DM B's PbP GD5 "Serpents' Ire" (Inactive)

Game Master Beckett

A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium’s funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary.

Init:

[spoiler=Init Rolls]
[dice=Eramay the Loyalist]1d20+1[/dice]
[dice=Falth the Catastrophe]1d20+8[/dice]
[dice=Rataji the Disgraced]1d20+5[/dice]
[dice=Shohiraj the Professional]1d20+5[/dice]
[dice=Thestil the Enigma]1d20+1[/dice]
[dice=Zurnzal the Ambitious]1d20+2[/dice]
.............................................
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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Geez.. Zurznal has the most unuseful and undiversified skill set that I have ever seen on a pregen..
Survival Untrained: 1d20 + 2 ⇒ (8) + 2 = 10
Stealth: 1d20 + 13 ⇒ (7) + 13 = 20
Perception: 1d20 + 13 ⇒ (13) + 13 = 26

Zurznal ghosts up to the fence, but a quick look around confirms something is off.. the crows are completely avoiding the area. Concerned, he catches the eyes of his teammates and relays the information before carefully studying the courtyard from the outside. Anything that could train the crows to stay away could not be good for the team. Message conveyed, he tries to circle the mansion to see if there is any other way in.


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Sort of in the same boat, Falth is basically a well knowledged assassin. Which is awesome in it's own right, just not super useful at teh moment. I'm sure our time will come!

Falth will accompany Zurznal in sneaking around the manor walls for another entrance. He also pays attention to any sign of why the crows would behave in such a way.

Stealth: 1d20 + 18 ⇒ (5) + 18 = 23
Perception: 1d20 + 14 ⇒ (11) + 14 = 25

Does anybody have a way of seeing through the walls? If we have no other option, I'd be willing to climb the walls and peer over.


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Shohiraj looks up at the wall, then over to the gate. "Give me a few minutes. I think I can get up there." She picks a crevice in the wall and quickly begins to scale it.

Wall Clibmer rogue trait gives Shohiraj a 20 foot climb speed. Take 10 for a 25 on her climb check
Stealth: 1d20 + 16 ⇒ (17) + 16 = 33
Perception: 1d20 + 15 ⇒ (8) + 15 = 23


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

"I can't stealth well. I might be able to bluff my way in. We should look for another way. If the crows won't go in the courtyard, maybe we shouldn't either. Do you think we can climb the walls without being noticed and skirt around the edges until we reach the roof of the main house?"


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

What was in the journal we got off Joliryn?

Seeing how well her disguise worked on Joliryn, Thestil decides to continue with the act of portraying Halvair, and will attempt to walk right into the manor as if she belongs.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Sorry for the delays everyone, back from the field now and don't foresee any more interruptions.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just to be clear, you made it up to and inside the tall gate, which doesn't seem to be watched. Inside, you see a large courtyard area, with a pond and some neglected plants, and also the front door.

No one spots anything too out of the ordinary here, outside of the crows, and Thestil gets a very general sense of their being a bit anxious from a combination of your presence, but it's more about something they sense you are about to do that they are scared of. She isn't really able to read any more due to their very simple thought patterns, though, (and does not sense any other minds in the immediate area.

Likewise, not one really detects anything dangerous or harmful.


Zurznal keeps an eye out as Thestil infiltrates the compound. That could be useful, I guess.. he thinks to himself. It would make some things a bit easier.
Once he sees her go inside, he rouses himself from his musings and quickly follows her into the building.

Do you want another stealth check?

The Exchange

58/58HP, AC:11, T: 11, FF: 10, CMD: 12, F: +5 , R: +7, W: +10, Init +5, Perception +2, CE Male Human Lvl 8 Enchanter, Light Crossbow +5(1d8)

sorry for no post been in field came back for 36 hours and back out. Will try and stay up

Rataji will walk in and be ready to cast to get us out of trouble

-Posted with Wayfinder


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Shohiraj enters the manor behind Thestil, pretending to be a worker following the head Pharmacist. She walks with purpose, though it's clear that she defers to the leader. As they enter, she takes a wide glance around the area.

Bluff: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 15 ⇒ (10) + 15 = 25

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Being that the main caster who could actually pull it off is out, I'll run for him.

