Ancient Void Dragon

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270 posts. Alias of Blue Drake.


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Well, this is hard to say, but here goes. I'm sorry, but I will be leaving the message boards for a while. A previously short venture these past two days has now turned into a full-time position, one that will be taking most of my free time to keep up. With so much time gone, I'm going to have to prioritize what I can keep up with, and playing the great games here is not. So I apologize, but I will not be able to continue for the forseeable future. I wish I could have kept up, but I did not see this coming. You've been a great group so far. This campaign is now inactive.

-Blue Drake.


I'm sorry, but I will be leaving the message boards for a while. A previously short venture these past two days has now turned into a full-time position, one that will be taking most of my free time to keep up. With so much time gone, I'm going to have to prioritize what I can keep up with, and playing the great games here is not. So I apologize, but I will not be able to continue for the forseeable future. This campaign is officially now inactive.

-Blue Drake.


Osru advances on Mersoolian, but the man slashes wildly with his dagger, drawing blood along a thin line on Osru's face. Now almost fully surrounded, Mersoolian's eyes flicker to the door, and his flight overcomes his anger. Barging past the group, he goes for the door as fast as he can.

That's 2 points of slashing damage to Osru. That's also an AoO from EVERYONE! This guy is getting desperate. After AoO's, it will be the Heroes' turn.

GM Rolls:
1d20 + 1 ⇒ (18) + 1 = 19
1d4 - 1 ⇒ (3) - 1 = 2


No. You can take 10, or even 20, though 20 would take about...2 to 3 hours.


Zella moves forward and swings hard. Mersoolian looks up in time to see it come down on his face, bloodying his nose and forcing him back a step. He grabs his face with a scream, his chanting ended. However, the fire of combat has not left his eyes yet.

Concentration Check:
Concentration: 1d20 + 6 ⇒ (4) + 6 = 10 vs DC 16 = Failure


Yes. Been a bit busy this week, but also didn't necessarily want to bot not when non-lethal vs lethal decisions are in the balance at the moment.


She could easily reach that position from there, yes.


And I forgot to mention the roll. That's what I get for trying to not sleep these past two days. It's a CMB roll to grab it of a DC 15. A supplementary skill check to help, such as Perception, or Stealth, etc, of DC 12 will give a +2 bonus to the CMB check.


Making your way to Tadpole Bog, a trip is extended despite its close vicinty to the tribe by a few detours, you set your eyes upon the place for the first time. The swamp is a festering marshland full of muck and creatures. You can occasionally see a bubble rise to the surface of the swampy water, evidence of the famous toads that thrive in this environment.

You know that the reason these toads are so special is because of the funny things they do to goblins who lick them. A lot of goblins in the tribe pass the time by licking these creatures and getting lost in the hallucinations it causes. Your task, of course, is to each nab one to take to the Cave of Darkfear.

Licking a Toad:
The toads excrete a special oil that causes hallucinations and lots of pretty colors. Licking it gives a goblin -2 initiative and perception for 30 minutes. However, the first time it is licked each day, the goblin gains 5 temporary hit points. After the first three licks for each goblin, though, a goblin does not gain hit points from it for the rest of its short life.


Oh hey. All HP are recovered. Knew I was forgetting something.


As that day comes to an end and the next day begins, you are all gathered near the edge of the village by Loptop all of you with new 'findings' since being let out.

"You maybe think you be tough because you got out of your baby cage, whelps?" Loptop questions, not stopping to let you answer. "Psht! You no be goblins. The only real goblins are Licktoads, and a Licktoad without a toad is just...lick. So. If you want be Licktoads, you need to catch a toad at Tadpole Bog and also not die. Then you take the toad to Cave of Darkfear and also not die. Then you show your toad to the Darkfear spirit, and maybe if you really are a goblin, then you also not die. Get toad. Show spirit. Kill anything that wants to stop you. Don’t die. That last part is very important to become a goblin. We no let dead goblins in tribe, got it?"

Loptop stops and begins making a really, really crude map of the bog in the ground, pointing out the Cave of Darkfear somewhere around the mess of intangling lines. "That be bog, cave, and there be toads. Now go, and don't die."


Ven's blow, despite being much more of a lethal attempt, does not seem to faze Mersoolian as he continues to chant, taking the wound on his left forearm.

