Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


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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]

We didnt have a dog bark... did anybody else hear anything?

Lalandar, suspecting danger around every corner and remembering the sound that kept disappearing last time he was in the building, will pull his rapier and get much more cautious.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Ferrum comes to the door, similarly ready for action, but more cautiously than Conn. "I heard it, but didn't recognize it as a bark until he said as much. I think it was back the way we came." A raised eyebrow make it clear that he's noticed the change in Lalandar's demeanor, but he says nothing.


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]

is the torch removable?


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 would have told the group that the potion was invisibility.


The torch is easily removed.


M Elf 4 Rogue

Bose will pocket a pair of the short swords for use in a pinch.

Upon returning to the group and seeing Lalander's response he'll give Ferrum a knowing look and draw one of his daggers.


The half-orc nods. ”You. Go watch the hall.” He points at Alfren and Conn.

Drawing his blade, Ferrum moves out into the hall and to the left, toward the room where they battled the goblin guards.


M Elf 4 Rogue

Bose will follow Ferrum into the hall

stealth: 1d20 + 9 ⇒ (15) + 9 = 24


The two locals move as directed by the imposing half-orc. Once Bose has joined him in the hall, Ferrum defers to his lead as the elf is much stealthier, as they have found over many shared experiences.

Ferrum gestures him forward, but readies himself to rush in if Bose finds himself in hot water.

Bose, for his part, moves up to the end of the hall and peeks in. The low-burning fire still provides sufficient light for his elven eyes to sweep the room. He finds no dogs or other signs of life (or unlife, don't think I'm trying to use semantics to sneak something in on you).

However:

Bose:
Taking a moment to recollect how the room was arrayed when you left it, you realize that something has changed. On the bottom step of the stairs you used to enter the basement, you see a bit of fabric torn from a larger piece, caught in a crack in the wall. The base fabric is dark and there is a section of piece you have that appears to have been bleached rather than color applied over the base fabric. It's too small a section of fabric to identify, but you know if wasn't here before.


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 will follow the two, at a small distance. He will not round the corner, he will stay in the same area as Ferrum.


M Elf 4 Rogue

Bose will move across the room and search around a scrap of cloth which is hanging from the wall.

stealth: 1d20 + 9 ⇒ (11) + 9 = 20

perception: 1d20 + 7 ⇒ (8) + 7 = 15


Bose:
You are certain that scrap of cloth wasn't here when you came down the stairs, but the hard stone of the floor here isn't yielding any clues. The dust has been disturbed enough in the earlier fighting that... wait... Survival check, please.


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]

As Bose rounds the corner and fighting doesnt break out, Lalandar will move around the corner and look around the room.

perception: 1d20 + 8 ⇒ (14) + 8 = 22


As Lalandar moves into the room, Bose appears to be searching for something. As he approaches, the other elf pauses and begins to study the floor.

Survival check, please.


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]

survival: 1d20 + 1 ⇒ (10) + 1 = 11


Male Elf cleric of Iluvitar /4

Jaonos didn't follow Bose or Lalandar but still has his bow drawn from entering the tunnel earlier. It's my understanding that he and Frenhir are both in the same room as Ferrum now.

Concerned that he did not hear the dog bark, and fueled by the growing tension amongst his companions, Jaonos drops his head slightly and quietly prays:

Ilúvatiar guide my tongue. Let me speak freely with your creation.

He turns to face Frenhir and releases the energy he gathered during prayer

I took a stab at this spell but please correct me if I rolled incorrectly. I used Handle animal which gives me a +10 and an additional +4 when dealing with my animal companion and half of my level to get the +16

Speak to Animals: 1d20 + 16 ⇒ (13) + 16 = 29

Wolf tongue:
Frenhir my friend, did you hear a dog call out?


The roll is really only necessary to ask him to do something he would not normally. Answering a question and most actions that are within his abilities as an animal of limited intelligence, he would do because of his relationship with the cleric. But with that roll, you deserve more than yes or no.

Frenhir tilts his head, listening to the question, and considers briefly.

Jaonos:
”‘No dog, just not-dog. Not angry attack go-away bark, just playful puppy yip. Smelled not-dog by wall with water. Not afraid, but wary.”


M Elf 4 Rogue

survival: 1d20 + 8 ⇒ (2) + 8 = 10


Bose and Lalandar:
Comparing notes, the elves agree that someone or something came through the well room after the party left and most likely headed up the stairs. Unfortunately, the tracks are too obscured to determine anything more.


