DM Khel's Captives of Toil PbP Gameday VII (Inactive)

Game Master Khelreddin


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Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

"Alright, big guy! Thanks! Uh...why don't you tie him up. I suspect you'll be able to make the knots a lot tighter than I can."


DM | Map Stuff | Burden of Envy

Speaking of manacles, one item I did not list in Thulmaga's loot was the mean-looking iron staff manacled to her wrist.

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

"Welp, let's see what we got here. Anyone got any idea what'n the heck this staff is? Is it worth tryina pick the lock?"

Perception, examining manacle connecting staff to wrist: 1d20 + 11 ⇒ (6) + 11 = 17


DM | Map Stuff | Burden of Envy

The manacle appears to have been magically closed, as it does not have an obvious mechanical locking mechanism. It might be possible to open it by brute force, though it would take a lot of brute force.

It's a DC 25 Str check, just so we don't spend a lot of time rolling dice if none of you can make that.

Detect Magic and Spellcraft, DC 24:
This staff is wicked, evil mean and nasty, allowing the wielder to cast all sorts of command and domination spells. It is clearly made for the duergar to take and control slaves.


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

detect magic, spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23

Theodric ponders the staff, not able to sort it out.

no strength bonus here.

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

Str: 1d20 + 6 ⇒ (16) + 6 = 22

Can anyone aid?

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

Seeing El Garrapata straining against the chain, Gorf grabs ahold and gives a helpful tug.

Strength (aid): 1d20 + 0 ⇒ (8) + 0 = 8


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

strength aid: 1d20 + 0 ⇒ (19) + 0 = 19

Theodric helps pull.


DM | Map Stuff | Burden of Envy

Going to bot Jean-Claude to keep us going.

Str check to Aid, DC 10: 1d20 - 1 ⇒ (3) - 1 = 2

Jean-Claude slips his long, frog-like fingers into the manacle and gives an awkward tug, then yanks his hand back quickly and mutters, ”Ouch!” He briefly slips an injured fingertip into his mouth to comfort it, then pulls it out quickly in mild embarrassment.

Turning their attention to Dornarnus for a moment, the Pathfinders tie up the dwarf and rouse him back to consciousness. He immediately begins struggling to free himself, while attempting to kick and bite at any who come near him – clearly, the effects of Thulmaga’s magic still have him in thrall.

We’re just about ready to begin the long trip back to Janderhoff. Do you want to try any other ways of getting the staff from Thulmaga’s wrist? (A little butchery could go a long way…) Also, I know you don’t have a means of breaking the enchantment on Dornarnus now, but would you like to try anything to accomplish this during the many days of travel?

Once those questions are resolved, I’ll get us moving into the final stage, which I’m hoping will resolve pretty quickly.

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

Frustrated by their collective inability to yank the chain off of her stubborn wrist, Gorf stares at her for a moment, then draws a dagger. "Welp, it's a mite gruesome, but I suspect we may need this doohicky to get ole beardface back to his former self. Any of y'all squeamish 'bout this kinda thing? I ain't afraid o' a quick bit'a knife work to take care of it, long as y'all don't object." Professional hunter and trapper that he is, Gorf is not squeamish about cutting the manacle free, as long as none of his allies object.


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

No objections here.

Theodric pulls out his adamantine dagger with the spiral of Pharasma on the hilt. "The body is now just a shell, the spirit departed."

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

"Huh. That's quite a knife ya got there. Ya might even b'able ta jus' cut raht through th'chain with a knife like that."

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

The grisly job done, Gorf wipes his dagger clean on the dead woman's robe, then sheathes it again. "Here, seems like somethin' you might be better 'quipped to do somethin' with" he says, handing the staff to Theodric. "'Spose it's 'bout time we hit that long road home, dontcha think?"


DM | Map Stuff | Burden of Envy

Gorf makes tidy work of the bloody task, freeing Thulmaga's staff from her wrist, by freeing her hand from her wrist as well. With the staff secured from falling back into the hands of the cruel duergar, the party is ready to set off again.

