GM TheSilverDreamer's page

162 posts. Alias of TheSilverDreamer.


1 to 50 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Your retreat from the dungeon is underscored by the sounds of something wailing on the sealed door, which only begins to fade as you head back up the tunnel towards the Glassworks.

It's not hard to sell the masterwork handaxe, and the Feathered Serpent is the place for magic items. The gnomish proprieter immediately tries to ply you with trinkets and baubles and seems a bit put out when Wayland knows exactly what he is looking for. Nevertheless, the scrolls requested contain common spells, and he is able to produce them with a little rummaging beneath the counter.

The whole trip, from and back again, takes a little over an hour.

You encounter no resistance as you make your way back through the catacombs towards the cathedral. It's quiet. The door Morgrym spiked shut has been broken open once again by a determined assault, and though the doors have been propped up again, there's still a hole big enough to look into the room.

There are now not one but two sinspawn in the chamber. Neither are armored quite like the aberration that was in the entryway, but they do both have sharp ranseurs. On the other hand, the tiny demon is nowhere in sight.

Duly noted. I do apologize, I went home to see my family for Thanksgiving and didn't have my computer. I will post properly either when I get back tonight or tomorrow morning.

Lucky for you guys the demon is agoraphobic and won't leave the dungeon (and I'm not even joking a little), and those scrolls are common enough to be in stock so it shouldn't be more than an hour to get them and get back.

Wayland: I open the door.

Me: There's a tiny demon inside, she screams that she wants you dead, activates a weird item, and turns invisible.

Wayland: ...I close the door.

I was howling.

The wooden door opens out of the chamber. Calin moves quickly to hold the door and Morgrym is able to spike it shut. The door is wooden but reinforced with iron strips, so it's quite strong. You can hear the tiny demon shrieking indignantly, and a few moments later, there's a shriek from another source, a deeper screech coming from a significantly larger source. Something slams against the door, and the noises suggest that it's trying to hack at the door, but the doors hold for the moment.

GM Screen:

E init: 1d20 + 3 ⇒ (13) + 3 = 16

C init: 1d20 + 2 ⇒ (19) + 2 = 21

M init: 1d20 ⇒ 16

W init: 1d20 + 7 ⇒ (12) + 7 = 19

L init: 1d20 + 2 ⇒ (6) + 2 = 8

T init: 1d20 ⇒ 10

Erylium init: 1d20 + 4 ⇒ (17) + 4 = 21

The door swings open. This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone steps lead up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what looks like heat and steam rise from the strange orange liquid, the room itself is deathly cold.

Before the pool hovers a tiny creature, demonic-looking, with tiny horns and thin batlike wings. At the sound of the door opening, the creature whirls around and she shrieks in anger. "Trespassers! Heretics! You would dare impede on the Mother's sanctum? You'll die for your impudence!"

The creature draws her dagger (itself no more than a needle) and draws the blade across her wrist, allowing a few drops of blood to drip into the bubbling pool. The pool flares with light and furiously boils over. The creature snarls at you and then, in a blink, vanishes from sight.

Party is now up, icon shows last known location before she vanished

Knowledge Planes DC 14:

That creature is a quasit, the bottom of the demonic totem pole. Generally quasits wind up on this plane after being summoned to serve as an evil spellcaster's familiar, and stick around after the spellcaster's death. Quasits are tiny and physically frail, but have personal spellcasting, and are vulnerable to cold iron and good-aligned attacks.

Trig listens closely, and the words form themselves in her mind. The speaker seems reverent, as though in prayer.

"...hear Your word and obey! For You are the darkness which crawls, for You know the truth they would deny, for it is from Your womb that the end of all shall be born! Mother of Demons, Mother of Beasts..."

Know Religion 12:

'Mother of Beasts' is an epithet used for the evil goddess and demon Lord Lamashtu, who is the progenitor and patron for many of the monstrous races in the world.

The goblin's gear includes a silver dagger, a masterwork handaxe, and a longsword with a magical aura.

Wayland examines the altar and can say with a great deal of confidence that it is a shrine to Lamashtu. The basin on top of the altar is filled with filthy-looking water. The water emits a magical aura of Necromancy.

