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Ink staying closest to the gate from which the group will most likely come from, he notices a group of bandit guards with two feminine figures. So yes Ink you are with Myriana and Iris if you want.


The group gathers their resources to be approached by Stalker... "sister Tamary from the Tiger Lord barbarians,"

Stalker comes to your group with information:
To the North of Fort Derlev several days ride... hours for us with the elk. I will escort you to the campsite of the Tigerlord barbarians.

The Barbarian Camp has settled in a small box canyon to the north of Lake
Hooktongue. The camp itself is located at the edge of a small forest, against the side of a 50-foot cliff in the hills. The encampment consists of only the vanguard of Armag’s army, including several of his best barbarian kinsmen. The rest of his tribe camp to the east and north in small groups.

The campsite consists of 11 circular tents, a fenced-in area for horses, and a wooden cage with a roof made of leather. Likely holding their five hostages (including Kisandra Numesti’s sister, Tamary).

Campsite/Tomb!

Perception DC 20 and watching for at least an hour:
In all, there are a dozen barbarians waiting at the campsite. At any one time, four of them are sleeping, four are relaxing in various tents, and four are on guard duty, hidden in nearby trees or standing sentry at the campsite’s edge.

DM notes:
Into the tomb:

Thick
fog fills every corridor (but not the rooms), obscuring all
sight (including darkvision) beyond 5 feet. Webs fill all
stairs from top to bottom as per a web spell, and every
intersection creates a minor confusion effect that causes
explorers to constantly question their sense of direction.
Lastly, a silent image hides all of the doors, making them
appear as part of tomb walls (DC 20 Will save to disbelieve
if interacted with). The iron doors (hardness 10, hp 45,
Break DC 28) are all sealed with arcane locks (DC 30 Disable
Device to pick) that reactivate within 10 minutes of being
bypassed—but several rooms include tests and tricks that
can cause the doors to open.

D1.
Both of the Black Sisters are actually quite
young—they view their youth as a mark of shame, though,
and dress in hooded clothes with high collars to hide their
faces. They hope that as a reward for helping to achieve
vengeance against Brevoy by leading a horde of barbarians
north, Gyronna will care for them in their old age to come.
Both have abandoned their personal lives and even their
names in pursuit of this singular goal.

skeletons and rogues in the mix to fight off the PCs.


Perception checks, Knowledge checks local, religion,.

There are three large cyclops husks that look similar to the ones before in the top right corner. There are ogres, living ogres or giants of some kind to the top left. Also a huge one that looks rather angry. The big one stands up...


The group leaves the shaiten's pyramid and head to the West. Aukan returns as you can barely see the edge of the forest.


The ladies let you know there are three main vampires and then at least 10 cronies.

The ladies move further from the building but then stop. At this point the others arrive. Shatash, Alia, Matthew, and Ramie.


With Jean's help the three girls are able to exit with you. Once they leave the aura they seem fine.


Good to know Jean! Have fun!!!


Bandits:
The captain by name of Ash takes you to her boss. She leads you to a gambling house. Sits you off to the side and goes talk to a fierce man with scars. His fiery red hair and beard dominates his visage. Then you notice he has a hook for one of his hands. She comes back and states, "When he gets done with this game he will come over."

Ink you can pop in if you want.


Myriana and Iris and Desseer:
Myriana Bluff check: 1d20 + 5 + 18 ⇒ (14) + 5 + 18 = 37

They believe you and escort you to town. Passing by the check point and taking you to a temple for them to heal you.

The group of guard bandits stick with you. Their boss telling you, "My boss will determine how we can 'help' you."

Desseer dominates a raven.


There is a trap on the door exploding runes. The door is locked and the lock itself has a few needles inside it.


The acting captain states, "You should see the barrister first but yes you can speak with the simpleton Beast with Barrister Kaple's permission."

Barrister Gustav Kaple meets you in the Defense Chamber. When wearing his huge court wig, Gustav cuts an impressive figure. "Hello, come in and have a drink." He offers pointing to several cups and a bottle of wine.

DM notes on Barrister Kaple:

In truth, the downat-the-heels barrister was chosen to represent the Beast precisely because of his inability to defend anyone and for his stutter, which manifests itself when he is stressed.

