Male Human 666th Lvl Evil DM
I am thinking it is....in the week since I posted Tony and Jesset were the only two to post, we have options though....if you want I can bring you guys into the second game that is right about to kill the ratfolk you guys have just killed they have like 4 people in that game that actively post, I would be glad to have the three of you in that group, I will post the question to the other group see if they mind.
Male Human 666th Lvl Evil DM
You do not find locks or traps on the door. Similar to the prior door on this level you look inside within you find a room that contains three beds covered with silk sheets and pillows, now layered in grime, dust, and cobwebs. Silk draperies filthy with mildew and dirt line the walls. Between the draperies hang lewd, moldy paintings in wooden frames. You see brass braziers that once lit and likely heated this room, but today they lie dust-covered and overturned. The floors are carpeted with thick rugs, now worm-ridden and rotten. The room smells of mold and mildew. Perception for Orsal Hort: Perception: 1d20 + 7 ⇒ (19) + 7 = 26
As you all step back out into the main room you all notice something that was not obvious before until you had walked to this corner of the room. The mildew-stained curtain that hangs adjacent to this door you just opened, seems to moving as if by a wind. The bottom seems to shift and dance slightly. At one point you notice what looks like a door way as the curtain shifts ever so slightly from the draft.
Male Human 666th Lvl Evil DM
So to clarify you are going back through the door you just came out of? or the one up land beside the ledge? If the one up on the ledge you would have enough sense of direction to know that is the second level of the tower you just left. Across from the door underneath the ledge is a second door is that the one you meant?
Male Human 666th Lvl Evil DM
That you can see no, your best guess is that the only way out would be through the gatehouse if the wall of force was not there. As to searching every square for a trap door, you could spend quite sometime doing that or you can check out the several doors in this room. There was one that led you to the western tower there is one opposite it under the ledge, there is another to the right of the ledge which you already searched and on further north in the room that has not been search as well as a curtain that hangs from the ceiling to the floor. there are two doors up on the ledge one you can guess easily leads to the tower you were just in and another on the landing jesset first came up. I will update the map here in a few so you can see what I mean.
Male Human 666th Lvl Evil DM
Okay so you guys head back down the ladder on the 2nd floor is a door but it does not appear that it has opened or closed as the cobwebs are where they were before, Once all the way at the bottom you exit the tower and find yourselves back in the grimy room you fought the Rats in. Nothing seems different nor are any of the doors askew or in different positions than before. You peek out into the courtyard it appears no different and if fact the shimmering light from the Wall of Force can still be made out between the gatehouses.
Male Human 666th Lvl Evil DM
Perception checks for party
Jesset and Vaelus
Spoiler:
Right after observing Orsal screaming, things get weird. Out of the corner of your eyes both of you notice shadows shifting as if something seems to be moving around you. The table seems to shift and rattle. All the chairs fall to the ground on their backs. The whispering comes back again but this time its a cacophony that seems sweep over you both like a wave. Out of the many voices talking at the same time you here a strange voice not to dissimilar from the one heard earlier it says ....I must feed....I MuUSt FEeed!! the voice then fades back into the cacophony. The talking continues for several more seconds and just as suddenly as the wave came over you it disappears as it fades you hear from somewhere a door slam and the voices stop. When you come out of it the chairs and the table are where they were before and upright. Everyone else, both Jesset and Vaelus go slack jawed, their eyes seem to glaze over and they break out in sweat. For several minutes they stare at the table and they seem as if in a trance or very deep in thought. Neither of them seem in pain like Orsal was the moment before but something is clearly wrong with them. They suddenly snap out of it and both seemed spooked.
Male Human 666th Lvl Evil DM
Orsal as you stare down at the book and begin to read the magic runes in they seem to change before your eyes. You find yourself enraptured by the shifting text in the book as it spirals and morphs into stranger and more menacing looking arcane runes. About the time this occurs you feel as if you mind is exploding like a volcano behind your eyes, and suddenly blood drips from my nose and out of your ears. Some of the blood splashes on the table and you snap out of it. You look away from the book as fast as possible when you finally come to your senses. You failed the first save and are drained of 1 point of Intelligence and Charisma (ability drain, so its permanent), but pass your second save so nothing further is lost. Everyone else you watch as Orsal begins reading the book. He becomes fixated on the book and starts screaming all of the sudden. You see the pain in his eyes and his ears and nose begin bleeding. He looks away after a rough 30 seconds and his screaming ends as suddenly as it began.
