DaJelly's Sunless Citadel (Group 1) (Inactive)

Game Master DajellyMan

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Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

I myself am a specialist in the lore of the lower planes of existence and in the darker aspects of magic...


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia nods to Quartle.

"Well met Quartle. May your war-spirits come in handy."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Ealasaid, it is said that a black druid once laired in these ruins, but that he fell to heroes long ago. My people face similar evils and I would learn what I can of how these heroes defeated him."
I'm ok in 2nd or 3rd row so leave it to Roland.


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Fair enough, the same we have heard. Have you seen any sign of drow presence ?


Game Master

oh man you guys are moving fast. I know story wise it's kinda lame just to throw them in like this, but I want to move you guys forward into some action so we can really test out the new classes!

Perhaps the new folks deserve an explanation of why you are all down here?


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"We have not. We hadn't figured out how we were going to get past the goblins yet until you came along."


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Haven't seen the obsidian devils, but I can tell you a bit about them...

Knowledge (religion) check1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (the planes) check1d20 + 8 ⇒ (18) + 8 = 26

Namon should be able to glean some information about the Drow (as a people) due to their worship of demons which Namon studied extensively (along with every other thing in the lower planes).


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

there was a Drow attack on the surface, froggy. We are here to find proof to return with it to the mayor of the town so he will act. I need to explore these ruins as well.. Rameth says as he examines how plump quarrels legs are.


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Well, then I give you the bad news that those evil bastards seems to infest this place

EDIT: Damn, forufold nijaded here.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

"We are here ostensibly on behalf of the Mayor of Oakhurst - drow activity on the surface has the burghers worried for their shiny. The goblin chief Ird also hates the black-elves, and the goblins have some myth about an orb or similar relic they wish returned. Roland promised them we would root out the drow-filth and return the orb to Ird."


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

dm go postbox darkness!

Sovereign Court

Male Aasimar (Angelkin) Warpriest 2; Hp 19/19; AC 17/11/16; Fort +5 | Ref +1 | Will +6; Init +2; Perc +1; Darkvision 60'

Actually I did not promise to return the orb to Ird. I said we would return there with the orb.

Roland will take the rear position in the marching order.


Game Master
Rameth the Delver wrote:
dm go postbox darkness!

I don't understand o.0


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia smiles at Roland's clarification.

Nice.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

stupid autocorrect. Go post in second darkness


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Drow info (if any) and Namon will be right ahead of Roland in the marching order.


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Are we being followed by goblins?
Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

So:

Rameth/Naia
Namon
Roland
Ealasiad/Quartle


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

[off to cut grass. DMPC me if necessary Dajellyman - she will brood, smile without smile reaching eyes, be unfailingly polite, moody, and dread. And rip things to shreds.]

DMNPC Naia:
Favored target as move action,

(Favored Target (Ex): At 1st level, a slayer can as a move action study an opponent. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, and a +1 bonus on weapon attack and damage rolls against it. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target,)

then engage next round where she can.

If she doesn't need to move she use Favored Target then will strike with longsword only as TWF is full-round):

Longsword +4, 1d8+3 (19-20 x2)

then TWF:

Longsword +2, 1d8+3 (19-20 x2)
Shortsword +2 1d6 +3 (19-20 x2)
Power Atk:
Longsword +1, 1d8+5 (19-20 x2)
Shortsword +1, 1d6 +4 (19-20 x2)

Completely sucks for that ability to be a move action. Hopefully they will change it.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Drow on the surface? I know little of the creatures, but are they not supposed to despise the light?"


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Ealasaid answer Quartle question Yeah, it is weird but that seem to be the case


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Very well then. I think Namon and I are quite willing to help you with these drow if it means getting to the bottom of things in the ruin. Is there anything else to discuss before we venture below?"


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

i think we can proceed


Game Master

ok, give me a few and I will edit this post to move us forward. I had maps prepared but am not currently at my computer but I'll see what I can do!


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

sweet


Game Master

At the edge of sight, a fortress top emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.

The ravine leads to a small courtyard, apparently the top of what was once a crenelated battlement. The buried citadel had sunk so far into the earth that the battlement is now level with the surrounding cavern floor. The floor stretches away to the north and south, and it is apparently composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looks the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard, large double doors set in the side.


Half-elf AC 23 [21], FF 21 [19], Touch 13 [11]; Hp: 83[104]; Saves: Fort +11(+14), Ref +5, Will +7[+9]; CMD 22; Perception +12.

