Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


301 to 350 of 1,132 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

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 see no reason why we can't approach. I do recommend approaching cautiously though. We have no clue where those goblins that attacked the camp came from last night but they may be out and about now. Does anyone with more stealth than I like to approach and see if they can see anymore? My sister has lacked stealth since she was afflicted with the curse and my abilities are obviously not as impressive as I once thought based on how many branches I've broken in the last 24 hours.


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

How many Perception rolls would we need to make as we approach the Keep? I'd like to make some but wasn't sure if you'd need multiple as we approached.


One perception check is sufficient.

I overlooked something - if anyone has Knowledge (Local), they are welcome to roll a check against the goblins that died last night.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Approaching the area, Ashia whispers to Timber, as if he would understand her anyway, "Now you don't get into any trouble now." She then drops him to the ground and he runs a soon disappears.

Ashia will try to move quietly to listen for the goblins.

Out of Character:
No ranks in Knowledge (Local).

Ashia's Rolls
Perception: 1d20 + 1 ⇒ (11) + 1 = 12 -> Hear or see anything
Stealth: 1d20 + 4 + 3 ⇒ (17) + 4 + 3 = 24

Timber's Rolls
Perception: 1d20 + 5 ⇒ (11) + 5 = 16 -> Looking for other creatures (goblins, mice, etc) (low-light vision, scent)
Stealth: 1d20 + 18 ⇒ (6) + 18 = 24 -> Trying to hide.

Timber will try to keep an eye on the group from a distance never meaning to get more than 1 mile (usually 50-100 feet). He will also be exploring looking for anything of interest. If Ashia or Timber experiences great emotion (attacked, hurt, happy, etc.), Timber will try to return to Ashia as soon as safely possible.


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin grabs is rapier as he moves forward, try to look for tracks, traps, and/or signs of life.

Out of Character:
He will start when he gets close to the grounds of the keep.

Survival: 1d20 + 1 ⇒ (5) + 1 = 6 -> Looking for tracks
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 -> Trying to find any other creatures
Trapfinding: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 -> Looking for traps
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10 -> Moving quietly


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Talaledar will try to follow behind the group so as to not impede them with her lack of skills.

Rolls:
Perception: 1d20 + 5 ⇒ (3) + 5 = 8 Stealth: 1d20 + 1 ⇒ (3) + 1 = 4
All I have is knowledge nature and knowledge religion


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 try to follow Elwin and will prepare for the goblins in the same manner, grabbing his rapier and preparing for whatever surprises might befall them.

Rolls:
Perception: 1d20 + 3 ⇒ (1) + 3 = 4 Stealth: 1d20 + 3 ⇒ (3) + 3 = 6 I only have knowledge Planes and knowledge arcanan with this character


Ashia:
Ashia does not detect any signs of life in the keep. It seems strongly built, but old, older than the described two or three decades she was expecting.

Timber is distracted for a minute or two by the sport of catching a small mouse, but detects nothing further.

Elwin:
Even though Elwin might admit to himself that he's not the greatest tracker, he can clearly see several tracks that appear to be headed in the opposite direction. At least two sets of booted feet and at least three smaller pairs of unshod feet. As he approaches the keep, though, the number of tracks is beyond his ability to separate them - there are just too many. Interestingly, he does see a track along the wall that seems to be trod with booted feet, broader than those he spotted earlier.

However, he detects no creatures other than the party. The area that Lalandar points out in the gateway does not appear to be trapped.

Talaledar:
The woman seems very comfortable in the forest. She disappears into the underbrush and you don't see her until she makes her presence known as you near the keep. The brash fellow seems to be taking it very seriously that there might be a trap where Lalandar was looking earlier. He moves ahead and out of your sight. The spellcaster Rhasadinar remains near you as the others fan out to explore and look for threats.

Lalandar:
The woman does a remarkable job of hiding in the underbrush. If your eyesight weren't so keen, you would have lost her easily. Her traveling companion is making quite a show of studying the tracks as he approaches the building, then the ground where you suspected the trap. He brushes the area, then prods to see if he can trigger it, but finds nothing and reports as much.

You see that Rhasadinar is making a point of staying with your sister, so you feel that you are free to investigate further, but nothing obvious comes to your attention.


