Azmur Kell

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176 posts. Alias of trawets71.


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Volta keeps a sharp eye out for any danger but doesn't see anything.

Seldion:
You know she isn't outright lying but she is definitely twisting or limiting the truth somehow.


Just to be clear the opal receipt does not have any name on it.

Patrissa smiles as Finngarth asks about the fire opals she is toying with, "These old things? I've loved fire opals my whole life. This are from the family."

To dig much more out of her you'll need to roll diplomacy or intimadate. Sense motive can also be rolled for more information.


As the rest of jurors shuffle around the corpse, Volta looks at Patrissa and sees a string of fire opals around her neck.


It's a receipt for fire opals not the opals themselves. You all have seen some recently, make a perception check everyone.

The debt notes say he owes the money to Alastir Wade, the mans desk they were found in.


I'm going to try and speed things up some. Spoiler; you are not going to get to sleep through the night. There is a belfry up from this level that hasn't been explored and several rooms on the floor below behind the steel door that you now have the key for.


As Groff gets up to see what the noise is about something colorful catches his eye in one of the desks. In one drawer he finds several red scarves
of Varisian silk. When he searches the rest of the desk he finds several debtor’s vouchers with Halgrak’s crude signature on them and a receipt for a string of 12 fire opals.

Shortly after Ebin's corpse falls to the ground the rest of the jurors arrive from downstairs.

Perception Groff: 1d20 + 6 ⇒ (20) + 6 = 26
Perception Volta: 1d20 + 6 ⇒ (10) + 6 = 16
Perception Ianfir: 1d20 + 9 ⇒ (14) + 9 = 23
Perception Nokayoma: 1d20 + 2 ⇒ (18) + 2 = 20
Perception Finngarth: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Seldion: 1d20 + 3 ⇒ (4) + 3 = 7


This is more of a mystery than a dungeon crawl. You have to figure out what happened and what to do about it. I will admit I am beginning to think this might not be the best type of adventure for pbp.

Just to give you some idea of where you are information wise you've only missed I think two clues in rooms. Where you missed more information was in the NPCs. Not being diplomatic with them made them more hostile and less likely to help and offer information. This module is a "locked room" one on a timer.

I'd hate to see you leave but I understand. The adventures I planned for followup were more of a hack and slash. I've had the same feeling about one of my games I was in before, it's the only one I dropped out of.

I haven't run the XP on this module. From the modules I've run before it seems that you run three and level. I recently saw someone say this goes from level 1 to 3. I'll have to check the XP on this.


The only thing in the room is Ebin's corpse, no jurors are in this room any more.


On the floor, Ebin sits rocking feverishly to and fro, facing away from you. His hands are busy at work in front of him, out of sight. The sound of a knife slicing through fresh, wet meat gives way to a wet cough when he convulses slightly. The gnome turns, blood pouring from his grinning mouth. He holds in his right hand his own severed tongue, waving it about like a slapstick. He staggers toward Volta and slaps him in the face a few times gurgle-gibbering and laughing thickly through the torrent of gore pouring down his throat. He then drops to the floor dead.


You settle down for the night and about 30 minutes into the first watch there is a loud scream followed by pounding on the door which wakes those not on watch up and then there is silence.


Sorry to hear you aren't feeling well hope all gets better


Sir Rekkart looks shocked. "Rest? REST? You need to rest? Do you think that creature is going to just let you take a rest? We'll all be dead by morning!"

The gnome jester Ebin adds in a sarcastic voice, "Do the big bad heros need a little nappy wappy? That will give that thing time to slit all of your throats while you sleep."

Patrissia slinks up to Groff and says in a low sultry voice "You wouldn't slack off and let the creature kill me while you sleep would you? I need your protection."

Killian raises his flask to you and takes a swing and says "To those about to die, I salute you."

The group of four jurors seems much chillier to you to say the least.


As the group walks past the group of former jurors and into the room to rest, Sir Rekkart asks "Did you find something in that other room leading you back in there? I thought you already searched in there."


Most of the rooms have had doors into them.


