GM ShadowLord's Dragon's Demand (Inactive)

Game Master The Rising Phoenix

LOOT!


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Male Halfling Sorcerer 5 | HP 14/27 | AC 14 FF 14 Touch 11 | CMB 0 CMD 13 | F +5 R +6 W +7 | Int +3 | Perc +4 | Speed 20 ft. | Shield (+4 AC)

Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7

Eldon hurries after the others, noticing the unease of the guards he moves forward to take a closer look at the corpses.

Looking at the door he raises his hands are makes several arcane gestures whilst muttering quietly. (Casts detect magic). Focusing on the door he examines it and the surrounding area for any trace of magic.


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6
Knowledge Local (untrained so max 10): 1d20 ⇒ 12

Yngvilda examines the corpses and says as quietly as possible to her allies: "Kobolds."

She also looks out of her element when the guard mentions that the door might have magic, but relaxes when Eldon steps up with magic of his own. She stands cautiously by him until the well dressed woman arrives. She listens and replies.

"My name is Yngvilda Grimsdottir, and these others are my fellow caravan guards, Galandram, Desdemar, Cei, and Eldon, and Sabrine will be along any minute. We have been provided food and shelter by Talia at the Wise Piper, and for myself at least I'd be happy to help look into this if you wish"

Gesturing to Eldon concentrating on his spell she continues,

"As you can see we have some experts among us, and it's the least we can do to help while we wait for the Sheriff to return"


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Sense Motive (get a hunch): 1d20 + 6 ⇒ (5) + 6 = 11

As the group approaches, Galandram also gets the impression that the deputies are out of their element here. He scans the area, looking for any injured citizens who may need help.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20Knowledge (Local): 1d20 + 7 ⇒ (14) + 7 = 21

He immediately recognizes the scaled corpses, and quietly agrees with Yngvilda, "Yes, kobolds. I wonder what they were doing here."

Spellcraft (take 10) DC 15: 10 + 7 = 17

The elf gives a start as Eldon begins to cast his spell, but quickly identifies it as detect magic. "Do you see any residual magic there, Eldon?" he asks, hoping to reassure the party as to what's happening.

As she approaches and questions the group, Galandram turns to the well-dressed woman, and follows up on Yngvilda's introduction, "Galandram Werynril at your service, madam. I am a student of the world who has been traveling, seeking work, and hoping to help at this moment. Who might you be?"


TG1 | GW | FF | RH

From his current location, Eldon does not pick up any magical traces.

"I am Barnoness Origena Devy and this is my only son, Arnholde, future Baron of Belhaim." She paused, almost dramatically, so the detail would be remembered during their stay in her town.

The noble woman who stands before you appears to be in her mid forties. Even in middle-age, she has retained most of her looks and petite figure. Her hair is the color of platinum blonde lending to silver and her eyes are a bright hazel-green. She has a regal bearing and possesses an air of authority. The younger man beside her; her son and the future Baron of Belhaim, is a man strikingly different to his mother in appearance. He is tall and lean, with dark hair and eyes. He appears to be in his mid twenties and he looks to be assessing each of you with his direct, dark gaze.

Astounding that such a group as this enter the town on such a day, she mused inwardly.

”Today’s your lucky day. Mulle and Hodd here can’t handle this without Sheriff to hold their hands, and I want to know what happened here." She did not look at either deputy but remained focused on the group as she speaks.

"You appear to be a capable bunch. If you go in the tower and look through the rubble - find out what happened and why there are kobolds in my town - I’ll pay the lot of you five hundred gold pieces.” Again, she paused, allowing her generous offer to sink in.

”While you’re looking around in the ruins, keep an eye out for any signs of our local eccentric wizard, Hunclay. It seems suspicious to me that he’s not answering his door. Let me know what you find.”

DC 15 Sense Motive:
You notice an underlying strain in her voice.

DC 20 Sense Motive:

The baroness's current offer is sincere/genuine. You sense no guile in her offer of 500 gp for the work - for unlike Gribb you sense she is a woman of her word. There is a crisis in her community and with her lawkeepers out of town, it makes sense for her to reach out to the people hired as caravan "guards" to help discover what has happened to the Witch Tower and the wizard, Hunclay. You are the closest thing to "professionals" she has at present and although you are strangers you are the better option over Mulle and Hodd.


Male Aasimar Cleric 2 | HP 16/16 | AC 17 FF 10 Touch 17 | CMB +3 CMD 13 | F +4 R +0 W+6 | Int +0 | Perc +5 | Speed 20 ft. | Channel Energy 7/7 | Hand of the Acolyte 5/6 | Destructive Smite 6/6

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10
Knowledge (Local)--Untrained: 1d20 - 1 ⇒ (16) - 1 = 15

Cei moves through the crowds at first, looking to make sure none were injured. When it seems that everyone, except the strange kobolds, are fine he nods, looking over the ruins of the tower. It's strange how time can eventually destroy all things. But this does seem too sudden to be done just by time. I wonder what could have caused this.