Rather than playing out a bunch of rolls, I’m going to say that Theodric is able to memorize multiple castings of dispel magic per day and eventually free Dornarnus from the effects of Thulmaga’s dominate person.

The liberated dwarves trudge through the tunnels, eager to be returning home but exhausted after weeks of travel. Most of the return journey is uneventful. However, with only a few dozen miles left between the dwarves and Janderhoff, a scout reports that a duergar raiding party followed the group from Fellstrok. The raiding party is far too large to fight, and there are many dwarven stragglers who will certainly die unless someone takes quick and decisive action.

In order to lead the dwarves back to Janderhoff with minimal casualties, you must now avoid or outwit the raiding party. There are a number of approaches you could take to accomplish this, and it’s really up to you to decide what you want to do. For example, you might find an alternate route through Nar-Voth; use force to create a blockade; try to build some sort of physical barricade in the tunnels; intimidate the duergar into backing down; inspire the dwarves to pick up the pace; or use some other tactic.

Whatever approach you choose to take, executing the plan requires you to successfully navigate three phases: the first to prepare the plan, the second to enact it, and a third for reasons to be disclosed later. Each of these phases requires a successful check, with the particular check dependent on what the plan is.

As the Pathfinders begin to consider the best approach, Dornarnus speaks up, ”I have much to atone for, and a chance to do some good here. Some of our number are still wounded and weary, and will not be able to move quickly enough. I will take a small force of my people to hold off the raiders long enough for the others to reach Janderhoff.”

Your options here are to let Dornarnus do as he proposes to buy time; to leave the slower dwarves behind to ensure the safety of the others; or to determine you will leave no dwarf behind, and take the greater risk of being caught by the duergar raiders.

So, with all that info: what will your plan be, and how will you respond to Dornarnus’ proposal?


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

Theodric thinks that no Dwarf, not even Dornarnus should be left to a fate worse than death at the hands of the Duergar slavers.

No Dwarf left behind!

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

"Yep, I'm with ya. Ain't leavin' anyone down here."


DM | Map Stuff | Burden of Envy

Remember to think about - and throw out some ideas - about which plan you'd like to use to get away from the duergar raiders! You can pick something from the examples given, or come up with a wacky notion of your own. You're almost to Janderhoff, the dwarves have hope in their eyes again - can you come up with a plan to get them there alive?

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

"INDEED NEITHER SHALL I!" Thunders El Garrapata. "Perhaps if we TRICKED THEM WITH OUR TRICKSINESS?!?"


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

I was trying to slow-roll my participation here since I remember this part of the scenario, but with nobody else jumping forward...

Theodric looks to his companions "I think we need to screen the retreating Dwarves. I think trickery rather than brute force will be key though. So lets screen the retreat, but lead the Duregar following us deeper and deeper into something we can climb or fly out of. A natural hazard or dead end that they'll lose precious time backing out of or even overcoming with brute force."

Liberty's Edge

CG Male Grippli Unchained Rogue (Vexing Dodger / Underground Chemist) 7 / Swashbuckler (Mouser) 1 | HP 60/60 | AC 25 T 18 FF 19 | CMB +10, CMD 21 | F: +4, R: +12, W: +2 | Init: +5 | Perc: +11, SM: +4 | Speed 30ft, Climb 20ft | Ranged: Net +12 Entangle, Melee: +1 Keen Rapier +13 1d4+6, Adamantine Mace +13 1d4-1, Cold Iron Dagger +12 1d3-1 | Sneak Attack +4d6 | Active Conditions : None

"Oui! Their zeal for evil will be zere doom! I 'ave many useful chemicals in my 'andy 'averzack zat can aid us!" Jean-Claude begins rummaging through his bag, pulling out various adhesive, corrosive, flammable and explosive elements to contribute to some sort of environmental delay.

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

"That sounds lahk a fine plan t'me Theodric. Jean-Claude, maybe we could rig up some'o that stuff to dump down on them after we climb up this theoretical wall or somethin'."

