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140 posts. Alias of Sir Longears.


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Map!

Sif discovers the crumbling stone and plaster walls offer a myriad of handholds and she believes it would be possible to climb them, even if not a particularly easy feat.

The wall has a DC 15 Climb check, however since it ceiling is forty feet above. At Sif's current speed wearing armor, she would need 8 checks to reach the hole.

Septis moves around the room and finds a wide passage leading to the east, however the passage is blocked by a door locked with a complex mechanism similar to the previous door.

From above, you hear a strange voice which origin you can't pinpoint. "Who dare to intrude the sacred circle? Who interrupts my work regarding the will of the circles?"


Map!

Not really interested in the creepy blood circles appearing around you, you reach the door. Using both the keys you've found with Factor 12 and the gremlin. You hear a couple "clicks" as you do so and soon the door is opened.

You reach a place quite similar with the Senate Floor from aboveground, where the whole madness and massacre occured a couple hours ago. Wide stairs descend into a tiered, circular chamber. Chairs stand in odd positions throughout the room, collected into circular patterns, even outside of the greater circular patterns of the hall itself. Circular gouges mar the surface of the wooden walls and floor here, some left to stand alone, while others are multiple circular scratches overlaying one another, joined by lines and scrawlings. The greatest concentration of circles gathers on the ceiling, some forty feet above, where multicolored circles inscribed with artistic fanaticism surround a five-foot-wide hole in the ceiling.

Each tier of the chamber stands 5 feet lower than the previous, granting every seat an excellent view of the speaker's platform in the chamber's center, where now an old chandelier lies broken, and there are sets of stairs on each cardinal direction.


Map!

You move towards the only door remaining, and discover a L shaped hall that once connected to the other crumbled hall to the south. A leering statue stands atop a plinth in the northwestern corner of this L-shaped hallway. The statue holds a scepter, which it points toward a door to the east. A complex locking mechanism seals the eastern door and appears to require two keys.

As you approach the door, many bloody circles quickly form on the walls and door.


Map!

Resorting once more to drawings, the kobold what appears to be a cloud with angry eyes on the wall and surrounds it with circles. "Urvakan! Urvakan!" he says, pointing to the cloud. He then points to himself and then to the northeast door and shakes his head and finger.


Map!

After a couple seconds, the kobold appears to understand that you don't want to trade with him, but isn't mad about it. He tries to understand Septis's mimics and after about a minute he gets it. With one of his scally fingers he points up and then shakes his head. Then he starts to point down and nods.

He gestures for you to follow him and then opens the door to the west. As Septis's light illuminates the place, you notice that the tunnels give place to a natural cave. A series of two sharp slopes lead south, eventually ending in a sudden hole. Roughly half the width of an adult human, the hole descends into the darkness, winding off in a gentle western curve.

The kobold then takes a piece of chalk from a pocket and draws an horizontal line on the wall. Above the line he draws a circle with numerous points radiating from it (you believe to be the sun). Beneath the line he makes several curves line the roots of a tree. He points to those "roots" and then points to the whole in the ground... then points to the sun and shakes his head.

Sense Motive DC 12:
You believe the "roots" to actually be tunnels and imagine the kobold is saying that the tunnel will get you not to the surface, but to the Darklands.


Map!

Septis identifies the bracers as something to enhance one's defenses (bracers of armor +1), similar to what an armor would do. The cloak he figures would provide general protection (cloak of resistance +1). He can't figure out the potions, perhaps because their auras are intermingling with each other, but the wand he discovers to have a single charge of a water-like spell (wand of acqueous orb [1 charge]).


Map!

Noticing Sif's interest, the kobold appears to smile and moves his hands towards the counter. You notice five vials, all with labels in a strange alphabet, as well as an old blueish wand with bubble motifs, some bracers with fish scales patterns and a green cloak that despite looking old, appears to be magically intact. The kobold then moves his own cloak aside to reveal many many more vials of different colors in his person, secured in small straps and pockets.

Concentrating, Septis is able to detect many magical auras, all of them of faint power, with the exception being the bracers, which is of moderate power. A dozen of the vials don't emanate magic at all despite being full with liquid. A DC 18 Knowledge (arcana) check will reveal that seven of the vials emanate transmutation auras and the other six emanate conjuration auras. The bracer possess a conjuration aura while the cloak emanates an abjuration aura. You might make Spellcraft checks to identify the many itens.


Map!

Once the last one of you put the coins in the donation box, the gremlin takes the mentioned key from within a bag at his side and then tosses it to Septis. With nothing else do to, ask, or gain from the gremlin, you all leave the lost temple behind in order to look once more for the exit.

