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211 posts. Alias of Been-jammin.


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I hope it all goes well for you.

Who is still here? Anyone doing anything at this point?


The bomb connects solidly with the lone soldier. He stands firm through the worst of it, but then Zova charges out, cutting the man down.


Kalethe, I'm sorry to hear that.

I will DMPC Kalethe until the group escapes prison. When you're close to meeting with your contact we can discuss if we want a replacement.

Also, I keep forgetting to reply to your question Iana. Yes, that archetype should be fine.


The book is a spell book containing many spells:
2nd level – bull’s strength, flaming sphere, hideous laughter, invisibility

1st level – alarm, charm person, expeditious retreat, feather fall, mage armor, magic missile, mount, shield, sleep

0th level – all cantrips in the Pathfinder Roleplaying Game Core Rulebook


Ardra Bluff: 1d20 - 2 ⇒ (1) - 2 = -1

GM Dice:
1d20 + 2 ⇒ (15) + 2 = 171d8 + 2 ⇒ (5) + 2 = 72d8 + 3 ⇒ (2, 6) + 3 = 113d8 + 4 ⇒ (4, 4, 6) + 4 = 18

1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 1 ⇒ (2) + 1 = 3
[Duce] d20+1 [/Dice]

The voice floats softly from the other room, Mitra preserve us. A short scrambling sound is followed by a long clear note.

You all go first. I'm unable to add him to the map right now, but he's standing in the doorway to the hall.


That's alright, that was yesterday for me. Crazy day at work yesterday.

You begin searching the room.you find 13 small for lockets, all locked. As you begin to examine them closer, you hear a door open and a voice from the dining hall, Hello? Is everything alright in here?


Sorry about the wait. Super busy day at work yesterday.

Dog Tooth works at making Alchemist's Fire, but after some time figures he is making no progress. He goes to the drawer and finds a book. This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its cover. It bears a strange rune in the center of this cover.


Sorry, I did miss it. While coming around back of the keep, you saw the entrance to the walls was at the base of 6a. For the gatehouse, there doesn't seem any obvious way on top. It seems it's only from inside the gatehouse. The boxes with Cs indicate entrances through the ceiling, probably a ladder.


Ardra swings her dagger, spilling the life blood of her victim. Tenoch kills the other witha swing


The scrolls contain one of each; Bull's Strength, Hideous Laughter and Sleep
The potion is Cure Light Wounds
Inside the warden's office is a desk with little of interest. There isa locked drawer that may contain something . . .

As for time, that's up to you.


Ami finds on the warden:
A potion
3 scrolls
Dagger
A gold ring with diamonds
An ioun torch

Dog Tooth searches the room finding:
5 elegant silk robes
A well packed alchemist lab


Tenoch moves into the room. He chops into the guard, spilling his blood over the bed. The man collapses in a heap. Ardra slices into another guard severely wounding him.

Zova charges in to attack the third man. She slices into him easily.

1d20 + 5 ⇒ (14) + 5 = 19
1d8 + 6 ⇒ (1) + 6 = 7

Nera fires into the fray and hits the man Ardra had been attacking, though the arrow seems to do little damage.

1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
1d8 - 1 ⇒ (1) - 1 = 0

The two remaining men draw their longswords and strike. From his seated position, the man is not able to geta good hit on Zova, but the other iss bit faster and hits Ardra, slicing into her arm.

1d20 + 3 ⇒ (2) + 3 = 5
1d8 + 2 ⇒ (7) + 2 = 9
1d20 + 3 ⇒ (11) + 3 = 14
1d8 + 2 ⇒ (2) + 2 = 4

Ardra takes 4 damage. Zova's round 1, then Ardra, Tenoch and Nera round 2.

GM Screen:
1d20 + 2 ⇒ (20) + 2 = 22
1d4 ⇒ 1
1d20 + 1 ⇒ (10) + 1 = 11


Several of you reach the top of the stairs, with Grumblejack lumbering behind, just in time to see Iana tear the warden's throat out. The man falls to the ground.


GM Screen:
Ardra: 1d20 + 4 ⇒ (5) + 4 = 9
Zova: 1d20 + 1 ⇒ (1) + 1 = 2
Nera: 1d20 + 4 ⇒ (6) + 4 = 10
Tenoch: 1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (2) + 1 = 3

The door swings open. 3 men sit around on their bunks weapons sitting to the side. They look up in time to see Ardra charge in at one of them, dagger raised.

Surprise Round first. Then round 1: Block A (Ardra, Tenoch, Nera)->Soldiers-> Block B (Zova)


The warden cries out and steps back. He looks at you with hate-filled eyes. Nosrep mrahc, he says with a wave of his hand.