Edamm doesn't find any traps on the door, and it is not locked. Through the door, her sharp ears pick up on the sound of a somewhat high-pitched voice talking to themself, but can't quite make out the words, and she also hears what sounds like the bubbling and hissing of water boiling.

Lazur jabs the goblin in the throat, not very deep--but deep enough. Calin sweeps around and takes the goblin off its feet, and Morgrym turns the corner just in time to see the goblin go still; and from there, Ponok leaps onto the creature and bites its throat out.

The chamber goes quiet.

Combat over


Lazur 16/19
Edamm 14/15
Trig 10/21

Botting Lazur

GM Screen:

Lazur attack: 1d20 + 6 ⇒ (9) + 6 = 15

2d4 ⇒ (2, 4) = 6

E ref: 1d20 + 6 ⇒ (2) + 6 = 8

T ref: 1d20 ⇒ 11

E fort: 1d20 + 4 ⇒ (6) + 4 = 10

T fort: 1d20 + 2 ⇒ (11) + 2 = 13

Edamm strikes the goblin expertly, and Ponok sets on it, biting and clawing and trying to pull it to the ground. Lazur and Calin both take swings at the goblin and just barely miss.

The goblin shrieks, loud and shrill, and as it scrambles back from Ponok some of the bleeding wounds spontaneously stem. It turns on Edamm, and its shrieking is cut off with a choke, and a belch. Its throat bulges, and once more it sprays a stream of acidic bile.

The bloody humors catch both Edamm and Trig behind her, and neither can quite get out of the way. The acid burns, and with the direct hit she took Edamm is left momentarily retching.

Edamm and Trig each take 6 points of acid damage, and Edamm is nauseated for 1 round.


Lazur 16/19
Edamm 9/15, Nauseated (1 round)
Trig 15/21
Goblin -24 hp

Party is up.

GM Screen:

2d4 ⇒ (2, 4) = 6

Lazur ref: 1d20 + 5 ⇒ (15) + 5 = 20

1d4 ⇒ 1

Lazur strikes the goblin clean, but it ignores the pain and steps out of the hate pile. It takes a deep breath, and it makes a weird noise, a gurgling in its stomach, its throat bulges, and it opens its mouth and spews a stream of blood at Lazur; he manages to dodge the worst of it, but where the foul-smelling dirty blood touches him, it burns like acid.

Lazur takes 3 points of acid damage.


Lazur 16/19 hp
Goblin -8 hp

Everybody is up

You may revise your action Morgrym

The mutant goblin is taken fully off-guard by the attack, and Edamm's arrow hits home and sticks in its shoulder. It hisses angrily, and yanks the arrow out. Ponok skirts around and takes up a position on the goblin's flank.


C: 1d20 + 2 ⇒ (16) + 2 = 18

E: 1d20 + 3 ⇒ (2) + 3 = 5

L: 1d20 + 2 ⇒ (14) + 2 = 16

M: 1d20 ⇒ 1

T: 1d20 ⇒ 3

W: 1d20 + 7 ⇒ (4) + 7 = 11

K: 1d20 + 2 ⇒ (11) + 2 = 13

Lazur and Calin are up before the goblin.

GM Screen:

per: 1d20 - 1 ⇒ (3) - 1 = 2

The tunnel widens here into what appears to have once been a small shrine, for to the northeast, steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble which overflows with filthy-looking water.

When the lit stone is tossed into the room, there's a shuffling and snarling, and a creature steps into the light. It looks like a goblin, but it has been horribly mutated, overgrown and warped, a third arm sprouting from its left shoulder, and it carries several vicious-looking weapons, and it is covered in old blood. It drools constantly.

The mutant goblin prods the glowing stone curiously. Despite Edamm's stumble, it doesn't seem to notice the intrusion.

fortunately it doesn't have crap for perception, map is updated. Arrange yourself as you like.

