Silver Rose Sidequests

Game Master Patrick Curtin

This thread is to explore the individual stories of the PCs of the Silver Rose game. There are a lot of plot threads, side quests, interactions that get skipped because of time Or bogging down concerns. Here we can explore these individual ‘adventures’ freely without time constraints.


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Human Wiz 12 (Evocation)

Ooh. Nice Pic.

Justin adjusts his glowing lights to move slightly, keeping the glowing humanoid-shaped form between the rusty monstrosity and his invisible (and fragile) caster-self.

"Prisoner transfer from cellblock 11238? Require directions." The invisible wizard calls.

SW flashback. Sincerely sorry. But I couldn't resist. I tried. Honest. :)


Bribes always welcome

ha!

The construct swivels and attempts to discern who spoke

”Do not come any further into this area, or I shall be forced to defend it”

With a creak and whine of metal, the rusty construct begins moving towards the doorway

actions?


female human wight fighter (armor master) 8 / furious guardian 2

Alessia turns to Justin.

"These weren't here before..." she whispers.


Human Wiz 12 (Evocation)

"Figures. Do you recall what lies beyond this chamber? Is this the way we need to go?" Justin whispers back.

"Mem! I dont think it can sense us outside of normal sight. While the invisibility lasts, see if you can sneak around it? Take a peek and see if there is a passage beyond? I'd rather not fight this mechanical monstrosity if we can avoid it." Justin whispers to the (presumably) still nearby Mimir.

Justin's has to admit that it isn't a bad set up. For a secretive group that doesn't plan on entertaining guests. Have the armory/workshop and it's guardian right up front.

Very convenient for the defenders. And VERY annoying for the visitors.


Human Wiz 12 (Evocation)

"Require directions to prisoner facilities." Justin says again, a little louder. And then has the humanoid-shaped blob of lights move a few feet to the side, away from where Justin currently standing very still.


Bribes always welcome

Stealth tool please

The contraption halts, swiveling

“I am the gatekeeper. I am not an information provider. Did Sergei authorize your entry? If so I need the password “


Human Wiz 12 (Evocation)

Stealth?

Stealth Justin: 1d20 + 4 ⇒ (7) + 4 = 11
Stealth Memnon: 1d20 + 3 ⇒ (13) + 3 = 16
Memnon gets to use all skill checks as normal whether trained or not

Both get whatever bonus being invisible provides (is it +10, or +20?)

While Justin decides whether or not to risk further conversation with the mechanical monstrosity, (or just jump straight into 'Negotiation using fire spells') he quickly tries to review what he remembers about such constructs,...

K: Arcana & K: Engineering are my first guesses. Unless another K: skill applies?

K:Arcana: 1d20 + 21 ⇒ (4) + 21 = 25
K:Engineering: 1d20 + 10 ⇒ (3) + 10 = 13


Bribes always welcome

Justin has spent a fair amount of time in the Gear Run district of Sigil, partly because it's on the way to Ragpicker's Square, and partly because it is fascinating. The district features all manner of clockwork devices as well as constructs. From his amateur-acquired knowledge, he can tell that this construct is very old and somewhat slapdash. He also knows that most constructs, at least those that act like sentient beings, have a spirit just like a 'meat' person. It is not a machine, per se. Also, they often have some sort of power source that animates them. It is difficult to kill one by head shot because their brians are often not in their heads. Also, they are fairly resistant to fire.


Human Wiz 12 (Evocation)

Justin has the glowing man-light-blob shift another couple of feet to the side instead of answering the mechanical monstrosity.

He peers at the construct, trying to determine if there are visible signs of where its power supply might be located. Damaging or removing it might be the only way to disable the guardian.
At least without wasting a considerable amount of time and effort. Not to mention making an excessive amount of noise. If the battle at the gate didn't attract the current inhabitants of the fortress, reducing this clanking monstrosity to scrap certainly would!

Per: 1d20 + 15 ⇒ (18) + 15 = 33


Bribes always welcome

1d20 + 18 ⇒ (6) + 18 = 24
1d20 + 5 ⇒ (3) + 5 = 8

The junky construct swivels to follow the light mannequin with its glowing eyes. Justin can see it has what seems to be a head, but he has no idea where the thing’s brain is. It looks like it will fall apart relatively easily though.

While Justin is scanning the construct, something else catches his eye. There is something else in the large room. Something hidden in the roofline amongst a tangle of rusty iron support struts and hanging chains


Human Wiz 12 (Evocation)

"Alesia! Do you recall anything about any passages beyond this room?" Justin repeats in a tense whisper.

"I'm afraid we may have to do this the hard way. Looks like it should fall apart easily enough at least." Justin murmurs.

