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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The Flaxseed Pathfinder Lodge

Milloy in fact does detect magic in the cold room; the back wall made of ice is magical and he can surmise that it is some sort of permanent wall of ice effect.

Alice moves to the third door and a piercing shriek emits from the room!

sonic damage: 4d6 ⇒ (1, 6, 2, 2) = 11
DC 16 Fort save for half damage

Inside is a large supply of magical components for spellcasting and research, worth about 2500 gp in total.


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

Does that shriek affect everyone close by, or just Alice?


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

Fort if needed: 1d20 + 2 ⇒ (17) + 2 = 19
Spellcraft?: 1d20 + 10 ⇒ (13) + 10 = 23


Inactive

Seriously, I've walked into every single trap!

Fort: 1d20 + 2 ⇒ (9) + 2 = 11

"Great, more magical stuff, Milloy."
Alice looks for more healing. Can we do the whole haling song and dance?
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

She spends a long time checking out the next door. Perception take 20.


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 needed, Milloy will also take healing.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Dammit, hope I don't.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

The company is joined by a stout dwarf. (although, aren't all dwarves stout?) He rushes down the stairs and introduces himself to the group.

"So, checking out this basement, eh? Sounds like ya triggered a sonic trap of some kind. Sorry to be so late - Harsk McLarson at your service! Say," Harsk trundles over to Kurth, "got a ring here to offer you. No no - I ain't askin' ya to marry me. No, it's just that you seem like the type to get in scrapes and such. You wear this platinum ring, and I'll wear it's partner here see?" Harsk holds up his hand showing that he's wearing a duplicate of the platinum ring he handed Kurth.

"This'll allow me to shield you from harm - or at least as much as I'm able to."

Harsk readies his shield and steps up to the middle doorway in this hall.

"Well, let's see what's behind this door, shall we?"

Sorry, I just got Harsk all lined up. I adjusted some of his stats, and need to adjust the skill mods. But the info in the little runner is correct and accurate. Also, I haven't had a chance to read through the campaign so far. Can someone give me a few bullet points of what we are doing? Thanks.


Inactive

Indeed, all dwarves are stout and love ale. Welcome!

The quick story thus far:
- A witch tower collapsed in the town of Belhaim. We were hired by a Baroness to investigate. We discovered that kobolds hired by a wizard eccentric named Hunclay were responsible.
- We went to a set of caves to root out the kobold threat to the town. We discovered the kobolds were capturing townsfolk for sacrifice to Aeteperax, a dragon. We dispatched the kobold chief and installed a new chief who said she would lead the kobolds elsewhere.
- We are now investigating Hunclay's home, and have discovered a note suggesting that he's also involved with Aeteperax.

"Glad you could join us, Harsk. You're here just in time! Our cleric Alsterro ran off on us, so we could really use your help."


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

Perhaps he feared this dragon. No one can say. Milloy smiles at the newcomer and says, Help is always quite welcome.


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

"Well, I, er ... that is, um ... ok?" Kurth mumbles as the strange dwarf appears bearing a ring. Shaking his head, he slips the ring on a thick pinkie and focuses on the less confusing task of door-kicking.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk nods and notes Kurth's reluctance. "I know, I ain't one for wearing shiny baubles m'self. But, my specialty will be to protect you while you wail on those that want to harm us. These rings allow me to absorb half of the damage you take, and provide you an extra bit of protection. However it only works after I've done my incantations."

Harsk looks down as he kicks some rubble to the side, "But enough talk - let us resume our polite door-kicking."


Inactive

After taking 20 to check for traps on the next door, and assuming it's all clear, Alice will open it.


The Flaxseed Pathfinder Lodge

I'm back! Successful house-shopping trip to Madison. Glad to see Harsk has been assimilated.

The sonic trap only hit Alice.

Alice checks over the next door at the end of the hall, a thick, dark iron door etched with arcane symbols, and finds it safe enough to enter.

DC 18 KN (arcana):
The arcane symbols are obscure glyphs employed to imprison dangerous summoned creatures.

