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 (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

There is snow in the town of Morsain, and a wedding to plan.


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Male Doll Bard 7 | GM Link | HP 49/49 | AC 18 T 13 FF 16 | CMB +2, CMD 14 | F: +5, R: +9, W: +9 | Init: +4 | Perc: +10, SM: +19 | Melee: Dagger +4 1d3-2

The Rabbit Prince has sent his best homonculus.


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 is on the hunt.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Viscount Sihteeri, Prince Ruhtin’s secretary and your employer, has appointed the time to meet. It is very soon.

As you exit Limppu's and make your way up the main thoroughfare, the castle soars above, its highest flag snapping in the wind; the Morsainian phrase as honest as the castle’s foundations echoes in your mind.

The castle is connected to the mainland by an elegant and ivy-covered stone bridge; as you approach, illusionary winterflowers bloom at your feet and you hear a ghost sound crowd cheering Lord Valta’s name.

A liveried sergeant, the kind of woman who takes her job very seriously, gives you a thorough once-over — especially those in adventuring gear — and a stern warning ("Mind you now, follow the castle rules or into the lake with you — head first!). She then leads you through the austere foyer and into to the courtyard. Here there are several dozen tables scattered haphazardly about, along with a hundred chairs and a variety of fancy party decorations. Florists in one corner are constructing bouquets; a carpenter is building a platform on the other side; a wizard is wandering about and casting permanent silent image effects on various pieces of the architecture; a sweaty maître d' scurries about on some cryptic mission, waitstaff trailing him through the labyrinth.

At one particular table, strewn at an odd angle in the middle of the chaos, sits the Viscount. He is in a puddle of calm, taking a late lunch of colorful fruits stacked on acsea blue plate, and black coffee in a mug that’s shaped like a roaring lion's head. Papers lie stacked on a chair nearby. There are dark circles under his crisp grey eyes; he wears a fine brown-and-yellow vest, white knee-length breeches, and well-oiled black boots with golden buckles. The long, thin fingers of his left hand caress the table as he gazes off into the air, seemingly lost in reverie.

He blinks several times and returns to the moment when he notices you threading your way through the bedlam. When you arrive he stands and bows slightly. Ahhh! Yes! It's our “working guests” for the the pre-nuptial celebrations. Yes… He looks you up and down. Yes… almost appropriate, this attire. Mustn't scare “real guests,” no no. We can rectify this, and should do so now, yes. He leans forward and steeples his fingers. A prestigious role. Protecting Prince Ruhtin and Lumi Valkea Valtatytar. Tell me, are you ready to begin your duties? Are you ready to be among the nobility? To be prestigious? Have you enjoyed the city and prepared yourselves to focus on the vital task ahead?

What are you wearing? For this portion of the adventure you are expected to mingle among sophisticated guests; this means no adventuring gear, weapons, armor, tools that would upset anyone with delicate sensibilities, or tip you off as security. This rule is in effect even before the party; essentially, once you finish talking to the viscount.


1 person marked this as a favorite.
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.

”Never been more ready to be prestigious.” Gate grins, unbuttoning his shirt another button and hastily combing his fingers through his beard. ”Bring on the pre-nuptial celebrations.”

He gives Samen a nudge. ”Lumi Valkea Valtatytar, now that’s a mouthful if I ever heard one. Suppose we’ll see that boy, Jack, running about with more of his talk.”

Gate wears a white shirt, unbuttoned to the center, a dashing red cape, and brown trousers that are tucked into this polished back boots. A glass vial on a gold chain swings about his chest.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The Viscount nods in approval at Gate's non-threatening attire. Yes. Courtier's outfits for The Event; less formal but presentable dress beforehand, yes. Uncivilized devices, tools such as soap-in-sock, armor, weapons, and all the rest will be stowed in the "working guest" rooms there. His thin fingers flutter to the left. So long as we do not alarm the gentlefolk, the lords and ladies, with wanton unbuttonings. No. They are delicate — may faint!

He leans over the table and glances about. Boy?