Rataji whispers a few magical words and allows his vision to focus, seeing magical aruas, and holds up a hand as he begins to study it.

Either everyone failed to make the Perception check (DC 26) or wasn't close enough for other abilities to go off yet.
Spellcraft: 1d20 + 19 ⇒ (11) + 19 = 30

Pointing towards the main door leading into the manor itself, he mutters "Magical barrier. Some sort of ward. Not too powerful."

Once he points it out, everyone begins to creep forward, allowing Shohiraj to do a more in depth sweep of the area, and sure enough, she finds the nearly invisible markers indicating some sort of magical trap or ward.

Disable Magical Traps please. A Dispel Magic "may" also work.


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

"Huh. Well, someone doesn't want to be interrupted. Let's see if we can change that." Shohiraj moves around the magical fields, probing the trap. He quickly works, trying to get the magic to collapse in on itself harmlessly.

Disable Device: 1d20 + 24 ⇒ (11) + 24 = 35

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Shifting her mental state and focus just long enough that she can mimic being perfectly aligned with the wards magic, Shohiraj steps within the and makes her way to the doorway itself. It takes a moment of study, but she sticks one finger into the dirt and uses it to trace a small addition to one of the minute runes, effectively altering it so that the "trap" no longer properly functions, before calling back "ok, it's safe."

Sliding the stolen keys in, the door unlocks, and opens. Half a dozen upholstered sofas make a lazy circle around the middle of this high-peaked hall. A broad, brass brazier smolders with banked coals. Thin tapestries in bold, dark colors hang from the walls, as well as tall mirrors to the north and south. Overhead, a curious chandelier of coarse crystal and twisted, inhuman, metallic arms radiates light from a handful of glowing stones.

This hall is seemingly where most of Temarra’s entertaining takes place, and this is one of the few spaces she cares to keep comfortable and welcoming to visitors.

Know Planes DC 22:
The chandelier is not at all a chandelier, but rather a strange Aeon, an outsider that is the guardian of duality. It's very much aware and possibly dangerous, but being dedicated to utter balance, may or may not be a threat.

Thestil:
Your ability to read general thought and impressions suddenly pings, but it is utterly strange. Something you have never heard before. Rather than sensing telepathic "voices", you instead seem to be "seeing" them. It's a bit odd, and even scary, but doesn't seem to be harmful. Just very unexpected. You catch images of each of your group, individually, as if something where inspecting them, and get the sense of whatever is doing it is unsure about what it sees. Possibly confused. Possibly curious. When it gets to you yourself, it sees your true, very featureless, very alien looking natural self, and you don't get the impression it is aware of any of your disguises. It also seems to be having some sort of issue with, the best way you can describe it is mental disorientation, unsure of what is happening.


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

Eramay follows into the room. She looks around carefully once inside.

Perception: 1d20 + 17 ⇒ (9) + 17 = 26


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Planes: 1d20 + 11 ⇒ (17) + 11 = 28 That is a 35 vs monster identification, idk if it matters.

"Everybody halt. That chandelier is no chandelier. It is, in fact, an Aeon of some sort." Falth then shares the spoiler information.

"How shall we approach this?"


Zurznal cautiously moves into the room, but stops dead at Falth's warning. He peers upwards at the strange creature-mimic, and considers the situation. "Since it is devoted to duality, it should see the irony of our being here. Our target was playing both sides of the fence against the other.. but over stepped their bounds. We are here to restore that balance. Our intent is not to upset the scales, and our target is simply to remove the imbalance. Perhaps that will satisfy its needs?" he says to his companions, hoping the creature can understand his words.


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

"I'm detecting some very odd thoughts. Or rather seeing them. I have never experienced this before and I'm not sure what to make of it. But something is definitely aware of our presence and is trying to figure us out too. I suspect it's whatever Falth is seeing." She nods at Zurnzal's analysis and tries not to make any threatening movements.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The Aeon begins to attempt to communicate with you, though it's difficult to understand. It then shows a bird’s eye view of Wirholt’s Rictus as a set of manacles draws tight around the image like a noose. Suddenly, the symbolic representation of the your group, (a thorn-covered vine for Zurnzal, a tarnished silver coin with a Mwangi face for Rataji, etc. . .), breaks those chains, and the plantation falls into chaos as fires break out and monsters surge from the manor into the wilderness. It then shows a series of timepieces breaking, like hourglasses cracking and sundial snapping in two, perhaps signaling these events are long overdue.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Know Planes DC 17:
You also know that this Aeon, called a "Theletos" by scholars, have an additional duty amongst their Aeon kin, and are guardians of fate and prophecy. They have been known to have a knack for granting other a glimpse of the unknown.


