GM Endless Forms' Dragon's Demand (Inactive)

Game Master Mike Tuholski

Module played for PFS credit. The Dragon's Lair

Monastery (main) | Monastery (upper and basement)

Belhaim


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Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

If the Chieftain is still standing:

Alsterro lashes out with the staff, sick of the damned fight and putting every ounce of frustration into the blow. "Get on the ground and stay there!"

Quarterstaff: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Crit Confirm: 1d20 + 2 ⇒ (3) + 2 = 5
Crit Damage?: 1d6 + 1 ⇒ (2) + 1 = 3

If he's not still standing, Alsterro will check the kobold can be saved, then check with the others to see if he should be.

Edit: Of course, now the thing crits. -facepalm-


The Flaxseed Pathfinder Lodge

@Kurth: sorry, don't know if you noticed but the attack roll got messed up on the cheiftain's attack. So he only got a 9, which misses you.

The party pulls together and takes down the chieftain with a flurry of arrows, bolts, and hits!

Out of combat!

Roaghaz's gear:
scrolls of glitterdust (2), wand of web (5 charges), dagger, cloak of fangs, keys

Using the keys found on the chieftain, the party is able to open the several chests found in the chamber.

One chest holds 1895 gp and the other six hold six large green scales and an even larger black scale.

DC 14 KN (nature):
These are dragon scales.

And with that, everyone level up to 3!


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy will cast Detect Magic once the fight has ended.

Nature: 1d20 + 6 ⇒ (20) + 6 = 26 Ah! Dragon scales! Milloy takes the black one in his hands and examines it further. Nighttail, what do you make of this? Why did he have these?

What else might I know about the dragon scales?


Inactive

"Jackpot!" declares Alice, as she opens the chest of gold. She begins to toss the gold into the air and watch it sprinkle down on the ground again.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23 properties of the cloak

Alsterro pulls out the cloak and examines it. "Crude work, but functional. Helps to protect the wearer and gives him the ability to chew on things to great effect." Alsterro looks around at the others, wondering who needs it most.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Chewing things? I try not to go biting things - folks included - unless I know where they been," Kurth says, eying the cloak suspiciously.

"Now, whaddya think we should do with them eggs? Night-tigger, you think now that the chief's dead you could convince the survivors to clear on out, maybe sit on them eggs somewhere else? I'm not one for killing little ones, even if they are on the scaly side."

If Alice is done playing with the loot, Kurth will start fashioning a sling to carry the chests out of the tunnels.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Chewing things. Like when a guard dog comes up and bites you and decides he wants to rip a piece out of your leg."


Inactive

Alice's attention turns away from the gold and to the cloak Alsterro is holding. It didn't look like much but... "Well, if you all don't want it, I can give it a try. I'm not one to turn down stuff!"

Gives Alice a way to get into melee without dropping her bow. I also see it's the equivalent of a cloak of resistance (which is really the thing keeping me from wanting to sell it).

"Nighttail, thanks for guiding us through here. If you're ready to lead the kobold tribe away, we'll leave you to it!"


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"What about making the tribe part of the town? Raise the young ones up right, and they can be productive members of society."


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

I'm not sure how the townfolk would take such a suggestion, Alsterro, however I suppose the suggestion could at least be made. Milloy then turns to address the rest of the group. Shall we take our newly-discovered wealth to the surface now or continue on?


Inactive

"Nighttail, would you be able to take leadership over the kobolds, and give us more information about this dragon? All this talk about worshipping a dragon and sacrificing townsfolk to it has me a bit worried, and we should learn everything we can about this threat."

In other words, I don't want to miss out on valuable info if we skip exploring the rest of this dungeon. So I'm hoping our GM can help us out!

"Also, let's explore that fork in the road we just passed." I'm thinking of the blank area on the northeast corner of the map.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Sure, guess we ought to give the rest of the caves a look," Kurth says, slinging the chests over his back. "What exactly did we miss, other than the egg-hatching room?

I'm pretty sure we already explored the blanked-out areas on the west of the map while GM Derek was still running the game. That's where we rescued the farmer and peddlers, I thought?


The Flaxseed Pathfinder Lodge
Milloy Hearthstone wrote:
Nighttail, what do you make of this? Why did he have these?
Alice Weatherseed wrote:
"Nighttail, would you be able to take leadership over the kobolds, and give us more information about this dragon? All this talk about worshipping a dragon and sacrificing townsfolk to it has me a bit worried, and we should learn everything we can about this threat."