Cei watches the deputies silently as they try to figure out the next steps and simply shakes his head. When finally approached by the Baroness, he turns, bowing when his name is spoken, but remaining silent to start.

Sense Motive: 1d20 + 3 ⇒ (20) + 3 = 23

Cei's mouth twitches at the sum of money, That'd be a fine enough replacement for the wages lost by Silas. And more sure too. Cei finally at the end, bows and says, "I cannot speak for these others, but I would be more than happy to take you up on your offer m'Lady."

Finally he turns back to the others. "We have spent well enough time together, and you are all capable folks. I would consider myself lucky if you would all join me in this much more reputable job." He smirks then, "It will probably even be more interesting than working for Old Silas One-eye."


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6

Galandram can't quite read the situation, but decides it's reasonable for the local nobility to outsource dealing with this problem to the group, given that the alternative is probably handing the investigation to the deputies.

"That sounds like a fair deal to me. I'm with you, Cei," he answers. He continues, addressing the baroness, "Pardon my asking, Lady Devy, but could you tell us the origin of this tower? It seems to have been unoccupied, but it was a formidable building. Knowing its purpose may help us prepare for what we find inside."


Male human (Taldan) inquisitor of Cayden Cailean 1 HP 10/10 | AC 16 T 13 FF 13 | Fort +4 Ref +3 Will +4 | CMB +1 CMD 14 / 11FF | Init + 9 | Perc + 6 Speed 30ft | Agile Feet 5/5 | Judgement 1/1

As the party approach the crumbled tower Desdemar joins in with the efforts to find any injured innocents and townsfolk.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

When he realises the absence of law enforcement he looks to the deputies as they falter in their duties Sense Motive: 1d20 + 7 ⇒ (8) + 7 = 15.
His eyes are drawn the the scaly corpses Knowledge (Local): 1d20 ⇒ 1 he rubs his eyes and double takes musing "No, it's not my eyes deceiving me. No idea what those things are but it ain't good to find them in the town...".

Desdemar is preparing to stride over and knock on the wizard's door when the undertaker steps up. As the Baroness and her son address the party he tries to weigh them up Sense Motive: 1d20 + 7 ⇒ (4) + 7 = 11.

"Well met my lady, you are quite correct in your assessment. We are indeed a capable group and I'd be happy to help investigate these occurences. What can you tell us of Hunclay? Are they the only wizard in the town? We met a young wizard in the Wise Piper's Inn mere moments ago, said his name was Morkai. I wonder if he knows Hunclay."


TG1 | GW | FF | RH
Galandram wrote:
Pardon my asking, Lady Devy, but could you tell us the origin of this tower?

She sighs. "The origin and purpose, I have no idea. The tower has stood for as long as anyone can remember. I dare say that the town was likely built around it, but that is not a fact so don't hold me to it."

"What I can tell you for certain is that my damned fool of a husband died poking around in there years ago, and I was leaving it be as a memorial to him. Hunclay was after me to tear it down practically from the time he first came here." She looks around. "You'd think he'd be out here crowing about it."

Desdemar wrote:
What can you tell us of Hunclay? Are they the only wizard in the town? We met a young wizard in the Wise Piper's Inn mere moments ago, said his name was Morkai

The baroness laughs "Morkai is no wizard. He's been trying to become Hunclay's apprentice these last few months, but Hunclay will have nothing to do with him. As for Hunclay, he moved here about a half dozen years ago or so. Bought this property next to the tower, cut all of his trees down and started on me to demolish the 'damned eyesore'."


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Moved by Cei's stirring words, Yngvilda gives him a beaming smile (showing her crooked teeth) and a friendly pat on the shoulder.

"I'm with you too Cei. This job is already more interesting than the caravan guarding, and this time it's for an honourable purpose."

"Lady Devy," Having seen lots of nobles in Oppara Yngvilda attempts a sort of curtsey but it doesn't work in her scale mail and she has to switch to a bow half way through and ends up looking ridiculous. "Has the town had problems with kobolds in the past? Could they be executing some grudge against Hunclay perhaps?"


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Female Human Skald 2 HP 19/19| AC 16 FF 10 Touch 15 | CMB +3 CMD 14 | F +5 R +1 W+3 | Int +2 | Perc +5 |Speed 20 ft. | Raging Song 12/12 rounds | Spells 1st 3/day | Conditions: None
Not Raging/Raging:
HP 19/21 AC 17/16 FF 11/10 T 16/15 CMB+3/+4 CMD 14/15 W +1/+2

It feels like if Sabrine was only a couple minutes behind the rest of them that she would have arrived by now having hastily donned her armor. But I am fine with waiting as well.

Hurrying up the path Sabrine seems to be pulling up the last of her boots onto her left foot before seeing a large crowd gathered outside of a mansion and a burned body. She stops rushing and regains her composure, taking purposeful steps toward her companions.

Knowledge Nobility: 1d20 + 5 ⇒ (4) + 5 = 9
Rolle to either recognize her specifically as the Baroness or just to see if Sabrine recognizes another noble (no matter how small).

