Olympus1812 |
I'll be right up front, too! I don't want to miss any of the action.
Madalena enters the group's formation directly behind Sten.
Avoid Notice using Distracting Shadows to hide behind Sten and Swift Sneak to move at full speed and be able to use another exploration activity. The other Exploration Activity will be Search using Expidetious Search to search areas in half the time.
Stroime |
By the time he has exited the carriage, many of the other Pathfinders have taken their positions and are ready for action. Stroime walks behind, unhurried yet purposeful, and opens his mind to activate that sense that alerts him to the presence of magic. Every few steps he reactivates this ability, ever mindful to pay attention to the flow of unknown magics. Exploration activity: Detect Magic
GM Vampaerus |
Thulgrun: 1d20 + 13 ⇒ (3) + 13 = 16
Kovac scout
Mad-stealth: 1d20 + 19 ⇒ (19) + 19 = 38
Mad-search: 1d20 + 19 ⇒ (9) + 19 = 28
Stroime detect magic
Flac: 1d20 + 13 ⇒ (19) + 13 = 32
During your extra thorough search, you make a note that several of the nearby trees seem to be centuries, if not millennia old. Over time their thick roots have damaged the keep's foundation, threatening the structures integrity. +2 circumstance bonus "on all subsequent attempts to perceive damage to the keep"
Kovac's efforts keep the party well prepared for battle.
During your extra thorough search, you make a note that several of the nearby trees seem to be centuries, if not millennia old. Over time their thick roots have damaged the keep's foundation, threatening the structures integrity. +2 circumstance bonus "on all subsequent attempts to perceive damage to the keep"
There's a new map, we should get your characters setup with some icons...
Sten Hroðgar |
Sten pauses on the western side of the building. "I almost missed it," he admits, "but there's an entrance here, hidden behind a glamer."
He tightens his grip on his shield. "And whatever other threats linger here, tread carefully. These trees are ancient, and their time has brought the keep's foundation into question for me."
He glances at the party with a shrug. "In learning to repair my shield, I learned to identify the strength and weaknesses in the construction of other things as well."
GM Vampaerus |
forgot to mention: You can all easily hear the eerie...'music' within the building. It's muffled and distant, but sounds like a child mashing the keys on a pipe organ like those sometimes found in churches.
Madalena |
Stupid Sten, that's what I was going to say...
Madalena pretends to not hear what Sten just said and moves up to the hidden entrance to show she was able to find it herself.
Thulgrun Ironfist |
GM, if you rotated the map 90 degrees, we could have it a bit larger. Would be easier to see things. Thanks!
"We may need to stop whomever is mashing on those keys. Gettin' t' be as annoyin' as a Chelaxian opera!" grumbles the dwarf. "This place is not well made. Definitely not dwarven architecture, so I wouldna expect it to be great. Not even ennie doors."
GM Vampaerus |
You find yourselves in a laboratory room with a raised dais in
the middle and arcane pillars lining the walls. The dais
slopes upward to a platform 10 feet above the ground—
the transparent walls of the dais pulse and swirl with
an uncanny reddish liquid. Thick iron chains connect
the dais platform to the ceiling, where a hole in the roof
allows periodic lightning flashes to illuminate the room
at irregular intervals.
Stroime |
"Well, I will admit that the illusory auras masking the way in is a concern, and..." Stroime gestures at the arcane laboratory, "This might raise some alarm. But honestly this setup is not too different from some I've seen at the Grand Lodge. And the organ music, that just indicates someone is passionate about their art. Nothing that would indicate immediate concern Despite his words, Stroime draws his shortbow.
Keeping up with Detect Magic at tasteful intervals
Sten Hroðgar |
Sten raised an eyebrow towards Stroime. "Sure. Nothing to be suspicious about at all," he mocked, moving forward, mumbling something about clearly the gods did protect the innocent and fools.
Shield raised, he pressed forward, trying to be ready for anything.
