GM Rennai's The Midnight Mirror (Inactive)

Game Master Rennaivx

Can a group of intrepid Pathfinders figure out what is happening in the city of Karpad?

Karpad overview map

House of Night maps


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29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

While the others had talked and inspected the scene, Xander hadn't even looked at it. Instead, as they neared the site where the girl had vanished he closed his eyes and took a deep breath. When he opened them a moment later they had clouded over a milky white. He scanned, seeing things beyond the sight of mortals, listening to voices no others could hear.

Spirits normally have very narrow means through which to interact with the living or effect the world. That does not mean they do not exist. Some rare people can sometimes see them or sense their presence in the world. Some rarer still could see into their world. This is often a gateway to madness. For those strong of mind and accepting of hidden truths, it is instead a vault of hidden information where much can be learned.

Chances are, if something happened anywhere, a spirit saw it. It was just a matter of getting their attention.

Activating Location Memories, which grants Scent, but is actually being guided by spirits rather than the ability to smell things

"A̻̖͖͘ͅ ̪̠̯g̭̟iŗ͎̰͉̤̹̳͎l͇̘͖͎̜̥ ̜̀w̰a̻̙s̝͖ ̼̲̞͟ḩe̤̟̬̘r̗̫͉͉̜͙ẹ̠̙̩ ̳̩͖w̖i̪̺͉̱͓͕͓t̶̘̬͍̪ͅͅh҉̙̥͉̖͙ͅ ̶̘̤̪̘͔t͏̦̠̫h͈̻e͟se̪͉ ̣̰̖̟t̶̻̟̻̤̤̠o̞̫̹̼̬y̥̞̙̤̻͎s̥̹.̠͙̮̭͇̼̜ ̵̟̫̯S̻h̦̮̘̣̟o̭͞w̡̻̳̮̖ ̖̥̙̠̙m͇͉̩̤ͅe͓͓̥̻̖̮ ̴ẉ̝h̴͖̪e̳̪͇̼̬̯̝͡r͇̘͉̟̗̝e̲̗̯̟ ̩͠s̸h̶̹̞̲̖ͅe͙͇ ̨͔ͅw̞̻̗̹̜e̬n͉͍̞͚̲͘ṱ̤͙̗̥̦͠.̛͇"

Survival, Guidance: 1d20 + 9 ⇒ (18) + 9 = 27 with scent
Perception, Guidence: 1d20 + 16 ⇒ (8) + 16 = 24


Know(Local): 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Just need an aid another to make the Know local check


Xander:
As you go into a trance, emotions begin to wash over you - first a feeling of recognition, then sudden fear and anguish, as if awakening to find yourself in a horrible place. A faint shimmer begins to appear in the air, beginning next to the gate, then exiting onto the cobbled street and on to the chandlery at the street’s end. It seems that Vandrare has noticed something along the same path, and he begins to lead the others directly through the shimmer’s trail. As you approach the chandlery and look inside, the shimmer winds around one of the store’s shelves and passes through the door at the back of the room.

Vandrare:
Olya disappeared yesterday, about midday.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander doesn't slow when they reach the chandlery. He winds through the room in a partial trance, his white eyes still scanning. "This way. The door at the back."

When he reached the door he ran his hands over the frame and tested the knob to make sure it was safe to open.

Is it locked? Trapped?
Perception: 1d20 + 15 ⇒ (6) + 15 = 21


Xander notices no traps as he scans the door frame. As he tests the knob, he notices that it does not appear to be locked. He also notices movement, as the wax statue next to the door lurches into motion and pulls him to the side, placing itself in front of the still-closed door and resuming its ramrod-straight stance.

Knowledge (arcana) DC13:
This is a wax golem, a construct created of wax and animated by magic. Constructs are resilient, and are not affected by several types of effects.

Knowledge (arcana) DC18:
Wax golems have the ability to develop sentience, although it is not a given and takes a fair amount of time.

Knowledge (arcana) DC23:
Wax golems are vulnerable to fire magic, but resist all other kinds of magic that are subject to spell resistance, and are even aided by cold magic.

