Jaisuns Council of Thieves PBP Experiment

Game Master Jason Schimmel


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The Exchange

F half-elf cleric

Aya turns to the group, "This chamber looks a little too unassuming. Someone want to check for traps before we start walking around?"

Were there any doors leading out of the chamber? What about doors on the second floor? Any that I could see from my vantage point?


Male Human Ranger 13 Mythic 1

During the water elemental dicuss Aaron states, "Let's not forget the lessons we learned in the Knot. Those elementals have been stuck here as long if not longer then the creatures who were in the Knot and while I have no idea if an elemental can lose it's mind I'd prefer to be very careful if we do release them. And I actually agree with Kragar I just don't want it to be our deaths instead of theirs." The putrid water elementals vortex attack still very fresh in his mind.

In the Council Chamber Aaron studies the mural of the night sky to see if it's accurate.

Do the flames match the Continual flame gems we have?


4-99 MAPS:
Aya wrote:

Aya turns to the group, "This chamber looks a little too unassuming. Someone want to check for traps before we start walking around?"

Were there any doors leading out of the chamber? What about doors on the second floor? Any that I could see from my vantage point?

From where Aya is standing she can not see if there are any other doors on the 2nd floor. She can see that there are no other doors on the 1st floor.


4-99 MAPS:
Aaron Burr wrote:

During the water elemental dicuss Aaron states, "Let's not forget the lessons we learned in the Knot. Those elementals have been stuck here as long if not longer then the creatures who were in the Knot and while I have no idea if an elemental can lose it's mind I'd prefer to be very careful if we do release them. And I actually agree with Kragar I just don't want it to be our deaths instead of theirs." The putrid water elementals vortex attack still very fresh in his mind.

In the Council Chamber Aaron studies the mural of the night sky to see if it's accurate.

Do the flames match the Continual flame gems we have?

The mural does seem to mimic the night sky, but the orientation is not current for the time of year.

I wouldnt say the flames "match", but the effect seems similar.


Actually instead of asking david i ask Karza if she sees any magic or anything else out of the ordinary... i am of course more then happy to have david check as well.


4-99 MAPS:
Alcibades wrote:
Actually instead of asking david i ask Karza if she sees any magic or anything else out of the ordinary... i am of course more then happy to have david check as well.

When you address her she snaps out of her mubbling haze, "Nothing...I see unusual here. The council chamber was always so peaceful..."

The Exchange

F half-elf cleric

Aya tells the group, "Thinks appear to be safe for now. This room appears to be just a room. Shall we explore a little?"

Aya enters and walks up to the table staring at the lantern.

Perception: 3d6 + 12 ⇒ (1, 1, 4) + 12 = 18


4-99 MAPS:
Aya wrote:

Aya tells the group, "Thinks appear to be safe for now. This room appears to be just a room. Shall we explore a little?"

Aya enters and walks up to the table staring at the lantern.

Perception: 3d6+12

It is a fairly nice lantern. The flames glow about as brightly as you would expect. As you get closer you realize they don't give off any heat.


I sit in one of the chairs and look around... perception 3d6 + 10 ⇒ (1, 6, 4) + 10 = 21

If nothing catches my eye i will look around from upstairs...3d6 + 10 ⇒ (4, 4, 3) + 10 = 21


4-99 MAPS:
Alcibades wrote:

I sit in one of the chairs and look around... perception 3d6+10

If nothing catches my eye i will look around from upstairs...3d6+10

Nothing stands out really. You climb the sweeping staircase to an upper level balcony that looks down into the chamber. On this floor is another set of double doors heading back north. The balcony allows you to walk most of the perimeter of the room and look down into the council chambers.


I will open the door that heads north on the second floor.

Perception 3d6 + 10 ⇒ (4, 4, 5) + 10 = 23


4-99 MAPS:
Alcibades wrote:

I will open the door that heads north on the second floor.

Perception 3d6+10

The double doors open onto an outdoor balcony. 30 feet from the door is a old rope bridge suspended over the inner courtyard. The balcony narrows to 10 feet wide and continues east and west. There are six normal doors along this narrower walk.