Although Gustav has no doubt that the Beast is guilty,
he plans to defend the creature to the best of his ability,
but he is struggling to find any kind of evidence in
support of the Beast’s innocence. Gustav is happy to tell
the PCs the circumstances leading to the Beast’s capture
at the University (see page 17), and outline the legal process
involved in the trial (see page 37). He informs the PCs that
the prosecution is using three recent crimes attributed to
the Beast to convict the creature of murder: the murder of
10 citizens of the village of Morast a year ago; the slaying
of six children in the farming community of Hergstag
7 months ago; and the arson attack 4 months ago at the
Sanctuary on Karb Isle, which resulted in the deaths of
Doctor Brada and his patients and the blinding of the
doctor’s assistant, Karl.
Gustav has interviewed the main witnesses from each
of the three cases to be discussed at the trial and has
found that their stories are very plausible. He wishes to
see justice done, however, and he is certain that without
evidence in its favor, the Beast will be convicted.
To that end, he is willing to assist the PCs with
their investigations (unless he is at court). His
role in court is to present evidence, crossexamine witnesses, and clear the Beast of any
wrongdoing. Because of his stutter, however,
he suggests that if the PCs find any evidence
that can help the Beast, it might be better for
one of the PCs to present it.
Gustav is very concerned about time. He
informs the PCs that the trial has already
commenced, and preliminary evidence has been
presented to the three justices. The trial begins
in earnest tomorrow, however, as the
majority of the evidence for the three
crimes will be presented over the
next 3 days. The PCs must act fast
if they hope to find evidence in
support of the Beast’s innocence. Gustav
suggests that the PCs investigate the
events in Morast first, as that evidence will be presented
tomorrow. They can then investigate the other two crimes
over the following two nights.
If the PCs have no further questions for him, Gustav
recommends that they go meet the Beast for themselves.


Getting to the courthouse you find two guards standing outside next to the door. They follow you into the courthouse to the front desk. There is a total of five guards in the room now.

A man with a scar over his right eye, bushy brown eyebrows, and a mustache stands up. His guard outfit is almost uniform with the others but for a simple patch on his arm. He states a bit nasally, "Greetings gentlemen welcome to the courthouse, I am Acting Sergeant Dun. What is your business?"

diplomacy DC 20:
Setting the guards at ease their lips tell many things going on here. Their former sergeant drank himself to death 3 weeks ago, and has yet to be replaced, leaving one of the guards, Acting Sergeant Dun, in charge.

The guards are enjoying their newfound fame as the jailers of the infamous Beast of Lepidstadt.

He holds the keys to all of the doors in the courthouse, and is reluctant to give them up without orders from higher up.


Before that you likely would have finished your quest. Go ahead and gestalt.
-
Quest:
Kisandra asks the PCs to rescue her father Terrion from the dungeons below Drelev Keep and her sister Tamary from the Tiger Lord barbarians, and also to remove Baron Drelev from power and seize control of the city of Fort Drelev, thus liberating its citizens from the baron’s despotic rule.


The group finds the lairs of the spiders, do you wish to kill them or simply scare them off? Or you might have another option...

Either way you come back with plenty of webs assuming no one burns the webs. You get your reward of 5,000 gp or a cloak of protection +2.

Time flies by fast as you each go your separate ways. Many of you meet with members of the council of Greenwatch. You learn the ins and outs of the position. After eight months you have made your mark and showed your capabilities to help. Many of you are about to take over from the current council member but before that happens Bearik wants you to explore his pyramid of power.

The Pyramid of Power is a simple structure and you go into the maze like interior. After a few hours you emerge changed. You are now all gestalt entities gaining the power of another class. You may have up to three regular classes using multiclassing. So for example: rogue 7/ wizard 4/ Arcane trickster 3. paladin 7, cleric 6, monk 1.

There is a feast in your honor of proving yourselves worthy by your hard work, dedication, and ability to gain more strength or power.

Are you interested in exploring, doing the bounties, or hitting the milestones?


Alice:
You go to the acadenmy and find the head mistress Cleonora. She is the magister for the kingdom and welcomes you to study under her!

She also states, "You were... are in the group that was with the Lord Commander and Journe? Why aren't you helping him?"

Jorrast:
Your hexes and spells have fully returned to you now!

Stalker is very interested and gives you some assignments.

Anyone else need to throw in their hat for a position?


suggested fireball is placed on the map.

Rouqar casts his spell making the skeletons unable to see you. Renia moves forward with Orchen on his heels. Flouncy lets off a fireball made of acid to burn the skeletons.

