DM Fang Dragon's: War for the Crown

Game Master FangDragon

Drammatis Personnae | Maps | Map of the Palace of Birdsong


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Palace of Birdsong| War for the crown maps

The door opens, and for now at least it seems the cult is unaware of your intrusion.

Not entirely sure who is still with us, but map updated. Triphylla only explored some of the area behind the stage and very little of the area below.


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HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope exhales in relief as the door opens, one eyebrow arched, a grin on his face "Ah! There you are. For a moment I feared I would grow a beard waiting, write a tragedy, and name it The Door That Would Not Open"

He inclines his head with mock solemnity toward Triphylla "But you arrive precisely when suspense demands it. Lead on, master of quietness, before this place decides to applaud us"

Lope quickly scans the area and points towards the dais. There, before the group leads downstairs, he will check some of the doors.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11


Palace of Birdsong| War for the crown maps

It's really dark, what kind of light sources are you using?


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Seeing it is dark inside, Lope conjures some dancing lights he sends slightly ahead of him "That shall suffice to see where are we stepping into...."

The four dim lights float ahead in the auditorium.


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

Relieved to see her companions waiting on the other side of the door as planned, Triphylla follows Lope and his dancing lights into the auditorium proper.

To the group she says quietly, "We should steel ourselves now against the dangers to come. The risen Prince would be a spectacular thing to see but believe we all suspect it is a fraud - a trick of lights and treater craft."

She begins her ritual consumption of mutagen and extracts to prepare for the inevitable fight.

One after another, she drinks her dexterity mutagen, then her extracts of Shield, Expeditious Retreat, and Cat's Grace.

Properly bulked up, she looks around and asks, "Do we want to investigate these rooms adjoining the stage? I'd prefer to fight my way in than out."

AC 31, Spd 50


Palace of Birdsong| War for the crown maps

Waiting on y'all to to decide what to do :)


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope agrees with Triphylla and makes a sign inviting the others to approach "Ok, let's see what is in there"

He checks slightly the door, then opens it up. If there is nothing relevant, after registering a bit, he will go and check the next door to the right.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception: 1d20 + 2 ⇒ (16) + 2 = 18

HP 59/59 AC 24 TAC 21 FF 15
ablative barrier (35/35) 7 h
keen edge 70 min


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Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

Triphylla follows Lope, claws sharp and ready to pounce.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Perception: 1d20 + 11 ⇒ (6) + 11 = 17


Palace of Birdsong| War for the crown maps

The door in front of Lope is old but sturdy and it has recently been fitted with a pair of bolts, one high, one low. They make a small scraping sound as Lope opens them, the door reveals a dusty dressing room. It contains only an ancient vanity table with a large mirror surrounded by dusty candles, the room doesn't look like it's been used in years.

Map updated.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope scans the area quickly trying to detect magic inside "Seems, this place is not been in use for years"

Then, if nothing is found, he goes to the next door to the right, and opens it.


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

"Agreed. Seems this theater has served no legitimate purpose in recent memory. Nevertheless, I know from my father that these spaces often have hidden doors to move quickly through the backstage area. Possibly even to the list floor. We should be thorough. "

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


Palace of Birdsong| War for the crown maps

To Triphylla's disappointment there doesn't seem to be any hidden surprises in this room. There really is nothing of interest here.


Palace of Birdsong| War for the crown maps

Sorry I meant to respond to Lope's action.

Perception DC 15:
There is the sound of soft snoring beyond the door where Lope is. Somebody seems to be sleeping!

Lope: Perception: 1d20 + 2 ⇒ (13) + 2 = 15 Lope hears the snoring and presumably tells everyone.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

"There is someone sleeping here. Do you think you can take her weapons and lock the door behind without waking up anyone, Triphylla?" Lope tries to slowly open the door to check who is in there and proceed with the plan.
Stealth: 1d20 + 4 ⇒ (10) + 4 = 14 +the bonus of being sleep I hope it is enough


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

Triphylla follows behind Lope, hoping neither of them is making enough noise to rouse whoever is inside.