Edamm and Ponok follow the passage down. It goes for about 30 feet before coming to the remains of a wall, which has long since been torn down, leading into a small chamber; unlike the rough irregular tunnels you have gone through thus far, this is well-worked stone. It would seem that this is not a cave, but in fact a ruin of some kind.

The original purpose of this room is unclear, but large mounds of rubble lie strewn on its floor. To the north is a gate, beyond which is a five foot wide hall that turns blindly to the west. Following this hall brings Edamm and Ponok to an intersection. One shorter path goes north, which widens into another chamber, and to the east is a longer path, but it turns sharply and you can't quite tell where it leads.

GM Screen:

1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17

damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9

bite: 1d20 + 1 - 4 ⇒ (11) + 1 - 4 = 8

The Sinspawn howls and thrashes from where it fell. It twists unnaturally and scores a hit against Ponok, putting a deep cut in the cat's side, though its snapping jaws close only on air.

From there, the Sinspawn doesn't have a chance, as the combined attackers quickly put it down. The Sinspawn goes still but doesn't so much dissolve as it implodes into a pile of ectoplasm, which then evaporates away.

Combat over! Ponok took 9 points of damage from the last attack.

Despite his clumsy throw, the arc of Wayland's weapon is perfect, wrapping around the Sinspawn's weirdly bent legs and as it moves to dodge Lazur's attack, it falls to the ground in a tangle of limbs. It rasps in fury but can't move out of the way of Lazur's blades, which bite deep.

Sinspawn is now tripped, with that Lazur's attacks both hit. With Morgrym's healing Edamm is at 0 hp and conscious but staggered. Edamm, Trig, and Calin are up.

I think it's perfectly reasonable that a battle-trained companion would continue to attack. Take care of the threat, redirect its attention, get payback, what have you.

GM Screen:

weapon vs Edamm: 1d20 + 7 ⇒ (8) + 7 = 15

weapon damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11

bite vs Edamm: 1d20 + 1 ⇒ (18) + 1 = 19

bite damage: 1d6 + 2 ⇒ (6) + 2 = 8

Ponok is quick and lithe, and just barely manages to slip between the Sinspawn's legs and come out the other side.

Calin's cautious strike misses, as do Lazur's strikes, but Edamm hits hard, putting her sword through its shoulder. It howls at her, and with a great swing stabs her with the blade already wetted with blood. It then lunges at her and bites down, sinking its teeth into her shoulder and ripping through her flesh.

The Sinspawn's grip on her is the only thing keeping Edamm standing, and when it rips itself away, she collapses to the ground.

Edamm takes 19 points of damage and is currently unconscious at -4 hit points. Party is up.


Edamm: -4/15 hp, bleeding out
Calin: 4/17 hp
Sinspawn: 7 damage

Waiting on Lazur to make his round 2 action

GM Screen:

vs Calin: 1d20 + 7 ⇒ (15) + 7 = 22

damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13

GM remembered that Wayland asked Brodert Quink about the previous creature and learned it was called a Sinspawn, among other information.

Knowledge Arcana or Dungeoneering 17 OR Wayland:

This creature was a very uncommon type of aberration. Formed from ectoplasm, imprinted with the emotions of captured souls, and raised to serve as hideous shock troops for the wizard-kings who ruled Varisia long, long ago, when it was still called Thassilon. This is a Sinspawn.

Very rarely, explorers and researchers delving into Thassilonian ruins will encounter such a creature. They always attack anything that moves, ruthlessly fighting to the death. They commit violence for the sake of violence. The exact means of their conjuration is unknown in the present day.

The Sinspawn howls in a red-eyed fury that renders it frothing at the mouth and charges at Calin. It drives the tip of its spear through the gaps of his armor, it's partly skill but more than anything brute strength that pushes it through and into his flesh.

Calin takes 13 points of damage, everyone else is up.

May as well get straight into it.

@Edamm: Sorry I didn't notice this earlier, but as a reminder you do still get to level up.