Iana Will: 1d20 + 3 ⇒ (17) + 3 = 20

You feel a wave go through you. For a moment, it seems as if the warden is actually your friend. You grit your teeth and are able to shake it off.

DC 15 Perception check for those in the Library to notice this fight happening. Now, it's Iana's turn.


Is anyone going to open the door?


Not even a full minute passes before the warden opens the door again. He looks at you a moment, then his hands begin to move rhythmically. You realize he is casting a spell.

Init:
Iana: 1d20 + 1 ⇒ (18) + 1 = 19
Dog Tooth: 1d20 + 4 ⇒ (10) + 4 = 14
Ash: 1d20 + 2 ⇒ (9) + 2 = 11
Ami: 1d20 + 2 ⇒ (8) + 2 = 10
Kalethe: 1d20 + 5 ⇒ (16) + 5 = 21
Paul: 1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 4 ⇒ (4) + 4 = 8

You won initiative. Take your action first, I've rolled initiative for everyone, though it's just the two of you for now. He is 10' away.

Block A (everyone)->Warden


GM Screen:
1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 8 ⇒ (17) + 8 = 25
1d20 + 14 ⇒ (17) + 14 = 31
1d20 + 6 ⇒ (11) + 6 = 17

The Warden looks over the document, brows furrowed and a slight frown crossing his face. He looks up at Iana, eyeing her up and down. Of course, he says simply. Give me a moment. He shuts the door, leaving Iana to wait in the hall.

DC 17 Sense Motive:
He knows you're lying.


Alright. Map link is changed at the top. Go ahead and set up your ambush. I'll get things going then. If we don't here from Nera by then, I'll DMPC her.


Alright. Map link is changed at the top. Go ahead and set up your ambush. I'll get things going then.


Ardra listens at the door and hears laughter and men talking. It sounds like the normal banter of soldiers. One upmanship seems to be the name of the game. It sounds like there could be at least three people in there.


Hearing nothing in the room, Ardra pushes the door open and finds a dining hall, with several tables set up with benches around them. There is a door leading away to the north, and another to the west.


Kalethe walks up and sees a small landing. This chamber is lit by a single torch on a sconce. To the north is a door bearing a plaque that reads “Office." The southern door has a similar plaque that reads “Private: Keep Out!” It is otherwise empty.


Where to next?


Grumblejack agrees readily, following Iana.

The stairs open up to a large collection of books and scrolls across a wide range of subjects. The most common items in the library are the “penny dreadfuls”. These poorly printed compilations of lurid tales range across the whole gamut of adventure genres. However, the one genre over-represented is bawdy tales featuring amply endowed young maidens in grave peril. In the more scholarly section, there are fifty five books on subjects ranging from magical theory, history and astronomy. Ahead, the stairs continue to spiral upward to a third floor.

DC 15 Knowledge (Arcana):
"Astra Mysterii" is one of the titles among the Warden's collection. This book is a rare treatise on astrology written by the mad monk Clivarus. It is worth 75 gp.

DC 15 Knowledge (Geography):
Among this collection of books is one titled "The Travels of Titus the Mendicant." This book is a first edition of a book published before its author, Artus Vellor, was well known. Collectors may pay up to 120 gp for this title.

DC 20 Knowledge (Nature):
"The Floralegium" by Branthus Hart sits among the collection. This book is a work of art, with many beautifully drawn images of flowers and their working pieces. This imposing tome is worth 250 gp.

Each of these can be replaced with a DC 20 Appraise check, one for each. Either way, you must be perusing the library to see these. The rest you can see at a glance.


10 lbs. Each medium creature eats 1 lb/day, and each small creature eats 1/2 lb/day. Though I don't think you have any smalls in this group, so it does come to 10 days total.


Yes it's dark, and no, doesn't seem like there are guards on the walls.


Kalethe moves out around the backside of the keep. Looking at the walls, he sees there are no guards visible from this side of the keep. As the others follow, the strange amalgamation of creatures moves across the backside of the keep, making their way to the tower.

When the door is opened and all have entered, they see that this room contains a series of mostly uninteresting plaques that tell of nobles and deeds hardly anyone remembers anymore.

There are a number of banners and flags hanging throughout the hall. One of the wall hangings is an old brocade tapestry that depicts Castle Branding being turned into a prison with the motto “His Judgment Cometh and that Right Soon.” In the center of the room, a tight spiral of stairs leads up to the second level.

DC 20 Appraise:
The tapestry is worth 150 gp.


The servants fall unconscious with a grunt. The fire hisses and sizzles as the broth puts it out, the stones beginning to cool.

