Argent Wings Take Flight (Hell's Rebels AP)

Game Master Sensen

Current Chapter: In Hell's Bright Shadow
In which a tyrant rises, argent birds take flight, and a secret history is uncovered.
Date: Toilday, the 12th of Abadius (I) 4715 AR
Time of Day: Midmorning
Season: Mid Winter
Weather: 33° F (0° C), Clear Skies

4715 Calendar

Kintargo Skyline

Resources
Rumors Gathered & Leads to Follow

Geographical Maps
Kintargo
Ravounel, Cheliax
Cheliax


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Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

"Make sure she does all seven verses each time." Adolina says to Celli and then vanishes with surprising speed.

1d20 + 3 ⇒ (14) + 3 = 17

She returns just as Rose is delighting her audience with the fourth verse (the one with the giggling girls) for the third time and, upon hearing the song, slows to a walk so that she is breathing normally and still has a verse in hand.

"Jerky." She says, holding up some unappetising looking meat. "Better than nothing though."

The coin pouch is flicked back to Rose, no lighter than before.


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Celi nods, relieved that someone's come up with a solution that doesn't involve killing the dogs. Or using their limited spells. "Get offal if they have it. Kidneys, tripe, brain, whatever. It's cheaper and the dogs won't care." She's not sure if a noblewoman like Adolina has ever actually shopped for her own food, so it might not occur to her to ask for the cheap stuff that many humans won't eat.

Ninja'd! I'll keep this post up though just in case.


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"If they're starving, then they probably aren't being used as guard dogs..." Rexus adds, realization striking. "I hope." The last words are darker, almost angry. Still, he relaxes as Rose begins singing, though the shivers that run through him are growing more severe as they wait.

The dogs stop barking after a few verses, but every so often, a word or phrase seems to set them off, causing them to raise their voices to overwhelm the singer's.

It takes Adolina a few minutes to get to the local butcher's - owned by a tiefling with insectoid eyes named Varin - and a few more minutes to return, but when she does, she does so with a significant amount of meat.

Meat costs 3 sp per 1/2 pound, so how much do you want to buy?

"Well-" The barking covers Rexus' voice, so he raises it and tries again. "Well done, Adolina. Just... toss it in, do you suppose?"

You can just toss it in, you can do that and try rolling Handle Animal (which will be more useful if successful), or do something I haven't predicted.

Silver Crusade

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HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

"I'm... not good at animals." Adolina says, offering the meat towards Rose.

We'll say she just tossed a gold (since she was in a rush) - gets her 1.5lbs of meat.


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

Ghorza nodded at that statement. If she were to handle the animals it would likely be in the same manner as she did the door.


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

"It's flattering that you believe that I have any skill with animals whatsoever, other than the wild alley version of the common variety brute," Rose comments with a chuckle as she takes the offered bribe.

"Good doggy. Nice doggy," she cooes as she steps into the doorway. "Doesn't this smell oh so good? Yes, it does." She waves the meat in the air for a moment before tossing it towards the farthest part of the space ... away from their intended path.

Handle Animal - untrained - Charisma Check: 1d20 + 3 ⇒ (6) + 3 = 9


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Though they definitely don't seem to trust her, Rose's toss brings the dogs slowly towards the corner of the room, where they growl and snarl at one another as they tear into the hunk of meat.

Sense Motive DC 15:
The dogs are busy, but they aren't quite willing to overlook the presence of the Ravens - at least, not if they get too close.

GM Rolls:

1d20 ⇒ 1

Rexus shudders again. "Can we please head in? I'm hardly the most sturdy person at the best of times, and the wind is going to steal what little I have in me." He tucks his cane beneath one arm and rubs his arms vigorously, trying to keep the heat.


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

SM: 1d20 + 6 ⇒ (14) + 6 = 20

”If we don’t get too close we should be fine.” Ghorza said. ”Everyone go inside.” Pick in hand she stood between the group and the hounds, to ensure that nobody would be ambushed by them when entering. She was to be the last one in.

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

Adolina follows instructions and heads in, keeping her eyes on the dogs at all times and the rest of her as far away as she can manage.