Male Doll Bard 7 | GM Link | HP 49/49 | AC 18 T 13 FF 16 | CMB +2, CMD 14 | F: +5, R: +9, W: +9 | Init: +4 | Perc: +10, SM: +19 | Melee: Dagger +4 1d3-2

On a chair in the corner sits a doll dressed in finery, with trapping of ermine and green velvet. Upon his black-haired head, a fancy band and circlet. In his grasp, a familiar stuffed, anthropomorphic rabbit in finery. The doll seems to stare in everyone’s eyes at once.


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:

In stark contrast to his roommate, Samen wears a simple but well maintained black coat over a white shirt fastened with an elegant white scarf, his attire befitting a secretary or some other professional servant. He does not appear to wear any armor, but does have a sword at his hip.

"Hm, as you wish. Perhaps I misunderstood your desire for employees to provide secruity." Samen will stow his sword without complaint.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The viscount blinks. Samen, we have piles and piles of guards for our brawn — you, however, in that dapper scarf and well-pressed black coat, are here for your brains, and your keen eyes! Yes! There are many forms of security, and your unique skill sets will be put to work in moments. No no: fret not.

Glamoured armor is fine, as that isn't dangerous and it won't offend guests; guards will turn a blind eye to that breach of castle rules. If you are caught concealing weapons, spell components, or the like, however, you will be fired on the spot and removed from the caste. It's up to your characters if you want to risk it.


Male Doll Bard 7 | GM Link | HP 49/49 | AC 18 T 13 FF 16 | CMB +2, CMD 14 | F: +5, R: +9, W: +9 | Init: +4 | Perc: +10, SM: +19 | Melee: Dagger +4 1d3-2

A titter echoes somewhere in the room. The doll continues staring at everyone at once, glassy-eyed and still.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

He scowls at the strange laughter and shouts to the bemused wizard — everyone in the courtyard fereezes in place. No no. Ghost Sounds. Sounds of pastoral epithalamium! Sounds of emerald fields! No, none of this weird ghost tittering! Emeralds! Yes! Do you wish to haunt the nightmares of nobility, mage? No, no. It won't do — no! They'll have your guts strung out for the ravens. No — think instead of wandering songbirds, come home to nest! See to it: yes!

He glances back at you. Now. More questions? Qualms? No? Shall I show you to your room, and then give you your first task? You are eager to work, yes?


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:

"As you say, sir."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

1/3

The Viscount claps his hands. Sir! Good man, yes!

He stands and leads the party to an oaken door on the east side of the courtyard, taking a heavy iron key out of his pocket. He unlocks it and swings it open to reveal a finely appointed room: four beds with creamy cotton sheets and goosedown pillows, two wardrobes, and two large chests are all it holds. Each item has been expertly crafted; they feature heavy, idyllic embellishments. This room adjoins the kitchen; you smell a savory pot roast cooking.

Honored guests of the first floor, here are your quarters, yes. Please stow your uncouth gear and make yourselves couth — if not mind, then body — yes. This must be done before you are allowed to walk among the gentlefolk. You will report to me in two hours, at which time you will be tasked with sweeping the royal retinue’s quarters, room by room, for any dangers. He pauses to think.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

2/3

A briefing for security specialists. The door to the upstairs is locked. No one has been up there for hours, while the local clerics finish casting their forbiddances on the upper floors, making teleport impossible, yes. You are tasked with the final sweep of the royal quarters once we know no one can transport in or out the area. There is a guard upstairs who will pat you down for any weapons, and scan you for harmful magics. A formality for which I apologize, yes. Do not conceal weapons or suspicious tools, no. This is an event for our prince's wedding. As cunning and experienced adventurers, we expect you to use your wits to keep everyone safe, yes. And if you rub elbows with any prestigious folk, not make an embarrassment of it, no.

With that, he turns and leaves.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

3/3

You have a two hours before going upstairs. You will be sweeping that floor room by room for traps, etc. The area will be dimensional locked and there are guards patrolling the hallways and poking their heads into rooms. You will be patted down and scanned for magic before being allowed up. You can keep glamoured armor (not gauntlets), as its harmless and blends in.

