Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

"The Mantle does require our service. I am sorry that I was not able to be of more assistance against that...rock. But this is Talsune, she is a new ally of mine who came to your aid." Crasius says as he introduces his new ally.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

”It is good to see you again, Seke. I’m glad that you survived the time with Jadrenka. It seems the pull of the Mantle is strong.” Ingrit says, greeting their companion who had managed to follow them to this world.

”Hopefully we can finish things here by slaying the monsters that plague this place, then find the next lead to Baba Yaga.”


Female N Wayang Witch (Invoker archetype, Time patron) 12 | HP: 117/117 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +3, CMD: 16 | F: +15, R:+12, W:+13 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +22, Bluff (Deceive): +19 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 58/58 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

Seke inclines her head to Ingrit as well.

“The Mantle binds us all … none of us chose this path lightly… but we are still walking it.”

She glances briefly toward the shattered remains of the crystal creature, then to the darkened passages beyond.

“This place is dangerous, and it is not finished with us yet. We should focus on the cavern now and search every passage … or … or are you done already?!”

Her eyes flick back to the group.

“I was just thinking … if there is knowledge, a clue, or a threat here … we must find it.”


Palace Overview

Baknarla is grateful for the help finding her tribe's potent relic and prepares to return back to the entrance the the crevasse. Before she leaves, she fishes out a well constructed wooden box from her pack and presents it to the group, explaining, "I feared I might need to enter Ivoryglass fortress where you are headed, so I brought some supplies that I hoped would help me get inside without a fight."

Inside the box are pages of foolscap fit for formal papers, pen and ink (the inks are in vials that are enchanted to keep them warm enough to avoid freezing). There is an example of a document taken from a captive Drakeland messenger. The message is in Draconic and has a seal stamped on it. "Use this if you can to forge your own set of papers giving you permission to enter Ivoryglass. If you can make the same emblem as is on the stamp as an arcane mark on your armor or robes where it can be plainly seen, then the golems that patrol the halls will not attack you."

She shows you the ice cave passage to take that continues in the same direction as you have been traveling, explaining it will get you to the base of Ivoryglass. She explains that you will have to travel past a circle of structures around the fortress without arousing suspicion. "Speaking draconic or Triaxian will help and try to disguise your scent if you want to avoid some of the patrolling beasties. That can then get you to the gate and hopefully use your forged papers to get inside."

She knows nothing significant about the interior other than the rumor of the golem guards. She wishes you luck and parts ways.


Palace Overview

Ivoryglass sits within the Vahara Glacier, inside a large well-like shaft almost 200 feet deep called a moulin, formed over millennia from glacial meltwater. Ivoryglass takes its name from an immense, circular block of smooth, palely ref lective white stone over 3,000 feet in diameter that supports the entire fortress and its outbuildings. Crafted ages ago by powerful dragons, this massive stone “floats” atop the moving glacier and magically keeps the fortress level and in place, ensuring that the glacier doesn’t slowly overrun and swallow the fortress.

Knowledge Arcana DC 15:
The stone has a strong abjuration aura that interferes with teleportation magic, doubling the percentage chance of a mishap, arriving off target, or appearing in a similar area. Short-range teleportation (such as dimension door) and planar travel are unimpeded, as are more powerful teleportation effects that lack a chance of arriving off target.

The ice tunnel Barknarla led the group to exits at the bottom of the moulin and next to the supporting platform of the stronghold. Surrounding the base are support resources and some patrolling guards. The group manages to avoid or defeat any that come close and soon find themselves near the only apparent entrance to the castle.

The sole entrance to Ivoryglass stands in the palace’s eastern wall, flanked by two stone guardhouses. Barred iron gates 20 feet wide and 6 inches thick remain firmly closed under most circumstances. A squad of four heavily armored Drakelands barbarians guards Ivoryglass’s gate, supported by a Drakelands ice seer. The ice seer is likely there to detect magic and spot illusions or invisible creatures.

Describe the wording of your forged documents and who did the actual work, the society bonus and any aid provided. Then describe how you approach the guards and what you say when they challenge you to identify yourself and your business.


