PF2e Crown of the Kobold King Plus

Game Master djdust

Strange things are afoot in the Silverpine Forest.
Earthsday, 12 Galea, 1393 NGE
Player Resources
Roll20
◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction


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Roll20!

Atop the table are scattered parchments, a spilled and dried bottle of ink, and a hastily penned letter:

Bartoz’s Letter:

Whoever finds this...
I am not ashamed that I’m running. I am no hero. That was my grandfather and it ground him down anyway. That is why he had his warhammer turned into a smith’s hammer.
I do not know what’s going to happen. I feel like a red moon’s rising. But I cannot run until I leave word so someone knows what happened.
The priest Wulfram had this dagger that some soldier found in a tomb in the woods. Sunderlander clans buried their dead all over these hills. But that dagger was too fine for Sunderlander barbarians and it looked newly forged. The steel was Zethinian. Those Imperials tried to conquer this land centuries ago. But it did not take. I remember something about a war and a traitor and a jeweled dagger, but I can’t remember it all. My dad had the head for stories. I just worked the bellows while he yammered away.
But I know my steel and I know my gems. Serpent stones they were in the hilt. Green and white and bad luck. I didn’t like anything about it. Either it is a thing of evil or it’s stolen from the dead. No good in either case. I told Wulfram I would throw it in my furnace and let the fire turn it to dross. But he wanted to look into it. Send it to his brothers.
Now he is gone. Arpaad’s saying he sent the priest back to Darkwater Crossing to bring that dead soldier’s things back to his family, but I know that’s not true. Arpaad would never send anyone traveling before the winter broke. Wulfram would never travel before the winter broke. And no one would travel anywhere without coming to me for supplies.
I told the Marshal I thought the whole thing stank. Told him about the dagger, too. The Marshal’s always given every man a fair listen. And he said he would get to the bottom of it. He had this hard look in his eye, and he strapped on his sw...

There’s also a sketch of the dagger with notes.

Sharing the sketch as a handout on Roll20. Let me know if it works. I’ll also post it on the Discord, which, new folks send me your discord handles so I can invite you to our channel.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Sébastien reads the letter. The halfling shaking his head as he reads
This cursed dagger has destroyed so much here. Where else has its evil touched? It truly needs to be destroyed.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

"My gods, this thing has destroyed all of these people's lives, just by existing. I wish I would have paid more attention to that fellow in the barrow now. The marshal, have we happened upon his room yet?" I'll have to go back and look

Perhaps we should just find the other lever and get out of here. Forget this mystery before it gets us too! But I feel as if we're close to the end here...


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

"Well let's keep looking".

Stepniks words are brave, but his voice wavers a bit as his suspicions about the evil of the dagger are coming to fruition.

"Let's check out the door in the Western wall. That other one looks locked".

Exploration Action - Investigation


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Waedin rubs the top of her head. Watch where you're going tall stuff. Sharp eyes though, let's see who spots the next secret, hah.

She sighs. The blacksmith remained true to the end, I'll come back and burn his remains if we're able to do everything else. Arpaad and Wulfram are turning out to have been fools though. She shivers. Don't want to end up like them.

Defending as we go to the next door


Roll20!

Shemar recalls finding a letter penned by Marshal Brask in the room off of the barracks.


Roll20!

Roll20 Updated

Congratutlations! You have found the second gate room. It is a mirror image of the first. For those new to the adventure:

From da book:

Each winch consists of a large wooden drum, half sunk into
the ground, and long wooden handles spaced around it. The

winches are large enough that two people can work togeth-
er to turn them. Two thick iron chains wrap around each

winch’s drum. One snakes up to a hole in the ceiling where
it runs along a channel and attaches to one of the Watch’s
two gates. The other hangs into a shaft beneath the winch

itself and connects to a massive counterweight. The coun-
terweight is necessary because each iron portcullis weighs

about 1,200 lbs. Thanks to the counterweight, a single per-
son can operate each winch. Each winch also has a chock

attached to a lever so the winch can be locked into place.

Each of the two gates, the northern and the southern gate,
has two winches attached to it, one in each Gate Room. To
raise a gate, both winches must be operated simultaneously.
To raise the gates, the heroes will have to man both Gate
Rooms and shout through the arrow slits to coordinate their
efforts.

