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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Inactive

True, but shortbows have 3x crit multipliers!

"Easy to say when you've got the God of Magic at your back," replies Alice. "If I don't get some coin soon, I won't be able to even afford arrows!" As she says this, she continues to examine the dagger, hoping it is worthwhile. She then presents it to Alsterro and the others. "Is this thing magical?" she asks hopefully.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

That was an amazing feat, Alice! I think you deserve a new nickname. Henceforth, you shall be known as... Alice Bugslayer! It has a nice ring to it, hasn't it?


Technic Siege/Full Map

Alice can tell the daggers are definitely made of mithral, and therefore very valuable. Alsterro and Milloy try to detect magical auras, but none are present.

Kuth shakes the iron maiden and it bursts open. A pile of bones, obviously belonging to the last victim, tumble out. He kicks he bones around a bit until he hears a metallic clinking. Bending down, Kurth discovers a rusty metal key.

The door to the south is locked, but the key looks as though it might fit...

All Aboard! Plot Railway #603 is ready for departure on platform #1!


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

"Seems like a perfectly reasonable place to keep a key. Wonder if old Bony swallowed it and that's why they shoved him in the midden," Kurth says with a shrug. "Might as well give this a turn."


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

That is the most reasonable thing you've said since we've started. Milloy will follow the fighter to the door.


Inactive

"Eww. I might have to slay something else besides bugs if you aren't careful, Jalthan." She chuckles - her tone is playful, not serious. "How about Alice, Femme Fatale?"

She glances at the door, to see if it's trapped. Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Of the you will have to convince me first, milady! the bard jests with a conniving smile. Then he regains his concentration, ready to move onwards.


Technic Siege/Full Map

The door proves safe, and Alice steps through followed by Kurth. The party sees a wall 10' ahead, with door to the east and west, and other hallways running further south on both sides.

Map is up at the top of the campign thread. Just let me know which way you're going and what you're doing.


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

Anyone have a coin? Milloy says to himself, referencing the choice they have to make.

The wizard will enter the room and take a look around, seeing if anything might help decide on a direction to choose. Perception?: 1d20 + 3 ⇒ (5) + 3 = 8

I usually like going right, but I'll go whichever.


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 reckon these doors will open themselves. Course, if they do, we got bigger problems," Kurth says. "Alice, keep a sharp eye out while I try this one."

Kurth moves to the door closest to Alica (to the right/east) and listens briefly. He'll give Alice time to check the door if possible. If he hears nothing and spots nothing he'll ease it open and look inside.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16


Inactive

Sorry, Thanksgiving interruption.

Alice goes with Kurth, peering down the hallway as he checks the door. Perception: 1d20 + 5 ⇒ (12) + 5 = 17

-Posted with Wayfinder


Technic Siege/Full Map

Kurth and Alice inspect the door, finding it just slightly ajar. It is free of traps and other dangers. Kurth pushes it open easily. The door includes a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level. The room was clearly a cell of some sort. It has obviously been abandoned for some time, and contains nothing of value.

Do you want to continue this direction? I'll have you open doors until something important comes along. You can roll Perception once, and I'll save it until it's needed.


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

Sounds good to me.
Seeing nothing much of interest in the old cell, Kurth continues moving down the east hall, checking doors as he goes.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Technic Siege/Full Map

Reminder: There's a link to the map at the very top of the thread.

With Alice and Kurth leading the way, the party explores several more rooms along the eastern passage. All are quite similar to the first room: empty cells with little in them except moldy bedding and rats' nests.

As the hall extedns south, another passage opens up leading due east. After exploring the cell south of this passge, the group returns to the eastern passageway. This passage edns after about 30' in front of the doors to two very small cells. A third cell is to the north. All of them are empty.

Let's get Perception checks from everyone at this point, please.


Inactive

You can just roll perception for us in my opinion.

