The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso throws his body against the wall and the compartment breaks. Inside you find a piece of parchment with a symbol drawn on it.

The Exchange

HP 44/44

"Nice Iso! I suppose that is some sort of clue. Off to the other sites to see if we can find the same thing there? Imperial Hall of Records next?"

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso stretches and pops a shoulder or two.

"Iso agrees with Friend Borrobol. Big paper place next."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The second painting represents Cassomir’s Imperial Hall of Records. You
connect the glowing bas-relief at the southwest corner of the building in the painting to the actual bas-relief present at that location.

Perception DC10:

Also at this place you find a letter 'I' symbol, in the heart of the relief.

In the picture Aroden attempts to sooth children with music and the notes for that song are shown above him in the painting.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Iso remembers also music box of Grandmaster Torch. Blowing music made chest open. Iso wonders if also music will open secret door.

Striking a dramatic pose, Iso readies his beard (which some may remember has little silver bells woven into it) and tries to shake his head in a melodious manner that fits with the notes.

perform: 1d20 - 2 ⇒ (19) - 2 = 17

bwhahaha, if that works, it will be a long and lasting memory.

The Exchange

HP 44/44

Upon arriving, Borrobol searches the area around the bas-relief and easily finds the "I". Hearing a jingling sound behind him, he turns to see what Iso might be up to.
Take 10 for 13.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai listens to Iso sing. "Iso I didn't know you can sing. You have a good voice."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy contains his scepticism, since he hadn't earlier thought a human would ever be strong enough to open the previous compartment. Either he seriously underestimated the strength of the wall, or of Iso, and he'd rather wait and see if the oddly musical jingling of the barbarian's beard triggers this compartment to open.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso plays the song with his beard bells and a small compartment opens.

Kn. local DC15:

The song is a children lullaby.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso roars with laughter.

"Iso better at putting Fathers to sleep than children."

When the compartment pops open his eyes widen.
"Iso wonders what is within. More paper?"

perception: 1d20 + 7 ⇒ (9) + 7 = 16

So glad perform is untrained!

The Exchange

HP 44/44

Yeah, this crew would have trouble with trained perform. Maybe we could have found a street minstrel, but Iso comes through!

The Exchange

HP 44/44

"Well, I'll be damned! Nicely done Iso. Now, what do we have in that compartment?"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The compartment contains another piece of parchment with a symbol drawn on it.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso scowls.

"Just more paper. Where is third place to look? Back to statue again?"

The Exchange

HP 44/44

"I think so. If there is another piece there, maybe we can put the three together and learn what they mean. And if not, there is always that crazy painter to have a look at them."
Seems most logical to return to the prison next.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"I can't make heads or tails out of this yet. I guess its back to the statue."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso scratches his beard, and then pulls and and crushes a flea.

"Iso thinks pictures look like map of islands"

He comments, sharing his insights as the group heads back to the statue near the prison.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You return to the statue. The lone figure on the painint brandishes a radiant holy symbol aginst a horde of short humanoids with large black eyes.

The Exchange

HP 44/44

"We might need help with this one. I definitely do not have a holy symbol like that one."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

also healing magic is fine

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"Oh wait I can do a little of that"She exclaims with a smile.
Casting Heavenly fire. It heals good creatures 1d4

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso wonders "Iso notes he has healing potion from thugs in hall of wonder? Maybe that would work if nice fire not."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai concentrates and a heavenly fire touches the statue. A secret compartment inside the statue's left foot, just beneath the Ismacco family symbol, pops out. Inside, a piece of parchment awaits with a symbol drawn on it.

GM Hint:

Look at the map of cassomir.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"I do believe the next place we should go would be right here."
Celentrai says as she points to the location on the map.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I linked the map of Cassomir above, please tell me how you locate the Crypt of Fools or where you think it is.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"Well, the first parchment looks an awful lot like Harbour Watch, and if you squint a bit, the third looks like Pharasma's Pulpit, though the picture is missing a few cross streets."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso peers at the parchment.

"First looks like road from wall to Citidel."

He thinks for a bit. "But extra tower, maybe Friend Tippy right."

"Iso is sure second is towers around Citidel."

He peers at the third paper.

"Last is Pharasma's Pulpit."

Scratching his beard and then quickly popping a flea into his mouth he suggest.

"Connect all with lines, and then find middle."

The Exchange

HP 44/44

"Not bad. Is that where Celentrai was pointing?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

The bottem left corner of the map where the dotted lines are.
"I will follow you guys. It sounds like you know this area better than me."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While Borrobol watches the others thinking about the map and the parchments Celentrai has an idea, but Tippy and Iso's approach is better and they finally make out the correct locations of the triangle's corners and also make out the location of the crypt's entrance.

