Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Kairon would have seen us go in and heard Illiam say to restrain him. He has rope.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Kairon moves into the room quickly, freeing the rope from its stay on his pack as he does so. He passes it to Illiam and says You can do it, or I can -- dunno why Goruck's takin' his sweet time gettin' here. :D

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I guess this would be a craft check?

Craft: rope restraints: 1d20 + 4 ⇒ (20) + 4 = 24

And if there's time...

Craft: thumb restraints: 1d20 + 4 ⇒ (3) + 4 = 7


Battle Grid

Actually, restraining someone with ropes is easy, you just say you're going to do it, and the DC to escape is set as the tying character's CMD, but in this case, since Illiam already rolled, and got a 20, I'll take the 24 instead. :D Still time for others to catch up or take other actions before Gurtlekrep wakes up. Essentially you each would have had time for two rounds worth of actions since Chillel's spell lasts for two rounds.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
The World Around You wrote:
Actually, restraining someone with ropes is easy, you just say you're going to do it, and the DC to escape is set as the tying character's CMD, but in this case, since Illiam already rolled, and got a 20, I'll take the 24 instead. :D Still time for others to catch up or take other actions before Gurtlekrep wakes up. Essentially you each would have had time for two rounds worth of actions since Chillel's spell lasts for two rounds.

There really should be a skill for it, too. Just like there is a skill (escape artist) that you can train to get better at escaping instead of just using your CMB. Survival would make sense as well, and I'd let a player use something like profession: sailor if they had it trained, since that involves a lot of knot-tying (and for Chillel, yes, part of the job is knot-tying, and the rest is not tying).


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Profession Dominatrix obviously.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok steps into the hallway and will just do his best to keep an eye out for any danger approaching.

perception: 1d20 + 1 ⇒ (3) + 1 = 4

But his 'flamy' hair keeps getting in his way.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Stepping in, Goruck ducks his head in a small bow. "My apologies, I simply did not trust my ability to quietly move."

Aiding Illiam with the restraints, the half orc glances about to see if any kobolds were missing their ally.

Perc-Watching all the things: 1d20 + 7 ⇒ (10) + 7 = 17

Sorry, new job is less than optimal for posting.


Important query: is a gag part of the restraint? I realize that by asking this question, I will, because all of you are smart, get a "yes, of course," response, but I felt the need to ask before proceeding anyway.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam has not gagged him, but it's entirely possible that someone else will.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Perhaps due to his own mask, or maybe a bad experience, Goruck works a loop of rope to function as a gag for the kobold. "The power to speak is the greatest of all, yet oft the most overlooked."


Battle Grid

The kobold who calls himself Gurtlekrep wakes up shortly after being restrained and gagged. His eyes open wide as he looks around at the circle of adventurers surrounding him. A small gurgle escapes his gagged mouth, then his eyes roll up into his head, and he passes out from the emotional overexertion. Everyone stands around staring at the tied, gagged, unconscious kobold. A few of the more empathetic members of the party feel a great swell of pity for the poor little dragon-kin.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok would feel some sympathy for him, but Dolok's not in the little room, so he doesn't know what's going on! He's still standing guard at the intersection of hallways.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Seeing that the kobold's incapacitation will continue a bit longer, Illiam takes the opportunity to gingerly step over him, being careful not to make a sound that might wake him, and checks the adjacent room to make sure there are no nasty surprises waiting there (using his skeleton key to unlock the door, if necessary).

Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
Stealth: 1d20 + 13 ⇒ (11) + 13 = 24
Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Battle Grid

The door to the adjacent chamber is open, and Illiam finds a very rustic bedroom. Two beds, both that appear to have been slept in recently, are the only furniture, but looking under the beds reveals a small chest. Illiam easily picks the lock on the chest and opens it to find a well crafted masterwork artisan's tools set of stonemason's tools, about 62 gold pieces worth of assorted coinage, mostly silver and copper, and one decent sized, and seemingly flawless ruby. Something about the cut of the ruby niggles Illiam's memory; he's definitely seen that exact shape before, but where...

I know this isn't how the game works, but I find it fun sometimes, when a character knows something, and the player might have to sit and guess for a while before they figure it out. If you roll a an INT check DC 15, Illiam will "remember" where he's seen that exact cutout before. :) Anyone can roll it, but Illiam would have to show them the ruby first. ;)

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I think I know, but...

Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Battle Grid

After spinning the ruby around in his dexterous fingers for a bit, Illiam suddenly remembers that the anvil shrine in the fore of the old monastery's chapel had cutouts of this exact shape. Hmmmm interesting.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel waits quietly, poised for action should a threat arise.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam checks the treasure and the room with Detect Magic as he shoves the coins into his pocket.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Unless a party member calls for him or there is some commotion to attract his attention, Dolok will just continue keeping watch in the hallway.