Round 1

The other cultists get up and snap their whips before moving away. More of the skeletons move forward to attack but don't have a target.


It happens... welcome back!


Ink:
You gather the information we agreed upon. You would be able to easily take out a dozen if not more bandit guards.

As the group makes camp, Myriana and Iris head off towards the town to be captured.

Myriana and Iris:
A few hours after leaving the others you come upon a patrol and they take you into custody. The lieutenant is a stern looking woman with a patch over her left eye. "What do we have here?"


Alice:
You quickly find out that Bearik is the diplomat and connecting with him would be keen.

Bunch of spots, I will let you know when I know. Low internet and only phone...


Yes Morbury is with the group. I can see how you might think not. I am trying to push us along.

They met you with the Kin.
Everyone got to Lepidstadt.
Then the group went to the college.


Information on the Trial
If the PCs are interested in finding out more about the Beast’s trial thus far, they can make Diplomacy checks to gather information or Knowledge (local) checks to hear the following widespread rumors about the trial.

DC 5:
Burn the Beast!

DC 10:
I hear the trial’s first day detailed a long list of crimes against the Beast, three of which are to be used as the basis of its execution—burned alive in the Punishing Man, a giant pyre that is even now being raised outside the courthouse!

DC 15:
Ha! That fool barrister Gustav Kaple is defending the creature—he can’t even get a whole sentence out without stuttering! The Beast is as good as dead! I’ve heard that the prosecution’s case is watertight—murdering those poor children in Hergstag, killing all those
swampers in Morast, and burning down good Doctor Brada’s hospice. Hurrah for Prosecutor Otto Heiger!

DC 20:
Yes, I’ve heard stories that the Beast has done some kind things too, but it’s plagued Lepidstadt for far too long. Even if it did do those things, that’s just proof that the creature is mad and deserves to be burned!

You quickly learn that the beast is being held at the Lepidstadt Courthouse. A large, squat building dominated by an enormous clock overlooks the town square. A huge figure of wood, roughly man-shaped, stands in the square in front of the building. Designed primarily as a fortification, the Lepidstadt Courthouse is built of dark stone, with walls of reinforced masonry (Climb DC 20). The building is three stories high, with narrow, open windows only a foot wide. All exterior doors are strong wooden doors (hardness 5, hp 20, Break DC 25), while interior doors are good wooden doors (hardness 5, hp 15, Break DC 18). The exterior doors have good locks (Disable Device DC 30), and the acting sergeant has the keys.

In the square immediately outside the courthouse stands the Punishing Man, Lepidstadt’s traditional method of executing murderers and other criminals guilty of capital crimes. The Punishing Man is a gigantic, man-shaped conglomeration of cut timber standing over 30 feet tall. Convicted criminals are placed within the figure’s hollow chest cavity and the entire structure is then set on fire in a public ceremony. As the trial progresses, eager workers pile more timber against the figure’s legs and oil its wooden limbs, while children play games at its side and throw grass, flowers, and rubbish onto it.

DM notes:
Creatures: Twelve guards ward the courthouse and
keep watch over the prisoners held inside, operating in
12-hour shifts of six guards each. Their former sergeant
drank himself to death 3 weeks ago, and has yet to be
replaced, leaving one of the guards, Acting Sergeant Dun,
in charge. Dun has the same statistics as the other guards.
He holds the keys to all of the doors in the courthouse,
and is reluctant to give them up without orders from
higher up. The guards are enjoying their newfound fame
as the jailers of the infamous Beast of Lepidstadt, and
delight in tormenting the Beast.

