Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


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So not downstairs. That leaves north or west. What intrigues you more - the ropes (north) or the door (west)?


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Lalandar, looking at the group states I suspect a trap with the ropes but the doors could easily be traps too. I would look in the open room first, where those ropes are. We can use the fire to make torches if we desire.


M Elf 4 Rogue

Sounds as good a way as any.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

detect traps first on the ropes?

Assuming we all agree, Lalandar will do a Perception check with the help of the torch, assuming no one disapproves of the torch use Perception: 1d20 + 8 ⇒ (13) + 8 = 21


You can use the fire to light a torch or Jaonos can cast light on something that you carry as a torch - that has the benefit that if you don't have Jaonos in the future, you still have a torch that can be lit with mundane means.

That's a good roll, but I assumed the rogue would make it.

It's quickly apparent that the ropes are slack and no threat. In fact, they are attached to battered buckets. Getting closer, you see the low wall is in fact surrounding a well. The buckets are apparently used to dip water from an underwater stream that you can see flowing below thanks to the light of your light source.

An opening in the northwest corner of the room leads away. The room is otherwise empty of anything significant - dust and a bit of trash are the only real decorations other than three empty torch sconces mounted on the walls.


Male Elf cleric of Iluvitar /4

This well can't be the only water source or they would have gaurded it more fiercely. Even goblins know the value of water.


Conn shrugs, ”Maybe. In the time I’ve been here, this is the first time anyone’s tried to invade their space. We fight in the courtyard a little, skirmish in the woods a lot, and clean up after their failed invasions some mornings. I wouldn’t say they are smart or dumb, but I wouldn’t say we’ve tested their defenses, either. Why does it matter if they have other water?”

You are in the water well room. The battle site around the campfire is south of you. You have three unexplored passages and the possibility that your battle was noisy enough to draw attention. You might not have all day to decide what you’re going to do, but it’s only been a couple minutes since the battle ended.


M Elf 4 Rogue

I don't figure on waiting for them to die of thirst. Which hole should we check next?


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Still wouldn't go down until we've cleared here..


Ferrum grunts his assent, nodding. "Maybe they were guarding that hall where you saw the door. Didn't seem to care about this room, eh?"


M Elf 4 Rogue

Bose Nods, Makes sense to me big guy. I wasn't intending to go swimming. Let us be on our way?


Lacking input to the contrary, I will assume you are headed toward the door in the marching order provided for the original entry to this area. If I don’t hear alternative plans by Monday when I have time to post, I’ll move it forward thusly.


Moving forward down the hall that the goblins appeared to be guarding, the party finds the door previously noticed by Lalandar on the left (south) side of the hall. A small alcove across from it (on the right, or north, side) has a second door.

Until told otherwise, I assume Bose is leading with Frenhir defending (thus staying close), with Ferrum and Alfren in the second rank and allowing them some room so they don't spoil any stealth rolls, followed by Jaonos while Lalandar and Conn bring up the rear. Ferrum has his falchion in hand while Alfren and Conn carry loaded crossbows.

Stealth rolls if you are sneaking, please! And tell me what you want to do about these doors - pass them by, examine them, barge in without knocking?

Oh, and are you still relying on the torch-like light of Jaonos' dagger?


M Elf 4 Rogue

stealth: 1d20 + 9 ⇒ (9) + 9 = 18


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

In a whisper we should check all these doors. If Ferrum was right, might be at least some valuables here.

Stealth: 1d20 + 5 ⇒ (5) + 5 = 10


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Perception 1st door: 1d20 + 8 ⇒ (20) + 8 = 28

Perception 2nd door: 1d20 + 8 ⇒ (1) + 8 = 9


Reading my description, I left out an important fact that I don't know if I mentioned earlier - the hallway continues past the two doors and turns left.

Ferrum, knowing he's the only one with darkvision, steps up to the corner past the two doors and takes a position as a lookout while the others examine the doors.

Which door is first? North or South? I will also give others a chance to examine, especially if the trapfinder wants to take a look.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

1st door to me was the one not in the little alcove.


Lalandar:
Very good. Nice roll. The south door does not have a lock and there doesn't appear to be any light coming from the other side. No traps are apparent to you, but that's really not your forte, so it's understandable if you want the rogue to take a look before you try to open anything.

Listening at the south door, you hear nothing from within. Because that roll was so high, I will offer that you do hear faint voices, probably speaking in goblin, in the distance echoing down the hallway beyond Ferrum. They do not seem to be very close and do not seem to be getting closer at this time.