'Easily enough for OUR wrecking crew at any rate. Still like to avoid the noise though.' The wizard mulls over to himself.

"Mem! Forget the scouting mission! Stay close. There's something up above." The wizard hisses softly.

Justin floats silently over a couple of feet to whisper in Martin's ear,...
"We aren't alone with tall, mechanical and rusty here. 'Ware from above. Somethings hiding in the roof."


Human Wiz 12 (Evocation)

Trying to give the others time to prepare, he decides to see how long he can draw out this conversation.

"Sergei authorized prisoner transfer. First time here. I need directions."


Bribes always welcome

Give me a Bluff check please

Alessia remembers this area as the open barracks of the hobgoblin forces. There were once hundreds of bunks in here. There are extensive subterranean levels as well as at least three upper chambers. Both are accessible by a set of large stairs towards the rear. There should be double doors opening to a landing with stairs going up and down


Some ambiance music


Human Wiz 12 (Evocation)
Cartographer Monkey wrote:
Some ambiance music

Nice ambiance.

HOW do you find these things? ;P

BLUFF: (OR, 'Dice don't fails me now!!')
1d20 + 2 ⇒ (7) + 2 = 9

That works well enough. For what I had in mind,... ;P

"Um,... The password is 'Klaatu, Verada, Ni,...Ne,...Um,...(cough-cough)mn.'" The invisible wizard says, making the light-form raise its 'arms'.


female human wight fighter (armor master) 8 / furious guardian 2
Justin Case wrote:
"Alessia! Do you recall anything about any passages beyond this room?" Justin repeats in a tense whisper.

"Stairs..."


Bribes always welcome
Justin Case wrote:
Cartographer Monkey wrote:
Some ambiance music

Nice ambiance.

HOW do you find these things? ;P
'.

You tube. Search whatever you are looking for. This was ‘haunted Warehouse’


Female catfolk sorceror 11
Justin Case wrote:
Cartographer Monkey wrote:
Some ambiance music

Nice ambiance.

HOW do you find these things? ;P

BLUFF: (OR, 'Dice don't fails me now!!')
d20+2

That works well enough. For what I had in mind,... ;P

"Um,... The password is 'Klaatu, Verada, Ni,...Ne,...Um,...(cough-cough)mn.'" The invisible wizard says, making the light-form raise its 'arms'.

Being invisable no one is able to see Merle facepalm


Bribes always welcome

1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 4 ⇒ (12) + 4 = 16

The rusty construct swivels towards Justin’s area

”You aren’t impressing me with your light balloon. I see you by the door. Either give me a password or we’re throwing down”

I think it’s probably wise to roll initiatives ‘just in case’


Human Wiz 12 (Evocation)

"Hey, I SAID the password! OK, Maybe I didn't say every teensy-tiny little syllable, but I,... Said,.. it. Right!? Yes? No??"

The sound of a sigh comes from the area where Justin is supposedly at.

Silently, Justin is grateful for the invisibility spell still lingering over him. No one can see him hang his head and shake it ruefully.

"Meh, what the hey. It was a boring conversation anyway."

"TAKE THE TIN MAN DOWN! WARE FROM ABOVE! WE HAVE COMPANY!"

Init: 1d20 + 5 ⇒ (17) + 5 = 22


female human wight fighter (armor master) 8 / furious guardian 2

Initiative: 1d20 + 5 ⇒ (20) + 5 = 25


Female catfolk sorceror 11

Init Init: 1d20 + 7 ⇒ (16) + 7 = 23


Bribes always welcome

I had forgotten that you were invisible. So, robot guy doesn't ‘see’ Justin, but the others who are visible. Don’t forget to add 20 to stealth rolls while invisible


Bribes always welcome

The construct skitters behind one of the shrouded shapes on the building’s floor


Human Wiz 12 (Evocation)
Dungeon Monkey wrote:
The construct skitters behind one of the shrouded shapes on the building’s floor

"Yeah. That's right. You better run!" a barely heard voice whispers.

Actually, was it the snarky wizard? Or the snark-ier Mimir?
It was so soft it's hard to tell,...


Bribes always welcome

Garage throwdown intro/rd1

30 Sarastra Cone of cold
25 Alessia
23 Merle
22 Justin
17 Avrahim
16 Spiderbot
10 special guest
5 Mel
2 Martin
XX Karrin

perception: 1d20 + 20 ⇒ (1) + 20 = 21

A disembodied laugh echoes over the large room.

