GM Sappy's Old Glories (Inactive)

Game Master Sapiens

Why should the young heroes get all the fun?

The Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?

Maps and Handouts


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HP 46 | AC/T/FF 26/16/21 | CMD 19 | F/R/W +6/+9/+11 | Init +3; PER +10|

The black bird makes a non-committal EK-ek-ek before taking to the air on a powerful wing beat then landing hard on the tangled mass of grey hair that topped the hag's head. It quickly stomps and shifts Mahb's hair into a passable nest and settles in. Its eyes halfway close and (if it were possible) the bird looks utterly bored.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Mahb, and her living hat, walk along the wall slowly, peeking beneath the ivy and wiping away the dirt. Muttering as she goes, "Follow now the Spider Star / Behind the Wall that hides its Face. Spider Star? Is that a constellation mirrored somewhere in the ruins? Or a pointer we can see tonight? Is there a medusa face on one of these walls, hidden beneath the ivy? Curious. Curious."

Cast Detect Magic

Perception: 1d20 + 24 ⇒ (19) + 24 = 43 w/ Pye Alertness


HP 46 | AC/T/FF 26/16/21 | CMD 19 | F/R/W +6/+9/+11 | Init +3; PER +10|

Perception (Pye): 1d20 + 19 ⇒ (15) + 19 = 34


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

The Adella crest is a medusa face, so we're seeing a lot of them just in different interpretations.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Yes, but the clue is a wall that hides its face - so it wouldn't be the ones we see. Related to the different medusa heads, we have these lines: Each Adellan Branch has Room / In its Silent, Musty Tomb which makes me think that each one of the iron disks is a door into the tomb for that particular branch of the family... and we'll need to figure out how to open each one... or maybe they are exits. But first, if we follow the riddle's order, we need to find the hidden face.


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Rasil has Akumu swoop down, mostly just trusting him to land somewhere safe.

So, Akumu likes it up high, like most 'griffs. So if there's any 15+ foot area visible from the top of the structure, he'll land there. Otherwise he'll set down with the others.

"What are we looking at?" Rasil asks no one in particular.


Male Half-Elf Commoner/1

Yura answers the man he follows, describing in detail the different Medusa heads.

Yura looks, and Rasil assuming he makes his way down from Akumu's perch feels for any differences in the heads.

Yura perc: 1d20 + 9 ⇒ (5) + 9 = 14
Rasil perc: 1d20 + 20 ⇒ (14) + 20 = 34


Back from holidays! Business should resume shortly.

Rasil:
There does not seem to be much inside the walls, you can land there but it's mostly rubble.

Mahb:
The heads have a Conjuration aura on them.

The various medusa heads all have holes in their mouths. Also, their visages are relaxed in a plain expression, not twisting in any of the branches' imagery. Circling arount the walls, there are ten, one for each wall segment, and no visible door.

You also notice that the vines look sturdy enough to climb.


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

"Follow now the Spider Star behind the wall that hides its face," Rasil quotes pensively, "None of the medusa heads has any of the family-specific differences, perhaps this wall is--in that way--'hiding' its faces. I don't know much about astronomy, but if I were to follow a spider behind this wall..." Rasil begins to climb the vines, and Yura follows close behind.

Rasil climb: 1d20 + 16 ⇒ (3) + 16 = 19
Yura climb: 1d20 + 4 ⇒ (14) + 4 = 18


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

"OK, why not. "

and the duke starts climbing as well.

climb: 1d20 + 19 ⇒ (9) + 19 = 28


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

Gabriel climbs out of Mahb's cart as they arrive at the tower, giving her a brief nod. "Thanks for the ride." Looking down at the scorpion on his shoulder, he says "What do you think, Anton?" The scorpion immediately takes off, as does Gabriel, the two flying in rising circles around the tower, examining it from all sides, continuing up until they reach the top of the tower and look over into the interior as well. Neither of them touch anything, using sight and hearing to inspect; they won't go into the interior at the top, just look.

Perception: 1d20 + 29 ⇒ (3) + 29 = 32
Perception(Anton): 1d20 + 20 ⇒ (17) + 20 = 37

Once at the top, they will hover in wait for the climbers and join them when they get to the top.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Mahb claps her gnarled hands in excitement. "Climbing? I haven't done that in many a year." Despite her frailty, she sets to the task with vigor. "By the by... these medusas - medusae? - are conjured."

Climb: 1d20 + 0 ⇒ (18) + 0 = 18
Climb: 1d20 + 0 ⇒ (19) + 0 = 19

Mahb will go up, over, and down the far side.


Back from holidays! Business should resume shortly.