Spottin down the hallway/listening out in the courtyard/working on the railroad ...: 1d20 + 1 ⇒ (5) + 1 = 6

Dolok begins to wonder if maybe he should have his hair trimmed back some?


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Unaffected by the kobold's plight, the half orc removes his bulk from the room to allow Illiam and Chillel's keen eyes an opportunity to search the room. Seeing Dolok down the hall, Goruck starts sweeping the area for anything they might have missed.

Perc-I spy with my little eye: 1d20 + 7 ⇒ (6) + 7 = 13


Battle Grid

The only thing that glows with the tinge of magic is the ruby that Illiam just picked out of the small treasure chest, the aura is faint, but still there.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

We got no time to lose, people -- if this one can tell us where to find the kids, we need to know it. Wake him up again, and somebody talk nice to him. I'll pass a bit of Sarenrae's grace to one of you to help, but I'm not likely to be able to speak clear enough to him . . . .

Kairon will cast guidance on our diplomat (Dolok?), as the group thinks best, and again upon himself in case we need a "bad cop".

After calling upon the Dawnflower's power for himself and an ally, Kairon settles down on one of the beds and prepares to sharpen his scimitar's edge. He positions himself to have clear line of sight to the kobold while he works.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

A kobold probably only speaks Draconic, which would mean that it's up to Illiam and Chillel.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illliam tries to identify the magic before returning to the others.

Kn: Arcana: 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15


Battle Grid

The aura of the ruby is from the conjuration school of magic, but Illiam realizes that the ruby itself isn't magical, rather it is a necessary item for triggering the completion of a spell somewhere else. His most likely guess is that placing the ruby into one of the open slots in the anvil in the chapel releases some form of conjuration magic, probably healing magic.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Returning to the others, Illiam holds up the ruby and says Found this. It's from the anvil in the other room. Best I can tell, it looks like it will release some sort of healing magic if we put it back. He's also got a good-looking set of masonry tools, if anyone's interested.

Illiam then searches what the kobold has on him, removing any weapons he may be carrying and looking for concealed blades and anything else interesting he may be carrying.

Perception take-20: 20 + 3 = 23


Battle Grid

Illiam is very pleased he took the time to search the unconscious kobold, because in addition to the shortsword sheathed at his side, the industrious halfling found four hidden daggers in various compartments of his leather armor, a potion that looks very much like a healing potion of some kind, and a masterwork set of thieves' tools also hidden in a "secret" compartment of the kobold's leather armor.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Looks like he's a sneaky one. We'll need to keep a close eye on him... Shall we wake him up and see what he knows?


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

No reason to wait. Let's do it.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

A sneaky foe is a dangerous foe. A blow seen can be deflected or absorbed, but a surprise assault often cripples. Nodding his agreement, the massive half orc returns to the room he previously was in. Trusting those versed in the art of oration, he does his best to provide a menacing air and observe the behavior of their captive once he is awoken.

Intimidation-He's a big'un: 1d20 - 1 ⇒ (18) - 1 = 17

SM-Poker face: 1d20 + 7 ⇒ (2) + 7 = 9


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok, having no idea what is going on in the room, turns and whispers loudly down the hall towards them, "What's going on you all? What are you doing?"

He will also try to pull the hair away from his eyes and keep an eye out for any approaching danger.

Any meanies lurking around?: 1d20 + 1 ⇒ (5) + 1 = 6

Really? 3 Perception checks now and the HIGHEST I've gotten is a 6 total? GGGRRRRR!!!!! - Well, at least it's clear I'm not cheating! :P

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Well, let's get to it... Illiam takes out his canteen and pours some water of the face of the unconscious, bound and gagged kobold to force him awake.


Battle Grid

I'm going to move things along here because the back and forth of an interrogation is not something that PbP is conducive to. These are some of those moments that I personally love to roleplay at the table, but here? Meh.