Back to the long corridor, you now open the door to the north, which leads north for roughly forty feet before abruptly ending in a wall of dirt and broken wood.

Perception - Lillian: 1d20 + 5 ⇒ (13) + 5 = 18

Looking up, Lillian notices that the ceiling of the hallway is in a precarious shape, its boards barely holding. She imagines they could fall at any moment, but thinks that if you move with care, you will be able to pass beneath them as long as you don't start a fight or something like that beneath it. If you wish to try to disable them instead of evading, roll a Disable Device please.

Beyond the western door, you find a room with a weird shape. A graying wooden reception counter extends from the eastern wall alcove, overshadowed by a faded, curling portrait of a group of several Taldan nobles. Comical alterations adorn the portrait, with red and green markings adding in stink lines, ridiculous mustaches, and other odd embellishments. A door exits to the west, while another doors exit to the northeast. In the middle of the room, looking surprised at you, is a single kobold. It wears clothes of a scavenger and holds a beautiful shortspear in hands. Rasing one hand in a clear non-fighting gesture, he speaks to you. "Barev ynkerner. Duk’ vishap yek’ khosum?" When he notices you did not understand him, he tries again in another language. "Teanga an ghearr?"

Sighing, he then resorts to gestures. He points to his mouth and nods then points to his spear and shakes his head. He then shakes a coin purse by his side and then points to the desk where there is an assortment of scavenged gear.


Map!

The gremlin eyes you, thinking about how much he could charge. "I want TWO gold coins from each of you... THREE from the horned girl who was dumb enough to be tricked by me!" He demands, laughing.


Map!

"You are not dumb." The gremlin states in some sort of compliment. "Very well... I really do not know the answer, for I found this complex by accident while wandering the sewers beneath Oppara a long long time ago. More to the north, you'll find a door, locked with a complex mechanism that will require two keys." He raises two of his fingers as he speaks.

"I have one of them. While I can't point you out to the exit, I can guarantee you that, if there is still one, it is beyond that door. I believe you humans call this 'logic'. I don't quite understand the concept very well as being a fey..." He explains and then muses to himself.


Map!

The creature on the rafters looks worried for a moment as you discover it, looking around for a way out until Septis speaks to it. Small and evil looking, this creature resembles a fat little man wearing monk or priest robes and having a sharp-toothes smile.

"I...I know of no exits... but I have a key to the exit... w...which I could give to you in exchange of a couple more gold coins... yes, I could do that!" He answers to Septis and then looks at Lillian and Sif. "You are not blinded, fool horned girl... not yet at least, not permanently... yet!"

Knowledge Nature DC 11:
You believe this creature to be some type of fey, probably an gremlin, which you now to be an evil family of tricksters.

Knowledge Nature DC 16:
You recognize the creature as a monaciello gremlin, who generally lives among humanity (specially in temples or scholarly organizations) and loves illusions and gold.


Map!

Angry with Sif's lack of respect, the image points his finger to her and soon it shines and explodes in a burst of glittering golden particles!

Perception DC 12:
When the image burst, you notice a small creature of humanoid shape upon the rafters.

I need a DC 13 Will save from Sif or she will be blinded for 3 rounds.


Map!

Septis detects a minor magic aura emanating from the spectral apparition. A Knowledge Arcana DC 16 will reveal a faint illusion aura.

"May you be then blessed!" The figure says as Lillian pays her offering. On the other hand, as Sif calls it a trickster, the figure appears to change a bit, becoming more powerful and angry! "Who are you to call me a trickster, mortal? Do you want me to show you my anger?"

Awesome will saves by the way!


Map!

The image answers to Lillian's question in the same voice. "You enter the temple of Arrow-Dean! I demand tribute in gold!"

Will DC 12:
Something is off about the figure's voice... it appears to com from somewhere above it and you feel something is making it more grave and powerful than it really is!


Map!

As you enter the lost temple, you see that three rows of pews stand before a stone altar. A human statue stands atop the altar, its face and right arm broken off and shattered at the floor around it. Two smaller statues of women, each wielding a sword and shield, stand in raised alcoves in the southeast and southwest corners.

Knowledge History or Religion DC 17:
You recognize the two statues in the corners as depictions of Aroden's two former heralds: Arazni and Iomedae.

Suddenly, out of thin air a spectral figure appears in the center of the temple bearing Aroden's shape and soon a powerful voice follows. "You, who enter my temple... I demand a tribute for such intrusion!"

You notice a small tithing box at the base of the statue.