Liberty's Edge

CG Male Grippli Unchained Rogue (Vexing Dodger / Underground Chemist) 7 / Swashbuckler (Mouser) 1 | HP 60/60 | AC 25 T 18 FF 19 | CMB +10, CMD 21 | F: +4, R: +12, W: +2 | Init: +5 | Perc: +11, SM: +4 | Speed 30ft, Climb 20ft | Ranged: Net +12 Entangle, Melee: +1 Keen Rapier +13 1d4+6, Adamantine Mace +13 1d4-1, Cold Iron Dagger +12 1d3-1 | Sneak Attack +4d6 | Active Conditions : None

"Oui, zis is my tinking also!"


DM | Map Stuff | Burden of Envy

The Pathfinders think fast, and decide to use wiles rather than violence against the duergar pursuers. Determined not to lose a single dwarven captive after all their efforts to save them, they convince Dornarnus he must keep moving with the main body of his people while the party sets up some clever delaying tactics.

Based on what the plan sounds like, you’ll need to make an initial check to find the right place and get things set up. Let’s call that Knowledge (dungeoneering or geography), Perception, or Survival.

For the second check, to implement the plan, the relevant skills would be Disable Device, Stealth, Climb and Craft (alchemy) if Jean-Claude is going to use his alchemical doodads (which will require using up two of the items).

For each phase above, you can choose to make any of the listed checks to contribute, with each of you making separate checks (rather than aiding each other). With any of these checks, if you think there’s another skill that would be appropriate based on a particular approach you want to take, describe the approach, make a case for how a particular skill applies, and make the roll in the same post, just in case I agree with your proposal.

Everybody - make your two skill checks to see if your clever plan works!

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

Survival: 1d20 + 12 ⇒ (9) + 12 = 21
Climb: 10 + 19 = 29 Climb speed 20ft. -> can always take 10

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

Climb!: 1d20 + 15 ⇒ (2) + 15 = 17


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

Theodric helps look for the proper set of tunnels for their ruse.

perception: 1d20 + 13 ⇒ (16) + 13 = 29

Once there Theodric will help set up a rockslide to close off passages to keep the Duergar from following.

disable device: 1d20 + 13 ⇒ (20) + 13 = 33

Liberty's Edge

CG Male Grippli Unchained Rogue (Vexing Dodger / Underground Chemist) 7 / Swashbuckler (Mouser) 1 | HP 60/60 | AC 25 T 18 FF 19 | CMB +10, CMD 21 | F: +4, R: +12, W: +2 | Init: +5 | Perc: +11, SM: +4 | Speed 30ft, Climb 20ft | Ranged: Net +12 Entangle, Melee: +1 Keen Rapier +13 1d4+6, Adamantine Mace +13 1d4-1, Cold Iron Dagger +12 1d3-1 | Sneak Attack +4d6 | Active Conditions : None

Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Craft (Alchemy): 1d20 + 20 ⇒ (9) + 20 = 29


DM | Map Stuff | Burden of Envy

Perception for Garrapata, who will not read instructions: 1d20 + 4 ⇒ (17) + 4 = 21 ;)

Working together, the Pathfinders seek out the right spot to set up a rockslide to delay their pursuers. Theodric feels he's got the right place, but his companions are of little help in confirming it. Once the location is selected, they work together quite effectively to set up the trap, hiding Jean-Claude's explosives in places selected by Theodric, with Gorf scrambling nimbly about to reach even the trickiest placements. Garrapata can't hope to keep up with the grippli's natural climbing skill, but the blue giant does manage to keep out of the way, mostly.

When the explosions go off and the rocks crash to the ground, it becomes apparent that the location for the rockslide could have been better. A number of duergar manage to get quickly past the jumble of rocks and catch up with the slowest of the dwarves, though only minimal casualties are inflicted.