Judge Embreth Daramid
Judge Daramid lives in a fine townhouse surrounded by
art in the center of Lepidstadt. A DC 10 Diplomacy check
made to gather information about her relates that she is
well respected for her even temper and fairness. Embreth
Daramid (NG female old human aristocrat 3/expert 4) is one
of the justices of Vieland and a magistrate of Lepidstadt,
but she is also a member of the Esoteric Order of the
Palatine Eye, a secret society of elite thinkers and scholars
with a tradition of mysticism (more details on the Order of
the Palatine Eye can be found on pages 70–75).
Judge Daramid invites the PCs into her home when they
arrive. She is in her sixties, with gray hair pulled back
tightly into a bun and icy blue eyes. She is a stern, nononsense woman who appears to be all business, but a DC
15 Sense Motive check reveals that Lorrimor’s death has
affected her more than she lets show, hinting that perhaps
their relationship was, at one time at least, more than
professional. She asks the PCs if they have completed the
tasks in Lorrimor’s will, and graciously accepts the book
left to her. If the PCs question her about the purple book
bequeathed to her, she does not reveal anything other than
confirming its title, if the PCs have translated that. If the
PCs have already delivered the other tomes to Dr. Crowl at
the university, she hands over the agreed upon sum of 100
platinum pieces to each PC.
Once the business of Professor Lorrimor’s will is
concluded, Judge Daramid asks the PCs to stay for
moment, adding that she is in need of some assistance,
and if Petros trusted them, then she might be inclined to
trust them as well.
Judge Daramid explains that she believes there is a cancer
in Lepidstadt, a darkness lurking behind the shadow of a
scapegoat. For many years the people of Lepidstadt have
laid all their ills at the door of a creature known as the
Beast of Lepidstadt—murders, thefts, and terror have
all been attributed to the Beast, but Judge Daramid
knows that many stories are exaggerations or simply
12
Trial of the Beast
Judge Daramid
untrue. She also knows that some people have different
stories to tell about the creature—about its kindness and
humanity, of how it has rescued loved ones or helped those
in distress. Now that the time has arrived for such kindness
to be repaid, however, no one dares to step forward and
challenge the Beast’s reputation.
As a judge, Daramid has a keen sense of justice, and she
fears the Beast will not receive a fair trial. The people of
Lepidstadt have blamed the Beast for too much and for too
long, and they want it to pay for its crimes, whether those
crimes are real or imagined. In addition, the judge has
some concerns about the crime for which the Beast was
finally apprehended—the break-in and theft at Lepidstadt
University. She is also convinced that the Beast’s capture at
the university was not all it appeared to be, for why would a
creature that is intelligent knowingly enter the university,
where it was certain to be trapped? However, to publicly
announce her suspicions could put her at great risk, both
professionally and politically. As one of the three justices
presiding over the Beast’s trial, she is unable to openly
intervene, other than insisting that the Beast be properly
defended in court.
What Judge Daramid really needs is a group of people
without local bias to uncover the real truth about the
Beast and its alleged crimes. The Beast’s legally appointed
advocate, a barrister named Gustav Kaple, is hopelessly
over his head and needs help—ideally someone to gather
evidence about the Beast’s alleged crimes and stand up in
court to be questioned by the prosecution. Such speakers
must have bravery in spades and silver tongues to match, to
ensure that if there is more to the Beast’s story, justice will
be done. If the Beast is indeed guilty, then Daramid can rest
easier at night knowing that she gave it a fair trial.
Daramid bluntly offers to double the PCs’ bequest from
Lorrimor’s will (100 platinum pieces each) if they investigate
the Beast of Lepidstadt on her behalf while expressly keeping
her out of the equation, as any hint of collaboration in their
investigations would put her legal objectivity into question.
She tells the PCs that she will deny any involvement in the
matter if pressed, but that if they do get to the bottom of the
matter, she will be very grateful indeed.
If the PCs accept, Judge Daramid directs the PCs to the
Lepidstadt Courthouse (area A), instructing them to register
with the court clerks as volunteer defenders for the Beast
and then meet with Barrister Gustav Kaple, to offer their
assistance in gathering clues to help the Beast’s defense.

----

The only other person permanently in residence at the
moment is Barrister Gustav Kaple, who has been charged
with defending the Beast during the upcoming trial.