GM Screen:

C: 1d20 + 2 ⇒ (3) + 2 = 5

E: 1d20 + 3 ⇒ (5) + 3 = 8

L: 1d20 + 2 ⇒ (16) + 2 = 18

M: 1d20 ⇒ 18

T: 1d20 ⇒ 2

W: 1d20 + 7 ⇒ (13) + 7 = 20

1d20 + 5 ⇒ (11) + 5 = 16

Calin leads the way, weapons raised, ready for the first sign of trouble. You needn't wait long.

As you step in front of a side passage, a vile screech rips through the still air. Turning to face the source of the screech, Wayland, Trig, and Edamm recognize the source--in a manner of speaking. In the middle of an otherwise-empty chamber there stands a human-shaped creature with skin stretched tight over a distorted skeleton, talons, a bifurcated mouth and red eyes, damn near identical to the monster you found in the Sandpoint Outskirts just a couple of days ago. However, there is one notable difference: this one looks far more ready for a fight, carrying a wicked-looking polearm and adorned in chain armor. The abberation screeches and raises its weapon.

Wayland, Lazur, and Morgrym may act before the creature.

Plans have been made, and it's agreed: now, to descend beneath the Glassworks.

When you arrive once more, ready to go, there are some people around. Gawkers, naturally, but there is a sheriff's deputy directing five militiamen, identifiable by their tabards. Four of the men are guarding doors, the last--probably the one with the strongest stomach--is helping the deputy with the bodies of the employees.

Down into the smuggler's tunnel Tsuto tried to flee through, the passage goes a ways then branches. To the right, eastwards, leads to a sea cove, the ceiling so low that the entrance would be underwater at high tide, and only just visible at low tide. Scattered across the rocks are scavenged bedrolls, just the right size and smell to have been used by half a dozen goblins, and a very worn-out rowboat.

The other branch of the tunnel was, at one time, closed up with stacked stones and mud, but now it is wide open. The passage is very dark, and only the dwarf Morgrym can make out that there are a few turns leading off to the right.

Map is up, it is almost pitch black in here. You're entering from the southwest, order isn't too important yet but who is going first?


As Trig gets riled up, she feels the telltale itch of Cal moving over the skin on the back of her neck. The movements are quick and erratic, which is nothing new, it is a cockroach after all, but maybe a little more than usual?

Bethana returns with Morgrym's drink, catches sight of Calin, and only just keeps from throwing her arms up tiredly. She shakes her head. "Hallo, dear, the usual then? Just a tic, I'll be right back."

Halflings as a whole were not a particularly devout folk but damn if they didn't hold mealtimes as sacred.

Bethana pales at Trig's words, a wonder since she's already rather pale. "Leave?!" she squeaks. "I, I couldn't, no, no, Sandpoint has been my home for years, I couldn't just leave, surely there must be--what about you!" Bethana's demeanor grows almost manic. "All of you, you fought the goblins, you saved Ameiko, sure you can help? I..."

Bethana slows as her mind catches up to her mouth. "I...I'm sorry, I shouldn't...you are only travellers. I suppose I assumed--" She laughs nervously. "Well, you know what they say about what happens when you assume! It'll just make an ass out of 'u' and me. Oh, goodness..."

It is as the halfling woman is murmuring that the door of the tavern swings open, and in walks a dwarf with flaming red hair and the grime of travel. Bethana is all kerfluffled but quickly settles herself and goes to greet Morgrym, distracting herself with her work. "Tisn't something you need to worry about, sir, just a spot of trouble."

As opposed to what Bethana claims, Morgrym caught enough signs of trouble on the way into town to know something is wrong in Sandpoint. Word travels fast down the Varisian coastal road, and there has been talk of goblin trouble in town. That and the ever-gossip-hungry citizens of Sandpoint means a lot of stories, some clearly exaggerated or outright falsified, but others...worrying.

Among everything Morgrym heard, there was one thing that stands out now that he enters the Rusty Dragon: a small group of travelling adventurers who had aided the town, which included a young man who had nearly more wrinkles than he had years, a cynical gnome, and a woodswoman in the company of a large black cat.

Emerging back out into the light of day, it hasn't even been an hour but the surrounding area has gotten even more lively, and you do not go unnoticed. Especially not when somebody realizes that the bloody and beaten woman using Wayland's shoulder for support is the well-loved innkeeper.

