Master Historian

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***** Pathfinder Society GM. Starfinder Society GM. 4,657 posts (11,041 including aliases). 4 reviews. No lists. 1 wishlist. 33 Organized Play characters. 41 aliases.


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| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

>Slide 6<

The outside of this large keep was designed with Azlanti architecture in mind. Two wings extend from the center structure, with a domed tower at the end of the east wing a smaller patinated bronze dome over the center hall. Starhall serves as an observatory, library, and museum for otherworldly and extraplanar objects and lore.

Inside the main entrance is a library with several display cases of objects recovered from Numeria, as well as a curator’s desk and a staircase to the eastern tower.

Two reptilian creatures are searching the room.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The creatures' worst save is Will, they have no vulnerabilities and their only special attack is the howl that you observed earlier - single target, DC 12 Will or take 1d6 sonic damage and be shaken the same number of rounds.


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Each of you will have one chance to influence one of the three councilors. Choose one to respond to and make your case and a skill check. Suggestions are listed, but if you feel like you can justify something else, feel free. Bonuses will be given for convincing arguments.

The one in the white chair butts in, dismissing the other ixtli's concerns as irrelevant and proclaiming the Starfinders’ intentions are only to cause further disruptions to the ixtli way of life. They launch into a torrent of accusations.

Diplomacy or Intimidate to interrupt and make your case.

The one in the red chair asks you to clarify your intentions.

Any Intelligence-based skill to explain your mission in accurate terms.

The ixtli in the blue chair is willing to hear the Starfinders out but wants to ensure they understand the ecological disaster at stake.

Life Science, Physical Science or Survival to prove that you understand the impact on the planet’s native life.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

No doors down the hallway, but it leads to a larger room.

The room reeks of noxious fumes and unpleasant chemicals. A small table with a built-in stove stands against the far wall, littered with papers and scraps of metal. Several small stools are neatly piled on the side and every wall is plastered with detailed schematics of mechanical traps and notes with ideas for the next one. The floor shows obvious signs of wear from acid and burns, though it seems to have been magically repaired multiple times. A childish drawing of an armored man getting burned by a toothy black draconic face has been lovingly pinned up for everyone to see.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The hostage taker is surprised as Pathfinders rush into the room, weapons drawn. And is even more surprised when the goblet tips over without his action and disappears. He quickly realizes that, without his trump card, he has no chance and surrenders.

Venture-Captain Valsin thanks you profusely for your efforts. The initiates hail you as heroes and your personal legend grows, at least among the ranks of new Pathfinders.

the initiates are impressed beyond their words to convey, and give you some of their own possessions. They rush around the dormitory and hastily gather everything they can find which may be of help. Which will have effects later in the scenario, but not add to your current inventory.

Where to?


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

We have received an aid token. We can use it for one of the following:

Aid Another: Get a +2 to a check, as if Aid Another was used.
Allied Offensive: Get +1d8 damage to one attack, and treat the subject as if flanked.
Burst of Healing: Each PC regains 1d6 hit points.
Spellcasting Synergy: Increase the save DC and caster level of one spell by 1.
Timely Inspiration: Gain the benefits of inspire courage for 3 rounds.

Once it is used, you can choose one other table to pass it to. Everyone benefits from the token cycling frequently, so please don't hoard it.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Nalotrunos puts a scorch mark on the wall.

Elian insults the remaining devil, which is enough to distract it. His shot is only a graze, however.

Telgan identifies the creatures as howling devils, outsiders with the outsiders with the devil, evil, extraplanar, and lawful traits. 3 questions

Round 3-4 - bolded may go

Elian (-3 SP, shaken 1 round)
Purple (-8 HP)
Kerathi (-18 SP)
Nalotrunos (-2 SP, shaken 1 round)
Yellow
Telgan
Zarzucket


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

>Slide 16<

Sefel is sure he's seen one of these before. He's just not sure if it was real or a holovid. Either way, he doesn't remember anything helpful.

