
GM BC4Realz |

You awaken in a dark room. You can hear the sound of running water somewhere nearby. The hairs on the back of your neck stand as you get the feeling you are being watched.
Welcome to prison. You will all be receiving a PM shortly with what you perceive and remember upon waking.
Also, see the link to the explored floor map above. I am not fantastic at writing room descriptions, although hopefully this game will help with that. In the meantime, the map will let you know about anything significant in the room. I have placed everyone's icon's randomly in the room. Feel free to move around.

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Flair looks up from the ground and sees the other people laying about. she picks herself up and sees she still has her stuff with her. [i] Good, I can-[i] then she realizes this is no prison cell.
he draws her hammer and shouts at the top of her lungs, " By the great fires, I Will not be imprisoned for such petty manner of a crime! where is the court? this so called 'Don'... I bet you he is not even Ifrit!" She moves over to a door and checks if it's locked. west side, since she is closer to that one.

Dyarendi |

Dyarendi awakens... thirsty, she stumbles over to the pool and takes a long draught. Seeing the screeching Ifrit, she grins. Her left hand reaches across to her far hip and grasps her blade. The grin broadens. She feels the weight of her pack on her back. With a quick lurch, she shrugs it off and digs a hand in deep. Searching. Grasping. She finds her spellbook, and she lets out a giggle. She taps her chest, and a metallic thump rings out followed quick by a hearty laugh. "At least, we're not dead."

GM BC4Realz |

Dyarendi - And those may be your last words...
Room Features: An enchanted pool in the north-west corner of the room petrifies whomever drinks from it. Fort DC: 17
Is Dyarendi the first casualty?: 1d20 + 5 ⇒ (15) + 5 = 20 No! You are not.
Dyarendi - As you drink from the water you notice it doesn't taste right. It is almost gravelly in nature. Your eyes widen in shock as you realize that you have just drank from an enchanted pool. You feel your limbs go stiff for a moment, but you are able to fight back the effects, clawing your way back from the brink of a stoney grave.
Flair - You do not see any locking mechanism on the door, but as you press against it there is no movement. The wooden door appears to be stuck in it's jam. West Entry Stuck Simple Wooden Door

Kimbwe |

Kimbwe awakes with a groan in darkness. After waiting a moment (and hearing Flair's rant), he stands up and grandly says, "Ah, so Kimbwe is not imprisoned alone out of sight of the sun? But the foolish jailors think to blind his eyes with darkness, so that he may not see his new companions? Bah! Kimbwe the Beast-Friend is not so easily thwarted!"
He focuses on the thought of a bat for a moment, and his ears and eyes change slightly, growing a bit larger. Using Bat animal focus to gain Darkvision 60'. Now able to see, he looks about.
"Ah! So many are Kimbwe's companions! Clearly, this mysterious Don--for Kimbwe saw him too--must be a powerful and fell mage, who has thought to imprison the Mighty Kimbwe and his new companions together for his amusement, that he might watch as they crawl in the dark and die to his fell pets! But worry not, friend!"
Kimbwe draws his katana. "For Kimbwe the Swordmaster shall not be easily defeated! He shall lead his companions forth to battle against all that hides in the shadows, until he again stands in the sun, his heroism tried and found true!"
Looking around and seeing no foes to slay immediately, he sheathes his blade. "Ah, they seek to lull Kimbwe the Clever into a sense of security. But what is this? Water?"
He walks over to the water in the northwest corner. "If he is to be long in the dark, Kimbwe shall need water. But perhaps the evil Don knows this, and so has poisoned the water! Hah! Kimbwe is too clever for such things! He knows the ways of men and beasts, and shall detect if this water be safe or no!"
Kimbwe carefully examines the water, even (if he sees no immediate danger) touching a finger to it and sniffing it, before noticing Dyarendi. "Ah! But one of his companions has already tried the water! Tell Kimbwe, is it well to drink?"
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Survival: 1d20 + 10 ⇒ (6) + 10 = 16
Whoops, someone got to the water first while he was ranting. XD

Hakak Death-Bringer |

Hakak doesn't bother to stand up, he just rolls over and crawls into the corner. Away from the others, he sits with his back against the wall. One hand rubs his head while his other feels about his body for his stuff. Satisfied that he has not been relieved of his property, he speaks up. "Hakak not scared of dark. Not scared of poison water either. Tell Hakak, what you here for."

