Sleepless Detective

Jesper Roland Sørensen's page

Organized Play Member. 1,785 posts (4,248 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 14 aliases.


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Liberty's Edge

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I hope we can get a good flow going once things gets a little more relaxed again. Right now it's your time to be creative but I do have a way for you to get invitations to the party if you need a little help getting the ball rolling again

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Now I kinda want to try and find a campaign to play in again. It's been a long time since I joined a new one and all those I play in has been put on ice.

There are different ways for you to secure invitations for the party, I will introduce one way if you want otherwise you can think up some other ways to get it.

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The travel back to Kintargo goes without any incident. Once inside the city limit you over hear the people on the street talk about the upcoming event The Ruby Masquerade that the Lord-Mayor is putting together. And the talk of the town is that invitations have been sent out not only to the aristocrats and promiment besiness owners, but also to several of the common folk of Kintargo.

While you are resting in the Lucky Bones from your travels, Zorumar suddenly appear before you. "My friends it's good to see you are still with us. I've just come by to give you a small gesture of thanks for you freeing me from my servitude. the janni says pulling out a 5 foot by 5 foot carpet in front of you which remains float in air. "It's just a small thing from my home, but please take this carpet of flying and use it in you fight. I'll take my leave now, I've had my fill of the Material Plane for now." he than disappears just as suddenly as he appeared before you.

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Mirabella Lindenbrook wrote:
We’re also rapidly reaching the limit where we can just go out and buy the items we want, so item creation feats might be worth considering.

In Vyre you can the purchse limit is high so if no one wants to focus on crafting feats the statistics for Vyre is Base Value 14,400 gp; Purchase Limit 100,000 gp;and Spellcasting 9th.

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Mirabella Lindenbrook wrote:
I did a quick inventory pf everything we've found in Menador Keep so far. Jesper, let me know if I've missed anything.

Thrune's Gear:

mwk full plate
+1 flaming greatsword
iron and silver bracelet set with small opals depicting devils being eaten by bloated dolls, worth 700 gp
long dark cloak set with black peacock feathers worth 100 gp
soft leather scissor case containing scissors depicting a lewdly posed gnome worth 75 gp
small vanity mirror painted with angels worth 50 gp
silver-rimmed reading spectacles in an iron case worth 50 gp
iron key. used in the host devil room

Trunk in Thrune's room
8 fine noble's outfit worth 200 gp each
8 bottles of magnificent brandy worth 100 gp per bottle
A bottle of scent in the shape of a naked woman worth 300 gp
A superb cup made of silver and gold with platinum studding worth 750 gp

Planning room:
+1 merciful dagger
Scabbard looks rather expensive with it's red garnet pentagram patterns worth 2.000 gp
Strategic documents and maps Gives some advantages in the next book

Host devil room:
Magic ring Ring of protection +1
980 gp
6 potions of cure moderate wounds
6 potions of cure serious wounds
Small +1 human-bane bastard sword
6 +3 frost arrows
Lacy white dress, worth 200 gp
Ivory fan worth 200 gp
a leather-bound glass flask with attached silver fox-head stirrup cup (liquid inside) worth 200 gp content is a potion of haste
a solid-gold pillbox carved with a leering harpy face (some powder inside). worth 400 gp the content er 3 doses of dust of apperance

In the room where we fought the Erinyes:
scrolls containing the spells: Break enchantment, displacement, major image, mirror image and seeming.
Dropped bow (?) +1 flaming composite longbow (+6 str)

Armory:
Chest (content unknown) 200 crossbow bolts and 7 screaming bolts.
Some masterwork armor and weapons 4 masterwork chainmails, 5 masterwork halerds, 3 masterwork heavy crossbows,

Guard room:
Ring found hidden in footlocker Ring of protection +3

Each guards has mwk chainmail, mwk halberd, mwk heavy crossbow with 10 bolts and 3 screaming bolts, and 40 gp on them

I added a few things but you had found most of tit

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I have to apologise, but I seem to have forgotten to reward you with a level up. I have overlooked that you were supposed to be level 8 before going to the keep.