Mordack swings Time Knight's whip, not connecting with anything.

The creature sees another mech like the one in this chamber and goes after it.

Shocking Touch: 1d20 + 22 ⇒ (4) + 22 = 26
Electricity Damage: 2d12 + 12 ⇒ (7, 12) + 12 = 31

A giant robot is a bit tougher than a kanabo.

Round 2 - bolded may go

Telirix
Yargnod (-52 SP)
Time Knight (-3 HP, 8 PP)
Flame Knight (-48 HP, 7 PP)
Creature


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The ixtli in the red chair answers, "You don’t physically resemble Envar. Have you taken different forms in order to trick us?"

Add a Life Science or Culture check to your response.


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No - a running jump like that won't be stealthy - but I will need a check to retrieve the bead safely. Reflex unless you think you have something more appropriate.

Madcap dashes into the room, propelling herself past the hostages, onto the table and into the air...

All the other Pathfinders can take a single action, as this is effectively a surprise round.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The ixtli in the white chair nods at the statements about peaceful contact, though seems a bit bored with the length of the statement.

The one in the blue chair interrupts, asking, “How are you related to the mirror-eyed stranger who came before?”

Culture or Sense Motive DC 14:
The ixtli is referring to Envar.


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The goblet is 10 feet above the table.


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It can be identified by Engineering. Computers is odd, but in this case I'll allow it as well.

Telirix enters the mech, hoping he can get it into the battle.

Yargnod fires his favorite weapon, but can't line the shot up correctly among all the computer banks.

Flame Knight's blast also goes wide.

Round 1 - bolded may go

Telirix
Yargnod (-52 SP)
Time Knight (-3 HP, 5 PP)
Flame Knight (-48 HP, 4 PP)
Creature


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There is one aura of moderate evocation on the bead within the glass.

Spellcraft DC 25:
It is a bead from a necklace of fireballs.

The glass is hung from wires on the ceiling. It looks like it could be tipped over with a small amount of force, dropping its contents directly on the table occupied by the hostages.


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Telgan fires a ray of acid at the creature. It doesn't seem to affect it at all.

Zarzucket, however, hits the Purple one square on. It recoils from the damage.

Elian follows up with a perfect shot of his own, which drops the Yellow foe to the ground.

The remaining enemy steps toward Zarzucket and expresses its frustration.

Talons: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing Damage: 1d6 + 1 ⇒ (2) + 1 = 3

It remains frustrated.

Round 3-4 - bolded may go

Elian (-3 SP, shaken 1 round)
Purple (-8 HP)
Kerathi (-18 SP)
Nalotrunos (-2 SP, shaken 1 round)
Yellow
Telgan
Zarzucket


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The Starfinders, somewhat off-put by the silence, follow Minah's instructions and enter the room.

This large chamber is illuminated by thin crystals set into metallic braziers which cast a deep blue glow. In the middle of the chamber is a semicircular table, on the far side of which sit three chairs, each decked in fine cloth of a different color. An elderly ixtli occupies each chair, their hands clasped with fingers intertwined. “Greetings, offworlders,” intones the one seated in the red chair, “please excuse the forceful nature in which we have brought you to us.” At this, the one seated in the white chair leans over and speaks in a harsh voice.

“Bhrea, such apologies are unnecessary. We have seen the chaos these strangers bring. Offworlders, justify why you are here, now.”

There is an image of the one that has not spoken yet.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Alecto's distraction is being accounted for.

The Pathfinders have two obvious options here - sneak into the room and try to stop the hostage-taker without being noticed, or burst in and see how much they can get done in a surprise round plus however long it takes the enemy to react. If you have other ideas, now would be the time.


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Wishing your furball a full recovery.

Speaks Softly learns that this is a bejeweled rat swarm. They have weakness to area and splash damage 5.

Presuming you go with your own weakness choice instead in this case.