Snikket The Scaled |

Snikket scrambles to his feet and quickly begins examining Scruz for wounds or illness. Seeing his only friend is relatively well he coaxes him up to a wall away from the others. After a series of chitters and growls both tilt their heads back, mouths open, as a brief downspout of water falls upon them, some of it on target.
'Snikket no like scary flat faces. Snikket no like be trapped. You help trap Snikket?' Snikket seems to be trying to watch everyone at once keeping one paw on Scruz's shoulder.

Luxanna Pegason |

Luxanna slowly picks herself up and gets back on her feet. She takes some comfort seeing she is not alone
"By the holy light, where are we? Is everyone alright? Come everyone we will need to rally together if we wish to survive let alone escape this place?

Kimbwe |

Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14
Kimbwe narrows his eyes. "If water is fine, then why would Kimbwe's hardiness matter?"
His ears perk up at the splash of water elsewhere, as he notices Snikket. "No, friend Snikket, Kimbwe and his companions are all trapped here together! And if Snikket can make water fall from the air, he shall be a welcome companion, indeed! Kimbwe is not trusting this place."
"Ah!" He snaps his fingers, which, given their padded nature, makes virtually no sound. "But Kimbwe still has his waterskin!" He fiddles with his gear a bit and pulls it out, inspecting it to see if it still has water in it."[/b]

Tamdahl |

Tamdahl sits up and takes stock of his situation, mumbling It wasn’t my fault.
He sighs and takes an inventory of equipment available. does he have anything other than the clothes on his back?
perception: 1d20 + 5 ⇒ (15) + 5 = 20
After he takes stock of his gear, he will look at the masks. He moves quietly as he can to inspect the masks, being careful not to touch them.
stealth: 1d20 + 11 ⇒ (18) + 11 = 29
perception: 1d20 + 5 ⇒ (14) + 5 = 19

GM BC4Realz |

Tamdahl, you have appeared in the dungeon with all of the equipment that you stated your character out with...so yes, quite a bit more than the clothes on your back.
The masks hanging from the wall stare down at you. Each one is more gruesome looking than the last, making your whiskers stand on end. Upon inspection though you do not see anything about them that would suggest that they are anything other than mundane masks.

Tamdahl |

Tamdahl gets his canteen from his backpack and quenches his thirst. He looks around the room. Is he alone?
perception: 1d20 + 5 ⇒ (20) + 5 = 25

Tamdahl |

you are all in the same room. I apologize if this was not clear before. Please reference the map in the campaign info, it is there to make up for my writing shortcomings.
Just making sure. Didn't want to assume. :)

Hakak Death-Bringer |

Hakak was growing bored. He climbed to his feet and grabbed his axe. He turned his attention to the door next to him. With both hands around the handle, he hefted his great axe and brought it down hard into the door.
Great Axe, Power Attack: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Damage: 1d12 + 9 ⇒ (1) + 9 = 10
Hakak will assault the door until it gives way or someone tries to stop him.

Kimbwe |

Kimbwe takes a drink from his waterskin as he looks back and forth at Hakak bashing at one door and Flair yelling at another door.
Once he finishes drinking, he says, "Friends! Kimbwe sees an open door!" He points at the south-southeast door. "Kimbwe suggests that open doors be investigated first, lest foes beyond see him and his companions going elsewhere and follow behind, waiting to strike until they meet other enemies!"

GM BC4Realz |

Hakak ferociously attacks the large metal door that he finds himself next to. The axe rings against the surface of the door, sending a loud PING! reverberating throughout the room. It makes your hairs stand on end, like nails on a chalkboard.
Inspecting the door after the attack there is a slight scratch in it. Damage was done, but it could take a while to brute force his way though the door at this rate, and it will make a lot of noise.