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

The spellcaster remains at the back as the others fan forward to explore, staying within reach of the young woman with the reduced sight. As such, she does not notice anything of interest.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Rolls:

Perception: 1d20 ⇒ 20
Stealth: 1d20 ⇒ 11

Her brother sneaks forward, keeping across the road from the new fellow, but not as quietly as he would prefer.


The group reconvenes at the keep's wall, none the wiser for what might be within. However, no alarm appears to have been raised, so perhaps they are undetected, as well.


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 can enter on the edges without a problem, we know that. Are you sure there is no trap there? When we get in, maybe new eyes will find something we missed last time. We know where we've been but we do not know where those goblins came from. Can you see anything in there that we missed?

rolls:
Survival: 1d20 + 1 ⇒ (8) + 1 = 9 Looking for new tracks


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Yes, we were careful to avoid the middle. Based on the tracks, we deduced that lighter creatures passed through the middle without a problem but heavier ones were ducking to the side. I will stay to the edge just to be safe. We tried climbing the tower when we entered last time, and by we, I mean my foolish brother and the courageous Tyhal She winks at her brother As he said though, we aren't sure where that roving pack of goblins came from so maybe we can try and find their origin before we continue on our original path.

Rolls:
Survival: 1d20 + 6 ⇒ (19) + 6 = 25 Trying to find the new tracks


Talaledar:
There are many tracks that appear to be new, but there are so many that it is difficult to learn anything from them. It appears that booted feet went along the wall rather than down the road and you see what are probably your tracks from yesterday as you left. Several places show signs of goblin feet coming out and going down some potential trail in the side brush, but some are quite old. The most recent traffic appears to be yours.

Note that the booted feet are too wide to have been anyone from your original party, but not much longer. Probably human or at least that size.

Lalandar is distracted by the trap and forest sounds and sees nothing of interest.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

"I think someone or something is within the tower and has secured the door. Friend or foe, I have no idea, but I'm inclined to let them be for now. Let's return to the donjon and show our new friends what little we know, eh?"


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

I have no complaints against this plan. We checked all the rooms right? All we had left was downstairs to search I believe.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

"And the stair in the feasting hall. The one that led upward." He shrugs, "But the goblins didn't come from there because we were in that hall when they appeared making noise at the front door."


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin follows their lead, taking notes of what they have been pointing out.

Rolls:
I am rolling Percpetion checks if you need them from me, as Elwin looks around the area as they point things out. I will also include trap finding rolls.

Perception Checks
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Perception (Trapfinding) Checks
Perception (Trapfinding): 1d20 + 7 ⇒ (11) + 7 = 18
Perception (Trapfinding): 1d20 + 7 ⇒ (5) + 7 = 12
Perception (Trapfinding): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Trapfinding): 1d20 + 7 ⇒ (14) + 7 = 21
Perception (Trapfinding): 1d20 + 7 ⇒ (7) + 7 = 14
Perception (Trapfinding): 1d20 + 7 ⇒ (8) + 7 = 15


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia seems to hold back for a minute before approaching the keep. He then speeds up to be right with the group and follows right behind not saying a word and trying to move without a sound.

Rolls:
Ashia is looking around and listening for anything of danger or interest. She will try to move silently even though Elwin hasn't seemed to care. However she will move at full speed to stay with the group.

Perception Checks
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 1 ⇒ (10) + 1 = 11

Stealth Check (-10 full speed)
Stealth: 1d20 + 4 + 3 - 10 ⇒ (8) + 4 + 3 - 10 = 5 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (10) + 4 + 3 - 10 = 7 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (11) + 4 + 3 - 10 = 8 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (17) + 4 + 3 - 10 = 14 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (11) + 4 + 3 - 10 = 8 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (5) + 4 + 3 - 10 = 2 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (10) + 4 + 3 - 10 = 7 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (20) + 4 + 3 - 10 = 17 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (17) + 4 + 3 - 10 = 14 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (2) + 4 + 3 - 10 = -1 -> Stealth Full Speed
Stealth: 1d20 + 4 + 3 - 10 ⇒ (7) + 4 + 3 - 10 = 4 -> Stealth Full Speed


Trying to provide some description for the new characters. Hopefully it matches what I originally posted for the siblings.