Miscounted, there were 12 medusa heads, not 10. Added a map to the header and my profile subtitle.

The vines are solid and allow you to easily climb over the wall, where you see a desolating scenario, nothing but an old stone pavimentation littered with rubble. However, there seems to be little in the way of debris, surely less than you'd expect from a necropolis.

About the Spider Star: gracefully, the book never mentions it again, and I didn't notice when I read the module. It's possible that it's some sort of astronomy sign mentioned somewhere in a guide, just guiding you to the place. Just mentioning because I didn't want you to waste time searching for clues that aren't explained. "Behind the Wall that hides its Face" is a legitimate clue, though.
Also, I'll go over all of the puzzles again to find, and possibly patch, any inconsistencies


Male Half-Elf Commoner/1

"This place looks rather manicured for an abandoned necropolis," Yura says, drawing his daggers.

"Put those butter knives away, farm-boy," the assassin says drawing his twin wakizashis, listening and smelling for anything out of the ordinary.

Yura perc: 1d20 + 9 ⇒ (13) + 9 = 22
Rasil perc: 1d20 + 20 ⇒ (5) + 20 = 25


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

"Well for a Necropolis, this place sure seems dead. Doubt we're gonna find a lot in those ruins. I don't see a stone on a stone beyond this wall. "


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

I'm going to keep Detect Magic going for the time being.

Mahb stumbles into the necropolis, winded from her climb and descent. She moves along the wall, counter clockwise, looking for anything of note with mundane and eldritch vision.

Perception: 1d20 + 24 ⇒ (7) + 24 = 31 w/ Pye Alertness


Back from holidays! Business should resume shortly.

The entire complex radiates a strong transmutation aura, but you can't manage to identify its source. You spend some time digging through the rubble and looking for clues, but find nothing, not even a single tomb or urn. Furthermore, the place is noticeably disadorn, without any trace of the usual Taldane noble families' opulence.

It's getting dark.


Male Half-Elf Commoner/1

The farm-boy consults his notes, "Well," he says, "I think this definitely qualifies as a 'Sad, Abandoned Place,' and this is a necropolis, so we're visiting the 'Long Deceased,'" looking around, he continues, "Anybody see something that quailfies as a 'Beast' we could 'Feed?' Or do you think it means the medusa heads outside?"


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

"Those heads are the closest things to beasts that we didn't bring ourselves, that I've seen all day. "


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Mahb grunts, her eyes sweeping over the entire compound suspiciously. "Trying to get tricksy on old Mahb, eh? Let's see how good you are." The old woman cracks her knuckles then screeches words of power.

Cast Dispel Magic on the mutation effect.
CL vs DC (11 + Spell CL): 1d20 + 15 ⇒ (11) + 15 = 26

Status:
HP: 92 / 92 | AC:29/T21/FF24
8th (2):
7th (3):
6th (4): x
5th (6):
4th (6):
3rd (6): x
2nd (7):
1st (7):
Variable Slot (1):
Dancing Lights (3):
Detect Secret Doors (1):
True Strike (1):
Scry on Familiar (1):
Spider Climb (10 min):
Rod of Acid (3):
Wand CMW (50):
Resiliency (1):

Spell Effects:
Ascendant Mage Armor - +6 AC, 50% critical hit or sneak attack becomes normal hit - 15 hours


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

When he hears the witch talk of tricks, and start using magic, he quickly vanishes in case something comes of it.

spend one ki point (11/12) to become invisible add greater invisibility

stealth: 1d20 + 35 ⇒ (8) + 35 = 43 assuming it's at least dim


Back from holidays! Business should resume shortly.

Mahb's spell pushes at the effect, but fizzles before managing to dispel anything. The effect is very strong, and built in the very structure of the necropolis.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

I'm not sure how to read that. Do you mean that my dispel roll wasn't good enough - but I might be able to disrupt the spell with a good roll? Or that I have to find a specific location in the necropolis to dispel it? Or that I can't dispel this effect, so I shouldn't try?

The hag is livid. She stomps around like a child, raging. "No in-bred, silver-spooned, half-wit, Adellan conjuror can best me!" She huffs around for a few more minutes before quieting, her look turning feral. "Fine. Let's see what you've got." Mahb looks up at the bird perched on her head and the bird stares back. Minutes pass before they both blink and return their attention to the necropolis.

Here are my two possible actions. Based on the answers to the questions above, let me know which one works. In either case, Mahb will need to swap-out spells to achieve it. I'll figure out which ones once I know which action I take.
Option 1:

Mahb calls on ancient ties to Elemental Lords to empower her dispel magic.
Cast Dispel Magic
CL vs DC (11 + Spell CL): 1d20 + 15 ⇒ (20) + 15 = 35 boo yah!