Because of that I'll grant you a double level up now so you hit level 9, and get back on track for the rest of the book.

Also because of the destruction of Menador Keep you rebellion rank also increases and you all get a bonus feat which you can pick from the following: Improved Initiative, Toughness, or Fleet.

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With the devil dead you unlock the trunk with the key looted from Trunes body. The trunk contains; Magic ring, 980 gp, 6 potions of cure moderate wounds, 6 potions of cure serious wounds, Small +1 human-bane bastard sword, 6 +3 frost arrows, Lacy white dress, Ivory fan, a leather-bound glass flask with attached silver fox-head stirrup cup (liquid inside), and a solid-gold pillbox carved with a leering harpy face (some powder inside).

In the room where you fought the Erinye the pieces of tattoed skin showcased on the wall is actually scrolls containing the spells: Break enchantment, displacement, major image, mirror image and seeming.

Destruction of Menador keep
The Anvil of Unmaking is a mechanical device in remarkable working condition, complex in engineering but simple to comprehend. Canacha easily understands that rotating the wheel atop its character bell one full rotation causes complex internal mechanisms to release. The chains connected to the three support pillars then snap taut, shattering all three pillars. This in turn sets up a cascading failure throughout the structure that. As internal supports snap and shatter in the slow-moving chain reaction, the entire keep shakes,
shudders, and rumbles. Canacha approximates it takes a full 10 minutes for Menador Keep to collapse, which in theory should give any survivors within plenty of time to flee to safety if they haven't already.

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Logan finishes the devil with a massive lightning attack.

Just a reminder this room had a large iron trunk against the north wall.

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Canacha hits the devil, but her shot doesn't have the desired effect.

Round 6
Jack
Host Devil DMG: 45
Mirabella, Logan, Canacha, Bicks(D)

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Will: 1d20 ⇒ 16

Mirabella's spell pierces the devils resistance making it very sick.

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Jack's flurry of attacks results in only one hit. Which the devil returns by dropping it's weapon and attempts to rend Jack but can't quite get it's aim right thanks to Mirabella's taunt.

Attack claw: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Attack claw: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13

Round 6
Jack
Host Devil DMG: 33
Mirabella, Logan, Canacha, Bicks(D)

I've put Bicks on delay for now, and see if he returns later.

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While Logan moves in he also gets a hit towards his flanks, but luckily it only destroys one of his images.

Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Mirror, 6 a hit on Logan: 1d6 ⇒ 3

Logan's and Canacha's attacks both hit, but Logan's doesn't quite hit a vital area.

Round 5+6
Jack
Host Devil DMG: 27
Mirabella, Logan, Canacha, Bicks

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As Jack closes in the devil slashes at him with it's Ransaur making a weak hit to his flank.
Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d4 + 6 ⇒ (1, 1) + 6 = 8

Jack returns the favor and making a hit into the Devil also. With Jack now close to the devil it exhales a breath that reeks of pure corruption. Fort DC16 save or be sickened for 1d4 rounds

Round 5
Jack
Creature
Mirabella, Logan, Canacha, Bicks

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I think we can let Bicks channel before you move out of the first room and right before the door is opened.

Jack you are up.

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Mirabella knows this is a Host Devil, they have fairly good resistance to magic (SR)

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Pushing past Jack, Logan finds the door unlocked and opens it to reveal a room which is empty except for the large iron trunk at the far end of the room and a winged creature that seems to be guarding it. Readying it's polearm weapon at the sight of the door opening it yells "Oldh zmy piwzyr pih ylzyr zmuw raap, eryeiry za ky wdifqmzyryv ulzyrdaeyrw."

Infernal:
"Only the master may enter this room, prepare to be slaughtered interlopers."

Init: 1d20 + 6 ⇒ (10) + 6 = 16

Round 5
Jack
Creature
Mirabella, Logan, Canacha, Bicks

Just tried to use a english to infernal translator a friend showed me. Don't ask me to pronounce any of the words.

