[Outpost IV] GM Enchanter's Flooded King's Court (Inactive)

Game Master Enchanter Tim

Flooded King's Court Slides


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You Only Die Twice Slides **Maps**

Itka realizes that this section of Absalom has always been low enough to have problems with water infiltration, so the residents long ago had these magically powered sump pumps installed. When the system functioned, it drew water from below the foundation and pushed through the pipes into the sewers and channeled away. The earthquake destroyed the connection to the pipes, and the increased water volume soon overwhelmed the system, rendering it permanently inoperable.

Nothing else here. Where next?

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

"If any of you have seen any sign whatsoever of sinister spirits influencing the Crookedtoes, speak up, for I surely haven't," Birgid says as she scrapes something unmentionable off her boots. "I begin to suspect that the Venture Captain's information was...unreliable."

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None

Highwire moves across the room and peeks down the next stairwell to see what they can find down there.


You Only Die Twice Slides **Maps**

There's a lot of empty areas, so I'm going to move you along to where there's something more interesting.

You explore around the sump pump room, finding little of interest. Birgid begins to think the reports are wrong. You investigate the cracked wall and you see that a passage has opened up, but appears to be flooded. Exploring around to the other side, you find a wider opening. Slide 6

The sides of this chamber are rough and uneven, dropping sharply to a large pool of water that fills the entire room. To the north and south, the masonry of the sewer walls has crumbled away.

This room is a sinkhole formed following the earthquake. Over time, the daily flow of water has widened and deepened the hole here. Most of the water is 6 feet deep, but the section in the center (marked in dark blue) plunges to 15 feet. The water is calm.

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

"Lovely," Erryn comments, peering over the shoulders of their shorter frontliners and into the room. "Think there's something waiting in there for us?"

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

"Hmp. Maybe. I can't swim."

@GM Enchanter: What's the ruling on using Mage Hand when you can't see what you're grabbing at? Would Itka be able to "feel" objects with the spell if she cast it and groped around in the water?

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

"Who brave, and go first?" Zug asks, and looks like he is not that one.


You Only Die Twice Slides **Maps**

Since Mage Hand has a target, I don't think you can use it to feel for objects. You need to be able to target them. Unseen Servant, on the other hand, could be used to do it.

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Fair enough. Too bad Itka doesn't have Unseen Servant.

Scowling at the water, Itka grunts. "Hmp. I have some rope we can lower with the diver, if they'd like it. --Wait..." If there is an artifact there... Curious, in a foreboding way, Itka casts Detect Magic, straining to detect whether or not a worrisome magical item may be down in that water-filled hole.

Grand Archive

LN | Forge Dwarf | Abjurer Wizard 1 HP 19/19 | AC 14 (15 with mage armor)| F +6 R +4 W +7 | Perc +5 | Stealth +1 Speed 20'| Hero 1/3 | Active Conditions: - | Prepared spells: Level 1 - Grease - Magic Missile - Mage Armor

"Yeah, no thanks. That water is TOO deep for me!" The dwarf looks at the disgusting water and thinks about how many castings of prestidigitation it would take to get clean again.

"I'll tell you what though, I'll offer you some support from afar."

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None

Highwire removes Zagnut from their hair and sits him on a pipe. "I will happily go ... I am unencumbered by armor and equipment, and a proficient swimmer. But I agree, having a rope attached makes sense. Can anyone cast light on a rock or something, perhaps, for us to toss in before I go in, so we can see if something is waiting?"

Grand Archive

LN | Forge Dwarf | Abjurer Wizard 1 HP 19/19 | AC 14 (15 with mage armor)| F +6 R +4 W +7 | Perc +5 | Stealth +1 Speed 20'| Hero 1/3 | Active Conditions: - | Prepared spells: Level 1 - Grease - Magic Missile - Mage Armor

"How about..." Ernir thinks for a second. "Oh, I know!" He takes a handkerchief from his breast pocket. "Presto! As good as new."

