DaJelly's Dragon's Demand (Group 1)

Game Master DajellyMan

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Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Leven's eyes strain a bit as they adjust to the dark. He attempts to make the best of it and then thinks the better of it. He is just about to cast light when Jack does that very thing.

"That's a very good idea! I was about to do that myself. Well, no reason not to do it anyway. Here we go!"

Leven casts light on the end of his staff. He moves to the other trap door and opens it. He squats st the edge and lowers his staff down into the aperture, looking down for trouble.

"Someone grab that stuff, will ya?"


Male Human Wizard 1 Hp: 5/8 Ac: 12 Touch: 12 FF: 10 Fort:+1 Reflex: +2 Will: +2 Per: +1 Init: +2

Morkai comes up rubbing his bruises from his fall. He is surprised as two people summon magical light.

"You both know magic? Is that arcane or divine? I'm an avid student of the arcane myself. I look forward to discussing it at length later if you will permit." he says happy to find himself among fellow casters.


Game Master

Leven, you open up the next trap door and peer down to the next floor. You see the walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor - the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.


Game Master

Who's jumping down first?


Male Human Wizard 1 Hp: 5/8 Ac: 12 Touch: 12 FF: 10 Fort:+1 Reflex: +2 Will: +2 Per: +1 Init: +2

Not it

Morkai hangs back, he's already bruised and he wasn't the toughest guy around to begin with.

"So who wants to go down and have a look?" says Morkai


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

My powers are innate so i have never studied but i do know a lot about spell and other arcane stuff

Weapon in hand Jack will jump down and slowly explore the room


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

"We can talk about Magic and Theory et all later. Let's just find out what's going on so we can buy a nice round of drinks when we get back."

Leven climbs down through the hole. Waving his light-enhanced staff around he prepares for trouble in the form of little reptilian hellions.


Game Master

Jack jumps down into a much larger room (description a couple posts up), followed shortly after by Leven, illuminated staff in hand. All seems well at first, but a mere moments later a terrifying hissing sound is heard from the western side of the room.

Suddenly, two giant centipedes burst out from behind some rubble, making a b-line for the two men! A horrifying clattering sound echoes off the stone steps as their myriad of feet carry them towards their prey. Morkai and Rau watch horrified from the hole above.

To avoid getting bogged down by waiting on people to post, I do initiative in group of heroes and enemies. I average your rolls vs the enemy, and then you just post whenever your group is up.

Centipede Init: 1d20 + 2 ⇒ (18) + 2 = 20

Leven Init: 1d20 + 3 ⇒ (9) + 3 = 12
Jack Init: 1d20 + 3 ⇒ (20) + 3 = 23
Morkai Init: 1d20 + 2 ⇒ (2) + 2 = 4
RAU Init: 1d20 + 4 ⇒ (10) + 4 = 14

Enemies will act first

-----------------------
Round 1

The centipedes race towards the two men, their horrid jaws opening as they prepare for a long-awaited meal! Each one focuses on their own target:

Bite vs Jack: 1d20 + 2 ⇒ (5) + 2 = 71d6 - 1 ⇒ (6) - 1 = 5

Bite vs Leven: 1d20 + 2 ⇒ (12) + 2 = 141d6 - 1 ⇒ (2) - 1 = 1

With his nimble reflexes, Jack is able to jump back just in time to avoid the attack. Leven is not so lucky. He catches a glancing blow to his arm and he tries to maneuver away, taking 1 damage!

Leven Fort: 1d20 + 4 ⇒ (6) + 4 = 10 1d3 ⇒ 2

Suddenly, Leven's bite begins to burn with the fire of a thousand evils! (Leven, take 2 DEX damage, and make another save next round)

--------------------------

Go, heroes!

MAP


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

The dice hate me so far!

"Ahh! Damned think bit me! Colorum Espes!"

Leven takes a 5-foot step to G9 and blows multicolored dust from his hand, casting Color Spray (DC13 Will) which should catch both Centipedes in a 15-foot cone, but not Jack.