Dyarendi |

With a wiggle of her nose, Dyarendi's hair gleams and ties itself into a sculpted bun atop her head as her clothes unwrinkle and cleanse themselves of any dirt and grime. Prestidigitation
She draws her blade and saunters over to the door past Kimbwe stroking his fur as she passes close. "Come, Kitty." As she approaches the doorway, the magus casts a spell and peers through the open doorway.
I'm on my ipad and unable to move my token. Could someone move me to within 5' of the doorway? Thanks.

GM BC4Realz |

Done...and map updated with what you can see through the open door, plus a little more because cropping is not an exact science and I am not breaking out photoshop for a job so small.
As you investigate the archway and the room beyond you see a room much like the one you are already in. Same flagstone floor and rough hewn stone walls. There continues to be a lack of illumination throughout. From where you stand the room appears to be empty, but you do notice multiple additional doorways.
Tell me what spell you cast and I will let you know if you perceive anything else.

Luxanna Pegason |

"Come forth my fellows, I think Kimbwe has the right of it to start with the open door first, lest anyone else has another idea?"
Luxanna lights a torch and begins moving to the open door.

Kimbwe |

Kimbwe seems to completely ignore Dyarendi as she passes.
"A thief!" Kimbwe gasps in shock. "Kimbwe is no thief! Kimbwe is a mighty hero, who shall lead his companions forth, defeating whatever the duplicitous Don shall place in their path!"
With that proclamation, he follows behind Luxanna, now also seeming to ignore Flair. "But it is true, Kimbwe the Hunter is at his best when striking before he is seen," he whispers to those near the door. "But do not fear, as soon as evil shows its face, Kimbwe shall be ready with blade or bow!"

GM BC4Realz |

Since no one has reacted to Hakak taking agression out on the door I am going give him another swing based on his instructions that he would keep attacking...also for story purposes...Looking at the map around you guys I have decided that there is something close enough for Hakak's actions to draw attention.
Hakak Great Axe Power Attack: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
Hakak Damage to door: 1d12 + 9 ⇒ (8) + 9 = 17
Hakak takes another mighty swing in the door. This time there is the unpleasant screech of metal on metal as the axe bites into the outer layer of the door, making more progress than before.
In the silence after the swing everyone can hear in the distance the faint sound of wood cracking and splintering.
Give me perception checks.

Snikket The Scaled |

Snikket cringes full-bodily as Hakak slams his axe into the door. He casts his eyes to the larger group chattering away, making less noise somehow. Snikket turns to Scruz and gives him a low growl. Both tense up, preparing to bolt if the need arises.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Scruz Perception: 1d20 + 5 ⇒ (1) + 5 = 6

GM BC4Realz |

Nice Perception Snikket...more than enough for me to go ahead and post some potential results for everyone else.

Snikket The Scaled |

Snikket's ears twitch and he turns to face the Northern door. He whistles to Scruz and both move to investigate.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
After gathering what information they can through a closed door they prepare to charge anything that comes through.

GM BC4Realz |

Going to give everyone else a chance to perceive and react. No more GM posts until tomorrow.

Hakak Death-Bringer |

Unaware of whatever was occurring outside of the room they were in, Hakak barely heard the shrieks of the ifrit, but paid it no mind. He continued his onslaught against the door.
Great Axe, Power Attack: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
Damage: 1d12 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 - 1 ⇒ (19) - 1 = 18

Kimbwe |

Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Kimbwe notices Snikket's whistle. "What is it, friend Snikket? Have your ears heard something Keen-eared Kimbwe has not?"
Debating for a moment, and figuring that the lack of any comments on threats from the two looking through the open doorway means it's safe for the time being, he moves to investigate.