Edamm takes Tsuto to the Sandpoint Garrison, where a fresh-faced young guard stutters his way through an explanation that Sheriff Hemlock is not present. "He-he left, early--real early, I mean, to the city, to Magnimar. To get more help, he said. Against the goblins, I mean. You...you are one of the ones that helped at the festival, right? And, uh..." He has a questioning look on his face when he finally looks over the trussed-up Tsuto.

"Well, uh, there's cells...yeah, the, uh, the sheriff, or maybe the mayor, or maybe both...they'll want to talk to this one. Yeah."

Tsuto is placed in a jail cell. Never does he speak, and when he looks at you, there is only hate in his eyes.


Ameiko insists on returning to the Dragon. When she comes inside, the halfling maid who sent you to the Glassworks in the first place, Bethana, stands up so quickly she knocks her stool over, takes one look at Ameiko, and bursts into hysterical sobs.

It takes a good while to get Ameiko to her quarters to lie down, and longer for Bethana to recollect herself, long enough for Edamm to return. Ponok enters the inn right at her heels, uninvited but also unquestioned.

When at last Bethana gets ahold of herself, she takes a look at the journal you got from Tsuto's office, and blushes furiously at some of the drawings.

"Ah...let me see..." She squints at the page and slowly translates the contents. Her expression steadily grows more horrified.

"The raid went about as planned. Few Thistletop goblins perished, and we were able to secure Tobyn's casket with ease while the rubes were distracted by the rest. I can't wait until the real raid. This town deserves a burning, that's for sure.

"Ripnugget seems to favor the overwhelming land approach, but I don't think it's the best plan. We should get the quasit's aid. Send her freaks up from below via the smuggling tunnel in my father's glassorks, and then invade from the river and from the glassworks in smaller but more focused strikes. The rest except Bruthazmus agree, and I'm pretty sure the bugbear's just being contrary to annoy me.

"My love's too distracted with the lower chambers to make a decision. Says that once Malfeshnekor's released and under her command, we won't need to worry about being subtle. I hope she's right.

"My love seems bent on going through with it. Nothing I can say convinces her of her beauty. She remains obsessed with removing what she calls her "celestial taint" and replacing it with her Mother's Grace. Burning her father's remains at the Thistletop Shrine seems to have started the transformation, but I can't say her new hand is pleasing to me. Hopefully when she offers Sandpoint to Lamashtu's fires, her new body won't be as hideous.

"Maybe I'll luck out. Succubi are demons too, aren't they?"

Bethana sets the journal down, visibly shaken. "What...what does this mean? I knew that Tsuto was a troubled young man, but this...Desna, protect us, what's going to happen?"

A couple of things for people coming in, welcome. Like I said, the Glassworks has just wrapped, everyone just reached level 2, and I'm going to get a post continuing up tonight. I'm going to be totally honest, I'm not wholly sure how to go about introducing your characters. Trig, Wayland, and Edamm have made names for themselves as heroes in Sandpoint, which is a reputation that is only going to be further enhanced with events of late. If the three of you want to know each other prior to coming in or not, it's up to you.

@Morgrym: I think your point buy is low, it appears to be 15 points and we're using 20 points.

Alrighty! Apologies for the delay, but if Calin Moonbreeze, Lazur Anil, and Morgrym Stonestepper could please report to the discussion thread!

Half +1, yes.

Edamm did make a lootsheet a while back here which I will make a link to in the campaign description but it is a little out of date. There's the loot you got off of Tsuto which for your convenience includes: a composite (+1) shortbow, a set of masterwork thieves' tools, 125gp in treasure, a potion, and a ring with a rune on it.

And for the sake of not slowing things down more, uhhh Wayland can hit the spellcraft check on a take 10 with Trig aiding, the potion is a Potion of Cure Light Wounds, and the ring is a Ring of Protection +1.

You may choose to either roll for HP or take half dice plus 1. Standard wealth for a 2nd level character.

Since it turns out I'm going to be quite busy this weekend with family coming in from out of town, I will be extending the recruitment period by a day in case there are any other questions. It now ends Monday August 12th at 11:59 PM.

