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Thank you. It unfortunately is what it is but I'm way calmer now.

Well to be fair trying to open a wall with no visible handles is gonna be hard.

Do you all want to keep trying or follow the noise Jenkin's heard?


Sorry. Got so bad news yesterday and ust didn't do much.

Thus far the secrets of the dead end have not revealed themselves


perceptions:

Elowen: 1d20 + 11 ⇒ (11) + 11 = 22(+2 in dim or dark)
Jenkin: 1d20 + 8 ⇒ (18) + 8 = 26(+1 for traps)
Svetlana: 1d20 + 4 ⇒ (14) + 4 = 18
Penelope: 1d20 ⇒ 12
Odelai : 1d20 + 11 ⇒ (1) + 11 = 12
Sir Pounce: 1d20 + 6 ⇒ (11) + 6 = 17
Jeva: 1d20 + 6 ⇒ (20) + 6 = 26

Moving to the end of the hall you are greeted with a dead end where it turns left. It's weird for a hallway to abruptly end like this.

Jenkin:
You were the one in the room and thus the last one out. Jeva tends to stay in the back of the group. But you hear something. Its faint and you see Jeva has turned to look back the way you came. You think you heard someone yell 'Run'

Elowen:
You can very faintly hear something on the other side of the wall. You can't make out what it is, but you know something is there making noise.


Thats totally fair. I'm back. Im cool either way. I;; give it a day or two


A friends house flooded. I should be back to normal posting sunday or monday. Sorry for the delay, ive been tired.

Is there any questions aobut the room or things that can help?


There is a stone, that is part of the floor that you can press in. No clue what it will do but it is note worthy.

The yellow skinned homunculus silently watches and seems to be waiting to see if anyone is coming near its masters remains.


A little pale yellow creature crawls over the anvil from the other side. It has wings, long limbs, and a strangely pointed head with its eyes in a vertical row. It moves to take a defensive stance in front of the skeletal remains. It hisses loudly and crouches down, seemingly ready to leap.

Arcana 15:
This is a homunculus. A creation of a spellcaster that are not meant for battle but often for spying or as messengers. They are like a specialized familiar. They speak telepathically with their creator and are created from their blood. They are know to die or go insane when their masters die. But magic is strange thing

perceptions:

Elowen: 1d20 + 11 ⇒ (3) + 11 = 14(+2 in dim or dark)
Jenkin: 1d20 + 8 ⇒ (18) + 8 = 26(+1 for traps)
Svetlana: 1d20 + 4 ⇒ (20) + 4 = 24
Penelope: 1d20 ⇒ 15
Odelai : 1d20 + 11 ⇒ (13) + 11 = 24
Sir Pounce: 1d20 + 6 ⇒ (18) + 6 = 24
Jeva: 1d20 + 6 ⇒ (14) + 6 = 20

There is little on the skeleton but escaping the years of rot are a pair of slippers on its boney feet and a blackened metal gauntlet on one hand. On the desk is a obsidian slab and a small lump of obsidian. The room is clearly undisturbed but lacking in much warmth or character.

Jenkin:
You spot a raised stone near the desk. Normally you would have ignored but considering what just happened that stands out.


its attached by an arm brom the bottom. so it can smash from the top. I added the art to the roll20 map.


The hallways have to turns, both to the left. One is closer with an open door. This large chamber was clearly once the personal living quarters of an important dwarf. A simple stone bed stands in one corner near a large stone table. A large anvil also rests here, looking somewhat out of place. A massive maul has been attached to the anvil by a crude mechanical arm, and a dwarf skeleton, his skull crushed, rests atop the anvil.

Going in here or continuing to the other turn further up the hall


Half way though Jenkin's yelling the door slides back into the wall, headless of those trying to force it open. Leaving a smooth arch. The magnetic field is gone and the former lumberjack seems healthy.