Concentration Check:
Concentration: 1d20 + 6 ⇒ (10) + 6 = 16 vs 12 = Success


Average class wealth for the class you'll replace your NPC class with.


Loptop steps forward as the goblins finally stop laughing. "All goblins be wormies this time. One test left for goblin babies," he announces. "You go into Tadpole Bog and find big toads. Then you takes toads to the Cave of Darkfear. You must calm evil ghosts and come back. Then you be big goblins."

Another goblin comes forward with a bunch of strange, small creations. Mostly made out of twigs and mud, these are goblin badges, and he hands them out to the goblins.

The Badges:
The badges are one-use items that help in certain tasks. A certain one is given for each task that was passed. These are tools to assist goblin whelps, and adult goblins with these are made fun of for playing with baby toys, so these need to be used before level 2.

Animal Fiendship Badge: Dackelbark and Pumpkin receive this badge that can add 1d6 of damage to a successful attack. Can be added once you roll the damage for the attack and see how much you'll be doing.

Happy Beat: Groglurk, Pumpkin, and Acewak get this badge. It can be used to reduce damage from any one attack by 5 and send you five feet away.

Hurtful Words: Pumpkin, Groglurk, and Acewak get this badge. It can be used to give a +5 to an intimidate attempt. If the DC is passed by 5, the target is also shaken.

Squirmtongue: Everyone gets this badge. This can be used to reroll a failed saving throw by falling prone.

Once the goblins receive their badges, Loptop continues. "Kettlehead go first and be done. You all wait till sun coming up to go. Now go away."

The goblins begin to leave, and you are free to do as you like for the rest of the day.

At this point, you'll receive all that precious starting equipment you had picked out.


Acewak and Pumpkin skillfully spit out worms, holding them aloft proudly, even as their face is covered in mud. Once again, this seems to be meant for the other goblins' enjoyment as they cheer and laught at the whelps.


Mersoolian brings his arm up and takes her punch on the arm, seemingly not feeling it as he continues to chant in a deep, even voice. "Si relgr shafaer thee, o versel nethys. fehlim ve wer..."

Concentration Check:
Concentration: 1d20 + 6 ⇒ (16) + 6 = 22 vs 14 = Success

Draconic:
While it is not normal draconic, most arcane and many divine spell languages derive from Draconic. From your familiarity, you know he is calling on someone's power.


As the young whelps finish, despite Kettlehead's irritation, Loptop steps forward once more. "We have three bestest goblins again! Only No-Fire is the worst goblin this time.

"Two more test for you to prove you no goblin babies anymore. This one be wormtongue. You eat mud and find worm. Then you no eat worm."

This will involve you grabbing a mouthful of mud, and swallowing the mud while finding and not swallowing a worm. You'll need a Perception check of 12 to find the worm, and a Reflex check of 14 not to swallow it. You'll only be able to manage three mouthfuls before you're unable to try again.

Also, sorry for the delay. This post was almost finished when I got pulled to help my parents move. I am definitely getting a single-story house when I move out.


Blikx manages to knock Mersoolian in the side of the head, but he uses Ven's wild strike to force the tielfling to let go of him. Taking a quick step back, he pulls out a dagger and grabs a small symbol that had been hanging around his neck. With a strong chant, he starts the beginning of a spell.

Symbol: Religion 12:
The symbol is of Nethys, the god of magic and neutrality.

Spell: Arcane 11:
Not entirely familiar with this school of magic, you still recognize some of the words as he chants. This is a Summon Monster spell. Mersoolian won't be alone for long.


Lucendi starts to come to as the healing magic flows into her. The long, slashed wound starts to seal up, though it is not fully gone. Some of the bruises seem to fade as well. Opening her eyes lightly, Lucendi whispers, "What...what's going...on?"

To check the wounds: Heal DC 15:
The long slash seems to come from a larger entity. If a goblin caused it, it would have to have been while she was helpless.

The bruises appear as though she ran into a stone wall...hard...repeatedly.


Pumpkin grabs up a coal and quickly shoved it into her mouth. Trying to speak around it proves tricky however, even as the heat from the hot coal begins to burn her tongue. Swallowing a little, in which a little coal dust makes it down her throat, Pumpkin manages to shout out, "Kettlehead is Stupidhead. He scared of dark."

