[DM Kludde] First Steps I: In service to lore (Inactive)

Game Master Kludde

In service to lore, where Venture-Captain Ambrus Valsin sends the PCs around Absalom on their first mission for the Society


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Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

"Though while we were there I perceived more of her indulging in the bottle then caring for the children."

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"You won't fool me imp!" Will attempts to stab the rat as it tries to scurry away.

attack: 1d20 + 4 ⇒ (10) + 4 = 141d4 + 3 ⇒ (3) + 3 = 6


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Team Imp:

Will stabs at the fleeing rat, but the little critter is too fast. The rat moves on, only to halt behind the bed.

Updated Map

Dominique and Will both can act

Team Auntie:

Ollystra speaks
Drinking you say? That is indeed worrying. I'm glad you could uncover that, so we can make sure that gets addressed. Was there anything else you uncovered there?

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

Dominique runs to the left side of the bed but he runs out of breath before he could catch the rat. He fires two arrows at the little critter. "This is not working! Perhaps we should put a backpack over it or find a stray cat." He stops complaining for a second and looks back dumbfounded. Wait, if the imp transformed into a rat. Then where's our chest?

Attack1: 1d20 + 3 + 1 - 2 ⇒ (4) + 3 + 1 - 2 = 6
Attack2: 1d20 + 3 + 1 - 2 ⇒ (10) + 3 + 1 - 2 = 12

What would we need to roll to grab the rat?


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Team Imp:

Try a grapple to grab the rat. You have the best chance if you both hands free - you will have to move to the other end of the room, though.

Dominique fires another volley of arrows, this time at the rat. As he does so, he catches a brief glimpse of the box inside the wardrobe. Perhaps distracted by this observation, all arrows fly wide.

Will time

Grand Lodge

Male Human (Garundi) Magus/1, HP 14/14, Init +6, Perc +0, AC 16, T 12, FF 14, Fort +4, Ref +2, Will +2

Zahur shook his head. "I searched the orphanage and found nothing. Not sure if there is reason to suspect much, besides the old woman's habit. Nevertheless the medicine was delivered successfully. Not sure what your next step is. Perhaps the idea of getting a replacement will be explored in due time."

Liberty's Edge

male Angelkin (aasimar) Summoner / 1, HP 12/12, Init +2, Perc +4, AC 17, T 12, FF 15, Fort +2, Ref +2, Will +1

Thinking back to their time at the orphanage, Brayden pauses for a while. 'Would she really sell the medicine intended for the children to feed her addiction... no... but...' After what seems like an inner conflict, he speaks. "Come to think of it, she advocated that the best form of treatment for the sick orphans was rest and time. We never saw her actually administer the medicine to any of them... perhaps it ends up somewhere else?"

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

"And when we offered to administer it for her she quickly shooed us away."

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"Wait, that's a good point!" Will says as he looks in the wardrobe with the intention to grab the chest if it's inside.


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Team Imp:
Will sees the glimmering of the chest, and carefully reaches inside, not sure if to suspect a trap of not. In the end, he manages to retrieve the chest with very little effort, and looks up just in time to see the rat transform back into Imp form, raging, furious, and very, very upset that he is not the one holding the box right now.

Dominique and Will can act

Team Temple:

Ollystra’s listens to the heroes story. She seems only mildly vexed by the report of alcohol use, though as soon as the heroes start suggesting misuse of the medicine packages her face turns into a frown.

Your allegations are very serious. I would have hoped to see further proof, but in absence of that it is a matter we shall have to investigate. I thank you, kind Pathfinders, for the help you have provided.

With that, the heroes are given leave to proceed onward.

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"I got the box! Let's get out of here!" Will yells to Dominique box in hand. Will runs towards the next room stopping just past the door getting ready to close it when Dominique runs by.


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Team Imp:

Will races out the door an holds it open for Dominique. Zarta, in the adjoining room, looks up sternly from a stack of paper and says Ah, you finally finished?

Map updated, in signature now

Liberty's Edge

male Angelkin (aasimar) Summoner / 1, HP 12/12, Init +2, Perc +4, AC 17, T 12, FF 15, Fort +2, Ref +2, Will +1

Brayden frowns at the priest's response. Turning to the others, "Should we go back and investigate more? Find out the end route of the medicine?"

Liberty's Edge

Female Half Elf Druid:1 HP:7/7 Init:+4 Fort:+2 Ref:+2 Will:+7 AC:16

"I don't know, kids seemed well cared for, at least for now. Let the temple take care of it, they won't let the medicine go to waste for long."