A map of the chandlery is posted above in the description. (I've made my best guess as to everyone's positions coming in.) The golem’s not made any aggressive action besides moving Xander out of the way. If you want to retreat and explore other options, now’s the time. If you want to go through the door -

ROLL INITIATIVE!:

Well, sort of. Here's how it'll work. I'll make an initiative roll for everyone, including the combatant(s). Everyone who beats the monster's initiative can post their turn. After the first group has all posted, the monster will have his go. Finally, after that, everyone behind the monster will take their turn, then we'll begin anew.

You do not need to wait for other people in the same group as you - if you're in the first group, feel free to post without having to wait for a certain order. Actions will be considered in the order they're posted. Yes, this may mean it changes within a group from turn to turn. This is ok. :) It's the fairest way to reward those who roll well and/or invest in initiative, without the delays that can occur when you stick to a strict order like you would in an in-person game.

Initiative rolls:
Xander: 1d20 + 2 ⇒ (1) + 2 = 3
Tess: 1d20 + 2 ⇒ (18) + 2 = 20
Shogunto (and familiar): 1d20 + 2 ⇒ (14) + 2 = 16
Vandrare: 1d20 + 3 ⇒ (9) + 3 = 12
Kinvara: 1d20 + 1 ⇒ (11) + 1 = 12
Milo: 1d20 + 4 ⇒ (5) + 4 = 9

Golem: 1d20 - 1 ⇒ (3) - 1 = 2

And, with a stroke of good luck, if you choose to continue with combat, everyone is up! Remember, actions are considered in the order they're posted, so what you see in the posts above yours, you can count on as having already happened and adjust accordingly. Remember also that if I haven't heard from you in 24 hours or so, I will GM-bot your character into taking a reasonable action to keep the pace moving. Good luck!


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander's face was impassive at first, eyes still clouded, his consciousness only half in the realm of mortals. He watched the wax thing with dead resolve. Then he blinked and his eyes returned to their usual blue hue. "Oh, f!!%!" he cursed, stumbling back from the creature.

"What the hells is that!?"

He closed his hands as though gripping a weapon. A translucent long-handled hammer appeared in his hands.

Back up 15 feet. Activate Ancestral Weapon. Summoning a Lucern Hammer.

Silver Crusade

Inactive

"I do not know. It does not seem immediately hostile, merely protective of the path we wish to take. However, its presence here does make this location more deserving of our attention."

Even with her request for caution, Kinvara knows that combat may be forthcoming. She reaches into her cloak as she speaks and pulls out Pharasma's symbol. "May the Mother of Souls grant her blessing upon us."

Casting bless, everyone in the party gets a +1 morale bonus to attack rolls and saves vs. fear effects for the next 4 minutes.


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

As the wax statue moves, so does Vandrare. The ranger rises to his feet, his hand drawing the long sword sheathed at his side. He adopts a defensive stance I'll take the total defence action if able as he studies the potential opponent.

Van is studying the construct, checking for signs of aggression. He's particularly interested in whether or not it displays a change in expression, or any other signs of intelligence.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Shogunto touches himself and casts Mage Armor. He steps back, looking at the monster, and all the present can see his eyes emit now a blue "smoke", with the pallid feel of the dead. It's if he's possessed, somehow. He's not effectively attacking the golem, but absolutely ready to do so if needed.


Tess readies herself in the front with her Halberd and Shield at the ready for trouble.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo blinks as what he had taken to be a wax mannequin lurches into life.

Belated Kn Local: 1d20 + 5 ⇒ (7) + 5 = 12 Nope

His rapier is in his hand in the next second, but the creature doesn't seem... directly hostile.

"...set to guard, perhaps?" he stage-whispers to the others. More loudly, he clears his throat. "Excuse us. We'd like to pass. We have business with the chandler."

Not that I actually expect it to do much, but hey, worth a try.