From the outside, the keep looks weathered but solid.

Now that you are passing through the courtyard, you realize that while it is intact and in good shape, relatively speaking, it is incomplete. The donjon, the large building filling the northwest corner of the keep, appears to be unfinished, in particular. The watchtower, in the southeast corner (hard to your right as you entered), seems to be complete with crenelations as are the walls, but the donjon lacks them. This leads you to suspect that the keep was still incomplete when it fell to its invaders. Along the north and east walls (where the donjon and tower aren't), it's apparent that wooden structures once stood, but they have collapsed in the intervening years.

The courtyard appears to see enough traffic that it is primarily dirt - the grass still hasn't grown in to cover the center of the grounds - and there are many tracks throughout. Grass does grow along the edges of the yard, near the walls.

The door to the tower appears to be sturdy and secured, as it was when the sibling pairs arrives yesterday. The doors to the donjon, however, stand open.

A set of steps leads up to a wide doorway. Stout iron-bound doors once warded access to the donjon. Now one hands crazily off one hinge while the other lies upon the steps. Beyond the doors lies a disused, leaf-strewn chamber. Three doors lead from the chamber; one seems to access a corridor deeper into the donjon, while darkness shrouds what lies beyond the others.

I assume you cautiously enter the donjon into the aforementioned chamber. No threats make themselves evident. I will try to make a map available when I next have some time. Feel free to talk amongst yourselves.


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]

That sounds right. We tried to climb but we didn't make it on our first go. I assume we'd explain that to the new members as we were going through. We'd also explain when we entered the donjon that we cleared the rooms on this level and that we had a rat infestation issue that we took care of.


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

I would recommend us starting with the dining hall again. I'd rather clear all the upper levels before trying to clear the basement. Does anyone disagree? She turns towards her brother and gives him 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]

He turns towards her, rolls his eyes and says, As usual, my sister is probably right. I'd rather go down because I think that is where we will find most of the action but clearing the upper floor is usually a better plan. That being said, I would agree with anyone who wanted to go downstairs first.


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

"You guys know this place best. I do agree with Taladar that clearing the upstairs first is the best choice of action. I would hate for a bad situation to get worse if we need to leave in a hurry and we run into something on our way out."


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Getting nervous Ashia holds Timber in her arms and starts petting him, but he has other plans as he jumps down and runs off in search of a snack.

She then turns back to the group, and in a soft voice she replies, "Being as I prefer the middle or back of the group, I would prefer to not be surprised from behind. Lets clear the upstairs before the downstairs."

Timbers Actions:
Timber is running around scouting and hunting. Thus he is going quietly and trying to not be seen. Let me know if I need to roll any stealth checks, or perception checks for him. Otherwise he will use his abilities (stealth, perception, scent, low-light vision) to wonder around. In the the face of danger, he will run and try to return to Ashia if safely possible.


Sorry, been crushed for time lately. Shared documents are still forthcoming for maps, knowledge notes, and xp. As well as something you can collectively post history as you wish. Other ideas are welcome.

Timber disappears into the darkness, running down the left-hand hallway.

Timber's actions:
No rolls necessary, dialogue is fine.
The miniature big-game hunter stalks down the darkened hall, keeping to the darkest parts, and slips into one room after another. The cat finds evidence of rodents in the past, but there seems to be little to eat and they have moved on. Then she finds another reason - SNAKE! - but wait, it's dead. Recent, a few days. *sniff* Smells like chicken. Tastes like chicken, but it's a little tough. Wait, there are smaller, more tender samples. Yes, much better!

Ashia:
You feel the satisfaction as Timber goes rogue, enjoying some alone time. Puzzlement, then frustration, come through the empathic link. Suddenly, a moment of panic - OMG PREDATOR - is quickly followed by curiosity and then, yes, yummmm satisfaction.


Arcanist 1 [ HP 8/8 | AC 13 Tch 13 FF 10 | Fort +2* Ref +3* Will +4* | CMD 14 | Init +3 | Perc +4 | Effects: ]

Rhasadinar offers, "We felt like we had covered the rooms to the left unless there was something we missed. Or something could have come in after we left. But our remaining explorations before we heard the mob of gobs," she smiles faintly at the alliteration, "was in the dining hall to the right."

