GM Higaki's Dragon's Demand

Game Master Black Powder Chocobo

Belhaim map
combat map


351 to 400 of 1,341 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Grand Lodge

Belhaim map combat map

Nori follows Jinx to the Seven Roses and helps in the catwoman's plea. The man, who didn't notice the stealthy Nori until now, smiles once again. "Very well; never let it be said that Nilos Genser would not aid a pair of damsels in distress!" He leaves Jinx briefly to approach the vishkanyan, kissing her hand, then soothing her with a healing incantation, patching up her cuts.

CLW @ Nori: 1d8 + 3 ⇒ (2) + 3 = 5

He then returns to Jinx, placing his hand on her burn as his other completes the same spell.
CLW @ Jinx: 1d8 + 3 ⇒ (6) + 3 = 9

"Unfortunately, I am spent for evening there, unless you need some consul or company for the night."

DC 15 Sense Motive:

Nilos is obviously a very flirtatious man; despite the subtle advances, he does not seem to be otherwise aggressive nor would he be upset at being turned down.

Grand Lodge

Belhaim map combat map

@Wakiyan: As far as to your inquiry about the pale faced man, the imp shakes his head hurridly. "I don't know about anyone else. I haven't seen another human here in over a century!"


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori shook her head, "Not I." She moved away, headed toward the door.

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

"Can you tell me more about those people? If it helps he spoke of Good Baron Sarvo."

Grand Lodge

Belhaim map combat map

"Those are prisoner cells over there; they should have been rescued with the Baron's forces were routed when the castle was razed. Perhaps a homeless man? But how did he survive the rumble to this place?", the imp somewhat curious about the inquiry.

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

"That is what I am trying to figure out. It seems very odd, when he entered his cell nothing was to be found. We then came across the lightning creature. I assumed perhaps he was it. When was the prisoners rescued?

Our goal here is to find out what is really going on here. Every room here has more questions.
"

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Maybe at another time but right now our friends need our help. Jinx makes a hasty retreat back to the tower.

Grand Lodge

Belhaim map combat map

"I look forward to your return, hopefully in better condition.", smiles Nilos before the duo departs the chapel.

Harzogopas has relaxed somewhat since Wakiyan's questioning seems to involve little about devil slaying, although Darb, holding his mithral blade, still gives the imp some cause for concern. "4500 AR; I lost track of time since, but I know it has been over a century over two centuries in fact! since the attack." The imp once again looks on with pleading eyes. "I gave you all that I know; your mercy is to be granted, yes?"

At this time, Nori and Jinx return, both looking in good health, aside from the muddied blood stains still on their garments and fur.

What does the group wish to do? Leave the imp and explore the secret door? Murder the imp and explore the secret door? Note the emphasis on explore.

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Wakiyan informs the group of the information provided by the imp. While explaining doing a quick wash/dry cycle to anyone wishing a bit of help cleaning up.

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Feeling a renewed sense of vigor, Jinx moves to the door. Checking it for anything dangerous and if it's locked.
perception: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

Belhaim map combat map

Jinx confirms that the imp was telling the truth; a simple push should open the secret door. He doesn't hear anything on the other side.

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

"Seems we are ready to move on! Excellent!"

Resumes his position in the group

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori nods to the group as she pushed open the door, weapon drawn. She peers in by the light of the torch.

Grand Lodge

Belhaim map combat map

Nori leads the way as the party explores the new passage. A long hallway with no illumination save for torch and lantern held by the party greets the adventurers.

GM Dice:

Nori keeps vigilant watch in the lead. Eventually, the floor drops away as the corridor once again turns east, though a seven-inch-wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge. In the middle of the passage is a narrow walkway, slick with the slimy substance. Given how it drips, it looks like it was raised somewhat recently.

Because of the party's good Dexterity/Acrobatics, everyone can Take 10 and cross and I'm doing so just to save some needless rolls.

The party nimbly crosses the raised walkway and continues beyond the door open door thereafter.

On the end of another long hallway is an iron door with a small, barred window. Peeking through the other side reveals a ten-foot-square room with a windowless iron door on the opposite wall beyond.

Map REALLY updated :)

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Check for traps and locks
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

Belhaim map combat map

The door is unlocked and not trapped!

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Gently open the door...

Grand Lodge

Belhaim map combat map

Jinx opens the door. She sees the square ten-foot room with another iron door staring back at her.

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Carefully checking the floor as I move to the door.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Peeking over shoulders wondering what's inside!

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

Belhaim map combat map

Jinx and Wakiyan look at the floor as the catwoman walks inside. A voice emanates from the door, booming at her. "Please close the door before proceeding with the passphrase."

