LegitGM's The Swiftblades Cavern (Inactive)

Game Master LegitName

The city of Pinehollow is under attack! The PCs must retrieve three magic weapons from a legendary cavern in order to save the city.


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Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Sadly I don't not think that we are flanking

Hit: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

"Bloody hell, shoot 'em again like that lass!"


Drahz, your attack is unnecessary as both elementals are dead before it can get to you.

Sorry guys Vira will be better at using her sneak attack from now on... I should have had her take a 5 foot step...

Vira looks down the hallway. Someone better tend to the raven. But what then? The two options I see are to see what's behind another door or follow this hallway and collect all the little brown gems.

If you look down the hallway, you see a little brown gem nestled neatly in the ground ever 10 or so feet.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Cure Light Wounds: 1d8 ⇒ 1
Cure Light Wounds: 1d8 ⇒ 5

Drazh grunts as he walks over to Raven and starts praying to his god. The wounds slowly start to mend. After half a minute Drazh stands and lets out a sigh. "That's all that I've got in me."

The judgement I used only lasts until the end of combat. So I believe that Drazh healed himself for 2 wounds. He is down to 9.

"I recommend we hole up. Get some rest, eat something. Wait until I can commune again before we venture any further."


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Drazh, CLW is 1d8+1, right?

I think I have one spell left. I will case Cure Light on whomever is the worst injured.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

"Thanks for your help, Drazh, let me return the favor.

Maybe we should take this opportunity to sell some of these gems. Maybe we'll have enough to buy ourselves a wand of Cure Light Wounds so that we can keep going longer."

Ebonfeather will summon some Light down by the shinies and look around for any traps.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

"Thank ye, and a good idea. If we could find one...Vira, do you have any in stock that we could offer you a fair offer on?"

Aye, it's +1. So you were at -1, and were healed for 8. Bringing you to 7HP. I was down 5HP, and you healed me completely."


Vira laughs. I haven't touched a wand in years, ever since The Incident. But if my resources are correct, we should find some if we head down the hallway. What do you guys say?


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

If there are no traps discovered by my Perception roll above, I plan to head down the hallway and start grabbing the gems.

Barely able to hide his enthusiasm, Ebonfeather scurries down to the first gem and grabs it from the ground.

"Ooh... shinies!"


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

Umberto sheathes his greatsword and picks up his Lucerne hammer. He follows Ebonfeather a few feet behind and shines his lantern to light the way.


There are torches every 20 ft. or so. That provides normal lighting.

As you go, you collect 10 of the mysterious gems. Eventually you come to a door like the one you entered the hallway through.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Ebonfeather casts Detect Magic on the gems.

He will then check the door for traps.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

If trapped or locked, Disable It Disable: 1d20 + 8 ⇒ (8) + 8 = 16

Afterwards, open the door.


The gems just look like ordinary gems. The door is trap free (perception seems to be the one thing we're good at rolling). The door swings open when you touch it, revealing a room full of magical artifacts.

The wall on the left is lined with short wands. The wall to the right is lined with long staves. The far wall has a door in the middle, but to either side there are rods. In the center there is a table covered in rings.

All of the aforementioned items come in varying shapes and sizes and materials

My sources made it sound like this room would be full of weapons useful to our cause. Vira says, clearly disgusted by the amount of magical artifacts present.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

"Wha.... All of this was guarded by a few measly earth elementals? Where do we even start?

I have no skill in identifying magical items. How about you, Drazh?"

Ebonfeather will use Detect Magic to look for a wand that radiates conjuration magic, assuming that it will probably be a Cure Light Wounds wand.


Through the wonderful knowledge (arcana) skill, you are able to detect three wands that are from the conjuration school.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

What does everyone think we should do? This stuff is probably pretty awesome, but since nobody has and ranks in Spellcraft, we aren't going to be able to identify it. We could gather it all up and look for someone in town to identify it. I am a little hesitant to just zap myself with an unknown wand, but I will if you guys want.

As a matter of fact, as the GM just pointed out, you need Knowledge (Arcana) to determine the class of magic and neither of us has that either, so I didn't even figure out the 3 wands mentioned above.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

"Looks like a trap to me. All probably cursed. A few measley elementals that we killed with mundane weapons. No locks. No traps. If this was legit it'd be worth more than everything we own, have owned, or ever will own. Not even hidden, like they want to be taken. I, for one, won't fall for this obvious trick."


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

"I agree. Let us be wary. We may take a few of these items with us, but refrain from using them until either we identify them or we are desperate for a miracle."


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

"I agree, it is highly suspicious.

Is there anyone in town who can identify them?

If even one item is real, it will be worth it to go back to town for an hour or two.

How about just the wands and rings for now?"

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

"I wouldn't even in touch them. But...Vira. What say ye? This is just a short walk from yer den o' thieves, with guardians that could easily have been taken out at nearly any time. Why hasn't this place been looted long ago?"