Before continue, does ealasaid percive a goblin follwig the party?. A question by Namon is still unaswered too


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle looks around for any movement or means of ingress other than the doors.
Perception 1d20 + 11 ⇒ (20) + 11 = 31


Game Master

Ealasaid:

No goblins appear to be following you, though they all certainly kept a defensive stance as you all walked past. Whatever you had all seen earlier by the dropped torch likely stood down after negotiations.

Namon:

Recalling your knowledge of the drow...

- the drow have long lived in the deep parts of the world, commonly known as the underdark.

- they are know me to use hand crossbows with poison that causes sleeping. They can also see in the dark and use some innate spells like darkness and dancing lights.

- drow society is ruled by powerful drow women, usually spell casters or clerics of their dark gods. They have a dedicated and harsh class system and noble families.

- they are known for their sick interest in flesh crafting and creating monster hybrids. In light of this, most drow worship the evil goddess lamashtu, though some ancient cults still worship the ancient goddess lolth.

Nice perception crit! You can positivley confirm that there are no another entrances from this courtyard. You could maybe move aside the large amount of rubble and get somewhere but it would take weeks.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia approaches the double doors and inspects the ground before the doors. Any tracks Naia might recognize as similar to those she found on the surface (i.e.light booted humanoids?)

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

And if any tracks are found:

Survival/Track: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Before we continue it is best that I enlighten you as to the abilities of our foes, listen closely for I won't be saying this twice.


Game Master

Naia notices some faint, light boot prints across the courtyard. It does not appear anyone has gone through these doors in a while, but it does seem someone with similar (drow) tracks d&d walk through this area in the past few days. Not recent enough to be the same tracks, but perhaps a scouting party?

Naia and Quartle notice a barely covered pit in front of the door a few feet. Seems to be an old trap left over from long ago.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Is the trap "live"? If so, does Naia think she can trip it safely?


Game Master

It's just some boards over a pit. You could easily avoid it simply by walking around it. It is easily visible if you are looking for it.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia clears away the debris to make it visible for the rest of the party. She looks in the pit to see if any unfortunates met their demise within...

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Game Master

A few large rat skeletons are down there, but it Does not look like anything has fallen in for a long time.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia will walk along the boards and attempt to open the doors.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth skirts the trap, prepared for anything


Game Master

The door opens inwards to the remains of this tower with a loud creak and a little effort. This circular room is floored with ancient crumbling granite, and bones lay about the floor from creatures slain years and years ago. Its appears a stair once circled up the wayy to the top, but it has long been caved in, nothing but some crumbled ledges of the upper floors and a 30' high pile of rubble remain. Three wooden doors lead out of the room. To the east is the doors you came through, while two more are in the corners of the western wall.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

So one in the northwest corner, one in the southwest corner?


Game Master

Correct.


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Naia will check both doors and floor/approaches to each:

Northwest:
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Southwest:
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Quartle/Rameth - you want to search too?

Any preference for doors folks?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

northwest

1d20 + 7 ⇒ (3) + 7 = 10 add one vs traps

southwest
1d20 + 7 ⇒ (20) + 7 = 27 add one vs traps

Rameth scowls as someone else checking for traps


Game Master

Neither of the doors are locked or appear trapped. You hear nothing but silence in the other sides.

Rameth, while you don't find anything unusual about the south west door, you do find a secret door hidden in the southern part of the wall. It appears to be stone, but the cracks outline the entry way and reveal this could be slid aside.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

There is a secret door here. Shall we try that first?


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Allow me to examine it for traps of a magical nature...

speaking a brief invocation in infernal to the lord of the eighth Namon let his eyes perceive things as they truly were...

casting detect magic for all three rounds


Game Master

You detect faint traces of magic on the other side of the door, though it is hard to tell if it is a unique aura or just residue amongst the ruins. A spellcraft check would tell ya more.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth passes on any information he has gleaned about traps and magic to aid

1d20 + 7 ⇒ (13) + 7 = 20 spellcraft to aid another


Init 4+, ac 10, touch ac 10, ff ac 10, F 0+, R 0+, W 3+, hp 10

Namon focus his now fiery eyes upon the aura and lets the knowledge of the eighth fill his thoughts and mind.

spellcraft to identify, 1d20 + 8 ⇒ (18) + 8 = 26


Female Human (Varisian) Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18
Rameth the Delver wrote:
Rameth scowls as someone else checking for traps

Quartle's +11 to Perception might cramp your style Rameth! ;)

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