So, you need four people to operate the winches and open the gates, two at the winches in the western gateroom, and two at the eastern gateroom.

You can, theoretically, open the gates now and be on your merry ways, but you still have not located and disposed of the cursed dagger that has caused the (Title Drop!) Fall of Silverpine Watch!

The only place left to investigate is the top story of the western tower. Oh yeah, and the two locked rooms in this tower.


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Did we find any keys?


Roll20!

If you check the wight's person, you'll find one key. It opens the northwestern door to reveal a storage room. The room is cluttered with crates, barrels, stacks of wood, and assorted raw materials for crafting. Shemar detects magic within.


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

"Well let's search this room, then try to get in the other locked door. I'm glad we found the other winch room... but we need to find and dispose of that evil dagger. Can't leave it around to corrupt others".

Stepnik can help identify any magic found, but not really find it. Perhaps when he gets to level 2 he'll take an archetype that allows that.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

"I agree. Let's see if we can find what's giving off the magical aura in this room, and see about that next blocked room. If this key doesn't fit that room then we can go to the top of the tower!"

was the other locked room the one where you set a small person could drop down through the chimney?

Shemar will also help identify any items that seem to be magical, if found.


Roll20!

Yes Shemar.

You take some time to root through the crowded storage. It is primarily raw crafting materials, iron ingots, tanned leathers, bolts of fabric, stacks of wood, etc. Maybe Oona could sell it if you brought it out to her. One thing seems a little less mundane than the other goods, a length of rope made of a bluish silk.

DC 13 Identify Magic, Any:

This is a Lesser Rope of Climbing. Could help you get.down that chimney.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

arcana: 1d20 + 3 ⇒ (3) + 3 = 6

"Hmmm. This rope seems to be the thing radiating magic, but I have no idea what it could be. Let's see what's at the top of this Tower So that we can be done with this place."


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

"Hmm. Here. Let me take a look at it.

1d20 + 7 ⇒ (15) + 7 = 22 Crafting (Using Crafters Appraisal, and Quick identification)

"This will just take a minute. Ah yes. I've read about these. You can command this rope to move and tie itself around things for about a minute or so. Unless I'm mistaken you can only use it once a day or so however".


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

If we're going to split up, we need to clear out this place just fer our own safety, don't want to get jumped by whoever still has this damned dagger while we're winching.

If we can't open any doors then let's go to the unexplored part of the top.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |
Waedin Craftsdotter wrote:

If we're going to split up, we need to clear out this place just fer our own safety, don't want to get jumped by whoever still has this damned dagger while we're winching.

If we can't open any doors then let's go to the unexplored part of the top.

Boros knocks on a wooden plank. "Don't be jinxin' it," warns Boros. They'd spent a whole morning without anything trying to kill them yet. "We got just a few rooms left."


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Sébastien hooks a thumb at Boros' statement with a nervous affirmative head shake.

The bard follows the others to the unexplored, as yer have tried to murder them areas.....


Roll20!

From the bottom level of the eastern tower, you return up the stairs, try the key on the other locked door and find it doesn’t work, then continue up and across the covered bridge to the western tower and into the barracks with all the stinking zombie corpses. At last, you ascend the stairs.

Boros scouts ahead and finds another darkened room. With Sebastian’s light coming up the stairs behind him, he spots a body lying on the floor. But, as soon as he sets foot on the floor, the body begins to stir. The last remaining bits of flesh cling to a skeletal frame, still clad in armor, and wielding sword nod shield. A cold blue light flashes from within empty eye sockets. A strange voice like a whisper echoing through a great void, emerges from the skull, "Death to the living!"

Initiatives:

Boros: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 Perception
Sebastien: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 Perception
Shemar: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Perception
Stepnik: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Perception
Travis: 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24 Perception
Weadin: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 Perception
Skeleton: 1d20 + 8 ⇒ (18) + 8 = 26 Perception

The skeletal figure lurches forward, sword and shield raised, at Boros!
◆Stride, ◆Strike, and ◆Raise Shield
Strike, Longsword vs Boros: 1d20 + 8 ⇒ (1) + 8 = 9
The skeletal soldier’s first strike is a clumsy one, Boros get’s lucky.

