Hell's Rebels - Sing a Song of Silver!

Game Master HedwickTheWorldly

Maps

Pictures

Handouts

Proclamations:

Proclamation the First: All slayers of pests (hereby defines as doves, mice, and ravens) who present said pests to the Dotarri shall be rewarded with a bounty of 1 copper piece.

Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building's primary entrance a portrait of Her Infernal Majestrix Queen Abrogail II.

Proclamation the Third: Anyone who captures, alive and unharmed, a feral dog of a weight exceeding 50 pounds is to be rewarded with a payment of 2 silver pieces upon transfer of the dog to the Dotarri. Such noble guardian creatures should find homes worth of their kind!

Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter prohibited to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city's discretion.

Proclamation the Fifth: Grain is life! Should grain be spilled in public, it must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined 1 copper piece per grain

Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed.

Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.

Proclamation the Eighth: All nonnative ships' captains must remain on board their ships and are barred from setting foot on land within Kintargo's city limits - their crew and agents are free to come and go, but their actions are the direct responsibility of their captains, and any crew caught breaking Kintargan law shall have its punishment visited upon the crew members as well as their captain. Any captain caught setting foot in Kintargo is to be punished by squassation.


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Human Brawler 2 | AC 18 [T 13 FF 15] | CMD 17 | HP 22/22 | F +5 R +5 W +0 | Spd 30 ft | Init +2 | Perception +5 | SA: Martial Flexibility 4/day |

Sincere apologies - I was travelling and completely missed that it was my go! Sorry about that, everyone

Abelard strides into the room, hoping that Onorix's words do the trick, but ready to draw the beasts out to face him. He readies himself to strike if they show themselves.

Unarmed strike, readied action: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 5 ⇒ (4) + 5 = 9


The pack of four grimples skitter and clamber in their tiny tunnels, approaching with vicious madness in their eyes.

The green and red grimples both watch intently, in anticipation of your eventual actions.

The orange grimple makes a small gesture, and its ears twitch for a moment as the ground beneath Abelard is coated with a slick, grimy oil. Grey square=Grease, Abelard, Reflex save DC 9

Finally, and most disgustingly, the black grimple rears its head back and lurches forward with a sickening eruption of vomit spewing from its sallow lips.
Ranged Touch v. Abelard: 1d20 + 3 ⇒ (9) + 3 = 12
Ranged Touch v. Onorix: 1d20 + 3 ⇒ (7) + 3 = 10

If the touch attacks hit, make a Fortitude save, DC 11 v. Nausea

Round 1
Onorix
Abelard
Black Grimple
Green Grimple
Orange Grimple
Red Grimple
Parai
Nightgaunt

Blue Grimple
Alliszah
Korva


Human Brawler 2 | AC 18 [T 13 FF 15] | CMD 17 | HP 22/22 | F +5 R +5 W +0 | Spd 30 ft | Init +2 | Perception +5 | SA: Martial Flexibility 4/day |

Reflex save: 1d20 + 4 ⇒ (12) + 4 = 16

Fort save: 1d20 + 4 ⇒ (16) + 4 = 20

Abelard keeps his feet - and the contents of his stomach - but he crinkles his face in disgust, both at the smell and the tactics used. "Urk. These are decent threads. That is NOT how a chap fights."

Looks like the italics have disappeared!


M Human Vigilante (Warlock) 1 - HP 9/9 - AC 13, touch 11, flat 12 - Init +1 - Fort +1, Ref+3, Will +1 - Perception +1, Sense Motive -1

Nightgaunt moves through the door and approaches gimples, getting just within 30 feet of the (orange-bordered) gimple. He holds up his palm, and a bolt of electricity shoots out towards the gimple.

Mystic bolt.
Ranged Attack (vs. AC): 1d20 + 1 ⇒ (9) + 1 = 10
Damage if hits: 1d6 ⇒ 4


Female Changeling Cleric 2 | HP 15/15 | AC18 T11 FF17 | Channel 6/6 | Initiative +1 | Fort +3 Ref +1 Will +6 | Perception +8

Parai moves through the door from room A4 to room A5 and looks around, her eyes narrowing as she spots the grimples. "Ugh. Disgusting little things", she grimaces, and grips her mace firmly as she advances toward the gremlins. She doesn't reach them on this turn yet, though.