Zebrynna "Moonscar" |

A sumptuous chamber, full of expensive but unimportant baubles. A stone, glowing green with unnatural light. Reaching out, touching it. BANG! The chamber's door slamming open, exposing treachery.
BANG! Jail cell clanging shut, barred from the rest of the world. A jail cell, small and cramped. Unworked stone, rough and cold.
A cavernous courtroom, somewhere deep in the bowels of the earth. No jury, just a judge. Bang! Bang! The judge's gavel, sentencing death. "The verdict is rendered thus: GUILTY!"
A small-looking drow appears. Green eyes. Wait, green? In the dark? ...glowing? A thin smile, white in the glow of his eyes. "Give her to me..."
Bang! Bang! Thrust forth suddenly into the woken world, Zebrynna's body jerks into a roll, landing in a crouch some feet from where she was laying. This is her first clue that she's still alive. Her eyes dart about as she whips her head around, searching for the danger. She finds no attackers, discovering instead a large room filled with quarreling humanoids. Relaxing her tensed muscles, she works her jaw as her nerves begin to cool down. The subsiding adrenaline is her second clue that she's still alive.
Looking down, she finds her daggers in her hands, drawn before her conscious mind had a chance to catch up with her body. Replacing them in their sheathes, she opens her mouth to address the others, but can't make a sound. Her throat feels drier than it ever has. This is her third clue, the one that finally convinces her that she has not died.
Unable to speak, she coughs lightly as she looks at the room more carefully, with fully woken eyes.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Spotting the fountain, she darts toward it, her path unobstructed by the others in the room. Cupping her hand, she greedily drinks from the pool until, by the fourth or fifth handful, she notices the strange, gravelly taste. "Pleh! What's with this water?"
Fort save: 1d20 + 3 ⇒ (20) + 3 = 23

Karran |

Somehow sleeping through all the noise thus far, Karran suddenly regains consciousness. He leaps to his feet and whips out his pair of serrated blades in one swift motion, then quickly takes in his surroundings.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
He was in a torchlit room full of mixed humanoids. A pair were arguing, another small group were near a doorway, preparing to meet something that shuffled in the darkness beyond, and a few more were scattered about the room.
He looked down at his weapons. How did he have them, and all his other equipment besides? Last he knew, everything had been taken from him.
"Who is in command here?" He addressed the room in general.

Snikket The Scaled |

'Many something here, maybe something like spider.' Snikket lurches around in his best imitation of something with twice as many limbs as himself.
'Maybe Scruz eat' The ratfolk reaches out and pats the tyrannosaur.

Kimbwe |

"Indeed, friend Snikket? Then let all be ready to face encroaching evil!" Kimbwe proclaims.
Then, in contrast to his behavior so far, the catfolk creeps forward on silent paws, placing himself a little ways from the door, hand on his katana's hilt, hoping to remain unnoticed until the perfect moment to strike...
Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
He'd respond to other things, but the prospect of combat has him all excited.

GM BC4Realz |
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Bang! Bang, creek, CREEK, CRICK!
Over the next 30 seconds or so the door is slammed against from the other side 5 times, each time shaking it and dislodging a small amount of gravel from the surrounding wall. Whatever is on the other side is not trying to open the door, it/he/she/they are trying to break through!
As you watch large cracks begin to appear in the surface of the wood. Nothing that shows through to the other side, but 1 or 2 more hits and the wooden door will be nothing but splinters.
You guys have the equivalent of 5 rounds for any positioning or buffs you want to do. Unless whatever it is rolls very poorly the door is coming down next round and the big reveal will happen. Aren't you just quivering with anticip....
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....pation?

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Flair turns to the door and growls, "see what you have done? Something is out there! Ready yourself!" Flair brandishes her battleaxe changed it to that per the conflict and holds out he left hand, the holy symbol burned apon the palm in prominent display.
Flair will draw her weapon, move to near the door and ready an attack for when the door opens.

Snikket The Scaled |

Snikket's hand tighten around his adorable kid-sized earthbreaker, ready to smash whatever comes through the door.

Zebrynna "Moonscar" |

Zebrynna wheels to face the source of the banging, now coming from the other side. The Don's words echo in her mind. You may live, or you may die. Deciding she'd prefer to keep on living, she draws her hand crossbow, loading it with a bolt. What's behind that door? As she furiously wonders about the incoming threat, her vision flashes with a blinding green light.
Round 1: Drawing and loading her hand crossbow. Round 2: Casting detect magic, looking at the door. Will use 3 rounds to look, leaving one round left to communicate the results and prepare accordingly.

Karran |

Karran steps into the gap between the tiefling and the ratfolk's pet lizard, weapons ready. "Close the line, bottleneck them here so we do not fight them all at once." With a muttered word, the blade in his left hand begins to glow. Casting light
I can't manipulate the map on my iPad. I can do it in the morning.