Zurznal quivers as the images flood over his mind.. but he manages, as always, to bend without breaking. Sweating profusely, he looks over his companions. "I don't know if we were just given permission or not, but I do know that the last thing I want is a fight with this thing..."

-Posted with Wayfinder


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Planes: 1d20 + 11 ⇒ (17) + 11 = 28 Wow, that consistency

"This Aeon is called a Theletos. It has an additional duty among their Aeon kin, and are guardians of fate and prophecy. They have been known to have a knack for granting other a glimpse of the unknown."

Falth cautiously takes a step forward.

"By the looks of it, we just received permission for a glorious...accident... Shall we get started?" a peculiar grin spreading across his face.


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

"Well, that's the best news I've heard all day. Can he show us how to do that?" Shohiraj shakes her head. "At least it seems he'll keep him mouth shut."

"Let's see what else is here."


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

"It's always good to have a prophesy to go with your plans. It means we're heading in the right direction. We shouldn't keep prophecy waiting." She nods in agreement with Shohiraj's suggestion to look around.

Perception: 1d20 + 18 ⇒ (6) + 18 = 24


With the party in agreement, Zurznal begins moving around the room, checking for anythign of interest, paying special attention to the doors exiting the room, as well as the two mirrors.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Zurnzal and others begin searching the room, (sorry, I thought I'd updated the map, done now), the Aeon reaches out one of it's appendages as a mortal might extend a hand to touch Eramay.

For a short moment, she sees an odd assortment of images;

Eramay:
A silver Aspis badge splits into three badges that spin and fan out as if to create a crown. The crown brushes against a compass, which falls upon flagstones, shattering the glass and causing the needle to list aimlessly as if unable to find north.

Shortly afterwards, everyone shares another; The aeon envisages a set of scales teetering as if unbalanced. One side sinks down to show a debt unpaid.

The atrium opens up to two other short hallways, one left and one right. A careful search indicates none of the doors are trapped or even locked, and each seems to be nothing more than a series of either bedrooms or guest rooms. None really have anything of particular value or note, well, none except for the larger one towards the top right (top left on map, marked #3).

Like the two other well-appointed bedrooms in the manor, this chamber has a canopy bed, a table, fireplace, and several shelves. Unlike the other rooms, this spare bedroom rarely sees use, and it conceals a reinforced entrance to something below, hidden beneath a very heavy, seemingly immovable bed, though it's unclear just how to open it without moving the bed. The trapdoor beneath the bed seems to be locked with two magical, softly glowing runes. Either trying to force the bed aside, or perhaps destroying it seems your only option.

(If you haven't already made Perception Check) Perception DC 30+:
You also finds a hidden catch activated by shifting the fireplace’s iron log holder in several different directions, like solving a puzzle. Using this can cause the Bed to retract, collapsing against the wall it is attached to as naval cots do upon ships, freeing access to the trapdoor below. If you make this, you can attempt a Disable Device check for the trap door.

Know Arcana DC 20 (Runes):
While you are not sure exactly what the Runes are, you can tell both magically strengthen the portal and bear a ritual means of unlocking it. [ooc]You can give me a Wisdom or Know Religion check)


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Falth inspects the trapdoor and weighs his options.

Perception: 1d20 + 14 ⇒ (4) + 14 = 18

Arcana: 1d20 + 4 ⇒ (12) + 4 = 16

He doesn't seem to know anything about the runes. "Does anybody have any idea what these runes are?"


Perception: 1d20 + 13 ⇒ (13) + 13 = 26

Zurznal moves through the rooms, completely oblivious of any secret doors or mechanisms.


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Kn Arcana: 1d20 + 9 ⇒ (16) + 9 = 25
Wis: 1d20 + 1 ⇒ (20) + 1 = 21

"Hmmm these runes strengthen the seal and also seem to have a way of unlocking it. Let me study it a bit closer" Thestil kneels down next to the trapdoor to study it, but trying not to get too close just in case she's wrong.


