Activation Cube

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999 posts. Alias of John Mechalas.


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Not sure how I got Round 6 up there.

Round 1
Kemat, Arloric
Succubus
Alexa, Uriel, Darya, Telerin <---

>>>>> Map <<<<<


succubus, Will save: 1d20 + 10 ⇒ (19) + 10 = 29
prisoner, Will save: 1d20 + 2 ⇒ (5) + 2 = 7

"Not today, crusader," she says to Arloric. "But fine. Take this one. He bores me, anyway."

She steps back five feet, and disappears again.

The chained up human cries out, "No! Come back!"


Ha!

Almost as fun is the lingering cough.


Initiative (Kemat): 1d20 + 3 ⇒ (20) + 3 = 23

Round 6
Kemat, Arloric <---
Succubus
Alexa, Uriel, Darya, Telerin

>>>>> Map <<<<<


Apologies, folks. I came down with a bad case of bronchitis.


The big battle you were in just a few minutes ago. She disappeared from the chapel in the middle of the fight.


The door opens quietly. You see a succubus, the one from the battle near the chapel a few minutes ago, looming over a male figure in somewhat tattered clothes. She is speaking angrily to him and you get the last part of it.

"...what good are you?!"

Perception: 1d20 + 21 ⇒ (17) + 21 = 38

She snaps her head around when the door opens, looking right at Alexa. Her eyes narrow in recognition.

The room looks like another barracks, lined with large, sturdy bunks. The man is manacled and chained to one of them.

Let's roll initiative.

Initiative, succubus: 1d20 + 3 ⇒ (17) + 3 = 20


There were several minutes involved in escorting your prisoners out, getting the attention of your army below, coordinating the transfer, then getting back to where you were. Let's call that 10 minutes, so anything you had running at minutes/level have expired. Anything running at 10 minutes/level are still running.


Are you trying to open it quietly, or just opening it?


You check all the doors around this room. The ones to the north are quiet, and you open them to reveal a long hall that ascends some steps before turning right. You see daylight and smell fresh air.

The west doors are also quiet, and lead to now-empty barracks. The south is quiet as well, and opens to another barracks.

From both of the east doors, however, you hear what are at least two voices. You can't make out words, but from the tone and the pattern it sounds like they are having a heated discussion. Double checking both, you sense they two entrances to the same room or place, and not a unique set of voices behind each.

>>>>> Map <<<<<


Noro is awful. Glad you are doing better.


You don't hear anything through the door, and it's not locked. The door swings open to reveal another hall with even more doors in every direction.

Referring to Nurah's map, you appear to be near the northeastern corner of the castle.

>>>>> Map <<<<<


@Telerin You don't detect any magic in the empty room, or in the corridor.

@Alexa I need you to clarify. You have two doors that would qualify as "eastern doors". The north-south leg of the hallway has a double door on the east wall (among others), and the east-west leg of the hallway has a single door at the east and of the hall.


Ouch! Hope you are feeling better.


You step through the hole in the wall and approach the doors to the north, but as you cross over the threshold you see you're really in an L-shaped corridor. The wider leg runs north-south, with double doors to the west and east. The narrow leg runs east, and ends in a single door.

>>>>> Map <<<<<


The western doors are not locked, but they don't budge when you try to open them. It feels like they are blocked from the other side.


The door is not locked, and opens to what appears to have been barracks for soldiers. The room has been completely cleared out save for small bits of trash and debris.

>>>>> Map <<<<<


Alexa, perception: 1d20 + 11 ⇒ (20) + 11 = 31

Alexa listens at the door to the east, and hears nothing from the other side.


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Darya, I just updated your health bar, so the one on the map image is old. Apologies for that.


You pick your way through the rubble to the northeast, and then through an open passage way to the north. These rooms mostly appear to have been used for storage, and the bare shelves and empty racks suggest that these contained supplies for the defending armies.

A set of double doors lies to the west and a single door to the east. There's a large hole in the wall to the north that is large enough to pass through, and on the other side you can see a long hallway with more doors.

>>>>> Map <<<<<


Sorry folks, I thought I would be able to do at least something on the game last week while visiting mom, but it didn't work out that way.

I am back home now and will get things moving again.


Sorry for your loss.


Darya, you are down quite a few HP (I am showing you at 50/79). I assume you want to pause for healing before moving on? Uriel is down very slightly.


OK. With this wing of the castle cleared it's easy to lead them to the parapet and turn them over. They descend ropes into the waiting arms of your soldiers, and you return to the main hall.


If they were resisting, defiant, or combative it would be a different story.

The doors you've encountered so far don't lock. You did let Jestak go off on her own. The castle is, after all, surrounded by your army. You could just lead them out and let your soldiers take them as POWs.


That would be a bad idea. It would be against a paladin's code to do a summary execution of a prisoner who has surrendered.


What is your plan for the prisoners? And what do you want to do next?


You got hints about this from a couple of other sources as well and they all line up: a shadow demon who can move freely in the light.


I'm going to be out of town next week with limited time for internet things. I'll do my best to keep up.


"There's a shadow demon down there. It's who's really in charge here, but it leaves the castle and the city to Vhane. Sometimes it comes up here, though. Sometimes even in the daylight, which I guess is a big deal 'cause people talk about it."


Ugh. That is horrible.