He then thinks back to his studies and tries to remember if he's read anything about creatures like this.

Know(Dungeon): 1d20 + 6 ⇒ (17) + 6 = 23


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Round 1

Arcane Strike (swift)

Scimitar: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 4 ⇒ (6) + 4 = 10

Jack will quickly react and attack the creature that just tried to bite him.


Game Master

Leven has indeed heard of these creatures before. They are giant centipedes, vermin fairly common to damp forests and underground environs such as dungeons. They are voracious hunters and are known to eat humanoids. Their many feet are coated with a substance that allows them to cling to walls and prefents themfrom being tripped. they are also notoriously fast. They secret a poision they inject into their victims that causes their movements to become slowed.

also, as vermin, they are immune to mind affecting effects. If you would like to retract your action, we could say your knowledge check occurred prior to your color spray, otherwise it will have no effect


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

I will gratefully do just that.

After thinking twice, Leven pushes aside his fantasy of blasting the Giant Centipedes with his color spray. Instead he focuses his magical power through his staff (swift action to activate arcane pool; +1 enhancement on his staff) and swings it forcefully at the creature near him with both hands gripping it tightly.

Staff: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 7 ⇒ (3) + 7 = 10

He then steps back next to Jack, taking a simple 5-foot step (again, to G9).


Game Master

Round 1

The centipedes race towards the two men, their horrid jaws opening as they prepare for a long-awaited meal! Each one focuses on their own target:

With his nimble reflexes, Jack is able to jump back just in time to avoid the attack. Leven is not so lucky. He catches a glancing blow to his arm and he tries to maneuver away, taking 1 damage!

Suddenly, Leven's bite begins to burn with the fire of a thousand evils! (Leven, take 2 DEX damage, and make another save next round)

--------------------------

Leven - After taking a moment to recognize the creatures, Leven summons up some of his arcane might and masterfully swings his quarterstaff at his attacker, bopping it on the head with a savage blow, leaving the creature unconscious and dying with a single attack!

Jack - Likewise strikes out at his attacker. He imbues his scimitar with arcane power and nimble spins and strikes at the centipede in front of him, leaving a nasty gash across its side and leaving bright green guts to spill out onto the floor. This creature also drops immobile and dying on the floor.

RAU -

Morkai -

- - - - - - - - - -

I don't really worry too much about enemies like this making con saves and stabilizing, as they can't heal themselves or anything like that. There is always the chance you guys come back here in a week after they have recooporated... but typically I think we can assume you finish them off while they are down, unless your characters have moral qualms about such things. So... way to go! OHKO on each one! Combat is over and everyone gets another 100xp


Game Master

Leven, go ahead and make 5 more Fort saves to see if you shrug off that poison or not.


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Fort: 1d20 + 4 ⇒ (10) + 4 = 14
Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Fort: 1d20 + 4 ⇒ (18) + 4 = 22


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Ouch! At least one more fail, maybe two. How much more Dex damage do I take?

Leven shudders with pain from the poison and catches himself on Jack's shoulder.

"Mphf! Sorry friend. Thanks for the help though."

Aaaaaaaannnnnd...I'm going to sleep. I need to be up in 4 1/2 hours. Night!


Game Master

Leven, take another 1d3 ⇒ 1 points of DEX damage but after that you manage to shrug off the poison as it leaves your system.

Now, this is something of conundrum for me, carrying over even from third edition times. From a RAW perspective, it would seem once you make your save you no longer suffer the stat penalty. Commonly the way I rule it is your save stops the poison from effecting you further, but you still suffer the penalty for a couple hours to a day depending on the poison. My logic for this is, why would a poison effect you for only a few seconds? I feel if you fail your save, that poison stays in your blood for a bit, but I could just be being a dictator. I am curious how you guys handle this, or how PFS handles this as I have not had much experience with that.