Bluff: 1d20 + 7 ⇒ (18) + 7 = 25


The figure continues to stand in the doorway, silent and unresponding to Milo's bluff, its expression and stance unchanging. It looks as if Milo's assumption is correct; going through the door means going through the wax man. With the footprints passing through, it's clear that there's some condition under which it allows access; it's also clear that name-dropping isn't it.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Milo's blade lowers a bit; he scratches at his head. "I'm hesitant to attack what might be merely a shopkeeper's security... albeit impressive security," he says slowly. "Perhaps there might be something more in this front room that gives us some insight into passing Mr. Candle, here?"

Sheathing his blade, he backs carefully away from the wax figure and starts hunting for a desk or similar in the crowded room, glancing around for anything like a shop's book-of-sale, or keys dangling on cords, or the like.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Rummaging around on one of the counters, Milo finds a paper-bound notebook. Its contents look mostly unremarkable: details of client orders, to-do lists, and the like. One pair of pages jumps out, though - they depict a sketched schematic of what looks to be the golem now facing down the group, with notes and arcane symbols scribbled in the margins.

Most of the schematic is very neatly drawn in black ink, but one note is scribbled across the pages in a faintly shimmering green ink. The first line, though in Taldane letters, is incomprehensible: ILQUIS KANNADARZ TLNID GANARCH. Below that, however, is perfectly readable: PERFORM YOUR INCANTATIONS AND GIVE YOUR DAMNED STATUE MY NAME; I TIRE OF WAITING FOR YOU TO ACCOMPANY ME IN! An arrow points from this sentence to the nonsense letters above.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Lol, I didn't actually expect to find anything! Yay.

"Ha!" Milo crows, and brings the book over to the others. "Look at this!"

He pauses, staring down at. "....I have no idea what it means, though... other than suggesting that yes, something is very much afoot... a code or a cipher, perhaps? So some ritual must be performed, and then the named can pass this wax-man..."

Milo has a +4 Linguistics; I'm happy to aid someone who has a higher one. Also I'm staring at it, because the urge to puzzle it out OOCLY as a player is always strong, but it's 4 am for me so I'll put that off til tomorrow, if none of y'all fellow geniuses haven't solved it by then. ;)

Silver Crusade

Inactive

Kinvara looks at the journal page over Milovic's shoulder while eyeing the wax figure suspiciously.

Linguistics: 1d20 + 2 ⇒ (12) + 2 = 14

"I can make nothing from this. Our chandler is more that they may appear. I would guess it is arcane in nature. I have no skill in this area."

She turns and gestures at the journal in Milo's hands, "Shogunto, I believe that this is why you have been sent with us. Would you take a look and see what you might figure out?"


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

Sorry! I missed the rolls!

Know (Arcana): 1d20 + 13 ⇒ (17) + 13 = 30
Linguistics: 1d20 + 10 ⇒ (8) + 10 = 18

This is a Wax Golem. Vulnerable to fire, but resistant to any other spells which would allow him to resist. As most constructs, he's fairly immune to a number of other things, like poisons and mind affects. Some of them can even develop sentient...

He follows listing what golems and constructs are usually resistant or immune to. Finally, he tries to understand the schematics with his linguistics.


Shogunto:
Though you can't decipher the words, you recognize it as being written in Sylvan, the language of the fey.


Male Half-Orc Ranger (Tanglebriar Demonslayer, Trapper) 3 | HP 32/32 | AC 18 TO 13 FF 15 | F +6 R +8 W +5; +1 vs Spells/SLA/Su from Evil Outsiders | CMD 19 | Init +3 | Perc +8 (+9 to pierce a demon's disguise, +10 to find hidden objects inc. secret doors and traps) DV | Trapfinding +1, Favored Enemy (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival) Evil Outsiders +2, Favored Terrain (Init, Geography, Perception, Stealth, Survival) Urban +2

It's Sylvan... The language of the Fey. I can't understand it, though. - Shogunto tells the others.


"Fey, you say.. We should be prepared for a tricky little prick."

Silver Crusade

Inactive

"Do you think there might be one who speaks the language of the Fey in town? Would they be willing to assist us in translation of this line?"

"Otherwise we may have to force our way past this wax guardian."

With what she knows of the Fey, Kinvara begins to wonder if this is all some elaborate prank gone horribly wrong.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"The captain of the guard has given us his blessing to find his little girl, and she went that way. I don't really feel like trying to spend time translating this when all that's standing between us and the way forward is an overgrown candle."