"To be thorough, perhaps we should follow your familiar, Ashia, if you wish to ascertain that nothing came in behind us. Or we could examine the floor for signs of newer tracks than ours." She looks a little doubtful at the success of such an idea.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

"OK, there's no way for us to check that end of the hall, then this end of the hall and know if something followed us down there or not unless," he looks out the door.

"We used to prank our friends with flour spread across the floor, remember, Rhasa? We could use some dust from the yard to make it clear if something walks down the hall after we clear it."

From the DM: If this interests you, provide survival checks - best roll is base roll, any others over 10 provide aid another checks.


If you choose to check the left-hand hall for new occupants, let me know what precautions you would take, if any, and how thoroughly you wish to check - just peer into each room, make a standard perception check, check the walls thoroughly for secret doors, something else...


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Well that is a good point. Maybe we should do a quick look at the other rooms. We didn't see much of interest the first time but maybe we missed something.

Rolls:
Perception farthest from main hall: 1d20 + 5 ⇒ (6) + 5 = 11 I'm going to make 3 rolls. I believe there were at least 2 but I can't remember the exact number of rooms. If I need more, let me know. Perception Next Room Down: 1d20 + 5 ⇒ (4) + 5 = 9 Perception 3rd: 1d20 + 5 ⇒ (19) + 5 = 24 Survival: 1d20 + 6 ⇒ (13) + 6 = 19


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 sort of impatient with all this, will stay in the hall and be prepared to attack if someone finds something interesting but will not worry about finding loot. He's too caught up in the idea of fighting more of this darkness.

Rolls:
Survival: 1d20 + 1 ⇒ (17) + 1 = 18


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin slowly makes his way through each room brushing each wall of the room with his fingers as he moves counter clockwise through each room. Not speaking, only the sound of his footsteps and his breathing can be heard.

Rolls:
I am not sure how many rooms, so I am providing checks for multiple. Please disregard any not needed, or if something occurs before a check is used. Let me know if any more are needed
Room 1
Perception: 1d20 + 7 ⇒ (17) + 7 = 24 -> Searching Room
Perception: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 -> Checking for Traps
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21 -> Moving Quietly in room
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10 -> Moving Quietly to next room

Room 2
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 -> Searching Room
Perception: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 -> Checking for Traps
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13 -> Moving Quietly
Stealth: 1d20 + 5 ⇒ (1) + 5 = 6 -> Moving Quietly to next room

Room 3
Perception: 1d20 + 7 ⇒ (18) + 7 = 25 -> Searching Room
Perception: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 -> Checking for Traps
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12 -> Moving Quietly
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15 -> Moving Quietly to next room

Room 4
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 -> Searching Room
Perception: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 -> Checking for Traps
Stealth: 1d20 + 5 ⇒ (20) + 5 = 25 -> Moving Quietly
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15 -> Moving Quietly to next room

Room 5
Perception: 1d20 + 7 ⇒ (2) + 7 = 9 -> Searching Room
Perception: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 -> Checking for Traps
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17 -> Moving Quietly


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia moves along with Elwin, stopping in each doorway not entering unless needed, or if it would leave her at the back of the line. She appears to be dealing with some emotions from some unseen force as she seems on edge and then relaxes. She then picks up a random small object and casts light on it so that she can see.

Once she relaxes, she starts looking around listening for anything other than the group, while she deals with her fluctuating emotions.

Rolls:
Same thing as Elwin. Here are some checks for each stop she makes for each room. Let me know if you need any more.