Round 1: Bold May Act!
Skeleton (Raise Shield)
Boros
Travis
Weadin (Shield Raised)
Sebastien
Stepnik
Shemar


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Sébastien peers between the legs of those in front of the halfling into the dusty, mostly dark chamber. Following the glow of his Light spell, the Bard's soft blue eyes land on the stirring remains of the skeletal figure rising to murder them!
Anyone ever see a cute and cuddly bunny skeleton rising to do death before? Me neither.

Performance(T) to LingeringComposition DC 15: 1d20 + 8 ⇒ (16) + 8 = 24
Almost Crit! Inspire lasts 3 Rounds!

Inspire Courage +1 Attacks, Damage, Fear

Feeling especially inspired by...well...himself, the Bard uses a trick he read about that a certain Sprite seems to favor!

The bard picks up an overturned bucket that someone probably used to....well...
Telekinetic Projectile, inspired: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 231d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Is Roll20 updated?

Boros and Tavis please delay to go after Waedin

Waedin takes advantage of the situation to Cast Disrupting Weapons on Boros and Travis. Add 1d4 positive damage to undead for one minute

She then raises her shield again.

◆◆Spell Disrupting Weapons
◆Raise Shield.


Roll20!

My bad, forgot to move y’all to the right map. Roll20 is updated!


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

Look out Boros... Sorry if some of this splashes on you".

◆ Stride
◆ Quick Alchemy (Acid Flask)
1d20 + 7 ⇒ (19) + 7 = 26
Damage 1 Acid = 1-splash. 1d6 persistant damage
◆ Raise Shield


Roll20!

Sebastien reminds everyone of the worldwide deficit of adorable undead, highlighting the terror of the situation. Somehow, everyone finds this inspiring. He then flings debris at the skeletal warrior, however, at the last instant, the skeleton deflects some of the debris with its steel shield.
↺Shield Block

Weadin takes a likewise defensive posture while bolstering her allies' weapons against the undead.

Stepnik lobs a flask that bursts over the skeleton, and begins eroding away the bones! A drop lands on Boros too.

Round 1: Bold May Act!
Skeleton (Raise Shield, 6dmg, 5dmg to shield, 1d6 persistent acid)
Boros (1dmg)
Travis

Weadin (Raise Shield)
Sebastien
Stepnik
Shemar

Boros, Travis, and Shemar may act!


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

"Another one?! Enough already."

Shemar widens his mouth to release a gout of flame that shoots out toward the undead creature.

◆◆Produce flame: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Crit hit double damage plus 1d4 persistent fire damage

◆ Shield

Just in case


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Sébastien taps both Boros and Teavis on the shoulder.
That there skeleton ain't gonna just drop from boredom, you realize?


Roll20!

Shemar launches a bolt of fire at the skeleton and burns its bones!

Botting for Travis and Boros

Boros stands his ground at the top of the stairs and whips his dagger back and forth.
◆Strike: Dagger+IC: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18Miss!
◆Strike: Dagger+IC: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4Miss!
◆Strike: Dagger+IC: 1d20 - 1 + 1 ⇒ (1) - 1 + 1 = 1Miss!
His halfling luck fails him on the offensive.

Travis ◆moves up the stairs and past the skeleton, who gives him a cold, burning look as if to say If I hadn't blocked with my shield, I would have cut you down! Undettered, travis swings in an attempt to knock the shield out of the skeleton's grasp.
◆Disarm: Flail+IC: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18Miss!
◆Strike: Flail+IC: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25Crit!
dmg+IC+Disrupting: 2d6 + 8 + 2 + 2d4 ⇒ (4, 1) + 8 + 2 + (4, 4) = 23
Travis smashes his flail into the skeletal champion's face, imploding the skull into a thousand broken bone fragments. The skeletal champion collapses to the ground in a heap.

Combat Over!

With the heat of combat subsided, you all feel a cold chill in the air, and Sebastien's light seems dimmer than usual. A dark brown pool of dried blood stains the floor where this skeletal soldier once lay. The decomposed corpse that attacked you is in and advanced stage of decay, mostly stringy bits of flesh holding onto the bones. He was armed with chainmail, a longsword, and a steel shield. On his shoulder is the epaulette of a garrison commander.