Knowledge History or Religion DC 18:
You recognize this spectral figure as a fake, since his face and clothing embellishments are entirely alien to the Last Azlanti.


Map!

After identifying the work is not magic, Septis move away while Lillian tries to erase the markings and unfortunately can't do it, also failing to resist the weird effect. Thinking that if only erasing the circles will do the trick, Sif reaches a conclusion she can do it and quickly erase them.

Lillian, Liloria and Victor soon will be free from the effect. The effect lasts for 3 rounds, so Lillian still needs two more rolls.

Dexterity - Sif: 1d20 + 2 ⇒ (14) + 2 = 16 Ruled this is too simple to disable to require "Trained Only"

As the others recover, Sif opens the last door to the south. Intricate banners hang motionless against a wooden pillar in the center of this room. Wooden racks line the south and west walls, each bearing up a unique banner of its own. Two additional banner racks lie on the floor in the northeastern corner of the room, their flags pulled away and inked with dozens of circles.

Knowledge History DC 12:
The banners in this room belong to old regiments of the Taldan Phalanx, various baronies, and a few foreign allies, and at varying times have been hung in the senate to welcome visiting dignitaries or war heroes. Most of the banners here belong to disbanded regiments and have little value beyond the historic purpose they still serve.

Knowledge Engineering or Intelligence DC 13:
The circles here are meaningless, but along with the circles are many other geometric notations. These works are of a brilliant, if untrained, mathematical mind.

Feel free to RP this room!

With the others recovered, Sif leads the group along the western part of the corridor, which also turns south into another door. The wooden walls along the northern section of this room give way to natural stone. From the narrow entry alcove, the room expands into a vast area filled with rampant green vegetation. Thick briars and vines cover the eastern and western walls. To the west, the vegetation overruns several neatly arranged sets of patio furniture. Further south, past the morass of vegetation, a stone building looms, the top of it emblazoned with a brass-winged eye.

Most of the plants are of hard species, like blackberries (full of fruits), kudzu, and mosses. From the ceiling, several braziers lit with flames (probably magical) hang. On a nearby worktable, you notice some vials (Of the three vials, two are empty. The remaining one is potion of cure moderate wounds, labelled as one in fading ink).

Knowledge Religion DC 12 or Knowledge History DC 17:
The winged eye symbol identifies this building as a temple of the lost god Aroden.


Map!

While unaffected for now, Lillian and Septis imagine that the circles are indeed disturbing and it might be a matter of seconds before they also loose it! Septis finds no magic on the walls, but Lillian notices the circles were made with chalk and imagines it might be simple to erase some of them.

You'll need a DC 13 Disable Device to erase some of the circles and thus disable this weird non-magical effect. If you fail, at the end of the round you'll need another will save!


Map!

Septis opens the door into the reading room and finds that only a circular wooden table and several chairs are arranged in the center of the room. The rest of the room is bare of distractions and utterly silent.

The rest of the group are able to grab all the magical itens as well as the forgotten key before they leave the room and Sif pushes a heavy shelve to block the passage and probably trapping Factor 12 inside for all eternity, with no one to talk and no item to guard, gathering dust as if it was itself a lost relic from the past.

On their way to return to the other survivors, Septis takes the opportunity to grab the still intact scroll case which he detected to still bear magic auras.

Back to the long corridor, you once more ask the others to stay behind while you move along to the next rooms, but as you approach the next set of doors, all but Sif (who was on the rear of the group) start to feel somewhat confused... looking at the walls, you notice a couple circles drawn in a way that the corridor appears to be endless!

All except for Sif need a DC 14 Will save or become confused for 3 rounds! If you fail your check, please also roll a d100 for the usual confusion effects.

Some Rolls:
Perception - Lillian: 1d20 + 5 ⇒ (4) + 5 = 9
Perception - Septis: 1d20 + 0 ⇒ (2) + 0 = 2
Perception - Liloria: 1d20 + 4 ⇒ (1) + 4 = 5
Perception - Sif: 1d20 + 5 ⇒ (6) + 5 = 11
Perception - Victor: 1d20 + 6 ⇒ (3) + 6 = 9


Map!

Lillian is quick to react and soon is on top of the arbiter, delivering two precise strikes with her daggers. As Septis starts to conjure some creature, Factor 12 turns to Lillian and tries to slash her in retribution, but her armor protects her from the small blade.

It is possible to notice small sparks coming from inside the creature and it appears it is already repairing himself! Victor, however, moves around and delivers a potent slash which downs Factor 12... but the sounds and sparks from within it are still working to bring it back to functionality...

Out of combat...ish.


Map!