I never order my underlings down here, as I don't wish to be down here myself. But they, being the thieves they are, ignore me quite often. Magical weapons of all sorts have been obtained from this room time and time again, and then misused by us underground dwellers - and no, they are not cursed. Time and time again a wizard or sorcerer of some sort westled a wand free and used it against us. Magic has never been a strong point for the thieve's guild. Anyways, there is always fresh elementals when they come down here. And about going back to town, I do not believe we have time. My spys put the orc's arrival time to be early tomorrow morning. Time is of the essence. We must get to the vault and get the weapons so we can save the city.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

great... A plethora of magic items and no idea how to figure out what they do... Guess we did need an arcane user after all.

Well, what do you suggest then. Should we simply start zapping the wands at ourselves randomly? I don't like the sound of that.


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

Umberto asks Vira, "Do you know from experience which potions are for healing?"


It's random. I say we grab a few and head on. If the time comes, then we zap our enemies and see what happens. Or one person could go to town and find someone to identify the magic items.


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

Umberto shrugs his shoulders and grabs a couple of rings. He puts one on a finger on each hand.


F Human Bolt Ace 1 | hp 12/12 | Init 5, Per 7 | AC 16, T 13, FF 13 | Fort +3, Ref +5, Will +3 | MW Light Crossbow +5 (1d8-19-20x2 Rg80ft), Rapier + (1d6-1-18-20x2,P)
Tracked Resources:
Bolts 36/40 | Grit 3/3
Status: None

Daphne will do the same. Grab two rings, put them on and see what happens. Being who she is she also shrugs and puts two wands in her pack.

She is kind of the carefree swashbuckler type so there is no way she could pass this up.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Drazh will hesitate to watch what happens to the others before doing the same.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Sure, what the heck.

Ebonfeather will grab two rings and 3 wands.


F Human Bolt Ace 1 | hp 12/12 | Init 5, Per 7 | AC 16, T 13, FF 13 | Fort +3, Ref +5, Will +3 | MW Light Crossbow +5 (1d8-19-20x2 Rg80ft), Rapier + (1d6-1-18-20x2,P)
Tracked Resources:
Bolts 36/40 | Grit 3/3
Status: None

I bet this is a terrible idea. I love it.


Any sane pathfinder player would probably have a heart attack if they saw this. Exactly the kind of moves I love.

The rings do nothing as you put them on, as you do not have the command words (sorry, it's the rules).

That was great. Now, let's move it! Orc army, hitting town tomorrow. Got to get to the vault and retrieve those magic weapons so we can save the town. Vira says.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Guess I can always take ranks in Spellcraft at 2nd level... Nobody wants a staff or rod?

"Well, I guess they aren't cursed at least. Maybe?

Let's hope we can figure out how to use these wands if we need them"

Ebonfeather checks the southern door for traps and opens it.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

Umberto takes a couple of rods for good measure and puts them in his backpack. "Let's hurry up and find the magic weapons. I don't want to miss the battle for the town."


The door swings open, revealing an extremely grand, large, entryway. On the far wall there is a grand door with writing in four different languages. Above the door is a small marble balcony with marble stairs that descend down the sides of the room and come to the floor to your left and right. On the balcony (right above the main door) is a smaller, more ornate door.

Nice entrance hall. Well, we better get a move on. Big door or little door? Vira asks.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Do we know any of the languages of the writing?


No, none of you recognize any of the writing


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

"The small door is probably safer"

I can't find a way to identify a particular language. However, just in case

Linguistics: 1d20 + 6 ⇒ (9) + 6 = 15

Check the stairs for traps
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
... and the door ...
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Then, open the door.


Sorry for the late reply.

Hey Ebonfeather, want to know something about linguistics?
"Whenever you put a rank into this skill, you learn to speak and read a new language."
Taken from this link

And it looks like you have 5 ranks there?

Anyway, you don't get anything from the linguistics check.

As you approach the stairs, a man wearing a brown robe steps out of the tiny door and onto the balcony. Hello. He says. My name is Terran. How may I be of assistance?


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Tengu get +4 to Linguistics as a racial trait, plus 2 languages per rank. I was just hoping to try to figure out what languages they were. I figured that wouldn't be possible...

Jumping in surprise, Ebonfeather exclaims
"Caw! *cough cough*

Er.. Hello there, Terran. I am Ebonfeather. We are a party sent by the town to gain assistance against a coming invasion of orcs.

I must say that we didn't expect to find anyone down here. Is this your home?"


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

Umberto quietly observes the interaction, amused and curious to find Terran dwelling beneath the town.


This is the entrance hall to the Arcane Lodge. Terran says, motioning towards the large door below him. This, he says, pointing towards the door through which he came, is just a tiny closet where I or my siblings relax, waiting for visitors to attend to. Speaking of which, Aquana is late for her shift. Did you happen to see her on your way here?

Let me guess - young, bubbly girl who wears flowy dresses that are very blue. Vira says sarcastically.

Pretty much. Terran says, clearly taking Vira's comment literally.