Stroime |
“Some strange magics emanating from that dais. Abjuration type. Maybe an alarm spell, it’s hard to say” Stoime strokes his beard thoughtfully.
Sorry forgot about the map, I’ll get a token out on my next break.
Stroime |
OK here's a conditional for Stroime: if Madalena decides to do the Rogue-thing and investigate the dais for a trap. Stroime will offer his assistance.
Thievery: 1d20 + 18 ⇒ (17) + 18 = 35
That's the assist roll on the Thievery, add 1 if Infiltrator's Thieves' Tools apply. Stroime will stick close to Madalena, assuming that's she decides to do the trap disarm thing. Otherwise, Stroime is content to hang back about 30 ft away from the front line and let the more assertive party members do their thing.
Madalena |
Madalena scampers up to the dais. She seems to be moving in an all of manner, yet is still remaining quiet and hidden.
Stealth: 1d20 + 19 ⇒ (8) + 19 = 27
Magic! Come out, come out wherever you are.
Perception: 1d20 + 19 ⇒ (2) + 19 = 21
And here's a Thievery roll if she finds anything that needs to be disarmed.
Thievery: 1d20 + 17 ⇒ (15) + 17 = 32
Stroime |
Okay I've got a token out for Stroime, I put him next to Madalena since he planned on assisting
Stroime follows Madalena, assisting where he can. He attempts to move quietly, but without any cartwheels or backflips. Just an easy, unhurried pace.
Here's some additional checks if needed
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
GM Vampaerus |
Madalena weaves her way through imperfections in the alarm's bubble, expertly diffusing it. However...
The pillars at the front of the entrance hall suddenly hum to
life, power flowing through them to create a low-pitched chord
that flows throughout the keep. The pillars next to them light
up a second later, playing a higher-pitched chord that forms
a discordant harmony. Set by set, the pillars leading to the
swirling red dais ignite, each rising in pitch to create a sinister
cacophony. Suddenly, lightning strikes the top of the dais,
and a hulking figure slowly stands, its movements jerking and
ungainly with unlife!
Noticing the heavy copper cables attached to the dais run to a large switch on one of the pillars, Madalena leaps into action, literally leaping, from the 10' dais to the ground-level switch. Killing the power, and with it the grotesque monster upon the slab.
Thulgrun Ironfist |
Great, we're in Castle Frankenstein... and now we;'re going to get to fight Adam. :-P
"What in Irori's name is that?"
Madalena |
Initially as the Lightning strikes, Madalena throughs her hands in the air and shouts, I didn't do it!
On seeing the monster she initially freezes, but just for moment as a thousand different scenarios run through her mind. Then she sees it -- she must act fast to stop this abomination before it destroys her entire team.
There it is! She springs into action, diving off the dais and landing with a simple forward roll. She pulls the lever and ends this horror.
Got him!
GM Vampaerus |
With the welcoming party disabled, you see no immediate threats. Where would you like to try next?
Stroime |
Stroime will examine the monstrosity. "Yeah, this is probably not good." The old half-elf sucks in some air between his teeth while pulling on his beard.
Medicine check to examine the monster.
Medicine: 1d20 + 16 ⇒ (15) + 16 = 31
Thulgrun Ironfist |
Thulgrun moves to check the side (west) stairs.
Kovac Kemil |
"I can tell my comrades have more experience than this humble monk. That wasn't too bad, Madalena." Kovac nods and keeps repeating to herself. "not too bad, not bad at all" as she walks closer to the monster and observes it avoiding touching it.
"you think whoever did this... thing is behind one of those doors?" Perhaps we open them all at once and decide where to go from there? Or am I being too hasty?"
Flacari ‘Flac’ Auroras |
'By the sun and the fury,' Flac exclaims. 'That was a close call,' he directs his attention to Madalena. 'I'm not sure whether to thank you or curse you. I suppose that could've happened to any of us, and after all your quick corrective action did save us... You have my gratitude, thanks again.'
