Eldbale's The Dragon's Demand

Game Master Brominate

The Dragon's Demand module, starting at level 1
Loot Sheet
Maps & Stats
Player Handouts and Current Quests
Belhaim Locations/Prominent NPC's

The Wizard's Estate - Basement
The Wizard's Estate - First Floor
The Wizard's Estate - 2nd Floor


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Because anyone who starts their turn in the acid takes 1 point of Acid Damage, we'll handle everything in rounds. So before Sheridan or Kane act again, someone else should needs to decide if they want to begin crossing or simply wait.

EDIT: in addition to the 1pt received by the initial contact when you fall in.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Steam hisses off Sheridan's body as he pulls himself to his feet and scrambles the last few feet onto the far side of the pool. "Well, that was particularly inelegant. I'm glad we were around the corner. Thank you for your help, Kane." With a grunt, the lean brawler pulls his chain shirt off over his head, leaving his dull bronze skin clothed only in steam and acid gel. Pulling the thin layers of clothing away from the chain, he uses them to get any of the acid off of his body. After a cursory look at the rope of his grappling hook, and the outside of his backpack, he presents the wadded cloth to Kane. "You got any words to fix this up? It's no big loss if you think it might tax you."

"I think you should recommend that the others not carry all their stuff with them if they think they might fall... Most of my stuff is metal, and I don't carry that much."


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

When it is his turn to cross the cleric offers up prayers.

"May my feet find purchase as easily as your heart knows righteousness. May your wings shield me as I attempt to make this crossing that I might continue to serve as your tool on this battlefield."

Acrobatics with Guidance and Assistance DC12: 1d20 + 1 + 1 + 1 ⇒ (19) + 1 + 1 + 1 = 22

Acrobatics with Guidance and assistance DC17: 1d20 + 1 + 1 + 1 ⇒ (14) + 1 + 1 + 1 = 17


I've decided I'm not so worried about Kane's movements since the acid doesn't affect him. So all Yantri and Ngai need to do is make the checks and we will move on.


Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

Eyeing the sludge with distrust Yantri hands her musket and backpack to Kane to carry to the other side before asking him to help her with the crossing as well. "Let me know if I'm starting to lean out, I'm not used to this type of balancing."

Acrobatics DC 12: 1d20 + 3 - 1 + 1 ⇒ (5) + 3 - 1 + 1 = 8

Yantri then promptly falls into the acid despite Kane's attempts to help. After sputtering a bit she tries to climb back to the ledge with Kane's help and then keep going.

Climb if needed?: 1d20 - 1 + 1 ⇒ (8) - 1 + 1 = 8

Acrobatics DC 12?: 1d20 + 3 - 1 + 1 ⇒ (14) + 3 - 1 + 1 = 17

Acrobatics DC 17: 1d20 + 3 - 1 + 1 ⇒ (16) + 3 - 1 + 1 = 19

I'm making assumptions there, so correct anything that needs correcting, but there are some rolls to work with? If the climb isn't needed then I would fail another acrobatics before succeeding at 2, and if the climb is needed then I might have failed that need one more check.


(For the sake of simplicity, we'll do this):

Yantri, obviously a little nervous about all of this, lost her footing and fell straight into the acidic sludge (and taking 1pt of Acid damage), knocking the academic wizard down in the process. Once Kane finds his footing, with great effort he helps to lift up the dwarf so she might clamber up to the ledge. (But this is the equivalent of a second round so Yantri takes another point of Acid damage). And although she's still covered in green, her cheeks are flushed with pink embarrassment. Silently, Kane and Yantri resume the cross, this time with much more care and zero mishaps.

About 20 seconds later, Kane returns to help the next party member.


Botting Ngai

Ngai Acrobatics: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Ngai Acrobatics: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

While Kane's intent was admirable, perhaps the problem lies with the fact that he's standing five feet below everyone else's actual feet. So when they got to the slippery portion of the ledge, he was essentially useless and the warrior went face first into the pit. (1pt Acid damage).

her next round

Once she was up, she no longer desired the wizard's help; She trudged through the sludge!


Botting Ngai

Ngai Acrobatics: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Ngai Acrobatics: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

While Kane's intent was admirable, perhaps the problem lies with the fact that he's standing five feet below everyone else's actual feet. So when they got to the slippery portion of the ledge, he was essentially useless and the warrior went face first into the pit. (1pt Acid damage).

her next round

(1 more point)

Once she was up, she no longer desired the wizard's help; She trudged through the sludge!


Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

Once she's reached the other side, Yantri takes a moment to find her center again after the mess and embarrassment of the slip. Once she's calm, she takes great care to clean any remaining acid residue off her hands and arms. "Well that was no fun. I hope this passage leads somewhere worthwhile, and that we're able to find another way out of this wretched place. I'd rather not go back that way if we've got the choice."

Once she's fully cleaned off she gathers her backpack and musket, carefully inspecting the latter to make sure no harm came to it. This task complete she takes her position facing the doorway to the south. Once there she makes a careful search for tracks of any sort beyond where the rest of the party has walked.

Survival: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

Kane pulls out a few slips of paper on the other side once everyone is across, each marked with the same symbols. "Cleaning talismans. Hold still, these will get the slop off, I believe." Chanting a few words, each of them glows before blue light begins to run down each of the group, steadily wiping off the acid goop as it goes. Once everyone is clean, he takes back the talismans, smiling, though clearly out of a bit of embarrassment for his lack of aid. "Perhaps, on our way out, it would be simpler to just carry folks one at a time on my back." he mused.

With everyone cleaned, he pulls out his axe and faces the hallway, holding it up to shed light on the area with glowing runes.

Perception: 1d20 + 1 ⇒ (6) + 1 = 7


The door at the other end of the acid sludge trough is closed but not locked. As it's opened, there's a rush of air as pressure equalizes.
Yantri inspects the ground for any signs that someone else has been here, but finds nothing. Beyond the door is a long L-shaped corridor running South, then East. A small, barred window pierces the iron door at the end of this hall, revealing a plain, ten-foot-square room with a
windowless iron door on the opposite wall beyond.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

At Kane's mention of carrying people, Sheridan turns on his heel and looks the wizard up and down with an expression of shock and incredulity. Then, after a short and confused pause, the ifrit laughs. Then, there's another, shorter pause, and Sheridan leans in and touches Kane's arm. "That was a joke, right? I laughed thinking it was a joke. I don't mean to laugh at you, I'm sorry."

Grand Lodge

Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

Kane paused, blinking at Sheridan's laugh and following question, before smirking. "I might be a scholar, but I am not so frail. It may be unorthodox and lack elegance, but it is an option. Unless you'd chance another bath in the acid. But no offense taken."

Kane pauses as he studies the strange room at the end of the hallway. It seemed to be some sort of... checkpoint? A security measure of some kind?


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

”Good to know Kane. I’ll start looking for a saddle and sturups.”

The cleric says deadpan, but then his face cracks in a chuckle as he scans over the top of his loaded crossbow into the unknown before them.

”I think we just entered a very different area of this place.”


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

"Other than the door at the back, it just looks like another cell. An extra-special cell for people who need to be kept behind acid pits." Sheridan checks the door for mechanisms which might close the door behind them before seeing if the door is locked.

perception: 1d20 + 4 ⇒ (6) + 4 = 10


Looking at the door from here, and from what you can view through the iron bars, there is no auto-close mechanism or counterweight; it should stay open on its own. The door is locked, but the lock is badly damaged.

Grand Lodge

Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

Kane smirks, shaking his head at Stone's crack... get it?

"But why the extra door? A hidden door, I could understand. This seems more a security measure, of some sort..." Kane mused, tilting his head as he studied the construction. He drew another piece of paper, once again placing it to his head and scanning it for magic.

Detect Magic and Knowledge Engineering check to try and deduce the function... if possible.
Kn. Engineering: 1d20 + 3 ⇒ (3) + 3 = 6


Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

Yantri shakes her head. "The motives for constructing a place like this escape me. I'd suggest seeing if we can unlock this one and then proceeding carefully."


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan tries the skeleton key on the battered lock. "Doesn't look like this is going to work... Should I see if I can reach it through the bars?"


It takes some finagling, but the key fits! With a loud *tch-kuh* , the door unlocks.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

"Oh. My mistake."

Sheridan opens the door, and, if nothing happens as a result, enters to check the door on the other side.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13


The door creaks open, and nothing happens.
Until the moment Sheridan steps into the small room.

Once his body crosses the threshold, a sudden, booming voice fills the room:

"PLEASE CLOSE THE DOOR BEFORE PROCEEDING WITH THE PASS PHRASE."