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

sigh...
That little bastard better not have lied. If he did, kill him for me.
Jinx closes the door and speaks the phrase.
Good Baron Sarvo wills it

Grand Lodge

Belhaim map combat map

Cue Legend of Zelda success ring. More later.

-Posted with Wayfinder

Grand Lodge

Belhaim map combat map

With Jinx listening to the directions, the iron door makes a clicking sound, as if it is no longer locked. The process occurs for the others when they walk in, but following her lead, the party is able to reach the next room without incident. Assuming that will be the case unless someone wants to test what would happen otherwise :P

A single iron level protrudes from the wall adjacent to the door in this otherwise empty chamber's west wall. To the east, a ten-foot-wide hallway curves to the north. Entry is blocked, though, by a three-legged construct with four arms. A large, metallic key floats in the air above it.

DC 17 Kn: Arcana or Kn: Engineering:

This is a clockwork servant, a construct designed to perform a variety of duties. They bear a magical ability to naturally repair themselves and can spend more effort to fix themself or another clockwork construct. They also bear a weakness to electricity.

As soon as the door closes, gears whir in the construct as it ticks to life. It then speaks, "Please present the crest for passage."

Map updated!

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Turns, and looks to his friends, "I have no idea, what he wants."

Hope someone has some idea on what to do next.

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

We need that perch. It had a crest.

Grand Lodge

Belhaim map combat map

Actually, as far as I know, you guys are dragging the 'perch' along; I thought Nori had it as something to potentially sell.

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

I know but I said it bc my character doesn't have it.

Grand Lodge

Belhaim map combat map

Gotcha!


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

I don't think I grabbed it. It was Wakiyan who picked it up on the last page

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Yea I forgot that it has the crest. Well good thing I said I was going to take the blasted thing!

Wakiyan moves the crest towards the construct, and lifts it as high as he can.

"I present the crest, now step aside and give us the key! The Good Baron Sarvo wills it!"

The Exchange

Male Goblin Knife Master Underground Chemist Rogue 1 HP 24 | AC 20 T 18 FF 13 | F +3 R +9 W -1 | CMD 16 | Init +8 | Perc +2

Darb hides behind the nearest thing or person Stealth: 1d20 + 20 ⇒ (20) + 20 = 40

Grand Lodge

Belhaim map combat map

Ahh, I assumed Nori had it as, well, she's the only one strong enough to actually carry the thing without much impediment; technically it would put her at medium encumbrance, but the Max Dex penalty would be the same. Anyone else would be at Medium to Heavy encumbrance and be an easier target for it.

The automaton registers the crest as Wakiyan drags it out; it then steps aside and silently allows passage ahead!

Beyond the metal guardian is a locked iron door.

No combat, yay! Whatcha guys gonna do?

The Exchange

Male Goblin Knife Master Underground Chemist Rogue 1 HP 24 | AC 20 T 18 FF 13 | F +3 R +9 W -1 | CMD 16 | Init +8 | Perc +2

Seeing the door open with ease, Darb tries to sneak inside to get a look around, hoping for great treasure.

The Exchange

F Catfolk Unchained rogue 3 | AC 18 T 14 FF 14 | HP 18/22 | F +3 R +7 W +2 | Init +4 | Per +6 | Diplomacy +7 | Sense Motive +6

Check it for traps
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

"So far, so good guys!"

Wakiyan heads back to his place in the group, keeping an eye out for anything down the hall or on the door while being sneaky.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Stealth: 1d20 + 5 ⇒ (1) + 5 = 6

Grand Lodge

Belhaim map combat map

Wakiyan makes a lot more noise as he drags the 'perch' with him; neither him nor Jinx finds any traps.

Looks to be just a locked door :)

The Exchange

Male Goblin Knife Master Underground Chemist Rogue 1 HP 24 | AC 20 T 18 FF 13 | F +3 R +9 W -1 | CMD 16 | Init +8 | Perc +2

Noticing the locked door, Darb grins and pulls out his thieves tools.

Disable Device: 1d20 + 12 ⇒ (2) + 12 = 14

Grand Lodge

Belhaim map combat map

Darb tries to use his tools, but he almost breaks one of the picks trying to open the door. Regardless, he thinks he may have made an oopsie.

The Exchange

Male Goblin Knife Master Underground Chemist Rogue 1 HP 24 | AC 20 T 18 FF 13 | F +3 R +9 W -1 | CMD 16 | Init +8 | Perc +2

Looking around, and not thinking of anything better, tries again.

