GM Doug's Snow White (Inactive)

Game Master Doug Hahn

This is a closed game for the third party module Snow White by Adventure a Week.


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The azer turns away and dips an index finger into the coals. He takes one out and places it on his red tongue; he nods to himself and swallows it.

He stirs the embers. Do not enter enter my workspace unless you assist me with my duty. Give me fire to put in fire, or stand in that alcove forever.

intelligence or knowledge arcana DC 14:
"Fire to put in fire" … this Azer seems to desire a fire-aligned or associated item to put into the trough. Releasing the stored magical energy would indeed make the coals hotter, but of course it would also ruin the item.

The other Azer's mane of flames burns brighter as it catches wind of the conversation. Me as well. Assist me. Give a burning to put in the burning.


Male human vigilante 8 | hp 17/59 | AC 21 (+1 haste, +2 Shield of Blades), T 14, F 18 | F+5, R+11, W+9* | CMB +10 CMD 24 (Dirty Trick +12/26) | Init +3, Speed 30ft. | Perc +9, SM +5 | Active Conditions:

Intelligence: 1d20 - 1 ⇒ (4) - 1 = 3

Samen turns to his friends and shrugs.


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

Intelligence: 1d20 ⇒ 1 LOLZ

Gate meets Samen's eyes and returns the shrug. He then turns to the azer.

"Give you a burning to put in the burning? How about we just walk out that door to the west and call it a good evening? We've got an awful lot of our own work to get done. Perhaps you've seen a kidnapped princess come though here?"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The Azer frowns at Gate's rude words. He drops an ember onto the floor and uses his warhammer to chip it at Gate's face.

1d20 ⇒ 2

The smoldering ember whizzes off course harmlessly — almost — it singes a single chest hair!

Initiative:

Gate: 1d20 + 3 ⇒ (6) + 3 = 9
A Boy: 1d20 + 4 ⇒ (3) + 4 = 7
Klaytal: 1d20 + 6 ⇒ (1) + 6 = 7
Samen: 1d20 + 2 ⇒ (9) + 2 = 11
Azer 1: 1d20 + 2 ⇒ (3) + 2 = 5
Azer 2: 1d20 + 2 ⇒ (2) + 2 = 4

those rolls… wow…

Whole party is up!


Male human vigilante 8 | hp 17/59 | AC 21 (+1 haste, +2 Shield of Blades), T 14, F 18 | F+5, R+11, W+9* | CMB +10 CMD 24 (Dirty Trick +12/26) | Init +3, Speed 30ft. | Perc +9, SM +5 | Active Conditions:

*Sigh* "Fine. This was your choice, though."

Samen catches everyone's eye, quickly, and nods, conveying a sense of his plan. Hey then takes a quick step toward one of the creatures, trying to make it flinch. Standard action to give everyone the Feint Partner teamwork feat for two rounds (if one person feints, everyone gets the benefit), then move action to feint #1 using Improved Feint.

Bluff to feint #1: 1d20 + 18 ⇒ (7) + 18 = 25 vs. 10+BAB+WIS or 10+Sense Motive. Success = flat-footed.


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

Gate looks down at his chest and snarls.

”Right, you’ll pay for that, with your life!

He moves up to azer #2 and tries to stab him with a punching dagger. He harries the azer with his menacing stance. -1 penalty on attack rolls and a –4 penalty on concentration checks.

Punching dagger: 1d20 + 13 ⇒ (11) + 13 = 24 Damage: 1d4 + 10 ⇒ (2) + 10 = 12


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

The boy snaps out of his morbid thinking about his missing friend and tries to halt the slaughter.

"You have no need of fire from us this day. Nor use for cutting steel. We're here on business of the crown. If ember is your ask, they'll more than pay the price upon our mission's end. Now let us pass."

Move Action for Fascinate DC 19 Will save, then Standard Action for Suggestion - DC 19 save by Azer 1.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 ⇒ 12

Assuming you mean Azer 2, as Gate clarified in Slack he's after #1

The Azer loosens his grip on the Warhammer and considers A Boy's words.

Our ask is more than ember. The fire must be hot indeed.

A Boy: did you make the DC 14 arcana check above? If so, you can make an appraise check to try and ascertain the GP value of the offerings these Azer require. They each want their own offering.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

Arcana: 1d20 + 10 ⇒ (13) + 10 = 23

Appraise: 1d20 + 4 ⇒ (17) + 4 = 21

The fascinate affects them both, perhaps, unless Gate continues his assault?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A boy: They each want a fire aligned item; you think any item worth less than 1000 gp will not be considered worthy.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

OK. Going to say Fascinate didn't work as “The Distraction of a nearby combat or other dangers prevents the ability from working.” In the future if we want to retcon A Boy using this ability before the party members with more violent tendencies act, that's fine by me but the party should coordinate on that.