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

Rose stays near Ghorza, ready to intercept any canine aggression directed at some of the more ... squishier ... members of the group. Once they've bypassed the hounds, she quickly moves to the front.

"So, now let us see what we shall see. Shall we?" she questions with a grin.


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Celi slips inside after the others, one hand on her spell component pouch as she watches the dogs.


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GM Rolls:

1d4 ⇒ 3

The dogs seem distracted enough that they're willing to ignore the Ravens for now, and Rexus hastily follows the women inside.

Although it isn't quite warm in the poorly maintained Livery, the walls do keep out the worst of the winds, and Rexus sighs, shivering. "Thank Shelyn for the shelter." He looks around the building carefully. "Erm, I don't suppose anyone thought to bring a light of some sort?"

Adolina (and Rexus) can see in dim light around 15' of wherever she (and he) is. Rose can see in normal light around 15' of where she is, and dim in 30'. The nonhuman ladies can, as usual, see 60' from wherever they are.

Most of the Livery is ruined and covered in junk, and there's not much to be explored, at least in the front half of it. The doors of the horse stalls hang open where they remain at all, and an odd assortment of broken desks, scuffed tables, and torn chairs.

"Did someone use this as a storage house after it shut down?" Rexus asks no one in particular, looking at the closest pile of refuse. "Because there are far too many pieces of furniture for a building used as a house for animals."

Knowledge (local) DC 10:
Laws governing squatting and dispossessed buildings in Kintargo are a touch labyrinthine, especially since the diabolic government took over a century ago. As things stand, it's plausible that the rights of squatters in the past did allow someone to briefly use the Livery as a storage place, but those typically expire after a few years, when the city uses eminent domain to seize the property.

It's likely that the government hasn't bothered inspecting this building for awhile, though. Probably from a combination of rumors of it being haunted and and the lack of interest/money pushing for it.

Ghorza & Celi:
As they advance deeper into the building, the two women see a grated off alcove in the southeastern wall, which has a gap wide enough that Celi could conceivably squeeze through with a DC 15 Escape Artist check. On the other side - the northeastern part of the main stable - there is a larger pile of furniture than in the stalls. Just at the edges of their vision, they see a wider opening into what must be a different part of the building - office space, perhaps?


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

Rose responds with a shake of her head when questioned about light.

Knowledge (local) - untrained: 1d20 + 1 ⇒ (13) + 1 = 14

"Squatters are always a possibility," Rose offers as she carefully searches through the debris.

Current Status:

Current HP: 5/8
Hero Points: 1/3
Current Effects: n/a


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

Fighter's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

"Light? Aye." Ghorza put her pack down and pulled out torches. "Sure, me people can see in the dark. But it's only in black and white, aye?" What she didn't admit was that she had actually bought the torches to keep her warm at night after she lost her home. The other explanation helped her save face. She handed a torch to Rose, Adolina and Rexus.

Spoilers shared

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

"Wait." Adolina says when Ghorza produces a torch. "I can do this." She takes the unlit torch and speaks a few quiet words before the top of the torch glows with magical light. She keeps her body between the sudden light source and the dogs, holding it close to her chest.

"Might as well save it, r-right?" She asks. "Shall we go that way?"


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Keep in mind that Celi has both darkvision and low-light vision thanks to Blended View.

"Oh, nice! All I have is candles. Torches and lanterns are heavy, and I can see in the dark so I don't usually need much light." And Celi would rather save her cantrips for other, more useful things. "To the northeast, then!"


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Oops, I somehow missed that, Celi.

Rose's search through the debris leaves her with a few sneezes but she finds nothing of significance. Adolina's light allows her to see much more clearly - as well as the others, to varying degrees.

"Thank you, Adolina." Rexus says, casting a quick glance at the dogs, still devouring the meat. "Let's move a little further in, shall we?" The women lead the way into the eastern end of the Livery, where they find that the iron gate is firmly locked shut, with no sign of a key nearby. There is a gap in the bars wide enough for Celi to slip through, however...

As mentioned in the spoiler, Celi can slip through the bars with DC 15 Escape Artist check. The lock itself is Break DC 25, Disable Device DC 20.