<giggles> "Darb make funny joke"

Disable Device: 1d20 + 12 ⇒ (18) + 12 = 30

Grand Lodge

Belhaim map combat map

I think I'll go with the silly answer

Darb is about to try again using his tools and... pulls out one of the keys found on the body in the iron maiden! With a clink, the door opens just slightly as it is unlocked now.

GM Dice:

G Percep: 1d20 + 2 ⇒ (1) + 2 = 3
G Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Darb Percep: 1d20 + 2 ⇒ (12) + 2 = 14
Darb S: 1d20 + 20 ⇒ (3) + 20 = 23
Jinx: 1d20 + 4 ⇒ (8) + 4 = 12
J S: 1d20 + 7 ⇒ (10) + 7 = 17
Nori: 1d20 + 6 ⇒ (19) + 6 = 25
Nori S: 1d20 + 7 ⇒ (20) + 7 = 27
Wakiyan Percep: 1d20 + 5 ⇒ (11) + 5 = 16
Wakiyan Stealth: 1d20 + 7 - 3 ⇒ (11) + 7 - 3 = 15

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.

Nori also happens to notice, and points out to the others, than a man is hunched over, looking to the tunnel to the north. He seems unaware of your presence.

Map updated!

The Exchange

Male Goblin Knife Master Underground Chemist Rogue 1 HP 24 | AC 20 T 18 FF 13 | F +3 R +9 W -1 | CMD 16 | Init +8 | Perc +2

Almost losing his cool, seeing all the treasure chests, Darb focuses back, sneaking up in the man, drawing a dagger and getting ready to press it against his throat.

Stealth: 1d20 + 20 ⇒ (5) + 20 = 25

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Knowing what the party is going to do, leaves the crest behind, and begins to move stealthy with the group.

Stealth: 1d20 + 5 ⇒ (17) + 5 = 22


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Nori advances into the room, sticking close to the wall. She uses the bars for what little cover they could provide. She moved closer to get a better look at the hunched figure.

Stlth: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

Belhaim map combat map

GM dice:

G Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Darb Percep: 1d20 + 2 ⇒ (10) + 2 = 12
Nori Percep: 1d20 + 6 ⇒ (2) + 6 = 8
Wakiyan Percep: 1d20 + 5 ⇒ (7) + 5 = 12
Jinx Stealth: 1d20 + 9 ⇒ (17) + 9 = 26

The man seems unaware of the party still as they approach.

@Jinx: To save the party some trouble, I rolled your Stealth... a 26!

This means.... SURPRISE ROUND for everyone! Also, you can be within 30' if you wish, thus meaning surprise round charge attack

After the first two battles... I guess you guys deserve this one :P

EDIT: I'd roll initiative now, but with 3 sneak attackers and a guy who uses cold judiciously... I'll be surprised if he survives!

Dark Archive

M Undine (Outsider, Aquatic, Native) 3 Kineticist : HP(NL) 23/33(12); Burn 4; AC:18 T:13 FF:15 Cold Resist 5; F+7 R+6 W+3; CMB 15; Prec +7; Init +5;

Moves to a spot where he can get a good clear shot. Looks to his friends to decide if its friend or foe.

If anyone charges, I will blast him.

Blast if someone charges:

Attack (touch): 1d20 + 3 ⇒ (2) + 3 = 5
Damage (cold): 1d6 + 2 ⇒ (1) + 2 = 3


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

Have we got a better look at him? I mean Metathinking, I know this guy is bad news...but have we got any inkling that he's harmful?

Grand Lodge

Belhaim map combat map

I've been rolling Secret Perceptions... and this party's Perception checks are much unlike the stealthing and haven't been able to see well enough to get anything than a human male. I'll need a Perception check, but that will be your surprise round action.


Vishkanya
DD:
Nin2/Wtch1 | HP 20/20 | AC16/T13/FF13 | F+1/R+6/W+2 | Init+5 | Perc+7 |
NPFS:
Ninja 1 | HP 9/9 | AC15/12/13 | F1/R4/W0 | Int+2 | Perc+6

sorry, not going to kill unless I ID my target.

Perc: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Belhaim map combat map

Nori:

Now closer and unmoving, you can tell that the foe has some oddities; the hands bear fingers sharpened to deadly points, and the hunched over frame bears signs of rotted flesh and pale, mottled skin. No, this thing is obviously some sort of undead creature!

You can also tell that there is a puncture wound in its shoulder, a sign that this thing is at least injured.

351 to 400 of 1,341 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Higaki's Dragon's Demand Gameplay All Messageboards

Want to post a reply? Sign in.