The Exchange

F half-elf cleric

Aya walks around and says, "It doesn't seem as if there's anything of consequence in here right now. Alcibades, do you see anything upstairs? Maybe we should move along?"


"There are more doors up here we should explore them!" I shout down to Aya and the group.

I will ask Karza if she sees anything odd of magical and will slow rotate so she can see all the doors. Once everyone comes up i will open the closest door.

Perception 3d6 + 10 ⇒ (6, 3, 2) + 10 = 21

whoops had to edited posted 2d10 ... frack


4-99 MAPS:
Alcibades wrote:

"There are more doors up here we should explore them!" I shout down to Aya and the group.

I will ask Karza if she sees anything odd of magical and will slow rotate so she can see all the doors. Once everyone comes up i will open the closest door.

Perception 3d6+10

whoops had to edited posted 2d10 ... frack

"miblere mumbler mirbel nothing."

The Exchange

F half-elf cleric

Aya goes upstairs to see what Alcibades is checking out.
PERCEIVE! - 3d6 + 12 ⇒ (3, 2, 1) + 12 = 18


4-99 MAPS:
Aya wrote:

Aya goes upstairs to see what Alcibades is checking out.

PERCEIVE! - 3d6+12

You are on a covered outdoor balcony. A rope bridge leads north over the enclosed courtyard. There are six doors along the balcony walk. 3 on the east end 3 on the west.

Alcibades in the first door you find a bedroom like those on the second floor of the northern building, It has a bed, a desk and a chair. An unlocked chest lies empty on its side on the floor. A single piece small of wood lies on the floor.

The Exchange

F half-elf cleric

"Alcibades, I'll check the bedrooms on the other side," Aya says as she continues to the set of 3 on the other side.

Perception Bedroom 1 - 3d6 + 12 ⇒ (6, 1, 5) + 12 = 24


4-99 MAPS:
Aya wrote:

"Alcibades, I'll check the bedrooms on the other side," Aya says as she continues to the set of 3 on the other side.

Perception Bedroom 1 - 3d6+12

Aya:

The other side contains 3 variations on the same bedroom. The 1st is empty except for furniture. The second contains the furniture you've come to expect and a you spot a cracked crystal dish on the floor next to the desk.
In the final room you find the furniture (which is all carved in a plant motif) and a pumpkin.


I'll do a quick search of the rooms on my side.

Perception 3d6 + 10 ⇒ (6, 1, 5) + 10 = 22
Perception 3d6 + 10 ⇒ (5, 5, 4) + 10 = 24
Perception 3d6 + 10 ⇒ (5, 1, 1) + 10 = 17


4-99 MAPS:
Alcibades wrote:

I'll do a quick search of the rooms on my side.

Perception 3d6+10
Perception 3d6+10
Perception 3d6+10

Alcibades:
Again in the first room you find a single slender piece of wood. Lacquered black. The second room contains the usual assortment of furniture brightly painted in a distinctly Varisian style. In the last room you note the bedposts have something like the comedy/tragedy masks carved into the tops and bottoms. Lying lifeless in the corner you see an odd little marionette.

I intend to take the marionette. First i closesly inspect it... i am prepared encase it is alive. If nothing seems strange i will take it and go back to the group and report what i saw.

OOC: I am sorta confused on layout. Are there any places on the 1st floor that we clearly haven't gone?


4-99 MAPS:
Alcibades wrote:

I intend to take the marionette. First i closesly inspect it... i am prepared encase it is alive. If nothing seems strange i will take it and go back to the group and report what i saw.

OOC: I am sorta confused on layout. Are there any places on the 1st floor that we clearly haven't gone?

No. Unless there are some sort of secret rooms you havn't found.

Layoutwise

There are two buildings. You entered the large northern building and have been slowly moving south. The second building is basically one big room on the lower floor which is mostly open to an indoor balcony level. The door on the second floor leads to an outdoor balcony that runs allong these 6 rooms you have just explored. It also has the bridge connecting the 2nd level of the two buildings.

XXX
XXX <- first area
XXX

<- inner courtyard
XXX
X <- current building.


Ok provided there are no secret doors are we done exploring the second floor as well?

