahead. No one moves. At the front of the class, a conservatively dressed woman against the wall.

Marlinchen greets the teacher with enthusiasm and she answers something although do not reach to hear it. Deris continues "I hope the lessons are going well today. Sorry for the interruption, but this people here wants to discover the entrance to the Necropolis. Is there something like that here?"

The creepiest thing is you can see through the bodies as if they were a spirit or a haunt attached to their former classroom.

Perception DC 10:

They have no real effect on the world, other than Marlinchen’s subconscious discovery that he can manipulate them.
You observe Marlinchen is using some kind of spell.

Spellcraft DC 15:

The spell is prestidigitation. In his madness, he unknowingly controls their movements, immediately affecting a lively classroom upon his entrance to the room.

The teacher silently gestures, the students nod and silently whisper to one another—this is a creepy scene.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

"Huh. Didn't see that one comin'.", says Lionel, expecting an empty room.

Spooky...

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

"Ah..., he mutters, as he sees the spell being cast. If we knew what subjects Junia was studyin', that'd be nice.

Lionel waits back and is waiting for Deris to either tell them where to go, or just go with them as they exit the room.

Where did we exit the tunnel?

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Eveline stops her steps as she sees the classroom. Knowing something about the undead—thanks to her Sarenrae connections—she's not all that intimidated by the spirits. Spooked, of course, but normally undead creatures are attacking living creatures the instant they are seen.

This is bad. The man's not just a looney, he's also a magic user. A dangerous combination, she thinks to herself, becoming increasingly wary of Deris.

"So, ahem, could either of you show us the place? We scouted the place thoroughly last night, but couldn't find it, so we'd appreciate the help," she says sheepishly, constantly eyeing the ghostly students.


Iron Gods: Iron maps;

The tunnel took you to a blocked corridor with just two accessible rooms.

A quick inspection discovers an administration office. If you check it out later you will discover that both Junia and Cassiel effectively studied here and were on the same group, but does not provide you any information on where they might be studying during the disaster.

Derris nods to the teacher in aknowledgment "So you know how to enter the Necropolis? That is great! Can you guide my friends here?" the teacher moves her lips answering.

Any interaction before continuing?

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Eveline remains vigilant for trouble, her hands itching to grab her longbow. She patiently waits for Deris to conclude his "conversation" with the teacher.

I'm good to go. Not much PC/PC interaction in this scene, anyway.

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Reed stands to the side, the whole situation troubling to him. He silently waits for the crazed man to finish his one-sided conversation so they can continue onward.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

Althera follows quietly behind the others, feeling a bit of shame over her comments from the night before.

I really do want to get along with everyone. But for now, I must focus on our assignment. Perhaps I can do something useful to earn their trust.

-Posted with Wayfinder

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20

Nigel has figured out what's going on. He's both impressed that this madman can manipulate, knowingly or not, an entire classroom. However, he's also more than a little frightened of this man and wants to get away from the psycho as quickly as possible.

He'll explain it to everyone as soon as the party isn't right in front of Deris.

If you could guide us to the entrance that would be plenty helpful. Once we're there, we'll get going on our own.

diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19


Iron Gods: Iron maps;

Marlinchen continues talking with the teacher then turns to you and says "You are lucky. Heracks knows the way to the necropolis and would be happy to show it to you. If you have nothing against we will move on."

The students starts greeting both Marlinchen and Heracks as you go out.

Sense motives DC 15:

It is clear for you that Marlinchen is pupeteering the entire classroom.

After walking out of the rubble tunnel, you move into the water areas. The teacher, and Marlinchen, walks quietly until you reach the wide area of the black pool were you yesterday saw a death body near the center of the pool.

Marlinchen spends a few moments talking silently to Mrs. Herack and then gestures at the bubbles, saying, “She says the entrance is beneath that arm.” he points towards the corpse arm going out the shallow waters in the center of the pool.

The water is deep enough to cover a human until the waist.

The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Sense Motive: 1d20 + 6 ⇒ (6) + 6 = 12 [ooc]Really. The only skill I'm good at...[/dice]

Lionel is slightly confused as to what's happening around him, but tries to stay calm. At least there ain't no spiders. Yet... what if there are some later on... shit... spiders... His face seems to get quite nervous, and he looks around in all directions.

"Eh, Deris. That's a corpse, I think. I ain't really keen to go there, right now, I think. We gonna have some plans first, though, so thanks for the assist, brother.", says Lionel, getting more and more weirded out by the situation. His grip on his longspear tightens.

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Community / Forums / Online Campaigns / Play-by-Post / #0–06: Black Waters [Tier 1-2] by GM Rutseg - Gameplay All Messageboards

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