Nighttail responds, "Oh, the chief was bad. Very cruel kobold. Nighttail can lead the kobolds right. The old chief worshiped some cruel dragon but if the people of Belhaim are nice to our tribe, we will gladly trade with them. I will make sure of this."

You learned of the name Aeteperax earlier:

DC 18 KN (history):
You recall that Aeteperax was the name of a great dragon slain more than a thousand years ago by Belhaim's founder, Lady Tula Belhaim.

Alice Weatherseed wrote:

In other words, I don't want to miss out on valuable info if we skip exploring the rest of this dungeon. So I'm hoping our GM can help us out!

"Also, let's explore that fork in the road we just passed." I'm thinking of the blank area on the northeast corner of the map.

I'm not sure how much of the earlier part of the dungeon you guys did. I will say, however, that there are just a few rats and some kobolds holding prisoners.

Nighttail accompanies you to the last few rooms and finds a few kobolds holding human prisoners. She informs them that the chief is dead and orders them to release the humans. The kobolds unchain the slaves. One of them is Bophre Malak, who has been here the longest-she is the farmhand from the Malak dairy in Belhaim who went out for a walk a few months ago and disappeared. There is also the married couple Carlo and Sela Bellathi, who used to sell religious charms in town. They were caught 2 months ago while travelling east on the Verduran Highway, just having plied their wares in Belhaim. Though brutalized a bit, they've been kept relatively healthy.

Returning Bophre to Malak Farm grants you a reward of 200 gp from her grateful mother.

I will get to your other rewards later after I review the next section a bit.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

No problem EF, I'll hold off on questions and such until after you post again.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

Hmm, I don't think GM Derek mentioned the Malak girl was a milkmaid ... or a girl, for that matter.

"On second thought, caves is just caves, really. Killed a kobold chief in one, you seen 'em all," Kurth says, suddenly in a hurry to return to the surface. "We better get moving, see if we can't catch up to them prisoners we released earlier. See if that milkmaid needs a, uh, escort, to the farm ... bandits about and what not. Maybe see about picking up that reward - the gold, of course - when we get there."


Inactive

"Hey, who's gonna haul out all this loot if you're going after the girl?" As she says this, Alice is pretty sure it's not going to stop Kurth.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"It might make the townsfolk less inclined to hunt and kill them next time they encounter the tribe, and it would allow them to make amends for any damage done."

Alsterro grumbles. "Healer one minute, drudge laborer the next. This is not what I envisioned when I set out, you." He shakes a finger in the general direction of wherever Nethys will likely be found (in other words, the ceiling), then grabs up as much of the loot as he can haul.

He can haul 130 lbs. of gear in total, currently hauling 46 lbs. of gear.


The Flaxseed Pathfinder Lodge

After several trips of hauling loot, the party returns to the surface. Reporting back to Devy Manor, you are able to give Lady Origena an update on the kobold situation. She seems worried about your deal with Nighttail and first and indicates that if the kobolds don't keep their promise, the consequences will be on your heads. After assuaging her fears, however, she accepts the development as satisfactory and pays you in full (500 gp total).

As word spreads around town that the kobolds were serving or worshipping someone named "Aeteperax", the citizens of Belhaim grow nervous. Everyone in town seems to know the old legends of how Lady Tula slew a dragon. Now old-timers remind youngsters that dragon's name was Aeteperax, and rumors that the ancient dragon might not have been slain after all begin to spread. Though these rumors make the Baroness nervous, Origena believes that the matter of this new "Lord Aeteperax," whether or not he exitss, can wait, because while you were investigating the kobold snarl, there's been a development. She fills you in:

"The day after Hunclay perished in the collapse, word was sent via raven to his only living relative, a cousin in Yanmass. Just this morning her reply arrived-she doesn't seem all that distraught at his death, and has no interest in coming to Belhaim to claim his estate and belongings. Instead, she has requested that I auction off all of Hunclay's property and possessions so that the proceeds (minus expenses) can be sent to her. This leaves me with a daunting task-cataloguing the contents of Hunclay's manor home means entering the place and exploring its interior, an enterprise that could entail considerable danger. You see, Hunclay was something of a foul-tempered recluse, and word around town is that his manor was warded by magical traps and guarded by monsters. The fate of the kobold who burned to death on the manor's front porch has only added to everyone's fears."