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Okay, I'll chime in on this quick before disappearing for a few hours. I'm not that used to Pathfinder yet. I'm used to the "old" 3.5 rules of it taking a while to wear off. That said, as a player I'm extremely happy at low levels to be able to just shrug it off, but that creates a precedent that later in the game might be disappointing to us down the road. Maybe it's just something specific to Giant Centipedes? Other than that, I'm kind of okay with it taking a little while to wear off. Even if it's just 10-20 minutes.


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Also, DaJelly, are you okay with how I'm posting my affected stats? In the parenthesis behind the permanent stat so that I don't have to do anything but delete the alteration and somehow mess something up.


Game Master

that is the way I've always ruled it, so I'm good to go with that. Just didnt want someone having a different view on poisons and being upset. But I mean, the create have crap AC and HP, something had to bump that CR, right?

and yes, Leven, that is totally acceptable and it actually helps me a lot if everyone can track tempory effects in that tag line


Male Human Wizard 1 Hp: 5/8 Ac: 12 Touch: 12 FF: 10 Fort:+1 Reflex: +2 Will: +2 Per: +1 Init: +2

I'm curious were you read that the damage is gone when you make the save? I have been looking all over and I don't find it. From what I can tell poison deals ability damage that heals naturally at a rate of 1 point per day.

Morkai comes down into the hole and sees the two centipede corpses.

"Now those are some large insects. Are you two alright?" says Morkai


Game Master

I guess I really don't know if it is anywhere I read exactly, just seen the wording "cure/1 save" sort of thing interpreted as such. As in, you literally cure after the save, which I feel is lame. I had to do some digging but finally found the 1/day healing rules. Don't know how that could have slipped away from me, though thinking on it I feel like I knew that at one point. Anyways, at least my intuition wasn't far off... ah well, I digress.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

cure / 1 same. It mean that once you have managed to save vs the effect once => effect stops. Cure / 3 save you have to make 3 saves in order to make the effect stops.

I am perfectly fine he says exploring the room weapon in hand


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

"I won't be running any foot races for a few days, but I should be okay. I'm just going to be a bit stiff and a little more vulnerable."

Leven kicks the corpse of the Centipede that bit him again for good measure. Then raising his staff again, he peers around the room.


Game Master

See, I get how you would get that. I just feel like 1 save and then bam now you're not sick anymore is boring lol

The room appears empty save rubble and strange grinning statue to the north and an iron door to the south.


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

RAU comes down, and squats next to the dead centipedes for a moment.
"Fascinating," she says. "A shame I lack some sample vials. This poison might be harvested... Oh, well."

The Kellid girl rises and joins the others in scrutinizing the room.

Perception 1d20 + 5 ⇒ (16) + 5 = 21. If you guys need healing very badly, I can provide one Cure Light Wounds.


Game Master

RAU, you notice that the statue is not a statue at all, but actually appears to be an iron maiden, an ancient torture device covered in what you now recognize as ancient blood stains. The device hangs open ever so slightly, and when you attempt to open it its one-time-prisoner spills out to the floor below. The device's last victim lays at your feet a pile of bones.

As the bones fall out, you notice a slight gleam in the torchlight. bending down, you find a rusted key amidst the rubble.


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

"Ah," RAU says as she straightens up, examining the key. "This may be useful. Or not. Better safe than sorry."

She puts the key safely away, then bends down again to examine the skeleton for cause of death - just to make sure whether the poor soul died due to the iron maiden's attentions, and whether they were male or female, adult or juvenile, fun information such as the skeleton may provide. (Heal 1d20 + 5 ⇒ (15) + 5 = 20.)

After the examination, RAU calmly pads over the the door and checks whether the key fits its lock -- if, indeed, the door is locked.


Game Master

The body appears to have been a middle aged male human, and appears to have spent its last days in this device before he was forgotten and eventually time worn the thing down to its current state.

The door to the south is, in fact, unlocked. The key does not appear to fit into it.


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

RAU communicates her findings to the others -- and then steps back from the open door. "Some magical reconnaissance seems wise," she says.