On the far end of the hall behind the gate, there's a stream of sunlight flowing in through badly cracked walls.

Knowledge (engineering) DC 12 or Perception DC 15:
If all else fails in getting through the gate, they could probably break down the wall from the outside of the Livery. A DC 12 Strength check.

To the right that is, the left of the map, there's a strange opening in the wall - a door that looks like it was disguised, once, to look like the surrounding wall. Now it hangs on loose hinges, dangling open for all to see.

"Ah!" Rexus exhales sharply, which prompts a growl from the dogs in the corner. He swiftly claps his hand over his mouth, eyeing the creatures warily, but when they settle back down (for the moment) he continues in a quieter voice. "That looks like it might be our goal - a secret door!"

I'll let you decide whether you guys want to try to get in or continue investigating outside of the gate for now. I'll try to check back later today, and if you've not come to a firm decision on trying to break in, I'll assume you start searching the rest of the building.


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

Perception vs DC 15: 1d20 + 7 ⇒ (20) + 7 = 27
Escape Artist vs DC 15: 1d20 + 2 ⇒ (13) + 2 = 15

Rose glances back at the dogs before slipping her blade back into its sheath. "Another way in would be beneficial," she says before squeezing between the bars of the gate.

Strength Check vs DC 12: 1d20 + 0 ⇒ (11) + 0 = 11
Strength Check vs DC 12: 1d20 + 0 ⇒ (18) + 0 = 18

"One moment, Ladies and Gentlemen," she offers up quietly as she moves past the secret door to the cracked wall. With a couple of well-placed kicks from a booted foot, a portion of the wall crumbles and daylight streams in.

"I present to you a back door," she declares with a flourish.


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To clarify - You have to go outside to knock down the wall, and Rose is too big to slip through the bars unless she's got a reduce person effect on her. Sorry that that wasn't clear.

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

"There must be a key or something." Adolina suggests when Celi seems less than keen on squeezing through the door. "Maybe over there?"

If the dogs don't stop her Adolina will take 20 on perception and perform a nice methodical search of everything she can. It'll take a while but she's meticulous so it won't bother her!


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Celi bites her lip, hesitating. "I could get through there... but I don't really want to go in alone. Who knows what might be lurking in a mysterious dark room?"


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

"Then we'll walk in together." Ghorza said, walking one step ahead of Celi. "Ye watch me back and I'll do the same."


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"Let's hold off on heading back out for now. I don't want to disturb the dogs." Rexus grips Rose's arm with a chilly glove, glancing warily back at the animals, who are almost done with their meal. "Leave that as a last resort."

Just going to keep the group together for now.

The women (and Rexus) advance into the deeper parts of the Livery, which quickly prove to be offices. They're covered in dust and are littered with battered cupboards, scratched desks (one in each room), and broken chairs.

Please roll each of these individually.

Perception DC 15 - Outside the Offices:
Wait, up there, in the glint of Adolina's light... is that a gleam of platinum? Yes, yes it is. There's a platinum ring hanging on a nail in one of the rafters about fifteen feet above them.

It'd take a DC 15 Climb check to reach the ring.

Perception or Survival DC 15 - Inside Either Office:
The dusty floors in the offices are covered in strange little footprints. They look almost like the footprints of a human baby, except... clawed. What are they? There are even some scratches on the wall that seem to correspond to the footprints, as though they began climbing.

A DC 15 Knowledge (nature) roll reveals the spoiler below.

Spoiler:
Hold on a moment. These are grimple tracks. Grimples are part of a type of fey known as gremlins, nuisances whose "pranks" often go to the point of harming people. Grimples in particular are urban scavengers, haunting old abandoned buildings such as the Livery.

With their magical prowess, they could quite easily make a building seem haunted, even - they can telekinetically manipulate objects, cause minor magical illusions and changes, open and close doors from a distance, and create slippery substances on the floor. All of them save the last would be quite effective at giving the impression of an angry poltergeist.