His studies allow him to bypass most of the swarm's resistance to physical damage.

Folmyr angrily bashes them with a morningstar, sending the last of them scurrying away.

Speaks Softly (-7 HP)
Bechamel (-4 HP)

While this room is filled with treasure, you think taking any may be a mistake. The only other way out is a door in the southwest that you believe leads back to the hallway.


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As soon as Yargnod touches the computer, he is shocked.

Shocking Touch: 1d20 + 22 ⇒ (20) + 22 = 42
Electricity Damage: 2d12 + 12 ⇒ (8, 6) + 12 = 26

Extremely shocked, as it were.

After that, some sort of being emerges from the computer.

Initiative:
”Time Knight Initiative”: 1d20 + 7 ⇒ (13) + 7 = 20
”Flame Knight Initiative”: 1d20 + 8 ⇒ (10) + 8 = 18
”Yargnod Initiative”: 1d20 + 7 ⇒ (14) + 7 = 21
”Telirix Sporestorm Initiative”: 1d20 + 13 ⇒ (11) + 13 = 24
Creature Initiative”: 1d20 + 5 ⇒ (7) + 5 = 12

Round 1 - bolded may go

Telirix
Yargnod (-52 SP)
Time Knight (-3 HP, 5 PP)
Flame Knight (-48 HP, 4 PP)
Creature


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Minah and their patrol usher the PCs deeper into the caves. Soon the natural rock gives way to smooth metallic tunnels lit by thin blue tubes set into the walls. The tunnels branch off in various directions, apparently branching into a vast network of subterranean roadways.

Engineering DC 14:
You recognize that construction of these tunnels is intricate and on par with structures found on most space stations, indicating that ixtli possess advanced technological understanding.

Tunnels interconnect and merge together, leading to a vast subterranean chamber. The ceiling sits several hundred feet above, lit by blue orbs, while round metallic domiciles fill most of the chamber. All surfaces are smooth, polished, and hum with a soft tinkling from crystals inlaid into each structure. The streets lead towards a central plaza. Ixtli gathered in the plaza step back suspiciously, some reacting to the outsiders with curiosity or fear, and others barely able to conceal their anger.

Minah leads the Starfinders to an ornate blue metal building with domed doorways. They refuse to answer any additional questions. Minah waits outside the chamber, motioning for the agents to enter.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Sindrailla hits the swarm, but it doesn't seem to be affected.

Bechamel backs off and prepares another strike.

Round 2 - bolded may go

Speaks Softly (3 Reflex saves)
Sindrailla
Green
Blue
Red
Folmyr (raging)
Bechamel (-4 HP)
Purple (-6 HP)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Spellcasting will definitely draw attention to you, unless you have Silent Spell. If you do this, we will be moving into initiative.


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Asgrok translates the message from Minah to the others. Ze cannot answer back in a way they understand, but the Starfinders have the choice to go with them or not.


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My understanding is that you can't flank from inside a creature's space, because you're not on opposite sides. Nethys.

Jaws, AOO: 1d20 + 7 ⇒ (5) + 7 = 12
Piercing Damage: 1d4 + 1 ⇒ (3) + 1 = 4

The rate tries to bite Folmyr as he approaches, but can't manage it. It does not live long enough to regret its failure.

Bechamel fires a shot at the swarm. The arrow doe snot seem to harm it, but the fire destroys some of the small rats.

The bejeweled vermin move toward Speaks Softly and Bechamen and begin crawling on them and biting.

Piercing Damage: 1d8 ⇒ 5

Piercing Damage: 1d8 ⇒ 1

Each of you makes 2 basic DC 18 Reflex saves. If you fail either, you are clumsy 1 for 1 round.