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

With smile on his face Dominique waves to the imp then fallows Will through the door, then makes sure it is shut.

Yes milady , we were successful indeed. We even took great care to avoid unnecessary injury to your slightly uncooperative servant. However... it brings me great sadness, great sadness my mistress and I hope you understand our situation but we might have to report this small accident to the Society. I for one COMPLETELY understand your situation, but I'm afraid there could be some influential Pathfinders who might not like hearing that one of their most precious artifacts has fallen in the hands of a being from the lesser planes."

Dominique grabs a chair and places it in front of the door then takes a seat keeping his smile on his face. "Now, now... I'm not an unreasonable man , in fact I'm just a simpleton. And you know what simpletons like? Tales! Especially of magical items that can summons servants and how certain fine ladies can come to posses such items.

He takes a deep breath and looks towards Will, putting his hand on his shoulder before continuing speaking.
"Yet I'm afraid that my friend here, Mister Bacon is of a totally different sort. Strong willed he is, and certainly much much harder to please. Isn't that right Will?"


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Team Imp:

Zarta looks at Dominique with a level of disdain that is almost tangible. Yes, yes. You must report to your captain. That serves my schedule well, as I am very busy. I'll have Aldor see you out.

Team Temple:

Ollystra seems satisfied with the performance of the heroes, giving them leave to go. That leaves two more tasks to complete. Will the heroes moves straight onto the next task, or will they report back to the lodge? And what about Will and Dominique? Would our heroes want to catch up with them, so as to be able to change the composition of their team? Who knows what dangers lie ahead.

My DM-ic compliments for the show you are putting up so far. Hope you are enjoying it as much as I am

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Yep, having a blast. Only wish I had more time to check the boards he he. Vacation is coming soon! Ale and message boards will be a great combo! Actually... That might be a bad idea. ;P

Wait, what is Dom insisting? Is he looking for a bribe? She doesn't seem to threatened by the fact we'll report her to the captain.

"Yes, I feel that I must report the situation." Will tells Zarta calmly as he is ready to leave.

Unfortunate for Dom. I don't like to play dirty.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

"If we are done here why don't we head back to the lodge. I would hate to start on another mission just to find out Will and Dominique have already completed it." I am assuming that because we left before them we are unaware of which task the other group chose.

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Pretty neat that both groups have finished around the same time.

Liberty's Edge

Female Half Elf Druid:1 HP:7/7 Init:+4 Fort:+2 Ref:+2 Will:+7 AC:16

"Yes lets head back, we seem to have split into an uneven group and not decided which mission to do next. Maybe the others left a clue as to where they have blown."


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And so our heroes make another round through the city, back to the lodge. Dominique and Will, having learned what it means to by chased by a denizen of the nine hells, make their way back through the bustling Ivy district.

With doubt gnawing away at Braydon, he accompanies the second group, made up of Slera, Zarunkumar and Zahur as they leave the religious Ascendant Court of Absalom.

Passing by a large open air arena in the Foreign district, just a short walk away from the lodge, both groups end up meeting each other.

Good timing indeed.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

It's almost like someone planned it that way winks to GM


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What, me? I'm just a spectator here. Glad that devil didn't eat the Inquisitor. Nobody likes devils, certainly not a DMN.

Task list:


  • A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
  • Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
  • Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
  • Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

I will have to live with the shame of not being able to able to beat the first monster in the campaign.

Before approaching the others Dominique leans closer to Will whispering in his ear: "I presume you still have the dagger. Keep it safe, we might still need it one day." He then moves towards the larger group "I sure hope that splinting the medicine evenly for the orphans wasn't a challenge for four capable Pathfinders, was it? Now then, what are the remaining tasks? Does anyone have a preference?"

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

|"I've enjoyed a good book, so I think head for the Pickled Imp."

Liberty's Edge

Female Half Elf Druid:1 HP:7/7 Init:+4 Fort:+2 Ref:+2 Will:+7 AC:16

"I'll go with Zarunkumar, watch her back."

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

I'm afraid I must fallow a different path ladies. Let's just hope this nobleman has better manners than the previous.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

"Would you like to elaborate on that, if there is action I maybe inclined to my mind, being a healer to make sure you boys get home safe."

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Will puts the Silver Dagger away. "Thank you Dominique." I'll have to make sure to give him a share of any future reward for his generosity.

"All, I know is the Pickled Imp is not a place I look forward to after our last experience... I will head with Dominique to meet Nobleman Dremdhet Salhar. Unless the rest of you think it would be best to go as one group?" Will asks everyone.