Grimples are able to climb up walls with astonishing ease, and can even fly (albeit clumsily). They are almost universally inflicted with vermin that are known as "gremlin lice," which can cause serious itching in any warm-blooded creature unfortunate enough to get inflicted by the close proximity to the grimples. Fortunately, they die off after a day or so, by submerging them in water or exposing them to freezing temperatures.

In battle, grimples resist normal weapons (as with most fey), and are able to vomit up putrescence that can nauseate even the strongest of stomachs if one is hit with such a blast.

Perception DC 15 - Eastern Office:
A thorough search through the office reveals that one of the desk's drawers is still functional. It takes a bit of a tug, but when the drawer opens, it reveals a single item - an iron key.

GM Rolls:

1d20 ⇒ 18
1d20 ⇒ 6
1d20 ⇒ 15


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

Drawn out of her daydreaming of being thin enough to to slip between the bars, Rose moves into the other part of the livery. She stills seems lost in her thoughts, though, and doesn't notice anything of note.

Perception vs DC 15: 1d20 + 7 ⇒ (4) + 7 = 11

Perception vs DC 15: 1d20 + 7 ⇒ (7) + 7 = 14

Perception vs DC 15: 1d20 + 7 ⇒ (5) + 7 = 12

Status:

Current HP: 5/8
Hero Points: 1/3
Current Effects: lost in her thoughts?


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

Perception DC 15 Outside the Offices: 1d20 + 6 ⇒ (11) + 6 = 17

Perception DC 15 Inside Either Office: 1d20 + 6 ⇒ (2) + 6 = 8

Perception DC 15 Eastern Office: 1d20 + 6 ⇒ (1) + 6 = 7

While everyone searched, Ghorza spent time outside of the offices. She stopped, suddenly seeing a gleam of...platinum! There was a platinum ring hanging on a nail in one of the rafters, about fifteen feet up in the air.

"Oi, Celi." Ghorza called out. "There's a ring up there. Got any magic that can bring it down? Quite high up, I'd hate for any of us to fall trying to get it."

Mage hand is known, correct?


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Perception in Either Office: 1d20 ⇒ 14 Assuming we're in normal light thanks to Adelina, +2 if we're in dim light

Perception in Eastern Office: 1d20 ⇒ 9

Celi takes a look around, but she's quickly distracted by Ghorza. "Ooh, nice! I'll have it down in a jiffy." She recites her favorite cantrip, reaching up to control the spell with her own hand. It takes a bit of wiggling, but eventually the ring comes loose and floats down to where she can grab it. "I wonder if it's magical?" Fortunately, Celi keeps detect magic prepared just in case she finds something interesting. She casts the spell and stares intently at the ring. Then she looks around the rest of the offices for magical auras; maybe the Silver Ravens used illusions to conceal their hideout.

Yes, Celi used mage hand in their meeting with Rexus because she couldn't reach across the table.

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

Perc: 1d20 + 6 ⇒ (12) + 6 = 181d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (18) + 6 = 24

Adolina catches sight of the ring before Ghorza does, but a moment of hesitation over what to say lets the dwarf speak first and (honestly) relives her. As Celi deals with that Adolina wanders away and pokes around in the desk draws, eventually finding an iron key jammed in the back of a stuck draw.

"F-found something!" She calls softly, holding up the key for the rest of the group to see. She heads back to the gate and tries it in the lock, doing her best to be quiet.


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GM Rolls:

1d20 + 16 ⇒ (11) + 16 = 27
1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 16 ⇒ (7) + 16 = 23

Adolina: 1d20 + 6 ⇒ (3) + 6 = 9
Ghorza: 1d20 + 8 ⇒ (7) + 8 = 15
Celli: 1d20 + 2 ⇒ (19) + 2 = 21
Rose: 1d20 + 7 ⇒ (4) + 7 = 11

The key fits perfectly to the gate's, though the lock on it is a touch rusty, and the noblewoman needs to put a bit of pressure into it to turn the key. As soon as she's about to touch the gate to open it, however, it flings itself open of its own volition, revealing in fuller light the space beyond it. A chorus of giggles echoes from behind the dangling door.

