DM Puppet Master: Dragon's Demand (Inactive)

Game Master Anon A Mouse

Map of Belhaim
Map of Belhaim Environs


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MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
Init
Tiger: 1d20 + 5 ⇒ (11) + 5 = 16
Arden: 1d20 + 2 ⇒ (8) + 2 = 10
Sharpe: 1d20 + 7 ⇒ (18) + 7 = 25
Florace: 1d20 + 0 ⇒ (14) + 0 = 14
Imp: 1d20 + 3 ⇒ (12) + 3 = 15

Attack 1 = Tiger, Arden, Sharpe, 4= Florace
1d4 ⇒ 4

Attack: 1d20 + 8 ⇒ (1) + 8 = 9

As you search for the key on the table, Sir Florace hears a soft swishh by his head as a small scorpion-like tail flashes past his face in a close miss. You all turn to see a small, red-skinned creature with fiendish wings attacking you. The raven is nowhere to be seen.

Because I'm on a mobile device, I can't really modify the map. Everybody should be close-ish together in the room with the imp in the same square as Florace. Either you can use the raven icon for now, or someone can add an imp icon for it.

Init
Sharpe <<<
Tiger <<<

Imp
Florace
Arden

Knowledge Planes

DC12:
This an imp. He's lawful evil and his sting is poisonous, making his victim clumsy. Darkness doesn't seem to bother him, and he's capable of detecting good and magic.

DC17:
Imps are fast healers and hard to damage without either a good or silver weapon. They're completely immune to fire and poison and have defenses against acid and cold.

DC22:
Imps are capable of turning invisible at will. They also tend to use their magical powers to plant suggestions into people's heads. Imps are also able to change their form, normally into either a boar, giant spider, rat, or raven. Fast healing 2, DR5 and acid and cold resistance 10.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Aren't the secret cells to the south, the same ones we walked past earlier? The one with the transparent skinned man?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Arden Svoen wrote:
Aren't the secret cells to the south, the same ones we walked past earlier? The one with the transparent skinned man?

Yes, the secret cells mentioned were the ones with the transparent skinned man who wanted food. Forgot to mention that.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Planes: 1d20 + 9 ⇒ (16) + 9 = 25

I forget if I have to wait for my turn to speak. If not, everyone read the spoiler.

Arden says:
"It's an imp, use a silver or good weapon. Immune to fire and poison, and resists acid and cold."


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Not recognizing the creature (and not carrying silver), Tiger will draw his trident, swivel, and stab.

To Hit: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Sharpe loads a silver bullet into his musket (standard action).


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
To Hit: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 ⇒ 3
Poison: 1d2 ⇒ 2

Tiger swings at the small creature, managing to hit it but it doesn't appear to even scratch the small beast. As Sharpe loads his gun, the creature flies into Arden's face, hissing at him and manages to scratch his face.

Arden takes 3 points of damage and make a Fort save DC 13 or take 2 Dex damage.

Init
All party members <<<

Imp


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

And Tiger will keep jabbing the thing, now with new and improved flanking.

To Hit: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

yayyy crit threat.

To Confirm: 1d20 + 6 ⇒ (18) + 6 = 24
Bonus Damage: 1d8 + 2 ⇒ (2) + 2 = 4


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Sharpe shoots an alchemical silver bullet at the creature.

To Hit: 1d20 + 7 ⇒ (11) + 7 = 18 touch
Damage: 1d12 + 1 - 1 ⇒ (10) + 1 - 1 = 10


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

After Tiger and Sharpe's attacks, the imp looks pretty beaten up, but still alive. As soon as Sharpe's silver bullet hits its flesh, it starts to shriek. "Eeeeee! Mercy! Mercy! Don't kill poor lil' me!"


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Fort: 1d20 + 3 ⇒ (1) + 3 = 4

Arden shivers as the imp scratches his face.
Takes the 2 dex damage

Spell Combat
To Hit: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

If the imp is still alive, then Arden will use Shocking Grasp as per spell combat.

Shocking Grasp if used:

DC 17 concentration check to cast defensively.
Concentration: 1d20 + 6 ⇒ (14) + 6 = 20 Succeeds
10% spell failure chance (>10 to succeed)

Spell Failure?: 1d100 ⇒ 63 Yes!
And now the attack:

Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17 +3 if the imp has metal
Damage: 1d6 ⇒ 5


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Arden's first strike misses, but he manages to grab the imp long enough to deliver his spell. It shrieks and falls to the ground.

Single check

heal dc 5:
He's alive, but unconscious.

heal dc 10:
He's also stable. AKA not bleeding out.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Heal: 1d20 - 2 ⇒ (20) - 2 = 18

He's not dead yet. And he can heal quickly.