Trig Fanabarellalisa wrote:
I'm about to level up Trig, and this part could wait, but how do you want us to deal with hit points?

Let's go with your choice, you can either take half your hit dice rounded up or you can roll for hit points.

When Wayland breaks the bad news, Ameiko stiffens. "I...I see," she says. Her features are impassive, like a stone wall. "Let's...let us leave this place. Please."

Wayland Egorius wrote:
@GM, would you like us to PM you our thoughts on the submissions once they are all in?

I would certainly welcome any contributions you guys have to make, but don't feel like you have to.

Nephits wrote:


Are there any limitations on materials, classes and races?
Is there anything you don't want to be submitted?

First party materials only, I'm going to say no monstrous races and no kasathas.

Sturm Looran wrote:
I see you have a hunter. My character here is a Storm Druid. Would that be OK?

I'll take the character into consideration, but bear in mind that not only is there the hunter, who is more rogueish, but there is also both our Shaman who gets all the best spells on the Druid list as well as the Wizard, which doesn't leave a lot of room in the party makeup for a primarily casting Druid. You'll need to have a very good writeup for character history, etc.

Characters don't have to be already at 2nd level, if you're picked you can level your character up then.

I am re-opening recruitment for this game, we've had a couple of dropouts so I'd like two or three more people.

Warning it advance: as it turns out, the pace for this game has been very slow. On my end it's been first finishing up school then moving to start a new job means that I usually try to post twice a week, sometimes only once a week. If you're okay with that, then I welcome your apps.

Current cast of characters is: Wayland Egorious, a human Diviner from Sargava, a researcher of Thassilon who wishes to join the Pathfinder Society; Trig Fanabarellalisa, a gnome Shaman who has spent much of her life working as a physician for the Sczarni and now seeks her own path in life after meeting her spirit animal, a cockroach named Cal; and Edamm Osvett, a human Hunter from Ustalav and other places, adopted into a Varisian tribe and making her keep as a scout, alongside her animal companion, a black leopard named Ponok.

Players just got to level 2 and have completed the events in the Glassworks. I'll put a soft deadline for application on Sunday, August 11th.

clw: 1d8 + 1 ⇒ (5) + 1 = 6

The healing magic works on Ameiko and she's roused from unconsciousness, beaten and bloody. "What is...why'm I..." She blinks a few times. "Gods be good...Trig, wasn't it?"

As Trig wraps Ameiko's wounds, Ameiko organizes her thoughts. "Ah, Bethana, I'll have to thank her dearly. My brother..." She bites her lip. "Tsuto asked me to come here. I haven't seen him in years...and I thought he might want to reconcile. Well, I suppose he did, just not...I'm an idiot. He wanted me to join him--him and his beloved," she says venomously. "He brought me here, told me all about this damn plans, how they want to burn Sandpoint--my home--and everyone in it. Some...foul revenge, and what's worse is they're working with goblins to do it. The attack on the town--he organized it. They did. I don't know exactly the details, but he just started..."

She shakes her head. "He asked me to join him and Nualia. I slapped him. He set the damn goblins on me. Next thing I know, I'm waking up down here." She frowns. "There was something he said--damn it, little bastards must've got me in the head cause I've got a headache for the ages. Tsuto said, he was able to get the goblins into town during the festival cause of father. He...he got my father to open the town gates--suppose he must've blackmailed or threatened him. Damn it, my brother, he's obsessed with my father."

Ameiko starts growing restless. "No, no, I have to--hurry it up--sorry, I mean, work quickly if you can, I have to find my father and tell him what's happened." And then after a moment of thought, she gives a belated: "Thanks, by the way."

I'd be up for recruiting a couple more people, as you say making clear to them what the pace is like. I'm glad you guys are cool with it, I really am still enjoying GMing.

Is Tif still around?

Scowling and spitting angrily, Tsuto nevertheless does not fight Edamm. She is able to tie him up, and on his person she finds: his weapon, a shortbow, a potion in a tiny vial, a silver ring with a rune on the surface, a pair of silver earrings (worth 25gp), what Edamm recognizes as a very well-made set of lockpicks and other thieves' tools, and 10 platinum pieces.