Gathering themselves for a final push to Janderhoff, the party and their dwarven friends are startled to see that the noise of the rockslide seems to have attracted the curiosity of a giant cave lizard! The huge creature flicks its tongue out over and over, sniffing the air and wondering if the smell means food or danger.

One more skill check from everyone - this can be Handle Animal, Intimidate, Stealth or a combat maneuver.

Liberty's Edge

CG Male Grippli Unchained Rogue (Vexing Dodger / Underground Chemist) 7 / Swashbuckler (Mouser) 1 | HP 60/60 | AC 25 T 18 FF 19 | CMB +10, CMD 21 | F: +4, R: +12, W: +2 | Init: +5 | Perc: +11, SM: +4 | Speed 30ft, Climb 20ft | Ranged: Net +12 Entangle, Melee: +1 Keen Rapier +13 1d4+6, Adamantine Mace +13 1d4-1, Cold Iron Dagger +12 1d3-1 | Sneak Attack +4d6 | Active Conditions : None

Stealth!!

Stealth: 1d20 + 25 ⇒ (13) + 25 = 38

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

Stealth: 1d20 + 11 ⇒ (17) + 11 = 28


Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)

even more stealth: 1d20 + 17 ⇒ (12) + 17 = 29

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

I frequently fail my Perception checks in real life. Ask my coworkers about waving to me while I'm driving. Absolutely never see them.

Combat Manuever!: 1d20 + 14 ⇒ (18) + 14 = 32

Dark Archive

CG Male Grippli Gunslinger (musket master) 9 | hp 80/80 (NL: ) | AC27 T21 FF19 | F+10 R+14 W+10 | CMB +9 CMD 26 | Init +10 | Speed 30ft, Climb 20ft | Perc+13, SM+4 | Grit 3/4 | Deadly Aim -3/+6 | +1 musket +18/1d10+8 | Active conditions:

I wasn't expecting my 28 to be the low roll....


DM | Map Stuff | Burden of Envy

As El Garrapata gives the giant lizard a firm shove out of the path of the returning dwarves, the rest of the Pathfinders sneak by the creature unnoticed. Confident that they have evaded the duergar raiders, the party brings the surviving dwarves the rest of the way to Janderhoff. There the dwarves rest, resupply, re-arm, and make their way home to Jormurdun via surface routes. Sandricaan, the dwarven wizard, meets with the returned Pathfinders. The wizard is relieved to see them returned from their journey, and asks for a report on their experiences. He takes meticulous notes as they talk. Once the tale is told, Sandricaan bows his head in remembrance of the few dwarves who perished along the way.

After this quiet moment, Sandricaan presents the Pathfinders with gifts from the families of the dwarves they saved, with a note attached that reads “May Torag’s shield protect you always.”

Soon after their meeting with Sandricaan, as they pause for a few days to recover from their journey and see a bit of Janderhoff, the party receives a letter from Sir Jorsal of Lauterbury, thanking them for their bravery and quick action in rescuing the captives. Their efforts have proven that the dwarves of Jormurdun and Janderhoff can still count members of the Pathfinder Society as trusted allies.

During this brief period of rest, Dornarnus come to find the party, and thanks them for rescuing him from a lifetime in Thulmaga’s thrall. He knows he did terrible things while under her vile influence, and promises to atone for these deeds. So affected was he by the experience of being under the control of another, Dornarnus even suggests that once he has fully atoned he may join the Liberty’s Edge faction to fight for freedom throughout the Inner Sea. In follow-up to this, Theodric and Jean-Claude receive letters some time later, from Major Colson Maldris. He writes to congratulate them, stating that Dornarnus will certainly prove to be a valuable ally.

And that’s it, gang! With some good rolls at the end, you only lost a few dwarves on the journey (despite all the DC’s being higher with the No Dwarf Left Behind policy), which gets you the second prestige point. I’ve got chronicles mostly finished, but I’m pretty busy on this work trip I’m on – I may get them done soon, but it’s also possible it will take me a bit to finish them up.

I hope everyone had fun – you were a creative, fun group to play with!

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