What does everyone do?


2 people marked this as a favorite.
Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Without speaking, Sheridan backs out of the room.

"That's like a code, right? A password? Oh, Bookend, what's the pass phrase?" Sheridan looks to Kane excitedly, genuinely expecting him to already have all the best words and therefore this pass phrase. It also seems Kane's acquired his nickname, and is therefore, henceforth and irrevocably, part of the party.

Grand Lodge

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Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

Kane blinked a bit at the sudden booming voice requesting a pass phrase. He was about to comment on it, but Sheridan bequeathing him a nickname shut him up just a bit longer. Bookend... he couldn't argue that it fit. He'd have to return the favor with a fitting name himself. He'd have to think on that one.

"Oh... well, uh... it could be any number of phrases. If this dungeon is as old as it seems, the correct phrase could be lost to time for hundreds of years now." Kane replied, trying to think of something. Perhaps that devil could've told them... but come to think of it, they'd met someone else who might've known.

"...it's a tenuous lead, but... I suspect it might be 'Good Baron Savro wills it.' The phrase that spirit kept repeating. Even when putting it to rest, it repeated that. It must have some significance. Though I'm loathe to test such theories in such an uncontrolled environment..."


Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

Yantri squints in thought and then nods. "Any sort of pass phrase would be old. Older than we'd have a right to know beyond what we've learned here. It could be the 'Good Baron Sarvo wills it,' or there was the inscription on the brass plaque back in the room with the horrid raven. Let's see, that one was 'Confession Cleanses the Soul - Pain Clarifies the Mind.' I think. If it's anything else I don't think we've run across as way to learn it that I can think of."


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

The cleric shows his empty palms.

”Uh, what Yantri could be it, but what Kane says spirit says sounds good too . . . and why would you put a bronze plaque with your password on it on the wall? Kane is this a magic mouth spell or something?”

”Sheridan, can you see anyone or thing?”

The cleric draws himself up tall.

”Who addresses us?”


Botting for Ngai

Ngai stands there, saying nothing. She's either brooding, or simply deep in thought. She even ignores Sheridan's jovial shenanigans.

-----

You receive no response, other than your own voice echoing up and down the hall.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

"Not a lot of room in there to dodge on a bad guess. I'm maybe not your best canary... Could be poison gas or mind control... Ages ago it would have been a disintegration beam, but I think that architect got fired."

Grand Lodge

Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

"I would imagine a Magic Mouth spell would make sense. Possibly made permanent. As to the result of a bad guess... well, again, could be any number of things." Kane mused, staring at the room and thinking for a minute, before inhaling and nodding. "Well... it's my theory. I suppose it's only fair if I be the one to test it, yes?" Kane mused.

Tapping along the runes on his skin, a thin layer of energy flows over him, protecting him. Dangerous? Certainly. But he was not one to sit on his laurels and let a good experiment stop him! Assuming nobody stops him, Kane will enter the cell, close the door, and put his faith in the phrase that believes (and prays) might be the password.

"Good Baron Sarvo wills it!"


As everyone else's face's are huddled around the small iron-bar window, Kane speaks what he thinks might be the passphrase. A moment, then the solid door opens up.

(Map updated.)

What does each person do?

Grand Lodge

Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

Kane felt his stomach slam into his feet as the door opened. A part of him expected that to fail miserably and plummet him into a pit or sprout spikes and impale him. But... he was right! Only once he stepped on the other side of the door did he finally let go of his held breath and lean against the wall for support.

"Okay... not gonna lie, that scared the hells out of me." Kane said, before looking back at the door. "Yep! That's the pass phrase. You guys can come on through!"


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

"I think maybe that other door needs to close. Do you see anything down there? You know, before you end up alone behind a locked and featureless door?"


1 person marked this as a favorite.
Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

"Nice work Kane. Seems that your kindness to the suffering and your memory paid off handily. You're showing your bravery too. It's good to have you with us here."

Yantri looks to the rest of the group. "Now that we know the pass phrase we can probably get people in any time we please. Do we want to send a scout, Sheridan or I as we can see the best in this environment, to see if the room seems safe? Or do we want to get everyone in and start poking around when we're sure we've got the numbers to take anything that might jump out at us. So far I haven't seen any indications that the kobolds have been here. I don't know what to expect past this or if it's going to lead us to whatever brought the tower down today, but there's clearly been enough danger to proceed with our eyes wide open."