Female N Wayang Witch (Invoker archetype, Time patron) 12 | HP: 117/117 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +3, CMD: 16 | F: +15, R:+12, W:+13 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +22, Bluff (Deceive): +19 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 58/58 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

kn arcana : 1d20 + 21 ⇒ (1) + 21 = 22

Seke stares at the stone disk supporting the fortress above, and the size of it leaves her somewhat speechless.

“Ancient dragoncraft. Powerful abjurations as well… I can feel that teleportation magic would be unstable near this place. Whoever built Ivoryglass wanted to ensure no one simply appears inside its walls.”

When the group reaches the entrance, Seke looks at the forged documents based on the parchment given to them by Baknarla which she had taken from the captured Drakelands messenger.

“Hopefully we do not need to force our way in.”

GM, so forging the documents would be done based on Baknarla‘a guidance. Here the description of what we did.

Before coming here, the idea was to use the original Drakelands message as a template so that Seke and Crasius work together to create a parchment that contains a short directive written in Draconic, which orders the bearer to be granted access to Ivoryglass and they use the draconic sigil marks so it is authentic.

GM, I don’t know if you need more, but it could be something like this? And you roll the linguistics roll secretly I assume as indicated in the skill description? She has +19 and Crasius auto aids for +21.

“These agents are granted passage into Ivoryglass. Any guardian constructs or patrols are to permit them entry without interference.”

To further strengthen the deception, Seke also casts arcane mark, and she places the same emblem seen on the seal onto some of the visible parts of the group’s armor and clothing.

“If the golems recognize the sigil as authorized, the they should treat us as permitted personnel rather than intruders.” she explains to the group.

Do you want a kn arcana roll or what should I roll?

Finally, to disguise their scent from draconic beasts and other patrol creatures, Seke prepares alchemical reagents and scraps from draconic creatures that she summoned before to create a salve.

Do you want a craft alchemy roll or what should she roll?

“This will hopefully fool them. But no idea. Maybe it can confuse lesser beasts long enough for us to pass.”

Would like to get the group’s preference on how to approach the guards. Seke has high bluff to deceive but others are maybe teaming up with her?


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius is not as skilled at lying but would support your tale.


Palace Overview

Behind the Screen:
Ice Seer: Linguistics: 1d20 + 2 ⇒ (17) + 2 = 19
DC 21
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (14) + 11 = 25
Rurik: Knowledge (Arcana): 1d20 + 6 ⇒ (11) + 6 = 17
Seke: Knowledge (Arcana): 1d20 + 21 ⇒ (5) + 21 = 26
Thorizmond: Knowledge (Arcana): 1d20 + 8 ⇒ (19) + 8 = 27

Crasius: Knowledge (Dungeoneering): 1d20 + 5 ⇒ (17) + 5 = 22
Seke: Knowledge (Dungeoneering): 1d20 + 13 ⇒ (13) + 13 = 26

The ice seer examines the papers presented, nods, and hands the papers back and indicates the guards should open the gate.

It turns out the forgery was much better than it needed to be, as the NPCs at the gate were not given any linguistics skill. I gave a roll in case a nat 20 came up but it did not.

Ten feet past the entry doors, a room spreads out about 100 feet wide at the near end, somewhat wider at the far end and 45 feet across. Slender ice pillars support the tall roof (90 feet high) of this sweeping gallery. Thick blocks of translucent crystal set in the roof allow some outside light to illuminate the area. Ornamental rock gardens line both sides of a wide flagstone path running through the center of the chamber. A dozen alabaster statues, all depicting the same draconic figure, flank the pillars on either side of the path.

As the group advances into the room, a large dragon-like creature flies down from on high and lands 15 feet above the floor clinging to one of the pillars. It has white scales, like a white dragon, but with no eyes, just a circular maw lined with teeth. It has claws similar to a dragon but only three instead of the usual four of a dragon. It is clearly some kind of hybrid creature. It does not speak but hisses aggressively and seems to be challenging your passage.