"Who would've thought the Witch Tower was actually a giant prison?" Perception: 1d20 + 5 ⇒ (12) + 5 = 17


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, Alice. I'd have thought we'd find something more interesting than rats and mold at this point.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Depending on the size and general dangerousness of prisoners, I'm happy with rats and mold.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8


Technic Siege/Full Map

OK, when I've got time I'll add the rolls. Sometimes I need to keep my posts short when I'm at work, and then I'll call for rolls.

Alice's keen senses allow her to spot a hidden door just south of the party's current position. After looking just a moment longer, she spies the footplate that should open the door. She is able to tell that the door is not trapped.


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 done. Well done indeed. You are a useful sort, aren't you? Let's see what mystery is hidden beyond this portal, shall we?


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

"S'pose we should take a look. I'll go in first, but have a couple of them arrows knocked, Alice the Impaler. Just don't get flighty and shoot me in the arse." Kurth will use the footplate to open the door, then ease through with his morningstar lighting the way.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


Inactive

"Just make sure your big bum doesn't get in the way!" Alice stays close to Kurth. Perception: 1d20 + 5 ⇒ (12) + 5 = 17


Technic Siege/Full Map

The door opens to reveal another corridor, much like the one the group is in. It leads to more rooms with cell doors. The team checks each room until they find one door that is still shut.

If anyone wants to check it out, let me know. I will be able to do a longer post with what you find later today.


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

Hey, all. Sorry I disappeared for a bit. Thanksgiving made my work schedule rather crazed.

Alsterro will scan the area for magic, and will move to check out the closed door unless somebody stops him.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Technic Siege/Full Map

As Alsterro approaches the door, a pale face appears at the door’s window, and filthy hands grip the bars. The desperate face immediately calls out to the him.

"Oh, gods, kind faces! Aroden bless you, noble souls! I ain’t seen the jailers in ages, I think they forgot about us! We ain’t eaten in days and the water’s all but gone — my cousins’re both sick. I swear we’d give back the boar if we could, but we ate it, starvin’ as we was. We didn’t even know it was the baron’s lands, didn’t know we was poachin’! I beg you, we’re all gonna die in here! Kindness, noble souls, we’ve suffered awful! Good Baron Sarvo wills it!"


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

The high-pitched singing voice can be heard again:

Hail, men of misfortune! I understand you have been put there to rot for a reason that isn't a proper one. We will free you, but before that I trust you can tell us about what is going on here. We have heard of a wizard, and kobolds. Would you happen to know anything about it?

Sense Motive: 1d20 - 1 ⇒ (1) - 1 = 0 to know if they can be trusted.
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17


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

"The lady didn't mention they were still using this dungeon, did she? Better let these fellas loose," Kurth says. If no one objects, he'll try to open the door and free the men, slinging his shield over his back but keeping his morningstar in hand.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Jalthan will help Kurth in his task as he's probably unable to tell if they're being honest or not. In doubt, he'll release them as token of good faith, hoping they will answer his questions the moment they are freed.


Inactive

"Wait! Aroden is dead! Nobody worships him any more. Who are you people? How long have you really been in there?"

Sorry if I misunderstand the lore, but that just seemed out of place to me.

-Posted with Wayfinder


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

Nah, you're right. Kurth just ain't real quick on the draw, and Jalthan rolled a 1 on Sense Motive, hehe.


Technic Siege/Full Map

Nice catch Alice!

GM rolls:

Alice Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Alsterro Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Jalthan Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Milloy Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Kurth Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Jalthan Know. History: 1d20 + 7 ⇒ (2) + 7 = 9

Milloy:
You notice that the prisoner's flesh is faintly transparent.

The prisoner listens to the group, eyes wide, but does not respond directly. Instead he simply says:

"Water! Food! Good Baron Sarvo wills 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

Alsterro will move to stop Jalthan and Kurth from opening the door. "Use what wits you have, simpleton. The lady didn't say they were still using this dungeon because they aren't. Have you noticed the state of the place?" Alsterro reaches for one of the hands on the bars. "Hold a moment. We need to know if we can get you out of here. What crime are you in for?"