Ardra's meal is easy to prepare, she finds plenty of food and spices to prepare it with. In addition as Ardra looks around, she can see about 10 lbs worth of good iron rations, food that will keep on the road.


GM Dice:
6d20 ⇒ (18, 17, 1, 16, 9, 17) = 78

Opening the remaining chests you find:

2 bags of dog treats
1 small pouch with 13 cp, 19 sp, 1 gp
A map of the surrounding area including the Old Moore Road.

Iana:
You recognize the Old Moore Road as part of your destination.


The servants comply, stripping and laying down.


The servant stammers in Ami's direction, refusing to look her in the eye, I just want thinking. The man trembles and hold his hands clutched tightly together.

And the author is a corpse. :)


Oops. I totally forgot. I made the map yesterday but forgot to post it. On another note, I just watched that episode of firefly the other day. Reevers are creepy.

Zova Fire Damage: 1d6 ⇒ 4

Zova falls into the fire burning herself before rolling out of the fireplace.

The servant blanches, I. I. The password. The password to get across the bridge is Hesterfield. It won't change for a week. The man stammers some more before finally bursting, I don't know! I don't know how a criminal can get out of here. You're not supposed to be able to. What do you want? The man seems nearly in tears and he falls to his knees with a loud crack. He doesn't even seem to notice the pain as he looks up in horror at the faves around him.


GM Screen:
1d20 + 6 ⇒ (14) + 6 = 20
4d6 ⇒ (2, 2, 4, 6) = 14

There are two servants in the kitchen. One stands over the counter, with a knife in hand. He seems to be cutting shallots and carrots. The other man busies himself with a rag, wiping down one of the other kitchen surfaces. At first, neither man seems to notice when Ardra drops down into the fire. As Tenoch drops beside her however, the logs crack and catch their attention. Ardra quickly moves to block an exit and Tenoch steps out, his longsword beside him. The servants quickly still themselves and look around. Horror shows on their face as they stare at Tenoch. They both press up to the side of their respective counters. One man starts to speak, Take what you need and go. Please don't hurt us.


You can take 10, I won't guarantee success though. Jumping is definitely faster. I don't want to just give the DC right out, but I will say it's a fairly difficult task


Yes, the dagger, crossbow and rapier are small. And I totally thought I had answered about the game already, but I couldn't find it, so . . .

The servant looks startled, Blackerly holds a card game? He pauses, horror on his face as he connects something, Burning body of Mitra! Is that how- he cuts off, suddenly realizing who he's talking to. No. No I didn't even know it was happening.

The guards struggle uselessly against the bonds, No. No. Don't leave us here! Their struggles can still be heard until Kalethe is halfway down the stairs. Searching the room, you find several locked boxes, though you discover quickly that the keys the guards carry open these locks. You are able to open 8 open eight of these strongboxes easily. Between them you are able to gather:

2 Whetstones
Cleaning supplies for a chain shirt
A few extra bowstrings
2 books of military regulations
A traveling outfit
A finely made pipe
1 lb of high quality shag tobacco
A masterwork lute
A surprisingly well written love letter
A sapphire ring
A bottle with no label
Ink
A quill
A personal journal

5 more chests remain unopened.

GM Screen:
8d20 ⇒ (13, 1, 3, 13, 19, 9, 6, 11) = 75


The guard is knocked unconscious and dragged into a cell. Ardra quickly ties off the rope and begins to descend. Before long it starts to get hot as she gets nearer the fire.

You could jump out and try to avoid the fire, or take a little more time and rely on your fire resistance. And yes, taking 10 is fine.


Inside the lockbox, Dog Tooth finds a dozen bottles of rotgut whiskey and about 1235 gp--a staggering sum for a simple Sargeant of prison to have made. As you examine the flask, you find that a large portion of it is rotgut whiskey, but mixed in are several herbs that--by themselves--would put a man to sleep. Mixed together like they are, you suspect that this concoction is somewhat dangerous.

Dog Tooth unlocks the final door and pushes it open, revealing a dark room. Inside are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve quivers. These items all bear the mark of Talingarde. There is also an assortment of weaponry that the guards have confiscated over the years. These weapons are jumbled together and obviously little cared for.

The jumbled pile of weaponry includes a shiv made from a women’s metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, rapier, great sword, trident a glaive, and a crossbow with 20 bolts.


The guards remove their things, then follow Kalethe up the stairs to the prison.

Sorry Dog Tooth, thought I payed this next part yesterday.

Dog Tooth rummages around Blackerly's room, unset the bed he finds a locked strong box. And in his wardrobe a flask filled with some foul smelling liquid.