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]

Looking slightly puzzled, Lalandar turns to Bose What do you make if this? This place must be cursed or something.. I heard crying that seemed everywhere and nowhere last time I was here and now there is a.. bark? I'm tempted to follow these prints but I feel we are close to something down here.


M Elf 4 Rogue

Let's talk with the group. Perhaps the cleric and his familiar have some insight


Continued DM pause for roleplaying and discussion among the characters


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]

Heading back to where everyone is gathered, I'm not sure what was out there but something definitely ran through that room. I'm not sure it matters to us now but it's worth remembering. Did anybody, or dog, identify the sound? I feel, unless someone knows something I don't, that we should push onward but I will go with the group if the majority dissent.


Botting Jaonos as his player is apparently unavailable

Setting the scene: Ferrum awaits Bose and Lalandar in the hallway between the storeroom and the armory. The humans are on watch, as directed by Ferrum. Jaonos and Frenhir have also come out of the armory. At this point, everyone is in the hall within earshot.

The cleric shakes his head. "I heard nothing, but my friend did. I have asked a boon to speak to him and he says he smelled something in the room with the well, but it did not seem to be a threat. He said what he heard was not a dog, but a not-dog. I'm not certain what that means, but he doesn't seem concerned about the vocalization. More playful than angry, he tells me. My spell will last a bit longer, if you want me to ask him to explain further."

The human, Conn, hisses quietly, "All this standing in one place is making me nervous. We should move before we're found!"


M Elf 4 Rogue

Coming up at the end of the conversation

Ask him what he means by Not-dog. Is that an animal, or would it walk like us?


The cleric turns to his companions, making vocalizations that sound like low growls, purrs, and yips while the wolf looks at him intensely.

The wolf huffs and growls for a moment, then replies in kind.

Jaonos looks up, "Dog smell, not a dog. He's not sure, he just knows that the smell isn't right. Ah!" He turns to the animal again and uses the animal-speech before he turns back.

"He smelled other smells that he would associate with us. Maybe gear like ours - does that help?"


M Elf 4 Rogue

Well, it does open up some interesting possibilities and should make for an interesting trip. Give him our thanks.

With a nod to the wolf

We should probably get moving


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 agree. Let's head down the hall and see if we cant sneak up on the goblins down the hall


Conn’s relief that you are moving once more is clear. Ferrum growls at the younger man, ”Close the door to the bolt hole. If someone has to retreat, they can hide there - even a wounded man alone could hold off an army that has to crawl in. And that’s if they find them at all.”

Once again, the only light available will be what you bring with you. What light sources are you using and what is the marching order? Any precautions/skills being employed?


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 we want the torch? Or do we want to peek around the corner to see if more light is visible?


The sentries have been watching down the hall periodically. They have seen no light other than what the party had. Is that what you are needing to know? At this time, you have a single party member able to see in the hall, that being the half-orc Ferrum.


M Elf 4 Rogue

If noone can cast any light, then the torch makes sense to me.


I believe Jaonos can cast light and Lalandar can cast dancing lights. I don't recall if Ferrum has an available light spell, as a character with darkvision, he might not have sufficient need to invest in such a spell.


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 was thinking torch.


Pixie Rogue wrote:
Once again, the only light available will be what you bring with you. What light sources are you using and what is the marching order? Any precautions/skills being employed?

So one everburning torch? Who is carrying it and how are they doing so? It will occupy a hand and will grant 20' of normal light for the humans, 40' of normal light for the elves. Each will have that much more distance of dim light, in which any attackers will have to deal with 20% concealment.

The map has been updated. Link Let me know where you will be standing.


Kyle has indicated that he is really struggling to find any time to post. I told him that I will basically NPC him, but he is welcome to post anytime he is available. When you place characters, feel free to indicate where you think any of the NPC’s should be. They might agree with you, they might not, but include Jaonos in those considerations.


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]

Ferrum, do you want to be in the lead before the torch? Both concealing our torch and getting a shot at whatever might be lurking? Unless someone else has a plan


"As you wish. But I'm no sneak. Give me a long count, right?"

He slips around the corner as Conn nods and begins to count dutifully. He reaches 25 under his breath when he looks over, puzzled. "How long is a long count?"

Meanwhile, Alfren has slipped over to the corner to peer around to see if he can see the half-orc.

Perception checks, DC 5:
Stealth: 1d20 - 3 ⇒ (8) - 3 = 5

In the quiet basement, the bloodrager's movement seems to raise a terrible racket. You can only hope the goblins are paying less attention than you are.