Flac walks around the outside of the dais inspecting the area.
Perception: 1d20 + 14 ⇒ (9) + 14 = 23
'It looks like they were prepared for some sort of intrusion. I suppose it remains to be seen whether that was general preparedness or specifically for us,' he says to no one in particular.
While continuing his search, Flac calls out to Stroime, 'What was that thing? I don't believe I've ever seen anything quite like it. Do you notice anything up there, Stroime?'
Thulgrun Ironfist |
"Aye. T'is good that the wee lass could prevent th' foul beastie from wakin'. Me cousin, Dethor... no not this cousin Dethor, but me other cousin Dethor, who went t' Sothis t' find 'is way. Never could handle the discipline of th' monast'ry, and he became quite handy wit' 'is hands. Nae door nor lock is safe from that one."
He scratches at his beard as he thinks. "So, where t' next, Pathfinders?"
Sten Hroðgar |
Sten shrugs at the dwarf. "Pick a direction," he suggests idly. "One is as good--or bad--as the next. Just point me in the direction we want to go."
"Failing that," he begins, "I'm closest to this area. Might as well see what misbegotten happenstances befall us this way." Smiling, he raises his shield and peers inside.
GM Vampaerus |
Stroime will examine the monstrosity. "Yeah, this is probably not good." The old half-elf sucks in some air between his teeth while pulling on his beard.
Medicine check to examine the monster.
[dice=Medicine] 1d20+16
Your skills in Medicine cannot discern the fate of a single creature, but rather several possible 'cause of death' scenarios as this unusual monstrosity has been constructed from numerous cadavers!
GM Vampaerus |
Thulgrun moves to check the side (west) stairs.
This section of the keep hums with an uncanny pitch that changes slightly as you approach. Bones have been strategically placed at various points on the stone floor, and strange metal antennae are laced throughout the walls.
GM Vampaerus |
"I'm closest to this area."
In this hallway stands a skeleton wearing a tattered maid's dress. It slowly motions back and forth with a broken broom handle. A single patch of the floor has significantly less dust than elsewhere. A few dried bristles are scattered at the creature's feet. It's hollow eye sockets do not seem to respond to your presence.
Madalena |
Sten Hroðgar wrote:"I'm closest to this area."In this hallway stands a skeleton wearing a tattered maid's dress. It slowly motions back and forth with a broken broom handle. A single patch of the floor has significantly less dust than elsewhere. A few dried bristles are scattered at the creature's feet. It's hollow eye sockets do not seem to respond to your presence.
Oh, HELL no! That's just not right. Uhmmm...Sten? What do we want to do about that thing?
Madalena hides behind Sten.
Stealth: 1d20 + 19 ⇒ (20) + 19 = 39
Sten Hroðgar |
"We see what we need to do," Sten told the halfling. "Coming from Lastwall, I am far more versed in undead that I would like. This one is clearly mindless and seemingly lacking instruction to be hostile."
He stepped into the room to have a better look around, keeping his shield raise. "We do nothing until we have to, and should the need arise, we leave nothing but bone dust."
Kovac Kemil |
2 quick questions.
1- We keep the exploration mode we started with unless you ask otherwise right?
2- I can assume in this moment everyone can hear everyone's conversation unless it's a whisper?
sorry first it's my first PBP game so trying to get more into the proper dynamic ^^
GM Vampaerus |
He stepped into the room to have a better look around, keeping his shield raise.
The halls and passageways are increasingly labyrinthine. Barely perceptible slopes to the floor and angularities in the walls give a sense of vertigo. This particular space is composed of tipped walls that meet at very irregular angles. One such joint (N-NE diag) shows signs of repeated water damage. Elsewhere the floors made of thick oak beams have defied the passing millennia. But much of this room is rotted, and concerning.