The Baroness takes a deep breath before asking, "As such, I was wondering if you would interested in taking on another job for Belhaim. Exploring Hunclay's manor and identifying any unusual or magical items there whil simultaneously deactivating traps and dealing with any monstrous guardians seem to be tasks tailor-made for adventurers like yourselves, after all. Though you won't be allowed to loot what you find in the manor, I can promise you a flat 5000 gp fee for performing the service and you'll be welcome to participate in the auction to follow."

Lady Origena has an assistant draft a contract outlining your fee and the expectation that you exercise every possible caution to leave items inside intact and undamaged. She notes that Hunclay's cousin didn't put a time limit on her request, so you are free to tackle the assignment whenever and at whatever speed you wish-though hopefully not too long.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

So no new knowledge regarding the dragon scales? I was trying to figure out what purpose having 6 of the smaller ones and/or the large one would have. If they have no real importance can they be sold?


The Flaxseed Pathfinder Lodge
Milloy Hearthstone wrote:
So no new knowledge regarding the dragon scales? I was trying to figure out what purpose having 6 of the smaller ones and/or the large one would have. If they have no real importance can they be sold?

I think it's just foreshadowing that there is a dragon or perhaps dragons nearby. There's no price listed so I'm guessing they're worth a trivial amount/not worth selling. Or that trying to sell them would only freak out the townsfolk more, haha.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Aha, ok no problem. So we have the 500gp, the 200gp and the nearly 1900gp to split up plus whatever else we might have found. I think someone was tracking loot but who was it?


Inactive

Not it!


The Flaxseed Pathfinder Lodge

Ok, we've been stalled a bit this week. I guess that means people are ready to move on?

Hunclay Manor is the newest building in Belhaim, built of heavy blocks of stone 2.5 feet thick. Stonemason Gregol Lenton, who was involved in the construction, explains that the floor plan is straightforward, without any secret doors or rooms.

You approach the front door to find the grisly remains of a kobold, the flesh charred badly and limbs contorted by fire, still lying on the doorstep of the manor house.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"No secrets, huh? You sure - he couldn't have added something in after you were done?" Kurth says, quizzing the mason while warily examining the charred kobold."What kind of rooms is underground? Upstairs? Any traps and whatnot?"


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Was any magic integral in the building of the house? How many entrances and exits, and where? Where in relation to other buildings in Belhaim, and any passages (secret or otherwise) connecting it to any other buildings?"

Assuming we're walking up to the front door, Detect Magic on the door and surround parts of the building.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Milloy will investigate the area around the front door as Alsterro tries to detect magic. Perception: 1d20 + 4 ⇒ (1) + 4 = 5 Alice, perhaps you could see if this area is safe?

Was the kobold brought here like this or does it look like he died at the doorstep?


The Flaxseed Pathfinder Lodge

"Well of course he could have made additions after we finished with it. And there's many rumors that the crazy old coot had traps set up; it wouldn't have been us, we build by hand-not by magic. So that was none of our doing so I'm sorry I can't help much more there."

---

It looks like the kobold died here on the doorstep.

Alsterro only finds the one main entrance and Alice does not find any traps on the front door.


Inactive

"We have a couple of keys on us from Hunclay. Let's see if one opens this door."

Alice proceeds to try the one that looks like it would fit.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Indeed we do, dear Alice. But be careful. Seems our friend here met his end on the doorstep that we stand on. Milloy taps the dead kobold with his quarterstaff and then backs off of the porch. I trust your skill but I'll be over here, just in case. You understand, of course.

Milloy will cast Detect Magic before Alice proceeds.


The Flaxseed Pathfinder Lodge

Alice uses one of the keys to open the door. The floor of this well-appointed entry hall is adorned with two expensive Qadiran rugs and decorated with several overstuffed leather sofas. Two dozen paintings with gilded frames hang on the walls, portraits and landscapes, all of exquisite artistry. To the north sits a large bird cage. Wooden doors open in the east and west walls, and an elaborate spiral staircase of iron both ascends and descends in the southeast corner.

Milloy detects a conjuration aura directly in front of the doorway.

DC 17 Spellcraft:
create pit


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18

Hold a moment, do not proceed. Milloy stands where he is, not moving. There, in front of the doorway, is a pitfall created by a spell.

EF:
Is this something Alice can still disable or do I need to concentrate longer in order to determine more about it? I've never found a magic trap before.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Shoulda saved a couple of them kobolds, run 'em inside in front of us to set off the traps. Knew a couple of burglars used to do that with pigs," Kurth says, waiting for Alice or the magic users to deal with the trap.