The goblins chucke a little at first, until they see the outrage on his face. Then, they laugh a whole lot more, even as Pumpkin spits out the hot coal onto the ground.

Rolls:
Next Save: 1d20 + 5 ⇒ (20) + 5 = 25
Insult: 1d20 ⇒ 20
[ooc]...That was 2 20's in a row!


Zella's blast of positive energy literally turns into dust that blows away from the gentle flow of the energy. Mersoolian starts to panic even more when he realizes he is alone.

Mersoolian goes mad as the tiefling continues to hold him back. With a scream, he tries to bite Osru, but fails to connect with all his thrashing. "You won't take my treasure! You won't take my secrets!" he yells angrily.

Break Grapple: 1d20 + 1 ⇒ (9) + 1 = 10 Failure

And I can see this is going to end pretty quickly now. Heroes turn. Remember that non-lethal damage can be dealt with any lethal weapon by taking a -4 to hit.


Loptop steps forward again, dragging Acewak off the ground. "This time, we have three bestests! Rockface, Fenceland, and Poophead be most funnier.

"Next test be harder. You must speak from fire and insult Kettlehead with fire in mouth. If you drop fire, you out." Lotop waves his hand, and a goblin rushes forward with a basket in which are several coals.

This next test involves you making a clever insult while holding a hot coal in your mouthies. A Fort Save of 8 is required to hold the coal in long enough for an attempt to insult Kettlehead. An Int check of 14 is needed to make the insult witty enough (or Perform (Insults), Profession (Bully), Lore (Kettlehead's Secrets) etc.). Failing requires another save to keep the coal in your mouth long enough to try again, but each Fort save increases by 1 each time it is attempted. Dropping the coal from a failed save means no more retries.


Acewak lands on the board precisely, sending the rock straight into his face...much faster than he calculated. With a thud, he falls flat on his back, sprawled out. The rock remains planted in his face, even as the goblins hoot and cheer.

Damage: 1d3 ⇒ 1 of Bludgeoning Damage


Unable to figure Mersoolian out, Ven tries to get to Lucendi while Osru distracts the man. However, upon reaching her, you realize that she really is in bad shape. A long cut down her side is still bleeding, while several large spots on that side of her figure seem bruised and battered, as though she were almost crushed by something heavy and brutal.

She is unresponsive as you try to speak with her. It seems she still wavering in and out of conscionuness right now. You try to help, but you've never had to treat something so bad before and am not sure how even bind such a long cut.


Though suspicious, Blikx is unable to determine any hidden motives as the man launches his attack.

The skeleton opens its mouth wide and an eerie, strange sound eminates from where its throat used to be. A half-hiss, half-scream, the skeleton stops the noise when Blikx's electrical blast flies right through its open maw and against the now closed stone door behind it.


Mersoolian doesn't even seem to hear Osru in the midst of his apparent anger. He does appear to be extremely angry about it, though, even as Osru grabs him firmly by the arms to try to stop him.


To add to this: climbing the tree was prep to do the trick, which was to fall out and land on the fence. An acrobatics was roll to try and impress the crowd, and the damage, which was 4, was added to that acrobatics roll (inside the Rolls spoiler). So the roll of 11 for Acrobatics became 15, the needed DC.


The damage you take during the attempt is added to the check to impress the goblin crowd. Doing another attempt will cause more damage, and the amount of that damage will be added to that attempt. The usual damage is 1d3, but a flat addition to that is made if the activity is particular painful (such as landing on that fence saddle-style).


The other door seems identical to the previous. After checking and finding no traps, the group opens the door and moves in.

Where the other rooms seemed to have a few decorations based on serpents, this whole room seems dedicated to them. A massive snake head is the first thing that catches your eye, the statue reaching from the twenty-foot ceiling all the way to the floor. Two snakes on either side of the room curl around humanoid statues, as though crushing them in the midst of a bloody battle. Carvings litter the walls of snakes of all sorts, some with human heads, others more humanoid with snake heads. Each is brightly lit by the dozens of braziers around the room, set to give an eerie atmosphere, a place unfriendly to those without scales.

Ten columns form a circle in the middle of the room, supporting the ceiling. Inside each column, a small alcove is carved out at the base, forming a seat of sorts in each, with all of these seats facing the center of the room.