He hands the handkerchief to the gnome. "Go on now, fix it to your wrist. I'll cast Light on it and you'll be able to use it as a nice lamp." The wizard pauses briefly before continuing.

"Or I could cast it on a ring or something."

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

"Be careful, Master Sanja," Erryn says, her voice unusually gentle.


You Only Die Twice Slides **Maps**

Sounds like a plan. Give me a Swim check (Athletics) when you're ready.

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Itka draws out her rope and ties a bowline onto both ends. She hands one end to Brigid and the other to Highwire. "The loop's for better grip."


You Only Die Twice Slides **Maps**

Making the roll for Highwire
Swim: 1d20 + 5 ⇒ (14) + 5 = 19
Swim: 1d20 + 5 ⇒ (9) + 5 = 14

Highwire easily dives down the hole with the rope tied around him. With the light, he spots a dark shape on the bottom. As he gets closer, he realizes it's a small barnacle-encrusted lockbox. He is able to lift it and swim back up to the others.

As he's doing so, however, you hear a female voice behind you. "There they are! We'll teach them to take our job! Get 'em!"

GM Screen:

Itka: 1d20 + 4 ⇒ (14) + 4 = 18
Ernir: 1d20 + 5 ⇒ (14) + 5 = 19
Zug: 1d20 + 5 ⇒ (17) + 5 = 22
Erryn: 1d20 + 8 ⇒ (11) + 8 = 19
Highwire: 1d20 + 4 ⇒ (8) + 4 = 12
Birgid: 1d20 + 4 ⇒ (6) + 4 = 10

Gerrard: 1d20 + 5 ⇒ (9) + 5 = 14
Tess: 1d20 + 5 ⇒ (3) + 5 = 8
Fedor: 1d20 + 5 ⇒ (13) + 5 = 18

Round 1
Zug
Ernir
Erryn

Blue
Itka
Red
Highwire
Birgid
Green

Bold is up! Highwire, you're still in the water. It'll take either an action or an acrobatics check (DC 10) to get out of the water.

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none
Itka Biklest wrote:
Curious, in a foreboding way, Itka casts Detect Magic, straining to detect whether or not a worrisome magical item may be down in that water-filled hole.

@GM Enchanter: Did anything within 30 feet of Itka ping as magical?


You Only Die Twice Slides **Maps**
Itka Biklest wrote:
@GM Enchanter: Did anything within 30 feet of Itka ping as magical?

Yes, something in the box is magical

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None

Am I still in the water when these people show up? Or have I gotten the chest out of the water yet?


You Only Die Twice Slides **Maps**
Highwire Sanja wrote:
Am I still in the water when these people show up? Or have I gotten the chest out of the water yet?

You're still in the water, but the chest is out of the water. You have the option of a full action to climb out of the water, or making a DC 10 acrobatics check to get out as part of a move (basically if you make the check, you can just do a normal move and forget about being in the water).

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

Upon hearing the voice, Zug swirls around to see who approaches.

"Oh, no! Revenge of bad actors!"

Seeing his companions hasn't yet reacted to the threat, he decides to alert them with - some cowbell music. And better make it loud enough to make their ears rings!

Lingering composition, Performance: 1d20 + 7 ⇒ (7) + 7 = 14 The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition

Additionally, Zug thinks there is no better way to greet hostile theatre troupe than a rock into the face, so he uses his telekinetic magic to pick one slimy rock from the ground and throw it at the green mercenary.

TK projectile: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 + 4 ⇒ (4) + 4 = 8


(free) Lingering composition
> Inspire courage
>> Telekinetic projectile

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

Erryn whirls to face their attackers, then takes a few steps backwards to stand behind Birgid. She then extends a hand and sends a pulse of negative energy rushing out to meet the first one around the corner.

Harm vs Green, Basic Fort DC18: 1d10 ⇒ 8

◆: Stride. ◆◆: Cast harm. I have the Harming Hands feat, so I roll d10s instead of d8s.