”I see we have already gotten started. What have we found? Excuse me miss, you are in the way of our investigations. Don’t you know who I am? I am Lady Sabrine Basri of the House Basri in Oppara.”


Male Aasimar Cleric 2 | HP 16/16 | AC 17 FF 10 Touch 17 | CMB +3 CMD 13 | F +4 R +0 W+6 | Int +0 | Perc +5 | Speed 20 ft. | Channel Energy 7/7 | Hand of the Acolyte 5/6 | Destructive Smite 6/6

Cei clears his throat. He bows low and motions towards the Baroness, "Sabrine, let me have the pleasure of introducing you to the Barnoness Origena Devy," he says with a tight voice. "She has offered to pay us to conduct an official investigation." He looks at Sabrine, eyes pleading for her to show some modicum of respect.


TG1 | GW | FF | RH

I'm fine with her joining in just now, no worries!

Sabrine does not recognize either the Baroness or her son, unfortunately.

The Baroness shakes her head at Yngvilda's question. "Kobolds? I should say not! This is the first I've ever seen of one in Belhaim as a matter of fact. What I suggest-" she trails off as Sabrine cuts her off and tries to assert a position of power.

Baroness Oriegna Devy straightens up after the rude greeting she offers. Her face flushes red and it's quite clear she has been offended. She opens her mouth to speak but it is her son who speaks first. He places his hand on his mothers wrist and speaks quickly, attempting to defuse the situation "I'm sure the representative of House Basri is simply not aware of our customs and traditions in Belhaim mother." Turning his pleading eyes to Sabrine he asks, "Like apologies and showing deference to ones gracious and most generous hosts?"


Female Human Skald 2 HP 19/19| AC 16 FF 10 Touch 15 | CMB +3 CMD 14 | F +5 R +1 W+3 | Int +2 | Perc +5 |Speed 20 ft. | Raging Song 12/12 rounds | Spells 1st 3/day | Conditions: None
Not Raging/Raging:
HP 19/21 AC 17/16 FF 11/10 T 16/15 CMB+3/+4 CMD 14/15 W +1/+2

Sabrine looks at Cei for a moment before showing a polite and gracious smile towards the Baroness. They still think I am too immature. Well let them see what a diplomat of Basri can do in just this situation.

Sabrine bows low in a curtesy.

”Of course Baroness Devy! And Sir Arnholde! I apologize for the manner in which I introduced myself, I am out of sorts since yesterday almost saw me arrested in the place of a smuggler. I did not recognize you, outside of Oppara. How wonderful to meet you again! I ran in to you briefly the last time you were at the palace requesting more support from Grand Prince Stavian III. If you don’t remember, I understand. I was no more than a child than and my father wanted me to meet you. ‘Baroness Devy is the most important Baroness outside of Oppara’ he always told me,

If you are requesting our help of course my friends and I can offer our service to you. What do you need? We are at your service.”

Bluff: 1d20 + 7 ⇒ (2) + 7 = 9
Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

Sabrine hasn’t actually met the lady Baroness but hopes that can get lost in the plethora of nobles ones meets in Oppara and her father never said that about her but she’s hoping to butter her up and rectify the situation.

Shoot guys, sorry. The dice are not with Sabrine at the moment.


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Galandram's puts on his poker face as Sabrine attempts to butter up the baroness, an attempt made all the easier by his alien features. Oh no. Let's hope she desperately wants to investigate this tower's collapse and is willing to let that one pass.


Male Halfling Sorcerer 5 | HP 14/27 | AC 14 FF 14 Touch 11 | CMB 0 CMD 13 | F +5 R +6 W +7 | Int +3 | Perc +4 | Speed 20 ft. | Shield (+4 AC)

Finishing focusing on his spell, Eldon looks over at the group and notices the local nobles.

"Greetings Lady, I'm Eldon, nice to meet you. I don't know what or who blasted these creatures but if it was magic then its gone now. There's no sign of any magic in this area. Are we going to explore the tower? That sounds like fun! Let's go."


TG1 | GW | FF | RH

Sabrine's lie and lack of candor do not seem to impress the baroness, but she does not call the Basri out on it. Instead, she decides it is best to ignore her. Turning towards Eldon as he finishes his introduction she repeats, "As I was saying before we were interuppted, I'd like you to investigate the tower, find out what happened and why there are kobolds in my town. I'll be awaiting your findings and will have your payment prepared. Good hunting."

With a slight nod of her, she turns and begins to depart with her son in tow.

Where to? Off to the tower?


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Yngvilda breathes a sigh of relief when the baroness leaves without any further sparring.

"Right then, the wizard isn't answering and obviously doesn't want visitors, shall we go back and have a closer look at that tower?"

Assuming anybody follows her, Yngvilda will walk back to the scene of the collapse and have a closer look.

Perception to look around: 1d20 - 1 ⇒ (15) - 1 = 14

Is it just a pile of rubble? Or are there parts of a structure remaining? Visible entrances?