After a couple seconds of tension, a small plate slides from Factor 12's side and from within it retrieves a short sword apparently made of bronze. "I sense lies in your words. More thieves you are."

Initiative:
Initiatice (Lillian): 1d20 + 8 ⇒ (18) + 8 = 26
Initiatice (Septis): 1d20 + 6 ⇒ (11) + 6 = 17
Initiatice (Liloria): 1d20 + 1 ⇒ (2) + 1 = 3
Initiatice (Sif): 1d20 + 4 ⇒ (1) + 4 = 5
Initiatice (Victor): 1d20 + 2 ⇒ (3) + 2 = 5
Initiatice (Factor 12): 1d20 + 3 ⇒ (9) + 3 = 12

_________________________________________
Round 1: Lillian > Septis > Factor 12 > Sif > Victor > Liloria


Map!

Factor 12 appears to think for a while before coming with an answer. "Are the four of you members of the same organization? If that is the case, I must insist that only one item per group is allowed. On the other hand, if you only know each other, but belong to different groups or organizations, I could indeed allow each of you to withdraw one item each."

Your Diplomacy check allowed this interpretation of his, however it will be needed a DC 15 Bluff check to lie to him.


Map!

Factor 12 turns to Septis to answer him. "I do not know how many days have passed since the thefts, since I was not instructed to keep the information of the passing days. The thief was an unusually big rat with unusual intelligence, even capable of speech. It took from the Archives two itens: The first was a wand made of the wood from an oak hit by a lightning, given to Taldor by the druids of the Verduran Forest, capable to discharging electrical energy. The second was a jeweled ring pertaining to Princess Cassiana Urios, with protective enchantments."

"As the curator of the Archives, I tried to stop the thief by fighting it, as I was instructed. The creature was capable to casting spells, but those were not enough to destroy me, so the creature resorted to his natural fang attacks. Despite being harmed by his spells, I was able to repair myself while fighting the thief and soon the creature reached the conclusion it would not be able to defeat me, so if fled. I pursued the thief until it escaped the Archives, which is as far as I'm able to wander, as I was instructed." He finishes his report. If he holds anger against the creature or shame about being stolen, his metallic voice does not show it.

Sorry for not providing this check from the get go.

Knowledge Planes DC 12:
The creature is an Inevitable, an outsider construct created by the axiomites in aeons past during the first war between law and chaos. The weaker of their kind, this creature is known as an Arbiter, they often serve their kind as scouts or observers.


Map!

Without changing his metallic voice tone, the creature answers to Sif. "Apologies. I do not have this answer. I was not instructed to keep any kind of information not essential to the archives."

When Lillian states she wants to make a withdraw, the creature flies towards her. "For a withdraw, I'll need to know your complete name, including your family name, as well the purpose of the withdraw and the date you intend to return the item to the archives."

He then hovers to a nearby display case, which includes a beautiful battleaxe of apparently dwarven craftmanship. "We currently have four artifacts in the archives, all of them magical. The first is a battleaxe recovered from the battlefield of the Battle of Uth in 500 AR, its owner unknown." It then hovers to a beautiful breastplate with the Taldoran insignia in with an antique look. "The second is a breastplate bearing the style of the Third Army of Exploration, its user a captain of Taldor, either being Sir Algos or Sir Bartolo Aligno, twins."

It proceeds to hover over a pair of greenish boots with an obvious elvish style, as well as a wand made of greenwood. "The third and fourth are a pair of boots and a wand of healing properties pertaining to Fillonara Irmalinith, an elven guide who volunteered herself to guide Taldor's glorious Second Army of Exploration."

Turning to you again, Factor 12 continues. "Only one item may be withdrawn from the Archives. It used to be two, but I was forced to crack down after recent thefts."

Aside from the mentioned itens, Lillian also notices a key on the floor. Septis can confirm that all the four items indeed possess magical auras, all of faint power.

Knowledge Arcana checks with the DCs of 16, 16, 17 and 17 are needed to determine the items' school auras (the first 3 are transmutaion, the 4th is conjuration), and Spellcraft checks with the DCs of 18, 18, 20 and 20 are needed to identify the items as a +1 battleaxe, a +1 breastplate, a pair of boots of elvenkind and a wand of remove disease.


Map!

In some sort of a robotic way, Factor 12 answers. "These are the Archives, which are located beneath the Senate Building in Oppara. The room were are speaking now is the 'Rare Artifacts' room, which I'm in charge, and the adjoining room is a reading room. The two previous rooms are the 'Historical Archives' and the 'Book Archives'."

He then repeats his first question. "Are you here to make a withdraw, or to investigate a requested item in the attached reading room?"