Option 2:

Mahb pulls a small jar from her pouch and wipes a smudge of dark ointment across both eyes...
Cast True Seeing
The spell lasts for 15 mins and should let me see through any transmutation and illusory effects.

Status:
HP: 92 / 92 | AC:29/T21/FF24
8th (2):
7th (3):
6th (4): x ?
5th (6):
4th (6):
3rd (6): x ?
2nd (7):
1st (7):
Variable Slot (1):
Dancing Lights (3):
Detect Secret Doors (1):
True Strike (1):
Scry on Familiar (1):
Spider Climb (10 min):
Rod of Acid (3):
Wand CMW (50):
Resiliency (1):

Spell Effects:
Ascendant Mage Armor - +6 AC, 50% critical hit or sneak attack becomes normal hit - 15 hours


Back from holidays! Business should resume shortly.

You can't dispel all of the effect. You manage to partially suppress it for a time with a very, very good roll, however. So I'll go with the first course of action.

The second, overpowered spell of the witch pummels at the fabric of magic, temporarily ripping a hole in the spell's threads. Around you is suddenly dark, as dark as the middle of a starless night, and the buildings that were in rubble appear whole, built in expensive, exquisitely carved marble. Even the ground you stand on looks richer, made of chiseled, polished dark stone.

It only lasts the space of a few heartbeats, however, as the large magical effects closes against the dispellation, returning you to the ruins.

Mahb, Gabriel:

Apparently, the real necropolis was moved on a demiplane, and these ruins built as a decoy. However, the brief glimpse you got is not enough to use plane shift or similar spells to access it.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Thanks, Sappy. I'll trade out Lightning Bolt for that second Dispel Magic.

Mahb's eyes widen at the sudden change of scenery and their subsequent return to the ruins. "Bugger me with a broomstick! I underestimated their spell-slinger. That wasn't a parlor trick; the necropolis rests in its own pocket dimension. It seems we have to find a way to access it... perhaps Behind the Wall that hides its Face / To our Sad, Abandoned Place?"

I'll head over to the two small walls on the south side that don't have medusas on the outside walls. Mahb will check those out with Detect Magic, eyes, and feel the walls both inside and out. I'll climb back over the wall as needed.

Perception: 1d20 + 24 ⇒ (3) + 24 = 27 w/ Pye Alertness
Climb: 1d20 + 0 ⇒ (1) + 0 = 1 And she falls on her @$$
Climb: 1d20 + 0 ⇒ (18) + 0 = 18
Perception: 1d20 + 24 ⇒ (19) + 24 = 43 w/ Pye Alertness


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

"Good punch, Mahb, to break through that. We're looking at a bloody decoy building - no wonder it's been left alone so long!" Gabriel continues to fly around the building, examining each of the Medusa faces in turn.

I will examine each face and cast Detect Magic at each one, waiting the appropriate 3 rounds each for all the info. Looking for whether any faces read different auras or any other differences between them.


Back from holidays! Business should resume shortly.

GM Rolls:

Mahb's Knowledge(arcana): 1d20 + 25 ⇒ (17) + 25 = 42
Gabriel's Spellcraft: 1d20 + 22 ⇒ (8) + 22 = 30

Mahb's analysis of the two small walls shows nothing of interest, apparently they weren't decorated just because they are relatively small and insignificant.

However, after a rather lengthy analysis by both her and Gabriel, they manage to detect the Conjuration subschool pertaining to each and every one of the medusa heads. Teleport.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

"The masks aren't just conjuration magic - they are tied to teleportation in some way. They must be the key to getting in." Gabriel will fly in closer to one of the masks, and examine it more closely.

Looking for any potential traps, as well as any possible triggering mechanisms.
Perception: 1d20 + 29 ⇒ (16) + 29 = 45


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

"Well it sounds to me from the clue that you have to stick something in a mouth, and there's a hole there on the Medusa. "


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

"Right. Well, where is that farmboy? I think we've found a use for him." She cackles.

How many of the medusae have mouths?


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

"Hmm. I might be able to whip us up a slightly less living test subject. Let's see what we have."

Are there any inanimate objects of Huge size or smaller nearby that have something that can be stuck inside a mouth? Thinking of a small tree with some appropriate sized branches or something like that. I can animate it with Aether Puppet and make it insert something in the hole.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

We don't need anything large.
from the GM
The mouth of the medusa shows a circular hole about an inch and a half in diameter.