Entering the room, you find that this ten-foot square antechamber's north wall is an artfully wrought gate of bright metal that opens onto the larger chamber beyond. The walls of this chamber are covered with strange glyphs and runes, including one enormous word scrawled in one-foot-high letters across the north wall. The letters are in a strange script:

Abyssal:
"CTHEPALTANGOULGI"

A guttural voice echoes from the pit on the other side of the gate, "Here to gloat over me some more, wizard? And without your usual greeting? You'll play that game one time too often, and on that day I'll enjoy supping on your entrails."


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 was down a couple of HPs anyway so I'll let the healing stand, now I'm back to full.

Arcana: 1d20 + 10 ⇒ (12) + 10 = 22

The arcane symbols are obscure glyphs employed to imprison dangerous summoned creatures. Please be on your guard.

Linguistics to read the letters?: 1d20 + 8 ⇒ (15) + 8 = 23

I am a wizard but not the one who has imprisoned you here. Why does Hunclay keep you?


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

"Abadar's brass balls, that old bastard had a demon or devil living in his basement," Kurth says as he twists his fingers into a variety of gestures and wards against evil. "Oh hell, is it left to right for Iomedae's cross, or right to left?"


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk shrugs his shoulders at Kurth, "Not too sure of that. Torag's a little less fussy on that account." The smile on his face fades a bit.

"Keeping a devil or demon is not a good thing at all." Harsk dons his shield and draws his warhammer, to be at the ready should something unfortunate happen. He takes a few steps into the room, cautiously.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

He calls out in response to the gutteral voice, "Show yourself! I command thee on behalf of Torag!"


Inactive

Alice does not announce herself, but instead moves in stealthily, trying to take in the scene.

Stealth: 1d20 + 12 ⇒ (15) + 12 = 27
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


The Flaxseed Pathfinder Lodge

Milloy:
The writing on the wall is unrecognizable as any familiar word, meaning it is likely a proper noun. You can read it as "Cthepaltangoulgi" (kuh-thep-all-tan-GOOL-ghee).

@Harsk: I moved you back. There is a gate in your way. The gate is locked and requires a DD to open.

Movement is heard from around the corner where the pit lies and a goat-headed humanoid covered in a mangy gray hide that only partly covers its gaunt but muscled frame emerges with a fiery look in its eyes.

gm rolls:

demon: 1d20 + 2 ⇒ (18) + 2 = 20
Alsterro: 1d20 + 1 ⇒ (15) + 1 = 16
Kurth: 1d20 + 2 ⇒ (11) + 2 = 13
Alice: 1d20 + 7 ⇒ (11) + 7 = 18
Milloy: 1d20 + 6 ⇒ (15) + 6 = 21

Initiative:

1. Milloy
2. Demon
3. Alice, Alsterro, and Kurth

Milloy is up!

DC 14 KN (planes):
This is a schir demon. It has constant see invisibility, SR, and DR/cold iron or good. It is resistant to acid, cold, and fire, and has immunity to disease, electricity, and poison.

DC 19 KN (planes):
Schirs carry disease and can cast several (non-offensive) spells.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

@GM: Sorry - I misunderstood the description. Also, you'll need to change the initiative - your roll list still shows Alsterro.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

I just mean the dice rolls - Even with Harsks initiative modifier, I wouldn't go ahead of the demon.


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

Planes: 1d20 + 10 ⇒ (7) + 10 = 17

Whispering to the others Milloy says, This is a schir demon. It has constant see invisibility, resistance to magic, and using weapons of cold iron or good is best. It is resistant to acid, cold, and fire, and has immunity to disease, electricity, and poison. Choose wisely if battle ensues.

Taking the chance that the word he sees is a proper noun and not a trigger to release the schir demon, Milloy tries to reason with the creature. Cthepaltangoulgi, Milloy says as best he can. Is that what you are called or does that mean something else entirely? We mean you no harm. Hunclay is dead. We are merely trying to determine what he was up to.


The Flaxseed Pathfinder Lodge

Ha, typed Alsterro without even thinking about it this morning.

As Milloy speaks the word, the letters glow briefly and the approaching demon freezes, paralyzed.