Male Aasimar Cleric 2 | HP 16/16 | AC 17 FF 10 Touch 17 | CMB +3 CMD 13 | F +4 R +0 W+6 | Int +0 | Perc +5 | Speed 20 ft. | Channel Energy 7/7 | Hand of the Acolyte 5/6 | Destructive Smite 6/6

Cei bows low as the Baroness leaves, and breathes out a large breath. "Okay. Yes, that's probably what we should do." Cei follows Yngvilda down to the tower and looks around.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


TG1 | GW | FF | RH

The group moves up to the tower and takes a closer look.

An enormous heap of cracked stone and splintered wood from the tower lies in a low mound here, tumbled partially down the hill to the southeast. The mound of rubble forms a natural ramp that leads up to the now-exposed second floor of the tower above.

Knowledge: Engineering:
First of all, the bulk of the tower seems to have crumbled into a sinkhole (although from this vantage point it's impossible to tell how much of the basement survived). Second, the rubble is unstable, and could shift if not traversed carefully.

You have two choices to make it to the second floor, climbing the rubble ramp or the the still standing wall. The rubble ramp is a DC8 Climb check. Failure by 5 or more nets 1d6 ⇒ 6 points of damage as you fall down and hit debris. The tower wall is a DC15 climb check, but there is no risk of failure.


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Climb: 1d20 - 2 ⇒ (9) - 2 = 7
Climb: 1d20 - 2 ⇒ (13) - 2 = 11

After quickly retrieving his pack from the Inn, Galandram attempts to scramble up the rubble ramp.


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Watching Galandram manage the climb up the rubble ramp Yngvilda thinks she can manage it too. She makes sure that her shield is firmly stowed on her back so that her arms are free and she tries the ascent.

Putting the shield away means her ACP is 2 lower than shown on her sheet giving her a climb bonus of +3

Climb: 1d20 + 3 ⇒ (6) + 3 = 9


Female Human Skald 2 HP 19/19| AC 16 FF 10 Touch 15 | CMB +3 CMD 14 | F +5 R +1 W+3 | Int +2 | Perc +5 |Speed 20 ft. | Raging Song 12/12 rounds | Spells 1st 3/day | Conditions: None
Not Raging/Raging:
HP 19/21 AC 17/16 FF 11/10 T 16/15 CMB+3/+4 CMD 14/15 W +1/+2

”Well.......I am sorry, I will have to make up for that unfortunate conversation later” Sabrine looks down at the dirt in a embarrassing display befitting someone so young.

”Lets continue I guess.” And Sabrine follows Galandram and Yngvilda up the rubble ramp.

Climb: 1d20 - 3 ⇒ (19) - 3 = 16


TG1 | GW | FF | RH

I'm moving on. Those of you that haven't made your checks please do so in your next post.

Once everyone makes it up to the second floor, you take note that it is open to the sky above. This exposed upper floor contains only some smashed furniture and a sprinkling of rubble. A trap door is set in the floor against the northwest wall, but a stout timber has fallen across it.

DC14 Strength check to move the heavy limb and clear access to the trap door.


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Yngvilda will roll up her sleeves and grabs hold of the timber to move it. "This little thing will be no problem"

Strength: 1d20 + 3 ⇒ (5) + 3 = 8

She strains and grunts before giving up and stepping back. "That is heavier than it looks! Perhaps we should lift it together? On three, one, two, three..."

Hoping that her allies can assist she tries again Maybe with some aid another's?

Strength: 1d20 + 3 ⇒ (3) + 3 = 6

Ugh sorry team. Somebody put me out of my misery :)


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Galandram sets down his rather heavy-looking pack. "Here, Yngvilda, I'm happy to help!" Working together with Yngvilda, Galandram attempts to shift the fallen timber from the trapdoor.

Strength: 1d20 + 1 ⇒ (18) + 1 = 19

Though he lacks the raw strength of Yngvilda, by careful application of leverage, the elf is able to shift the beam. "There we go. Much easier with two people," he says, hoping to allow Yngvilda to save face.

This is just a strength check, not an Aid Another for Yngvilda, for clarity. Galandram is happy to share the credit on moving the beam, though.


TG1 | GW | FF | RH

Galandram uses leverage to move the obstrusction out of the way and clears the way for the party to descend into the trapdoor. Lifting the door, it's apparent that the only light here is what is sifting through the open trap door. Let me know how you are handling light.

The group slowly descends into the darkness, letting their light reveal their new surroundings. The tower's large ground floor has mostly collapsed under the rubble, but along the western portion of the room a section remains clear of debris. An iron trap door set in the floor is directly below a companion door in the ceiling above. Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures.


Male Halfling Sorcerer 5 | HP 14/27 | AC 14 FF 14 Touch 11 | CMB 0 CMD 13 | F +5 R +6 W +7 | Int +3 | Perc +4 | Speed 20 ft. | Shield (+4 AC)

Following the others, Eldon looks up at the rubble and then a the wall. He looks worried for a moment but then shrugs and takes a run at the rubble.