Room 1
Perception: 1d20 + 1 ⇒ (4) + 1 = 5 -> Watching behind the group from door.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12 -> Extra Perception if asked to search room.
Stealth: 1d20 + 5 ⇒ (14) + 5 = 19 -> Moving quietly

Room 2
Perception: 1d20 + 1 ⇒ (6) + 1 = 7 -> Watching behind the group from door.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6 -> Extra Perception if asked to search room.
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17 -> Moving quietly

Room 3
Perception: 1d20 + 1 ⇒ (8) + 1 = 9 -> Watching behind the group from door.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10 -> Extra Perception if asked to search room.
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8 -> Moving quietly

Room 4
Perception: 1d20 + 1 ⇒ (5) + 1 = 6 -> Watching behind the group from door.
Perception: 1d20 + 1 ⇒ (18) + 1 = 19 -> Extra Perception if asked to search room.
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8 -> Moving quietly

Room 5
Perception: 1d20 + 1 ⇒ (9) + 1 = 10 -> Watching behind the group from door.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2 -> Extra Perception if asked to search room.
Stealth: 1d20 + 5 ⇒ (20) + 5 = 25 -> Moving quietly


Some unfinished business: The chamber immediately within the old double doors has three hallways leading away. One runs to the right as you enter the chamber, one left, and one goes back to your right.

In the chamber, there is a door directly ahead of you and a second in the far left corner.

Door across from the entry:
This small chamber is mostly empty. Two sagging and rotting beds stand against one wall, evidence of cuts and slashes in their ancient surfaces, one bed sitting at an angle on the junk underneath. A pile of rotting wood and other detritus has been piled up on and under the beds, some of it pulled away as though someone sought to reach underneath. Three recently-killed rats of unusually large size can be found - and smelled - here. (The rats were killed by the party earlier.)

Door in the far left corner of entry chamber:
Dusty, cobweb-shrouded weapon racks line this chamber's walls. Tiny spiders can be seen scuttling about and there are clear and recent footprints in the dust. (The party left the footprints on their earlier visit.)

As the party re-investigates the hallway to the left, Ashia and Elwin see it for the first time. Facing down the hall, there are three regularly-spaced doors on the left side. On the right, there is but a single door, closer to other far end of the hallway, roughly 35' away in the dim light. The walls are solid enough to prevent daylight from coming in, but the open doors behind you allow enough to keep it from complete shadow.

Ashia's light is very helpful for her human eyes. The elves' have less trouble with the dim light.

While the rest of the party explores, Rhasadinar and Tyhal gather dust from the courtyard outside so they can "flour" the floor once the party is done.

First door on the left:
The three chambers on the left are effectively the same. This chamber - probably once the personal chamber of an important fellow - now lies empty and abandoned. Dust along with rotten and shattered furniture cover the floor. (There is evidence of the party's earlier searches here.)

Second door on the left:
The three chambers on the left are effectively the same. This chamber - probably once the personal chamber of an important fellow - now lies empty and abandoned. Dust along with rotten and shattered furniture cover the floor. (There is evidence of the party's earlier searches here.)

Third door on the left:
The three chambers on the left are effectively the same. This chamber - probably once the personal chamber of an important fellow - now lies empty and abandoned. Dust along with rotten and shattered furniture cover the floor. (There is evidence of the party's earlier searches here.)

Door on the right:
A large pile of smashed and rotten furniture stands against one wall. The remains of a collapsed chest jut forth. From the way dust appears to have been recently disturbed here, there was quite a bit of activity. Two venomous snakes are found among the debris. (More of the party's handiwork; the chest turned out to be the lair of the snakes and not the source of untold wealth one might hope for.)

More descriptions, for the right-hand hall, when next I can post.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Seeing Elwin enter the door the the right, Timber looks up from his snake ready to run off, but realizing it was him, he turned back to eating one of the dead snakes.

But when Ashia enters the doorway, he looks up and lets out a quick, "Meow" before grabbing the snake and dragging it over to Ashia. Ashia squats down to pet the cat, and responds with her own soft, "Meow." followed by a, "Now you be careful what you find in a place like this. I don't need you throwing up in my bag again."

The cat rubs up against her legs with a piece of the snake still in her mouth, as if trying to reassure her that everything is aright. He will be fine. He then moves in front of Ashia, and from the ground, looks her in the eyes. When their eyes meet again, he starts meowing until she bends back over to pick him up.

He quickly moves from her arms, by climbing over her shoulder, and into Ashia's pack where he settles in full, and now comfortable.


The floor is covered with a fine layer of dust when the rooms to the south have been explored again to show if anyone or anything passes that way after the party leaves. Then the party turns its attention to the other halls.