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Perception, aid: 1d20 + 15 ⇒ (5) + 15 = 20

Shohiraj helps the others search the room. "If you can figure out those runes, I can probably find a way past them."

Shohiraj gets a check automatically within 10 feet of a trap. Not saying there is one, but just reminding.


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

That was odd. I saw a silver Aspis badge splitting into three badges that spin and fan out. They brush against a compass, which falls upon flagstones, shattering the glass and causing the needle to list aimlessly as if unable to find north. I assume this is a portent of things to come, but I have no idea what it could mean."


Zurznal listens as Cari tells of her private vision, before his face cracks into a big grin. "Hopefully that means that the Pathfinders are done for. I could live happily with that!"


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Another aid for Zurznal will get us to the point

"Interesting. I wonder if that means we should help this Korholm Agenda? They could clearly be an aspect of the Aspis Consortium. If that brings the fall of the Pathfinders, then maybe we shouldn't wage war on them." Shohiraj's tone seems concerned about the vision.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'll allow an aid here. Additionally, there is a trap, it's actually in the area beyond. Sort of. I'm not going to rob you of the chance to spot it, but it's not really something feasible at the second.

Essentially there is a bad, but the sides are fitted to a set of rails in the floor. It's clear that the bed is designed to slide, up against the wall, and a pair of hinges on one side indicate that it also seems to fold up, lifting from the floor and sitting longways along the wall. However, right now, it seems locked in place, and you are not sure just how to get it to do anything. You could try brute strength, or even just smashing it, barring noticing something else, but otherwise it doesn't seem to move.

There is a small gap between the bed and the floor at the foot of the bed (away from the wall) that you managed to spot is concealing a trapdoor of some sort, and there are a pair of faintly glowing runes on two sides of the that trap door, BUT, without being able to really get in there and study it further, (by moving the bed away), it's hard to really get much.

Something similar to a combination of a very technological/mechanical version of a folding wall bed and something somewhat like THIS ONE from the Fifth Element (about 45 seconds in).

There is also more to the puzzle, but I didn't want to get too ahead of things first.


I dont suppose that we have the time to take 20 on the perception to search the room?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Well, being that you seem to be a bit stumped (in game), I don't see why you wouldn't then make an effort to do an in depth search (take 20) rather rely on initial intuition and what your happened to notice. There is no risk for failure, and you are not currently in danger or threatened. So, sure. However, it will take some time. So, let me know if that's what you would like to do. I'd say, with the complexity of the room, but also with so many folks, for purposes of buffs or other timed abilities, you would be looking at about 4 minutes.


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

That sounds good to me

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Doing so reveals the secret catch (see spoiler above), causing the bed to retract and flatten against the wall, allowing you access to the trap door, and a better chance to examine the runes.

Having a better, and clearer look at just what it is, Thestil can identify that the runes are literally empowering (as in the DC) to access what lays beyond the locked trap door, but also making it much more difficult to actually unlock the Trapdoor itself. If someone could perhaps banish their magic, it might make things significantly easier.

Additionally, as she had mentioned before, there seems to be some sort of built in ritual, something that would allow people to pass without destroying or being subjected to the runes. Very tiny etchings around the runes offer a hint, The nine crowned hydra requires it's due, but after her fill, will offer the crimson bounty.

Very curious. You do recall that the owner seems to be a true believer of Zon-Kuthon, and would find it hard to believe she wouldn't attempt to incorporate her faith into this.

These last few parts are something I'm adding, an attempt to give you a little bit of an extra hint simply because it's been so long in real life. In a face to face game, it might be a little more obvious as you would have encountered this about an hour ago, but I also want to give you a chance to figure it out on your own before moving to the next, somewhat obvious possibility.


Crimson bounty.. Zurznal thinks. Then he remembers the torture/worship house. Aloud he repeats the words before musing "Crimson bounty.. The temple was full of torture implements. Perhaps this is asking for blood?"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You are about 85% "red hot", and in another way "getting colder".


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

"The 'nine headed hydra' is likely the cat o' nine tails we found. And I bet she used it to draw blood quite a bit. Perhaps blood dripped onto the runes after using that on yourself?" Shohiraj pulls out the torture implement. "So, who wants hurt themselves?"