I've put up a map of the first floor — we don't need to be tactical right now, but I wanted to give you a sense of the layout. I can give you a brief overview of points of interest on this floor, but now is a good time to coordinate regarding your plans and thoughts on conducting a security sweep of the nobles' quarters. Or eat some pot roast in the kitchen; you have free reign of the first floor.


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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

As the viscount leaves, a familiar face peeks up from behind a chair. "Sounds like a great adventure, sirs. Milady's asked me to help. I've gotten to know the here-and-there's of the castle really well!"

The boy is dressed in court finery now in a whimsical block pattern of blue and tan velvet. Upon his brow rest a circlet and headband which look akin to, if not exactly like, one that you recently observed.


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 gives Samen a nudge.

”Well, what do you know, if it isn’t Jack. Who could have ever guessed we’d run into you here? How long have you been hiding behind that chair, doing who knows what. Spying on people and eavesdropping? So, you’re here to help are you? And how’s that exactly?”

We just hang out until we go upstairs?


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Yep. This is the time to speak up about any thoughts or strategies your team might have before going upstairs; your characters probably didn’t expect this particular flavor of work. The next bit will start later tonight or tomorrow.


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:

"Color me surprised, Gate" Samen says, with the hint of a smile. "So, if you could only tell us one thing about this castle, Jack, what would it be? What's the number-one thing we should know?"


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

"What, and spoil the surprises? Secrets have their cost, sirrah. My price is clear as day, methinks."

He looks at Samen appraisingly. "But truth be told, its greatest secrets lie within the hearts and heads of noble folk. If poison apple or a sleep inducing snake should lie in wait, the mystery remains: what mastermind’s behind such ill intent?"

Seeing the adults rolling their eyes, the boy laughs. "I’ve heard a song’ll get you past a door, or walk unseen along a path. Alas our wizards act to block our path as well as those who’d take milady’s heart."

He looks to the elf. "You’ve met the king of pigs? What other wondrous folk have crossed your blade, sir elf?"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

1/2

There are some things of interest on the first floor that you'd have seen when exploring.

Courtyard
There is a balcony over the North side of the courtyard, with a guard armed with a light crossbow posted here at all times. Musicians and bards perform from this point during the ceremony.

Library
The library and music room contains books on all topics except the planes. The sitting stools here look uncomfortable, but they have a variation of endure elements on them that guarantees the ideal temperature for studying. Twice per day they are also able to cast a variation of summon instrument: if the person sitting on the stool has forgotten a quill and paper, one pen and two sheets of paper appear from the store in the meeting room. The harp plays itself if the words, “His Lordship’s tune,” “Her Ladyship’s tune,” or “the Mistress’ tune” are spoken.

A Boy:

These tunes are the favorite pieces of music of Lord Valta, Lady Valta, and Lumi respectively.

Chapel
The chapel's altar has a carving of a man on its south side and a woman on the north side. The face of each carving changes periodically to represent an historic king, queen, or well-known person from Klavek history. The female carving regularly and frequently becomes Lord Valta’s deceased wife.

Rear Gatehouse

Guards keep people out of Valta's study, but welcome you to explore the jetty. It's a pretty little lookout onto the lake.

Kitchen

The kitchen is full of bustle and gossip. When you enter you hear whispers of “brave outsiders” and “folks with a tough job.”

What can they mean?


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

2/2

When you are ready, Lord Valta sends for you. His left eyebrow arches when he notices the Boy. The work upstairs is done, yes yes. Please go up and inspect each room! No nasty surprises, no no!

As you mount the stairs to search the floor where the royal party’s rooms are, a large set of solid oak doors banded with iron faces you. Each of the bands has a series of silver symbols inlaid into it, depicting key phrases from the Klavek constitution. The stair, carpet, and rods are still in reasonably good condition, but are beginning to show signs of wear. It’s nothing that a little magic to mend and make them whole again wouldn’t improve. Above the door, carved into the stone lintel, is the motto of the region: “To the intrepid, eternity.”