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


Palace of Birdsong| War for the crown maps

Lope gingerly opens the door and winces when the hinge squeaks softly. Inside he can dimly see it's another spartan dressing room, containing a vanity table and a single wooden chair slumped in which is an odd looking heavily robed figure. The vanity table contains a large mirror ringed
with candle stumps. An overstuffed sewing basket sits on the vanity table, with needles and thread of many types and colors spilling out of the basket’s top.

The individual in the chair, (Lope can't immediately determine if it's a man or a woman) stirs slightly before falling back into a deep twitching slumber.

Perception DC 14: 1d20 + 16 - 10 ⇒ (4) + 16 - 10 = 10 <--- FAIL

Kn: Planes DC 18:
The anatomy of this creature is all wrong, what's more what you initially took to be fingers are in fact tentacles! This must be one of the dread denizens of Leng. Under its robes, it will have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves.

Many scholars have argued over where the otherworldly realm of Leng lies— some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm’s monstrous spiders, a war that sometimes spills over into other worlds.

Denizens of Leng heal unnaturally fast, have unusual anatomy which makes sneak attacks etc much less effective and their horrible tentacle filled maws seem to sap the dexterity of anyone they bite.

You remember one other, not very encouraging fact, a denizen of Leng can't truly be killed on Golorion. At best it can be banished for a while back to its home plane where it will lick it wounds and hone a grudge against those who wronged it.


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

K Planes: 1d20 + 3 ⇒ (15) + 3 = 18

Triphylla looks into the room around Lope and does a double-take when she spots the old man in the chair. Her face flushes and her limbs seize, but then she tugs at Lope's finger to turn him back out of the room.

"If I were to trust my eyes I'd say that's no man, but a monster from another plane! I know what I said before but it would be best to leave this one be; a denizen of Leng cannot truly be killed on this world, and we'll make an enemy that will haunt us the rest of our days. Best we leave it alone and pray it does not wake."


Palace of Birdsong| War for the crown maps

If you're leaving it alone, where to next?


Female Human Oracle 9 | HP 68/68 AC 19 T 17 FF 14 | CMB +6/+1 CMD 20 | F +6 R +9 W +7 | init +2 | Per +12; darkvision 60 | Spells 1st 7/8, 2nd 6/7, 3rd 7/7, 4th 4/5 | Additional Effects:
Skills:
Acrobatics +14 Bluff +12 Diplo +20 (-4 l/g) Intimidate +6 Kn: Local +10 Kn: Planes +13 Kn: Rel +13 Sense motive +9; BG Kn:Nobility +12 Artistry: Charcoal Drawings +13, Perform (dance) +7

As they began their exploration of the building Valeria found herself largely spacing out. So much had happened so quickly to them, so many people she was connected to leaving for other things, it had worn her down. She had kind if just going through the motions at the moment, following along in the footsteps of the others as her depression at people she was connecting with had abandoned her again.

Of course they hadn't abandoned Valeria, not really, but it sure felt like it to her presently. She instead tried focus more on what was going on ahead of them as she made took count of her gear, making sure she was ready for the inevitable trouble they were going to eventually run into down here.


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

Taking notice of Valeria's change in mood, Triphylla takes the initiative to check the double doors next.

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 11 ⇒ (10) + 11 = 21


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope slowly eases the door shut again, as if closing it might also seal the nightmare inside "[smaller]Very well. I have no desire to win the eternal hatred of something that refuses to stay dead. Let the sleeper dream..."

He glances to Triphylla and then briefly to Valeria, softening his tone "Forward, then. The play continues, and I would rather face foes that belong to this stage, and this world"

Lope readies Gloria in his hand as Triphylla leads the group to the next door.


Palace of Birdsong| War for the crown maps

The door to the north is locked, along with the door to the east. Triphylla hears snoring coming from both rooms, it's hard to tell the exact number of snorers but there's more in the room to the east.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

"Maybe it is better to leave them sleeping. Disarming the locks will probably put the area on alarm" Lope points downstairs then "There, that was were you found the golem? I say it is time to go down and check what is it guarding"


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

Triphylla nods. "Fine by me. Hopefully we don't wake the lot of them and have to fight our way out. Yes, those are the stairs that lead to the thing I saw. If you have anything else to do to prepare for a fight, now is probably the time."

She drinks one of her prepared Invisibility extracts. "I'll head down first. Give me one minute to have a look and come back to the top of the stair."