The Barrister
Barrister Gustav Kaple (NG male human aristocrat 3/
expert 2) meets the PCs in the Defense Chamber (area
A21). When wearing his huge court wig, Gustav cuts an
impressive figure. Unfortunately, looks can be deceiving—
Gustav has had several recent failures in the justice system
and seen his last six clients hanged. In truth, the downat-the-heels barrister was chosen to represent the Beast
precisely because of his inability to defend anyone and
for his stutter, which manifests itself when he is stressed.
Although Gustav has no doubt that the Beast is guilty,
he plans to defend the creature to the best of his ability,
but he is struggling to find any kind of evidence in
support of the Beast’s innocence. Gustav is happy to tell
the PCs the circumstances leading to the Beast’s capture
at the University (see page 17), and outline the legal process
involved in the trial (see page 37). He informs the PCs that
the prosecution is using three recent crimes attributed to
the Beast to convict the creature of murder: the murder of
10 citizens of the village of Morast a year ago; the slaying
of six children in the farming community of Hergstag
7 months ago; and the arson attack 4 months ago at the
Sanctuary on Karb Isle, which resulted in the deaths of
Doctor Brada and his patients and the blinding of the
doctor’s assistant, Karl.
Gustav has interviewed the main witnesses from each
of the three cases to be discussed at the trial and has
found that their stories are very plausible. He wishes to
see justice done, however, and he is certain that without
evidence in its favor, the Beast will be convicted.
To that end, he is willing to assist the PCs with
their investigations (unless he is at court). His
role in court is to present evidence, crossexamine witnesses, and clear the Beast of any
wrongdoing. Because of his stutter, however,
he suggests that if the PCs find any evidence
that can help the Beast, it might be better for
one of the PCs to present it.
Gustav is very concerned about time. He
informs the PCs that the trial has already
commenced, and preliminary evidence has been
presented to the three justices. The trial begins
in earnest tomorrow, however, as the
majority of the evidence for the three
crimes will be presented over the
next 3 days. The PCs must act fast
if they hope to find evidence in
support of the Beast’s innocence. Gustav
suggests that the PCs investigate the
events in Morast first, as that evidence will be presented
tomorrow. They can then investigate the other two crimes
over the following two nights.
If the PCs have no further questions for him, Gustav
recommends that they go meet the Beast for themselves.

Meeting the Beast DM notes:

Meeting the Beast
Gustav Kaple escorts the PCs into the courthouse’s cellar
jail to meet the Beast of Lepidstadt, currently held in area
A14. Read the following when the PCs get their first look
at the legendary Beast.
A towering abomination sits in an iron chair, bound with no
less than a dozen sets of manacles. Stitching holds together
this grotesque patchwork of flesh and bone, beast and man,
though the wires are so taut they look as though they may fly
apart at any moment. Its mouth is twisted in a permanent
sneer, and a shock of lank, dark hair clings to its scalp. The
creature slumps in its chair, a despondent expression upon its
monstrous face.
The Beast of Lepidstadt is ugly, kind, angry, and gentle.
It is also noble, terrible, incredible, and frightful. But the
Beast has been given its name erroneously. While the
creature looks like a monster, it is an intelligent creature,
and beneath the surface it is a pitiable thing with a soul.
Although it has killed before, the Beast possesses a
childlike innocence, and in each case the killings were
brought on by the victims themselves, who taunted or
attacked the Beast, causing it to f ly into a berserk rage.
Over the years, the Beast has learned to control its rage
somewhat, though the stress of battle inevitably causes it
to lose control and go berserk. After it kills, the Beast is
filled with sorrow and tries to understand why people hate
it. The Beast realizes it’s not human, and seeks to
better understand humans, even memorizing
the verses in an old book of Taldan poetry
it came across in an attempt to find some
meaning. Although it no longer makes the
mistake of trying to join human society,
the Beast desperately wants to be accepted,
and has returned children lost in the forest
unharmed to their homes in the hope of
gaining some measure of tolerance.
Even the Beast’s creator—the deposed count
Alpon Caromarc—now views his creation as a
mistake; the Beast could never be the son he
and his dead wife had sought. The Beast
is aware that it has disappointed its
creator, but does not know why. It
has forgiven the count, although at
times it forgets what it has forgiven.
When the PCs first meet the creature—
chained and beaten by the cruel guards—
it truly is a beast. It is dirty and miserable, covered in f lies,
and more likely to roar and strain at its bonds than to speak
at first. If the PCs can somehow calm the Beast down and
befriend it, they find communication with the creature
difficult at best. The Beast doesn’t fully comprehend its
predicament, and struggles to understand why the humans
have imprisoned and tortured it. If questioned about its
alleged crimes, the Beast only repeats, “I didn’t do it,” over
and over again. The only incident it has any knowledge
of are the events which transpired in Hergstag, the only
location where it was actually present. More details of the
Beast’s memories of that place are detailed in The Children
of Hergstag on page 22. Under no circumstances does the
Beast reveal the name of its creator until after the trial. If
pressed, it remains silent on the issue.
Play the Beast as a child in a monster’s body—it can be
amazingly gentle, insatiably curious, and a true friend,
but it can also be incredibly dangerous, uncontrollably
wild, and impossible. If treated with any degree of
kindness, the Beast soon develops a childlike, innocent
love for its “friends,” but if treated cruelly, it becomes a
raging beast worthy of its name. Do your best to portray
the Beast in a way that leads the PCs to feel sympathy
for the creature, eventually understanding that while it
looks like a monster, it most certainly is not.
The Beast of Lepidstadt CR 13
XP 25,600
hp 118 (see page 62)


Ink:
I thought you were waiting until they were near to do recon? Please explain when you left the group, how many days of recon you did, etc.