"You said its vulnerable to fire, but I don't want to burn the place down. We need to be careful with this."

His spectral polearm flickered and faded to ectoplasmic smoke.

I figure its been more than a minute to find the book and talk about it.


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

"I very much doubt a candlestick maker has need for such a guardian; I can't imagine the workshop to be full of valuables or anything worth investing this much effort in protecting. There is a chance the child is down there, hungry and frightened." As he speaks, the dhampir keeps his sharp gaze focused on the wax statue. "Unless anyone else has a better idea, I say we destroy it."


Yes, it's been more than a minute to find the book and discuss.


"Given the tricky nature of fey, we should be cautious.
For all we know attacking the thing sets it off."


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Linguistics: 1d20 + 4 ⇒ (13) + 4 = 17 Alas, no 20.

Milo squints at the letters a bit more, but he does not spontaneously gain the ability to decipher the other language.

"Isn't there some spell that lets you read another language? None of you know it, or have scrolls of it?" he asks peevishly. "At the very least, fighting this guardian will probably mean we alert whoever's down there. Very well. If we're going to do it, let's be smart about it: if possible, let's hit it with ranged weapons and make it get out of that little corner to come deal with us, or I won't be much good to you all."

If we back up to the western edge of the room before attacking, then, presumably, Mr. Wax will have to step forward to meet us unless he has ranged or reach of his own. Would allow for things like flank, etc. Which, I'm the one who gets the biggest benefits from that, obviously, but a +2 is a +2. We don't have to do it, we can just strike now if people want.


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

" Perhaps we should search for a second entrance to the cellar, though there's still a chance whoever may be down there has heard us already... Taking the fight outside of the shop will draw more attention, and I for one don't feel much like taking on the city watch as well." Vandrare muses, glancing around the shopfront for any less obvious method of entry.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Intelligence check to figure out if there may be another entrance outside: 1d20 + 0 ⇒ (19) + 0 = 19


Ooh, good Intelligence check. :)

Vandrare sees no alternate ways down from the store front, but remembers that the shop is set atop a small rise. There are no signs of another entrance on the same level as the storefront, but it's possible that a basement entrance could be set into the far side of the hill, where it would not be immediately apparent from the road.


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

I know, Lady Luck was with me on that one!

Vandrare's expression suddenly changes into one of realisation. "Wait! There may be another entrance! This shopfront is too small to take large deliveries, it makes sense that there may be another way into the basement. We should check the far side of the hill for a second point of entry. If we don't find another door we're no worse off than we are now, but either way we need to make a decision."

If everyone agrees, Van is all for exploring option B before taking on the golem.

Silver Crusade

Inactive

Kinvara listens attentively as her companions discuss their options.
"I believe that attempting to pass by this guardian will attract much attention, both from the townsfolk outside and whomever may be on the other side of this door. A more subtle approach is called for here, if we fight and announce our presence, we may loose our quarry through an alternate entry."

A possible back door sounds like something we should check out.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Works for me.


Sounds like that's a vote for finding the back door, then?

Leaving the storefront, Shogunto suddenly begins to squirm uncomfortably, the blue haze in his eyes seeming to flicker and change color and intensity. I...I think something's wrong. An old ritual I performed, to bind my...companion to me, allow me to carry its being within my own. Perhaps I should return to the inn; I'm not sure yet how the townsfolk would react, if I can't keep him within. I'll be there if you require me. With that, he departs for Shade Row, rubbing at his arm as if an old wound pains him.

A few moments' search after his departure reveals a set of double doors set into the side of the hill the chandlery sits on. A few stray wax drops on the door suggest that this is indeed an entrance to the chandlery's bottom level. The double doors are large and reinforced with steel bands, as is the door's frame.

The double doors can now be seen on the chandlery map. The brown square shows where the above-ground storefront sits in relation to the lower level, for those who may be curious.


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

Vandrare approaches the second entrance cautiously. "This looks far more promising." he says, testing the doors to check if they're locked.