Male Human 666th Lvl Evil DM
You examine the room Orsal and two things show as magical first is the jar and second the book. The jar glows strongly with a Conjuration and Transmutation aura. The jar is well-sealed with a brass lid and there is a slightly odd scent coming from it when you get closer to examine it. The book glows of strong enchantment. The book itself looks to be a very basic magical tome.
Male Human 666th Lvl Evil DM
You all begin climbing the ladder you get to the second level, the room is mostly empty aside from cobwebs and leaves that probably blew in through the window across from the ladder. Orsal you scan the room on the second level and see nothing magical. You continue on through the trap door into the room above. The only thing in this room is a table with four rickety looking chairs around it. The room is also covered in cobwebs. On the table are three items. One is a jar with a yellow liquid in it, a book sitting nearby, and a candle with strange etchings on it sitting on a copper plate. There is no door out of this room nor does the ladder continue.
Male Human 666th Lvl Evil DM
Tony you open the door after verifying its not locked or trapped, to the tower, and beyond the door you find a room filled with the remains of wooden furnishings that are covered in crime and cobwebs. A wooden ladder leads up up to the next level and you can see that it extends beyond to a trapdoor that likely leads to the third level.
Male Human 666th Lvl Evil DM
Tony you check the door directly opposite the one you openned. It is not trapped nor locked. You open it and look in you are greeted by an empty room with no furnishings or decorations opposite the door the wall curves to either side of a door. It appears this door leads into Western Tower.
Male Human 666th Lvl Evil DM
You find no traps on the door or locks for that matter, you open the door and look inside within you find a room that contains four beds covered with silk sheets and pillows, now layered in grime, dust, and cobwebs. Silk draperies filthy with mildew and dirt line the walls. Between the draperies hang lewd, moldy paintings in wooden frames. You see brass braziers that once lit and likely heated this room, but today they lie dust-covered and overturned. The floors are carpeted with thick rugs, now worm-ridden and rotten. The room smells of mold and mildew. The beds are represented in brown, to the right of the one in the lower right corner is the draperies.
Male Human 666th Lvl Evil DM
Jesset you check the landings and find no other ratmen up on the ledge or landings but you do find evidence that they have been living in this area for sometime almost like they had been squatting in this room for sometime. You do see two doors up here on to the north adjacent to the top of the stairs. The other is on the landing the rats came from it looks like it goes into one of the towers as the door is on a rounded section of wall. Orsal your examination of the big ratman leads you to realize he is truly dead. More damage was caused than needed to kill him not even including you non-lethal. While your examining him Vaelus search him and find nothing more than a used greatsword among his possessions. same one he was using
Male Human 666th Lvl Evil DM
Kelwyn stabs the prone ratman and he gurgles his last bit of life out as Kelwyn removes his blade from his back and then goes still. The room grows quiet. The shadows seem to hover at the edge of your vision and you hear a faint creaking to the south. The wind outside howls softly through the courtyard and kicks up leaves that blow into the open archway.
Male Human 666th Lvl Evil DM
The Ratman stares at you as you sing you Song of Surrender. He becomes so enraptured he drops his weapon and the lays down, you see the terror in his eyes as if he is afraid of what will come next.
Sorry missed your movement for last round, Orsal
Male Human 666th Lvl Evil DM
End of Round 2
Round 3
Tony, you fool the Big Rat with the waving of your cape and follow it up with a mighty stab, he does not seem to happy about being fooled in such a way. Vaelus you try to follow Tony's example and fail to hit the Ratman again. Kelwyn you launch yourself off the ledge and land fine behind the big ratman and stab him deeply as well with your rapier. He grunts as if he does not like being pricked from behind. Jesset you step up to the last ratman on the ledge and slice and dice the final ratman into a pile of ratty goo at your feet. The big rat turns his gaze on Kelwyn and tries to slash at him with his big sword twice. Big Rat greatsword attack #1: 1d20 + 11 ⇒ (4) + 11 = 15
And apparently is so mad at being hit he totally misses you on both attempts. Orsal your Round 3 action, Everyone else Round 4 actions. Map has been updated with current locations
Male Human 666th Lvl Evil DM
Victoria you hit the Ratman in front of Jesset, and in the process catches fire.