How we doing on in game time Mr. DM? Did we complete our tasks with plenty of time to spare?

Liberty's Edge

male Angelkin (aasimar) Summoner / 1, HP 12/12, Init +2, Perc +4, AC 17, T 12, FF 15, Fort +2, Ref +2, Will +1

"Hmm, a set of rare books versus authorization to delve into an Osirian ancestral vault... quite a challenging decision. The books could be interesting, but if we are to work as a team, perhaps we should take on the next task in different company than the first. Will, would you accompany Zarunkumar and Zahur in recovering the books"...where did he run off to.."while Dominique, Slera, and myself head to speak with the Osirian noble?"

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"That sounds like a plan to me." Will then leans over to Dominique. "Good thing, I have this silver dagger if I'm heading to the Pickeled 'Imp.'" ...And this is why I don't try to be funny. Ugh, bad joke.


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I've got Will and Zarunkumar for the Pickled imp, and Brayden and Dom for the Nobleman. Slera, you want to go with Zarunkumar, or will you follow Brayden's plan? And Zahur, what team will you join?

Liberty's Edge

Female Half Elf Druid:1 HP:7/7 Init:+4 Fort:+2 Ref:+2 Will:+7 AC:16

"Good plan Brayden, too bad it means we have to speak to a nobel, bleh. Oh well lets go."


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Team Pickled Imp:

Will, Zarunkumar and Zahur leave for the Pickled Imp in the shady docks district. Home to the seediest of inhabitants, the Docks are a place for traders as well as those who enjoy making their profit in some other way.

SM, W: 1d20 - 1 ⇒ (13) - 1 = 12
SM, Zar: 1d20 ⇒ 9
SM, Zah: 1d20 ⇒ 2

This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter: Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.” Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.

Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases.”

There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway.

My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.

He then proceeds to give directions to the warehouse.


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Team Nobleman:

The second group of heroes make their way to the northernmost part of town, the Wise District.

SM,S: 1d20 + 5 ⇒ (2) + 5 = 7
SM,B: 1d20 - 1 ⇒ (17) - 1 = 16
SM,D: 1d20 - 1 ⇒ (3) - 1 = 2

On their way up there, Brayden has the sensation he is being watched. Looking around, he cannot pinpoint the source, but has a feeling its that girl in that green dress again.

Arriving at the Salhar estate, a guard greets the heroes and escorts them through the wrought-iron gate. A servant comes us and explains that Salhar is currently not there, but that an advisor will receive the group. The heroes are led to Amenopheus, close aide to Salhar.

Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.

Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.

Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.

The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed. The servant guides the heroes down to the basement, where the vault is. The servant opens a door, makes a short bow, and with an arm gesture invites the heroes to enter.

A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.


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Maps to be updated, in the header ^^^

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Hmm, I wonder what makes those books so special, but I don't want to cause trouble with needless questions.

"Very well. We will do out best to collect these books, let's just hope they haven't been taken by the city already." Will says as he gets ready to leave. He then looks at his companions to see if they have anything to add before he starts to move towards the Warehouse.

Liberty's Edge

male Angelkin (aasimar) Summoner / 1, HP 12/12, Init +2, Perc +4, AC 17, T 12, FF 15, Fort +2, Ref +2, Will +1

"Hmmm, a puzzle to be sure. But which device holds the map?"

Moving forward carefully, Brayden examines each box, the clear glass jar half full of liquid, and finally the basket, seeking any sign of traps, trickery, or clues to what might hold the map to the vault.

Smooth Wood Chest perception: 1d20 + 3 ⇒ (1) + 3 = 4
Red Lacquered Chest perception: 1d20 + 3 ⇒ (11) + 3 = 14
Steel Cube perception: 1d20 + 3 ⇒ (17) + 3 = 20
Glass Jar perception: 1d20 + 3 ⇒ (10) + 3 = 13 alchemy: 1d20 + 8 ⇒ (16) + 8 = 24
Wicker Basket perception: 1d20 + 3 ⇒ (3) + 3 = 6

If he detects a trap on any of them, he will attempt to disable, pausing to heal himself if he fails to disable a trap and is wounded

Trap #1 disable: 1d20 + 7 ⇒ (1) + 7 = 8
Trap #2 disable: 1d20 + 7 ⇒ (7) + 7 = 14
Trap #3 disable: 1d20 + 7 ⇒ (16) + 7 = 23
Trap #4 disable: 1d20 + 7 ⇒ (13) + 7 = 20
Trap #5 disable: 1d20 + 7 ⇒ (3) + 7 = 10

Extract of Cure Light 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Human (Garundi) Magus/1, HP 14/14, Init +6, Perc +0, AC 16, T 12, FF 14, Fort +4, Ref +2, Will +2

"Well I suppose that is a...plan." He turned to the other two. "Though at least I'm sure I'll be in...interesting company" He unsheathes his sword, checks it... 'Hasn't seen much action. Suppose that's part of the effect of an oath against killing.'. He still hadn't fathomed the weapon's meaning.