Klaytal delays, waiting to see what effect A Boy's spells will have.

The first Azer weaves unsteadily and his mane of fire sputters; his voice is like gravel: The work must continue. He then steps through solid wall, vanishing from sight. full withdraw.

Azer 2 makes a strange gesture at A Boy. I will be here with the work when you return with my fire, friend. He turns to continue sifting the coals, ignoring the party.

Out of combat!

A few moments later the Azer dips his hand into the trough, and pulls forth a fading coal. He frowns before walking through the Southern wall.

A Boy:
With your knowledge in arcana and planar lore, you suspect that fire-aligned creatures can move freely through the walls of this area at will.

However, if you try to teleport through a wall, you find you cannot do so. You can still teleport about within individual rooms, as usual.

You are now alone in the room.

Which way? There is a door to the West, and one to the East.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

Sense Motive on strange gesture: 1d20 + 21 ⇒ (6) + 21 = 27

The strange little man goes to the western door to give a look and listen.

Perception: 1d20 + 14 ⇒ (13) + 14 = 27

"We can't step through the walls here. The azers can, though. Let's be careful!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A Boy; Sense Motive:
The gesture seems to be the sign of a bargain struck.

A Boy hears nothing beyond so he opens the door, revealing a short hallway and another door. There is writing above the lintel; it glows softly:

Consider this when you start onwards:

What we normally wish, when snow softly engulfs
settlements everywhere, seems woefully wasteful; surely
snow shall eventually stop enveloping everything naturally,
when Northern nights e’er ebb?

I hope you can follow what’s been said?

You open the door. Beyond is a 20' by 45' space, covered in a grid of red, 5-foot square tiles demarcated by bright white grouting. Two muscular creatures stand on either side of the door. A Boy knows they are Magmin. the google slide is updated, in case you're having a hard time visualizing the room

You see a single door to the South, along the Eastern Wall.

When Gate enters the room, the magmin turn to watch him, but do nothing else. The party follows…

When Gate steps on the third tile to the West, a wall of fire blasts down from the ceiling, singeing another few chest hairs! Luckily, Gate leaps back in time to avoid further damage.

Samen steps off to the side, and suddenly the Magmin emit a fierce heat, making the room as hot as an oven — it seems as if he has triggered a second trap. No matter what you do, the Magmin cannot be touched — they seem to be protected by a strange magic.

A Boy backs up the other way and drops a second wall of fire down onto himself.

Everyone retreats from the heat and flames of this horrible area.

1d4 ⇒ 3

Klaytal reads the nonsense verse again, and remembers that Gate triggered the trap after moving more than 3 tiles to the West in the room. He notices that the first letter of the first two words of the poem are both "W." He steps back into the room, this time going two steps West on the grid, and then turning North. He seems safe. He retreats to takes a complete rubbing of the poem before leading the party through, using his compass and the first letter of each word to direct his next step on the grid:

Solution:
West, West, North, West, West, South, South, East, South, East, South, West, West, South, South, South, East, South, East, East, North, West, North, North, East, East.

Any time you deviate from that pattern the Magmin activate and make the room lethally hot, or you get a Wall of Fire to the face.

A Boy could have also given everyone teleport ability to just bypass the puzzle as well.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You step into the 5-foot hallway between rooms; Gate curses when he gets sprayed with cold blue gel — and again when A Boy quips something at him. It seems as if this room is a cooling chamber of sorts.

Everyone gets sprayed thoroughly with goop, and shiver when they enter the next room.

This new space 15 feet by 30 feet, and contains two large piles of coal — one in the northeastern corner, the other filling the south wall.

A thin path winds between the two heaps; it's full of sooty footprints. A set of these glows, as if still hot. It seems as if a fire-based creature has passed this way recently and rekindled the soot — likely the Azer you saw go this way.

There is movement atop the piles of coal in several places… you see four swarms made of glowing red embers happily frolicking in the cinders. in fact, they are eating some of the hottest coals. They notice you and start to come your way!

DC 14 knowledge dungeoneering:
These are conflagrant coals, swarms of raging rubble (small constructs), that have the fire subtype.

When near you, they hesitate, as if waiting for you to do something.

sense motive DC 25:
They are acting almost like pets, waiting for a treat. Dangerous pets, but pets nevertheless… there may be a way to placate the little construct swarms here…


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

Sense Motive: 1d20 + 21 ⇒ (18) + 21 = 39


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

Sense Motive: 1d20 + 1 ⇒ (3) + 1 = 4

”What? What do you want? Are we meant to do a trick or something?”