Round 2 - bolded may go

Speaks Softly (3 Reflex saves)
Sindrailla
Green
Blue
Red
Folmyr (raging)
Bechamel (2 Reflex saves)
Purple (-6 HP)


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Sneak:
Balrog Stealth: 1d20 + 3 ⇒ (17) + 3 = 20
Thornrose Stealth: 1d20 + 2 ⇒ (15) + 2 = 17

While Alecto continues making a racket at the front door, the other Pathfinders join Chef Madcap in the kitchen. Fortunately, whoever is in there is distracted by the 'negotiations' and does not hear the door being opened.

The main hall has 20-foot-tall ceilings. A large window 10 feet off the ground on the western wall allows the afternoon sun to illuminate the hall. Ten people are bound and gagged around the center table. A single human wearing an Aspis badge divides his attention between the front door and the hostages.

Notice:
“The Balrog Perception”: 1d20 + 4 ⇒ (7) + 4 = 11
“Mikhail Perception”: 1d20 + 3 ⇒ (18) + 3 = 21
”Madcap! Perception”: 1d20 + 7 ⇒ (3) + 7 = 10
”Knight Thornrose Perception”: 1d20 + 7 ⇒ (6) + 7 = 13

Mikhail sees a goblet suspended above the table by a wire, with something the size and shape of a marble inside.


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The Starfinders rest up, then prepare to head into the caves. As they are about to begin their expedition, A group of twelve thin, bipedal figures emerge from deeper within the cave. They have long ears and wide eyes, with a thin layer of pale fur of various colors covering their bodies. They dress in tight utilitarian clothing and carry weapons that look like plasma batons. One of the figures steps forward and speaks to the agents in a language they do not recognize.

Culture DC 18 or magic/technology that allows you to understand unfamiliar languages:
“I’m impressed. You’ve eluded the katura. Yet you lack the ears to listen and legs to run. You are not of our world. I am Minah of the ixtli; come with us peacefully, please.”


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The mech is powered down and currently has no occupant. There do not appear to be any traps here.

Telirix has dismounted. Anyone else?


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The door is no match for Madcap's second attempt. Please hold, your call is important to us, but I need to know what's happening at the front door before advancing Madcap.

After the initial rejection of the diplomacy attempt, what do the Pathfinders want to do? Keep taking? Bust down the door? Figure out where your jester went?


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Madcap finds no traps on this door, but the lock is more stubborn than she was hoping.


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One vote for caves. Any other opinions?


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Time Knight (-3 HP)
Flame Knight (-48 HP)

>Slide 17<

A stairway descends into this diamond-shaped room. At one tip of the diamond stands an enormous mech in the shape of a rearing dragon, its frame a shimmering, pale green hue. Two banks of computers merge at the other tip, and elevator controls are visible on an indented platform at the center of the floor.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Kerathi moves around and plugs Yellow? while Nalotrunos tries to get the echoes of screams out of his ears.

It steps toward her and tries to exact revenge.

Talons: 1d20 + 8 ⇒ (19) + 8 = 27
Slashing Damage: 1d6 + 1 ⇒ (3) + 1 = 4

It seems to have her number.

Round 2-3 - bolded may go

Elian (-3 SP, shaken 2 rounds)
Purple
Kerathi (-18 SP)
Nalotrunos (-2 SP, shaken 1 round)
Yellow (-15 HP)
Telgan
Zarzucket


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Botting Speaks Softly

Sindrailla goes after one rat while Speaks Softly approaches another. The fighter manages one hard hit on two swings. The jar protects it somewhat, but not enough to keep it alive.

+1 Striking Returning Trident: 1d20 + 10 ⇒ (1) + 10 = 11
Piercing Damage: 2d8 + 3 + 4 ⇒ (7, 1) + 3 + 4 = 15

+1 Striking Returning Trident: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21
Piercing Damage: 2d8 + 3 + 4 ⇒ (3, 3) + 3 + 4 = 13

Speaks Softly also cuts down a rat.

The remaining rat rolls its jar at the orc before chomping on him.