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

”Yeah. You two go first, but we will follow just behind. That’s a large chamber. It might have been a muster area in case those in the dungeon got an upper hand.”


Ngai steps forward silently and opens the door. The far door remains open.

Everyone passes through without incident.

GM rolls:

Reflex Ngai: 1d20 + 2 - 1 ⇒ (4) + 2 - 1 = 5

Almost.
Unfortunately, Ngai is walking a little slower than everyone else. While no longer poisoned, the damage that was done truly did a number on her. Her delay was her downfall, literally. The floors opened beneath her and Ngai fell into a 10ft deep pit. And the doors closed back, leaving the small 10x10 chamber completely empty.

A single iron lever protrudes from the wall next to the door in this otherwise empty chamber's west wall. To the east, a ten-foot-wide hallway curves to the north.

At the same time that Ngai falls and the doors close, before anyone can really think about what's just happened, a four-armed metal construct rounds the corner, blocking access to the eastern corridor. There is a large metal key floating next to it. It whirs to live and speaks to you in a tinny voice:
"Please present the crest for passage."

Grand Lodge

Male Human Human Wizard 1 | Speed 30 ft | Active conditions: None | HP: 12/12 | AC: 12 (16) T: 12 FF: 10 (14) | CMB: +1, CMD: 13 | F: +2 R: +2 W: +2 | Init +2 | Perc +1

"NGAI!" Kane shouted as the pit trap opened up and swallowed her! Rushing back to bang the door, Kane shook a little bit, angry at himself for letting something like this happen, before bolting up and looking back at the construct as it rounded the corner. "D..dammit! Damnable arcane architecture!" Kane cussed, even slipping into a few other languages and uttering curses in those before trying to assess things.

Ngai could still be alive... if they wanted to help her, they needed to remain focused and continue forward. That meant giving this construct what it wanted. To say Kane was not fascinated by the machine would be an understatement, but at the moment, his concern for his companions' well being was a little more prevalent. Pulling out his book, Kane sifted through his notes and sketches as he spoke. "Present the crest, present the crest... I wonder if a drawing of it would suffice. Okay... we need to keep composed. There might be a chance to help Ngai still. Does anyone remember seeing some sort of crest or coat of arms earlier in our searches?"


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan's skin cracks with heat, glowing like a coal under bellows. He speaks through grit teeth. "Stone. Pincers." Then, he begins stalking forward, keeping to the construct's right.

Sheridan is preparing to use Efriti Magic to cast Reduce Person on himself, unless he's stopped.


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

”Everyone keep their heads. The best thing we can do for Nagi right now is to survive long enough to find and rescue her!”

He shouts out in an attempt to stabilize the group. Then he wrestles with the new demand from the automaton.

”Crest? What Crest? The plaque on the wall? Anyone remember seeing a different crest?”

The cleric draws his weapon.


Botting Yantri

The dwarf, stunned by what just happened and by the thing in front her, opens her mouth to speak, doesn't know what to say, and closes her mouth again. This repeats several times.

----

The construct doesn't attack, but as Sheridan indirectly approaches, it moves along an imaginary semicircular line to ensure it blocks passage to the corridor beyond.

----

When its request is not met, it takes a defensive stance and...waits.


EDIT:
Forgot to add,

Knowledge (Arcana) DC 12:
The metal construct before you is a Clockwork Servant. You've either seen one in your travels or read about them. Perhaps seen a sketch or drawing of one. You recall that these self-repairing constructions don't handle electricity very well.


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

Arcana: 1d20 ⇒ 4

”Um . . . Well, it looks like it is stopped. Kane, what is this thing?”


Botting

Kane, not wishing to fight such a beautiful contraption, pulled his journal out with his carefully drawn sketches and notes of this place. He flipped through a few pages until he found the crest, and cautiously approached the construct, holding up the sketch at arms length.

The construct seemed to "consider" Kane and the image for a moment, then dropped its defensive stance, and saddled to its right, opening up the pathway.

And also, Sheridan suddenly shrank to about half his size.

The construct is no longer a threat.

What do you do?


Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

Yantri eventually recovers enough to regain her wits. While the others are dealing with the construct she makes a frantic search of the trap floor Ngai has fallen through. By the time she's finished Kane has placated the construct.