The shortbow is a composite shortbow with a strength rating of +1. The thieves' tools are masterwork.

Wayland finds the room readily. Inside, he finds one Ameiko Kaijitsu. She is badly bruised and beaten, unconscious but alive. She's been left on the bare floor on her side, wrists and ankles bound with rope, blindfolded and gagged with strips of leather.

But again, she is alive, and after the gruesome scene upstairs that Tsuto made of their father, it's a great relief.

Having captured at least one of the figures behind the attack on Sandpoint and rescued a friend, all by their wits and their strength, the members of your party feel invigorated. In a matter of days, though those days feel like they've gone on for months, you've grown. Not a lot, but you're still more than the person who walked into Sandpoint for the Swallowtail Festival.

You have all achieved level 2!

Tsuto looks warily at Ponok and weighs his options. "Ggh. Damn it. Fine. I put her in one of the storage rooms under the Glassworks. I was gonna forgive her for everything, and she threw it all back in my face." He says the last part more to himself. He reaches for his pocket but thinks better of it when Ponok twitches towards him, and puts his hands back up. "Door's locked, key's in my pocket."

Tsuto's feature's twist in confusion briefly. "A tiefling? If only she were, then she might--I mean!" He snarls angrily. "Screw you! You'll burn, all of you, she'll burn all of you!"

Tieflings are generally resistant to the elements--cold, fire, and electricity, but Wayland has a flash of insight as he recalls what he knows. The features in the drawings vary from one to another, but there is one that doesn't seem to have any demonic features. Studying it gives the impression of eyes without pupils, but otherwise a beauty that is unearthly but not necessarily unsettling. The impression it gets is outsider-blooded, yes, but Nualia is not a tiefling, but an aasimar, the distant descendant of good-aligned outsiders.

(Aasimar are similarly resistant to the elements, but in their case, to acid, electricity, and cold. They do not commonly have resistance to fire.)

GM screen:

W know local: 1d20 + 8 ⇒ (14) + 8 = 22

Tsuto's jaw twitches, but he doesn't answer.

Looking more closely at the drawings, Wayland notices two things: first, that in some of these drawings, this woman has features that are almost infernal in nature; horns growing from her head, batlike wings from her shoulders, and a single raised, demonic hand.

The second thing Wayland realizes is this: the appearance of the woman in the drawing strongly resembles descriptions of the adopted daughter of the late Father Tobyn. The girl, Nualia, had been presumed dead in the same fire that killed her adoptive father, or so you had been told by the keeper of the Sandpoint Boneyard.

There are three rooms in the basement. One is storage; another appears to be an office, tiny and cramped. It seems somebody has been sleeping in here. There are some empty bottles which once contained alcohol, but the real prize is in a little leather-bound volume, filled with prim handwriting. Tif does not know the language it is written in, but based on the note Bethana showed the party earlier this morning, it looks to be Minkaiian. This is likely Tsuto's journal.

The journal has several pieces of folded parchment tucked between the pages, some of which show sketched maps of Sandpoint with X's and arrows suggesting that they are battle plans; other pages have erotic drawings of a beautiful woman.

The last room in the basement is locked.


Meanwhile, Tsuto looks down at Trig, juts out his lower jaw defiantly, and spits at the ground at her feet.

The roll was pretty good but unfortunately his attitude is Hostile.

GM Screen:

bluff: 1d20 + 9 ⇒ (7) + 9 = 16

1d20 + 2 ⇒ (20) + 2 = 22

Tsuto is lying through his teeth. Edamm's threat is effective, he shrieks and puts his hands up as though to defend himself from the animal. When he talks it's with a shaking tone, rambling and high-pitched. "Nah nah, screw you! There's nothing you can say that'll make me betray her!"

The half-elf is twitchy and nervous looking, and keeps glancing at Ponok. "I...I don't know anything! I was hiding out here, yeah, but I don't know anything. I just came here to meet somebody, it was like this when I got here, the staff and my old man and the goblins--the goblins, it must have been them! They must have killed all of them! I was just trying to get away!"