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

"Do you think its blood dropped from the person after or blood on the cat o' ninetails that will do it. Maybe we need to drag the bloody whip across the runes. Either way, I have scrolls to heal up whomever gets hit."

Edit: It looks like my character has the highest hit points. Maybe I should take the hit. Does anyone have fast healing?


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

"Zon-Kuthon is all about self mutilation as a sign of devotion. I'm willing to bet it requires somebody to flagellate themselves as an 'offering" to the runes. I wouldn't call myself the religious type but these ones are bloody insane if you ask me. I may have just the thing though." She pulls out her greataxe, and mutters a phrase under her breath, suddenly transforming the axe into a cat o' nine tails, before holding it out to the group. "Alright, who's up?"

Not sure if a Bladed Belt can really transform into the nine tails, but it is technically a slashing weapon.


Zurznal takes the transformed whip, and then shrugs out of his leather armor. "I will do this... any price to pay for the Aspis and glory!" he says before thrashing himself with the whip.

Mobile right now and unable to look up the damage. I assume it's going to be an auto hit.. Gm, would you mind rolling what is appropriate?

-Posted with Wayfinder

The Exchange

58/58HP, AC:11, T: 11, FF: 10, CMD: 12, F: +5 , R: +7, W: +10, Init +5, Perception +2, CE Male Human Lvl 8 Enchanter, Light Crossbow +5(1d8)

Sorry for being out I am caught up and following along once again. I have only had about 6 days off in last 60 so been hectic

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It takes a few strikes to draw blood, which seems to cling to the Nine-Tailed whip, A total of 5 damage is needed, and then a sudden flick of the wrist sends a spray of Zurnzal 's blood over the trap door. there is a small click, and suddenly the runes flash and then their light seems to die away, as the trapdoor slides open, revealing a passageway down following a spiral staircase. Additionally, you see a contraption on the far side of the passageway, designed to fill the room above with some sort of gas if the trapdoor is forced.

Fluid-filled canisters attached to the walls contain a range of small creatures floating in stasis. An overturned operating table has broken one of these containers, spilling viscous liquid across the floor. A much larger glass cylinder stands to the southeast, though it appears empty.

As you filter into the room, suddenly you are greeted by a familiar voice, "I thought something smelled a little fishy." Somewhere, just out of view, it seems Joliryn has doubled back after learning of the possibility of infiltrators on in the area. And she has brought some friends, three armed guards in armor and with silver warhammers ready, and one in robes, brandishing a dagger.

Init Rolls:

Eramay the Loyalist: 1d20 + 1 ⇒ (20) + 1 = 21
Falth the Catastrophe: 1d20 + 8 ⇒ (17) + 8 = 25
Rataji the Disgraced: 1d20 + 5 ⇒ (18) + 5 = 23
Shohiraj the Professional: 1d20 + 5 ⇒ (7) + 5 = 12
Thestil the Enigma: 1d20 + 1 ⇒ (17) + 1 = 18
Zurnzal the Ambitious: 1d20 + 2 ⇒ (9) + 2 = 11
.............................................
Armed guards: 1d20 + 5 ⇒ (10) + 5 = 15
Mage: 1d20 + 6 ⇒ (3) + 6 = 9
Joliryn: 1d20 + 4 ⇒ (3) + 4 = 7

Conference Z experiments with cutting edge technology, magic, and alchemy, and one of the fruits of their labor is this autonomous ray platform consisting of a rune-inscribed ruby in a reinforced mount built
into the south wall. The device scans its surroundings constantly, and it fires weakening beams at anyone in roughly a 180 degree arch away from your opponents. While not a trap, it is treated similarly in that it can be disabled, but it can also be smashed..

ROUND 1
Falth ()
Rataji ()
Eramay ()
Thestil ()

Guards 1-3 (), (), ()
Shohiraj ()
Zurnzal (-5)
Mage ()
Joliryn ()

Map updated.