You can easily take out most mid level bandits/guards and low level grunts. Their highest level would be 3...

Factions:
1. The Craterlords
Leader: Vrek Talshorn, an ex-military captain turned mercenary warlord.
Type: Bandits elevated to rule.

M.O.: Violence, taxes, extortion. Vrek keeps a tight leash on lower-ranked thugs.

Notable Trait: Vrek wears a half-molten obsidian helm fused to his face.

2. The Ashspire Compact
Type: Cabal of merchants and lesser nobility.

Leader: Lady Jorynne Vass, a cold-hearted economic manipulator.

Goal: Profiting off resource extraction and slave labor, selling Cinder’s wealth to foreign powers.

The People
Slaves/Laborers: Former citizens now forced into mining obsidian, harvesting alchemical materials, or crafting weapons.

"Freemen": Shopkeepers, artisans, and clerics too valuable to enslave—but tightly watched.

Myrianna you have seven inventory slots. Unless you have a magically treated chest you can store up to 7 items that only you have access too.


With the sequence done correctly, the center wall with the torch moves back like a door. The secret door reveals a staircase down...

Cyril takes point after getting past the simple fires. You come down to find a reception room with sofas, pillows, tapestries, and rugs. There are some unique statues around the room depicting nude succubi in certain erogenous positions. The statues are on pedestals and all would be tiny. A door on the far side of the room looks very sturdy with reinforced oak. A simple wooden door is to the left.

simple wooden door:
You find the broom closet.


Carpet quickly picks up Davod, flying him up.

Aukan picks up Kazko, Nima, and Sasha, then flies up on burning wings of flame.

Pharos flies up the slowest.

Soon, your group is out of the pyramid-like structure.


Surprise Round

The three cultists that notice the group and the waypoint activating send forth skeletons with a crack of their whips. (Yellow blue and pink.)

Rouqar is next to act before the skeletons.

Then fifteen of the skeletons charge upon the group.

Perception checks for group:

1d20 + 10 ⇒ (12) + 10 = 22 Reina
1d20 ⇒ 20 Dog
1d20 + 12 ⇒ (20) + 12 = 32 Flouncy
1d20 + 16 ⇒ (20) + 16 = 36 Rouquar

Yes you all act in surprise Round!


Yes brand new day.

Mage armor, greater magic fang, bull strength and mirror image. Sounds good Renia!

Init:

20 Olivira
25 inactive cultists
22 Sable
21 active cultists
19 Rouquar
17 skeletons
17 dog
14 ogres
8 Reina
5 Flouncy Magoo
1 huge ogre

1d20 + 4 ⇒ (18) + 4 = 22 Sable
1d20 + 4 ⇒ (1) + 4 = 5 Flouncy Magoo
1d20 + 8 ⇒ (11) + 8 = 19 Rouqar
1d20 + 7 ⇒ (1) + 7 = 8 Reina
1d20 ⇒ 17 dog

1d20 + 5 ⇒ (16) + 5 = 21 active cultists
1d20 + 6 ⇒ (19) + 6 = 25 inactive cultists
1d20 + 4 ⇒ (13) + 4 = 17 skeletons
1d20 + 2 ⇒ (12) + 2 = 14 ogres
1d20 - 2 ⇒ (3) - 2 = 1 huge ogre

1d20 ⇒ 20 Olivira


Tristan Morgan is the present Warden.

Ulricha:
You track down Tristan either in Tazylford or wait until he returns to act as the Warden on the council.

Kirren the Stalker of Vengence is the present Spymaster.

Jorrast:
In your time you are able to impress Stalker by tracking him down or requesting a meeting with him.

Xandarian and Alice, which role did you want to take over?


The three women come down the stairs and try to leave with you but can't pass the threshold.

a Sense Motive check against DC 15:
You can determine that the subject's behavior is being influenced by an enchantment effect.

detect magic:
You do see they are influenced by a spell or more.


"We are fine here. Take the protean and warn them that any other intrusions will find a similar threat."
He releases the protean with a wave of his hand, it falling into Alexandra's grasp.


I would love to open up gestalt to you guys!!! Let me do some DM time shifting!