You have been advised that this floor contains a number of bedrooms set aside for important visitors, as well as the quarters of Lumi and her family. All rooms have a wall that faces out of the castle, whilst the corridor running around the inside of the wall widens and narrows depending on the position of the rooms.

You reach the doors and take another look down to the ballroom below, candles beginning to glow as the servants finish the decorations, before turning the knob on the oak door.

What's your marching order and search protocol? Whose opening doors?


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 can go first. He has his glanoured agile breastplate on.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You're in single file in the spiral stone stairwell. I'm going to go with Gate first, Samen second, then Klaytal, then Gate.

GM Screen:

Gate: 10 + 3 = 13
Hucklepuck: 10 + 10 - 1 = 19
Klaytal: 10 + 9 - 1 = 18
Samen: 10 + 8 = 18

Gate barely hears a click as the handle turns in the well-oiled mechanism.

Poison Dart: 1d20 + 8 ⇒ (10) + 8 = 18

A dart shoots out from the keyhole, and nicks the flat-footed Gate's finger! Afraid I need a fort save, Gate.

DC 12 fortitude for Gate:

1d4 Constitution damage: 1d4 ⇒ 4
1d3 Wisdom damage: 1d3 ⇒ 1


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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.

Fortitude save: 1d20 + 9 ⇒ (17) + 9 = 26

Gate plucks the dart from his finger with a look of disdain and drops it to the ground.


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:

"Hm. Why set the trap if they're expecting us to go up?"


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

"Your thumb's no stranger to a prick, I see, good guard named Gate!" He sucks on his own in (mock?) sympathy.


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:

"Were you like me to go first, Gate? I have a sharp eye for such things."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

1/2

Samen wrote:
"Hm. Why set the trap if they're expecting us to go up?"

Remember, the Viscount mentioned that no one has been through this door for several hours. You were the next individuals scheduled to enter this place.

You can move into the Guard Room where you will be patted down and scanned with Detect Magic by the guards. Along with the two guards and a cleric is a heavy wooden table and four stout chairs in the middle of the room, plus a locked chest against the south wall. It likely contains weapons and such to be used by the guards.

Is anyone hiding magical items, spell components, or weapons? I assume not so we can move on.

New map on slide 1!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

As you make your way around this floor, you notice it is richly appointed, with deep colors and intricate patterns. There is a thread of gold which leads you from door to door.

You come across the occasional ceremonial pike-wielding army type, most of whom offer you no more than a cursory glance. You find that the second area you have to check is the room set aside for Prince Ruhtin. Closing the guard room doors behind you, you continue in to it.

GM Screen:

Gate: 10 + 3 = 13
Hucklepuck: 10 + 10 = 20
Klaytal: 10 + 9 = 19
Samen: 10 + 8 = 18

If you can't tell, I am just assuming you're taking 10 on perception at all times. Let me know if you want to roll or look anywhere particular.

Samen & Klaytal:

You don't think this door is trapped.

A Boy:

You are certain the door is free of traps; furthermore, you realize that the key is resting in its hole on the other side, allowing you to lock it behind you if you wish.


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.

”Alright then, after you,” Gate gestures for Samen to step through the door.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Samen opens the door. The room is luxuriously laid out, befitting a man whose activities in life include defending the realm, hunting, and representing his father at conflicts. The trappings here are those of an important person, and the room has been dressed for the occasion. There are strong scents of new wood, cured animal skins, and polish. There is an underlying aroma you can’t quite put your finger on.

DC 15 Appraise:

Most of the trappings in the room are brand new.

DC 22 Survival or Craft (alchemy):

You detect the scent of iced saltwater.

Everything in here looks fine to Samen, Gate, and Klaytal.

A Boy:

With your high perception score, you see something off about the closet door. You're not quite sure what it is, but think it warrants closer inspection.


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:

Survival: 1d20 + 5 ⇒ (7) + 5 = 12

Hm, nice place. The atmosphere might be a bit much after a while, though.