No worries, I got a new job myself and am working on moving to a new place so I'll be irregular for a bit. More irregular than usual.

gm screen:

1d20 + 9 ⇒ (3) + 9 = 12

1d20 + 1 ⇒ (5) + 1 = 6

1d4 + 1 ⇒ (4) + 1 = 5

Once per hour a small cat companion may move at 10x speed on a charge. Note to self, Tsuto has +6 AC with total defense.

After rounding a curve the tunnel straightens out, and that is when Ponok takes off in a blur, the wildcat charging after the fleeing target, biting into his leg viciously.

The fleeing figure screams. "I surrender! Damn it I give, call off your damn pet!" he shrieks.

As you come a little closer, going by the Minkaian and elven features blending together, this is probably Tsuto Kaijitsu. He's got a bow on his back but an empty quiver, and he's got his hands up defensively trying to ward off Ponok.

There is dim light, enough to see by.

Beyond the door is a very long and narrow passage cut out of the stone, lazily curving away toward the northeast. Edamm can hear the sound of rapid footsteps and the exertions of somebody running away down the passage.


Edamm's history of working with Sczarni allows her to recognize that this is probably a smuggler's tunnel. A secret passage through which goods can be brought in. It's narrow, only about five feet wide, but otherwise stable and safe.

Will you pursue?

What little Tif catches from the person fleeing seems to be genuine panic. As Ponok and Edamm come to the bottom of the stairs, they find themselves in what seems to be a basement area. There are two short passages, one forward that seems to turn around to the left, and one immediately on the left that was until recently bricked up; there's still pieces of stone left around. This passage also wraps around to the right, meeting up with the first passage to make a circle.

Down the left, the first door on the lefthand side is open, still in motion after being thrown open in a rush, which leads down a very long, tight passage; the next door down on the same side is also open to a small private office with an array of personal effects and empty bottles that smell of alcohol; and there is another door, locked.

I've added a map of the glassworks basement since I suspect my narration is incomprehensible. The map is just for reference, it is not to scale and you do not need to move your tokens unless you really want to.

GM screen:

1d20 + 11 ⇒ (12) + 11 = 23

Trig doesn't catch any sign of the goblin returning.

As Edamm and Ponok approach the cracked door, they hear footsteps moving away. Edamm opens the door and looks through to find herself and her companion at the top of a dingy, dusty staircase going down. They just manage to catch sight of a humanoid, definitely taller than a goblin, vanishing around a corner at the bottom of the steps. The person is probably the source of the stage-whispered stream of expletives rising towards them.

GM Screen:

1d20 + 3 ⇒ (16) + 3 = 19
W: 1d20 ⇒ 3
T: 1d20 + 11 ⇒ (6) + 11 = 17
T: 1d20 + 4 ⇒ (1) + 4 = 5
E: 1d20 + 9 ⇒ (16) + 9 = 25
P: 1d20 + 4 ⇒ (10) + 4 = 14

Moving back through, you notice a few doors that you didn't on your rush through to the glassworking room, but nothing stands out. None of the internal doors are locked, and while there's the obvious signs of goblin-made destruction, nothing lives. I have marked the doors to make them more obviously visible.


Passing through the supply room, Edamm's trained senses pick up on a creaking noise--a door, opening. Glancing over, she sees one of the doors cracked, and a flickering light coming from beyond. The door was not open before. (In the bottommost room, the door on the right.)


While it's a little difficult to see through the glass, there's a lot of smaller wounds suggesting that there were multiple attackers. Lord Kaijitsu's throat was cut, his skull was bashed in, and there's enough else that suggests he was probably dead before being encased in glass.

Tif goes after the goblin, and it's just sprinting away, it went tumbling down the cliff behind the glassworks and down to the beach below and keeps on going. She shoots at it, and the arrow hits it in the behind and it yelps in surprise and pain but just keeps going with no sign of slowing down, up the beach and into the shallows to the north.

1 to 50 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>