GM Natloz's Strange Aeons (Inactive)

Game Master natloz

It is a cursed existence to be in this strange place.


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Ethyl enters the room and takes out one of her books. She begins to the sketch the scene. She examines the bodies and tries to determine the cause of death. Further she looks for anything that might be useful or valuable.

Perception take 20: 20 + 10 = 30
Heal: 1d20 ⇒ 18


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Amestri follows right on her heels, trying as well to piece together what happened here. Anyone who felt the need to barricade themselves in like these people did probably had good reason, which worried her.

perception (aid Ethyl): 1d20 + 3 ⇒ (1) + 3 = 4
heal (aid Ethyl): 1d20 + 6 ⇒ (6) + 6 = 12

It seems that something in this room must have her either preoccupied or horrified, because dem's some baaaaaad rolls


| SA

you aided on the heal check at least.

You determine that the people had been beat to death with blunt instruments. You also notice that the people are wearing both staff uniforms and patient outfits. The aforementioned masks are actually shirts, sheets, and grain bags that look like they were placed there postmortem. You find a suit of padded off padded armor and a sap on the body of an orderly. Hidden away in the pocket of a staff member are two thunder stones and a gold ring.


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

"Any Magic?, this sap will likely come in handy."


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Detecting magic again at the request of our Rodentian friend.


| SA

nothing magical is found


appraise vs gold ring: 1d20 + 7 ⇒ (1) + 7 = 8 wildly inaccurate for typical DC


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None
GM Natloz wrote:
nothing magical is found

Just to be safe, you can assume that any time we find loot Amestri will be casting detect magic. That way people don't have to ask every time :)


| SA

I'll keep the detect magic standard operating procedure in mind. Are we waiting on an appraise result to continue? My bad...

The ring looks to be worth about 50 gold in your opinion.

I've added the room in the both maps. Where to next?


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Once the room had been thoroughly searched, Amestri looked at the group. "I'd like to see if we can get a better view of what is going on outside. Maybe the room to the south has windows? Let's try that next."


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

Endol nods to the witch, "Follow me. He heads to the door and once the others are ready he opens it.


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Jagray nods following closely behind Endol, his weapon at the ready.


| SA

Assuming the door was searched

Finding nothing amiss, Endol swings the door open gently. As though it had been plucked from the halls of some warm, country estate, this room is filled with inviting furnishings, a hearth ready for a fire, artwork populated by picnicking families, and a mansion-shaped cage with colorful taxidermic birds inside. Large windows might have once looked out over colorful flowerbeds, but now show only yellow mist. A battered corpse is impaled on the antlers of a stuffed elk head hung above the hearth. There is another corpse, bruised and bloodied, on the ground. Both are wearing yellow stained bedsheets.


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Amestri enters the room, initially ignoring the bodies and searching carefully for any tricks or traps. "We should be careful. Whatever killed these two might still be hidden somewhere among all the decor."

Perception: 1d20 + 3 ⇒ (13) + 3 = 16


Ethyl examines the bodies trying to determine what happened.

Perception take 10: 10 + 10 = 20
Heal: 1d20 ⇒ 8


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Jagray steps into the room, his weapon at the ready and looks around for anything that may pose a threat.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


| SA

Ethyl, you notice a bunch of bruises and possibly a broken bone on the body on the floor.

As Amestri begins searching the room for what caused the men's death, Jagray and Ethyl hear a faint but pleasant chirping sound coming from the taxidermied birds in the cage.

Spoiler:
endol perception: 1d20 + 1 ⇒ (14) + 1 = 15
Jagray: 1d20 + 8 ⇒ (16) + 8 = 24
Ethyl: 1d20 + 4 ⇒ (15) + 4 = 19

One turn each from Ethyl and Jagray


Ethyl comments, "My dear dead birds don't sing." Ethyl draws her dagger and preemptively tried to poke one of the birds.

MW silver dagger: 1d20 + 6 ⇒ (18) + 6 = 24
piercing: 1d4 - 1 ⇒ (4) - 1 = 3


| SA

Dr Ethyl's dagger draws blood from the taxidermied bird in the cage but the chirping continues.


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Jagray watches as Ethyl stabs one of the birds, but the sound continues. They had already fought invisible things so he is wary to approach without a better idea of what is going on, especially since whatever Ethyl did, didn't actually change things. He calls out, while taking a defensive stance "Show yer self! If'n ya want a fight so be it..."

He looks around trying to pinpoint exactly where the sound is coming from.

Total Defense
Perception: 1d20 + 8 ⇒ (13) + 8 = 21


| SA

Jagray's only answer is the birds that begin teetering on their perches, wings flapping, beaks wide open as the chirps change to a harsh mechanical sounding klaxon!

Amestri:
will save: 1d20 + 4 ⇒ (10) + 4 = 14
You feel yourself start to lift off the ground but keep your feet by force of will.

Everyone in the party is up.


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Teetering a bit as she starts to feel light for a second and then forces herself back down, Amestri rushes towards the animated birds in a rage, swinging her sickle at one of the cages.

Attack!: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 ⇒ 3


Ethyl calmly states, "At least if the birds are destroyed this infernal noise would stop. Sir Jagray, Sir Endol your assistance if you please."

MW silver dagger: 1d20 + 6 ⇒ (4) + 6 = 10
piercing: 1d4 - 1 ⇒ (4) - 1 = 3


| SA

Amestri leaves a dent in the bars of the cage and Dr Ethyl flicks another bird off its perch. It lays bleeding at the bottom of the cage but the rest of the birds continue their grating song.