Double move action, moved token on map accordingly


Oh, hell. Here I was thinking I was waiting on Alliszah and Korva. Apologies, friends.

The Blue Grimple lurches from his cubby, his stomach heaving as he retches another sickly blast of fluids at Parai, Nightgaunt, and even Onorix.

Ranged Touch Attack v. Parai: 1d20 + 3 ⇒ (13) + 3 = 16
Ranged Touch Attack v. Nightgaunt: 1d20 + 3 ⇒ (5) + 3 = 8
Ranged Touch Attack v. Onorix w/cover: 1d20 - 1 ⇒ (9) - 1 = 8

If you're hit, Fort Save DC 11 v. Nausea


Human. Female Sorcerer (Maestro Bloodline). HP 7. AC12. T 12. FF 12. Fort +1. Ref +2. Will + 2. Init +2. Perception 0

Taking a deep breath Korva concentrates and a shield of shimmering energy forms to protect her.

Casting Shield this round.


Round 2
Alliszah
Korva
Onorix
Abelard

Black Grimple
Green Grimple
Orange Grimple
Red Grimple
Parai
Nightgaunt
Blue Grimple

Moved Alliszah and Korva to the top because reasons.


Female Changeling Cleric 2 | HP 15/15 | AC18 T11 FF17 | Channel 6/6 | Initiative +1 | Fort +3 Ref +1 Will +6 | Perception +8

Fortitude DC 11: 1d20 + 2 ⇒ (18) + 2 = 20

"Gah! This is appalling!" Parai cries out as some of the grimple's vomit splatters over her, but her combat effectiveness is not impaired by the attack.


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

Hoping to thin out the opposition, Alliszah turns to the closest of the grimples, attempting to overwhelm its mind with her own.

DC13 Will save or dazed for one round.


Human. Female Sorcerer (Maestro Bloodline). HP 7. AC12. T 12. FF 12. Fort +1. Ref +2. Will + 2. Init +2. Perception 0

Korva looks at the Grimples with revulsion. She wants them nowhere near herself!
Acid splash on Blue Grimple (Touch AC): 1d20 + 2 ⇒ (11) + 2 = 13
Damage (Acid): 1d6 ⇒ 3


Human Brawler 2 | AC 18 [T 13 FF 15] | CMD 17 | HP 22/22 | F +5 R +5 W +0 | Spd 30 ft | Init +2 | Perception +5 | SA: Martial Flexibility 4/day |

Abelard moves to attack the nearest Grimple, hoping to put an end to their ill-mannered ways. A flying knee to the side of the head seems to be the best approach here.

Unarmed Strike: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Male Human (Sanctified Slayer) (Infiltrator) Inquisitor 1, 9/9 HP- Init +3 - AC 16, touch 13, flatfooted 13 - Fort +3, Ref+3, Will +4 - Perception +6

Onorix steps out of the way of the various filth launched in his direction. "Forget negotiation then!" He cries out as he runs off to the side, hoping to find some way to sneak around the creatures, only to find himself face to face with one of them. He attacks the creature with one of his weapons.

Attack vs Black Grimple: 1d20 + 3 ⇒ (11) + 3 = 14

damage: 1d6 ⇒ 1


The orange grimple crashes to the ground in a heap as Nightgaunt's mystic blast careens past it, a man-knee-sized crater in the side of its tiny skull.

The black grimple reels for a moment, his senses blurring as it attempts to gain its bearings.
Will Save: 1d20 + 2 ⇒ (6) + 2 = 8

The red grimple comes barreling out of the tunnels in the walls, its jaw swinging open wide enough to allow another sickening spray to erupt from it.
Touch v. Onorix: 1d20 + 3 ⇒ (13) + 3 = 16
If it hits, Fort save DC 11 v. Nausea

Round 2
Alliszah
Korva
Onorix
Abelard
Black Grimple
Green Grimple
Red Grimple
Parai
Nightgaunt

Blue Grimple


M Human Vigilante (Warlock) 1 - HP 9/9 - AC 13, touch 11, flat 12 - Init +1 - Fort +1, Ref+3, Will +1 - Perception +1, Sense Motive -1

Nightgaunt moves forward to get a clear shot at the southwestern gimple (the blue one) and holds out his hand again; a bolt of electricity lashes out towards the creature.

Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 ⇒ 5


Female Changeling Cleric 2 | HP 15/15 | AC18 T11 FF17 | Channel 6/6 | Initiative +1 | Fort +3 Ref +1 Will +6 | Perception +8

If blue survives Nightgaunt's attack.

Parai will 5' step next to blue and swing her mace.

Attack: 1d20 + 0 ⇒ (8) + 0 = 8
Damage: 1d8 + 0 ⇒ (4) + 0 = 4

If Nightgaunt's attack instead drops blue:

Parai charges west at green.

Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 + 0 ⇒ (7) + 0 = 7


Male Human (Sanctified Slayer) (Infiltrator) Inquisitor 1, 9/9 HP- Init +3 - AC 16, touch 13, flatfooted 13 - Fort +3, Ref+3, Will +4 - Perception +6

Fort: 1d20 + 3 ⇒ (16) + 3 = 19

Onorix seems completely unperturbed by the grimple's touch.


The grimple behind Abelard, upon seeing his nestmate fall, emits a blood-curdling shriek, gnashing his teeth and snapping viciously at the young nobleman.

Attack v. Abelard: 1d20 + 3 ⇒ (12) + 3 = 15
1 NL Damage on a hit

Round 3:
Alliszah
Korva
Onorix
Abelard

Black Grimple
Red Grimple
Parai
Nightgaunt
Blue Grimple


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

Knowing her method of magically overcoming an opponent's mind is one that can be easily adapted to, Alliszah shifts her focus to Abelard's foe, trying again to shock its senses into confusion.

Second verse, same as the first! Blue this time, DC13 Will save or dazed.


Human Brawler 2 | AC 18 [T 13 FF 15] | CMD 17 | HP 22/22 | F +5 R +5 W +0 | Spd 30 ft | Init +2 | Perception +5 | SA: Martial Flexibility 4/day |

Abelard easily dodges the attack, and uses the opening provided to launch a devastating kick of his own, aiming at the thing's jaw. If he does it right, it will twist the little monster's head so that its neck breaks.

Unarmed strike: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 5 ⇒ (4) + 5 = 9


Human. Female Sorcerer (Maestro Bloodline). HP 7. AC12. T 12. FF 12. Fort +1. Ref +2. Will + 2. Init +2. Perception 0

Seeing her acid hit the revolting creature Korva feels more confident and attacks again.
Acid splash vs touch AC (Blue): 1d20 + 2 ⇒ (3) + 2 = 5 Missing.


Male Human (Sanctified Slayer) (Infiltrator) Inquisitor 1, 9/9 HP- Init +3 - AC 16, touch 13, flatfooted 13 - Fort +3, Ref+3, Will +4 - Perception +6

Onorix continues to slash at the nearest grimple, using both of his blades in the hope that the creature can be dealt with before he has to deal with the other one approaching him.

attack 1: 1d20 + 1 ⇒ (9) + 1 = 10

damage 1: 1d6 ⇒ 6

attack 2: 1d20 + 1 ⇒ (5) + 1 = 6

Damage 2: 1d6 ⇒ 1

After making his attacks, he takes a five foot step backwards, hoping to bottleneck the creatures into coming at him one at time.


Alliszah, since Abelard hit the Grimple for double its maximum HP, I'm going to redirect your daze to the Black Grimple.

Black Grimple Will Save: 1d20 + 2 ⇒ (2) + 2 = 4 DAZED!

The tiny creature stares, its mouth agape as Abelard breaks the neck of his mate. The last Grimple with its wits about it sees the carnage, and the reaction of his comrade, and flees into the tunnel network, dropping the rock from its hand as it disappears into the depths of the underground.

There is 1 creature left, and it has forgone its turn due to the dazed condition. For the sake of expediency, combat is over. I know I've done that in the past, and will continue to do so with these sorts of fights, unless you folks object.

Rest assured, you'll have to finish all of the interesting/important fights.


HedwickTheWorldly wrote:

Alliszah, since Abelard hit the Grimple for double its maximum HP, I'm going to redirect your daze to the Black Grimple.

[dice=Black Grimple Will Save]1d20+2 DAZED!