"I don't see any way to get to Ngai from here. I think we have to hope that we'll be able to make our way to where she is later or that she'll find her way to us. I worry about that though as it's dark in there and she's got limited torches."

Looking at the construct closely for the first time, Yantri frowns. "So they were sophisticated enough to build a place like this and employ some kind of mechanical being that will apparently last for decades on its own, but also savage enough to need these rooms we've been traveling through to the point that they built them clearly for these purposes. I don't understand the former inhabitants of this tower at all.

"But I suppose that I don't need to, and since the tower's crumbling away perhaps it's legacy will as well. For now, what do we think of that key that's floating beside this thing? It strikes me that might be useful for us to have unless we can get the construct to follow our instructions and unlock whatever they key fits for us."


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

I thought I was stopped. Oh well.

"We should leave a copy of that seal in case Ngai climbs up before we reach her." Sheridan nods.

Sheridan approaches the lever. "We also can't be sure what this lever is for. It might just be a way back through, but it might be something else."

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


I guess I didn't realize you were trying to walk past it. Sorry.
:(

Sheridan inspects the lever on the western wall. It seems standard. No obvious signs as to its function...no literal sign either, for that matter. Given it's location, perhaps it has something to do with the trap Ngai fell into?

Everyone snaps to attention when the clockwork servant makes a sudden noise. The frequency or pitch of the mechanical whirring sound gets lower and lower, suggesting it's shutting down. The floating key then bobs over to its back, seemingly inserting itself into the construct, and you hear the cranking as the key rotates several times before it is pulled out of the contraption. The metal construct whirs back to life, making the same sound you just heard, but in reverse. It stands still though, and does not speak to you at all.


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

"We need to keep going Sheridan. The best thing for Nagi right now is to find where the pit trap leads, but it is going to be made so she can't just climb out and going in the way she did is suicidal. Lets get this automaton out of our way again and proceed. Looks like we just reset the thing."


(Confirmation: The construct didn't move and block the passage again. But it powered down, and the floating key wound it back up... proving that you don't need it).

The party, hating themselves for leaving Ngai behind, moves past the construct and into the corridor beyond. It's not much of a corridor, though, as it only goes about 15 feet before stopping at another solid iron door.

It's locked, but, seeming to not even care anymore, the unusually silent ifrit steps forward with and tries the key that's worked on everything else. It seems to work here to. And he walks into the chamber beyond, followed by the rest of the party.

You find yourselves, finally, in a room that's not so cramped or filled with cruel implements of torture. An area along the south wall is enclosed in a cage of thick iron bars that extend from floor to ceiling. Within the enclosure sit seven black iron chests. To the north, the stone wall has collapsed, revealing a rough-hewn tunnel.

Kn (Engineering) DC 12:
The large hole in the north wall was created recently. Everything else you've encountered in this place has had layers of dust or other signs of age and things forgotten.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan paces the length of the room, swinging his sap in rapid circles. He checks behind the pillars on this side of the room before approaching the enclosed chests.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Human Cleric of Ragathiel, 3 NG, HP 27/27, AC 20, touch 12, flat-footed 18, Init +2, Fort +4, Ref +3, Will +5, Perception +7, Sense Motive +7

The Cleric keeps his crossbow up and cuts the angle on the rubble piles to get a look at the tunnel into the room.

"Sappers. Like I thought."

He looks to see if it is fresh damp earth or if there is a breeze coming through.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

"The chests look undisturbed? Any sign of a door to get in there? Seems like that's the first place someone would try to get into, right?"


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan whips around at Stone's initial proclamation, and blinks. "What?"

He looks down at his sap. "What?"

He looks at the chests. "Yeah, but you'd need to know the design of the building to know that was here without disturbing the heck out of all of those traps." He looks back at the rubble. "I couldn't have done any of this with a weighted leather strap. Maybe with explosives... Sure is odd that the wards those kobolds set off knocked a hole in the building's triple-secret vault. I wouldn't have thought they lined up like that... but could you imagine the odds of two separate explosions going off at the same time?"

There's a pause as Sheridan appears to consider something.

"So, how do we get the stuff out of the chests? Do you think it's a puzzle, Sarge? I love the bent nails puzzles, but I don't like the ones where one of them lies. I hate liars."

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