Detect Magic, and using Lore Keeper. Knowledge(whatever) to learn abilities and weaknesses = 19.

Touch Attack: 1d20 + 1 ⇒ (12) + 1 = 13


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 notices that the prisoner's flesh is faintly transparent. Hmm, everyone back away from the cell, quickly now. If everyone does so he'll then say, Look at him closer. Notice the look of his flesh? Has any of you encountered such a thing before? Milloy will then ask the prisoner bluntly, So, what are you really? You are surely not what you want us to believe.


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

Slightly transparent ... guessing my touch attack will auto-fail. :)


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

"Cayden's dripping pant leg, they ain't ghosts, are they?" Kurth says, taking a step back. "I've got some dried bread and jerky leftover from the caravan - maybe if I give 'em a bite they'll leave, and not try biting us?"

Kurth looks to the others as he starts rummaging in his pack for food.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Jalthan blemishes at the suggestion about the nature of the cell's hosts, but quickly regains his composure.

Ghosts... are you sure? Well... I've alway wanted to meet ghosts! How are you doing in there? Would you agree to let me write a song about your terrible fate? I'm currently lacking inspiration, you see.


Technic Siege/Full Map

Yes, sorry Alsterro, but your attack fails.

The man in the cell listens quietly again, but repeats his earlier message. He's either unwilling or unable to respond to you directly.

Know. Religion DC 20:
This area seems to be a haunt.


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

Figured it wouldn't hit for one reason or another. And of course the priest doesn't have Knowledge(religion) trained ...


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

Seems pointless to linger. We should move on.


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

"You don't think they'll follow us?" Kurth asks. Curious, he flips a piece of jerky through the bars of the cell, watching to see how the ghost reacts.


Inactive

"I don't know, but I wouldn't mind trying to keep our distance. The Baroness said that her husband went missing down here. I hope we don't run into his ghost as well." Alice will back away when the others do, keeping her bow trained on the door.


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Knowledge (Religion): 1d20 + 3 ⇒ (15) + 3 = 18

I must admit my curiosity is piqued! However... she should heed our duty and follow the Baroness's will for now. We'll always be able to come back and study them later, they won't get any older after all!


Technic Siege/Full Map

The figure catches the piece of jerky that Kurth tosses, thanks him, then moves back further into the room, our of sight.


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 moves back to the door, looking through the bars to see what the figure does with the meat, and to examine the room beyond.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Detect Magic spam.


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 urge the party forward toward the next door that warrants investigation. Come, he'll still be here if you want to play with him later.


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

"Alright - just remember who fed you, ghost," Kurth says, before moving on after the others.

Perception, if needed: 1d20 + 2 ⇒ (17) + 2 = 19


Technic Siege/Full Map

Alsterro can't detect any magical auras, but as he directs some light into the chambe, he sees an empty room. Empty that is, except for a single piece of jerky on the floor.


Inactive

"Well that's weird," says Alice once the ghost is gone. "I hope he liked the jerky." Unwilling to actually enter that chamber, Alice heads over to the next cell down the hallway. Perception: 1d20 + 5 ⇒ (4) + 5 = 9.


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

"Wait a moment. Ghost or not, your meat is sitting in the middle of an empty room."


Male Human (Varisian) Bard 2 | HP: 15/15 | AC 16 | T 12 | FF 14 | Fort +1 | Ref +5 | Will +3 | CMD 13 | Initiative +2 | Perception +5

Everyone knows ghosts can't eat real meat... they feed on ghostly bodies! I bet we'd be safe if we entered, but better not risk 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

Alsterro sniffs. "And everybody knows that ghosts can't touch physical things, they go through them," he mocks. "That meat shouldn't have moved if he were a ghost. There's something else at work here."

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