Map!

The halfling nods, probably already have reached the same conclusion by himself. "I'll behave, I'll behave..."

As Victor approaches the halfling and the others, he notices none of them appear to be harmed in the way one would expect after receiving a powerful electrical discharge. It appears the shock was only strong enough to knock some of them down, but they will probably recover on their own with no lasting injuries.

With that matter in hand, you return to finish explore the rest of the eastern wing, crossing the two libraries and opening the door to the south, revealing cold metal lockers lining the open spaces of this room. Desiccated papers protrude from the few open units, while the rest of the lockers remain tightly shut. Thick metal bolts connect additional lockers to the walls here. Some of the lockers reach up to the ceiling about twenty feet above, and there is another door on the western wall.

In the center of the room, a tiny winged mechanical sphere of bronze and copper, with one single eye in the center, and two small arms with clawed hands, floats gracefully as if inspecting the place. As soon as you enter, it turns to you and asks with a metallic voice. "Greetings. I'm Factor 12, the designated curator of these archives. Are you here to make a withdraw, or to investigate a requested item in the attached reading room?"


Map!

The group wastes almost no time in finishing the book monsters. Even is Lillian misses with her attack, Victor does not and slashes the poor creatures almost in two. Liloria slashes the other one into ribbons.

Septis's eagle appears soon after, but there is no enemy for it to attack.

With the creatures dealt with, you return to the other survivors, following the direction of the screams from before and find them in the artifact storage. Lord Wilfen Botoles, Lady Gael Urbaen and the priest Jowuan Zubari are unconscious in the ground, while Sir Gryphus Plastion and the servant Imistos are around them, their hair straight up in a somewhat comical way, worried.

"The room was trapped!" the halfling says as he notices you coming back. "It was my fault... I... I was trying to take a better look, with my fingers... but then the whole floor shocked us!"

Sir Plastion knees besides Lady Gael, giving her face small slaps in order to wake her. "You little thief... I know what you as doing! Your kind doesn't trick me at all!"

Lady Malphene, also appearing to have been shocked, rests near a wall, breathing with some difficulty, but apparently fine.


Map!

The combined effort of Liloria and Sif, and Lillian and Victor are enough to kill two of the bug-books in no time.

The other creatures approach and apparently try to enwrap Sif and Victor with their ribbon-tongue, but both of them are able to dodge the clumsy attacks. Albeit certainly weird, you feel these creatures are really weak beings.

Combat Rolls:

Attack@Sif (tongue, touch): 1d20 + 3 ⇒ (4) + 3 = 7
Attack@Victor (tongue, touch): 1d20 + 3 ⇒ (7) + 3 = 10

_________________________________________
Round 2: Liloria > Septis > Sif > Lillian > Victor > Enemies


Map!

As Victor and Sif move towards the south door, four bizarre beings jump from the bookshelves! A set of insectile legs emerges from this book, sharp teeth ring the tome’s edges, and a ribbon bookmark protrudes menacingly from its open pages.

Meanwhile, you all hear screams of pain from the direction you believe the survivors are, even if they become silent a moment later...

Knowledge Planes DC 15:
Sometimes referred to as “lore roaches” by scholars familiar with the Outer Planes, gishvits are natural inhabitants of the lawful plane of Axis. Often associated with the native axiomites and scrivenites, gishvits occupy a mundane role on Axis, maintaining vast stores of knowledge within their booklike bodies. Transcribing knowledge from living creatures, a gishvit stores information in its body in the form of written text, preserving the acquired knowledge within itself. Because of this unique method of information gathering, gishvits are treasured by information brokers and spellcasters on the Material Plane.

Initiative:
Initiative - Lillian: 1d20 + 9 ⇒ (6) + 9 = 15
Initiative - Septis: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative - Liloria: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative - Sif: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative - Victor: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative - Enemies: 1d20 + 6 ⇒ (1) + 6 = 7

_________________________________________
Round 1 Liloria > Septis > Sif > Lillian > Victor >Enemies


Map!

While Septis looks around for some magical auras, Sif moves to the door after Lillian gestures it is clear, having finding no traps.

Septis notices four different magical auras emanating from inside a scroll case, all faint.

Liloria, inspecting the southwest table, discovers most of the books opened there are about mathematics and geometry... at least she thinks they are about that, since she had never been good with numbers.

Both doors to the south open into a massive library. Towering rows of bookshelves fill the center of this chamber, separated only by a low shelf and countertop running the room’s length. A door exits to the south.


Map!