"Once we get inside, stay close to me. There may be more of those wax monsters, or worse." he turns and murmurs to Kinvara. Though he had not known her for long, he couldn't help but feel a sense of kinship toward the dhampir woman.

She seems so fragile... I pray she has the fortitude to handle whatever challenges lie ahead. I have so many more questions for her...
The journey to Nidal had been one of many firsts for the ranger. His first time meeting with the fabled pathfinders, his first sea voyage and his first encounter with another of his kind. Many nights he had spent deep in conversation with Kinvara; mostly chit-chat at first but as the time passed he found himself sharing more personal thoughts. His feelings about the death of his beloved mentor Hendrik, and of the isolation and solitude he felt among the people of his homeland. To sit with someone and speak free of prejudice or judgement was truly refreshing, even more so when it was someone who knew exactly what it was like to be so different.

Sorry for the blocky and not quite relevant paragraph of text. I'm trying to role play a bit of a change in demeanour for Van, and I felt a bit of background was necessary. Essentially he is the angsty typical goth kid dhampir who mostly hates the world, but meeting Kinvara and seeing her outlook on life has challenged him a little.


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Hey, no need to apologize for actually roleplaying. :)

Milo is happy enough to think there might be another entrance. Fighting the wax creature's sure to be... unsubtle, and Milo likes subtle. Especially in Nidal.

"This was good thinking," he says to the dhampir, grudging praise, as they find the door. He glances around the street to make sure nobody's watching, and readies to enter with the others.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"Hold a sec. These are the kinds of entrances that sometimes have nasty surprises." Xander gave the entrance area a practiced sweep.

Perception, search for traps: 1d20 + 17 ⇒ (16) + 17 = 33

Disable Device (if necessary): 1d20 + 13 ⇒ (17) + 13 = 30

Silver Crusade

Inactive

As they begin to search for an alternate entry, Kinvara reacts to Shogunto's distressing revelation with her usual calm.

"Go with our blessing, friend Shogunto. And remember, as you have offered your assistance if we need it, so are we here to render ours if you need. We shall hopefully see you at dinner."

With Vandrare's search successful, Kinvara keeps close to her protector. "I thank you for your concern. You know I have my own ways of protecting us all. The Mother of Souls will guide us to where we are needed. Though I question her methods as times, she can be determined when certain things are at stake."

Watching Xander check the doors with practiced efficiency, Kinvara prepares to enter once her fellow chosen of Pharasma clears the way.


As Xander searches the door, he sees the end of a wooden rod through the crack between the door and the ground. It's unusual enough to catch his notice, as it could presumably be propping something up on the other side. Since it relies on the door to hold it in place, whatever it supports would drop or tip as the door opened.

With a few moments' work, he's able to dig a small hole, no more than a couple of inches deep, that the rod end drops into, so it no longer relies on the door for support. Now, if the door's opening is meant to trigger a surprise, it should no longer work.

Come on, now - Milo said he was glad we were doing things the subtle way. That's clearly the part where you're supposed to fail/forget your Perception check so I can take that straight-as-an-arrow line and exult in it. I may have giggle-snorted when I read Milo's post. :)

@Vandrare - What Milo said. Feel free to digress into good story whenever you like. :)


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

I'm so glad Xander killed in on the perception / disable device rolls, I didn't even think about traps until I saw his post

Vandrare watches as Xander goes to work disabling whatever surprise may have been waiting, and makes a mental note to take similar caution in future.

"Nicely done. Shall I take point?" he asks the group, longsword in hand.


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

"By all means," Xander said.

if it is not locked, Xander opens it. If it is, he still opens it. :)

if neccessary: Take 10 on Disable Device, with Guidence, for 24.


"I'll take point, since I have a shield for blocking most surprises."


It is locked; your take 10 opens it.

As the double doors open, you are assaulted by the overpowering smell of hot fat. The wood rod Xander saw underneath the door is indeed propping something up - a vat of wax as tall as a person, steam rising from its surface, leaning at an angle against the wood rod, a splash of cooling wax on the ground where it sloshed as the vat dropped. Clearly, the rod was set so that the vat would tip when the doors opened, creating a rather nasty surprise for anyone caught unaware.