Even though she is invisible, she descends only to the last stair and then peers around the corner into the hallway (if there's light).

AC 31, Spd 50, Invisible 5 min


Palace of Birdsong| War for the crown maps

Even before Triphylla reaches the bottom of the stairs, she hears a steady THUD, THUD, THUD as something large and very heavy patrols the corridor below.

Kn: Arcana DC 16:
While very durable, Golems are not exactly the brightest of things. Presumably this one is programmed to not attack cult members. It's method of identifying cultists is probably something simple.


Resources CN Halfling Alchemist 7 (Vivisectionist) / Barbarian 2 (Elemental Kin / Urban Barbarian) | HP 62 AC21 T16 FF18 | CMB 7 CMD 22 | F11 R10 W6 +4 vs Poison, +3 vs Charm & Compulsion | Init +9 | Rage: 6 rds/day | Dex Mutagen+Dex Rage+Power Attack+Cat's Grace: 1d20+17, 1d6/1d4+6, AC +8 | Re-roll CHA 1/day | Spd 20/15
Skills:
Acro 3/8, Appraise 6, Bluff 10, CrAlc 16, Dip 10, DD 15/17, Disguise 5, KArc 6, KEng 3, KGeo 3, KHis 5, KLoc 7, KNat 6, KNob 5, KPla 3, KRel 3, Perc 11, P Oratory 10, SM 9, SoH 7/9, Spellcraft 6, Stealth 16/18, Surv 4, UMD 7

K Arcana: 1d20 + 6 ⇒ (11) + 6 = 17

Triphylla retreats back up the stair, and still invisible, she sidles next to Lope and Valeria and says, "The golem is stomping around down there. But I think we could easily fool it by disguising ourselves as cultists. We've seen what they look like. I could remain invisible for long enough to get past it, and Valeria has the hat that enables her disguise. Lope, I have an extract of Disguise Self and the ability for you to consume it without consequence."

She places the extract vial into Lope's hand.

She considers St. John and Esinti. Are they still with us?


Male Human Class Fighter (Rondelero Duelist) 9 | AC 27 T 14 FF 24 | HP 55/76 | F +9 R +7 W +5 | Init +3 | Perc +14

St. John shrugs "Maybe get me some of their clothes and any symbols they wear?"


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

K. arcana DC 16: 1d20 + 12 ⇒ (6) + 12 = 18

Lope flashes St. John a quick, conspiratorial smile as he presses the infusion into his hand "For you, my friend. Every great drama needs its supporting cast properly costumed"

He lifts his own hand slightly, the envoy ring catching what little light there is "I have myself well covered"
Casting disguise self from the envoy ring for 24 h duration

With a practiced, almost theatrical gesture, he straightens, and in the blink of an eye his attire shifts, colors dulling, cut and cloth reshaping into the sober vestments of the cult. Even his hair settles into the same careful austerity. Lope exhales, already wearing the posture of a believer.

"Well then" he murmurs, suddenly solemn. He gives a short, decisive motion toward the stairs "Let us descend, and see if stone can tell faith from conviction"


Palace of Birdsong| War for the crown maps

Disguise spell works in a pinch. Re St John's suggestion, that would work too but you'd need to find or ahm obtain some of the cultist's clothing. So far you've not found any unattended pieces of clothing, although it stands to reason they must have a laundry or something like that, or maybe you can 'borrow' from some of the sleeping cultists?


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

"If we all have means to magically disguise, I think we better avoid trouble with the sleeping guys" Lope quickly suggests.


Male Human Class Fighter (Rondelero Duelist) 9 | AC 27 T 14 FF 24 | HP 55/76 | F +9 R +7 W +5 | Init +3 | Perc +14

St. John takes the potion and drinks it down hopeing to look like a cult member. He turns to the others and whispers "How do I look?"