The tiny creature stares, its mouth agape as Abelard breaks the neck of his mate. The last Grimple with its wits about it sees the carnage, and the reaction of his comrade, and flees into the tunnel network, dropping the rock from its hand as it disappears into the depths of the underground.

There is 1 creature left, and it has forgone its turn due to the dazed condition. For the sake of expediency, combat is over. I know I've done that in the past, and will continue to do so with these sorts of fights, unless you folks object.

Rest assured, you'll have to finish all of the interesting/important fights.

After you dispatch the last of the Grimples, you have a chance to survey your surroundings.

Reposting the description here because it was awhile ago.

You open the door to a room coated in dirty salt and sawdust. Bits of the masonry walls in this gloomy room have been chewed or clawed away, revealing winding, narrow animal tunnels beyond. Steel rails are mounted in the ceiling, with an assortment of rusted, lonely iron hooks dangling from them. A pile of threadbare pillows and moth-ridden blankets are stacked in a pile in a depression, located in the northwest corner of the room.

Map is updated to reveal more of it since you're inside the room now. There is a rusty, half-destroyed iron grating blocking a flight of stairs leading down.


Female Changeling Cleric 2 | HP 15/15 | AC18 T11 FF17 | Channel 6/6 | Initiative +1 | Fort +3 Ref +1 Will +6 | Perception +8

"There's a way even further down...that grating doesn't look too solid, we could probably break it down, although I suspect it might be noisy", Parai says as she motions toward the half-destroyed iron grating. "Those grimples have probably been lairing here, possibly for a long time. I doubt they could have been forthcoming regarding any valuable information, so I think we will have to keep searching this place."


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

Well, onward it is, then, Alliszah answers, mostly managing to hide her distaste at the idea. After all, we came for information. We must continue until we have found whatever this place has to offer. Should we check their nest, though? If these creatures have been here some time, it is conceivable they could have found these records stores before us, and paper would provide some cushioning and warmth.


Female Changeling Cleric 2 | HP 15/15 | AC18 T11 FF17 | Channel 6/6 | Initiative +1 | Fort +3 Ref +1 Will +6 | Perception +8

"You make a good point. Let's see if we can find anything in this area."

Perception on room A5: 1d20 + 4 ⇒ (8) + 4 = 12


M Human Vigilante (Warlock) 1 - HP 9/9 - AC 13, touch 11, flat 12 - Init +1 - Fort +1, Ref+3, Will +1 - Perception +1, Sense Motive -1

Nightgaunt will nod at Alliszah's suggestion, and will also search the area.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Among the blankets in the depression, you find 12 gold pieces, 185 silver pieces, 342 copper pieces, a pair of quartz earrings, a set of silver coat buttons, and a slightly gnawed cloak.


Human Brawler 2 | AC 18 [T 13 FF 15] | CMD 17 | HP 22/22 | F +5 R +5 W +0 | Spd 30 ft | Init +2 | Perception +5 | SA: Martial Flexibility 4/day |

Abelard wrinkles his nose at the smell and the squalor, but joins in the searching, although he fails to find any more than the others have.

Once they're done searching, he moves over to the iron grating and tries to lift it away from the stairs it's currently blocking.


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

Save for Tainted Spirit drawback, DC12: 1d20 + 3 ⇒ (10) + 3 = 13 Pass.

Taking the jewelry and cloak in hand, Alliszah closes her eyes for a moment, taking a breath to calm her mind. Her gifts had sometimes allowed her to gain short glimpses into the pasts of objects with particularly significant histories - and if this place really had been used by a group of doomed revolutionaries, even earrings or buttons could have significant histories indeed.

Casting detect psychic significance to detect psychic imprints on anything within 40 feet. I know it's a somewhat vague ability, so feel free to give as much or as little as you feel like coming up with. ;)


M Human Vigilante (Warlock) 1 - HP 9/9 - AC 13, touch 11, flat 12 - Init +1 - Fort +1, Ref+3, Will +1 - Perception +1, Sense Motive -1

Nightgaunt looks at the slightly gnawed cloak. "I know that some cloaks are magic...."

He casts Detect Magic, and scans the area. If the cloak does have a magic aura, in his third round of concentration he'll focus in on it.