The Exchange

58/58HP, AC:11, T: 11, FF: 10, CMD: 12, F: +5 , R: +7, W: +10, Init +5, Perception +2, CE Male Human Lvl 8 Enchanter, Light Crossbow +5(1d8)

Rataji will begin by casting haste

-Posted with Wayfinder


NE Male Tiefling Inquisitor of Zyphus 8 |
Generic Attack:
[dice=Melee] 1d20+9; 1d6+2[/dice] [dice=Ranged] 1d20+12; 1d8+3[/dice]
HP: 59/59 | AC: 20 T: 15 FF: 15 CMD: 23 | F+8 R+8 W+10 | Init +8 | Perception +14 (Darkvision 60ft)
Tracked Resources:
Destructive Smite 6/6 | Judgement 3/3 | Spells: 3-3/3; 2-4/5; 1-5/5 | Deadly Weather 8/8 | Bane 8/8

Falth targets the person with the red cloak in the back!
Presumably it is obvious what race that person is. I will roll knowledge if you like, but for now I am assuming I know the creature type for the purposes of bane.

Attack, Deadly Aim and Haste: 1d20 + 13 ⇒ (10) + 13 = 231d8 + 2d6 + 9 ⇒ (4) + (1, 3) + 9 = 17
Attack, Deadly Aim and Haste: 1d20 + 13 ⇒ (14) + 13 = 271d8 + 2d6 + 9 ⇒ (3) + (2, 6) + 9 = 20
Attack, Deadly Aim and Haste: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 2d6 + 9 ⇒ (1) + (3, 2) + 9 = 15


Male NG shirren priest mystic 4 | SP 23/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Spells: 1st 2/4 2nd 2/3 | Active conditions: None.

Thestil begins to stare down one of the goons, trying to penetrate his mind and turn on his companions.

Murderous Command on goon 2, DC 15 will


AC 24, T 12, FF 22 hp 80/80 Fort +10, Ref +5, Will +8; +2 vs. enchantments Immune sleep Female half-elf cavalier (constable) 8 LE Init +1; Senses low-light vision; Perception +17

Eramay moves along the wall to the closest thug pulling out her corrosive scimitar on the way. "Does someone want to take care of that ray, please?"

Corrosive Scimitar Attack, Haste: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Acid Damage: 1d6 ⇒ 4

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Unfortunately, Falth does not benefit from Haste this round, but it would not have mattered too much.

Falth sends two arrows flying at the mage hiding towards the back of the formation, both striking home with ease and drawing blood, as calls on arcane power to bend time's tethers in your favor. Eramay moves into to close, slashing at the nearest guard with her scimitar and Thestil weaves together a few words and gestures to try to break another guard's mind, forcing him to attack himself, but he seems much more mentally resilient than you might expect.

Will DC 15: 1d20 + 7 ⇒ (16) + 7 = 23

Random: 1d6 ⇒ 2
The strange device of magic and machine seems to react first, it's odd laser-guided gaze surveying the room before settling on Falth as it's main target and launching a dark purple ray at him., just before the three guards spring into violent action.

Ranged Touch vs Falth (T AC 15): 1d20 + 8 ⇒ (5) + 8 = 13 <miss>

Two quickly draw and hurl throwing axes as they reposition themselves closer to the mage, while the one already engaged with Emaray swings his hammer and then takes a step back, hoping to join his allies and force you to move in.

Throwing Axe vs Zurnzal (AC 16): 1d20 + 8 ⇒ (14) + 8 = 22 <HIT>
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Throwing Axe vs Shohirai (AC 20): 1d20 + 8 ⇒ (2) + 8 = 10 <miss>
Warhammer vs Emaray (AC 24): 1d20 + 11 ⇒ (11) + 11 = 22 <miss>

ROUND 1
Falth ()
Rataji ()
Eramay ()
Thestil ()
Guards 1-3 (), (), (-14)
Shohiraj ()
Zurnzal (-14)

Mage (-37)
Joliryn ()


Shohiraj; Human URogue 8 (hp 51/51; F+4, R+12, W+7 | AC 20/15/15 | Init +5 | Perception +15, Sense Motive +13)

Shohiraj leaps forward, twisting and tumbling towards the device. She pulls out tools and jams them into the machine, trying to block the device's movements. "I got this one!"

Acrobatics: 1d20 + 16 ⇒ (17) + 16 = 33
Disable Device: 1d20 + 24 ⇒ (14) + 24 = 38

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