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I'm assuming you spend 2 turns to get to the door leading into the room marked with orange on the map.Proceed how you will before opening the door. It was one of those where you detected an evil outsider earliere.

Round
Jack
Mirabella, Logan, Canacha, Bicks

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Get well soon.

Audit season here has been a little tough so I have also needed a few small push from Mirabella to remember my posts.

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Both Logan and Mirabella are sure that she cast Greater teleport.

Round 2
Jack
Mirabella, Logan, Canacha, Bicks

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Badly wounded after Jack's attacks the erinyes begins to cast a spell defensively. "I'll see you all in hell." she yells as she disappears from sight.

Casting defensively: 1d20 + 12 + 6 ⇒ (18) + 12 + 6 = 36

And with those parting words it seems the encounter has come to a close.

Round 2
Jack
Mirabella, Logan, Canacha, Bicks

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Will vs DC17: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11

Mirabella's spell seems to connect with the devil as she is unable to dodge incoming attacks like she did before. With the devil blinded all of Logan's and Canacha's attacks hits her dealing a large chuck of damage.

Damage Canacha: 1d8 + 1 + 4 + 2 ⇒ (4) + 1 + 4 + 2 = 11

Caster level Check Bicks: 1d20 + 7 ⇒ (20) + 7 = 27

Bicks' spell pierce the devils natural defenses and she drops her bow.

Round 2
Jack
Erinyes (DMG: 78)
Mirabella, Logan, Canacha, Bicks

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Mirabella succesfully demoralize the devil with her taunts, while Jack's first stab connects with the her and Canacha barely hits with her shot.

The Devil deems Jack's weapon the bigge threat and takes a step to the side of Logan so she can hit Jack without him striking back at her.

Attack: 1d20 + 14 ⇒ (15) + 14 = 29Damage: 1d8 + 8 + 1d6 ⇒ (3) + 8 + (1) = 12
Attack: 1d20 + 14 ⇒ (10) + 14 = 24Damage: 1d8 + 8 + 1d6 ⇒ (8) + 8 + (2) = 18
Attack: 1d20 + 9 ⇒ (6) + 9 = 15Damage: 1d8 + 8 + 1d6 ⇒ (8) + 8 + (6) = 22

Round 1
Jack
Erinyes (DMG: 18)
Mirabella, Logan, Canacha, Bicks

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Jack Duncloak wrote:
I'm pretty sure you can only take one action during a surprise round, and can only attack if you charge your foe (which Jack couldn't). If the erinyes's action in the surprise round was to draw her bow, then maybe Jack's up again for the first round of regular combat, so....

Since it's a surprise round the Erinye doesn't get her turn untill after Jack's first normal round.

I'll just make a quick d10 roll for her 1d10 ⇒ 4

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It's your supprise round, just in case you were waiting for me.

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Sorry for the delay. I did make a post last week but I might have just hit preview and closed the tab thinking everything was posted.

Opening the door you see that the walls of this room are decorated with strips of leather marked with curious designs, images, and pictures, all stretched by taut cords of sinew inside wooden frames. The middle of the room contains a bloodstained table, the top of which is strewn with a dizzying array of surgical implements. In the back of the room stands a lone Erinyes, she looks almost like an albino angel—slim and androgynous, with pale skin, snow-white wings, pink eyes, and a serene expression on her face. "Finally some new entertainment, come show me you tattooes and let me flay them from your skin before you perish." she says as the party file into the room looking to draw her bow.

Suprise round
Jack
Erinyes
"Mirabella, Logan, Canacha, Bicks

Initiative:

Initiative Jack: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Logan: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative Mirabella: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Canacha: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative Bicks: 1d20 + 1 ⇒ (6) + 1 = 7

Initiative Erinyes: 1d20 + 8 ⇒ (12) + 8 = 20

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Jack doesn't detect any traps on the door.

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You will get a suprise round if you agree to that plan, but someone has to spend his action kicking(opening) the door.

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Logan knows that the erinye only takes full damage from a weapon imbued with holy element and spells need extra concentration to pierce their defenses.