Knowledge (Arcana) for school of magic: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft to identify magic item properties: 1d20 + 7 ⇒ (10) + 7 = 17


Human. Female Sorcerer (Maestro Bloodline). HP 7. AC12. T 12. FF 12. Fort +1. Ref +2. Will + 2. Init +2. Perception 0

Korva hovers nervously, trying to avoid anything she doesn't think is clean. She does keep her Dancing Lights going for anyone who requires them.

When the items are found she brightens up and eagerly casts Detect magic.
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14 Really should have paid attention to those magic lessons.


Female Changeling Cleric 2 | HP 15/15 | AC18 T11 FF17 | Channel 6/6 | Initiative +1 | Fort +3 Ref +1 Will +6 | Perception +8

Parai instinctively rolls her eyes at the treasure found. Even though she's broke now, it hasn't hit her gut reactions yet, which is to consider this petty little looters scraping a barrel for copper pieces. She'd probably better start thinking of money soon if she likes to eat. She joins Abelard at the iron grating, trying to help open it in whichever manner seems appropriate, whether lifting it, trying to break off the bars, or whatever.


Male Human (Sanctified Slayer) (Infiltrator) Inquisitor 1, 9/9 HP- Init +3 - AC 16, touch 13, flatfooted 13 - Fort +3, Ref+3, Will +4 - Perception +6

Onorix also joins the other nobles in helping to remove the grates. If someone needs to be used as a wedge, he offers to use one of his short swords. If brute force needs to be applied, he does the best he can.

Not really sure what I should roll for the gate.


Forgive my delay again, folks. I appreciate you all for posting in my absence

Alliszah, you identify the key you picked up in the office upstairs, as your mind flashes to an image of it being drawn from a belt loop in this very room. Upon looking at the grate, you notice a locked latch.

The earrings flash an image of a modest ball, held in this basement. Lights strewn along the walls, musicians in the corner. Dancing. Laughter.

The buttons conjure a sensation of calloused fingers, sewing thread, muttered obscenities and a pinprick. They were cherished, and resewn nearly a dozen times onto tattered doublets and fine coats.

Nightgaunt and Korva, you both register the cloak as magical. A cursory glance identifies it as a Cloak of Resistance +1

Abelard and Onorix, you manage to pry the grate away from one of the walls with a loud, shrill screech echoing down the stone halls of the basement. There is a door at the bottom of the stairs beyond.


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

The image in her mind as she looks at the earrings is so strong, it's a couple of moments before Alliszah realizes she's swaying in a private dance. Thankful that no one can see her blush behind her mask, she quickly stows the earrings and buttons in a pocket sewn into her gown and joins Abelard and Onorix at the grating. For a moment, she considers leaving the matter be...but at the end, she can't help but press the key into Abelard's hand. Perhaps this might have been of use, she murmurs with a smile. It may open the door ahead, too, if you wish to save your strength.

Ready to open the door when everyone else is! As for the cloak, Alliszah of course wouldn't mind it, but of course everyone else wants it too, I'm certain, and a more obvious combat target than the enchanter/illusionist would be best.


Male Human (Sanctified Slayer) (Infiltrator) Inquisitor 1, 9/9 HP- Init +3 - AC 16, touch 13, flatfooted 13 - Fort +3, Ref+3, Will +4 - Perception +6

Onorix takes a few moments to wipe off some of the blood from the unusual creatures from one of his short swords. As the masked tiefling hands Abelard the key, he moves over towards the door. "Lets get moving- no need to spend more time here." he stands to the side of the door with both of his weapons drawn, waiting for the path to be cleared and ready to face any threats that might be in his way.


M Human Vigilante (Warlock) 1 - HP 9/9 - AC 13, touch 11, flat 12 - Init +1 - Fort +1, Ref+3, Will +1 - Perception +1, Sense Motive -1

Nightgaunt passes the cloak to Abelard. "Put this on. It will help you resist attacks against your inner fortitude, and against your mind. I also believe it will help you dodge threats, although not direct weapon attacks."

He stands back, waiting for one of the others to open the door.


Human Brawler 2 | AC 18 [T 13 FF 15] | CMD 17 | HP 22/22 | F +5 R +5 W +0 | Spd 30 ft | Init +2 | Perception +5 | SA: Martial Flexibility 4/day |

Abelard extends a bow to the cloaked stranger. "Why, thank you. It's even in my colour."