Climb: 1d20 + 1 ⇒ (14) + 1 = 15

Reaching the top Eldon sighs with relief and waits patiently whilst Galandran and Yngvilda move the fallen limb. Once the trap door is opened Eldon peers into the darkness.

"Well this wont do"

He picks up a small piece of rubble and gestures over it whilst muttering to himself (Casting Light on the stone). After a moment the piece of stone begins to glow with light. He holds out the glowing stone.

"Who wants to go first?"


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Yngvilda is in the process of getting a torch from her pack when she sees Eldon light the stone. She draws her axe and asks him "Could you do the same thing to this?"

I know you can only light one thing at a time, but Yngvilda doesn't know that!

With the room lit Yngvilda has a look around, particularly at the corpses. She draws her axe and shield and says "Careful everyone, there may be live creatures here too"

Perception to examine the room: 1d20 - 1 ⇒ (11) - 1 = 10

She then moves over to near the trapdoors. "Shall we?

I'm assuming the trap door in the ceiling is the one we came down?

Perception to examine the trapdoor down for traps: 1d20 - 1 ⇒ (10) - 1 = 9


TG1 | GW | FF | RH

No, there is another trap door here.


Male human (Taldan) inquisitor of Cayden Cailean 1 HP 10/10 | AC 16 T 13 FF 13 | Fort +4 Ref +3 Will +4 | CMB +1 CMD 14 / 11FF | Init + 9 | Perc + 6 Speed 30ft | Agile Feet 5/5 | Judgement 1/1

Desdemar gives Sabine a sympathetic smile "No need to apologise Sabine, it's already in the past. Once we've helped her here the Baroness won't hold a grudge."

Desdamar scrambles up the ramp after the others Climb: 1d20 + 1 ⇒ (20) + 1 = 21 and follows them down the trap door into the debris strewn room. Before descending into the darkness he casts light on the tankard strapped to his belt and holds it aloft in his off hand - "I'll walk by you and light the way Yngvilda".

Once down he casts the light about the room, over the scaled bodies and debris Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Once done he'll join Yngvilda by the trapdoors "Well then - up, or down?"


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Galandram silently follows the others down to the ground floor of the tower, keeping an eye on his surroundings as he goes. Seeing the light spells from Desdemar and Eldon, he keeps his torches in his pack for now, relying on his low-light vision. He looks a bit nervous, and fingers his rapier hilt now and then as he is walking.

Once the party reaches the ground floor, he attempts to examine both the bodies and the trap doors carefully.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

He follows Yngvilda to the trap doors, moving with an unearthly grace despite his apparent unease (though unlike Yngvilda, he keeps his blade sheathed), and answers Desdemar, "I'd love to know what this tower housed, and that's above us. So that says, 'Up.' But we were hired to investigate the cause of the tower's collapse and the origin of the kobolds, and I'd wager both of those answers are below us. I suppose we ought to go down."


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

"I agree, down sounds like the best option right now."

Yngvilda puts her axe through her belt loop and tries to open the trap door. If it opens she inspects what she can see below, and if it's a long drop without a ladder she'll try to anchor a rope in this room for climbing down, but otherwise she'll drop / climb down.


TG1 | GW | FF | RH

Apologies, I misread your statement Yngvilda. The trapdoor above you is the one that was blocked by the limb that Galandram moved and your group descended down into. The tower above that is collapsed and more or less accounts for all of the rubble and debris around the surrounded area. You're currently on the first floor, but rubble and debris block all paths other than the trapdoor down into the basement which you are about to enter.

Yngvilda opens the trapdoor and stares into the darkness below and does not hear or see anything, but definitely gets the impression the space below is larger than this blocked off room that they are currently in. When light is dropped into the room below, you can see that the drop is about 10', but luckily there is a ladder to descend this distance.

Once everyone makes it down, it becomes evident how large this chamber actually is when you can't see the other side of the room before your light wears off. As you begin to work your way west, the layout of the room becomes more evident. The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor the collapse above plainly caused this structural damage. The dry-rotted frames of several simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door. Treat the beds as difficult terrain for the purposes of traversing them.

Once the majority of the group has made it almost to the center of the room, the sounds of skittering and scurrying in the darkness ahead draw everyone to alert. From the rubble up ahead, three medium size creatures appear from the darkness. These lengthy, segmented horrors writhe and twist, pulsing their mandibles in search of prey ahead of you.

Desdemar and Yngvilda are up.