There are two daggers, a metal buckler, two metal bars.

spellcraft metal bar DC 21:

spellcraft DC 18 on the other metal thinner metal bar:
This a wand. Specifically of Cure light wounds. CL 3. 12 charges left.


Dwarven crafts are lauded for their durability and beauty. Their weapons and armor are highly sought after. And clearly their architecture lives up to the hype. Unfortunately, no one has found any perchance on the door. Any sound is very muffled by the thick stone door.

Not able to force the door open yet. But that does not mean that cannot be done. Jenkin's you are welcome to roll a few checks.


The now closed door has no handle and is smooth. The craftmanship would be admirable if your companion were not alone on the other side of it.


you can keep attempting it. Failing just means you cannot pull against it.


Jenkin:
I'll let you narrate it however you like. You are pulled 10ft towards the obelisk in the middle of the room. This is before the armor can be removed. You take shocky shock damage: 1d6 ⇒ 5 You need a DC 10 str check to do the disable device and a DC 15 str will let you move as you want. But the doors that were open are now closed behind you and to your right. The ones to the north and west are now open. Those are small 5 by 10 ft spaces. Your second attempt though is more than enough to disable both the pressure plates, the electric shock those give, and the magnetic pull of the obelisk.


Jenkin's Perception: 1d20 + 8 ⇒ (16) + 8 = 24 +1 vs traps

Since your intent was to check the strange stone Im just gonna roll that and stop you a the door.

Crouching down to look at the circular room while everyone else is talking of monsters and magic. The little fennec mimic's Jenkin's pose. Stories from drunken adventures drift though the warriors memories. If there were going to be a trap this room looks right for it. Part of the floor are uneven, it's barely noticeable. The fennec lets out a little whine. Scooping him up and turning back to the group. "There is some kind of trap with the floor in that room. I could try to break it."

Jenkin's can try to disable the trap he found, you can try moving past it without doing that, or pick a different route.


Sorry for your loss. Safe travels.

Nope it sounds very different


Oops. Its in common.


perceptions:

Elowen: 1d20 + 11 ⇒ (2) + 11 = 13 (+2 in dim or dark)
Jenkin: 1d20 + 8 ⇒ (4) + 8 = 12 (+1 for traps)
Svetlana: 1d20 + 4 ⇒ (10) + 4 = 14
Penelope: 1d20 ⇒ 19
Odelai : 1d20 + 11 ⇒ (11) + 11 = 22
Sir Pounce: 1d20 + 6 ⇒ (1) + 6 = 7
Jeva: 1d20 + 6 ⇒ (14) + 6 = 20

The rats look up from their meal. Either fascinated by the glow or debating the challenge of something fresher. But as more people move into the hallway the rat swarm scatters leaving a mostly skeletal lump in tattered bits of fabric that used to be clothing.

Penelope and Odelai:
A quick glace shows the corpse is mostly picked over. Andy armor or weapons are gone. But the leather boots, which would need a good cleaning even though the rats started that, are in very good condition. And under the figure is a book. Its rather bloodsoaked if you pick it up.

It wont let me hid these in the above spoiler but that is where these two belong

boots spellcraft DC 18:
Boots of Striding and Springing.

book:
…I warned Kemmrick: The secrets of the dwarves should remain beneath the ground, but he would not be placated. We’ve already lost Martren, and without his divine guidance we are truly lost in the dark. Monsters lurk in every shadow, but something worse jangles in the deep. I feel its evil from afar, like a blistering heat threatening to melt away my soul. The Dark Smith might be forgotten, but I fear one of his vile servants still prowls these halls, keeping the fires of Droskar burning for hundreds of years…”

…their shrieks tore my courage from me and left my heart cold. I don’t
know what they did to me when their rancid-tasting lips locked on mine,
but my thoughts jumble now, and my hair falls away in bloody clumps…if
only Martren were here, he would know what sickness ails me and pray for
my salvation. The only prayer I can muster is that this plague takes me
before that hellish shackled servant of Droskar returns to drag me off in
chains as he did Kemmrick. I still hear his screams in my mind.