The light from the cracked wall shafts into the building, casting shadows of the boxes and barrels left behind. The women in front I'm assuming that's Rose and Ghorza can see through the half-open doorway - it looks like a storage room, or maybe a workroom.

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

"Well that didn't sound good." Adolina says, managing to keep her voice steady as she pulls her rapier with a long, slithering sound.


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Oops, I forgot this bit.

"What the-?!" Rexus jumps, startled from his watch over the dogs' corner by the unbidden opening of the gate. "... what was that?" He adds slowly, looking rapidly around. "And did anyone bring holy water?"

Spellcraft DC 15:
That was the effect of open/close, or something very closely approximating it...


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

"What?" Rose questions with a grin. "It just sounds like someone having a little fun." She draws her blade as well. "We wouldn't want to disappoint them, now would we?"

She advances cautiously towards the door.


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

Cursing under her breath, Ghorza walked beside Rose with pick in hand. There was no bravado or words of bravery, rather she merely kept her eyes peeled for whatever danger might beset them.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19

Celi frowns, listening intently. "That wasn't someone opening the gate by hand. That was the open/close cantrip, or something very similar."


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"... Does that mean it isn't a haunted area? Or is it just more likely to be some sort of ghost that can manage such a cantrip?" Rexus asks Celi, his lips twisting in a slight frown.

Ghorza and Rose advance in to look at the opened door. It's a workroom, it seems - numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood. That's the F on the map.

Knowledge (nature) DC 15 - Tracks:
Hold on a moment. These are grimple tracks. Grimples are part of a type of fey known as gremlins, nuisances whose "pranks" often go to the point of harming people. Grimples in particular are urban scavengers, haunting old abandoned buildings such as the Livery.

With their magical prowess, they could quite easily make a building seem haunted, even - they can telekinetically manipulate objects, cause minor magical illusions and changes, open and close doors from a distance, and create slippery substances on the floor. All of them save the last would be quite effective at giving the impression of an angry poltergeist.

Grimples are able to climb up walls with astonishing ease, and can even fly (albeit clumsily). They are almost universally inflicted with vermin that are known as "gremlin lice," which can cause serious itching in any warm-blooded creature unfortunate enough to get inflicted by the close proximity to the grimples. Fortunately, they die off after a day or so, by submerging them in water or exposing them to freezing temperatures.

In battle, grimples resist normal weapons (as with most fey), and are able to vomit up putrescence that can nauseate even the strongest of stomachs if one is hit with such a blast.

"Ah!" Rexus looks distinctly pleased. "That trapdoor must be our goal... but why was it left open? Mother's letter didn't mention any Thrune raids on this pla-"

He is interrupted by the sight of several tools growing bloodstained, as though they've been used - recently.

Spellcraft DC 15:
That isn't a haunt at all. That's almost certainly an effect of prestidigitation!

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

With Celi's hint Adolina frowns and then whispers soft words which open her eyes to the invisible currents around them.

Detect Magic.


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

"Ghosts don't normally leave footprints," Rose comments as she moves through the room towards the trap door. "Not, at least, as far as I know."

She raises her voice a bit.

"If you're trying to scare us, you'll have to do much better than that," she calls out. "So why don't you just call it a bad job and show yourself."


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Ghost. Mage. Devil. Demon. Elemental. Whatever it was, Ghorza kept her eyes peeled, hoping to catch a glimpse for the source of the morbid disturbance.


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23

"Does anyone know what kind of tracks those are? I don't." A flash of red catches Celi's attention; blood slowly appearing on the slaughtering tools. The gnome sighs and rolls her eyes. "That 'blood' is coming from prestidigitation. Honestly, they thought they would fool a gnome with something that basic? Child's play." And she does mean that literally. Gnomish children use their natural magic- or not so natural magic, in Celi's case- to play tricks on everyone around them.

Adolina has a good idea with detect magic. Two sets of eyes are better than one, so Celi follows the human's lead.

Also casting detect magic.


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Adolina and Celi:
The aura of magic hums around the butcher's tools that gleam wetly with blood. There's no particular school associated with it, confirming the gnome's earlier assertion - the spell was probably prestidigitation.