The north door does not have a lock, either, and you do not see light emanating from the other side of it. No traps are apparent, yada, yada, yada. Listening at this door, you hear nothing from within.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Peering at the door, Lalandar freezes and in a whisper shh, I hear goblins I think down the hall. Be aware Ferrum. I don't notice anything around these doors but that last trap makes me wary. Someone else want to take a look before we explode.. er, I mean explore?

GM:
I can't understand the goblins can I? And in case the trap finder needs help spotting it, will my perception roll be a helper?


Lalandar:
Your perception was good enough for mundane traps up to a point and can absolutely be a +2 aid for the trapfinder’s roll. And you don’t have to wait for the rogue if you don’t want to, that was just my bad GM habit of coaching my players.

The goblins are too far to make out words. It’s more like a group of them trying to talk over each other in a crowded room. Think grade school cafeteria or a crowded bar.


Male Elf cleric of Iluvitar /4

If there are goblins ahead we can't afford to waste more time. I'll try my hand at finding any traps around the door.

Find Traps: 1d20 + 11 ⇒ (10) + 11 = 21


Jaonos:
Please forgive me for a short trip on the railroad here.

Since you know that you will only have a few minutes of Iluvitar's aid, I presume you will check as much as possible during the window you have available.

No criticism here because it's not something I have enforced at all, but trapfinding should really be a secret roll by the GM. I will do those off-screen.

I checked my notes on Bose while I was at it - I forgot his archetype gives up trapfinding to gain his abilities. I assume that Bose will still take a look, but he doesn't actually have the trapfinding special ability.

Jaonos says a prayer to Iluvitar that ends with him passing his right hand over his eyes. Trusting in his deity's assistance, he examines each door in turn. Bose does likewise. Insert sounds of GM's dice behind the screen here. No one finds indications of a trap.

Both doors open into the space beyond, but when you push them, they yield, but only slightly. They appear to be stuck in their frames. You may be able to force them open, but doing so quietly will require some care and possibly some luck.

What do you wish to do? Unless you have tools or special abilities to do otherwise, it will require a strength check and you have room for a single person to aid.


Male Elf cleric of Iluvitar /4

Oops sorry I misunderstood that
I don't believe these doors are with the trouble. If we force them open it is very likely that we will alert every goblin in the area of our presence.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

In a whisper This might make some noise. Sir Alfren, please would you support Ferrum in case trouble shows up.

Strength: 1d20 + 3 ⇒ (7) + 3 = 10


Jaonos Erdove wrote:

Oops sorry I misunderstood that

I never made it a point, no apology necessary. It’s been rattling around in my head and I think it’s not only the right way to do it, it works better on a forum game if I’m not waiting for every roll, especially passive rolls and rolls where there’s really nothing to find. I can describe what you see and move on. You are always welcome to actively roll, but I may overrule and roll on your behalf, depending on context.

Lalandar’s shoulder just doesn’t budge the door.

Lay down as many attempts (I suggest ten because that’s surely enough) as you like, let me know who, if anyone, aids (and give me their attempts), and we will only use as many as necessary to meet the DC. I will track time and see if a wandering goblin hears you while you work.


M Elf 4 Rogue

Are the hinges exposed?


They are not. The doors open away from the hall. The hinges are apparently on the other side assuming they are normally-constructed.


Male Elf cleric of Iluvitar /4

Jaonos sighs and places his bow on his back and leans into the door.

strength: 1d20 + 2 ⇒ (2) + 2 = 4
strength: 1d20 + 2 ⇒ (4) + 2 = 6
strength: 1d20 + 2 ⇒ (18) + 2 = 20
strength: 1d20 + 2 ⇒ (2) + 2 = 4
strength: 1d20 + 2 ⇒ (16) + 2 = 18
strength: 1d20 + 2 ⇒ (17) + 2 = 19
strength: 1d20 + 2 ⇒ (20) + 2 = 22
strength: 1d20 + 2 ⇒ (1) + 2 = 3
strength: 1d20 + 2 ⇒ (1) + 2 = 3
strength: 1d20 + 2 ⇒ (17) + 2 = 19


I don't want to lose our momentum, so...

When Lalandar steps back from the door, Jaonos sighs, realizing that they are going to open them one way or another, and gives it a few good pushes. The door gives way on the third push with a grind that sends a chill down everyone's spine.

Bookkeeping: Jaonos cast his spell and gained 40 rounds of trapfinding. Two checks = two rounds, Lalandar pushed the door, now Jaonos has pushed three more, so six rounds expended.

And with two more pushes, the second door likewise yields and you have access to the second room, but that comes later - just know you have it in the bank.

Ferrum and Alfren report no sign of visitors. Once free of the frame, the door swings relatively easily to reveal an untidy tangle of boxes and barrels filling much of the relatively small chamber.