Initiative:

1. Milloy
2. Demon
3. Harsk, Alice, and Kurth

You guys are up!


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 watches the creature freeze up in his movement. My apologies. I was not aware the word had that power. As I said, we wish you no harm.

Diplomacy as Standard?: 1d20 - 1 ⇒ (13) - 1 = 12


Inactive

"More importantly, we don't much like Hunclay either. So if ya wanna get back at him, why don't we have a chat about what he's been up to? Maybe we can spoil his plans?" She naturally omits the part about Hunclay being dead. Bluff: 1d20 + 6 ⇒ (12) + 6 = 18


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk's eyes go wide as his companions start trying to talk to the demon. What in the bloody... Trying to reason with a demon. Nothin' but folly in that, he thinks to himself. But he keeps his mouth shut and tries to read the demon's body language to figure out what is going on.

Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12


Inactive

If possible, Alice readies her bow against any aggressive action by the demon. She has a cold iron arrow in hand.

Readied Attack:
Attack: 1d20 + 6 ⇒ (10) + 6 = 16; Damage: 1d6 + 1 ⇒ (2) + 1 = 3


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

"I don't like this one bit," Kurth says, his cold iron blade at the ready. He'll be prepared to attack the demon if it tries to get at them through the gate, or to konk anyone that seems possessed.


The Flaxseed Pathfinder Lodge

The demon begins to cast another spell.

DC 15 concentration: 1d20 + 4 ⇒ (15) + 4 = 19

Despite Alice's arrow hitting him in the arm, he continues to cast his spell.

[dice=DC 19 Spellcraft]He is trying to summon more demons.[/spoiler]

Initiative:

1. Milloy
2. Demon
3. Harsk, Alice, and Kurth

You guys are up!


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

Besmara's balls! Open the damned gate so I can get in there and kill the thing!" Kurth says, readying his sword.

Kurth will delay and move to attack the closest opponent when he gets an opportunity.

Attack!: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 3 ⇒ (1) + 3 = 4


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 ⇒ (19) + 10 = 29

It is summoning! Realizing that the creature has many defenses to his types of damaging magic, Milloy elects to go defensive.

Milloy will cast Protection for Evil, Communal and will touch all of his allies. He then readies his wand of Web since more enemies may appear.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

"We ain't gonna get too far if we don't get this gate open. Alice - anything you can do?"

If Alice is able to unlock and open the gate, Harsk will move in and close the distance between him and the demon. If Alice is not able to open the gate, he will cast shield other on Kurth.


The Flaxseed Pathfinder Lodge

Ha, whoops. Guess that spoiler was open. Milloy got it anyways so no harm done.

Milloy protects his companions against evil.

Initiative:

1. Milloy
2. Demon
3. Harsk, Alice, and Kurth

Alice is up! Kurth and Harsk have readied actions.


Inactive

"Can't we just say the magic word again?" Alice tries to unlock the door. Disable Device: 1d20 + 12 ⇒ (5) + 12 = 17


The Flaxseed Pathfinder Lodge

On her first try Alice is not able to open the door. Harsk shields Kurth.

high is good (for him): 1d100 ⇒ 55

No demons respond to the schir's summons! In frustration, he casts another spell on himself.

DC 16 Spellcraft:
expeditious retreat

Initiative:

1. Milloy
2. Demon
3. Harsk, Alice, and Kurth

You guys are up!


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 does speak "the word" again, hoping the effect is the same. He then says, Yield! We need not fight!

Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11

In csse the word has no effect Milloy will use his wand of Web on the creature!


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

"I ain't getting caught up in that again," Kurth says as Milloy starts his spell. The big man sheathes his sword and draws a javelin to fling at the (hopefully incapacitated) demon.

Attack!: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 3 ⇒ (3) + 3 = 6


Inactive

"Damned tools!" Alice tries them again on the door.

Disable Device: 1d20 + 12 ⇒ (12) + 12 = 24


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk readies himself to move forward, as it seems from where he's at that Alice is making progress with the lock.

Delayed action - double move into the room with the demon. Or, if the gate is still locked, suggesting we leave the demon locked behind the gate and go find the key.