Grand Archive

LN | Forge Dwarf | Abjurer Wizard 1 HP 19/19 | AC 14 (15 with mage armor)| F +6 R +4 W +7 | Perc +5 | Stealth +1 Speed 20'| Hero 1/3 | Active Conditions: - | Prepared spells: Level 1 - Grease - Magic Missile - Mage Armor

"Ye what, mate?" Ernir shouts before casting a protective ward. He flings rubble to the woman who shouted.

Telekinetic projectile: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d6 + 4 ⇒ (4) + 4 = 8

Protective ward, Telekinetic projectile


You Only Die Twice Slides **Maps**

I forgot that at your challenge point level, there are more than 3 mercenaries. I've just added them to the end of the round. As you can see, though, they're not that tough.

GM Screen:

Fort Save, Green: 1d20 + 6 ⇒ (1) + 6 = 7

Another shout comes from across the sewer and you realize the mercenaries must have gather others. Zug is able to inspire the group with his cowbell, though it doesn't quite resonate like he wanted. Erryn's negative energy just rips the life from the lead thug and she falls in a heap. Ernir casts protective magic for the group and flings a rock at the lead one across the sewer, hitting her in the head and she falls into the water.

One of them barrels around the corner, charging up to Itka. Instead of hitting her with his club, though, he kicks dirt up into her face. (Reflex save to avoid being blinded)

Round 1
Zug (Inspire)
Ernir (ward: 5')
Erryn
Blue
Itka (Reflex Save)
Red
Highwire
Birgid
Green (-16)
Dark Purple (-8)
Light Purple
Yellow

Go Itka!

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18

If she's not blinded:
Smirking at the blue-clothed mercenary's failure, Ikta grabs the rope from Brigid and slips farther back out of reach. Finally, she casts Guidance on Zug before giving a smug gesture to the offending attacker that she'll target him next.

@GM Enchanter: Has it been at least 10 minutes since the last fight?

◆ Interact ◆ Stride ◆ Cast a Spell

If she's blinded:
Cursing silently, Itka squeezes her eyes shut and feels her way toward the back of the group, then paws at them to clean them out. Once clear, she casts Guidance on Zug before giving an angry gesture to the offending attacker that she'll target him next.

@GM Enchanter: I was unable to find how many actions it takes to wipe grit out of one's eyes, so I just guessed. Where is the rule on this? Also, has it been at least 10 minutes since the last fight?

◆ Stride ◆ Interact ◆ Cast a Spell


You Only Die Twice Slides **Maps**

Since the crocs? It's definitely been 10 minutes since then.

Itka avoids the dirt kicked in her face and moves back to bless Zug.

Another thug comes around the corner and charges toward Birgid. He cuts her with a shortsword, though a second blow slides off her armor.

Shortsword: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Shortsword: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Round 1
Zug (Inspire, guidance)
Ernir (ward: 5')
Erryn
Blue
Itka
Red
Highwire
Birgid (33/36)

Light Purple
Yellow

Bold can go!

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None

Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15 Due to the Steady Balance feat, I think that becomes a critical success ... not that it necessarily has any effect in this situation, other than the flavor.

Highwire slips up out of the water and skids between your legs, coming up between the two thugs, punching at each in turn.

Flurry of Blows fist attack 1: 1d20 + 6 ⇒ (6) + 6 = 12
Attack 1 damage (bludgeoning): 1d6 + 2 ⇒ (1) + 2 = 3
Flurry of Blows fist attack 2: 1d20 + 2 ⇒ (11) + 2 = 13
Attack 2 damage (bludgeoning): 1d6 + 2 ⇒ (3) + 2 = 5

After the second punch, a swirl of defensive purple sparkles manifest.

Action 1: Stride w/ Acrobatics roll. Action 2: Flurry of Blows. Action 3: Cast shield.

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1

"We won the contract fairly, learn to lose with grace, man!" Birgid brings her own blade to bear against the mercenary who cut her.