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I forgot to reply to this. Hope everyone had a good christmas/holiday season and ready to get going again.

Listening to the door Logan can hear someone on the other side of the door complain about the state of the fort in the infernal tongue. The voice sounds a bit feminine so this might be the erinye devil you were warned about.

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I have marked on the maps with arrows, the rooms you haven't searched yet. The 2 rooms with orange square over is where Bicks detects an outside.

Walking around the keep you notice that the guards have already fled the keep leaving you free to explore. Bicks detect the presence of an evil outside in 2 of the rooms.

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The Anvil of Unmaking is a mechanical device in remarkable working condition, complex in engineering but simple to comprehend.
Canacha is sure that rotating the wheel atop its character bell one full rotation causes complex internal mechanisms to release. The chains connected to the three support pillars will then snap taut, shattering all three pillars. Based on her knowledge she would save the keep would collapse in about 10 minutes once the anvil is activated.

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The dwarven looking creatures doesn't seem very convinced about Mirabella' words alone. However the combined efforts of Bicks and Logan gives them an understanding although they seem confused about this Cheliax thing Logan mentions (They have been in this room since before Cheliax existed.) "We understand thy plight, we do not sense any malicious intend from you. If thy are to assume activation of the anvil, it signals our tenure is done and we may return and await new assignments from Torag's worshipper elsewhere." they answer in unison and steps aside to grant you all entrance to the anvil.

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@Everyone,

I was having a look through you character sheets and I noticed some of you seem to have either overlooked a bonus feat you received or have forgotten to add it to your sheets.

You should all have have a bonus feat from each of these categories, so if you would take a look at see which you missed to pick it would be helpful.

Each PC gains one of the following as a bonus feat: Alertness, Deceitful, Persuasive, or Stealthy.

Each PC gains one of the following as a bonus feat: Great Fortitude, Iron Will, or Lightning Reflexes.

Liberty's Edge

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Jack doesn't detect any traps near the door, but he detects a magical trap on the door itself. Having told the others the corridor is safe Mirabella steps forth in front of the door to recite a prayer to Torag which cause the door to swing open revealing what's behind.

Thick layers of dust cover the floor of this room and the looming contraption of stone and iron it contains. Looking something akin to a massive, squat bell of stone bound in iron bands, the device is connected to pillars of iron to the west, east, and south via taut metal chains. Four iron beams radiate from the top of the central bell, almost like the wheel of an ancient winch. Before the device stands to stocky dwarves armed with flaming warhammers and a pair of metallic wings on their back, as they approach you can see their skin are nearly jetblack.
They turn their attention to Mirabella as the one who said the prayer. "Halt for what purpose does thru seek the Anvil of Unmaking?"

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Mirabella can think of one prayer that most worshippers of Torag would know, she is also fairly certain the door would probably require her to recite it directly in front of the door.

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Mirabella detects the door with the face at the other end of the hallway is magical.

Mirabella easily read the runes, she determines it's written in the dwarven tongue.

Linguistics DC20 or speak dwarven:
Beyond is the Anvil of Unmaking, yet woe to those who give not prayer to the Father of Creation before undoing what his children hath wrought.

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I'll assume you make your way past the guardians. I'm using the rolls Jack made for the door on a previous post.

Jack checks the door for traps but finds non and slowly opening it.

Dust covers the floor and cobwebs hang from the ceiling of this vaulted, fifty-foot-long hallway. Curved alcoves flank the hallway, four to a side. Each alcove contains a long-dry basin held aloft by a stone dwarf.
Runes are carved above the door to the south, while the door itself bears the carved face of a scowling dwarven man.

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I wasn't sure how to handle this. But since it's possible to have a holy symbol tattoo, that works like a holy symbol for all intended purposes, I've decided to let this work.

Mirabella walking forward carefully doesn't cause the guardians to animate this time.

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Logan has images so he doens't provoke AoOs right now because of the consealment. I'd imagine he would like to move more then 5 ft. and then spend a full around action total defense?
Bicks' ability allows him to soak 5 hp per round from each.