Ghorza:
Nothing. Whatever is in here isn't something she can find... assuming there is anything in here, and it hasn't tried to escape yet. However, if she had to take a guess, the only way out would be down through the open trap door. Maybe whoever it was was at the top of the ladder there, but if not, they're really small...

However, she does notice something strange about the footprints - they look almost like a human baby's, except most human babies she's seen don't have claws long enough to scratch the floor.

There's no answer to Rose's challenge - whatever's doing this, it either doesn't care about her taunts, doesn't understand them, or wants to bring them to it.

Rexus looks somewhat relieved at Celi's information. "Well, that's good, I suppose. It means that whatever is here, it isn't necessarily that potent." He glances over the tracks, then shakes his head. "I'm afraid not. My studies were perforce more focused on, erm, human matters. Especially Chelaxian." He sounds more than a touch bitter about that. "Fortunately, I was able to at least glean more insight from the texts I studied than Thrune would've liked."

After a few moments, he looks around. "I suppose we should at least take a look down the trap door?" Despite his words, he takes no immediate moves, clearly aware that recklessness on his part could easily lead to injury.

GM Rolls:

1d20 ⇒ 14
1d20 + 16 ⇒ (9) + 16 = 25


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

Holding up a hand to get everyone’s attention, Ghorza then pointed to the tracks she had found. ”Look.” She demanded, her voice deathly serious. ”Tracks that look like those of a human baby. But…what baby has fooking claws? See? It even scratched the floor.” She paused and then continued ”Whatever it is be small. And while I don’t like betting, if I had to I’d say it used the trap door.”


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

"Could it be a devil of some sort?" she questions, her knowledge of devils limited entirely to popular knowledge and what she's seen on stage.
"And if it is, then all the more reason to confront and deal with it, no?"

She moves to the trap door and pulls it open entirely.

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

Adolina approaches the trapdoor cautiously and then tosses the magically lit torch through with a gentle underarm throw. She doesn't retreat, but does circle the trapdoor at a distance so as to look down from a different angle to the one she threw the torch at.

If Its Clear:
"I don't see anything." She reports. "I don't think we have a choice do we?"

Unless Ghorza takes the lead she squares up to the ladder and clambers down, obviously trying to move pretty quickly.


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

Also If It's Clear:

"Hold up, my Lady," Rose speaks up, placing a hand on the young noblewoman's arm. "It would be churlish of me to allow someone of your refined nature to tip the spear." She gives Adolina a wink before sheathing her blade and slipping down the ladder.


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

Celi frowns at the unfamiliar prints. "The only devil I know that size is an imp, and they have wings. Why would they walk when they can fly?" She certainly wouldn't bother walking if she could fly.

Once Adolina opens the trap door, Celi waits a few seconds to see if something flies out at them. If not, she carefully makes her way over to peer down into the darkness.


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"It could be a devil," Rexus allows, but shakes his head. "I never studied much diabolism. It was something of a point of pride for me, really... but I think, on reflection, it was somewhat foolish."

Knowledge (planes) DC 15:
Celi's certain - that's not the footprints of any devil she's familiar with.

Opening the trap door doesn't provoke any reaction from whatever is "haunting" the Livery, allowing the women to take the chance to look down into the basement. There is a ladder that extends fifteen feet down to the floor, fortunately, as there's not much down there to cushion a fall.

Perception Rolls:

Adolina: 1d20 + 6 ⇒ (14) + 6 = 20
Ghorza: 1d20 + 8 ⇒ (1) + 8 = 9
Celli: 1d20 + 0 ⇒ (18) + 0 = 18
Rose: 1d20 + 7 ⇒ (7) + 7 = 14
Rexus: 1d20 ⇒ 18

???: 1d20 + 11 ⇒ (4) + 11 = 15
???: 1d20 + 11 ⇒ (4) + 11 = 15
???: 1d20 + 11 ⇒ (15) + 11 = 26

The eye-watering stench of urine and feces fills the large room beneath the trap door. In the flickering torchlight and the steady light of Adolina's spell, the Ravens also catch sight of what seem to be... nests? These "nests" are made up of chewed crates and barrels, and are far too large for whatever dwells in them to be pleasant. Rusty knives and hooks cover the tabletops, their metal not even glinting in the two light sources.