Bludgeoning Damage, Ram: 1d6 ⇒ 4
(DC 16 basic Reflex save)

Jaws: 1d20 + 7 ⇒ (6) + 7 = 13
Piercing Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Round 1 - bolded may go

Speaks Softly (Reflex save)
Sindrailla
Green
Blue
Red
Folmyr
Bechamel
Purple


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

There is nothing saying anything about the stairs. But it's irrelevant as all the action takes place on the ground floor.

Madcap sneaks through the room, avoiding the various dinnerware. he finds both of the doors out of the room locked as well. The voice of whoever was yelling at the Pathfinders is coming from the north.

Razisus shares what he is learning from his spell.


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It's hard to get the measure of a person while yelling at them through the door, but it doesn't seem like "come out with your hands up" is going to accomplish much. Maybe they're more scared of something else, maybe they think they have the upper hand despite it all.


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That's enough to do a repair at full cost - 22 HP, 220 UPBs, 1 hour.
Did you want to fix both equally or put them all into Time Knight?


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Madcap finds herself in a dining hall. It looks like whoever was in here was between meals - there is no food out, but there is a mess like it wasn't fully cleaned before the people needed to leave. There are doors to the north and east. You need a stealth check to enter the building unnoticed. You are on the ground level. The stairs, which would lead to a basement, are blocked and have a sign on them that reads 'outside the scope of this adventure'.

Meanwhile, the other Pathfinders start shouting through the front door. After a short delay, you hear a voice in reply, "The only ones who will die here are the captives I took, if you do not depart now!"

Razisus:
The mind you are following has approached the front door, and is now thinking about spilling a goblet.


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Telgan tags the enemy near the door with his laser.

Zarzucket misses, then tries to clean his goggles.

The enemies are not in fact CR -1, so Elian's lie doesn't affect them. His shot is no better.

The creature in the back moves toward Kerathi and takes a swing at her.

Talons: 1d20 + 8 ⇒ (20) + 8 = 28
Slashing Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Ouch!

Round 2 - bolded may go

Elian (-3 SP, shaken 2 rounds)
Purple
Kerathi (-14 SP)
Nalotrunos (Will save)
Yellow (-2 HP)
Telgan
Zarzucket


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Enough that you succeed.

With the encouragemnet of the other Starfinders, Oshari makes it into the cave just as the katura has to pull up to avoid smashing against the rocks. It squawks at its lost meal for a few moments before flying away.

Asgrok (-5 SP)
Wilson (-24 SP)
Pogo (-6 SP, -4 HP)

You have time to rest, then you will need to decide if you want to go back outside or explore the caves more deeply.


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As Bechamel approaches, he sniffs at the air to see if he can identify a familiar brining solution. His examination is interrupted when the rats within the jars start to move. They seem to be wearing them like shells, as a crab would. Another gang of rats, with gems stuck to their fur, emerges from the treasure pile to the north.

Initiative:
”Sindrailla Initiative(Perception)”: 1d20 + 8 ⇒ (11) + 8 = 19
”Folmyr Initiative”: 1d20 + 8 ⇒ (1) + 8 = 9
”Bechamel Initiative (Stealth)”: 1d20 + 8 ⇒ (1) + 8 = 9
”Speaks Softly Initiative”: 1d20 + 9 ⇒ (12) + 9 = 21
”Red Initiative”: 1d20 ⇒ 11
”Green Initiative”: 1d20 ⇒ 18
”Blue Initiative”: 1d20 ⇒ 16
”Purple Initiative”: 1d20 ⇒ 1

Round 1 - bolded may go

Speaks Softly
Sindrailla
Green
Blue
Red
Folmyr
Bechamel
Purplr


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The walls are not divination-proof here. There are 11 thinking minds near the middle of the building, and the highest intelligence score among them is 12.

Will Save: 1d20 + 4 ⇒ (10) + 4 = 14

That creature is trying to be vigilant in all directions and is wondering when they will be able to leave.