…ears wet…thirst so thirst…lost in the dark…tongue gone now….. itchy…face rot rot rot…blood tastes good…..fly soon fly

Room 7 description
This large circular stone chamber has four massive iron doors in the north, south, east, and west walls. The south and east doors stand open, while the north and west doors remain closed. At the center of the room a strange stone obelisk rises from floor to ceiling, its surface covered with metal bands and encrusted with deposits of a strange greenish mineral. The floor of this chamber is strewn with headless skeletons and scattered bones (no skulls among them). A dented steel shield and bits of
metal armor lie at the foot of the obelisk.

If there are other checks you all wanna make feel free to and if you are going a different route just lemme know :)


I have a viewing today and a funeral tomorrow. So not likely to post. Should be back Tuesday


yes. the doors to the north


Elowen:
if you move closer for a better look that lump is a long dead body being swarmed by rats.


Best guess the chutes lead up not far behind the Monetary. And concerning the blood is likely fresh and there was probably a large amount to start with.

Elowen:
Beyond the doors which are slightly ajar you here noises, barely audible. Little squeaks. And if you move closer there is are dark lump there with rats crawling around it.


Very sorry. Had some family drama going on and a shift change at work. Qizz would want to visit Kallik's grandpa, regardless of what the phantom has to say on the matter. Along with getting cookies and the fizzy drink for the road.


Moving past the dead kobolds and the eviscerated kobolds tethered to the obsidian chunk.

room #2

At the center of this large stone chamber is a deep pit filled with molten slag and sizzling blood that casts a hellish red gleam on the walls. Three narrow chutes open in the ceiling directly above the pit. The air here is oppressively hot and thick with ash.


Im sorry Svetlana. Take any amount of time you need.


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That was you all. Granted the brutality was primarily from Svetlana and Sir Pounce. Though you all were in a rush and are entering room 1 from a different direction. The two kobolds that you were chasing are nowhere to be seen.


yeah they went west. drew a green arrow.

And it shaving Jenkin's is hilarious!


Room to the west. #5:
This long barracks is completely unadorned
save for rows of uncomfortable stone beds. There are open doors at the far side of the room. Which unfortunately leads to room of slaughtered kobolds


Im glad. Sorry it was slow but Im glad the cube was fun. Sorry it wasn't clear it was dead.

yeah that might be a spellcraft but arcana in this case will work cause thats what I said at the time and I wont ask for a reroll for my mistakes. That was my bad. I am not so good with the thinking with a headache sometimes.

So where you wanna go now? Feel free to add any checks you want to make


it had 9 hp left. And that was the battle of the Cube!


arcana DC 13 on the axe:
+1 battleaxe sheds light and bears the inscription “Glintaxe.”

That is a suit of mithral full plate, there are coins totaling 42cp, 10sp, 8gp, 2 pp


Wobbling back and forth, seeming unable to pick between moving over the lone Jenkin's or Svetlana and Penelope. Beginning to inch forward again the fire hits and sizzles. It's mass quivering and spitting acid and it begins to lessen. To shrink rapidly. The armor clatters to the ground loudly, the noise echoing down the halls. The noise of the coins and the rocks being drown out.


hmm, it ate my post...sorry bout that


fort: 1d20 + 9 ⇒ (18) + 9 = 27 oof. thats its one good save

Fire skitters across the massive goo and it continues be remain unfazed by anything done to it.


Svetlana rushes forward slaming her head into the goo. Tearing her face back with a mouth full of acidic jelly before slashing with her claws. A move that would cure most creatures of their condition of life. But this thing simples refills the holes made with a wet noise.

Those of you in the back can see a gap near the ceiling. It's mass has been reduced.

acid damage: 3d6 ⇒ (5, 2, 1) = 8


spicy jell-o ;)

And I respect the dedication to low stats and the fact that food might taste funny for a bit for the kitty lady

Elown still has an action from last round. Then everyone get to do this new rounds worth of actions before it goes.