Sense Motive:
He sounds legit. You suspect they're just doing what it takes to live through this.


He points to the north and says, "Officer's quarters and planning rooms are through there, towards the tower. That's where I'd go if I wanted to find him." He gestures to the rubble by tilting his head. "They leave all this here on purpose. So you gotta work your way around it."

The two sets of double doors directly to the north are blocked, but you could pick your way through to the open passage to the northeast, or to either the doors or the opening to the east.

Exploration/battle map

Citadel map from Nurah


The guards look at each other for a moment, then the one that surrendered to you says, "Up here? Lord Vhane."


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They don't resist as you tie them up. One of them even says, "You went through Konneshka and the gargoyles like they were paper. I'm not stupid enough to try something."


I'll drop us out of initiative here and stop updating the map.


Uriel's announcement has an immediate effect: both pairs of half-orcs come to an immediate halt, the blind ones stumbling at the abrupt stop.

"OK!" the half-orc in the closer group who can still see exclaims. He leans over to set his bow on the ground, holding both hands up. "We surrender!" His companion does the same.

The group that is out of sight backs into the room, their hands also up. They've dropped their bows as well.


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I have been reviewing what comes next after you take the castle, and I don't have any qualms about labeling most of it as "filler". Dungeon crawls aren't so great in this format because combat takes forever, and even if I was keeping on top of things as much as I'd like it'd be months of drudgery. So I am planning to trim off the fat.


Square G8 is 40' away. Did you mean G6? Regardless, you can only catch Guard 2 in this effect as you don't have line of sight to Guard 4 and Guard 3 is blind.

Guard 2 sees Darya advance out of the corner of his eye and is very visibly shaken.


OK. There aren't really rules that I see for being pulled along by someone else, so I'll make the judgement call here that guard 1 and 3 sacrificed their move action on their turn when they agreed to be grabbed and moved by guards 2 and 4. Since they can't really use their remaining move/standard action, this round all they can really do is try to shake the blindness effect.

Next turn, guards 2 and 4 will be able to do a full move with their companions.

Guard 1, Will save: 1d20 + 2 ⇒ (2) + 2 = 4
Guard 3, Will save: 1d20 + 2 ⇒ (11) + 2 = 13

Round 6

Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin), Prayer (Kemat)

Alexa
Guard 4, Guard 2
Arloric
Guard 3, Guard 1
Kemat, Uriel, Darya, Telerin <---
Guard 5

>>>>> Map <<<<<


Let me know what you want to do. Let them go? Go after them? Some third option?


Also, Merry Christmas, everyone!


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My second PF campaign was the one where I really dove into the lore, and played a multiclass wizard/evangelist of Shelyn. I really fell in love with Crystalhue as a holiday, and how much it feels like the spirit of Christmas.


Apologies for the delays. It is that time of year.

The two remaining guards that aren't blinded grab their friends, saying something in orcish, and pull them south towards what looks like the hall's main entrance. One pair makes it through the doorway with the other pair not far behind.

orcish:
Both say something to the effect of, "We have to get out! Come with me!"

Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin), Prayer (Kemat)

Round 6
Alexa
Guard 4, Guard 2
Arloric <---
Guard 3, Guard 1
Kemat, Uriel, Darya, Telerin
Guard 5

>>>>> Map <<<<<


Telerin's snowball strikes the blinded guard, and Alexa follows that up with a swift strike from her gladius. The guard falls to the floor, dead.

More later


Telerin Quenya wrote:

She didn't get her attack

Whoops. Sorry about that. Not sure what I was thinking there!


Kemat steps forward to get better positioning and casts her spell, catching guards 1, 2, and 5 in the burst.

Dropping the gargoyle and guard that did not survive this round for brevity

Guard 1, Will save: 1d20 + 2 ⇒ (9) + 2 = 11
Guard 2, Will save: 1d20 + 2 ⇒ (4) + 2 = 6
Guard 5, Will save: 1d20 + 1 ⇒ (18) + 1 = 19

Darya fells the last remaining gargoyle, and Uriel cuts down the guard in front of him.

Guard 5, attack vs Arloric: 1d20 + 5 ⇒ (2) + 5 = 7

The other guard in crusader armor rushes forward to strike at Arloric with his sap, but can't land a blow.

Round 6

Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin), Prayer (Kemat)

Alexa <---
Guard 4, Guard 2
Arloric
Guard 3, Guard 1
Kemat, Uriel, Darya, Telerin
Guard 5

>>>>> Map <<<<<


Take your time. I've certainly been responsible for more than my share of delays. :)


Telerin Quenya wrote:
Is that a guard in front of me?

It is. They have drawn a sap.


In the interest of just getting us moving, I'll assume DC15 is the right answer.

A cloud of glittering, golden dust bursts in the hall and engulfs the guards. Two of the archers and the guard in crusader armor get dust in their eyes and are unable to see.

Round 5

Effects: Righteous Medal of Valor (Uriel), Righteous Medal of Agility (Darya), Power of Faith (all), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin)

Alexa
Guard 4, Guard 2
Arloric
Gargoyle 3, Guard 3 (blinded), Guard 1 (blinded)
Kemat, Uriel, Darya, Telerin <---
Guard 6, Guard 5 (blinded)

>>>>> Map <<<<<

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