Arden stands with his sword over the imp's chest.

Coup de Grace
Damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10
DC 20 Fort Save or Die for the Imp


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"Well," says Tiger, a little put out, "I thought we were going to havve mercy on him."

Arden, I don't think you have an arcane spell failure chance, since "A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance."


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Didn't realize that, and thought it was such a big accomplishment that I remembered all the dice rolls. Thanks Tiger.

"Imps can heal quickly. It would have been a short time before he wakes up, turns invisible and into a giant spider to kill us off. His poison did a bit of damage to me." Arden mentions to the others.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
1d20 + 1 ⇒ (18) + 1 = 19

Imp is still alive. If everybody decides to coup de grace it it'll probably die though.

Arden: I was also impressed that you remembered all the rolls.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

"We should give him another chance, he's not that big of a threat to all of us."

At the earliest opportunity, Sharpe loads another alchemical silver bullet just in case.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"He did ask us for mercy," Tiger says, pondering, "But I know little of imps, and whether they can be held to their word. [b]"He did attack Arden, so maybe he should be the one to decide."


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

I'm trying to decide how a paladin would act here. On one hand, ridding the world of evil creatures seems to be a part of their Holy Mission of Divine Justice et cetera, but also killing someone who begged for mercy would be immoral (at least in a paladin's mind if the creature has some chance to repent of its evil ways, which I doubt this creature will.

Sir Florace detects evil on the creature, just to be sure. He keeps his sword ready, but has a cast to his expression suggesting considerable inner turmoil.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Also, Tiger knows little of demons or devils. Someone with knowledge of the planes or religion could probably make a convincing argument one way or the other to help put the party at ease.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Florace:
The imp detects as moderately evil.

Oh paladins and moral dilemmas. You could really argue either way. If you pick what deity you worship, that might help you decide what to do as I'm sure different gods would have different beliefs on the matter.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

I stab it again.

Coup de Grace
Damage: 2d8 + 6 ⇒ (4, 5) + 6 = 15

Fort save DC 25

"I hate poison. Never want to touch the stuff again. Imps are devious devils. I'm fairly certain they will lie to lead you to damnation."


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

I sensed that the creature is as evil as the bird was, as you might have expected. Perhaps it is for the best. Though he doesn't look altogether satisfied.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
1d20 + 1 ⇒ (12) + 1 = 13

And with that, the imp is impaled upon Arden's sword, stone cold dead.

Now that it's been pointed out, you can all see the secret door to the North.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

Tiger sheathes his trident, wipes off his hands concernedly, and opens the door.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The door opens without any problem. You follow a few hallways for a while until you reach a turn. The floor falls away here as not far ahead the corridor turns east, though a seven-inch-wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

What kind of check do we need to figure out what the sludge is?


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

I suppose we have no choice but to continue. Maybe someone more nimble should try to slip across and see what's around the corner? Could be there's somewhere to affix a rope to help the others cross.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks
Sharpe#762 wrote:
What kind of check do we need to figure out what the sludge is?

Hmm, good question. Dungeoneering probably makes the most sense.

DC15:
It looks like some kind of acid.

DC20:
It also looks like the acid is not nearly as potent as it used to be whenever it was originally put here.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Dungeoneering: 1d20 + 9 ⇒ (17) + 9 = 26

"The green sludge is acid, however, it appears the acid is not as strong as it used to be."


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

"Sharpe why don't you go across first as you are the most nimble." Arden ties a silk rope from his pack to Sharpe's waist. He holds on to the the other end.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Sharpe nods his head, stowing his musket and starting to make he way across the narrow ledge.

Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

He skillfully navigates the area, peeking around the corner. "The ledge actually doesn't go that far around. It stops short leaving about a 25 foot length of acid. I...think I can see a door on the other side, but there isn't anything all that obvious that I could tie a rope to. It also looks like that weird bump on the ceiling from earlier continues into this area." He points up towards the ceiling.

DC25 Acrobatics check to jump 25 ft assuming a running start. Sharpe might be able to make it, but it's unlikely everybody else could. And if you're wondering, it does not look like the bump thing would be something you could grab on to in order to monkey bar your way across.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"This room is... troubling, yes? I do not want to swwim in acid. Maybe we should searrch more for another way."


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

"We could build a bridge across with supplies from town. And also get some healing."


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Seems to be either that or wading through it. The safe option would be Sharpe's suggestion. Another possibility is looking through some of the cells. Maybe we can find a hidden door in one of them?


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

"There's that strange bump on the ceiling we should probably check out." Arden goes back out following the bump in the ceiling to its source.