After shocking Gurtlekrep awake with a jolt of canteen water, the group found him to be extremely cooperative, if a bit hesitant. Part of the skulky kobold's hesitation centers around the threats of death from three separate, but in his mind equally frightening and powerful members of the his tribe, the Truescale tribe. First of the prominent characters that threaten his life if he disobeys is their king, Merlokrep, first of his name, all-mighty dragon king. Second in line would be his mate Vreggma, who, from what the group could gather actually wears "the crown" in their relationship. Third on the list of those who can cause imminent death is Jekkajak, the tribe's absent-minded shaman. It was the words of this Jekkajak that caused the kobolds to go seeking, what he refers to as "pink-skin" sacrifices to appease their god and stave off a prophecy of their destruction. Thankfully Gurtlekrep was privy to some information that assuaged at least some of the group's fears. The sacrifice of the children is not set to take place until Jekkajak can research and remember the proper method to kill them, the method that will appease their god, and leave them clear of their prophecy of destruction. Gurtlekrep apparently feared immediate death at the hands of the "war-men" and lady standing around him, more than the threat of death from the triumvirate of Truescale power. He even willingly described in detail where the hidden entrance to the kobold's warren is, secreted among the rubble on the ancient monastery's northeast side, adjacent to the dwarves' old prison. Conspicuously marked with the number 12 on the map. Gurtlekrep freely offered all this information in exchange for two promises. Promise the first, don't kill him. Promise the second, kill Merlokrep, Vreggma, and Jekkajak, all those that would kill him if they found out he betrayed them. So, Gurtlekrep, the surface scout, turned out to be a rather intelligent kobold after all...


If there is anything specific that anyone wants to know that was not covered in my quick-hit interrogation narration, please let me know, and I'll answer it to the best of Gurtlekrep's knowledge.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam asks about the layout and dangers of the lower level. To encourage honesty, Illiam will write down an account of Gurtlekrep helping them, in Draconic, and keep it on his person, so that if they are defeated, the others will know that Gurtlekrep helped them, so that he will have a vested interest in them succeeding.


Illiam Taal wrote:
Illiam asks about the layout and dangers of the lower level. To encourage honesty, Illiam will write down an account of Gurtlekrep helping them, in Draconic, and keep it on his person, so that if they are defeated, the others will know that Gurtlekrep helped them, so that he will have a vested interest in them succeeding.

That's downright Machiavellian... Dastardly and sinister. I love it. :D I'm going to have to do a bit of thinking to decide what Gurtlekrep actually knows about the lower levels, both of the modules are rather vague on that point. I'll wait to see if any other PCs have unanswered questions for him, while I mull over what exactly Gurtlekrep knows about the hazards in the lower level(s).

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Btw, the note will not include details of what he tells us about the level below, which he could point to to show that he was tricking us if he lies about them, but it will include a falsified account of him spying for us for some time,
and helping when we killed the worg and others when we were here last time.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Standing with his blade resting on his shoulder, Goruck frowns beneath his mask. Perhaps I should give thanks the creatures lacked the clarity of memory. Irori only gives advice, not intervention after all. Upon hearing the terms, the half orc gives the kobold an unblinking stare, his eyes as cold and emotionless as the stone upon his tusks. "If these words are dipped in subterfuge and born of lies," the swordsman gestures with his blade, small fist sized clumps of earth trailing the weapon, "know nothing shall stop me. If you speak true, rest assured they shall perish."

Sheathing his blade, the half orc turns to Illiam. "Do you suppose that skeleton we found was a scout, caught in a situation beyond it's skill?"

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Just to clarify, what language has the conversation with Gurtlekrep been taking place in? Does he speak common, or only draconic?


Only draconic, so those that speak draconic would have to have been translating for those that don't. Good question.


Battle Grid

Following Goruck's intimidation, and Illiam's devious plan to keep a record of Gurtlekrep's help written in draconic on his person, the group's bound prisoner wracks his brain for every conceivable piece of useful information, then relates the following.

There are two levels below. The first level, closest to the surface, is the basement of the monastery, and still holds some of the dwarven secrets. The kobolds, generally, avoid this level unless sent there on some specific task, which does happen at Vreggma’s request, on occasion. The reason this level is avoided is that it is inhabited by various monsters that the kobold’s know better than to fight, a grick, some giant lizards, "flappy-winged devils," but the most feared of all is Glintaxe’ ghost. A fearsome spectral dwarf who floats through the hallways melting anything and everything that dares to get close to him. He’s recognizable immediately because of the sound of sizzling stone that surrounds him, and the glow of his magic axe which precedes him.

The kobolds have figured out the safest way to get to the lower levels is to take the western hallway, that is immediately adjoined to the obelisk chamber at the base of the stairs. The hallway runs north and south almost the entire length of the cellar, running right through the dwarves’ old dining hall, and then turning back east just before the entrance to the dwarves’ ancient tomb. They then follow the hall all the way to its conclusion at the double-door entrance to the “prayer-place.” Going from there north leads right to an old elevator shaft and the caves to the lower levels.