You see a 15' by 15' room full of containers. Jaonos' divinely augmented sight doesn't locate any traps. A cursory search yields foodstuffs apparently raided from civilized caravans - salted meats, flour, grain, and such that appear to be in edible condition. Three large barrels have something inside. Two are likely full based on their weight while the third sloshes with the sound of liquid when you move it. Indications are that wine has been poured from one of the bungholes. (I think it's reasonable to assess a cursory search three rounds - do you wish to investigate deeper or move to the next room since you are on a clock?)


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

knowing his spell, I'd say check the other room first and then we can search more intently.


The group, finding nothing of obvious value or insight into their foes, checks the hall carefully. Ferrum still watches patiently, but Alfren cannot see without light, so when the party's lights come back into the hall, he looks their way. He shakes his head, so they go on. Jaonos, feeling empowered by his earlier success, gives the door two good shoves and it swings open, easier than the first.

This small room appears to be an armory. Small-sized suits of leather armor lie heaped in one corner and nearby a pile of bucklers adds to the disorganization. Covered with an array of weapons, sagging shelves line the walls.

Entering the room on round ten, Jaonos makes a quick circuit of the room to see if his god's gift autodetects any traps, but he finds nothing. If anyone wishes for him to examine something closely, let me know what it is and I'll make the secret roll.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

I'm going to do 3 perception checks per room Spending a few moments in this new room, Lalandar does a quick look around.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Then moving back to the other room, he glanced again.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

unless something pops up as I'm walking


Are you searching anywhere specific or for anything in particular?


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

jaonos, if I were using that skill, I'd step out next to ferrum and see if something pops in that hallway towards the goblins.

Lalandar focus in the first room is on the shelves. The armor doesnt interest him too much.

In room two, the barrels interest him as he does his cursory look around.


First check, Lalandar finds that the majority of the gear on the shelves is Small; sized for goblins makes sense in this context.

Looking closer, he realizes there is a random pile of gear that is too large for goblins. He finds morningstars, longswords, studded leather, and scale mail along with a variety of other mundane gear potentially useful to the party.

And to reward that 27 on the third check, As he turns to leave, he casts a disdainful glance at the pile of goblin-sized leather armor and notices a few things: Most of the armor contains significant damage and bloodstains implying that the previous owner was probably was killed while wearing it; All of the armor and buckler include the symbol you've associated with the tribe you are expecting to find here; and there is an oh-so-faint outline in the wall behind the pile of armor. You have found a secret 'door'; a panel of stone that is about 2' on a side. Do you examine it or leave it for later?

Searching the second room, you find that the food is usable and could be taken for rations (or possible resale, but it would be heavy to haul enough to town to make it worthwhile). The barrels contain a sour red wine. Two barrels are full while the third is roughly half-full.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

Do you all see that behind the armor? Jaonos, can you take a step over here and see if its nefarious?

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

are we back to full health? Would eating any of these rations help us go back?


Eating mundane food does not provide healing, no.

Jaonos’ divinely-enhanced sight detects no traps. In the process of examining it, he moved some of the armor away from the wall, allowing Lalandar to find a loose stone hidden under the armor.

Moving this stone reveals a catch that easily opens the stone panel, revealing in turn a narrow tunnel covered in dust and cobwebs. It appears nothing has passed through here in a generation. Well, a shorter-lived race’s generation, anyway.

I forget details beyond that and will have to post more after I check the notes.


Peering into the narrow (and short) tunnel, Lalandar sees:

Cobwebs throng the ceiling of this small, roughly finished chamber and dust lies thick on the floor. A small chest stands against one wall next to a pile of mouldering bedrolls. The flickering light of a torch fills the room.

The tunnel is quite short, perhaps 3' on hands and knees for those in the party. The room beyond extends 15' west from the end of the tunnel and a bit over 5' to the south for a total area of 15'x10'.


M Elf 4 Rogue

Odd that this hidden room would have light...


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

well, we are here for treasure and mystery so let's take a look. A archer may want to stay close by. Ferrum, you can move back toward our opening. We might be a minute unless you are fine where you are. Lalandar will try to crawl in. [Ooc] if Jaonos has time left on his trap clock... I'd gladly let him go first. [/b]


M Elf 4 Rogue

Perhaps the dog should go first as he will be atless of a disadvantage.


Male Elf cleric of Iluvitar /4

by my count I think my spell is out. Is that true?

Jaonos calls softly to Frenhir to summon his complain. While waiting for Frenhir to reach them, he draws his bow from his back.