While the others stay behind, Septis and Liloria move east to find another door on the south wall, just a couple feet from the main corridor. Upon opening the door, they see thick wooden bookshelves jutting out from the eastern and western walls. Bundles of paper, scroll tubes, and thick tomes cram these shelves nearly to bursting. Layers of dust coat some areas of the chamber, but others remain suspiciously clean. Books and papers crowd one of the worktables in the corners, smeared with ink. Two doors exit to the south, while one door leads north.


Map!

Sif opens the north door and finds a hallway of at least 200-foot-long. Several doors line the south wall, while to the north there is a single door. It also appears that at both ends the hallway turns and continues south.


Map!

Sif misses once more and Septis melts of portion of the griffon's fur with acid. Liloria, with a powerful swing of her claw, removes the construct's head, causing many wires and ropes to twitch loosely and soon the entire creature colapses on the ground.

Out of combat!


Map!

An unlikely effective pair, Liloria and Lillian slash the creature, working together to almost bring it down, even managing to rip its remaining wing off!

The almost destroyed griffon now turns his attention to Victor and manages to break his guard and harms his shoulder with its beak. It then tries to rip him to pieces with its talon but he manages to duck just in time.

Combat Rolls:
Target (1: Liloria, 2: Lillian, 3: Victor): 1d3 ⇒ 3
Attack@Victor (bite): 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Attack@Victor (talon): 1d20 + 5 ⇒ (5) + 5 = 10

_________________________________________
Round 2 Liloria > Lillian > Victor > Griffon > Sif > Septis
Round 3 Liloria > Lillian > Victor > Griffon > Sif > Septis

GM Only:
Taxidermic Griffon 49 dmg


Map!

Liloria, Lillian, and Victor all surround the animated griffon and cut it in several places, revealing some pulleys and ropes inside it... However not enough damage is done to fully dismantle it.

Stepping away from its original platform, the griffon locks its eyes on Liloria and with no emotion bites and slashes her with its talon (9 dmg in total).

Combat Rolls:
Target (1: Liloria, 2: Lillian, 3: Victor): 1d3 ⇒ 1
Attack@Liloria (bite): 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Attack@Liloria (claw): 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

_________________________________________
Round 1 Liloria > Lillian > Victor > Griffon > Sif > Septis
Round 2 Liloria > Lillian > Victor > Griffon > Sif > Septis

GM Only:
Taxidermic Griffon 27 dmg


Map!

Liloria enters the room and inspects the creatures and at first nothing happens. Suddenly, the wolves animate... they rise on clicking mechanisms, their bodies straining to stand on two legs. During this movement, however, one of the wolves' hind legs collapses, while the fur on the other wolf's back splits open, rendering both inert.

Following this horrific display, the griffon's wings begin to beat, only for one wing to tear off entirely. Moments later, it rips off the front foot attaching it to its display and moves to attack Liloria as a spark of insight pushes it to inflict pain on others!

Initiative:
Initiative - Lillian: 1d20 + 9 ⇒ (6) + 9 = 15
Initiative - Septis: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative - Liloria: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative - Sif: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative - Victor: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative - Griffon: 1d20 + 1 ⇒ (13) + 1 = 14

_________________________________________
Round 1 Liloria > Lillian > Victor > Griffon > Sif > Septis


Map!

As Sif concentrates, she detects magic in the room... than discovers there are three distinct auras in the room, the most powerful one of moderate strength... and finally notices that both the two wolves and the griffins have a magic aura of moderate strength (K. Arcana DC 21 determines all of them are of the transmutation school).

Meanwhile, Septis also detects magic in the trophy room, narrowing it to a single aura of moderate power. Further concentration reveals a silvery raven figurine of a quite ferocious appearance (K. Arcana DC 21 determines auras of both transmutation and enchantment schools; Spellcraft DC 21 to identify it as a silver raven figurine of wondrous power).


Map!

The first thing Sif notices as she opens the door is a fearsome winged beast posing ferociously in the southeastern corner of this square room, which Sif believes to be a griffon. Two wolves stand in similar poses in the northern corners, while an immense coiled serpent poises itself in the southwestern corner, ready to strike. A small elephant stands in the center of the room, its head drooping far too low, and the top of its neck torn open. Thick cords of rope hoist avian creatures of every size along the ceiling, with an impressive eagle taking up the most space above. Another door exit to the north.

This hall holds several taxidermy animals for display, along with hunting trophies donated by status-seekers.


Map!

As the door to the east is opened, you see that lines of shelves run from north to south in this square room. Glass windows, some with handles and others bearing locks, cover the front of the shelves. Dozens of objects line the shelves, resting on satin pillows behind the protective glass covers. A door exits from each of the four walls.