Inside one of these columns seats, a young woman lays slumped, looking distressed. Over her, a young man is whispering something to her. Upon your entrance, he quickly turns, a panicked look on his face. However, he relaxes as see other humanoids. In the torch light, you can now clearly see his half-elvish features, with sharp ears and slanted eyes, but otherwise human. A dark tan covers his skin, skin that is weathed from work. With no other person evident, you make the assumption that this is, indeed, Mersoolian.

"My, I thought you were that horrid snake and goblin group," he says, waving you in. "I'm not sure what you're doing down here, but I assume that the snake is gone, yes? I hope so. The battle up there was quite frightening, and we've been stuck here since yesterday."

One.

"I am Mersoolian Threce, an explorer of sorts. I've been studying this site for a while now, but I didn't think a group of goblins would have attacked us. I'm afraid Lucendi here was injured on the way down, but as long as that snake is gone, we can...leave...and..."

Mersoolian trails off, noticing something. At first, you're not sure what he sees, until you realize he is staring at a few of the books that Zella had carefully placed in her book. With the space they took up, a few now poke out a little.

Mersoolian's demeanor starts to change. "Those wouldn't happen to be from the library, would they? Well, well, well. I had thought intruders in the ruins was strange, but now I know I had the right of it! You're filthy, stinking theives is what you are! Stealing my possessions, my items, my precious artifacts! I found these ruins first, you hear me? I did! They're MINE!!!"

Two

Mersoolian's voice works itself into a frenzy as it suddenly grows deep and furious sounding. A clattering behind you catches your attention, and when you look back, a skeleton is suddenly standing in front of the door you just came it, weapon at the ready. You hear a sudden chanting, and turn back to Mersoolian only to see a streak of yellow-white light streak from his palm and blast the ground between the group, shattering the tilework.

The woman in the column chair stirs somewhat, appearing to be in pain, and despite Mersoolian's shouting and the blast from his sudden spell, you hear her whisper, eyes still closed, "Help me, please. Please help me. Somebody, please."

Three. Combat!

Initiative Rolls:
Ven: 1d20 + 4 ⇒ (3) + 4 = 7
Osru: 1d20 + 6 ⇒ (18) + 6 = 24
Zendallia: 1d20 + 2 ⇒ (2) + 2 = 4
Raniero: 1d20 + 3 ⇒ (13) + 3 = 16
Blikx: 1d20 + 3 ⇒ (17) + 3 = 20
Skeleton: 1d20 + 6 ⇒ (13) + 6 = 19
Mersoolian: 1d20 + 2 ⇒ (18) + 2 = 20

Initiative Order:
Enemies - 19
Heroes - 14

Alright, so I wanted to try a different approach to initiative and see if it would work better. In this method, the heroes, enemies, and others are grouped together and their intiatives averaged. Then, each group goes according to that initiative. So now that the enemies have gone, the heroes -you- are up. You can all go in whatever order you wish, and once you all post, the enemies will take their turn, etc. If you wish to wait for an ally to do a certain action first, you can qualify that in the post. If this method doesn't work, we can return to the old method with the next fight.

With that said, the heroes are now up.

Map


Unknown to her, a large brown streak now graced her forehead, the source of a new unpleasant smell to Pumpkin's nose. The other goblins, however, do notice it and erupt in laughter.

It seems to possibly have worked, though what in the world is that smell?

Rolls:
Damage: 1d3 ⇒ 2


Not at the moment, and it isn't for PFS.


Groglurk quickly reaches the lowest branch of the tree, which is still easily somewhere about ten feet off the ground. What, do trees have ten feet? Hm...

The goblins below cheer and taunt as he moves to the edge of the limb to get ready to jump. As he goes to dive, the branch sways, and Groglurk slips off in a spinning tumble to the ground. His earlier aim stays true, however, as he heavily lands saddle-style on the fence. With a painful gasp, Groglurk slides off the side of the fence, to much roarous cheering from the goblin onlookers. The painful drop seems to have made an impression.

Rolls:
Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11 + 4 = 15
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


Mechanically, a Perception 15 + History 15 + a Dex 15 to find them, figure their historical value, and manage to carefully extract them without damage. The level of success past those DC would increase the value of books found.
Of course, this process would take about an hour or two to accomplish with any real finds.
Organically, ask the expert.