Female Human Oracle 9 | HP 68/68 AC 19 T 17 FF 14 | CMB +6/+1 CMD 20 | F +6 R +9 W +7 | init +2 | Per +12; darkvision 60 | Spells 1st 7/8, 2nd 6/7, 3rd 7/7, 4th 4/5 | Additional Effects:
Skills:
Acrobatics +14 Bluff +12 Diplo +20 (-4 l/g) Intimidate +6 Kn: Local +10 Kn: Planes +13 Kn: Rel +13 Sense motive +9; BG Kn:Nobility +12 Artistry: Charcoal Drawings +13, Perform (dance) +7

"That sounds like the best option for us, under the circumstance, trickery is the better option." Valeria smiled and added, "My goddess would approve." With their plan to get past the construct Valeria activated the hat to disguise herself as a cultist and, with everyone ready to go, took her place int he line and hoped the ruse worked.


Female Human Wizard 9 | HP 58; AC 11 | CMD 10 | TAC 11 | FAC 10; F +7|R +6|W +9; Init +1; Perc +15 LLV

Prepared Spells (Assuming level 7, will fill the extra slots if it's supposed to be higher):

Wizard spells prepared (CL 7; concentration +12; (4/6+1/4+1/3+1/2+1/0/0/0/0/0))

4th (2+1/day)- Dimension Door, Invisibility, greater, Bonus: Invisibility, Greater
3rd (3+1/day)- Haste x2, Dispel Magic, Bonus: Wall of Nausea
2nd (4+1/day)- Glitterdust x2, Invisibility, Euphoric Cloud Bonus: Invisibility
1st (5+1/day)- Mage Armor, Greasex2, Ear Piercing Scream (2 slots), Bonus: Silent Image
0th (at will)- Detect Magic, Ghost Sound, Mage Hand, Dancing Lights

"If simply doning the cultist's clothes is enough to fool the golem, then I believe a simple glamer from my sleeves will suffice."

Diana takes off her sleeves and puts them on again, with her clothing instantly changing to resemble the cultist's clothing.

"Hopefully that will be enough, especially with most of us disguised as we are now. If not, I can always turn myself invisible. Shall we try the first doors? Best to start close to the exit in case we need to fallback."


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope gives St. John an appraising look, circling him half a step like a critic before opening night "Convincing. You look sufficiently devout, and just uncomfortable enough to sell it"

He nods approvingly as Valeria and Diana complete their disguises too "Good. If this golem judges faith by appearances alone, then tonight we are all true believers"

One hand drifts close to Gloria's hilt, not drawing, just making sure it is at hand while he descends into the corridor "Ok, let's see those doors"

He moves swiftly and opens the first doors A as if he belongs being here.


Female Human Wizard 9 | HP 58; AC 11 | CMD 10 | TAC 11 | FAC 10; F +7|R +6|W +9; Init +1; Perc +15 LLV

Diana follows alongside Lope, ready to help in case the golem does come for them, or to deal with whatever is behind the door, either by relying on her words or her magic to get them out of trouble.

Revised spells to level 9:

Wizard spells prepared (CL 9; concentration +14; (4/6+1/6+1/4+1/3+1/2+1/0/0/0/0))

5th (2+1/day)- Teleport, Shadow Evocation, Bonus: Shadow Evocation
4th (3+1/day)- Dimension Door, Invisibility, greater, Protection from Energy, Bonus: Invisibility, Greater
3rd (4+1/day)- Haste x2, Dispel Magic, Fly, Bonus: Wall of Nausea
2nd (6+1/day)- Glitterdust x2, Invisibility, Euphoric Cloud x2, Mirror Image, Bonus: Invisibility
1st (6+1/day)- Mage Armor, Grease x3, Ear Piercing Scream (2 slots), Bonus: Silent Image
0th (at will)- Detect Magic, Ghost Sound, Dancing Lights, Read Magic


Palace of Birdsong| War for the crown maps

Lope opens the door to find a cramped, unlit room lined with shelves and filled with lumber, jars of paint, rolled tapestries, and other materials for constructing sets and props.

Perception DC 16:
All the stuff in here seems to be junk from when the enclosing bower was theater. The one thing you do notice is the lack of footprints. All the dust suggests nobody comes in here and the door can be barred from the inside.

Map updated.


Female Human Wizard 9 | HP 58; AC 11 | CMD 10 | TAC 11 | FAC 10; F +7|R +6|W +9; Init +1; Perc +15 LLV

Perception: 1d20 + 15 ⇒ (13) + 15 = 28

Diana peers into the room, taking in all the objects stored inside, and then looking carefully at the floor.