From here there is a simple door to the west, a door to the north, and a ladder climbing up, presumably to the rooftop.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

[b]"Eh, watch it boyo!" cries the rogue as he's splashed by some explosive material.

He tries slashing at the skeleton a couple of times.
Dagger: 1d20 + 7 ⇒ (4) + 7 = 11; Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Dagger: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22; Damage: 1d4 + 4 ⇒ (3) + 4 = 7


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Sébastien nods in both satisfaction and appreciation when both Boros and Travis knock the skeletal figure down!
We should bury them properly.

Magic Weapon at low levels is so good! Grantingit to the Fighter is priceless...lol.


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

Stepnik crouches to inspect the corpse and the bloodstain, poking around in it's innards and rearranging things to his liking.

1d20 + 4 ⇒ (8) + 4 = 12 Medicine (To determine Cause of death).

1d20 + 7 ⇒ (19) + 7 = 26 Lore: Necromancy (To determine what should be done with the remains to ensure they don't regenerate... or to find a peaceful rest.

"Well. Let's try that door to the North first and see what awaits beyond".


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

I think we're out of buff spells for Travis though!

Waedin sighs. I'm going to be real practiced at burials for the dead of the Lion by the end of this aren't I? Anyhow. Let's get going. I'd start West.

Exploration mode, Defend and open Western door if no one objects


Roll20!

Stepnik finds the skeletal corpse too far decomposed to determine cause of death. Considering the working theories at play, this is likely what remains of Marshal Brask after confronting Sir Arpaad. Whatever necromantic forces animated the dead of this place turned this one into a Skeletal Champion, although weakened by the cleansing ritual Weadin performed at the altar.

Waedin moves quickly to the western door and opens it, shield raised. She finds a cold and dark room. A high-backed wooden throne sits opposite a set of two chairs across a thickly woven ornate rug before a cold fireplace. The air feels frigid, and any light source seems dimmed within the room.

There is a door to the north.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Shemar nods along with Waedin's observation about burials.

"I knew adventuring would involve killing monsters, but killing humans who had already been killed? No thank you."

Shemar follows behind Waedin. "More of that unnatural cold. Is this entire place filled with the undead?"

Exploration: Detect magic


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Something is very wrong hwre Waedin says. She searches the area including the fireplace before moving to the north door.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Roll20!

Nothing in the room seems out of place, other than the preternatural cold and the dimming of light. Shemar does not detect magic in this room.

However, when Waedin opens the next door, he does.

Waedin opens the door to a spartan bed chamber. The room is cold, and smells of death and rot. It is furnished with a large bed, washstand, cold fireplace, an armor stand, and a tapestry depicting a hunting scene near a mountain lake hangs on the wall.

Slumped against the wall beneath the tapestry on the floor sits a decayed, armored corpse, the breastplate caved in. A dagger lies next to the floor, near the corpses skeletal fingers, green gems glittering in its gold hilt.

Floating in the air above the corpse is the partially reformed ghostly knight you defeated the day before. It mostly consists of a helmed head floating in a cloud of vague whisps. The partially reformed ghost does not move to attack, but moans mournfully in the corner.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"Yup, this is real weird," agrees Boros. He shivers as he enters the room. He does what feels like the natural thing and approaches the throne--weapons drawn.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Shemar stares at the dagger for a second, even though that second feels like an eternity. Snapping out of his daze, "Box. Get the box. We need to get that dagger and get out before that ghost reforms. Then we can decide how to destroy it.". He says from the doorway.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Floating in the air above the corpse is the partially reformed ghostly knight you defeated the day before. It mostly consists of a helmed head floating in a cloud of vague whisps. The partially reformed ghost does not move to attack, but moans mournfully in the corner.

Blue eyes barely leaving that vision, Sébastien takes out some tools to place the dagger inside the box.


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

Stepnik walks to the decayed corpse and inspects it before determining how to stop the ghost from reforming.

RECALL KNOWLEDGE: 1d20 + 4 ⇒ (2) + 4 = 6 Perception

RECALL KNOWLEDGE: 1d20 + 7 ⇒ (6) + 7 = 13 Lore: Necromancy


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Sir Knight, we will take the dagger away from here and have it destroyed. Waedin says interposing herself between the ghost and the others. Be at peace...