Question...
Do you want to hand wave the spider bounty and move time forward so that awesome things can happen?

If so I need to know which position you would like and I will get spoilers sent out to each of you. You are welcome to relay any and all information from the spoilers but don't just say look at the spoiler that is no fun!

----
On other news: Stipends.
No one has been able to find the information on the Stipends so I am going to make the judgment call of 100 gp/level / month. Since all of you are 8th levels, 800 gp per month. Second month with the sign on bonus gets you 2,600 gp at present. You can get items from the armory or from Sulvanii with requisitions.


Fist Bump!!! ;)


It is super hard to make a map unless I have a computer so that was delayed and initiative the same way. So I plan to have both of those up and ready in the next hour. If you get a perception DC 20 you may act in surprise round.

Loot requests give me a 250 gp item, a 1,250 gp item, and a 5,000 gp item!


The group gets to a day away from the town and makes camp for one more time before getting ready to spring their trap.

Ink:
You slither off now, or still waiting until they get to town?


Omrak follows faithfully.


LOL

GM Wolf wrote:
I can't figure out where the table of ressurection is located. It wouldn't fit in John's chest and his only inventory spot is for the chest. Maybe it is still in the ruin.

Anyone have a clue? Did anyone else use their inventory spot to hold the table?


He seems open to the idea. No threats or commands given. Pharos unflurls the rope and lets the Major Domo go.

"Now explain yourselves."


Jean:
They are not undead or vampires. But knowing your knowledge on vampires you know they are likely dominated victims that serve as a food source for them. You would need to do a heal or perception check to look for bite marks to be sure.


The groveling hill giant responds weakly, "I am Omrak. How I serve?"


Go with Pathfinder but remember most of them are still Chaotic Evil, they easily become goblinslayer gobos.

Desseer I get it. My muse has evaded me.


Update incoming!!!


The flames ignite and shoot up. Luckily not back into the hallway.


Jean gets into the foyer and does not see anything alive, dead, or undead. It's rather empty. You hear some footsteps coming down the stairs and you see three women in simple dirty dresses. They look at you but don't come down any further.

One of them asks, "Are you here to help us? Get us out?"


On the road again where are you heading? Did anyone do diplomacy checks to gather info?

If nothing else you find any information broker who is willing to sell you a map and details to where some spiders live.


Ulricha, what animal did you want to get at the stables: A greenwatch elk, horse, or something else?

Or would you buy Tammi from Xandarian?


Sounds good Kazko.

Round 13

"Master they say they want to speak with you. But your guardians are disperesed and they hold (Gold skinned Shaiten's name.)

Oberrreck glares at you but does not attack, "Release my Major Domo and explain yourselves."


The torch turns and one of the cauldrons light up with a blue glowing. Lighting the oil makes a fire. You can activate the torch to the right or left.


The crossbows were attached to the door by strings, once it opened the volley was tripped. You can see the crossbows across the room.

You start to hear whispering.


Sorry to hear that Zaidel! They have you walking around with a tablet?

Ramie:
You activate the ring Jellena gave you and ask, Anyone there?

You get a response from Alia, the sublime elf and wife to Matthew. "Hey dear, what can we do for you? Yeah Matthew is in a dungeon again. I am hanging out while he scouts it. So when he gets out we will swing by and pick you up. Meet us at North Gate."

Later at North Gate Alia and Matthew are drinking and waiting. Matthew greets you and asks, "You ready?" Once confirmed he activates his town portal ability and the three of you emerge in Owl Port.

We start to walk to the estates, the area thick with fog like normal. Matthew offers up, "I don't even think I have been to either estates, we can stop and get a guide."

He goes into the in to find Shatash finding her with a baby bump. "Hey Shatash has Zaidel been through?"

She rages out and comes out at Matthew who stands his ground but takes her lashing. "I am going to take that as a no. Will you please point us to a guide or should I talk with the mayor?"

Shatash grumbles, "So Zaidel should be here soon? I will take you to his estate. I want to see him."


Jean tries to break the wooden beam and lock. The handles fall off with the lock and the beam groans and creaks but does not crack let alone break. No explosions or traps yet.

Jean takes his time and breaks through eventually, DC 25 two times or DC 30.

Jean bursts through to find a hail of crossbow bolts slam into him.
7d20 ⇒ (3, 11, 8, 10, 10, 9, 4) = 55
None of them get through his thick hide.

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