Male Half-Elf Commoner/1

Yura looks uneasy at the witch's suggestion, and is visibly relieved when Gabriel makes his.


Back from holidays! Business should resume shortly.

All of the medusas have a hole in the mouth, and when Gabriel inspects one of them, he sees some sort of clockwork mechanism deep inside.

There aren't any trees or other peculiar items nearby, on the contrary the vegetation around the necropolis looks sickly and frail.


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Rasil gets impatient, waves Yura and Akumu to his side, unwraps a pale pinky-finger, feels his way to one of the medusa heads, says "Hold on to your jewels," and sticks the pinky in the hole.

obligatory sex joke here


Back from holidays! Business should resume shortly.

Rasil's finger waggles without reaching the end of the medusa's mouth. He can, however, feel that the internal surface is smooth and round, as if it was built to accomodate a cylindrical object.

1.5 inches is about 4 cm


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

Gabriel begins to pat at his pockets, feeling around for something. "Where did I put that blasted thing? Ah, here it is!" He pulls the funeral baton out of a pocket and holds it up. "Will this fit?"

Don't recall any exact dimensions being given for the baton, but one would assume thin and cylindrical. If it looks like it will fit:

The baton leaves Gabriel's hand, floats forward, and orients itself toward the hole. It continues to move forward until it gets inserted into the hole as far as it can go.

Using my basic telekinesis, I can apply up to 1500 pounds of force, so pushing it in shouldn't be a problem, and because of telekinetic finesse I have fine motor control over my telekinesis, allowing me to disable devices or, one would assume, fit a thin cylinder into a slot.


Back from holidays! Business should resume shortly.

With a click, the baton locks into place. It looks like there's some leeway that allows it to rotate either clockwise or counterclockwise. You try turning it a quarter of circle clockwise, and the face of the medusa shifts, her facial features twisted into a savage howl, the emblem of the Voxus branch.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

"Well how about that - hides it's face indeed. I'd assume this is not just a change of decoration, but what do we do now?" Gabriel will investigate the newly transformed face, looking for any indication of function.


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

"You could try the other direction. "


Male Half-Elf Commoner/1

"Or the other faces," Yura added helpfully. "Which house are we looking for again?"


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

"Daellum" his not-master replied, "The cross-eyed one."


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

First, Gabriel will try rotating another quarter circle clockwise, to see if anything changes. If nothing changes, or he is unable to do so, he will try turning it counter-clockwise a total of a half circle (quarter circle to reset, quarter circle to go the other direction).


Back from holidays! Business should resume shortly.

Turning the rod a quarter of circle more twists again the medusa's face, so that a mocking smile appears. Taking the procedure to his logical conclusion, it looks like another quarter circle should bring the face to the cross-eyed position, and a slightly ominous feeling washes over you.
Are you ready to brave tombs that centuries forgot? Will you find your way back? Do you have what it takes?


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

and more importantly, did you bring enough Depends and Metamucil?


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

"Looks like we have our door." Gabriel looks up at the darkening skies. "Do we want to camp here and proceed in the morning, or charge in now? I can't imagine our destination being terribly inviting to sleep."


HP 124/124 AC 43 T 18 FF 39 Fort +16 ref +20 Will +22, CMD 46 (grapple, dirty trick) 61, Per + 26, Init +1

"I'm a bit old for sleeping under the sky. I say we go inside. "


Male Fetchling Ninja/15 || HP 51/83 || AC 27 (T 17/ FF 22) || CMD 27 || Fort +10 Ref +18 Will +15 || Init +14 || Perception+20

Rasil nods toward Duke's voice and walks toward the sound of the mechanisms in the door.


Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

"Very well, let's get a move on." Gabriel says, as he slowly fades from sight.

Activating telekinetic invisibility.

Is there any immediate indication of how to activate the gateway? I'm ready to do so, in any case.


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Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

The hag seems almost crestfallen. "A baton? No virgin sacrifice? Not even a little bloodletting dedicated to a nameless dark god to open the gate?" She tsks sadly. "Youngsters these days... no respect for tradition. Little wonder the Adellas fell from grace."

Duke wrote:
"I'm a bit old for sleeping under the sky."

"Under the sky?" The hag hitches a thumb behind them. Where the tumbril once stood, now rests a small cabin with a smoking chimney, a stout door, shuttered windows, and even a flowerbox with dead and thorny plants draped over the frame. Bob the skull bounces slowly on an unseen wind on the porch. "I don't camp."

Ready to go! One question, are we bringing our retinue into the complex or leaving them out here? I wouldn't mind setting up the cabin inside the necropolis grounds if we are going to be here long enough that we need a safe bivouac place for healing up, etc.

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