“Fine. Keep your secrets”

A freezing white cone of intense cold erupts from nowhere, striking behind the draped vehicle the spidery construct had hidden behind

DC23 ref: 1d20 + 2 ⇒ (14) + 2 = 16

cold: 6d6 ⇒ (2, 2, 4, 5, 3, 3) = 19

archived init:
25 Alessia
23 Merle
22 Justin
5 Mel 1d20 + 4 ⇒ (9) + 4 = 13
30 Sarastra 1d20 + 16 ⇒ (3) + 16 = 19
17 Avrahim 1d20 + 8 ⇒ (17) + 8 = 25
2 Martin 1d20 - 1 ⇒ (8) - 1 = 7
Xx Karrin
16 spiderbot 1d20 - 1 ⇒ (13) - 1 = 12
10 special guest star 1d20 + 2 ⇒ (4) + 2 = 6


female Tiefling 12th level Duskblade

initiative 1d20 + 3 ⇒ (7) + 3 = 10


Female catfolk sorceror 11

Merle for her action will go for the try and tested tactic of hasting as much of the group as possible


Bribes always welcome

Garage throwdown intro/rd1
H=Haste 1/11rds. GI=Greater Invisibility I=Invisibility

30 Sarastra: Cone of cold [GI]
25 Alessia[H]
23 Merle: [H][I] haste
22 Justin [H] [I]
17 Avrahim [H]
16 Spiderbot
10 Karrin[H]
10 special guest
5 Mel[H]
2 Martin[H]

Post up actions. Alessia you will act this rd as if you haven’t gotten haste because Merle casts it after your action. Sarastra is too far away. I intend to have a map done Thursday


Human Wiz 12 (Evocation)

"Good job Merle! C'mon Memnon, let's go see if we can find our 'secret admirer'."

"Um, Yeah. I'd rather not. Why don't YOU go? I'll hold down teh fort. So to speak." Memnon's disembodied voice comes back at the wizard.

Shaking his head at the Mimir, Justin manages to restrain himself from 'blasting first, asking questions never.' There are enough of his companions already visible who are perfectly capable of dismantling a construct. Even a self-aware one. (Those still frighten him. JUST a tad. Even in Sigil they are far from common. And no, Modrons don't count!)

Justin does not intend to pop the fragile bubble of invisibility around him until he has no choice. And preferably not with an unknown assailant in the rafters above him!

Stealth (W/ Invis): 1d20 + 24 ⇒ (3) + 24 = 27

Using the burst of speed from Merle's spell, Justin flies as silently as he can upwards and to the side, trying to get a better view of the rafters, and their unknown occupant.

Per: 1d20 + 15 ⇒ (19) + 15 = 34


female Tiefling 12th level Duskblade

Karrin steps forward with the intent of committing terrible acts of violence on the robot.

1st attack: 1d20 + 18 ⇒ (20) + 18 = 38
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (2) + 8 + (1) + (2, 6) = 19 1 cold damage, 8 vs evil
2nd attack: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (10) + 8 + (2) + (6, 1) = 27 2 cold damage, 7 vs evil
3rd attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (7) + 8 + (4) + (3, 1) = 23 4 cold damage, 4 vs evil
Haste attack: 1d20 + 18 ⇒ (12) + 18 = 30
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (11) + 8 + (2) + (5, 2) = 28 2 cold damage, 7 vs evil


Human Wiz 12 (Evocation)
Karrin Kind wrote:

Karrin steps forward with the intent of committing terrible acts of violence on the robot.

(Lots of to hit and dmg rolls)

THAT is,... a lot of violence. Especially since the first att was a Nat 20. Crit threat?


female human wight fighter (armor master) 8 / furious guardian 2

Alessia holds back, scanning around the room for the unannounced special guest star.

Hold action

Sovereign Court

Male hu-man Paladin
Justin Case wrote:
Karrin Kind wrote:

Karrin steps forward with the intent of committing terrible acts of violence on the robot.

(Lots of to hit and dmg rolls)

THAT is,... a lot of violence. Especially since the first att was a Nat 20. Crit threat?

Oh I didn't notice that! However as we're fighting a construct it might not matter.


Bribes always welcome

Also, the robot is a fair distance off from the entrance, so Karrin might not be able to get all attacks off. Still first attack is nat 20. New map to be posted momentarily


Bribes always welcome
Justin Case wrote:

Using the burst of speed from Merle's spell, Justin flies as silently as he can upwards and to the side, trying to get a better view of the rafters, and their unknown occupant.

Justin spots a metallic form with several tentacles blending into the steel rafters


Intro Map

OK, please figure out from here what you want to be doing. The vehicles are covered in dirty tarpaulins of canvas. Justin is flying, and Sarastra is invisible by the construct


Bribes always welcome

Garage throwdown intro/rd1
H=Haste 1/11rds. GI=Greater Invisibility I=Invisibility

30 Sarastra: Cone of cold [GI]
25 Alessia[H] [hold action]
23 Merle: [H][Inv] haste
22 Justin [H] [Inv] flying to X14
17 Avrahim [H] double moving to P15
16 Spiderbot move J15 - Atk Martin
10 Karrin[H] [Atk, maybe?]
10 special guest [double move to N20]
5 Mel[H] double move N12
2 Martin[H] double move j14

OK, we seem to have stalled, so lets get at it

The party runs into the building towards the fight. Justin sees the tentacled being hiding amongst the rafters.