The corpse is scattered to the winds it's clothing torn and the axe remains in it's chest. Measuring of time is difficult as it's full dark but a rough guess would be about 9:30pm now. Thinking about it you really haven't found a safe room yet.


As Seldion finishes his casting and the bolt of energy hits the undead creature it falls to the ground dead (really it's dead, only had 6 hit points when it came out)


Finngarth moves up to the creature and hits it squarely in the chest wounding it heavily.


Finngarth:
Improved Grab (Ex) To use this ability, the coffer corpse must hit an opponent of Large size or smaller with both claw attacks. If it gets a hold, it uses its death grip.
Death Grip (Ex) A coffer corpse deals 1d4+4 points of damage per round with a successful grapple check against a Large or smaller creature. Because the coffer corpse grabs the victim’s throat, the victim cannot speak or cast spells with verbal components.
Illusory Death (Ex) In any round a coffer corpse is struck for 6 or more points of damage by a single attack, it slumps to the ground as if dead. If it has fastened its death grip on a victim, the victim falls as well, unless he a makes DC 12 Reflex save. Even if the save is successful, the coffer corpse does not release its grip but rather slumps against its opponent’s body. On its next turn the coffer corpse rises again as if through reanimation. Any creature viewing this must succeed at a DC 10 Will save or become panicked for 2d4 rounds.

Ianfir, Seldion and Finngarth are up.


Kanna lets loose with 3 arrows that head straight for the creature and thump into its chest. Unfortunately only the first arrow seems to really do any damage.

You forgot the PBS damage, which I added but DR...


Groff moves up and misses the creature.


It is a coffer corpse. You get one question.

Seldion casts a spell and throws a blob of acid at the creature and manages to hit the ceiling.

Acid Splash: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d3 ⇒ 1

The creature advances toward Kanna and attacks with a claw, leaving a large gash.

Claw: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Party up.


Kn: Religion


The doors burst open, casting wooden shards about the room. A wretched corpse of a man gives a hideous cry as it emerges from the cabinet. The faded blue uniform of a bailiff clings to its bony shoulders in rags and a hand axe protrudes from its chest. The corpse’s veins and arteries have been pulled out through jagged gashes in its wrists and shoulders and now dangle like leathery marionette’s strings. A childlike giggle issues forth in the darkness above and the veins float upward. The bailiff corpse begins to jerk about like a puppet at the whim of some malevolent force. The thing’s gaunt face is eyeless, its two gaping sockets fixed on nothingness as it snarls and lurches forward.

Init Bad Guy: 1d20 + 4 ⇒ (9) + 4 = 13
Init Groff: 1d20 + 1 ⇒ (9) + 1 = 10
Init Volta: 1d20 + 4 ⇒ (20) + 4 = 24
Init Ianfir: 1d20 + 3 ⇒ (8) + 3 = 11
Init Nokayoma: 1d20 + 4 ⇒ (6) + 4 = 10
Init Finngarth: 1d20 + 1 ⇒ (2) + 1 = 3
Init Seldion: 1d20 + 2 ⇒ (18) + 2 = 20


Volta approaches the second cabinet and finds it locked. He quickly unlocks the door and waits for someone to open it while he examines the room. He finds nothing else out of the ordinary in the room.


Seldion casts detect magic on the potions and studies them for a few minutes. All are identical potions, Cure Light Wounds.Nothing else is magical.


Kanna opens the first cabinet in this room. He sees that two heavy crossbows rest on a rack with a case of 50 bolts underneath them, and four longswords and four daggers are sheathed here. Four sets of chainmail and light steel shields hang within as well. Eight potions rest in a vial rack here. Five sets of manacles hang on hooks within as well as two tanglefoot bags and two smokesticks.


Groff walks down the corridor as it turns back and forth, hugging the outside wall. When he gets to the door Volta examines it and finds nothing amiss and nods to Groff to open it. This dark, dank room contains only a trio of couches and two large wooden cabinets.

Please move your tokens to where you want in the room.


Down the corridor to the right is another long corridor with one door most of the way down on the right.


Groff opens the door and sees a long narrow hallway that turns right at the end with a spiral staircase going up in the corner.