Sense Motive DC 15:
The creature appears to expect you to explain why it should not attack you.

Crasius, Seke, and Thorizmond recognize draconic ancestry in the strange beast. Crasius and Seke suspect it is a half-dragon half-destrachan.

All three can read the general information spoiler. Crasius and Thorizmond can check one spoiler. Seke can check 2.

General information:
All are presumably familiar with the general nature of dragons. Despite its bestial appearance, the destrachan is in fact a creature of cunning and cruel intellect that enjoys inflicting pain and viciously toying with its prey. It has no eyes, and is completely blind, but possesses a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see.

Destrachans are carnivores, preferring to stalk and kill live prey, although they also feast on carrion. This habit serves them well, since they often kill more than they can immediately consume. They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with each other. While destrachans cannot speak, they are capable of understanding spoken languages like the common tongue, and often take pleasure in their victims’ cries and pleas for mercy.

Damage Resistance:
None.

Immunities:
cold; gaze attacks, visual effects, illusions, and attacks relying on sight; paralysis; sleep.

Resistances:
Sonic 30

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
Breath weapon 1/day (30-ft. cone, cold damage, Reflex for half).

Destructive harmonics: A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot-radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.
Destruction: All creatures within the area of effect of the destructive harmonics take sonic damage—a Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage.
Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.


Spell-Like Abilities:
None.

Spell Casting:
None.

Defensive Qualities:
Protection from Sonics: A destrachan gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

"This is a half-dragon, half-dastrachan. Such a mix would surely create a powerful predator. This one seems to have the draconic ability to breathe a cone of cold damage or to use a destructive harmoncis that sends a much larger cone of sound that can hurt or subdue a foe." Crasius whispers to his allies and then looks at the creature and calls out in Draconic to it, "We need to pass by. Let us through and we will not harm you or any kills that you have."

Diplomacy, Heroism: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23

It doesn't autofail, but I am not sure I convinced it to be my buddy.


Palace Overview

Anyone want to aid the diplomatic mission?


Female N Wayang Witch (Invoker archetype, Time patron) 12 | HP: 117/117 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +3, CMD: 16 | F: +15, R:+12, W:+13 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +22, Bluff (Deceive): +19 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 58/58 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

sense motive : 1d20 + 15 ⇒ (11) + 15 = 26
diplomacy to influence : 1d20 + 22 ⇒ (13) + 22 = 35

Seke moves forward and looks at the creatures.

“We are granted passage into Ivoryglass. Any guardian constructs or patrols are to permit us entry without interference!“ she says with conviction.


Male Male N Centaur Cavalier 12 | HP: 160/160| AC: 19 (11 Tch, 17 Fl) | CMB: +14, CMD: 30 | F: +14, R: +7, W: +8| Init: +2 | Perc: +13, Darkvision 60 | Cavalier 12

Thorizmond can't tell if this thing can see, but he attempts a respectful bow, just in case. Dragons like deference, right?

Diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10Whew!


Palace Overview

The creature gives a somewhat annoyed sounding huff, which leaves a patch of ice rime on the pillar it is clinging to. It regards the group a moment but slowly climbs back up toward the ceiling, apparently deciding the group can pass.

The entry door was on the east side of the fortress. After moving west through the first room with the atrium and pillars, the group enters a passage way that immediately forms three branches: northwest, west, and southwest. The halls are ten feet wide and thirty feet high, with numerous sky-blue continual flames set in sconces carved to resemble draconic claws or jaws that provide illumination in the palace's passages and chambers. The temperature is a chilly 30 degrees F.

About 70 feet down either northwest and southwest passageways there is a lone door adjacent to a north-south passage that connect in the middle in a room that is about 40 feet west of the fork. There appear to be statues along the north and south walls of this middle room. The two hallways angling north and south of this central passage and room continue on another 70 feet before the next intersection.

You can hear distant footsteps but it is not clear from which hallway(s) they are sounding from.