Right, time to keep moving. "Let's get this door open."

Abelard will open the door once we're all in place


The door creaks open - loud, but not so shrill as the scraping of the iron grate a moment prior. As the door opens into a dark, curving hallway, you begin to hear faint music. It sounds like pipes of some kind, echoing from deeper within the basement.


Human. Female Sorcerer (Maestro Bloodline). HP 7. AC12. T 12. FF 12. Fort +1. Ref +2. Will + 2. Init +2. Perception 0

Korva still has her lights illuminating the room, she tilts her head, trying to identify the music?

Perform(Sing): 1d20 + 7 ⇒ (11) + 7 = 18 If that can be used for it?


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

As the music echoes faintly through the hall, Alliszah's soft hum can be heard beneath it - her alto voice, surprisingly tuneful, follows the pitch of the pipes, committing the melody to memory. A pleasant song...but what could be playing down here? she murmurs, taking a step forward despite herself. We have little choice but to go and see, if we are to find the answers this place may hold.

Let's go forward down the passage!


A fifty-foot diameter pool of rancid, brown slurry fills most of this circular chamber. Chunks of plaster have fallen away, leaving ragged patches behind in the walls and ceiling and mounds of rubble on the floor. What wall space remains is decorated in crude drawings and symbols of sinister form. Greasy-looking chains run between four stout pillars rising from the muck and anchor to various points on the wall.

Map is updated, let me know what you're doing in this room.


M Human Vigilante (Warlock) 1 - HP 9/9 - AC 13, touch 11, flat 12 - Init +1 - Fort +1, Ref+3, Will +1 - Perception +1, Sense Motive -1

"Huh," Nightgaunt says. "From what I've heard of the Silver Ravens, I would not have expected one of their meeting rooms to look like this. Probably others have moved in since. We should proceed with caution."

He moves a few steps forward and looks around the room.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2


Male Human (Sanctified Slayer) (Infiltrator) Inquisitor 1, 9/9 HP- Init +3 - AC 16, touch 13, flatfooted 13 - Fort +3, Ref+3, Will +4 - Perception +6

"No kidding... this looks more like an abyssal cult's sacrificial chamber than a resistance cell base. Nobody spread too far out."

Onorix slowly walks around the room, taking care never to be too close to the liquid in the center of the room as he examines the drawings on the wall.

Apply knowledge checks as relavent to the symbols

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Arcana: 1d20 + 5 ⇒ (12) + 5 = 17

Local: 1d20 + 2 ⇒ (12) + 2 = 14

Religion: 1d20 + 6 ⇒ (17) + 6 = 23

Planes: 1d20 + 5 ⇒ (7) + 5 = 12

Nobility: 1d20 + 8 ⇒ (18) + 8 = 26


Onorix: You can tell by looking over the runes that they look as if someone was trying to create a portal to Hell. You can tell that they lack any power now, but they may have worked once, if only for a few seconds.


Female Tiefling silksworn occultist 1 | HP 10/10 | Init +2 | AC 14 (T 12, FF 12) | Fort +3 Ref +2 Will +2 | Perception +5 | Mental Focus [D: **] [E: x**] [I: x**] | Distortion - 5% miss chance
Skills:
Bluff, Disguise +2 | Diplo +6 | Intim +8 | Know (arcana, planes) +8 | Know (nobility) +9 | Perform (wind) +3 | Spellcraft +8 | UMD +6

Cautiously, Alliszah moves inside the curved wall, perusing the drawings on the stones. It's been a long time - who knows what could have moved in as the years have rolled on? I hope only that whoever it was, they did not find these supposed records first. Cautiously, she moves to peer past the pool's edge, keeping a step back from the edge and subconsciously grabbing on to the nearby chain as if to hold herself back from falling.


I don't want you guys to spend 5 days walking through the filth-room, so I just revealed the last bit of map. Feel free to move and explore, and I'll talk about what you find if you make Perception checks, either in the cistern room or in that back room (A7).


Human. Female Sorcerer (Maestro Bloodline). HP 7. AC12. T 12. FF 12. Fort +1. Ref +2. Will + 2. Init +2. Perception 0

What is this perception you keep talking about?

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