Also, I don't know if this works but i have been through most of the 1st and 2nd floor and have seen a lot of the building from the outside. I would like to try to guage if there is an area that we haven't covered (meaning does it seems like there should be another room that we haven't been to base on the interior v exterior dimensions). Knowledge Engineering 3d6 + 11 ⇒ (2, 1, 5) + 11 = 19 knowledge dungeonering 3d6 + 11 ⇒ (1, 5, 4) + 11 = 21


4-99 MAPS:
Alcibades wrote:

Ok provided there are no secret doors are we done exploring the second floor as well?

Also, I don't know if this works but i have been through most of the 1st and 2nd floor and have seen a lot of the building from the outside. I would like to try to guage if there is an area that we haven't covered (meaning does it seems like there should be another room that we haven't been to base on the interior v exterior dimensions). Knowledge Engineering 3d6+11 knowledge dungeonering 3d6+11

It would seem you are done with exploration of the second floor. Based on the exterior and what you ahve seen of the interior there do not seem to be any areas of the building you have not gotten into.


Alright everyone i think it is time for the basement. We should keep an eye out for those dang toys!

Is there anything anyone needs to do to get ready?

I feel that the hard part is coming. If anyone needs rest or needs to buy something or ready there weapons now is the time.


Kragar crushes the marionette, just to be safe, after encountering enough sentient toys for one lifetime.

The Exchange

F half-elf cleric

Aya eyes the pumpkin suspiciously and leaves to rejoin the group. She reports back of the cracked crystal and pumpkin findings. If the group is ready to proceed, Aya agrees but warns that we may want to take some precautionary measures such as readying holy water or wearing our garlic (if it's not already on us). Also casting buffs would be a good plan.


I begin (hopefully with the rest of the grou) to head to the basement entrance that we attempted to seal off. I will keep an eye out for the 'Toys'.

Perception: 3d6 + 10 ⇒ (6, 5, 5) + 10 = 26


I assume the first circle of protection Aya cast is still working (it is 10 min/level).

"Aya, before we go down I suggest you cast a circle of protection evil on yourself or david. That way the people that are in melee range can stay close to krug and the back ranks can stay near you or david. Then we should get moving encase there is a vampire."


4-99 MAPS:
Alcibades wrote:

I assume the first circle of protection Aya cast is still working (it is 10 min/level).

"Aya, before we go down I suggest you cast a circle of protection evil on yourself or david. That way the people that are in melee range can stay close to krug and the back ranks can stay near you or david. Then we should get moving encase there is a vampire."

Yes I would assume it has at least another 20-30 minutes given the pace at which the party has been exploring and investigating. I assume Kreagar is Garlic'ed up. We can assume you make your way to the door which leads down. Nothing leaps out at you or tries to kill you as you proceed there.

Alcibades, there is no sign of the toys, but you do notice one of the privies is opened. you distinctly remember Aaron closing it.


Kragar stuffs his wand, potion of animal growth, and potion of enlarge person in his belt, and gets ready to smash something.

The Exchange

F half-elf cleric

Aya casts magic circle of evil on herself and readies her glaive for any nasties that try to mess with her.

"Should we check this privy out before we go down? Maybe we could cover it up or something?"


I start clearing the crap away from the cellar door. Once that is done i will proceed down. Once i get near the bottom i will look, listen, and then detect gollems.

Perception 3d6 + 10 ⇒ (2, 3, 3) + 10 = 18


Male Human Ranger 13 Mythic 1

Aaron collects up pieces of broken furniture and makes six wooden stakes. He also briefly checks for tracks from the toys starting at the door.

Survival: 3d6 + 13 ⇒ (5, 3, 5) + 13 = 26


4-99 MAPS:
Aaron Burr wrote:

Aaron collects up pieces of broken furniture and makes six wooden stakes. He also briefly checks for tracks from the toys starting at the door.

Survival: 3d6+13

The trail is hard to follow but yes it was the dolls. They appear to have climbed down the privies.


4-99 MAPS:
Alcibades wrote:

I start clearing the crap away from the cellar door. Once that is done i will proceed down. Once i get near the bottom i will look, listen, and then detect gollems.