Tony tries to shoot the big ratman in front of him but his bolt goes wide and misses. Vaelus moves up and attempts an attack with his katana but misses as well. Kelwyn throws his dagger at the big ratman and misses too. Ratman 1 tries to put himself out on his turn and fails before dying.
Jesset steps up and attacks R2 and Kills him in one hit. R3 steps up and attacks Jesset with a bite and sword attack.
R4 attacks with his bomb throwing down at J18
The big rat attacks Tony with his greatsword.
Orsal, your Round Two action, and everyone else declare your Round Three actions
Male Human 666th Lvl Evil DM
Just updated sorry and it is uploaded to the top of the page under campaign title. Yeah I re-added you apparently I misspelled your email Jesset. Also realized I f'd the map it was too big which is because I did it on my phone originally so I adjusted map for correct size.
Male Human 666th Lvl Evil DM
The ratman you stand in front of you realize he is in danager and lashes out at you Jesset. First swing his small sized long sword and hitting and then trying to bite you which he fails to do. Ratman 1, Sword attack roll against Jesset: Sword Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Sword damage for Jesset: Damage: 1d6 ⇒ 2 Ratman 2, 3 4, throw powder bombs, they land in k19 (in front of Tony) and 2 on i22 next to both Kelwyn and Jesset. Thrown bomb attack against Tony Ranged Touch Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Thrown powder bomb damage Damage: 2d6 ⇒ (1, 2) = 3 Jesset and Kelwyn the bombs that land beside you was apparently a duds and never goes off just fizzle. Tony, your bomb goes off right in front of you but apparently was not packed with enough black powder as the explosion is quite minor and causes little damage (-3 hp). The Big Ratman pushes past R3 and jumps down to the room below with his great sword over his head.
posting revised map in a few minutes from my phone, Post Round 2 Actions please.
Male Human 666th Lvl Evil DM
So going over a couple of things here. First Vaelus you are outside in the courtyard the ratmen are inside the damp room and up on a ledge out of sight of you and thus the ability wouldn't even work against them unless they could see you. If you want to move into the room that would be better Tony you could spend the round moving up to the ledge but as with Kelwyn you are going to be stuck behind Jesset as the ledge is only 5 ft wide and thus only one person per square. You might think about going with the ranged attacks for know as you have more likelihood of actually being able to do something. Let me know I will hold off on the ratmen actions for a bit longer till you and Vaelus decide if you want to change your actions. Orsal go ahead an give me you action for the round
Male Human 666th Lvl Evil DM
Surprise Round
Tony you shot one of the two ratmen on the ledge and he howls from the shot as you get him where you would expect his ribcage is and it goes quite deep. Then you drop your pack and crossbow. Beginning of 1st Round
Need everyone else's first round actions
Male Human 666th Lvl Evil DM
Jesset
Spoiler:
Jesset, as you walk into a damp room filled with leaves and refuse blown in through the open doorway. A red carpet, dark with moisture and grime, covers most of the floor. The walls are bare stone, most of it rather crude, although upper portions were rebuilt with greater skill. There is a staircase along the northwestern wall that leads to a ledge twelve feet above to the north. There is a mildew stained curtain hanging on the eastern wall, there is a door on the adjacent wall to the curtain and one just under the ledge. Beyond that you don't see much else, smell is awful in here due to the heavy amount of mold and there is debris left over likely from the raid as well as whatever else has blown into the room since. Your glance lingers on the ledge for a second and you notice several ratmen seconds before they see you You have a surprise round action, just prior to full combat what do you want to do?
Kelwyn and Tony
Spoiler:
Perception for Tony: Perception: Perception: 1d20 + 5 ⇒ (13) + 5 = 18 Perception for Kelwyn: Perception: Perception: 1d20 + 9 ⇒ (17) + 9 = 26 You stealthily move into a damp room filled with leaves and refuse blown in through the open doorway. A red carpet, dark with moisture and grime, covers most of the floor. The walls are bare stone, most of it rather crude, although upper portions were rebuilt with greater skill. There is a staircase along the northwestern wall that leads to a ledge twelve feet above to the north. There is a mildew stained curtain hanging on the eastern wall, there is a door on the adjacent wall to the curtain and one just under the ledge. Your glance lingers on the ledge for a second and you notice several ratmen seconds before they see you You have a surprise round action, just prior to full combat what do you want to do?