As Dackelbark lowers his head, his waving aim finallly settles toward Kettlehead. Seeing the little whelp charging toward him, he quickly backs up, tripping in the process. The kettle flies off his head and thuds into Dackelbark's head mid-charge, knocking him flat. What once was going to be a bluff is now a reality as you realize that your head does, in fact, hurt.

Damage: 1d3 ⇒ 3 of bludgeoning damage

The crowd laughs at the attempt, though you are not sure if it is at you, or Kettlehead, who angrily grabs up his pot. "Kettlehead give you big booboo later. Kettlehead no forget."

You can continue to try as long as your conscious, of course.


The spider, already frustrated from so many goblins messing with it, rears up as Groglurk tries to attack it, slamming him to the ground. With a quick, sharp bite, it rushes off through the ring of goblins, escaping.

No prob, Groglurk. That will be 1 point of piercing damage, though. At least you managed to not get poisoned.

The crowd enjoys the show of Groglurk's defeat, laughing at him as he struggles back up to his feet.

Seeing that the spider is gone, Lotop moves forward and speaks to the whelps once more. "Pumpkin and Dackelbark be bestest of spider riding, but now we see who be bestest at funny hurts. You needs make booboo for tribe to laugh at."

Now you get to injure yourself to entertain the rest of the goblins. A check according to the act will be made, such as Bluff to pretend injury, Charisma to make it look good, Perform (Injury) to make it professional, etc. The area contains some rocks, a tree, and the edge of the whelping area, which is just a badly made fence.
Each attempt will be damaging, but you gain a bonus equal to the damage. The more painful, the more damage, the funnier the injury, right?

Rolls:
Bite: 1d20 + 7 ⇒ (16) + 7 = 23
Strength Save: 1d20 + 4 ⇒ (14) + 4 = 18


Map

There are no traps around the door, and with a slight push, it opens inwardly to reveal a library. Inside, the room takes the shape of a strange, star-like pattern. Each triangular alcove is sectioned off with bookselves crammed with books, and the ceiling is high enough to accomdate a loft area above each alcove which seems to house more bookselves. A ladder leans against the bookselves making up the front of each alcove, allowing one easy access to each loft. Along the floor, a snake-like pattern of tiles decorate the entryway.

Zella:
It takes a moment when you see this room, but you soon recognize the shape as possibly being that of a starknife, the weapon often wore by followers of Desna. However, rather than feeling closer to Desna, this room gives you an unexplainable chill. The shape was probably not chosen for Desna, but for some other reason, a darker reason.

A table sits in the middle of the room with a few chairs to provide a place to read. A few books lay open upon the table and the layer of dust on most other things is completely missing from the table and the books. A quick search reveals no one in the room that you notice.

History 10:
The bookselves, while crammed with all manner of books, do seem to offer a few that look promising on offering historical lore or arcane secrets. Though the language* is old, the right buyer might pay a lot for some of the better condition tomes. A lot of the better ones seem already stacked on the as well.

Altogether, the stack on the table will bring 500 pieces of gold if you find someone who is interested in Thassilonian lore. Searching for more good conditioned books among all the dust and crumbling books might provide more, but it will take time to carefully extract them whole from their resting places. These books are old.
If you're taking the books, mention it and mark it in your inventory as: Thassilonian Tomes (500gp)

*Thassilonian


Rushing, partial because of being top-heavy, Pumpkin charges headfist at the spider. With a headbutt, the spider is knock to the ground and Pumpkin is on it in a flash. For a moment, one can not tell the goblin from the spider, but when Pumpkin jumps off, the leash is on the spider. Some start to cheer, while others mutter that she didn't get bitten.

Dackelbark, using this moment of distraction, climbs the rear leg to sit atop the spider, which immediately moves forward from the sudden weight. Not knowing how to tie a knot, the leash comes loose and slips off the spider's neck.

Dackelbark reaches through its legs and snatches it right before the leash is left behind. Clutching onto the spider for life, dear or not, Dackelbark slings the leash forward and around its neck, quickly pulling a tight knot around it and forcing it to stop. Taking this pause in motion, he quickly leaps off its back and moves away.

Some of the crowd cheers, but some are still disappointed he was not bitten either. Either with Dackelbark's knot, there is not much of an actual 'neck' to this spider, and the leash slips off once more, ready for the last whelp.