Strike, Strike, Raise Shield[/ooc: 1d11d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Strike 2: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

If Retributive Strike Triggers:

Attack: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Also blocks 3dmg from anyone hit within 15ft of Birgid; she can 5ft step for free before attacking with Ranged Reprisal


You Only Die Twice Slides **Maps**

Don't forget Zug's Inspire Courage!

Highwire appears between legs and just manages to slim into one of the thugs' knees thanks to timing his hit with Zug's cowbell. Birgid's sword rings off the stone wall as she misses.

The two thugs across the sewer simply jump into the water and wade across. One of them closes in on Highwire, but can't get a good angle on him. The other hurls a broken piece of furniture at the gnome too. He chuckles at Birgid. "I never was accused of much grace."

Shortsword: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Thrown club: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Round 2
Zug (Guidance)
Ernir (ward: 5')
Erryn

Blue
Itka
Red (-6)
Highwire
Birgid (33/36)
Light Purple
Yellow

Group Effects: Inspire Courage, Protective Ward
Bold, go!

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

So I take it the lingering composition didn't work last time..?

Zug puts the cowbell next to his ear, listens, and then frowns.

"Cowbell not work. No loud enough," he mutters. But then he strikes it again hard, and tries again for a proper lingering sounds

Lingering composition, Performance, guidance: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15

The enemy has closed in, and is now a bit too close for comfort. Time to work telekinetic magic again. But whereas he normally propels the objects in horizontal direction, this time he tries to move a stone vertically - a stone that lies between red mercenary's legs.

TK projectile, IC: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
damage,IC: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


(free) Lingering composition
> Inspire courage
>> Telekinetic projectile

Grand Archive

LN | Forge Dwarf | Abjurer Wizard 1 HP 19/19 | AC 14 (15 with mage armor)| F +6 R +4 W +7 | Perc +5 | Stealth +1 Speed 20'| Hero 1/3 | Active Conditions: - | Prepared spells: Level 1 - Grease - Magic Missile - Mage Armor

Ernir looks at the three enemies grouped together and springs into action, seizing the opportunity. He lifts his hand lazily and chants arcane words. The air starts getting warm, and suddenly a small burst of fire emerges, growing bigger and bigger.

Burning hands: 2d6 ⇒ (5, 2) = 7 Basic reflex DC 17

Stride, cast Burning Hands


You Only Die Twice Slides **Maps**

Correct, Zug. Since Inspire Courage is targeting your own party, the highest level character is Level 2, which means the skill DC for success is 16. But at least you don't waste those focus points. Inspire Courage also applies to spells, so adding +1 to Ernir's effect.

GM Screen:

Blue: 1d20 + 3 ⇒ (9) + 3 = 12
Purple: 1d20 + 3 ⇒ (6) + 3 = 9
Yellow: 1d20 + 3 ⇒ (2) + 3 = 5

Zug continues his amazing cowbell solo, though he still isn't hitting it right to reverberate off the walls. Ernir, meanwhile, bravely unleashes a sheet of fire on the thugs. The one in the back screams and falls, while the two near Highwire takes some bad burns at first seem like they will tough it out, but both of them pass out from the burns too. Suddenly, there's just one thug by himself.

Round 2
Zug
Ernir
Erryn
Blue (-8)
Itka
Red (-6)
Highwire
Birgid (33/36)
Light Purple (-8)
Yellow (-16)

Group Effects: Inspire Courage
Erryn and Itka, go!

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

"Hmp. Nice one." Itka nods in appreciation at the fastidious wizard. She's impressed that he was willing to plop down into the sewer water to get the preferred angle for his spell. Maybe he's only stuffy when he feels safe.

She cranes her neck to see the last foe. "Hmp." Following Zug's lead, she magically chucks a slimy rock at them, then casts Guidance on Erryn.

Telekinetic Projectile: 1d20 + 7 ⇒ (8) + 7 = 15 for 1d6 + 4 ⇒ (4) + 4 = 8 damage

◆◆ Cast A Spell, ◆ Cast a Spell

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

"You should've run," Erryn tells the remaining thug, as she circles around to flank him. "But it's far too late for that now." Her rapier darts forward, a movement more intended to create an opening for Birgid than to actually wound.