Any of you guys following march madness? My friends convinced me to do a bracket although I know almost nothing about basketball.


F Human Bolt Ace 1 | hp 12/12 | Init 5, Per 7 | AC 16, T 13, FF 13 | Fort +3, Ref +5, Will +3 | MW Light Crossbow +5 (1d8-19-20x2 Rg80ft), Rapier + (1d6-1-18-20x2,P)
Tracked Resources:
Bolts 36/40 | Grit 3/3
Status: None

"You relax in a closet?"

I always make a bracket but I know pretty much nothing.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

Not a basketball fan. I tried a bracket a few times but never had any fun with it.

"We have not seen anyone in these tunnels until meeting you, although we did have to fight our way through some elementals.

The Arcane Brotherhood, you say? What is the purpose of this organization? Are the magic items through that doorway owned by the Arcane Brotherhood?"


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

"And do you know what these are?" asks Umberto, holding up his rings and rods for the mage to see.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Drazh kept his mouth shut, as he was about to start yelling at the mage. He didn't trust mages as a rule of thumb, least of all those who secretly hid beneath sleepy little human villages...


You must have come through the storeroom. We keep a few elementals there to keep out burglars. They tend to be a little angry when they see weapons. He looks at the rings and rods that Umberto is showing him. Those rings look like minor rings of protection. And that rod looks like a rod of ice. We have a master magic item identifier. He is included in the basic membership.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

"Now hold on a bloody minute. I want some answers! What...what the fook is goin' on 'ere?! Magic items be rare and very expensive. A single ring like ye jus' said costs more than a suit o' the finest dwarven fullplate armor. An'...bloody hell! This is jus' a wee little manling town. 'aint nothin' special 'bout it far as I e'er heard. So who be ye that be hidin' 'neath this place?"

He then turned to Vera. "An' ye! Yer wee hideout be jus' a hop an' a skip from this place. What's yer bloody game in this that ye jus' forgot to tell us 'bout an ENTIRE ENCLAVE O' BLOODY MAGES right by yer lair?"

Sense Motive on Vera: 1d20 + 7 ⇒ (7) + 7 = 14
Sense Motive on the Mage: 1d20 + 7 ⇒ (7) + 7 = 14

Well at least my dice are consistent!


F Human Bolt Ace 1 | hp 12/12 | Init 5, Per 7 | AC 16, T 13, FF 13 | Fort +3, Ref +5, Will +3 | MW Light Crossbow +5 (1d8-19-20x2 Rg80ft), Rapier + (1d6-1-18-20x2,P)
Tracked Resources:
Bolts 36/40 | Grit 3/3
Status: None

Daphne holds her new rings out silently, not saying anything, hoping for some information.

She clears her throat if ignored.

For some reason she doesn't want to show the wands.


Terran remains calm as the dwarf yells. That is just backup storage. We keep the real artifacts in a much more secure location. As for our location, we are quite well known among the magic community - which you, evidently, are not a part of.

Vira looks offended. Mr. Anviltamer, calm yourself. These mages are... good... people. Most of them. Besides, usually they have some sturdy fire elementals guarding their lodge. Guess Ignos is off duty right now?

Terran smirks. Ignos's gaurds may be strong, but he is very reckless. Then he turns to Daphne's rings. The first ring appears to be a Ring of Nothing. As far as the magic world knows, they do... nothing. The other ring appears to be a ring of protection. But as I said, identification of magic artifacts is not my specialty.

May I interest you artifact-laden travelers in a basic membership? It includes access to the Ballroom, Identification Master, and all-you-can-eat buffet.


Male Tengu Hunter 1 | HP 9/9 | Init 5, Per 9 | AC 17/14/14 | 34 arrows |
Mushroom:
HP 17/17 | Per +3 | AC 19/11/18
Spells:
0 - Detect Magic, Light, Spark, Flare; 1 (0/2) - Cure Light, Faerie Fire; Summon Nature's Ally I

"What do we need to do to gain membership?"


Basic membership costs one minor magic artifact per month. Clearly, your party has sufficient funds.

My home team is in the elite eight AND they play my band teacher's home team tonight.


Male Human Fighter 1; Perception +0; Init +1; hp 15/15; AC 17 (SoS: 21), T 12, FF 16, CMD 14 (SoS: 18); F +6, R +1, W +0

"One minor magic item per group per month?" asks Umberto.

"That seems more than reasonable," he thinks, "especially given that we stole these magic items."


F Human Bolt Ace 1 | hp 12/12 | Init 5, Per 7 | AC 16, T 13, FF 13 | Fort +3, Ref +5, Will +3 | MW Light Crossbow +5 (1d8-19-20x2 Rg80ft), Rapier + (1d6-1-18-20x2,P)
Tracked Resources:
Bolts 36/40 | Grit 3/3
Status: None

"Per person? Well it sounds like only one of us needs to join your club anyway."

"Who feels like hanging out with a bunch of mages?"

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