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

Endol moves forward and slashes at the birds with the others.

Slash attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d4 + 4 ⇒ (1) + 4 = 5


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Seeing there is no invisible foe trying to trick them Jagray rushes toward the cage to attack with the others.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Confirm?: 1d20 + 3 ⇒ (6) + 3 = 9
Crit: 2d8 + 8 ⇒ (6, 1) + 8 = 15


| SA

With the efforts of the party, the cage lies flattened on the ground, the birds no longer singing their terrible song. Recovering your senses, you notice out the east windows there is a path where the mists are lighter.


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Noting the difference in the mists, Amestri sets that thought aside and first searches the room and the bodies. Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Detecting magic on any interesting items found.
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28 to identify if any magic stuffs found


| SA

On each of the bodies you find two small vials of light blue liquid and a well made silver dagger. One of the bodies has a broach with an ornate piece of amber in which is trapped an ancient fossilized insect. The whole thing is impaled by a long golden pin attaching the item to his clothes.

Potions and broach detect as magic. You can use your roll on either of those and roll again for the other.


Alchemy to ID potion: 1d20 + 9 ⇒ (20) + 9 = 29

Alchemy to ID potion: 1d20 + 9 ⇒ (9) + 9 = 18

Alchemy to ID potion: 1d20 + 9 ⇒ (16) + 9 = 25

Alchemy to ID potion: 1d20 + 9 ⇒ (20) + 9 = 29

Dr. Ethyl motions for Amestri to hand her the potions. She uses a pin to extract a tiny drop of each and tastes them.


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Looks like the good doctor has the potions so my roll was for the broach.


| SA

Indeed, the potions are all cure light wounds and the broach is a Swarmbane Clasp


Ethyl hands two of the potions to Endol and two to Jagray, "If you get hurt drink these."


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

"Thank you Dr."


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Jagray nods and stuffs them in his pack. Seeing the clearing in the mist through the windows he asks "Should we see if we can get out of here?"


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

"Before we try, this broach here will help against swarms of insects and other vermin. It's probably most useful for a more martial type than for myself, if any of you would be interested in it."


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

"If the need comes I'd be happy to have such aid, Nothing else I can do would harm them.


| SA

Out the door then and into certain doom?


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

I'm a big fan of certain doom. There's not enough certainty in life, so you have to take it where you can get it.

Looking out the door to the east, Amestri scans the exterior. "That fog seems thinner here, and there seems to be a path. It might be our way out, or at least a way to some answers." She continues to keep a close eye outside while waiting for the others to respond.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Jagray nods then asks "We gonna get tha others ta go with?"


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

"I want to help them get out of here too, but I don't think we should bring them with us until we at least scout it out. I wouldn't want to just move them from a relatively safe place into a more dangerous one."


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

"Let me go first, but stay close" Endol steps past the witch and moves cautiously forward.

Perception: 1d20 + 1 ⇒ (6) + 1 = 7


The good doctor follows Endol keeping her eyes and ears open for any danger.

Perception: 10 + 10 = 20


| SA

dm things:
1d6 ⇒ 1

As you step out of the door way you feel a warm rain begin to fall. Rustic flagstones create a path through a bed of wilted flowers and shrubs, the foliage shriveled as if drowned by the surrounding sea of dense yellow fog. Though the unnatural mist muffles every motion, a sound like the flapping of giant wings splits through the fog bank, causing it to swirl as if seeking escape.

perception DC 16:
You hear digging in the earth
around you and see disturbances in the mulch.

You can use your previous rolls for this


Dr. Ethyl says calmly while pointing downwards, Do you hear that? I don't think we're alone out here. Ethyl rushes to try the door on the northern side of the path.


Male Dwarf Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8

Jagray follows behind the others, the last out the door, keeping an eye out for any threats as he tightens his grip on his axe.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

Amestri, also hearing the strange noises, follows closely behind the good doctor, trying to keep a watch out behind them.


CG Male Ratfolk (Ustalav) Fighter 2 | HP 13/20 |AC 20 (TAC 16 FFAC 15) | CMD 15 | Fort +4, Ref +4, Will +0 | Init +4 | Perception +1 Perception +1, Darkvision 60 ft, Ratfolk Scent | Speed 30 ft. | Active Conditions: Bleed 1

Endol stands ready to guard the others as they move to follow the Dr. through the door.

"Let's keep moving, this is a bad place for a fight.


| SA

Seeing things wriggling beneath the surface, Dr Ethyl rushes to the opposite door and tries to open it but finds the door locked! All around the path pale, headless things like wormy bats with too many limbs burrow forth and begin flopping and snuffling impotently. The reason also begins falling harder and feels hot like water about to boil.


NG Female Human (Qadiran) Witch (Ashiftah) 2 | HP 14/14 | AC 13 (T13/FF10) | Init +2 | Perc +3 | Speed 30' | CMB +3 | CMD 14 (FF 11) | F+1 R+2 W+4 (+ mods) |
Prepared Spells:
Daze, Detect Magic, Light, Stabilize | Cause Fear (1/1), Long Arm (1/1), Mage Armor (1/1)
| Active Conditions: None

"I don't want to know what those things can do. There was a door to the north we didn't try inside, that's better than trying to force a door out here!"

Amestri starts to head back towards the door they came from.

we never tried the double doors to the north in C1. Maybe it will get us around this mess without having to go outside.

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