Perception: 1d20 - 2 ⇒ (19) - 2 = 17 To see if there is anything strange about the wall that the bump leads to.


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

Sir Florace tries to open all the cells to see if they're locked. Why don't we try to see if the key and knife-keys we found open any of these cells so we can look around them?

Sir Florace looks into all the cells. i.e., perception rolls on any cells that I could find things in.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The wall the bump leads to does not seem particularly strange in any way.

Sir Florace goes through and examines the cells one by one. All the ones in the main area are open and seem empty. As he goes through the ones in the hidden area, he has to unlock the cells using the regular looking key Not the weird knife blades. Each one seems to contain one or more skeletons of prisoners long dead. As he approaches the cell with the poor prisoner who had begged for food, no sounds greet his ears. In fact, the room seems to be completely empty, save for some food and water sitting untouched in the center. Upon close inspection of the room, he discovers a secret door in the North wall.

If you open the door:
In the room at the end of this narrow corridor is a strange metallic contraption of gears and chains. A large lever extends out at a forty-five-degree angle from the front of it. Hovering in the air above the lever is what appears to be a small storm cloud roiling and occasionally sending out small bolts of lightning.

You can go ahead and delete the purple square in the center of the map if you wish.

The following knowledge check is part of the above spoiler. Do not attempt it until after reading the previous spoiler.

Planes (DC11):
It appears to be a small lightning elemental. As you might expect, it is immune to electricity damage and does electricity damage upon a successful slam attack. Such creatures typically speak Auran.

DC 16:
Lightning elementals can more easily hit creatures wearing metal armor or wielding metal weapons. They are also very good fliers, able to whiz about at speeds easily 3x that of normal humans. [ooc]Normal: +5 (1d4 + 1d3 electricity); metal gives +3 to hit.


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"Was our preesoner a ghost, then? This is quite spooky, yes."

And Tiger will carefully open the door, although he has absolutely no idea what to make of what he sees inside.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Planes: 1d20 + 9 ⇒ (7) + 9 = 16

It is a small lightning elemental. Careful if you are wearing metal. Does anyone speak Auran?


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

lol shouldn't armour act like a faraday cage, protecting the wearer from electricity?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Looking at people's character sheets, it does not appear that anybody speaks Auran. Although it also looks like Florace is missing a lanaguage as he should should Common and Elvish (from being a half elf) +1 language for having an Int of 12.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

Can Florace add Auran as the extra language now?


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

I don't think I can honestly say I would have picked Auran. My character probably would have gone with Celestial.

Florace asks the elemental if it happens to speak Common, Elven, or Celestial.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The cloud continues to hover in its location, unresponsive.

All hail the glow cloud.


M Half-Elf Hospitaler 2 (HP 20/26; AC17-T10-FF17)

I guess someone'll have to be brave and pull the lever. Probably someone not wearing metal.


M Tiefling (Daemon Spawn) Magus 2
Vitals:
HP 10/18 | AC 14 (14); T 12; FF 12 | Saves: F 4; R 2; W 1 | Init 2 | Skills: Per 0 Darkvision 60 ft; SM -2 | CMD 16; CMB 4

Perhaps a Tiefling with less scratches than myself.

Arden looks at Tiger and says "Why don't you give it a try?"


M Tiefling (Beastbrood) Swashbuckler 2
Vitals:
HP: 16/24 | AC: 18, T: 13, FF: 15 | Fort +2, Ref +6, Will +1 | Init +5 | Perception +5, Darkvision 60 ft

"Excuse me, Meester Svvoen, but I am wearing metal armor and carrying eight-teen deefferent metal weapons. Maybe Meester Sharpe over there in leather should try it.


M Human Musket Master 2 {HP:13/24, AC:18, touch:16, FF:12, fort:5, ref:8, will:3, init:7, perception:7, sensemotive:2, grit:2/2}

"Fine, but someone else is taking the next risk." Sharpe pulls the lever.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:

Tiger: 1d20 + 5 ⇒ (10) + 5 = 15
Arden: 1d20 + 2 ⇒ (8) + 2 = 10
Sharpe: 1d20 + 7 ⇒ (14) + 7 = 21
Florace: 1d20 + 0 ⇒ (17) + 0 = 17
Elem: 1d20 + 6 ⇒ (19) + 6 = 25

To Hit: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 + 1d3 ⇒ (2) + (2) = 4

When Sharpe pulls the level, the machine begin to move, pulling the chains from the weird bump in the ceiling. At the same time, the black cloud slams into Sharpe, letting out a sharp crack of electricity.

2 regular damage, 2 electricity damage against Sharpe.

Init
Elemental
Party Members <<<

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