Demoralize: 1d20 + 6 ⇒ (9) + 6 = 15

Rapier vs flanked target: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None
GM Enchanter wrote:
The other hurls a broken piece of furniture at the gnome too. He chuckles at Birgid. "I never was accused of much grace."

"This is entirely believable," Highwire calmly replies, awaiting an opening to strike.


You Only Die Twice Slides **Maps**

You se the fear in the thug's eyes as Erryn tells him that the end is near. Itka, meanwhile takes advantage of the distraction to whip another stone at his head. It hits with a crack and he goes down hard.

Combat over

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

"Hmp." Finished with the eulogy for the man she killed, Itka turns to Highwire. "Let's see what's in the box. Is it locked? Ernir, can you figure out what kind of magic it is? I don't have that spell prepared today." Hmp. If I'd gotten the briefing yesterday I'd've done it.

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

While the others fiddle with the box, Erryn focuses on bandaging the minor wound Birgid took from one of the thugs. "All of us just wearing thick clothing, and you manage to be the only one who gets a scratch." She shakes her head at the irony.

Treat Wounds for Birgid, DC 15: 1d20 + 10 ⇒ (10) + 10 = 20
Healing: 2d8 ⇒ (7, 3) = 10

If the others aren't able to identify the box before I'm done healing Birgid, I'll give it a shot. I've got a +8 in Nature and Religion if it's tied to divine or primal magic, or if it's not tied to any specific tradition at all.

Grand Archive

LN | Forge Dwarf | Abjurer Wizard 1 HP 19/19 | AC 14 (15 with mage armor)| F +6 R +4 W +7 | Perc +5 | Stealth +1 Speed 20'| Hero 1/3 | Active Conditions: - | Prepared spells: Level 1 - Grease - Magic Missile - Mage Armor

"Is the box even magical? Let's see. OH but before I forget... Like i ever could..." Disgusting. Sewer. Water! Ernir casts prestidigitation a thousand times, getting every last bit of dirt from his outfit.

"Alright, now. Where were we?"

Ernir casts detect magic.


You Only Die Twice Slides **Maps**

Through some trial and error, Ernir realizes the magic he's detecting is not the box itself, but what must be inside it. The barnacle-encrusted lockbox is sealed with wax. Unfortunately the lock is rusted and frozen. It appears the only way to open it is to force it open (Athletics).

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None

Highwire tries to force open the box.

Athletics(Force Open): 1d20 + 5 ⇒ (17) + 5 = 22


You Only Die Twice Slides **Maps**

GM screen:
Erryn - Religion: 1d20 + 8 ⇒ (19) + 8 = 27

Highwire pries the box open and several items fly out. 5 gold pieces scatter on the ground, as well as a green stone carving of a cat. Lastly, a scrap of paper falls out. It reads, "For the Ilnudar family matter."

Ernir identifies the carving as the source of magic and Erryn is able to identify it as a Jade Cat talisman.

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Itka slowly releases the breath she hadn't realized she'd been holding, grateful that this wasn't one of those dangerous magical artifacts that should never see the light of day. "Hmp. <relieved sigh> Highwire should carry that. They're more likely to be climbing." She picks up the paper, squints at it thoughtfully, and tucks it into a breast pocket. Pulling out the necessary pieces from her writing kit, she jots down an inventory of the findings, tucks everything back away, and grunts: "Hmp. Who's carrying the vast fortune?"

Vigilant Seal

LG dwarf Champion2 l 36hp l F +9, R +3, W +7 l Perc +6 l Spd20 l AC18 (20 with shield raised) l Focus: 1 l Hero Points 1/1 l Perc +4 (Darkvision) l Active Conditions: Wounded 1
Erryn wrote:
"All of us just wearing thick clothing, and you manage to be the only one who gets a scratch." She shakes her head at the irony.