To the sides of the improvised trap, more vats stand, each as tall as a person. Well, not precisely - more accurately, each vat rises to the shoulders of the person encased in the cooled wax inside, leaving only their frightened faces visible. Each turns as far as they can as the doors open, and you see a young girl, a teenage boy, and a middle-aged man, their eyes wide with amazement, fear, and a glimmer of hope at your arrival.

Behind the vats, blocked from your view at the door, a small, angry voice pipes up. Catalina, I told you, use the upstairs door...if you tip that vat, I’ll take this to the baron, I swear it... The sounds of footsteps can be heard, as well as a strange fluttering noise.

You’re still hidden behind the vats right now, but the room’s inhabitants have seen the doors open and know someone is there. What do you do?


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

Xander slips closer to one of the vats, putting a finger to his lips and hoping his companions were quick to act.

Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

Readied action to cast Hold Person on the owner of those footsteps when they come into view.


Male Dhampir HP 40/40 | AC: 21 | FF: 14 | T: 17 | *CMD 20* | Per +8 (+2 Urban) | F: +6 | R: +7 | W: +4 | Init +3
Skills:
Acrobatics +7 | Climb +7 | Handle Animal +6| Knw(Nat) +7 | Stealth +7 | Survival +8 (+2 Urban/ +3 Tracking)
Ranger (Beast Master) 4

Vandrare follows suit, slipping into the shadows.
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14

but not really, apparently he just kinda stands there. Maybe that should read "awkwardly shuffles into the shadows" or "closes his eyes and pretends he's invisible"

Silver Crusade

Inactive

Kinvara tries to keep the vats between herself and the voice. She looks to the people trapped in the wax and puts her finger to her lips signaling quiet. Watching them she tries to determine if they are injured or in distress.

Stealth: 1d20 - 2 ⇒ (14) - 2 = 12
Heal: 1d20 + 9 ⇒ (18) + 9 = 27


LG Half-elf F Gtlt Cleric/Monk 4 | AC 16 (22 w barkskin, ma) | 31/31 HP | F5 R5 W8 (see full mods) | Per 16 (+18 v undead)| 5/8 channels | 3/6 ki | 1/4 PS

Any compliment Milo might have made for Xander's capable handling of the threat dies on his lips as he hears voices-- sees the wax-trapped people-- and recognizes the potential danger.

He slips into the room, trying to use the shadows of the vats for cover, and easing his blade from its sheath with a whisper of steel.

Not sure if we can actually occupy the squares with the vats without squeezing, etc., but Milo would try and get inside, since standing in the sunlit street doesn't offer us much cover, etc.

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23


Tess takes the point

stealth: 1d20 + 9 ⇒ (13) + 9 = 22


@Milo - Yes, it involves squeezing, but you should be able to do it without issue.

Kinvara:
The trapped people do not appear to be in any physical danger or showing any signs of pain or injury from what you can see.

After a few moments, the small voice calls out again. Catalina, close that door! You stupid - Fane, Oana! Go and get that door shut!

As you hide in the shadows of the vats, two people emerge into view from the other side of the vats - a man and woman, both showing the swollen necks typical of tallowthroat infection. With a slightly glazed look in their eyes, they scan the area.

Fane Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Oana Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Suddenly, their eyes narrow on Kinvara and Vandrare crouching and trying to hide, and their eyes go wide. Master Ilquis! they cry out. It's not Catalina at all - there's two people back here!

What?! the small voice cries out. Who - who dares to interrupt me?! I warn you, I act under the baron's authority! Suddenly the room beyond the vats blossoms into light.

Has anyone gone far enough to see past the vats?


29/40 HP, 18 AC, Fort +4, Ref +3, Will +4, Perception +15 1st 7/7, 2nd 3/4, Weapon 5/5, Memories 7/7, Voice 5/5, CLW wand 50/50

While the two sick people concentrated on the pair of Dhampir, Xander quietly slipped forward to take a look further on. Vandrare and Kinvara could buy him a little time just by being noticed. Xander wasn't about to waste the opportunity

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