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The constructs rumble around Gate's feet in a circle, then to the coals, and then back to Gate, clearly excited about something. However, in all Gate's adventuring he's never heard of a swarm whose entertained by tricks.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

The boy scat he’s his unruly mop of hair.. "The want a treat we may not have. Some fire? A bit of fuel? What does a shepherd give a fiery hound?"


Male human vigilante 8 | hp 17/59 | AC 21 (+1 haste, +2 Shield of Blades), T 14, F 18 | F+5, R+11, W+9* | CMB +10 CMD 24 (Dirty Trick +12/26) | Init +3, Speed 30ft. | Perc +9, SM +5 | Active Conditions:

"Well, there's plenty of coals in the last room. Maybe we can find a way to bring some in here without burning ourselves?"


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Exactly right!

You use a bowl from a mess kit to bring a large pile of coals back to the constructs, who spin about in circles under your feet when they see you with their favorite snack.

They happily begin eating the hot coals; they also gently warm you, making you perfectly comfortable again after getting sprayed with the icy-cold cooling gel.

Understanding you're bringers of treats, the constructs will not harm you, allowing you to pass this room at any time.

Will update the next room this afternoon


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

”What? That was all they wanted? Well, let’s move along then.”


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

"You're getting more reasonable by the minute, Gateau!" The boy gives a giggle as he passes by the embers.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1/2

The next hallway is 15 feet long and quite thin. The floor is covered, edge to edge, in traps that shoot jets of flame upwards at any walkers.

The walls and ceiling are covered in hundreds of clay hands that attempt to grasp onto you as you move through. Some would help a person climb along the wall, and others would cast them down onto the traps.

Luckily, Samen is here and can disarm the traps along floor. The creepy hands make sad faces as you proceed to the next room.

----

The center of this room is blasted out — there is nothing here but a deep pit in the center. You carefully make your way along the ledge.

GM Screen:

Gate: 1d20 + 3 ⇒ (10) + 3 = 13
Hucklepuck: 1d20 + 10 ⇒ (19) + 10 = 29
Klaytal: 1d20 + 9 ⇒ (7) + 9 = 16
Samen: 1d20 + 8 ⇒ (20) + 8 = 28

A Boy and Samen see a body on the floor, hidden in the rubble. It has weirdly pulsating skin, as if there is a creature inhabiting it. The corpse's glassy eye rolls up to stare at you. The mouth silently mutters, … come … down … to … me …

You decide to move past quickly.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2/2

Beyond is another small, 5-foot-wide hallway.

Signs and symbols are scrawled on the walls in white ash; fetishes dangle from the ceiling.

DC 15 religion:
The motifs on the walls are connected with funerals and burials.

DC 20 planes:
The fetishes hanging from the ceiling are intended to speed easy passage across the benign undead plane.

DC 15 local + success on either of the above:
It is a local eccumenical custom to bathe and coat the recently deceased in ashes in order to keep them warm on their next journey.

At the end of the hallway is a strange door — if one could even call it a door. It's actually an intricate mechanism that contains an inner chamber sealed off from the rest of the hallway, as well as the room beyond.

DC 20 engineering:
This door is fundamentally an airlock (although your characters wouldn't know that word). Its design cuts out all air movement to equalize any and all pressure to the chamber beyond. It doesn't look like there is a vacuum beyond, but rather like the chambers simply negate air movement.

DC 25+ on the above Engineering check:
The next room will also be silent.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

The boy examines the various things as best he can.

Planes: 1d20 + 10 ⇒ (19) + 10 = 29
Local: 1d20 + 10 ⇒ (18) + 10 = 28

"Ah, ash. For swifter passage through death's antechamber. Like as not a means to open yonder door."

He blinks at the door, unfamiliar with such complex mechanisms.


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

”Have we cone to a dead end then? We could go back the way we came and through the other door.”


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You can open it and go through to the room beyond if you want. It's just weird-looking as far as you know, but it has a handle.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

Does anyone have Knowledge: Engineering?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

What is the party's decision here? Go back, or mov through the weird door?


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

The boy examines the weird door, but does not understand it. He puts his hand on what seems to be the latching mechanism...


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The rest of the party crams into the strange mechanism with A Boy. The first door hisses shut behind them, and the other opens. There is no air movement whatsoever.

It's silent here; still as a grave. This relatively large room is dominated by two massive heaps of ash. As you look closer, you notice that these are just the tops of far deeper mounds, rising out of pits.

Now you understand the purpose of the strange doorway: it prevents the delicate ash from blowing about the room.