This chamber houses numerous antiquities, most claimed from lands conquered or visited by the Armies of Exploration... orc scarificators, Kellid war drums, a ceremonial Brevan scabbard... all broken and faded from time. The items stored include dwarven mining equipment, a stone-and-gem chunk from an elven aiudara gateway, the bone totem of an Isgeri shaman, and even an inert technological gadget from distant Numeria, all of this with almost too faded labels to be read. You imagine a couple of these cultural trophies might be worth something.

Meanwhile, in the previous room, Lillian and Victor take the time to look for valuables among the wax figurines. They collect various bits of jewelry and smaller clothing articles worth 450 gp in total. Your followers stand by the door, equal parts frightened and marveled by the wax figures.


Map!

Perception DC 18 (Septis and Sif ONLY):
You notice something weird inside the wig, for there is an amount of hair that is not part of the wig but it also makes no sense to be part of the wax figures. Strangely, for a moment it even appeared that it twitched!

The wig is a hat of disguise, but it was a Spellcraft DC 16 to identify it.


Map!

Sif detects a faint magical aura on one of the less sizable wigs.

K. Arcana DC 15:
The wig emanates a faint illusion aura.

Meanwhile, Victor confirms that the figures are indeed made of wax and imagines some of the clothing articles and jewelry might be worthy something if you take a couple minutes to inspect everything.


Map!

While Lillian discusses with Septis about the specifics of a dormant magic item, Sif moves north towards the northwestern door, revealing a rectangular room that appears to host a celebration frozen in time. Gaudy nobles crowd the corners of the room, all of which are dressed in ostentatious and pretentious fashions. Tremendous wigs soar toward the ceiling, each covered in thick layers of dust and old cobwebs. A larger gaggle fills the center of the chamber, each aristocrat presenting a jovial or mocking leer as it stares out blankly. One of the figures is sprawled on the floor; overlapping circles cut into its waxen chest and face.


Map!

Taking a look at the old equipment displayed, you discover most of the armor and weaponry here is rusted and neglected. Among the display cases are a beautiful hand axe of ulfen design that bears the dragon on its head (+1 handaxe Spellcraft DC 18) and a round shield bearing the lion of Taldor as it was commonly depicted hundreds of years ago (+1 heavy steel shield Spellcraft DC 18). Another case contains the alchemical lab of famed natural philosopher Dumos Fatomax, including a portable alchemist’s lab, three potions of cure light wounds with labels barely readable, and a potion of bull’s strength. However, the relic weapon Dignity’s Barb is the greatest treasure in the entirety of the sublevels for sure. Brass inlay and Taldan military symbols adorn this masterwork darkwood light crossbow. An inscription bears the name of General Gerefein of the Seventh Army of Exploration.

Spellcraft DC 15:
Upon inspecting the crossbow, you notice a faint magical aura upon it, suggestion the weapon is magical. However, if it is the case, its magic abilities might be somehow dormant.


Map!

The room rings with the sound of Victor hitting the armor with his falcata but aside from that, nothing happens, while the fiendish eagle summoned by Septis attacks frenetically... one of its attacks does some damage while the others just brushes against the armor.

While Lillian and Liloria somewhat dance around the armo looking for the best way to strike it, Sif loses her patience and completely pierces the armor with her spear, making it stop immediately and soon fall into the ground as a simple armor.

The remaining armor punches Victor two more times, with one of its gauntlets slamming against face and the other against his chest and once more being stopped by his armor.

Combat Rolls:
Attack@Victor (Slam1): 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 ⇒ 2
Attack@Victor (Slam2): 1d20 + 2 ⇒ (15) + 2 = 17

________________________________________
Round 3

Septis > Lillian > Victor > Liloria > Sif > Armors

GM tracking:

Armor 2


Map!

Circling the eastern armor, Liloria manages to smash its back and almost knocks it out of balance but it remains standing. She feels nothing inside the armor though. Meanwhile, Lillian looks for a gap in the armor and upon finding it she also finds nothing inside, wasting her stab. As Sif steps back and yells words of encouragement, Victor has trouble to even get a hold on his blade and hits a nearby glass display instead of the animated armor in front of him.

The armor surrounded by the girls steps forward, its visor closed upon Sif and after steping towards her, it is able to strike her stomach with one of its gauntlets, while the second slam goes wide. The armor facing Victor also hits his stomach, but in his case his breastplate deflects the blow. He has no difficult to dodge the second slam.