He looked down dejectedly when he arrived in the docks. Zahur spent way more time in the docks than he was willing to admit. Doubly so due to recent events in his life. He walked out with his hand on the sword. "Well then, let us make haste. See if we can locate these special books."

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

Dominique waits patiently at a distance for Brayden to trigger any possible traps then moves to check what is in the wicker basket. Surely if the map would have been in one of the chests and if the chest had been opened the Osirian would have not required our help.
Oh my, there are five totally different containers. I wonder which one holds the map.

Perception on basket: 1d20 + 7 ⇒ (18) + 7 = 25
Cast detect magic


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Team Warehouse, assuming you're going there:

Preliminary post before zipping off-plane for a couple of days. Updates might be spotty from here on

Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.

Map is updated under 'Team 1'

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"Well I don't see any city officials guarding the doors so it looks like we may be able to get these books back without too much trouble." Will says to the group while continuing to approach the warehouse.

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar grabs Will's shirt back "We must go in, but be careful, it like these were made for a different time and the building itself as if it could join the sea at any moment."


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Team Warehouse:
As the group approaches the warehouse, they notice the big lock on the warehouse door.

Team Vault:
Upon entering the vault, the servant closes the door behind them. To their dismay, they also hear the turning of a lock! On the door is a note, reading within these cases lies your quest and the way out

Aaand spotty reception - I'll update the chest when it gets better. They should improve the cellular coverage here in Gehenna

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Will smiles at Zarunkumar and replies "Good thing, I'm a good swimmer!"

That would be true if I was a good swimmer.

"Does anyone know how to pick locks? It appears the door has a lock on it." Will asks the group.

Liberty's Edge

male Angelkin (aasimar) Summoner / 1, HP 12/12, Init +2, Perc +4, AC 17, T 12, FF 15, Fort +2, Ref +2, Will +1

DM Kludde, you mentioned you had spotty service and are using a mobile device, so you may have missed that several posts up I rolled perception for traps/locks on all the chests and vessels; I also preemptively rolled disable device (up to five times) if I found anything trapped. did you see this post, if so/if not, what was its outcome?


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Team Vault:

I've seen it, I just had to look up some things before I could move on, and didn't quite have the access I needed. Turns out AstralCom only has coverage on the first layer of this plane. Should've gone with Hellizon... Things might improve today.

Brayden investigates all chests, and finds out the following:

The steel chest has only the faintest crack where its lid meets the base. It is otherwise completely featureless save for the keyhole. Upon investigating, Brayden detect a magical trap device, which does not cause him a great deal of trouble to disarm.

The glass jar, while seeming to contain water, actually contains a vile, corrosive liquid.

As Dominique moves up to the wicker basket, he hears a hissing sound: Sssss....

Detect magic: The wicker basket radiates a transmutation aura, the glass jar remains clear. There's a strong aura of illusion coming from the copper-banded, smooth wooden chest. The steel chest has a faint aura of generalist magic. The red-lacquered chest, not much.

Grand Lodge

Male Human (Garundi) Magus/1, HP 14/14, Init +6, Perc +0, AC 16, T 12, FF 14, Fort +4, Ref +2, Will +2

"I'm afraid I was never much of a lockpicker. Looks like we may have to force it. I have my doubts about it working, but I will give it a try. Stand aside. I shall go first." said Zahur as he attempted to force the door open.

str check: 1d20 + 3 ⇒ (18) + 3 = 21


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Team Warehouse:

The magus delivers a kick worthy of an ogre to the front door, but the thing is sturdier than it looks, and refuses to give way.

Liberty's Edge

male Angelkin (aasimar) Summoner / 1, HP 12/12, Init +2, Perc +4, AC 17, T 12, FF 15, Fort +2, Ref +2, Will +1

With the trap on the steel chest both located and disarmed, Brayden is feeling mighty proud of himself. "This is quite a unique chest, that bore a dangerous arcane protection upon it... which of course, I have removed. Time to peak inside I should think."

Brayden attempts to pick the lock on the steel chest
disable device: 1d20 + 7 ⇒ (13) + 7 = 20

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