R1: Desdemar, Yngvilda, Enemies, Cei, Eldon, Galandram, Sabrine

GM:

Init: Yngvilda: 1d20 + 2 ⇒ (20) + 2 = 22
Init: Galandram: 1d20 + 4 ⇒ (13) + 4 = 17
Init: Cei: 1d20 + 0 ⇒ (19) + 0 = 19
Init: Sabrine: 1d20 + 2 ⇒ (15) + 2 = 17
Init: Eldon: 1d20 + 3 ⇒ (15) + 3 = 18
Init: Desdemar: 1d20 + 9 ⇒ (18) + 9 = 27
Init: Enemies: 1d20 + 2 ⇒ (19) + 2 = 21


Male human (Taldan) inquisitor of Cayden Cailean 1 HP 10/10 | AC 16 T 13 FF 13 | Fort +4 Ref +3 Will +4 | CMB +1 CMD 14 / 11FF | Init + 9 | Perc + 6 Speed 30ft | Agile Feet 5/5 | Judgement 1/1

Desdemar holds the illuminated tankard high as his eyes rake the room, attempting to identify the creatures as they scurry towards the party. Knowledge (dungeoneering), Monster Lore: 1d20 + 6 ⇒ (5) + 6 = 11

Unlike some of the others I didn't state I had a weapon drawn, so that'll consume my move action this turn.

Drawing his blade Desdemar tries to embolden his allies "Don't let the fact they are uglier than us intimidate you, we have the advantage here!".

Rapier in one hand and tankard in the other Desdemar feels the courage of Cayden Cailean rising within him "May the Guidance of the Drunken God flow from this tankard into you" he proclaims as he clanks his illuminated tankard against the armour on Yngvilda's shoulder, casting Guidance on her.

Guidance:
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.


Male Aasimar Cleric 2 | HP 16/16 | AC 17 FF 10 Touch 17 | CMB +3 CMD 13 | F +4 R +0 W+6 | Int +0 | Perc +5 | Speed 20 ft. | Channel Energy 7/7 | Hand of the Acolyte 5/6 | Destructive Smite 6/6

Wow, sorry, weekends aren't great for me, but I'll try to do better next weekend. Missed a lot this time around. I know it's not my turn yet, I'll just catch up real quick.

Climb-ACP: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11

Cei's climb only causes him a little issue, but he makes it before long. He coughs as he breathes in the stirred dust of the collapsed tower around them and then follows the others through the doors, down through the tower, not bothering with light as he looks around. As the enemies come in, Cei's eyes widen and he seems to hesitate for just a moment.


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

"Monsters! For Glory!

I'm assuming I had chance to re-equip axe and shield after climbing down the ladder, otherwise I'll be doing that this turn

Looking both scared an excited Yngvilda tries to remember her training and takes a 5-foot step toward the nearest creature, trying to recall if she recognises it as she goes.

Knowledge (Dungeeoneering): 1d20 + 4 ⇒ (19) + 4 = 23

She then strikes first with shield, then with axe at the creature, using the divine guidance from Desdemar on the axe blow

Heavy Spiked Shield: 1d20 + 2 ⇒ (12) + 2 = 14
Piercing Shield Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Handaxe + Guidance: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Handaxe damage Strength + Ulfen Weapon Training: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

She gives mighty screams of rage and joy as she swings.

Note that having shield bashed she now loses her shield bonus to AC this round


TG1 | GW | FF | RH

Your fighter knows all there is to know about these creatures. Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges. Immune to mind affecting effects, these vermin have a deadly poison that is known to affect the dexterity of their victims.

Yngvilda's spiked shield smashes into the giant centipede, bursting open several areas of its skin which immediately begin to bleed. She tries to follow up with her handaxe, but misses.

The three giant centipedes start their assault, picking on your skald first as it sinks its poisonous mandible into her calf 3 damage + DC13 Fort save or take 1d3 ⇒ 2 Dex damage.

The other two vermin snap and try to get a piece of Yngvilda, but her armored defenses protect her from getting bit.

Fully party up!

R1: Desdemar, Yngvilda, Enemies, Cei, Eldon, Galandram, Sabrine
R2: Desdemar, Yngvilda, Enemies, Cei, Eldon, Galandram, Sabrine

GM:

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Attack: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Y=4


Male Aasimar Cleric 2 | HP 16/16 | AC 17 FF 10 Touch 17 | CMB +3 CMD 13 | F +4 R +0 W+6 | Int +0 | Perc +5 | Speed 20 ft. | Channel Energy 7/7 | Hand of the Acolyte 5/6 | Destructive Smite 6/6

Cei immediately draws his shield and mace, looking around at the creatures as he does so. His nostril's flare and a he screams "Shyka rot you, you foul creatures!"

That's move and standard. for me.


Female Human Skald 2 HP 19/19| AC 16 FF 10 Touch 15 | CMB +3 CMD 14 | F +5 R +1 W+3 | Int +2 | Perc +5 |Speed 20 ft. | Raging Song 12/12 rounds | Spells 1st 3/day | Conditions: None
Not Raging/Raging:
HP 19/21 AC 17/16 FF 11/10 T 16/15 CMB+3/+4 CMD 14/15 W +1/+2

Sorry too guys for not posting yesterday, I had family visiting for whatever reason my email wasn’t notifying me when someone was posting something.

Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23

Sabrine has been quiet this entire time, following in the middle of the party. You catch her mumbling to herself as soon as Desdemar lights up his tankard ”I could have done that too.”