Rolls:
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Ride: 1d20 + 7 ⇒ (4) + 7 = 11
Dex: 1d20 + 4 ⇒ (20) + 4 = 24


The door appears to be the same as the previous two. Solid stone, it does not appear to have any sort of lock. This door has not been created as a secret door like the first, and stand out easily within its frame. Nothing can be heard from the other side.


Spiders must like bugs, you think. Loooking around, you don't see many bugs around, though. You find a few small snails, a bettle, and a cricket, which also expertly escapes your grasp when you try to grab it.


Acewak leaps on top of the spider, clutchting at the spider in a panic as it sudenly rears up in an attempt to throw him off. Determined, Acewak reaches forward to bridle the spider, only to jerk back and have his hands sink right into the spider's fangs.

Dropping the leash in a howl of pain, Acewak th tumbles off the spider's back and rolls a few feet away in a heap. The spider skitters a few feet away in the opposite direction, leaving the leash open for grabs.

The crowd of goblins laugh at the attempt, Kettlehead especially as he boasts that he could do that with one hand chopped off. He quickly stops when another goblin tries to take him up that.

Rolls:
Ride: 1d20 + 9 ⇒ (18) + 9 = 27
CM: 1d20 - 1 ⇒ (6) - 1 = 5
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Strength Save: 1d20 + 2 ⇒ (15) + 2 = 17

Alright, that's one point of piercing damage, but luckily no ill effects. You can always try again should you wish.


Well...at least I'm rested?

Sorry for the delay but I've literally been sleeping past all my alarms until now. ...And still feel a little tired. Wierd.

Anyway, the first gameplay post is up!

Remember, that you are goblins, so any random check is not only possible, but probably not unexpected. If you have any weird ideas or want to try something crazy at any time, even if you don't know what to roll or how to go about it, try it! I'll get the rolls sorted for you.

Let the goblin wackiness commence!


You are goblins of the Licktoad Tribe. Or at least you will be someday. For now, though, you’re whelps—ravenous, amoral, grumpy goblin children who learned to stop eating rocks only a few months ago. In fact, a few of you still try to eat rocks. But with every day that passes, your whelping cage seems smaller and smaller. The outside world increasingly beckons to your goblin curiosity (and appetite), but the hateful cage bars holds you at bay. A couple manage to escape a few times, but are simply tossed back in whenever a goblin happens to notice.

A few other whelps flourish in the cage, even as the smaller and weaker ones are thinned out. Kettlehead stands literally head and shoulders above the competition, being a goblin of impeccable flatulence and having already fashioned himself an impressive hat from a teapot left lying too close to the cages. Even adult goblins—legendary Chief Rendwattle Gutwad among them—have taken note of Kettlehead and his advanced skills of poking the rest of you with sticks and delivering bruise-inducing noogies. He make good goblin for tribe.

But today is special. Today, instead of a bucket of fish heads, whelp-wrangler Loptop brought a key and unlocked the door to your cage, spilling you sorry lot into the world for the first time. Other Licktoads gather around, eyeballing you and chewing on the fish heads that should have been yours.

“You all are too big babies for cages,” Loptop snorts. “But you’re no Licktoads yet. Licktoads gotta be useful. Licktoads gotta be tough! Licktoads gotta earn their places in goblin tribe. And that what you’re gonna do now! Show where you belong, even if that being boneyard!”

Loptop pulls Kettlehead in front of you all. "Kettlehead good goblin. Kettlehead strong goblin! Kettlehead have big hat. Kettlehead is therefore best goblin whelp. Kettlehead already be full goblin." Kettlehead stands on tip-toes and puffs out his chest.

"You all be baby goblin still," Loptop continues. "You must prove you be best goblins, too. Firsties, you wrangle big eight-legger to ground. Show goblin strength and cunning!"

In the middle of the main part of the tribe, the area is a large clearing. The rest of the tribe forms a large circle of onlookers as two goblins grab a large spider into the ring with makeshift thread. Cutting it loose, the goblins slip into the crowd again, along with Loptop and Kettlehead.

You four are left alone in the ring with the large spider and instructions to 'wrangle' it. A leash is tossed into Acewak's face, the device to wrangle the animal with. The spider itself is about the size of a goblin and scarlet in color.

Wrangling it to the ground requires a combat manuever check.
Tying the leash to it once wrangled to the ground requires a Dexterity check.