The entry with the double doors has a short hall that extends to the east - basically unexplored by the party - and a hall to the north. The party has been down the north hall where there can be seen a single door on the left about halfway to the end. Across from that single door is a set of double doors.

Single door on the left:
This area was obviously once a kitchen. A large soot-stained fireplace dominates one wall. Toppled tables surrounded by shattered crockery and rusting utensils lie about the room.

Two doorways occupy the far wall of the kitchen as you enter.

The door on the right remains sound, if slightly stuck, as you open it.

Sagging shelves starting at waist height and reaching almost to the ceiling line this chamber's walls. Dust, cobwebs and rotting food cover the shelves. Patches of green and brown mold as well as small stands of mushrooms cover the floor.

The door on the left has been destroyed. It appears to have been hacked at and struck to the point of failure.

Smashed and broken barrels lie about the floor. Amid the shattered wood lie the skeletal remains of at least one humanoid. Investigating the smaller barrels, one can detect the faint scent of hops and barley while the larger barrels smell like soured wine.

The party has searched these three rooms previously, but found little.

Double doors on the right:
When the party reached these stout banded doors, a length of chain had been wrapped around their handles, preventing them from being opened from within.

Dust and cobwebs fill this large chamber. Long feasting tables fill the main part of the chamber and at the far end stands a dais with another table atop. Shadows wreath the high, web-shrouded ceiling. Bones and rusting equipment cover the floor. Throughout the western half of the room (nearest the double doors), including on one of the tables, are recent footprints in the dust. Two unusually large spiders, recently killed, lie on the floor along with the partially web-shrouded and dried bodies of four goblins that show appear to have been partially eaten. A pair of more-recently deceased corpses - a human and an elf - do not show evidence of being spider snacks. Yet.

In the northeast corner is a stout wooden door that the party had determined hides a spiral stair that ascends into the darkness. That's as far as they had gotten when they heard the goblin raiding party in the entryway.


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]

Are we ready to approach the 2nd floor? We should be prepared for anything. We did just kill a few spiders so be aware.

Perception:
Looking for more spiders or any other new items since we left. Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Brother, I would feel more comfortable following the group. I assume one of our new group might have an ability to detect traps? I'm not sure spiders would set a trap but we can obviously see the remains of humanoids here meaning we may not be as alone as it appears.

Perception:
Same as above Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

"I would be happy to lead. I am not great at finding traps, but I am always getting better. I have been trying to work on spotting them in their most likely areas."

Elwin steps up and leads the way to the second floor keeping his eye pealed for any signs of traps as he slowly works his way trying to not squeak a board under the weight of his foot.

Rolls:

Perception: 1d20 + 7 ⇒ (2) + 7 = 9 -> Listening and looking for creatures
Perception (Trapfinding): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 -> Looking for traps
Stealth: 1d20 + 5 ⇒ (11) + 5 = 16 -> To not be noticed by baddies


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia moves slowly up the stairs following behind the group. She listens for sounds and looks for any movement as she takes her time not wanting to let the house know that she is not moving up to the second floor.

Rolls:

Perception: 1d20 + 1 ⇒ (6) + 1 = 7 -> Listening an looking
Stealth: 1d20 + 4 + 3 ⇒ (8) + 4 + 3 = 15 -> Moving quietly with Timber in pack.


No threats make an appearance in the great hall or the stairway.

However, while you are on high alert, Lalandar realizes one of the "long bones" among the many all over the floor is actually a tube with black stones set as stoppers in either end.

For her part, Talaledar sees the tip of a silvery blade buried under much detritus from the bloodbath that occurred here. She indicating it to the dusky-skinned Tyhal, who discovers a well-balanced dagger, seemingly made of silver.

The door at the base of the stairs shows no sign of a trap or even a lock. The stairs beyond are wooden and rise out of sight in a tight spiral. It's clear to everyone from the thick layer of dust that no one has walked these steps for a very long time.

Talaledar voted to bring up the rear and Elwin indicated he was willing to lead. The stairs are narrow enough that single-file will be necessary if you need to move quickly, but you could move slowly in pairs if you chose. Tyhal is willing to lead, also - he's got some talent for trap detection, but more importantly, darkness does little to hide anything from his unusual eyes. I will assume Elwin and Tyhal lead with Rhasadinar and Ashia following while Lalandar and Talaledar bring up the rear.