Adolina:
For a moment, that is all the noblewoman sees. However, soon she notices movement - two large quadrupedal creatures in the nests. At first she thinks they might be a smaller breed of dog, like the ones outside, but their body shape is all wrong. They're more like... rats. Giant rats. Dire rats? That can't be good...

Celi:
It takes her a heartbeat, but the gnome quickly catches sight of two creatures in the nests. Rats. Rats that probably weigh almost as much as she does. They've got to be dire rats, but Celi isn't really familiar with them beyond their name.


Female Half-elf Vigilante 1 | HP 8 | AC 18 Touch 14 FF 13 | Fort +1 Ref +6 Will +4 | Init +3 | Perc +7 - Low-light vision | Speed 30'

"'And into the depths we descend,'" Rose quotes from a popular subversive play about heroes facing diabolic forces. She grins before descending the ladder.

Status:

Current HP: 5/8
Hero Points: 1/3
Current Effects: n/a

Silver Crusade

HP: 10/10 | AC:16/13/13 | F:+1 R:+5 W+3 | Init +3 | Rapier +4, d6 18-20 | 1: 0/2 |Insp: 1/4, AQW: 1/1, CLW 24 | Active:

"Giant rats!" Adolina blurts out, but too late - Rose has already started down the ladder. Visions of just shooting said rats from above flash through her mind but she has no ranged weapon and Rose would be in the way.

So Adolina does the best she can and follows Rose down.


Ghorza, Dwarven Swashbuckler HP (13/15) AC (18/12/16) Saves (3/4/3, +1 Mind Affecting) CMD (15, +4 Stability) Initiative (+2) Perception (+8) Resolve (0/1) Panache (1/1)

"Rodents of unusual size. Great. Just great." Ghorza said, as she went after Rose.


F Gnome Exploiter Pact Wizard (Shadow) | HP 8/8 | AC: 13 (13 tch, 11 ff) | CMB -2, CMD 10 | W +2, R +2, F +2 | Init +2 | Perc 0, SM 0 | Low-Light Vision, Darkvision 60 ft | Speed 20 ft | +3 saves vs illusions | +2 saves vs fear and despair | Eternal Hope 1/1 | Arcane Reservoir 2/4 | Effects: mage armor

"Ew." Celi stands at the top of the ladder and aims her crossbow at the nearest rat.


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As Rose reaches the bottom of the ladder, she hears sharp squeaks - just in time for Adolina's warning to register with her. There are definitely rats down here.

Combat Start

Initiative:

Adolina: 1d20 + 3 ⇒ (1) + 3 = 4
Ghorza: 1d20 + 2 ⇒ (2) + 2 = 4
Celi: 1d20 + 2 ⇒ (11) + 2 = 13
Rose: 1d20 + 3 ⇒ (14) + 3 = 17

Rexus: 1d20 + 1 ⇒ (20) + 1 = 21
Dire Rats: 1d20 + 3 ⇒ (6) + 3 = 9

Surprise Round

Rexus, still in the work room, glances around and then lays a hand on Ghorza's shoulder. The dwarf feels a sudden sense of incipient destiny, as though something grand is about to occur. "There. This should help you a bit." He says. Ghorza gains +1 insight bonus on attack rolls, skill checks, ability checks, and saving throws until Rexus' next turn.

Initiative order is Rexus, Rose, Celi, rats, Adolina, Ghorza. Since she failed the perception test, Rose isn't on the surprise round. Celi is up.

For the record, we are using the first two slides - the first one is the ground floor of the livery, they second is the basement, where Rose and the rats are at the moment. Everyone else is near the trap door.

Statuses:


Adolina: HP: 10/10; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 8/8; AC 13, touch 12, flat-footed 12; Arcane Reservoir 3/4, Eternal Hope 1/1
Ginetta/Rose: HP: 5/8; AC 17, touch 14, flat-footed 13
Ghorza: HP: 15/15; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, touch of destiny +1 1 round

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