Jack and Logan leaves the room with the statues not chasing them and returning to their spots.

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Mirabella notices symbols of the Forgefather Torag on the statue.

Arcane DC20:
The graven guardians are faith bound, meaning the can't attack anyone openly wearing the holy or unholy symbol of it's deity.

Arcane DC25:
The graven guardians have fast healiner, can cast haste om themselves 1/day as a spell-like ability and gain extra abilities from their deity's domains.

If anyone els wants to see what they know about the guardians I've put them in spoilers here.

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Mirabella remembers hearing about these, they are Graven Guardians, they are crafted and painted to resemble a deity or it's favored servants. Graven guardians are inexorably tied to a specific deity’s faith. While unintelligent and thus lacking any real personality, a graven guardian has the ability to recognize fellow worshipers or minions of its deity and does not treat them as enemies unless they first attack.

Mirabella knows these have the useal construct traits aswell as you will be needing adamantine weapons to damage them.

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This fight was supposed to have the advance template on the statues, I've removed that because I think these are tough enough without it.

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@Logan I think with the time you spent tying up the guards, explore downstairs and empty the armory that it has been more than 7 minutes.

Spell resistance: 1d20 + 7 ⇒ (10) + 7 = 17
Spell resistance: 1d20 + 7 ⇒ (8) + 7 = 15
Spell Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Bicks can feel the statue furthes away isn't affected at all by the spell, while the one closer to you seems to have been dazzled.
Logan's and most of Jack's seems to not be able to hit throught it's natural armor, one of Jack's attacks seems to connect but the statue seems to not take any damage.

The statues attack back at their attackers.
Attack Logan: 1d20 + 10 ⇒ (11) + 10 = 21Image: 1d4 ⇒ 1 hit
Attack Logan: 1d20 + 5 ⇒ (16) + 5 = 21Image: 1d4 ⇒ 3 -1 Image
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Attack Jack: 1d20 + 10 ⇒ (19) + 10 = 29 Confirm? Jack: 1d20 + 10 ⇒ (5) + 10 = 15
Attack Jack: 1d20 + 5 ⇒ (20) + 5 = 25 Confirm? Jack: 1d20 + 5 ⇒ (20) + 5 = 25 critical
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Damage: 3d8 + 12 ⇒ (3, 1, 2) + 12 = 18

Turn 1+2 (Bold may act.)
Jack, Logan, Bicks, Canacha,
Statue Red (dmg:), Statue Green (dmg:),
Mirabella,

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Jack doesn't detect any traps. Jack doesn't make it all the way to the opposite door, as after a few feet into the room two of the statues begins to animate and swiftly draws their warhammers and move to block Jack from going further in.

Turn 1 (Bold may act.)
Jack, Logan, Bicks, Canacha,
Statue A, Statue B,
Mirabella,

Init:

Initiative Jack: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Logan: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Meliora: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Bicks: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Canacha: 1d20 + 5 ⇒ (6) + 5 = 11

Initiative statues: 1d20 + 4 ⇒ (3) + 4 = 7

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I'm going to assume you explore beyond the secret door you just found.

Behind the secret door Zorumar pointed out, you find a stairwell leads up into a room with a thick layer of dust covers the floor of this room. Stone doors stand in opposite corners, while four curving alcoves, each fitted with a squat statue of a dwarf armed with a warhammer, stand guard silently.

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Sounds like a plan. Are you going back to the secret path in Thrunes chambers first or looking through each room you haven't checked downstairs?

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If there is anything you want to do before finding the Anvil of Unmaking, now is the time as when you go there the keep with be unavailable after

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Since Logan was told were the secret door was, he finds it with no effort at all.

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The guards look to each other but quickly surrenders with the news of the commanders demise.

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Logan that spell only targets one creature, do you still want to cast it?

Jack doesn't find any traps on the chest.

The guards shiver a bit from Logan's impressive display of intimidation. "Yes my lord, right away. the grumble a little bit at the manual labor but removes the armors and weapons in a couple of minutes to just outside the room.

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