"Better me than you," Birgid replies with as much dignity as she can muster, given the smell and the blood and general mess. "A blade would stick all the way through you! You sure you don't want a nice chain shirt?"

Envoy's Alliance

Male Unbreakable Goblin Bard 3 | HP 37/37, Focus: 2/2, Hero Pts 1/3 | AC 20 | Saves F +6 R +10 W +7 | Darkvision Perc +7 (init +2), Lore: Music +6, Occultism +6 Spells 1st: 2/3 2nd: 2/2 | Active conditions:

"Me can carry gold. Share afterward. Five gold hard to share now, with six us." Zug says. But before he pays much attention to the gold coins, he studies the scrap of paper.

"Ilnudar family. Who they?"

Also, did the mercenaries have any loot?

Radiant Oath

NG (they/them) wellspring gnome monk 4 | HP 37/52| AC 21 | Fort +9, Ref +11, Will +9 | Perc: +7, Low-light vision | Exploration: Avoid Notice (Stealth +11) | Speed 35 ft | Hero Points 2 | Focus Points: 0/1 | Active conditions: None

Highwire nods. "Yes, thank you.... That is very kind." They glance around. "However, I believe my clothing is not able to sustain the power of this sort of magic. If someone else can use it, they are more than welcome to have it."

Don't have explorer's clothing, nor do I yet have bracers of armor, so I don't think I can use an armor talisman


You Only Die Twice Slides **Maps**

GM Screen:

Zug Society: 1d20 + 4 ⇒ (7) + 4 = 11
Itka Society: 1d20 + 7 ⇒ (8) + 7 = 15
Birgid Society: 1d20 + 5 ⇒ (10) + 5 = 15
Ernir Society: 1d20 + 7 ⇒ (1) + 7 = 8
Erryn Society: 1d20 ⇒ 4
Highwire Society: 1d20 + 1 ⇒ (5) + 1 = 6
Wow, just wow...

Itka: 1d20 + 4 ⇒ (10) + 4 = 14
Ernir: 1d20 + 5 ⇒ (20) + 5 = 25
Zug: 1d20 + 5 ⇒ (14) + 5 = 19
Erryn: 1d20 + 8 ⇒ (17) + 8 = 25
Highwire: 1d20 + 4 ⇒ (7) + 4 = 11
Birgid: 1d20 + 4 ⇒ (11) + 4 = 15

Highwire, Explorer's Clothing is only 1sp. I didn't actually realize it was different than normal clothing until I looked it up. I'll allow you to have it if you want to buy it now.

No one in the group seems to have heard of the Ilnudar family. Itka tucks away the scrap of paper. Zug checks the mercenaries' for items and finds they each carry a club, shortsword, and crossbow. Take anything you want for the scenario

The group continues exploring the area to find that some passageways connect to a pool of water. Crashing water and the occasional bit of flotsam from the sewers flows into this large, broad pool that fills the entire cavern and extends to the northwest. A small cove stretches to the southeast where a barnacle-covered boat is moored. The craft is mostly filled with water, and the rope securing it to the shore is saturated and beginning to rot. Ernir thinks he can see the other end of the pool in the distance.

Vigilant Seal

F Human (dromaar) witch 9 | HP 89/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

"Hmp." Itka isn't surprised to see that the boat is next to useless. She probes the edge of the water with her cane to determine its depth. "Any suggestions, besides swimming?"

Vigilant Seal

CG Female Human Cleric 3 | HP 35/35 | AC 17 | F: +6, R: +7, W: +11 | Perc: +9, Stealth: +7 | Speed 30ft |Hero Points: 0/3 | Focus Pool: 1/1| Font 2/3 | Reactions: None | Conditions: Bless (25 ft) | Exploration: Search

"Of all the rotten luck," Erryn says, exasperated. "Sanja, I fear you may have cursed us with your joke about rowboats in the sewers."


You Only Die Twice Slides **Maps**

Itka finds the water varies from 2-3 feet deep. Furthermore, the boat seems serviceable if the water is dumped out, though there are no oars.

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