The Flaxseed Pathfinder Lodge

@Milloy: you can use dispel magic against magical traps but that only 'disables' them for a few rounds (1d6? 1d4? something like that). Basically you need someone with the ability to disable magical traps or a clever way to avoid it. Or a barbarian to walk through it and just take it.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Is the kobold lying in the area where the aura is?


Inactive

"Oh, is that all it is? Step aside folks - expert coming through." Alice can disable magical traps due to Trapfinding. Rolled a few times in case it matters for spectacular failure/great success!

Disable Device: 1d20 + 12 ⇒ (8) + 12 = 20
Disable Device: 1d20 + 12 ⇒ (9) + 12 = 21
Disable Device: 1d20 + 12 ⇒ (13) + 12 = 25


The Flaxseed Pathfinder Lodge

The kobold was outside the front door.

Alice tries to disable the trap but instead accidentally sets it off, creating a 30' deep pit directly in front of the entrance.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Hmph! At least we weren't standing on it. Milloy looks at the situation. Can the trap be reset, Alice, so that we can walk across? If not, we'll have to make the jump.

Can we take-10 to jump across (assuming a positive Acro number)? Seems we can cut the distance needed a little by going to the side of the pit.


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"Are we standing around or are we exploring?" Kurth says, before taking a running jump across the pit.

Jump!: 1d20 - 1 ⇒ (19) - 1 = 18

Safely on the other side, he looks around quickly before tossing a rope across to the others.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Well, seems we're moving across! Assuming I can take 10 I'll have a 13.

Milloy will then cast Detect Magic again, looking for more surprises.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will scour the edges of the pit and the walls, looking for a way to bypass the pit and make it across without having to jump.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

If he finds no alternative:
Alsterro takes a hold on the rope, says a fervent prayer to his god, and then runs and leaps at the far side of the pit!

Guidance
Acrobatics: 1d20 - 3 + 1 ⇒ (14) - 3 + 1 = 12
Reflex if he misses but comes close enough to catch either side: 1d20 + 2 ⇒ (17) + 2 = 19


Inactive

"Whoops! I guess that didn't work so well." If Alice can take 10, it's a 19.


The Flaxseed Pathfinder Lodge

Alice finds that it has a manual reset and it doesn't look like the pit is going anywhere fast. I think taking 10 you can jump over the pit with a running start as long as you don't have a negative modifier.

There is a birdcage in the room containing five frantic songbirds. Each of the colorful, exotic birds is extremely rare, noisy, hungry, and thirsty.

DC 20 Appraise:
They are worth 200 gp.

DC 22 Perception:
There is a small silver charm attached by a string to the leg of the largest bird.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Appraise: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

I take it my Detect Magic discovered nothing new.

Hmm, seems there are two doors leading from this room. Alice? Which do you like? If you would be so kind. Milloy will wait for Alice to perform the SDOP before taking more actions.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Appraise: 1d20 ⇒ 17
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"What's that, there?" Alsterro points out the charm on the leg of the largest bird, then tries to find any indication of magic on it.

Detect Magic


Male Human Fighter 7 | HP 56/73| AC 27 T 13 FF 24 (-4 w/o shield)| CMD 24 | F+8 R+7 W+6 | Init +6 | Perc +10

"This Hunclay musta been some kinda nut. Putting jewelry on chickens," Kurth says, shaking his head at the absurdity. He walks to the door on the west side of the hall and listens.

"I was always partial to left, myself," he says.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Inactive

Appraise: 1d20 + 5 ⇒ (11) + 5 = 16;
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

"Huh, a charm? Oh, I see it now." says Alice, shrugging. "Assuming it's safe, left sounds good."


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

If no one else has, Milloy will ask Alice to make sure the cage is safe before he attempts to grab the charm on the leg of the bird and examine it, especially if it detects as magical.


The Flaxseed Pathfinder Lodge

Miloy detects a faint abjuration magic on the charms and determines that it is some sort of key. He easily retrieves it from the leg of the trained pet bird.

Alice checks the door to the left and finds no traps or locks. The door leads to a short hallway containing two more doors on either side.


Male Half Elf Wizard [7] | HP 37 | AC 16 [20] | T 14 | FF 14 [18] | CMB +3 CMD 17 (15) | F+4 R+5 W+6 (all +2 vs. enchantments)| Init+6 Perc+9

Another choice. Have at it, Alice. Take your pick.

Milloy examines the charms. Maybe this will help, if they are indeed a type of key as I suspect they might. Milloy will let Alice have the charms in case they become useful in opening something.


Inactive

Alice nods her head toward the door on the left. Bow in hand, she gives it a push open.

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