The Flaxseed Pathfinder Lodge

As Milloy says the word again, the runes begin to glow and the demon howls out in pain. It's like speaking any command word (for a wand or something): standard action.

Kurth hurls a javelin through the bars, hitting the demon but only leaving a paper cut behind.

Alice quickly unlocks the gate and Harsk moves into the room to assault the demon.

---

The demon closes the gap with Harsk and swings a halberd at the dwarf!

mwk halberd: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
damage: 1d10 + 4 ⇒ (5) + 4 = 9
DC 15 Fort save against disease

Initiative:

1. Milloy
2. Demon
3. Harsk, Alice, and Kurth

D: 1 dmg, -4 attacks/skills/ability checks

You guys are up!


Inactive

"Finally!" cries Alice after unlocking the door. She drops the thieves tools, picks up her bow, and taking a step inside, fires another cold-iron arrow at the demon. Attack: 1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d6 + 1 ⇒ (6) + 1 = 7.


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 I can deal with," Kurth says, drawing his cold iron sword and advancing on the demon.

Attack!: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 3 ⇒ (7) + 3 = 10


The Flaxseed Pathfinder Lodge

Alice puts an arrow in the demon as it howls in pain again! Kurth moves in but the demon dodges the figher's sword.

Initiative:

1. Milloy
2. Demon
3. Harsk, Alice, and Kurth

D: 8 dmg, -4 attacks/skills/ability checks

Milloy and Harsk are up!


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

Harsk steps forward with his shield up, carefully closing in on the demon. He swings his cold iron hammer.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


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

Ah I see, ok EF.

Submit, creature! Or you shall cease to be! Milloy then says the command word once more. Unless Milloy can tell that its redundant to do so. Can I tell what is happening?


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

"Tricky bugger, aren't you," Kurth says, inching around the demon in an effort to flank it with Harsk. He attacks again with his cold iron blade.

Attack!: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 3 ⇒ (4) + 3 = 7


The Flaxseed Pathfinder Lodge

Harsk swings his hammer, giving the demon a nasty wound. Milloy then speaks the word again, causing the runes to glow a third time and the demon to freeze in place!

He will now be paralyzed for five rounds, during which time you can finish him off easily. (The "command word" was his true name, by the way.)

Out of combat!

There seems to be little else in this room except the 10x10 pit that the demon was being kept in and had clearly been using as a resting spot.


Level 7 Male Dwarf Cleric HP 80/80 [0]| AC 21 | T 10 | FF 22 | CMD 18 | Fort +11 | Ref +4 | Will +10 | Init +4 | Perc +3 | Sense Motive +11

"Humph... Good riddance, am I right? Who keeps a demon in their basement? This Hunclay fellow made some poor choices, obviously." Harsk hangs his hammer from his belt and walks over to give Milloy a slap on the back.

"Good on you! Mudder always tried to teach me the importance of using my words - and you used your words well." The dwarf steps back out into the hallway.

"Now, let's see what else we can find down here, eh? Any more evidence of malfeasance?" He glances back, "I don't think that demon even touched us, did he now?"


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, though he wished to. Milloy says matter-of-factly. And I'm sure that will be worse than that creature ahead of us. Be wary as we go.

If all has been checked out I guess we move to the north?


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

"Demons and ugly little familiars and blowing up towers. If old Hunclay wasn't dead, I think I'd do for him again," Kurth mutters, keeping his sword drawn as the party moves to the north. He waits for Alice to check the door.


The Flaxseed Pathfinder Lodge

The party moves back to the north and finds no traps on the door. Inside, six stone slabs sit on the floor of this chamber. Heaped upon each are metal tools, gears, springs, and other parts for the construction of mechanical creations.

DC 15 KN (arcana):
Most of the tools and parts are for crafting clockworks.

DC 20 Perception:
There is a secret door on the eastern wall.

The whole lot of resources in this room is worth 2500 gp.


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

Arcana: 1d20 + 10 ⇒ (7) + 10 = 17

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Clockworks, hmm. Looks valuable. We can make a note of these items also.

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