Within the room are two skeletons, one in a maid's dress, the other a butler's tuxedo. Broken musical instruments are piled on the floor. Both of their empty heads slowly swivel towards you as you enter. Then just as slowly return their invisible gaze to the piles. The dress-clad figure is placing a flute onto a pile in the wet corner of the room, while the suited figure places a lute on the dry side. A moment later, they fetch another item each, continuously moving the objects the same direction, but opposite to each other.
Stroime |
Arcana: 1d20 + 10 ⇒ (8) + 10 = 18
Stroime takes one last look at the monstrosity and shrugs, "Yes, that's strange"
Stroime follows behind Sten into the next room, and shakes his head at the two skeletons. He wonders if they are actually skeletons, or more illusions or constructs or whatever.
Religion to ID skeletons: 1d20 + 13 ⇒ (13) + 13 = 26
Regardless, Stroime will suggest we keep moving. "Everything we've seen so far has been automated, it's possible there isn't a being in residence that we can communicate and reason with. Let's keep moving and maybe we will find the conductor of this..." Stroime looks off into the middle distance, "...Grim Symphony."
GM Vampaerus |
Stroime |
Stroime reports what he knows “ These skeletons appear to be the result of the common animate dead black magic who have been given a task to perform. The odd part is that they seem to have been forgotten about, possibly for a very long time. This defies logic. Normally a necromancer needs to exert control over their minions on a daily basis. Yet these simple creatures seem to indeed be automated, with no sign of necromantic guidance.”
Sten Hroðgar |
Sten raises a brow at Stroime. "That's both comforting--and very disconcerting--in equal measure. I'm glad no one is actively pulling the strings, but that level of power is not miniscule but is very troubling."
He moves slowly and cautiously towards the area with the water, glancing about for anything of interest with each step.
GM Vampaerus |
He moves slowly and cautiously towards the area with the water, glancing about for anything of interest with each step.
Everyone else: You hear a disgusting squelching sound as Sten carefully navigates the soggy floorboards.
Kovac Kemil |
Kovac listens closely to what Stroimer says, she tries to remember her previous Pathfinder missions. "could a necromancer be here undetected, hiding with magic perhaps? You'll have to excuse me, but I'm an ignorant when it comes to anything outside of throwing punches." she shrugs
She follows Flac, takes a peek through the door frame. "Do you all need help searching this place or should we check the next room?"
Madalena |
Not wanting Sten to get too far away, Madalena moves up and searches the room.
Expeditious Search let's me search the room in half the time. Do you want me to roll or would this be a secret roll?
GM Vampaerus |
The skeletons pause, seeming to watch you, as you inspect the piles of instruments. All of the instruments are broken or damaged to the point of being useless/worthless. Several pieces show further damage from repeated handling by boney hands. The mindless skeletons resume their 'task' as soon as you leave.
Everyone may roll their own checks. Particularly, if I post a "DC#-Skill" type of spoiler box, that is for everyone to check on their own. Roll the skill if you have it/want to check. If you meet the DC open the box, otherwise don't peek.
Vampaerus |
We still need to pick up the pace. I'll suggest that you should explore independently. I won't penalize you for 'splitting the party'. In exploration-time I'll consider everyone to be everywhere. If something important happens, you can all instantly be there. After the thing is resolved, you can resume where you were.
GM Vampaerus |
Not sure if that disgusting sound came from this room.."
You continue exploring the maze-like halls. (larger than what is depicted on the map, including an upstairs.) Dizzying stairs, twisting halls, and sloped walls constantly try to disorient you. At one point you notice something odd about some stairs. Glancing from a different angle, you realize the next two 'stairs' are actually painted on the opposite side of a 10' gap. The bottom of this pit cannot be seen in the darkness (it's more than 60' of natural darkness). Using rope and castle debris you cross the gap only to find the door at the top opens upon a solid wall. All in all, you find five more skeletal servants in varying states of neglect, all attempting to do menial tasks. One room is full of broken furniture, and a room of dirty dishes...