Jenkin you are pinned. So its an escape artist or a CMB check. DC 12. you can do it as your standard and if that fails as your move action


Figured it was easier to roll yall's saves. Sorry Jenkin's but you aren't paralyzed cause of the 20 so you can try getting put. You are holding your breath at the moment as you are in the goo


Neither weapon touches the armor and instead slices though a thick goo that fill the hallway around the glowing armor. Its like slicing though the gelatin that rises to the top of a good soup. Only the gashes slam shut with an unpleasant wet noise.

It does not react. Nor does it stop. Pushing against the two warrior Penelope keeps her footing and gets pushed back while holding her sword out in front of her and an uncomfortable feeling in her fingers. Jenkin is not so lucky. Running gave momentum and his axe went deeper into the goo. As it move this thing rolls right over him. Stinging acid make the lumberjack close his mouth.

Penelope reflex DC 12: 1d20 + 7 ⇒ (15) + 7 = 22

Jenkin reflex DC 12: 1d20 + 7 ⇒ (4) + 7 = 11 acid damage: 1d6 ⇒ 2

Jenkin fort DC 20: 1d20 + 5 ⇒ (20) + 5 = 25


Narrow halls make fore interesting combat. Svetlana had a readied action waiting but if I read that right it was to also be in the way of the thing. Svetlana if you want to do something different with this round thats totally cool by me.


Odedai:
You feel a burst of excitement from the hunt. Then a mix of frustration and anger from Zippy.

Floating slowly down the hall the armor with its axe dangling behind it. Never seeming to react to anything, slimply moving slowly down the hall. Its closer now. The feathers on the arrows are gone as they slowly drift. There are other things caught in its orbit. A few coins and bits of rock drift around the reactionless armor. There is a strong acidic smell that fill the area.

Penelope:
You are fairly sure its not an undead. Its not reacting. Even mindless undead react slightly.

[ooc]that was a double move from the armor. it is apparently quite slow.


Lovely. I thought it was weird when there were no posts. Nope! just wasn't updating for me. I will try to figure out where I left off and catch up after work. Sorry bout that. Work schedule is changing so Ive been a little out of it and just assumed it was a slow patch. apparently, there is a battle!


Both arrows sail down the hall and clear hit something. And are now floating infront of the armor with a slight drift.


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yeah its still down the hall. And nope, Penelope is a precious bean :)


hello? its a gentle poke


yeppers :) sorry. Schedule is changing and my insurance is being awful. But We can start at the top of the round. Which is all of you


perception DC 20 for those that did so:
There is something strange about the ghost. Its just floating armor. And the light fills the space in a strange way. Distorting light almost like gas on water.


oops. I see the confusion. I will rectify my poor explanation by moving you all up and now you should see critter in the hall. You all get a bit of extra free movement cause I messed with the explanation.

The ghost is to the north of you and the kobolds had run west. Those that haven't attacked the ghosty have their actions if there is something you want to do with a now accurate layout of the map.

And lacking knowledge's just makes it fun.


Thank you for the heads up and travel safe.

Double moved Jenkin, Svetlana, and Jeva.


Everyone rushes after the kobolds. Yipping loudly and looking at each other and then at the people chasing them. Fear evident on their faces. They keep running and start to run north when they reach the fourway. But they scream in fear and turn back around before running towards western room.

JDC 10 perception when any of you reach the Fourway. and it is to the north.:
A floating dwarven form shrouded in full plate drifts down the hall. The air about this dwarven specter shimmers eerily, and the walls and floor sizzle and smoke where it passes. The thing’s boots scorn the earth, gliding a full foot above the masonry floor. It drags a cruel bloodletter axe in the air behind it

dungeoneering DC 13:
That isn't a ghost. That is a Gelatinous Cube. These things are slow and will engulf and digest anyone foolish enough to get to close.


didnt catch that it was under the wrong alias. supposed to be Qizz

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