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

Appraise: 1d20 + 2 ⇒ (3) + 2 = 5
Craft: 1d20 + 2 ⇒ (9) + 2 = 11

The boy points at the closest door. "Something's not quite right there. Not sure what, but best guard your digits, Door. Wait, Gate. Ah, that wasn't very clever, was it?"


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, what are here for if not to examine things that seem 'not quite right'?"

Samen moves cautiously toward the door, looking for problems.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Samen spots the glistening point of a needle just above the keyhole. It looks like if the prince were to use his key (or anyone else trying to open the lock), it would go off.


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.

Survival: 1d20 + 5 ⇒ (5) + 5 = 10

”Don’t really have time for your talk right now, Jack.” Gate sniffs the air in the room. ”Wood, leather, bit of furniture polish, and something I can’t quite - I would say put my finger on, but I’m not sure I want to make such references in such juvenile company.”

Gate lifts up the animal skin rug.

”What’s under here then, any trap doors?


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Gate finds bare stone under the rug. The main point of interest in this room seems to be the Anti-Prince Needle Trap in the closet's keyhole.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The furniture in question is on the western wall; it’s really a wardrobe and not a closet proper.


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

"Oh, Gateau. I know all about the smells you full grown men make in your rooms at night. No need to spare my little ears." He sniffs at the poison needle and gets a grumpy look. Cocking his head, he begins singing a little song.

"Bhí an coinín ina cónaí ar an bradán a raibh a fhios aige.
Phioc sé a ordóg agus chonaic sé an domhan le haghaidh fíor.
Agus ansin fuair sé bás de fright.
An deireadh."

Heroism. Also, does the needle appear to be cold iron?


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

I assume A Boy closed the door, or made sure there are not guards nearby before spell casting!

You can carefully set off the trap if needed, as well.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

20% chance it's cold iron… which seems like an odd material to use for poking human princes.

1d100 ⇒ 94

no :(


1 person marked this as a favorite.
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 right, Jack, it’s farts. That’s the missing smell. Farts. Thanks for reminding me. I’m so glad we’ve got you here to point these things out.”

”Alright then, let’s try to take care of this. Don’t know who is setting all these traps around here. Seems we’ve got a mystery on our hands.”

Gate holds the rug up against the wardrobe door and attempts to trigger the trap by opening the door while it’s covered. He’s hoping the needle will fire into the animal skin.


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:

"Ok, stand back and I'll try to...oh. I guess that would work, too. You know, I do have some experience disabling such things."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

That's a good plan — I'll give Gate total concealment against the dart!

Even with the precautions taken, Gate has to slowly turn the lock with his index finger. He feels the brass handle hit the resistance of the locking mechanism, and at the same time he hears an insidious tick.

Dart: 1d20 + 17 ⇒ (7) + 17 = 24

High Hits: 1d100 ⇒ 53

The very tip of the needle makes it through the thick hide rug, piercing his index finger!

Unfortunately, Gate needs to make another fort save

DC 14 fort:

Round 1: 1 con damage.

If fail: anotherDC 14 fort on round 2, or unconsciousness.

GM Screen:

1d3 + 3 ⇒ (1) + 3 = 4


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.

Fortitude Save: 1d20 + 9 ⇒ (15) + 9 = 24

Gate barely notices the needle. He throws down the rug and says, ”Now then, let’s see what’s inside this wardrobe that’s so important.”

He opens the wardrobe.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Gate tries to open the wardrobe, but it is still locked!


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

"Good gents, allow me to dispense with traps like this. I've special skill in needle pricks, you'll find."

The boy goes to press his finger against the needle. Pretty hard. It does not puncture his flesh.

Assuming it's not cold iron...


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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:

Assuming the needle did not appear to reset...

"Well, I can try to get this thing open now, if you'd like." Samen pulls a bit of stiff wire from one of the taxidermied animals in the room and sets to unlocking the cabinet.

Disable Device, improvised tools: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Samen isn't able to open the lock.

This Lock:

For the sake of expedience, the DC is 30. You are welcome to keep trying and roll a bunch of dice in one post.

There doesn't seem to be much else to inspect in this room.

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