While I'm not keen to the idea, if he is willing, perhaps Frenhir can check to ensure the cost is clear. He will be the least exposed when going through the opening

Frenhir trots over to Joanos and observes the room. He approaches the opening. As he gets closer, the fir on his back stands up. He stops to sniff the opening.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Frenhir sniffs the air and looks up at his friend, but there is no hesitation as he moves into the tunnel. Once inside, he sniffs around some more, pawing at the bedrolls for a moment, then turning to look at Jaonos. He seems to be awaiting instructions, then he sneezes once and looks back at you.

His pawprints are the only disturbances in the dust and he doesn’t appear to be concerned with the room at all.

Assuming Jaonos follows: Crawling into the tunnel, Jaonos (and whoever accompanies him) finds a room that by all signs is long-abandoned. The last of his blessed sight shows no concerns before he feels the sensation fade and he knows the spell has expired. The ceiling is thick with cobwebs, but where he can see past, the room appears to be about ten feet in height.

A single torch sconce is mounted to the wall above the tunnel. A carved wooden torch - far fancier than anything you’d buy in town - rests in the sconce, shedding light though there is no flame nor heat.

Investigating the ancient moldering bedrolls, Jaonos finds a vial of liquid that detect magic shows to have an eldritch aura. The chest is unlocked and contains foodstuffs and clothing, both old and rotten and of no value.

A Knowledge (local) check might yield some information about the clothing.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

I dont have knowledge local but i have spellcraft to identify magic properties so i will roll that

Spellcraft to identify spell properties: 1d20 + 11 ⇒ (11) + 11 = 22

After staring at the vial for a second, lalandar will go over to the torch and try and identify how it burns Spellcraft again assuming its magic: 1d20 + 11 ⇒ (9) + 11 = 20

After these checks, lalandar will, if the clothing is unidentified, will attempt a untrained knowledge check. Basic Knowledge: 1d20 + 4 ⇒ (17) + 4 = 21


Lalandar's inspection of the potion identifies it as a potion of invisibility while he recognizes the unusual torch as an everburning torch, usually created by casting continual light on an otherwise unremarkable torch - apparently, the creator of this one wished it to be somewhat decorative, as well.

His knowledge of the clothes, however, is less certain. He does know that the style is not one he is familiar with. It is certainly not Elven. An untrained knowledge check caps out at DC 10. As a side note, at my table, that allows you to aid another if the aided individual is trained in that skill. Kind of a "didn't I hear once something like this..." that prompts the more knowledgeable character to remember something they might have forgotten otherwise.


At Lalandar's invitation to rejoin the group, Ferrum shakes his head and growls, "Nah, I'm fine. Kid, you go see what's up. The dark doesn't suit you, aye?"

Alfren doesn't hesitate, following Lalandar into the armory. While the druid and his animal explore the tunnel, the young man looks at the gear on the shelf. "Hey, Conn, remember that time Jorma and Unto came back to the keep all beat up, said they'd gotten into a scrape with a bear?" He holds up the chest piece of a suit of studded leather armor. "We thought those two ran away, but this is Jorma's armor or I'm a, an old goat."

Conn squints at the armor, "Mebbe, but what's his armor doing down here? Those idiots skipped out on the boss a week ago." Alfren just stares at him, waiting for the older man to make the connection. He finally says, weakly, "There's not much blood on it, is all."

Alfren turns back to the shelf, perusing. He selects two goblin-sized short swords and a longsword sized for a human hand to go with his existing armament. He holds up a suit of scale mail, but it's obvious that the weight would be too much for his slender frame, so he sets it down. Conn smirks and turns away. As he leaves the room, he tosses over his shoulder at the younger man, "Next thing, you'll be guarding caravans and earning an honest wage. I'll go listen down the hall with the bruiser."

Weapons that are not the right size can be used, but at a -2 penalty to hit. A Small-sized short sword does 1d4 base damage and so would be considered a dagger for a Medium-sized character if anyone wishes to follow the lad's example.

At this time, everyone but Ferrum and Conn is in the armory, correct?


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

yes, we are all here as far as I understood.


M Elf 4 Rogue

Bose will gladly collect extra 'daggers' and would have entered the armory at the mention of blades.


Bose Aufero wrote:
Bose will gladly collect extra 'daggers' and would have entered the armory at the mention of blades.

Other than the sizing difference causing some issues with the balance of the blades (and thus the -2 penalty to attacks), these would qualify as daggers for your class abilities. You can take as many as you can reasonably carry.

While you are in the armory making your selections, Conn trots into the room. Seeing you all looking relaxed, he looks around, confusion evident. "What is it? I heard the dog bark and thought something must have happened..."

Frenhir did not bark, in case there's any doubt.

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