There are nine fiery skeletons here, standing with their feet hidden in the ash. They slowly turn to look at you.

A tenth skeleton is clad in golden vestments. Gradually he rises up out of the ash on a levitating disc made of obsidian; so slowly does he rise, in fact, that the ash is hardly disturbed. Above you, his bony appendages, with exquisite deliberation, make formal and unexpected sign: a welcome to a funeral.

The other burning skeletons do not move, or disturb the ash.

I'll just give it to you: these are burning skeletons. They have a fiery aura they can turn on, and explode on destruction. You would also know, in character, that it is possible to drown in ash.

There is another door/airlock on the far side of the room, at the end of a thin trail that winds its way between the overflowing pits of ash. How do you plan on proceeding?


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

A eulogy. Not for a man but for a bear made of fleece. In attendance: A princely doll. A lollipop. A spider. And the bear’s best friend, a noble lass.

Of these does the boy sing, granting his friends the trickster’s step. He remains ready to change his tune, disappearing and ready to take the leap once they’ve gone.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The gold-clad skeleton bows his head in respect for A Boy's eulogy. The other skeletons do likewise, mourning for the fleece bear.

map is updated on the slide


Male human vigilante 8 | hp 17/59 | AC 21 (+1 haste, +2 Shield of Blades), T 14, F 18 | F+5, R+11, W+9* | CMB +10 CMD 24 (Dirty Trick +12/26) | Init +3, Speed 30ft. | Perc +9, SM +5 | Active Conditions:

This boy...

Samen gives the boy a sidelong glance then, contemplating his words, steps through nothing to the far doorway.


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

”That’s a good one Jack. I’m not about to lose any more chest hair to this place.”

Gate also steps to the far doorway.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You can teleport one at a time; it lands you near the golden skeleton. His bony thumb is covered in ash, and he attempts to mark your forehead as you go by.

Do you let him do this to you? Each of you can choose.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

The boy sees the skeleton do this and opts to be anointed.


Male human vigilante 8 | hp 17/59 | AC 21 (+1 haste, +2 Shield of Blades), T 14, F 18 | F+5, R+11, W+9* | CMB +10 CMD 24 (Dirty Trick +12/26) | Init +3, Speed 30ft. | Perc +9, SM +5 | Active Conditions:

Samen recoils, but then thinks better. Each of the creatures we've met in here could have been a threat, yet most have revealed themselves to be reasonably benign. Hm. With that, he allows himself to be anointed.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

DC 22 Spellcraft:
The marking functions as Death Ward. However, rather than last a period of time and defend the you from all relevant attacks, the magic stays in place until either the mark is washed away or the you suffer one relevant attack. This mark could last days, if you so choose.

Gate, Klaytal? Let me know in Slack if it's easier. We'll be moving to the next room soon!


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

Seeing the boy and Samen accept, Gate lets the skeleton annoint his forehead as well.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Klaytal does too.

1/2

You pass through the airlock. This hallway turns ahead at a right angle. It ends at a dead-end. The wall here feels cold.

GM Screen:

Gate: 1d20 + 3 ⇒ (15) + 3 = 18
Hucklepuck: 1d20 + 10 ⇒ (13) + 10 = 23
Klaytal: 1d20 + 9 ⇒ (10) + 9 = 19
Samen: 1d20 + 8 ⇒ (18) + 8 = 26

A Boy and Samen note that the mortar in certain places seems to be eroded away… it's a secret door! You open it.

Convulsive shivers wrack your warm bodies when an arctic wind blasts into the hallway — it's cold as deep winter in this new room. Do you have cold weather gear or Endure elements? Well, maybe you won't have to stay in here for too long…


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2/2

This entire room is sheathed in cold iron — walls, floor, ceiling, doors — everything.

The voice of a child from the left-hand side of the room: Hello; shut the door!

You step inside and close the door. Sitting upside-down in a tattered old club chair is a girl who looks to be the same age as A Boy. She's dressed in a puffy winter outfit that has a fox-fur-lined hood from which her auburn hair hangs to the floor; her brass-colored irises peer up at you when she smiles.

Across from her is a cell lined with cold iron bars.

Inside the cell lined with cold iron bars is a 9-foot tall humanoid figure whose wearing heavy plate armor made of black of ice; a cloak of frost is draped majestically over one shoulder. Its skeletal head is topped by a pair of jagged, crystal-blue antlers. It holds a glaive that seems to be made of solid ice.

knowledge nature DC 23:
This is a Cold Rider, a powerful fey associated with cold and corruption of other fey.