"Seems like just a storage room that's long been left unused - considering the contents, likely from when the building was still used as a thatre." she whispers to the others as they come closer.
"There's a distinct lack of footprints, too. With all this dust, I can only assume no one really comes into this room anymore. Could be useful if we need a place to hide out, I guess. Hopefully it won't be needed - the disguises seem to be working, so far. Shall we proceed to the next door?"


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Lope nods in agreement "Yes, let's keep this room in mind. Seems we can come hide here if necessary. No one has been walking around here in months"

The Aldori walks around the corner and opens the next door in line, talking care of not calling too much the attention of the golem.
B


Palace of Birdsong| War for the crown maps

The golem never once wavering in its motion or paying attention to any of you the thunders past as Lope moves to the next door. Lope opens the door but it's hinges squeak horribly and those in the room suddenly jerk into wakefulness. A musty unpleasant smell wafts out.

In the center is a scarred wooden table surrounded by wooden chairs, seated at which are four stirring figures and the remains of a large meal. One figures, a tall man is dressed in cultist robes, the other five are particularly disreputable looking collection of ratish men and women.

Perception DC 15:
Are those the tips tails poking out of the back of the ratish looking people?!

The southeast corner contains several pallets of straw jumbled together like a nest. A target hangs on the back of the wooden door in the east wall. A wooden door in the south wall has a small barred window and
a heavy bar to keep it closed. You can't see anything of interest through the window from this vantage point.

The cultist takes Lope's appearance in and apparently assuming he too is part of the cult snaps, "What is the meaning of this? Clear instructions were given that we are not to be disturbed till the morning!"

Map updated, the speaker is RED.

Kn: Local DC 12:
You're convinced the ratish looking people are in fact wearrats!


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Perception: 1d20 + 2 ⇒ (20) + 2 = 22
K. local: 1d20 + 7 ⇒ (5) + 7 = 12
Lope freezes for half a heartbeat, then straightens feigning irritation "Lower your voice," he snaps quietly, glancing back toward the corridor as though mindful of unseen ears "If you were not so deep in your cups, you would already know the reason"

He steps inside, feigning confidence, eyes sweeping the room with the casual authority of someone used to giving orders "The patrol construct flagged an irregularity in this wing. Routine verification from above. No accusations, just diligence" a thin smile "Which you will appreciate, if dawn comes with questions"

His gaze lingers deliberately on the barred southern door, then on the pallets "I will take a quick look, confirm all is as instructed, and be gone before your meal finishes settling. Or" he shrugs lightly "I can report that this room was... uncooperative"

He folds his hands into his sleeves, observing the response.
Bluff: 1d20 + 10 ⇒ (19) + 10 = 29

If they don't put an obstacle to it, Lope goes to the southern door and takes a peek through the window.
Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Female Human Wizard 9 | HP 58; AC 11 | CMD 10 | TAC 11 | FAC 10; F +7|R +6|W +9; Init +1; Perc +15 LLV

Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Knowledge (Local): 1d20 + 21 ⇒ (15) + 21 = 36

Diana quickly takes in the room, and its residents. She manages to surpress her smile with practiced ease, her face betraying nothing, as Lope expertly takes the lead.

Intent on aiding her friend on his ruse, Diana adds her own spin, hoping to, at the very least, gather the rat looking people's attention.

"Oh no, your instructions were quite clear, and we obviously did not intend to go against them lightly. But we also did not really have much choice in the matter, really. You know how it is. Orders are orders, and we can't be too careful, and all that." Diana lets out a tired sounding sigh. "Let us just make sure everything is fine, and we'll move along swiftly. We won't bother you again."

Bluff: 1d20 + 26 ⇒ (5) + 26 = 31


Male Human Class Fighter (Rondelero Duelist) 9 | AC 27 T 14 FF 24 | HP 55/76 | F +9 R +7 W +5 | Init +3 | Perc +14

St. John keeps an eye on the hallway making sure none of the other doors open.


Palace of Birdsong| War for the crown maps

The man's eyes narrow, "Mmm, as you can see everything is in order." His tone made an implicit dismissal.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope inclines his head just enough to acknowledge the dismissal, then ignores it.