Volta looks over every here and senses nothing out of the ordinary.


Sorry to hear that. You have my condolences. Take the time you need to be with your family.


As you search the room you find a set of keys and 10 Varisian silk scarves hanging on a rack next to the bed. Volta sets to search the bed and finds a knitting needle under it and a pouch behind the headboard containing 10 gp and 30 sp.

Nokayoma:
You might want to reread the vision you had on first entering the room.


You ascend the stairs again and as you reach the top you see this room is in shambles. A simple double bed is hacked to splinters, the mattress eviscerated of its stuffing and caked in dried blood. No attempt to clean up the slaughter that transpired here was made in the hurried trial of Mord and the flight of all staff from the courthouse. An eerie menagerie of blood-darkened wooden toys in the shapes of carriages, horses, knights, and wizards are strewn near a dark stain on the floor beneath a broken table. Nothing moves in the room.


As Kanna's stone goes through the shadow, she blows you a kiss and a relieved sigh as she dissipates.

Sir Rekkart then approaches and say "May you rest in peace fair lady." He then looks at the group and says "That was the Mord's apartment up there, the scene of the murder. You may want to go search it."


As the group retreats down the stairs, Sir Rekkart approaches and asks, "What is going on up in Mord's room?" As he finishes, you all see the shadow move down the steps.


Sorry to hear that. Hope all goes well with him. I've had some of those issues myself and ended up with surgery.


I apologize for letting this go so long without any updates. I was waiting for another attack or action from the party and reviewing things it looks like the party all went.

I am using block initiative so it's you go they go once the first round is resolved. If you would rather I use a standard init, I can do that.


Seeing those in front of it withdraw the shadow approaches the one who unleashed positive energy at it and attacks.

Shadow v. Finngarth: 1d20 + 4 ⇒ (3) + 4 = 7 Str Dam: 1d6 ⇒ 6

The toys remain where they are. The party is up.


Yes


Kanna stone goes right through the shadow's chest, taking some of it's substance with it.


The shadow draws back as the positive energy washes over it, but seems only slightly harmed.

WIll: 1d20 ⇒ 13


I'm using block initiative, so it's they go you guys go. Ianfir has done damage to it, in fact it might be dead if he hadn't just missed it twice.


The three toys attack Ianfir again, while the shadow continues her seductive dance, her fingers sliding though his armor and caressing his chest.

Toy 1: 1d20 + 1 ⇒ (19) + 1 = 20 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Toy 2: 1d20 + 1 ⇒ (3) + 1 = 4 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Toy 3: 1d20 + 1 ⇒ (1) + 1 = 2 Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Shadow: 1d20 + 4 ⇒ (14) + 4 = 18 Damage Str: 1d6 ⇒ 1


Made some small tweaks to my background.


Ianfir misses the creature, barely.


Here is my submission Daniel Beatty. Feedback is welcome.


Groff the glib wrote:

He used shillelagh, which counts as a magic weapon, he should have had an effect.

He did, that's why it's less substantial.

Groff tries to smash one of the toys and misses.


Ianfir walks up to the shadow and the quarterstaff goes right through the shadow and it seems a little less substantial. After he attacks it, three of the toys on the floor move to him and attack him.

Toy 1: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d3 - 1 ⇒ (1) - 1 = 0 1 dam
Toy 2: 1d20 + 1 ⇒ (8) + 1 = 9 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Toy 3: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d3 - 1 ⇒ (1) - 1 = 0 1 dam

The shadow then reaches out and caresses his face and he feels the chill of the touch pulling out his strength.

Toy 1: 1d20 + 4 ⇒ (10) + 4 = 14 Damage Str: 1d6 ⇒ 2

Party Up.


The dark sensual shadow continues it's enticing dance and as it moves next to Groff, takes a swipe at him,

Attack: 1d20 + 4 ⇒ (16) + 4 = 20 STR DAM: 1d6 ⇒ 1


This is my dot. Thinking human cleric with the 3.5 RADIANT SERVANT OF PELOR, worhsipping Sarenrae. Will need to see the conversion to commit.

Down the road can we take a second PrC?

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