As soon as the paty reaches the bottom floor and see this creatures coming out fo the shadows, one of them quickly coming towards her and sinking its mandibles into her leg, Sabrine lets out a yelp and snaps out her funk.

She grabs the curved blade off of her back (Move Action) and begins filling the room with her voice.

As she raises her beautiful soprano voice the party hears a hopeful battle song detailing retaking the elvish city of Kyonin from the demon Treerazer.

Standard Action to Raging Song +2 to Str and Con, +1 Will Save, and -1 AC for anyone who accepts the song.


“Yngvilda Grimsdottir” | Female LG Medium Human Fighter 5 | HP 6/49 | AC 26 / 12 T / 24 FF | CMB+10 CMD 22 | F +6, R +3, W +3 (+1 vs. Fear) | Init +2 | Perc 2 SM -1 |Speed 30ft | Active Conditions: barkskin

Glorying in the song, Yngvilda lets out a laugh of pure exhilaration as she narrowly avoids getting bitten and continues her attack. First she spins to attack the centipede that bit Sabrine with her axe.

Handaxe +BaB + STR + Flanking - Two Weapon Fighting: 1d20 + 1 + 4 + 2 - 2 ⇒ (19) + 1 + 4 + 2 - 2 = 24
Damage STR + Ulfen Weapon Training: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

If it is still alive she'll hit it again, otherwise she'll spin round and go for the one she hit last time (and the flanking bonus won't apply)

Heavy Shield Bash +BaB + STR + Flanking - Two Weapon Fighting: 1d20 + 1 + 4 + 2 - 2 ⇒ (5) + 1 + 4 + 2 - 2 = 10
Damage STR: 1d6 + 4 ⇒ (1) + 4 = 5


Male Halfling Sorcerer 5 | HP 14/27 | AC 14 FF 14 Touch 11 | CMB 0 CMD 13 | F +5 R +6 W +7 | Int +3 | Perc +4 | Speed 20 ft. | Shield (+4 AC)

Eldon Laughs as the creatures scurry from the shadows. Moving out to the side to get a clear view he raises his right hand, bright sparks crackling between his fingers. After taking careful aim at one of the creatures he gestures and a beam of lightning leaping towards his target. (casting energy ray)

Ranged Touch: 1d20 + 5 ⇒ (13) + 5 = 18
Ray Damage: 1d6 + 1d4 + 1 ⇒ (5) + (1) + 1 = 7

That's assuming the enemy is within 30 ft and I'm throwing in my once per day Volatile Conduit damage.

"Hah, take that you!"


TG1 | GW | FF | RH

I forgot to add, if you guys could call out which targets you are striking in the future that would be awesome. Usually I can tell, but it makes it easier if I know for certain. I colorize them on the map, so just reference the border. You can either put the color in OOC or flavor it such as a "the centipede with the red-tinted skin or a soldier with the crimson armor or red cape" or something along those lines. Thanks!

Yngvilda's strike is beautifully executed. As she swings her blade down, she nearly cleaves the head of the over-sized centipede from its body. Blood and venom ooze from its corpse as it bleeds to dead before her. Yellow is down!

Eldon - I believe you should be taking a melee penalty of -4 on that attack unless I am missing something. Also, I believe that the creature has soft cover from you on that attack as well. With those two modifiers together, your attack misses. Let me know if you have something that I didn't see to negate those.

Galandram & Desdemar are up!


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

"What?" the elf exclaims as the giant centipedes begin their assault. The sudden appearance of foes catches Galandram off-guard, and he is slow to react; however, Sabrine's inspiring battle song brings him into the moment.

Seeing that a bed and the party are both screening him from the centipedes, he moves up and around the bed, drawing his rapier. He mutters to himself under his breath as he move, "Just a big, dumb target. Just a big, dumb target," eyes locked on the centipede that is only engaging Yngvilda.

Galandram chooses to accept Sabrine's Raging Song (Not an Action), then moves (Move Action), and draws his rapier (Move Action in place of a Standard Action). The strength bonus from Inspired Rage grants him his full movement speed (30'), even carrying his pack; however, I treated the two squares of rubble he passed through as difficult terrain. If they do not count as difficult terrain, he would move two squares further to the left.

I also edited Galandram's status bar to reflect the changes from Inspired Rage. Please let me know if that is the right way to handle it.


Male human (Taldan) inquisitor of Cayden Cailean 1 HP 10/10 | AC 16 T 13 FF 13 | Fort +4 Ref +3 Will +4 | CMB +1 CMD 14 / 11FF | Init + 9 | Perc + 6 Speed 30ft | Agile Feet 5/5 | Judgement 1/1

As Sabine's song washes over him Desdemar ponders "A song of courage as we tackle these beasts, I wonder if Cayden Cailean himself had such luxuries". accepting the Raging Song.

Desdemar steps forwards 5' step towards Yngvilda insiting "Back foul beast!" and deftly strikes with his rapier at the centipede threatening Sabine red border.