I'll put a map up soon.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Riding atop Wapiti, Ingrit keeps an eye on the draconic creature until she sure they are safely past. Taking a deep breath, the ranger smiles to herself, enjoying the chill in the air.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius nods pleasantly to the creature as Talsune brings them past the creature.


Palace Overview

Which way do you go? NW, W, or SW?


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

"Let us start with the North Western path, and then we can work our way around as we go." Crasius suggests.


Female N Wayang Witch (Invoker archetype, Time patron) 12 | HP: 117/117 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +3, CMD: 16 | F: +15, R:+12, W:+13 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +22, Bluff (Deceive): +19 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 58/58 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

Seke is nervous and simply nods.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Ingrit nods, setting Wapiti towards the North West path.


Male Male N Centaur Cavalier 12 | HP: 160/160| AC: 19 (11 Tch, 17 Fl) | CMB: +14, CMD: 30 | F: +14, R: +7, W: +8| Init: +2 | Perc: +13, Darkvision 60 | Cavalier 12

Thorizmond will guard the group's rear. He has no insight into how this dragon might have designed his castle, and sees no need to add his guess of direction.


Palace Overview

Heading up the northwestern passage, there is a tense moment as a creature rounds the corner where the passage curves west. Image on map link. Map link shows large scale map of the structure, with party position marked with a red plus sign. It seems to be a collection of bones formed into a huge bipedal form with no head on the shoulders but two heads on each 'hand.' It scans the group and then moves to one side of the passage and squeezes into a 10 foot space to allow the larger member of the party to get by without likewise squeezing. After the party passes, it continues stomping along to the southeast.

DC 22 Knowledge (Arcana):
A fossil golem is constructed of the stony bones of long-dead dinosaurs and other prehistoric creatures. These bones are generally not assembled with any attempt to accurately model the original creature—usually, the skulls of powerful predatory dinosaurs (such as tyrannosauruses) serve in the place of hands, granting the fossil golem a pair of devastating bite attacks. The magical energies that infuse a fossil golem create an additional peril—they transform fossilization into a terrible form of contagion that can affect any creature they damage.

Fossil golems are often used to guard caverns and other natural fortifications. A fossil golem at rest might look to the untrained eye like nothing more than a strange display of bones. A fossil golem is 20 feet tall and weighs 8,000 pounds.

When the party gets to a junction, the passage continues northwest and south. A door on the northeast wall at the junction has no lock. No traps are detected and no signs of activity can be heard inside.

What next? I'll post a new map if there is to be melee at a more focused and convenient scale. Note the map has 10 foot squares so the corridors you are in are 20 feet wide.


Female N Wayang Witch (Invoker archetype, Time patron) 12 | HP: 117/117 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +3, CMD: 16 | F: +15, R:+12, W:+13 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +22, Bluff (Deceive): +19 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 58/58 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

kn arcana : 1d20 + 21 ⇒ (13) + 21 = 34

"Look there! A fossil golem is constructed of the stony bones of long-dead dinosaurs and other prehistoric creatures. These bones are generally not assembled with any attempt to accurately model the original creature—usually, the skulls of powerful predatory dinosaurs (such as tyrannosauruses) serve in the place of hands, granting the fossil golem a pair of devastating bite attacks. The magical energies that infuse a fossil golem create an additional peril—they transform fossilization into a terrible form of contagion that can affect any creature they damage. A fossil golem at rest might look to the untrained eye like nothing more than a strange display of bones. We have to be careful! What do we do?" she says.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

"It is strange that you would think to use the bones of long dead creatures to make a new monster. We should just continue northwest as far as we can go." Crasius says.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

A slight involuntary shudder passes through Ingrit as the long-dead bones of ancient predators study them with some sort of alien intelligence, before moving aside to let them pass. Leaning forward to pat Wapiti’s shoulder comfortingly, she nods at Crasius’ assessment, keeping an eye out for danger.