So you've been left here with the spider. You can go in any order, and can even refuse to try or try it in a completely different way. You do not have to wait for the results of another goblin to go ahead and try/make the rolls. What will you do?


...The DC was exactly 20!

After studying the device for a minute, you believe you know how it works rather well. The metal glint is probably a grappling hook of some kind that pulls someone into the acid. Why else would acid be down there?

Grabbing up a small rock, Ven tosses it a few times to test its weight. Then with a strong pitch, she hurls the rock directly into the mouth of the serpent. A clang sounds, and the head of the serpent twists slightly before three grappling hooks all tangled drop about six inches out of its mouth, the rock within the claws of all three. They do not return into the statue like you believe it should, so it is probably safely disarmed.

You do not hear anything after the device is disabled, though. If the spell was triggered, it is a silent one. You do notice the green liquid rippling a little more for a while before settling down again, though.

Two stone doors remain now, one to the east and one to the south of this spiraling chamber.


The serpent stares directly at the ledge along the northern side of the room, and need to be passed if continuing on. There does appear to be a trigger spell placed on the serpent as well.

Blikx: Spellcraft 11:
The spell readied to be triggered is an alarm spell.

As Ven looks at the serpent, though, her expertise clues her in that this is definitely a trap. Though not fully sure how it works, something is likely ejected to hit the wall when someone attempts to walk by. It might be possible to disarm if one was clever enough.

A Disable Device check can be attempted, but only by one. Or you can all just stroll along.


At the next stone door, you can see that the pathway becomes a ledge, about four to five feet wide, that winds up around a pit about twenty feet or so below. Inside this pit, a thick, bright green liquid awaits any unfortunate souls. A small ripple can be seen occasional beneath the surface.

At the top of these winding sets of stairs, a landing stretches out, splitting into two different pathways, each with a closed stone door at the end.

With all the sconces lit, you can see that the pathway is in good condition without any bad spots and should be an easy walk. However, Zella notices something along the far wall. A snake-like statue, less humanoid than the previous ones, is mounted upon the far wall above the pit. You catch a faint glint of metal within the mouth of the statue, and following its line of sight, you notice a few rough marks along the wall against the ledge, as though bludgeoned with an object. So far, all of the walls beneath the main chamber have had little imperfection.

Here is the map for visual reference.
You learn something new everyday. :p Anyway, what will you all do now?


The key turns easily, and as it does, the stones move forward slightly. With a little push, a door made of the stonework swings open without a noise and no resistance.

Engineering 15:
This trick door is definitely made of stone. Yet despite its massive weight, it swings with the barest effort and not a sound from its hinges. Its tight fit also did not stop it, and it looks just as old as the rest of the ruins. This is truly a masterpiece of a door. The creators of these ruins were master smiths.

Past the secret door, you see a dimly lit corridor that winds upward, past another already open stone door. The first two scones along the wall are exstinguished, but the rest give enough light to see the interior rather easily. You gather that the first two are probably out to keep light from possibly escaping through the door's cracks and giving it away.

The corridor is about five feet wide, but you can just see that the corridor seems to open up past the next door.

Will have a map up once home.


There are no traps that you can perceive.


The door to each alcove has but a simple latch, and though on the inside, it would be easy to snake one's hand through and unlatch it if one desired.

As Blikx studies the bars, Ven passes by along the wall, before stopping at a familiar discontinuation. Right between two of the barred off areas, Ven notices that the wall's stone is craftily different. Alongside the edge of this, there is a small hole. Without having known of the key, it probably would have been easily passed over.


The mace disappears into the liquid like the rock, completely invisible past the surface. The mace has some slight resistance, as though it is more of a syrup than a free-flowing liquid. As your hand touches the liquid, you feel a tingling along your skin, and you realize that lingering in the liquid will probably be bad. This liquid is probably acidic, and its bluish-green coloration is not because its water, but that's the actual color of the thick liquid.

You guys still have yet to check the room much...even for traps! :D


I have some bad news. Raniero will be leaving the party once this dungeon ends. I have tried contacting him, but he has been unresponsive both here and in the other game we're in. As a result, he will be dropped from the game with no communication for so long.

I will be contacting a few people to see if they'd be interested in joining. They'll probably join once you reach Sandpoint again.

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