Rapier: BaB + (modified) Str: 1d20 + 4 ⇒ (16) + 4 = 20
Rapier damage: 1d6 + 2 ⇒ (2) + 2 = 4


TG1 | GW | FF | RH

There is no "right" way to handle it, whatever works best for you will work for me. Some people edit their status bar to reflect changes while others keep track of them in an OOC tag at the beginning/end of their post. As long as you develop a system for keeping track of it that you will consistently remember then I suggest you use that one! :)

Desdemar lands a solid hit as his rapier thrusts into the belly of the beast before him. Both of the two centipedes look severely injured from the blows you have inflicted on them and quickly attempt to retaliate, but their wounds are far too debilitating and cause their attempted bites on Sabine and Yngvilda to be dodged easily.

Fully party is up!

R2: Desdemar, Yngvilda, Enemies, Cei, Eldon, Galandram, Sabrine
R3: Desdemar, Yngvilda, Enemies, Cei, Eldon, Galandram, Sabrine

GM:

Bite Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Bite Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Y=4
Y=R


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Galandram feels strength infusing his movements as he listens to Sabrine's battle song. He quickly strides into a flanking position with Yngvilda and with a sharp thrust attempts to skewer the giant centipede, giving a battle cry.

Attack+bless+rage+flank: 1d20 + 1 + 1 + 1 + 2 ⇒ (11) + 1 + 1 + 1 + 2 = 16
Piercing damage + rage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Galandram accepts Raging Song, moves to flank, and attacks the centipede between him and Yngvilda. Sorry about map issues with Gal. It's really tough for me to edit that slide on a phone.


Male Aasimar Cleric 2 | HP 16/16 | AC 17 FF 10 Touch 17 | CMB +3 CMD 13 | F +4 R +0 W+6 | Int +0 | Perc +5 | Speed 20 ft. | Channel Energy 7/7 | Hand of the Acolyte 5/6 | Destructive Smite 6/6

Cei looks across the centipede to Yngvilda, the red hue on its carapace reflecting the strange light. Cei's smiles viciously as Sabrine's song inspires him (Accepting Rage). He then strikes out with his mace at the creature between he and Yngvilda.

Attack+Rage+Flanking: 1d20 + 2 + 1 + 2 ⇒ (9) + 2 + 1 + 2 = 14
Damage+Rage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Current Status:
Str: 16
Con: 14
Temporary HP: 1
HP: 10/9 (Includes Temporary)
Current AC: 16
Will Save: +6


Female Human Skald 2 HP 19/19| AC 16 FF 10 Touch 15 | CMB +3 CMD 14 | F +5 R +1 W+3 | Int +2 | Perc +5 |Speed 20 ft. | Raging Song 12/12 rounds | Spells 1st 3/day | Conditions: None
Not Raging/Raging:
HP 19/21 AC 17/16 FF 11/10 T 16/15 CMB+3/+4 CMD 14/15 W +1/+2

Sabrine continues her song (Free Action) as she brings her curved blade down on the centipede in front of her Standard Action the red one.

Curved Blade + Rage: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Confirm critical: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Slashing damage: 1d10 + 4 ⇒ (2) + 4 = 6
Slashing damage if critical: 2d10 + 8 ⇒ (6, 4) + 8 = 18

If Cei kills the red one, Sabrine will take a move action to move 10 feet up to the yellow on and attack that one.

Raging Song:

+2 Morale Bonus to Str and Con
+1 Will Save
-1 AC


TG1 | GW | FF | RH

Galandram, Cei and Sabrine quickly strike down the two remaining creatures in a brilliant display of swordsmanship. With the three giant centipedes laying on the ground at their feet, the first battle of the tower is over nearly as quickly as it began. Out of combat!

With the battle won, the party spreads out to search this large chamber.

Galandram takes note of an old iron maiden in the corner of the room. Upon opening it, old bones come tumbling out. Searching the bones he finds a rusty metal key which may be of use later.

Desdemar searches the rubble in the room and uncovers several rusted weapons and ruined fragments of armor. Mixed within that are a pair of mithral daggers with a strange series of notches carved into the flat of each blade, stored in a tightly latched iron case.

A quick survey of the large rooms reveals that the only remaining viable exit from this room is the single door to the south.

Perception: Sabrine: 1d20 + 0 ⇒ (16) + 0 = 16
Perception: Cei: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: Galandram: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: Desdemar: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: Eldon: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: Yngvilda: 1d20 - 1 ⇒ (18) - 1 = 17


Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 | Panache 4/4 | Conditions:

Galandram seems particularly quiet and a little shaken after the battle. He turns away from the party and wipes his rapier on a piece of cloth before sheathing it. He moves carefully around the room, inspecting the iron maiden in the corner, and meticulously works through the bones that tumble out, finding the rusty metal key.

He makes his way back to the group, and quietly says, "That was well-fought." Glancing around the room, he continues, "Looks like that door is our path forward. Are we ready?"

Assuming the party goes through the door, Galandram will draw his rapier before they open it, since he is expecting combat at this point.

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