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The crew does a good job with the repair, so 22 HP are restored to the mech Sefel is working on. It takes either 220 UPBs and 30 minutes or 110 UPBs and 1 hour.

More repairs, or down the stairs?


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Madcap finds the door untrapped but locked. Briefly locked, that is.


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The team moves to the northeast. Definitely more than three minutes to get here.

>Slide 5<

The solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard. “You lot, we have a crisis here that can’t wait.” He turns and gestures to the Quadrangle. “When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories,” the venture-captain says, pointing to two ivy-covered stone buildings. “I think their plan is to leverage the initiates as hostages if they have no other escape route.”

Venture-Captain Valsin regards you with an inscrutable look. “This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast.”

Valsin explains what he knows so far. The hostage taker is alone and has declared that he can kill all the hostages almost instantly. The venture-captain does not think the threat stems from a magical spell, but otherwise believes it to be credible. Thus far, the hostage taker has remained close to the main door, so reconnaissance is possible—although the doors are locked and the keys are missing.

Your characters are all familiar with the layout of the building, but not what is currently inside, so the map is revealed, but no tokens have been added yet.


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Oshari falls behind and gets swiped at.

Tendril: 1d20 + 10 ⇒ (1) + 10 = 11
Bludgeoning Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Everyone but Oshari can make it to the cave without a check, so can roll to assist Oshari. A success on Oshari's next roll ends the encounter.

Round 6 - bolded may go

Asgrok (10 feet away, -5 SP, 4 temp HP, fast healing 1, -2 on round 6)
Wilson (20 feet away,-24 SP)
Oshari (40 feet away)
Pogo (10 feet away, -6 SP, -4 HP)
Katura


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Kerathi moves carefully into the room, but her shot goes wide.

Nalotrunos enters the room less carefully.

Talons: 1d20 + 8 ⇒ (5) + 8 = 13
Slashing Damage: 1d6 + 1 ⇒ (4) + 1 = 5

But dodges out of the way of a claw, before having his claws dodged in return.

The creature near the door steps back before shouting directly into Nalotrunos' ear. Make a DC 12 Will save. On a failure, you take 1d6 ⇒ 2 sonic damage and are shaken for that number of rounds.

Round 1-2 - bolded may go

Elian (-3 SP, shaken 3 rounds)
Purple
Kerathi
Nalotrunos (Will save)
Yellow
Telgan
Zarzucket


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Bechamel - You'll have to get closer to the jars, and thus the creatures within, to find that out.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Madcap's punchline goes right through the remaining statue, ending the threat.

Madcap (-9 HP)
Mikhail (-6 HP)

Where to next?


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Thornrose hacks at the remaining living statue. It looks close to breaking.

It shows no indication of changing its tactics.

Tentacle vs. Madcap: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Bludgeoning Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Tentacle vs. Mikhail: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Bludgeoning Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Round 6-7 - bolded may go

Madcap (-9 HP)
Blue (-29 HP)
Balrog
Razisus
Mikhail (-6 HP)
Thornrose (studied red)
Alecto
Red


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Large mounds of gold fill the vault, carefully arranged to create a happy face across the floor. The smile is lopsided as one mound has collapsed, taking its neighboring pile with it. Various fulus and talismans line the wall in perfect rows that stretch up toward the unreachable ceiling, disappearing into shadow. The only signs of life are a few empty pickle jars left over from an enthusiastic meal.

Secret Checks:
”Sindrailla Perception”: 1d20 + 8 ⇒ (6) + 8 = 14
“Folmyr Perception”: 1d20 + 8 ⇒ (3) + 8 = 11
“Bechamel Perception”: 1d20 + 7 ⇒ (20) + 7 = 27
”Speaks Softly Perception”: 1d20 + 9 ⇒ (5) + 9 = 14

Bechamel notices that some of the jars have rats inside. They look like they are trying to hide among the debris.

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