Perception 3d6+10

You enter the basement with the rest of the party at your back. The stairs leading down are 10 feet wide. The basement is pitch black you are likely to be eaten by a grue. Do we have any light-sources already or do you need to light some up?


Male Human Ranger 13 Mythic 1

Aaron actives the Light spell on his sash, and looks around.

Perception: 3d6 + 11 ⇒ (1, 5, 3) + 11 = 20


4-99 MAPS:
Aaron Burr wrote:

Aaron actives the Light spell on his sash, and looks around.

Perception: 3d6+11

The 10' wide staircase leads down 60 feet. The 10 foot wide hall continues forward into the darkness. Near the edge of the light (30 feet from the bottom of the stairs) you can see there is a 4 way intersection. 5 feet from the bottom of the stairs on the north wall is a single door.

Obvious exits North, East


At the bottom of the stairs i detect golems. I also get out one of the continual light gems.


4-99 MAPS:
Alcibades wrote:
At the bottom of the stairs i detect golems. I also get out one of the continual light gems.

You are not picking up any golems.

The Exchange

F half-elf cleric

Aya cast light on her glaive and continues with the party.

Get Ye Flask


Kragar looks around, (with nifty darkvision),Perception: 3d6 + 7 ⇒ (2, 3, 5) + 7 = 17

The Exchange

F half-elf cleric

Perception (with glaive-light & half-elf vision magic)
3d6 + 12 ⇒ (1, 1, 2) + 12 = 16


4-99 MAPS:
Kragar "Krug" Skull-Smasher wrote:
Kragar looks around, (with nifty darkvision),Perception: 3d6+7

Aya and Kragar:
Your racial vision awesomeness allows you to see further down the hall. About 60' from the bottom of the stairs, past the intersection is a set of double doors on the southern section of the hall.

I catiously make my way towards the intersection and look both ways. I guess at this point it makes sense to ensure Aya is near the front in order to make use of her low light vision.

At the intersection..Perception: 3d6 + 10 ⇒ (1, 3, 6) + 10 = 20


Kragar moves up and searches the doors.

3d6 + 7 ⇒ (4, 1, 2) + 7 = 14


4-99 MAPS:
Alcibades wrote:

I catiously make my way towards the intersection and look both ways. I guess at this point it makes sense to ensure Aya is near the front in order to make use of her low light vision.

At the intersection..Perception: 3d6+10

You look down the north hall. It opens into a room about 25 feet from the intersection. You can make out a long wooden table or desk of some kind.

The southern hallway ends after 25 feet and you can see a door on the west wall of this hallway.


4-99 MAPS:
Kragar "Krug" Skull-Smasher wrote:

Kragar moves up and searches the doors.

3d6+7

You walk through the intersection past Alcibades and head over to the double doors. They seem safe, and unlocked. You glance around for a moment an realize the hallway opens up into a chamber. To the north on an upraised stage, gold, green and magenta mosaic tiles form an intricate glyph on the floor of this half circle chamber of a road vanishing onoto the horizon. The battered and blasted remains of a stone statue that may have once depicted a human adventurer lie scattered throughout the lower souther half of the room.

The room is about 20 feet wide and goes to the north for about 25 feet. The back of the room is semicircular. 15 feet into the chamber there are two 5 by 5 alcoves. one east and one west.


XperimentalDM wrote:
Kragar "Krug" Skull-Smasher wrote:

Kragar moves up and searches the doors.

3d6+7

You walk through the intersection past Alcibades and head over to the double doors. They seem safe, and unlocked. You glance around for a moment an realize the hallway opens up into a chamber. To the north on an upraised stage, gold, green and magenta mosaic tiles form an intricate glyph on the floor of this half circle chamber of a road vanishing onoto the horizon. The battered and blasted remains of a stone statue that may have once depicted a human adventurer lie scattered throughout the lower souther half of the room.

The room is about 20 feet wide and goes to the north for about 25 feet. The back of the room is semicircular. 15 feet into the chamber there are two 5 by 5 alcoves. one east and one west.

Kragar motions the others forward, steering clear of any of the glyphs for now. "Is this statue the same guy we were looking for before?"

Kragar ponders smashing up the glyphs, and is wary of any tricks at this point.

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