Palace Overview

The passage continues northwest for another 100 feet, where it reaches in intersection of passages. Map updated showing current position and what can be seen of the passages. A north-south running passageway leads north into some kind of large room that might be some kind of ritual chamber. It opens wider as it goes north. Nothing appears to be in the chamber but the whole room cannot be seen from the intersection. The south passageway runs 120 feet and opens into another larger room, currently too far away to see what might be inside.

A symmetrical passagway branches south west. A pair of doors appears on either side of this passage about 100 feet down.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

"We should turn right to go due north of here and check where that leads." Crasius says.


Male Male N Centaur Cavalier 12 | HP: 160/160| AC: 19 (11 Tch, 17 Fl) | CMB: +14, CMD: 30 | F: +14, R: +7, W: +8| Init: +2 | Perc: +13, Darkvision 60 | Cavalier 12

Thorizmond continues to guard the rear, taking whichever route the others do.


Palace Overview

This irregularly shaped room has a high, ridged ceiling that slopes smoothly down to the sides. Huge skeletal designs carved along the floor, walls, and ceiling convey the sense of being inside a massive winged beast. A black stone altar inside the beast’s “skull” at the northern end of the room is carved with symbols of a fiery falling star streaking downward.

DC 20 Knowledge (Religion):
The room appears to be a shrine to Dahak, the Endless Destruction, evil god of the chromatic dragons.

The room appears to be empty and not being used at present.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

Religion: 1d20 + 5 ⇒ (18) + 5 = 23 This one totally makes sense for Crasius to know.

Crasius looks around at the dark decor and says, "This room is a dark place dedicated to Dahak, the Endless Destruction, evil god of the chromatic dragons. A leader who puts this much into such a terrible shrine is definitely someone who must be brought low."


Palace Overview

Where to next?


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +17, Sense Motive +14, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +21 (20), Diplomacy +20, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +16,
Human Male Bard [A.M.]/DD [Brass] 12; 129/129; Init +8; AC 22 (23 Haste), T 16 (17 Haste), FF 17; AC Penalty -1; Fort +10, Ref +13 (+14 Haste), Will +9, [+1 vs EC]; 13/14 BS ; HP 3; Per +17 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius says, "I suggest we continue down this path. There seems to be a door to both sides. We should check them both as we pass."

Continue along to the SW, since I think we are at the top of the map and check the doors in order as we go.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Work for me


Female N Wayang Witch (Invoker archetype, Time patron) 12 | HP: 117/117 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +3, CMD: 16 | F: +15, R:+12, W:+13 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +22, Bluff (Deceive): +19 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 58/58 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

Seke nods and follows.


Palace Overview

Behind the Screen:
K: Stealth, door: 1d20 + 11 + 5 ⇒ (15) + 11 + 5 = 31
Crasius: Perception: 1d20 + 17 ⇒ (11) + 17 = 28
Talsune: Perception: 1d20 + 14 ⇒ (8) + 14 = 22
Ingrit: Perception, cold: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Wapiti: Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Rurik: Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Seke: Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Thorizmond: Perception: 1d20 + 13 ⇒ (1) + 13 = 14

K: Perception: 1d20 + 18 ⇒ (3) + 18 = 21
Crasius: Stealth, ACP: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Talsune: Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Ingrit: Stealth, ACP: 1d20 + 16 - 1 ⇒ (5) + 16 - 1 = 20
Wapiti: Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Rurik: Stealth: 1d20 + 3 ⇒ (9) + 3 = 12
Seke: Stealth: 1d20 + 9 ⇒ (8) + 9 = 17
Thorizmond: Stealth, ACP: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14

Enlarged map of rooms has been added. Scroll up to the top of the map.

Listening at each door, nothing can be heard at the south door. Ingrit, and Seke pick up faint muttering in Triaxian and soft scuffling of ponderous steps. The steps and the muttering stop abruptly.

If you wish to enter the room, roll initiative.


Male Male N Centaur Cavalier 12 | HP: 160/160| AC: 19 (11 Tch, 17 Fl) | CMB: +14, CMD: 30 | F: +14, R: +7, W: +8| Init: +2 | Perc: +13, Darkvision 60 | Cavalier 12

Thorizmond continues to watch the rear.

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