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"Yeah, what she said. Don't make us kill you again," warns Boros, as he spies the reforming ghost.


Roll20!

What box? What tools?

Stepnik approaches the skeletal corpse on the floor. The knight’s body is in an advanced state of decay. Its breastplate armor is finely made but nonmagical and it is badly stained by the body’s putrescence. The chest of the armor is caved in and the ribcage underneath is shattered. The white owl insignia on the breastplate is all but ruined. The knight’s sword belt is intact, and his mundane longsword is in its scabbard, but it is badly stained with dried blood.

A keyring hangs on the body's belt

As Stepnik approaches, the partially reformed ghost wails, "No! You have seen my terrible deeds! None must know of what I've done! I am Sir Einrik Arpaad, noble Commander of the Silverpine Watch! I am a fair and just man, from a noble family, and i've protected these lands with the best of men. But I've murdered them ALL! Oh! What possessed me to do these things? They must have betrayed me, plotting to seize my command and destroy my family, yes! Oh, but none must know. Though it pains me, I must kill again to keep my terrible secret safe!"

Stepnik eyes the ghost and can tell it is only partially reformed, and may not pose as great a threat as before if provoked.

In response to Weadin, Sir Arpaad's ghost replies, "The dagger? Yes, Brother Wulfram, my dear friend. Oh! I murdered him for it! But why? WHY?"


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

The dagger is an ancient evil Sir Arpaad. It's magic twists the best of us. We'll take it to destroy it and I swear on Garena I'll not tell anyone of the details of what happened here. Rest in peace.


Roll20!

Roll Diplomacy!


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Diplomacy: 1d20 + 4 ⇒ (5) + 4 = 9
Hero. Point.
Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6
:(


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 8/8, Versatile Vials 5/6

Stepnik takes the keys from the dead body, before straightening it out to make it more comfortable in death.

He turns at the speaking of the ghost, and points at the body.

"Look! You're dead. And it's all because of this cursed dagger... so I suggest you let us take it and dispose of it so that you can be at rest. Who knows since it's not really your fault maybe your afterlife won't be terrible. If you fight us... well...

Though not trained I guess Stepnik will try to convince the ghost to allow them to continue. Intimidate is +0, and Diplomacy is +3... you make the call.

1d20 ⇒ 1 Intimidate (+3 if diplomacy is allowed)

Ouch. I'll definitely Hero Point that.

1d20 ⇒ 19 Hero Point Reroll


Roll20!

Since you are basically Making a Request, ie, convincing the ghost to depart this material plane, you can roll untrained. Because you are making the right arguments, it's a lower DC. Stepnik made it.

Waedin seems to understand what the ghost needs to hear. Stepnik really drives the point home.

The ghost of Sir Einrik Arpaad stops his wailing, and with a solemn look in his eyes, simply says "Thank you" before departing to realms beyond the veil.

The chill hanging in the air subsides, and lights shine to their full brightness.

Silverpine Watch has successfully been cleared of all undead, but there's still the matter of the cursed dagger and opening the gates. Oh, and you've found some keys, so there's some locked doors to explore.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Shemar's shoulders seem to drop an inch or so as the ghost evaporates away. He did not realize how tight his body has been since entering this accursed place. "Keys. We have the door that we thought that small chimney lead down to. I'm sure there was one or two more locked doors in here somewhere. Let's make certain those are clear before opening the gate for Oona. Then we can decide what to do about that dagger." Shemar, still staring at the skeletal corpse, pulls his eyes away with an effort. "Well done, Waedin. Stepnik"

Not used to giving praise to others, Shemar did not have it in him to converse with the ghost of this man. This is an area that needs growth, for sure.

I'm sure my dragon friend would've known exactly how to handle this situation. He wouldn't have stood frozen in the doorway like an idiot.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/2 ; Hero Pts: 3/2

Sébastien let's out his breath....


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 30/30 | AC 18/20(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Yeah let's leave that dagger fer last. Waedin shudders. And we need to decide where to take it. I'd like to watch it be destroyed.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"Phew, and I was 'bout ready fer more stabbin'."

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