After what feels like a very long wait, Alfren whispers, "I see him! He's waving us to come!" He checks his crossbow, looks at Conn, and slips around the corner. Conn, shaking his head, follows suit.

Alfren stealth: 1d20 + 3 ⇒ (9) + 3 = 12
Conn stealth: 1d20 + 3 ⇒ (17) + 3 = 20

Their movement is dependent on someone following with a torch. Who's 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]

Since I have the ability of using both hands, spell and blade, could we argue I could carry the torch and then use the blade if someone gets too close?

Stealth: 1d20 + 5 ⇒ (20) + 5 = 25


Anyone can care a torch in one hand and wield a one-handed weapon with the other. However, the spell combat ability requires the magus to have a free hand. So in order to use that ability, you will need to drop the torch, which really shouldn't be a problem.

Are you going to be following Alfren and Conn or going to be farther back?


Lalandar's movements are ghost-like. If not for the torch in his hand, he would be virtually undetectable.

Jaonos, knowing that stealth is not his forte, motions Bose to lead on. "I will watch behind us."

Bose sketches a small bow and moves around the corner, staying back from the magus' light to gain benefit of shadows as he moves quietly.

Bose bot stealth: 1d20 + 9 ⇒ (5) + 9 = 14

Jaonos bot stealth: 1d20 ⇒ 16


M Elf 4 Rogue

perception: 1d20 + 7 ⇒ (2) + 7 = 9


The map has been updated. The darker yellow shows where the humans have good light. The lighter yellow shows where the elves have additional good light.

As the party sneaks down the hall, some are very quiet, but others not so much. There appear to be no goblins in hiding, however, as they come to the end of a short hall unmolested.

It is fortunate that the humans had a torch near at hand, as there is a pit that fills the center of the room and an unwary human blundering around in the dark, well... when Lalandar holds the torch directly over the pit, he can just make out the rough cavern floor below - but for the humans, the pit just falls into blackness and both Alfren and Conn involuntarily back away.

Ferrum points to a hallway to the southwest, "Lots of goblin-talk there." He points to another exit to the southeast, "Quiet, but there's a door before the hall turns. I didn't go to the door alone."

Which direction do you want to go?


M Elf 4 Rogue

If we know there are goblins in one direction, perhaps we should confirm that there are no nasty surprises in the other.

Cross fires are much better given than received.


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 am alright with that plan. Someone should check it before opening the door to make sure no alarms are raised.

Saying this, Lalandar will walk a bit closer to provide light and see what he can see

perception: 1d20 + 8 ⇒ (19) + 8 = 27


Ferrum nods. "I'll watch the back. You, come with me." He motions to Alfren.

Map updated. Bose is now in front of the door and Lalandar is down the hall providing light. I assume you will want to make checks and preparations. Tell me what you are doing, please.


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 was just checking around the door, looking for suspicious things


Lalandar:
"Walk a bit closer" <> "Checking around the door" and your light is a giveaway to any casual observer down here, so I'm trying to assume as little as I can. That said, the more specific you are, the more likely I'm going to know what you have in mind. Spoiler if it if you don't want to put a lot of dialogue you think might be unnecessary and I will try to figure it out.

Lalandar carries the everburning torch to the door. It appears to be in good repair with no visible locks or traps. He hears nothing from the other side.

I did not update the map to reflect this change of position for Lalandar. If you plan to open the door, I need to know where everyone is standing, just in case. If you plan to continue down the hallway, I will assume that the marching order will form up again. Note that his torch illuminates the end of the hallway. It turns to the right (down).


M Elf 4 Rogue

Bose will check the door perception: 1d20 + 7 ⇒ (17) + 7 = 24

Ie finds nothing he will ease it open, keeping himself behind it and listening for any response.


Bose: The door opens into the room. The latch is on the left side of the door as you face it from the hall.

GM Screen:

2d20 ⇒ (20, 5) = 251d20 ⇒ 16
2d20 ⇒ (12, 3) = 151d20 ⇒ 16

A bit of a retcon As Lalandar steps up to look at the door for threats or concerns before Bose gets there, he hears movement inside the room. It sounds like someone is trying to move quietly and the magus is unable to determine how many may wait within.

Bose' hearing picks up similar signs of life. There are no signs of a trap on the door, however. It does not appear to have a locking mechanism that can be enabled (or disabled) from this side of the door.

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