1d20 + 13 ⇒ (2) + 13 = 15

The being seems unaware of Justin at this point. It is another metallic construct, with waving metallic tentacles. It seems to be maneuvering towards a point above where it's comrade just took damage.

The ground construct moves to intercept Martin as he runs forward

Saw attack: 1d20 + 7 ⇒ (3) + 7 = 102d4 + 4 ⇒ (4, 3) + 4 = 11

The whirring circular sawblade screeches on the floor as Martin dodges it handily

I've held off on Karrin, because there was some confusion with no map as to her placement. If Karrin can reach in this round anyone, then we can use the rolls. Otherwise, I am willing to hold them until battle is joined and let them stand for her attacks. I'll just need to know where she is running to. Also, Alessia you have a held action. Once you resolve this, we can go forward to the next round.


>NEW MAP<


female human wight fighter (armor master) 8 / furious guardian 2
Dungeon Monkey wrote:
Also, Alessia you have a held action. Once you resolve this, we can go forward to the next round.[/ooc]

Does everyone see the second construct, or just Justin? My thought was to have Alessia wait until she was at least aware of where it was so she could charge in without getting bushwhacked.


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female Tiefling 12th level Duskblade

Using swift flight Karrin should be able to reach the robot with a single move, so she gets the first attack and the haste attack I believe


Bribes always welcome
Alessia of Keoland wrote:
Dungeon Monkey wrote:
Also, Alessia you have a held action. Once you resolve this, we can go forward to the next round.[/ooc]
Does everyone see the second construct, or just Justin? My thought was to have Alessia wait until she was at least aware of where it was so she could charge in without getting bushwhacked.

Go ahead and roll a perception. It will counter with its stealth. you beat the roll then you can spot it above

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21


Bribes always welcome

Karrin runs up and turns the many-limbed construct into finders

One down


female human wight fighter (armor master) 8 / furious guardian 2

Perception: 1d20 + 17 ⇒ (8) + 17 = 25


Bribes always welcome

Alessia spots the construct moving quickly among the steel beams of the rooftop


Some ambiance


Human Wiz 12 (Evocation)
Cartographer Monkey wrote:
Some ambiance

NICE ambiance! :)

Justin murmurs to Memnon, "If you have any potions of invisibility (or invulnerability) handy, you might wanna get 'em ready."

The wizard keeps his eyes locked on the mechanical lurker as he pulls a bit of magical flotsam from a pocket.

"You're not getting the drop on MY friends!"

Focusing his will, Justin completes the required gestures, only instead of using his normal tricks to call forth fire, (and possibly trap him and his companions in a giant metal oven) the wizard spell sucks the heat AWAY from his target, causing ice to rapidly form. Justin points his rod, and shouts,...

"Fridgidarius!"

Justin fades into visibility, as a cocoon of ice forms around the rafter-lurking mechanical.

SPell details:

Spoiler:

ICY PRISON, Wiz 5, 1 standard action, V S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 minute/level; see text
Saving Throw Reflex partial; Spell Resistance yes

DESCRIPTION

You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).

Caster level is CL:14, 14+6 cold dmg/rnd (1pt per caster lvl + Wiz extra dmg ability), Ref Save DC:22 w/ Rod, DC to break ice, 30 w/ Rod, Total Ice HP 42

1st rnd Cold dmg: 20 (whether helpless or entangled)


Bribes always welcome

Interrrrresting. There’s a rules call here, so let me clarify something. The HP of the generated ice is 42?


Human Wiz 12 (Evocation)
Dungeon Monkey wrote:
Interrrrresting. There’s a rules call here, so let me clarify something. The HP of the generated ice is 42?

Presuming that my math is correct, (never ASSume that!) with Caster lvels, etc, yes, Ice has 42 HP. (so if an outside source is trying to free them they have to do that much in dmg to the ice) if they are trying to break out of it on their own (whether they saved or not) they have to break it via the str check vs DC:30 (with all bonuses, + rod bonus, etc)


Bribes always welcome

It’s an odd thing, and something I’m sure that I’ll get wrong. But, as the effect seems to form ice rather than casting ice AT a target I think
I know which way to go

ref: 1d20 + 10 ⇒ (19) + 10 = 29

A thick rime of ice forms around the tentacled construct. Its eight arms still move though. Two of them point towards Justin, their tips suddenly blazing with a bright white light….

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