With a calm, resonant tone, he replies, "Of course. Which is precisely why you will not mind a verification"

He drifts a slow circle around the room, hands folded into his sleeves, eyes tracing the table, the pallets, the target on the wall, and starts to talk in the same way the cult talked before upstairs, like giving a sermon in order to distract the wererats "Diligence is devotion. Remember the teachings. Vigilance is not mistrust, but love for the design. We are taught that decay comes not from enemies without, but from negligence within. Thus we watch"
Perf.Oratory: 1d20 + 16 ⇒ (14) + 16 = 30

"This is how faith proves itself" he concludes softly as he reaches for the cell's window to have a look.


Palace of Birdsong| War for the crown maps

While Lope noses about, the rat like men start talking shop. It seem the cultist is trying to hire them for something unsavory and there is a disagreement about pay which the cultis is hoping to resolve with a game of dice.

Perception or Sense Motive DC 20:
You're pretty convinced the rat men are cheating!

Lope sidles up the rather stout southern door and looks through to see a jail cell with floor-to-ceiling iron bars running from the west wall to the east wall which separate off the room’s northern edge. A padlocked cell door in the bars is framed in iron. The cell is a gruesome affair, strewn with moldy straw and a leaky bucket overflowing with foul fluids.

Curled up in the fetal position on the straw is the semi-naked form of a pretty young woman. She's clearly been beaten quite soundly on her lower body although her face and upper body appears to have been spared for some reason.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Sense Motive DC 20: 1d20 + 10 ⇒ (15) + 10 = 25
Lope observes the wererats interaction, but his interest is on the prison. He takes a moment to try identify the woman in the floor, might he have seen her before or heard of a missing similar person.

He then turns to the wererats, his gaze sharpen at them like a blade "Enough. You vermin think to cheat a servant of the cause with tricks fit for alley gamblers? Spare me" he gestures sharply toward the cell "You will earn your pay. Empty the bucket. Change the straw. Now. If that prisoner dies of your sloth or your greed, the fault will be laid squarely at your feet, and I assure you, the reckoning will not be gentle"
Bluff: 1d20 + 13 ⇒ (14) + 13 = 27


Palace of Birdsong| War for the crown maps

Lope's pronouncement causes general consternation with the cultist positively glowering at the rat like men who in turn give Lope the evil eye. After a few moments the cultist says with an air of finality, "You will accept the terms or leave. If you agree, as a token of good faith do what he says, I'm fed up of the stench coming from that cell. There's straw upstairs in the store room, you know where it is."

The rat men argue among themselves for a few moments, and for a while it seems like a fight might break out among them but this gets diffused. It seems they have reluctantly agreed to the terms and the cultist tells them, "Right let's get that straw, I'll have to accompany you, the golem will attack otherwise."

They start filing out and on the way the cultist gives Lope a withering look, saying "I mislike your tone, Vaddrigan Pol will hear of this."

OK so what now.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

Lope shrugs at the cultist's comment, but says nothing. He gives a look to the rest of the party and waits for the wererats to abandon the room.

Just to make sure, have all of them left or some are here? I am thinking it is our chance to save the woman in the cell


Palace of Birdsong| War for the crown maps

Sure looks that way, they all left! Although you've no idea how long for.


HP 67/67 AC 24 TAC 22 FF 14 | CMD 27 | F +9 R +9 W +8 | P 6/7 L1 4+1/5+2 L2 3/4 L3 1/2 | Blackblade 2/2 | Init +10 Senses +3 |
Skills:
Acrobatics+10,Bluff+12/+14,Climb+4,DisableDevice+7,Fly+11,Intimidate+5,K.Ar cana/Planes+14,K.dungeon+10,K.local/geo/history/nature+7,K.nobility/religio n+9,Linguistics+11/+15,Perf.Oratory+17,Spellcraft+15,SenseM+11,UMD+12
Human Magus (Kensai/Bladebound) 8 | shield 8 min

As soon as they leave, Lope close up to the cell "Triphylla, can you for the prison open? We cannot leave that woman there"

He does approach the woman to talk her up "We are no real cultists, we might be able to get you out of here, do you know where they have the keys?"

He will give himself an attempt to open the door if Tryp is busy.
Disable Device: 1d20 + 6 ⇒ (20) + 6 = 26

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