The guard swallows. At the ends of the hallway, by the front entrance. He shakes his head, but it doesn't seem to be for you, In the kitchen, there are two servants. No one else. Finally the man lays down quietly shaking.


The guard trembles, looking incredulously from one to the other. Finally he begins to draw a crude map. You see that you are in a keep, sitting at the center of a set of walls. There is a gatehouse directly north of you and a tower--where the warden stays--south west. There seems to be about 20 to 30 feet of open space on all sides of the keep you are in.

As he finished the map, the guard jabs a finger at the gatehouse, The card game is happening here. I don't know how many people will be there, it changes every night, but it is possible some of them should've been on duty.


GM Screen:
1d20 + 4 ⇒ (20) + 4 = 24

It's actually the second locked door.

As Ami tries the door, she finds it firmly locked.

The guards with Iana, Grumblejack and Kalethe start reaching for their weapons, but pause. The two by Grumblejack do not appear very steady on their feet. Finally, in a slurred voice they say, What are you gonna do with us?


Dog Tooth sets to on the lock of the other door, but finds it unlocked. This appears to be a slovenly kept bed chamber. There is a bed, a small table and wardrobe.

Kalethe enters into the room and charges towards the nearest guard, his weapons sitting on his bed next to him. Grumblejack charges in behind him, moving to stand over the other two guards.

GM Dice:
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 1 ⇒ (2) + 1 = 3
1d20 - 1 ⇒ (2) - 1 = 1
1d20 ⇒ 1

It probably won't matter, but if it turns into a fight, I've rolled initiative. Iana and Kalethe will go before the guards so take surprise and round one.


Taking 20 wrote:
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding.
Creating Forgeries wrote:
The Linguistics check is made secretly, so that you're not sure how good your forgery is.

I'm sorry, because of these, I won't be allowing the user of take 20 on forgeries. I'll roll it for you, and it'll be good or not. Or you can take 10 if you'd like and it'll be mediocre.


I hope you like the return of Dale, Tenoch. :)


The guard trembles, his face pale and sweaty. My name . . . I'm Dale. And I pray to Mitra. Dale looks down at his feet. N-n-No. There's a barracks downstairs. Near the dining hall. I guess I could draw a map. Do you have anything to write with? He laughs bitterly already knowing the answer.

His face turns sour as he thinks on where Blackerly is, He's at his nightly card game, in the gatehouse. The prison paperwork is likely in Blackerly’s office, or the Warden's. Probably both.


The guard begins to strip off his gear, shaking as he hands it over to Tenoch. It must be standard issue because it is identical to the dead man's things.

I-it-it's midnight. He thinks for a moment then says, Must be 20 feet down. The-the leadership, Sergeant Blackerly and the warden. Uh there are two guards below, two on the wall, two on the gatehouse and two at the end of the bridge. Shift just started, so . . . he trails off, unsure what to say.


Dog Tooth moves into a dark room. Inside, there is a barrel with 200 torches, ten lanterns on shelves, two 10 gallon kegs of lantern oil, six spare guard uniforms, a dozen signal horns, twenty 50’ lengths of rope and two barrels labeled ‘emergency rations. The emergency rations barrels contain maggoty old iron rations. Hanging in a special rack there are several brands with the runic F symbol and a specially made brazier for heating them.

As Ami searches through the desk, she finds a map of the prison. Which I will post later today. Otherwise, most of it is paperwork concerning the running of the prison and it sends there is very little of use in that regard.

Grumblejack turns to Iana, Grumblejack take toll from little'uns that travel his road. Little'uns not like to pay toll. When Kalethe joins them Grumblejack smiles, Grumblejack wants to kill them.


1d20 ⇒ 18

The guard dies quickly, his blood spilling across the floor. The other man lets out a strangled noise and begins to retch. Zova relieves the dead man of his belongings, finding several useful items:

•chain shirt 
•heavy steel shield 
•longsword 
•leather club 
•longbow with 20 arrows 
•a key

Ardra searches her way around the prison.

Ardra:
In the corner, smells of beef broth come up the fireplace from the floor below. Looking around, you find a set of keys on a ring hanging on a peg near the doors. The room next to you 20 seems to be bare and sparse. A simple table with four chairs sits in here, however, there is the lingering smell of blood and burnt flesh. The stairs go down and you can smell nothing but the dank wetness that climbs to the entire place.

Once the guard finished retching, he looks at Ardra, They go down. To the first level. The great hall.


Dog Tooth opens the door easily, it does not seem to be locked. Inside, you find a plain room with a single cluttered desk and a few chairs. There are two doors from this room. One to the north and one to the west.

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