Perception to check for more mundane traps: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human Wizard 1 Hp: 5/8 Ac: 12 Touch: 12 FF: 10 Fort:+1 Reflex: +2 Will: +2 Per: +1 Init: +2

Morkai will cast detect magic on the door, if he detects no spells and Rau spots no traps he will try to open the door and see what is on the other side.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Such a hospitable place says jack pointing out toward the device


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'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

RAU glances from Jack to the iron maiden, and surprise briefly flickers across her features. "It is a most efficient device," she says. "The victim need only be placed inside, and then the door can be swung shut. The material's own mass assists the closure, and thus the termination of the subject, while smothering any unpleasant noises that may issue. In addition, the external decorations intimidate the prospective victim, possibly encouraging it to provide information to save its life and freeing the torturer from the necessity of clean-up later."

RAU pads over to the iron maiden and pats it almost companionably. "Yes. Very efficient. Do not hate the device for the purpose others crafted it for, nor the locale. Any negative association originates with their creators, not the materials. Those merely serve the purpose granted to them -- or perhaps, forced upon them."


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Jack just looks at RAU once again amazed by her inner workings


Game Master

RAU... that was beautiful

Morkai detects no magic on the door and RAU does not find any traps. Just your average ol' iron door. Surprisingly, it is not locked. You move south through the iron door. The next room goes about 20' east/west before hitting a hallway on each side leading south. Numerous jail cells lines these long-abandoned corridors. Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water and floor level. Down the hall to the southwest, a curious semicircular stone ridge runs along the ceiling. The hallways also appear to continue on further than you can see in both directions.


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

Thank you. ^^ We entities of artificial descent have to stick together!

RAU calmly marches past the cells, sliding open each eye-slot as she passes and checking their contents as she approaches the semi-circular stone ridge.

Perception 1d20 + 5 ⇒ (18) + 5 = 23 to check for traps. Can I make Knowledge checks to identify the ridge, and if so, which one?


Game Master

Go ahead and make an engineering check if you can


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

Alas, I can't. No ranks...


Game Master

Ah, yes it is high enough you'd need a rank.

Although RAU cannot even hazard a guess as to what function this ridge serves, it does appear to be hollow and makes a sort of metallic sound if tapped.


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

Just so long as there aren't any traps, that's fine for now - I hope.


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Following the others he wonders why this had to be the part of the tower to survive. "Such a warm and welcoming place...

At the apparent fork, he looks each way. Um, right or left? I vote left."


Male Human Wizard 1 Hp: 5/8 Ac: 12 Touch: 12 FF: 10 Fort:+1 Reflex: +2 Will: +2 Per: +1 Init: +2

"Either way is fine as we will likely investigate both eventually." says Morkai


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

leave no area un explored.. agrees jack


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

"Ah, I understand," RAU says, as she digs a silver penny out of her pocket and flips it. "A fair randomizer to determine our course of action. Heads 1 left, tails 2 right."

The Kellid girl catches the coin and declares the result to be 1d2 ⇒ 2... "We go to the right."


Game Master

So we have 1 for left, 1 for right, and 2 who don't care ;) awesome!


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

"sure. I think you should go first, Jack"


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Jack just shrugg his shoulders right and goes left inside the corridor.


'Female' Android Alchemist 1; Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +5; AC 14 (+2 Dex., +2 armour); hp 10; Fort +4; Ref +4; Will +1

RAU shrugs and follows Jack, her expression impassive.
"Be cautious," she suggests. "Structural integrity may be impaired."

Checking for traps and other hazards: 1d20 + 5 ⇒ (11) + 5 = 16


Staff Magus 1 Hp: 7/13 Ac: 14(12) Touch: 11(9) FF: 13 Fort:+4 Reflex: +1(-1) Will: +2 Per: +1 Init: +3

Leven follows soon after Jack, still keeping his eyes open to the signs of danger.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11

I'll follow about 10 ft. behind him.


Male Human Wizard 1 Hp: 5/8 Ac: 12 Touch: 12 FF: 10 Fort:+1 Reflex: +2 Will: +2 Per: +1 Init: +2

Morkai follows alongside Leven

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