The ceiling in the great hall is 30', so you are unsurprised when it takes more than a couple turns of the stair to reach what you presume is the next level of the building. Aligned with a step far wider than the others is another wooden door. It appears to be another stout example like the one at the base of the stairs, which continue upward past the door.

You found a map/scroll tube and a masterwork alchemical silver dagger. And you have reached a fork in the road - continue up the stairs? Or try the new door?


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]

GM:
Is there enough light to read the map? I'm curious what it might say. Perception: 1d20 + 3 ⇒ (8) + 3 = 11 Listening at the door.


Female Elf Oracle [HP 9, Fort +1, Ref +1, Will +4; CMD 11, AC 13, touch 11, Init +1, flat-footed 12, Perc +5]

Perception:
Same as above Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin rases a hand to stop the party. The motions for everyone to be quiet and then turns to look at the door. Quietly, he checks for any wires or other triggers to a trap or even the trap itself.

Rolls:
Perception: 1d20 + 7 ⇒ (1) + 7 = 8 -> Listening for sounds
Perception (Trapfinding): 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 -> Checking for traps
Stealth: 1d20 + 5 ⇒ (14) + 5 = 19 -> Moving quietly
Disable Device: 1d20 + 6 ⇒ (16) + 6 = 22 -> Disabling Trap

No traps found:
Not seeing any signs of a trap, he puts his ear up to the door to listen for any sound on the other side.

A. No sounds heard
Motions to the group that it appears safe, and questions if they want to enter with an apparent interest to enter it himself.

B. Sounds heard
He quickly turns back to the party and again motions them to be quiet. He then points to himself, cups his ear closest to the door, then points at the door. He then prepares his blade and waits for the rest of the party to be ready to burst through the door.

Traps found:
Elwin motions for the group to set back and give him room. He then works to disable the trap.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia walks along quietly, holding a rock in her that is imitating light so that she can see. Seeing the door, she cast detect magic to check it for any magical traps.

No magic:
She then puts the light under her cloak to dim the light, but not to much so that the elf in front can still see to check the door.

Magic Detected:
She will get Elwin's attention when he turns to tell them to be quiet. She will then lean up and whisper in his ear that the door seems to have some magical trap to it. She then lowers the light under her clock to slightly dim the light before she steps back in line.

Rolls:
Perception: 1d20 + 1 ⇒ (14) + 1 = 15 -> Looking for light at the door edges and listening
Stealth: 1d20 + 4 + 3 ⇒ (2) + 4 + 3 = 9


Lalandar:
You pull one of the black stones free and tease out a length of parchment. There is enough light to look it over, but it does not appear to be a map. There is quite a bit of writing, but at a glance, it doesn't make sense.

Elwin does not detect any traps. Listening at the door, he hears nothing from the other side of the door. Likewise, the siblings lean in and listen before a decision is made. They detect nothing, either.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Tyhal reaches for the latch, looking at the rest of the party with a questioning look on his face. Ready?


Male Elf Rogue (1) [HP 9/9 | Fort +0, Ref +4, Will +1 | AC 15/12/13 | Perc +7 | Stealth +5 | Init +4]

Elwin is set and ready to enter.


Female Human Witch (1) [HP 7/7 | Fort +0, Ref +3, Will +3 | AC 13/13/10 | Perc +1 | Init +5]

Ashia looks at Tyhal and gives a slight nod. It doesn't take much effort to see that she is nervous, and it working to overcome her fear.


Slayer 1 [ HP 11/11 | AC 18 Tch 13 FF 15 | Fort +2* Ref +5* Will +1* | CMD 18 | Init +7 | Perc +7, darkvision | Effects: ]

Roll:
Stealth: 1d20 + 4 ⇒ (19) + 4 = 23

Moving carefully, Tyhal manages to open the old door almost soundlessly enough that each member of the party can squeeze through, but stops as it begins to rub on the floor. He quietly releases a breath he was holding with a relieved grin at Elwin.

Slipping through, he looks around before waving the others through behind him.

Rolls:
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

301 to 350 of 1,132 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Pixie Rogue's Shadowed Keep All Messageboards

Want to post a reply? Sign in.