The child kicks her feet in the air and smiles at you. I'm Vartiomies. She gestures at the being in the cell. This is Jaa-Isanta. At the mention of its name the being steps to the edge of the cell and stares menacingly; its cold eyes slide over each of you before suddenly fixating on a boy.

Its whisper is like ice groaning in a deep lake on a moonless night:

Sylvan:
Come here, little one. Come here and free me, and whatever you desire will be yours…

A ghastly grin splits the cadaverous face; from behind the bars it watches A Boy's every move.

Vartiomies makes a dismissive gesture. Jaa-Isanta is always mean. That's one reason why I have to keep it here. She sits up. Who are you? The girl looks closely at each of you. What are you?

Map updated — there is an empty cell in here too, marked on the map.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Skill mastery to get 30 on Nature check

The boy called Jack by some takes out his big-eared doll.

Sylvan:

"You’ve heard about the Rabbit Prince perhaps. He thought to make a clever deal with me and now I hold him in my hands. But do go on. Do try to cheat me or my friends, oh rider in the cold."

Bluff about the fate of the Rabbit Prince: 1d20 + 21 ⇒ (3) + 21 = 24

Intimidate: 1d20 + 21 ⇒ (18) + 21 = 39


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The cadaverous creature takes a step back. It takes a moment to gather itself before crushing the butt of its glaive against the floor. Little fractals of ice spiderweb about. Its voice grinds on like hollow glaciers.

sylvan:

1d20 ⇒ 2

Old gullible Prince. I knew him well, and thank you. Did you hold him by the ears, and tear out his guts with a cold knife? Did you look into his bulging eyes, and listen to him scream while you stuffed his body with cotton? Consider letting me out — we share enemies in common; the whole forest could be ours!

The cadaverous grin widens.

1d20 ⇒ 8

Vartiomies frowns and says to A Boy, in common: Now now, friend. Don't fib to Jaa-Isanta. It's locked up here until it tells me the truth about its plans, after all! We must set a good example for it!

She flips right-side up. What's your names, anyway? Why are you here? Will you tell me the truth?


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

"A name’s a precious thing. And truth’s a zephyr in time’s flight. One will cost you dear. The other’s like as not to change."

The boy gives a little bow. "But that one there, he calls me Jack. I’m sure they’ll grant their names. The have no notion of the pow’r they lend."


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

True names… part of how they trapped Jaa-Isanta, anyway. And if you are wondering, that's not its true name, either. She ponders Gate, Klaytal, and Samen. They sure are quiet, Jack! Are they your followers? Would you like to guess their true names with me?

Vartiomies hops up onto the arm of the chair and cogitates.

She bows to the open-shirted Gate: Floofy.

She bows to the lithe Klaytal : Shaghetti.

She bows to the pensive Samen: Garçon.


CG Brawler Fighter 7 | HP 68/68 | AC 20 T 13 FF 18 | CMB +12, CMD 24 | F: +9, R: +6, W: +8 | Init: +3 | Perc: +3, SM: +1 | Speed 30ft | Ranged: Crossbow +9 1d8, Melee: +1 Punching Dagger +13 1d4+10, +1 Punching Dagger +13 1d4+10| Active conditions: None.

Gate snorts out a laugh.

”Floofy? That’s better than some of the names I’ve been called. We’re here on account of a princess who’s gotten herself kidnapped and put to sleep. Don’t suppose you’ve seen anyone like that come this way? Doubt she’s traveling alone either, mostly to do with the kidnapped and sleeping part. What is this place anyway?”


1 person marked this as a favorite.
SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

BTW it was supposed to be "Spaghetti" for the skinny Klaytal. Typo.


GM Link | HP 59/59 | AC 18 T 13 FF 16 | CMB +5, CMD 15 | F: +7, R: +12, W: +12 | Init: +4 | Perc: +15, SM: +22 | Melee: Dagger +6 1d3-2

The boy giggles clear as a clattering bell. "That’s perfect. Floofy. Peachick might just suit as well. And that one I would call Sir Fart. His silence doth belie his deadly, steely wit." He continues to laugh, smiling with good humor at his foils.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

She giggles.

Floofy, the the only ones who come this way are my friends from the forest, like Phocce. And the huntsman. Oh, and the other one too, but she's too old to be a princess. Vartiomies leans in close: Did you know the huntsman is a female? Everyone upstairs just assumes she's a male! Why do you think she does that?

I will tell you what this place is, Floofy — but first one of you must tell me a story! I could command you now that I know your true names, but I will be polite and ask instead. I’m quite bored, you see. I am not allowed to leave Jaa-Isanta alone, not even to go down to my room for a snack... not even for a moment.

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