The caves and caverns of the lower level are dominated by the Truescale kobolds. Housing their hatchery, the kennel for their Slurk mounts, living quarters, training quarters, and the king’s throne room. Though, Gurtlekrep warns, there have also been occasional monsters showing up in their dominion, apparently having wandered up from secret entrances that lead deep within the mountain...

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam doesn't entirely trust the kobold's words. If it's true that there are dangers below unrelated to the kobolds, which they try to avoid, it could be in his interest to send them through the most dangerous of them, hoping it will stop the group before they reach his kin, leaving their bodies where the note would not be found.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Mae hyn yn y ffordd y byddech chi'n mynd? Efallai dylem anfon i chi ymlaen llaw, yn dal clymu swyno'n, i gwrdd ag unrhyw beryglon yn gyntaf.

Sense Motive: 1d20 + 0 ⇒ (18) + 0 = 18

Draconic:
This is the way you would go? Maybe we should send you ahead, still tied up disarmed, to meet any dangers first.

Illiam also tries to think of what kind of ghost would melt things in proximity to it.

Kn: Religion: 1d20 + 8 ⇒ (14) + 8 = 22


Battle Grid

That Illiam is distrustful of a skulking rogue kobold is understandable, but so far as he can tell, Gurtlekrep is telling the truth. At Illiam's suggestion that Gurtlekrep go with them, tied up, he hesitates a moment, but then shrugs his shoulders and says, "Os ydych chi eisiau, iawn. Big rhyfel-ddynion yn cadw Gurtlekrep ddiogel, yn gwybod."

Draconic:
If you want, okay. Big war-men keep Gurtlekrep safe, he know.

Thinking hard, and having a fairly decent knowledge of various specters and ghosts, Illiam can't come up with any type of spectral undead that has the power to melt corporeal objects in it's proximity... Is it a unique kind of undead, somehow spawned by Droskar to protect his ancient hall? Or, perhaps it isn't really any kind of undead after all. Might be the only way to find out is to get in close enough proximity to see Glintaxe for himself.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam is satisfied that the route Gurtlekrep suggested is in fact the best one, at least to the best of the kobold's knowledge. He asks the others if a ghost that melts stuff makes sense to any of them, and suggests that it might not actually be a ghost. From Mended's description, I don't think it's really an undead. You all might want to roll any other knowledge you have trained, might get lucky.

Kn: arcana: 1d20 + 9 ⇒ (6) + 9 = 15
Kn: local: 1d20 + 8 ⇒ (2) + 8 = 10

Other than that, I think I'm ready to proceed if you guys are. I don't actually think we should take him along, but I'm willing to listen to arguments that we should. Also, if I want to save a spell slot for Keep Watch, I only have two other spells left today (Color Spray and Silent Image), so I think we're going to need to find an opportunity to rest before we finish this one. Just keep that in mind. Two levels of dungeon sounds like a lot of encounters left to go, even if we bypass most of it.


Illiam Taal wrote:
From Mended's description, I don't think it's really an undead. You all might want to roll any other knowledge you have trained, might get lucky.

cough, cough dungeoneering, cough, cough

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:
cough, cough dungeoneering, cough, cough

Well, Illiam doesn't have Kn: dungeoneering trained (yet), but that's enough of a hint for me to figure it out :P

Edit: doesn't look like anyone has Kn: dungeoneering trained, and I'm sure the DC is higher than 10, so let's just move on. It will be interesting if/when we encounter it, i guess.

Edit2: Also noticed that most of Goruck's skills say he has a bonus of 0, but all of his ability modifiers are +1 or better. I guess the 0 is just meant to show that it's untrained?


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Pondering over the information given, Goruck begins to consider plan to ensure his friends survive. If this 'ghost' truly melts stone, perhaps my recent connection to the stone can give us an early warning. It doesn't seem like an apparition, and the masters always said to know thy enemy. Though flappy wing devil is undefined, perhaps ensuring the magic oil is at the ready for a counter. Adjusting his gear to ensure he can access his equipment at any moment, the massive half orc rolls his shoulders, the loud pop muffled by his armor. "Has the cunning you wield so expertly given us any plans?"

KN: Dungeoneering-Wisdom from the past: 1d20 + 2 ⇒ (10) + 2 = 12

I actually can roll Dungeoneering due to my trait, so long as I am identifying aberrations :D Same for the zero's, my drawback gives a malus of 2 to any untrained skills. As for the kobold, I'm indecisive.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Goruck of the Stone wrote:
I actually can roll Dungeoneering due to my trait, so long as I am identifying aberrations :D Same for the zero's, my drawback gives a malus of 2 to any untrained skills. As for the kobold, I'm indecisive.

In that case, you might want to roll on the Grick as well.

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