Everyone else: Rolling Initiative for you
Go ahead and give me combat actions as it stands half the party is in the damp room (Jesset, Kelwyn, Tony) the other half is in the courtyard still (Victoria, Vaelus, and Orsal). An aside I am going to try and figure away out to do some sort of map over the next few days for combat as well as exploration have not decided how I want to do it (got a few options, any ideas welcome) so we will play this combat with out a map.
Male Human 666th Lvl Evil DM
Wow,Victoria LOL!! your comment on in the gameplay thread just now bout made me spit liquid out my nose.... Doran no worries, if life is getting in the way dont worry about it I picked a big group for a reason if you wind up with free time in the future and want to get back in just message me
Male Human 666th Lvl Evil DM
You are already inside the courtyard, the wall of force is between the two gatehouses where there should be a door thus blocking your exit from the manor. You are effectively trapped inside Pythoness House not outside of it, just to clarify as I think I didn't make that clear.
Male Human 666th Lvl Evil DM
As soon as everyone enters the courtyard a sense of foreboding falls over the group. Everyone can sense that something is off. This is confirmed by the look on Kelwyn's face when he tells you he is hearing things. Shadows seem to move all around the courtyard when ever anyone looks away just out of the corner of your eyes. And then it happens, Orsal you are scanning the courtyard from the shadows and looking toward the open archway Kelwyn just left when you turn around and notice that where you guys had entered the courtyard there is a magic wall that glows intensely with evocation magic. Everyone else sees a barely visible simmering wall. It is as tall as the gate archway and just as wide preventing any passage through. Perception checks for party
Everyone who got ten or above:
Orsal you are to caught up with the simmering wall to notice anything else..
Male Human 666th Lvl Evil DM
Kelwyn
Spoiler: Before you is a damp room filled with leaves and refuse blown in through the open doorway. A red carpet, dark with moisture and grime, covers most of the floor. The walls are bare stone, most of it rather crude, although upper portions were rebuilt with greater skill. There is a staircase along the northwestern wall that leads to a ledge twelve feet above to the north. Beyond that you don't see much else, smell is awful in here due to the heavy amount of mold and there is debris left over likely from the raid as well as whatever else has blown into the room since. As you look around you hear whispering all around you as if the room is full of people talking softly. One particular voice stands out it is what sounds like a male voice saying Come to me.....
Male Human 666th Lvl Evil DM
As the group approaches the empty archway where the gate doors should be you look in, before you is a empty courtyard. You see rats and mice scurry away into hiding places among loose stones as you look into the overgrown courtyard. The walls are so high that it almost seems like an interior chamber, except that it lacks a roof. Mosses and fungi cover the stones more so than weeds or grass. Everything feels damp, and there is a palpable chill. An open archway ahead and to the left leads into the structure, its door long gone.
Male Human 666th Lvl Evil DM
Tony
Spoiler:
Tony you stealth up to the entrance and look in, before you is a empty courtyard. You see rats and mice scurry away into hiding places among loose stones as you look into the overgrown courtyard. The walls are so high that it almost seems like an interior chamber, except that it lacks a roof. Mosses and fungi cover the stones more so than weeds or grass. Everything feels damp, and there is a palpable chill. An open archway ahead and to the left leads into the structure, its door long gone. Victoria
Spoiler:
You know a few things regarding the Pythoness House from rumors and stories you have heard. First:
Second:
Last:
Kelwyn you notice nothing much more than Jesset from where you guys are standing.
Male Human 666th Lvl Evil DM
My assumption was the same because no one said anything was that you left it at Vaelus' place as well. You set out from the Minstrel again this time only 3 hours before dawn. The rain is still coming down but it is only barely qualifies as such now. The trip toward Pythoness takes almost and hour. When you arrive you are greet by this site. Pythoness House is a square keep with a tall western tower, an exterior walkway connecting keep and tower, and an impressive gatehouse with twin guard towers. The entire structure sits atop a hill overgrown with weeds and shrubs amid the tall, unkempt grass. The hill is surrounded by a wrought iron fence in poor repair. In the front, a gate in the fence swings in the wind. Behind the house sit piles of rotted wood debris, the remains of a balcony that collapsed long ago. There is no door or gate on the keep between the two guard towers which strikes you all as odd but as old as portions of this building looks the wood could have rotted and been drug away for all you know. Sign in to create or edit a product review. |