Combat Rolls:
Attack@Sif (slam1): 1d20 + 2 ⇒ (20) + 2 = 22
Crit?: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 ⇒ 3
Attack@Sif (slam2): 1d20 + 2 ⇒ (5) + 2 = 7

Attack@Victor (slam1): 1d20 + 2 ⇒ (13) + 2 = 15
Attack@Victor (slam2): 1d20 + 2 ⇒ (6) + 2 = 8


________________________________________
Round 2

Septis > Lillian > Victor > Liloria > Sif > Armors

GM tracking:
Armor 1 4/7
Armor 2


Map!

As Lillian touches the display case and looks for a way to extract the crossbow and Sif smashes it into pieces, you hear the sound of metal rasping against metal coming from both the east and west. To your surprise, the old and rusted sets of armor move as if possessed of some sort spirit and smash their respective display cases with their gauntlets! The empty helms look at you and their greaves steps forward...

One of the armors march towards Sif and Lillian while the other one goes for Victor.

Initiative:

Initiative - Lillian: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative - Septis: 1d20 + 6 ⇒ (17) + 6 = 23
Initiative - Liloria: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative - Sif: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative - Victor: 1d20 + 2 ⇒ (17) + 2 = 19

Initiative - Enemies: 1d20 + 3 ⇒ (2) + 3 = 5


________________________________________
Round 1

Septis > Lillian > Victor > Liloria > Sif > Armors


Map!

As Lillian starts to work on the lock, she discovers it not to be that difficult to open but is somewhat time-consuming as many components of the lock are old and quite rusted, taking her about 5 minutes. Beyond the locked door, you find a stone wall with an obvious pressure plate that, once pressured, opens a secret door into a far bigger room.

Pristine glass display cases stand along the walls and in the center of this immense rectangular display room. The area is more than sixty feet wide and forty feet long, with the outer walls covered in glass displays of armor, save near the two northern doors and along the southern wall. Two rusted and decayed suits of armor stand separate, protected in glass cases. Tarnished and discolored weaponry fills the cases in the center of the room. Circles of various sizes have been scratched into the glass and drawn on the walls with chalk and paint, quite similar to the ones you've already found beneath the table in the previous room.

You notice the weapons and armor stored here hail from a dozen different historical eras, and have been labeled with faded and crumbling tags tied to each with twine. One obvious case holds a finely crafted light crossbow whose brass fittings still glint like new. A simple brass plaque inside the case labels it "Dignity’s Barb."

Lillian and Sif:
You might find THIS post from a while ago interesting.


Map!

When it is decided that you'll move forward, Lillian crosses the central room and reaches the northernmost door on the square corridor and notices it is locked. Examining the lock, Lillian finds no traps and is able to determine it is very old and somewhat rusted.

The nobles stay behind on the central room.


Map!

As Lillian points out, you notice easily several overlapping circles drawn on the floor under the large table with chalk. Upon close inspection, these circles appear to be too random and the absent of any magical runes suggest these have no magical function or symbolism, even if they are perfectly made.


Map!

Septis and Lillian inspect the room they just came from in the hopes of finding a way to get the nobles inside, but find no way in... apparently those coins worked as a one-way portal. With that, the group agrees (mostly) that the nobles would follow them around, even if a couple rooms behind.

The inspection of the rooms surrounding the square corridor reveals nothing of use, consisting of smaller 'safe-rooms' than the ones you were transported to. The doors that lead to the room in the center reveal a long table, its surface covered in green felt, standing in the center of a rectangular chamber. Silver trays dot the table’s surface, each hosting a set of crystal glassware and a tall decanter of wine. Everything is covered in dust.

Perception DC 15:
You notice several overlapping circles drawn on the floor under the table with chalk.

Still on the previous room, Lilloria finds a ring with arcane inscriptions on the body of the dead nobleman.

The fine crystal glassware and silver dining sets are in good condition, though the wine has long since soured. The complete set weighs about 5 pounds and has a value of 700 gp. A document box on the table includes a scroll of breath of life (Spellcraft DC 24), three scrolls of cure light wounds (Spellcraft DC 16), a scroll of invisibility (Spellcraft DC 18), a scroll of summon monster II (Spellcraft DC 18). The ring is a ring of protection +1 (Spellcraft DC 20).


Map!

"B...but are we actually safe here?" Lady Gael questions, soon followed by Sir Gryphus. "Indeed, my lords. Are you certain those creatures are indeed dead, and not just hiding in the walls once more?"

"And what if you need some assistance?" the cleric asks, concerned. "If there are dangers ahead and you perish in your attempt to find a way out, we would also be doomed to the same fate, while if we are with you, even if a room or two behind, our assistance could make a difference..."

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