Drawing a triangle between the three buildings and guessing the entrance is in the center is was correct. The dotted lines are the Rules of the Swift, the route the prisoners are allowed to take when they spend a day out of prison. And I just found out that it's marked on the map: #5 :/

at the location

Perception DC15:

You find another letter 'I' carved into the side of a seemingly solid brick foundation wall surrounding an opulent manor house.

Perception DC20 or Disable Device DC15:

You find a loose brick near the 'I' that, when pushed, opens a 2-foot-by-4-foot section of wall, revealing a set of stone stairs that descend beneath the streets of Old Cassomir.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Tippy looks about when they arrive at the area marked on the map. He walks by one area before stopping and backing up. Reaching out, his fingers trace an I carved into a solid brick wall, then his hand moves down and to the right. Suddenly, he pushes on a brick, and a secret door opens up in the wall, revealing stairs going down.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at the small hole, and then at his broad shoulders.

"Can friend Celentrai provide a light?" asks Iso.

"Iso must get pretty floaty torch like other pathfinders."

If there is a shop nearby that sells ioun torches, Iso would be up for one!

The Exchange

HP 44/44

"Floaty torch! Bah, I hear they've got things you can put on your eyes that help you see just like me Iso!"
I bet there is a shop around. Big city and all. Ready to go down the steps once everyone else is.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Iso has already announced to world that he likes Friend Borrobol. Iso is not sure why covering eyes would help with understanding of that."

Iso has snatches of inspiration, but really isn't the sharpest tool in the shed.

The Exchange

HP 44/44

"Umm, yes. Nevermind...did you say something about a shop?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Feeling a little mischievous Celentrai cast light on Iso's hair.
"That light should stay with you Iso."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso pats his hair.

"Iso thanks Celentrai. Iso looks like and Assi.. not an assaasin.. assim...an ass?"

Muses the barbarian as he peers into the dark hole.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso, disguised as an Asimar, peers into the hole. The temperature in the hole is cooler than outside. The stairs lead down and around a corner. The stairs are old, but sturdy.

The Exchange

HP 44/44

"All right. Let's find them." Borrobol heads down watching for ambushes or traps.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso squeezes into the hole.

"Friend Tippy, Iso thinks you should go first in case it gets too tight for Iso. Friend Tippy also has good eyes for traps."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy is happy to go first.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy and Borrobol lead down the stairs. No traps are installed here. After a number of quick turns and further descent, you find yourselves in a small chamber 200 feet beneath the city streets.

An ancient fountain decorates this open tunnel intersection. Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. The set of stairs leading down from above empties into the room from the south, while two 5-foot-wide tunnels exit the room to the east and west.

Perception DC12:

You locate massive tumblers that circle the fountain’s base. Each of the three tumblers has hundreds of symbols inscribed on it and none of the symbols repeat themselves.

Perception DC22:

You find the previously-located symbols, one on each tumbler. The symbol from the statue adorns the top tumbler, the symbol from the Imperial Hall of Records adorns the middle tumbler, and the symbol from Quickfall Abbey adorns the third tumbler.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Look, those three things turn," Tippy says pointing to the base of the fountain.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

I will take 20 to study the fountain if possible otherwise here is my roll

Spoiler:
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While you study the fountain you suddenly hear steps coming from the tunnel to the west. The steps are caused by several people.

You have 1 round to act before whatever the noise causes enters the fountain room.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy ducks down behind the fountain and draws two daggers.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso glances at the fountain before taking position near the western door.

perception: 1d20 + 7 ⇒ (7) + 7 = 14

"Nice, clever. But Iso hears sound of footsteps approaching. Shhh"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai quietly slips back out the opening to remain out of sight.

The Exchange

HP 44/44

Borrobol joins Iso by the western door.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While you prepare for the approaching people the foot steps get louder and you see two derros and four mites getting closer, followed by a swarm of spiders.

GM Screen:

Initiative Iso: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Tippy: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Celentrai: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Borrobol: 1d20 + 1 ⇒ (1) + 1 = 2

Ini Derro blue: 1d20 + 6 ⇒ (4) + 6 = 10
Ini Derro red: 1d20 + 6 ⇒ (15) + 6 = 21
Ini Mite green: 1d20 + 1 ⇒ (18) + 1 = 19
Ini Mite yellow: 1d20 + 1 ⇒ (18) + 1 = 19
Ini Mite pink: 1d20 + 1 ⇒ (18) + 1 = 19
Ini Mite black: 1d20 + 1 ⇒ (10) + 1 = 11
Ini Spider Swarm: 1d20 + 3 ⇒ (11) + 3 = 14

Surprise, remember standard OR move
Iso
Celentrai
Tippy
Borrobol

Round 1
Derro red
-----------
Iso
-----------
Mite green
Mite yellow
Mite pink
-----------
Celentrai
-----------
Spider Swarm
-----------
Tippy
-----------
Mite black
Derro blue
-----------
Borrobol

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