DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Grand Lodge

The group moves out away from the animated chains, and surrounds Addie's bouncing backpack. Valeron flips open the pack and the tattered piece of parchment with the vault words scrawled upon it dances out of the pack.

Once free of the bag, the parchment floats in the air briefly before falling to the ground motionless.


"What's... going on here..." Addie asks slowly, eyeing the parchment carefully but not moving toward it. The young witch intones the words of a brief prayer to the Gentleman asking for a bit of her otherwordly patron's divine guidance, and then simple cantrip to allow her to see magical auras.

Cast Guidance on self followed by Detect Magic and study the parchment without touching it. Wait a minute, didn't I look at this before? (checks previous posts) Yes, October 4. Needed initial DC 20 Spellcraft check, which I passed with a 29, to reveal: "Underneath the infernal writting is magical text. The aura is not discernible via detect magic. If you would like to study it further, I will require an additional Spellcraft roll." I rolled a 19 on the second Spellcraft check (unknown DC - assume another 20 at least, so the check failed). Since this is a new day (plus Addie's leveled up and added more ranks to Spellcraft), I'll try a new Spellcraft check (expending Guidance): 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20.

Grand Lodge

Addie:
The parchment is actually something called a "Runecurse".
You have become hunted by a specific devil. The devil in question appears after failing a certain amount of saves. By taking the parchment and keeping it with you, you have become the owner of the parchment and thus the recipient of the curse. The only ways to be done with this curse are: (1) kill the devil in question, (2) pass the runecursed object onto another willing recipient you don't have to tell them it is cursed., or (3) via powerful magics such as Remove Curse or Break Enchantment at significant penalty.


DM Talomyr:
Would a Knowledge (planes) check reveal which type of devil is hunting me? If so: Knowledge (planes) check - 1d20 + 11 ⇒ (9) + 11 = 20.

Addie's eyes narrow to slits as she studies the now-still parchment. "Don't touch it!" she warns her companions. "It's a particularly devious trap known as a 'Runecurse,' and it appears that I've fallen for it. By taking the parchment and keeping with me when I accepted the elf's haversack, I've become the owner of the parchment and thus the recipient of the curse," she explains, stepping forward to pick up the parchment and regard it critically.

"What it all boils down to is that I'm now hunted by a specific devil, who will appear at a some point when I'm at my weakest." (After Addie has failed a certain number of saves.) "The only way to remove the curse is to either kill the devil in question, pass the runecursed object onto another willing recipient, or via powerful magics."


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Hrmm. I suppose we'll just wait for the blasted thing to show and hack it apart. When it appears... is it summoned or called?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"It doesn't come right away? After it weakens you for awhile? Then there's an easy solution."

He bends down and picks up the paper. "Now it's hunting me. I'll hang onto it for a few days, and Morghrim can take it. We don't want this thing coming after us while we're in the Knot, so let's hold it off until we're out, then we can hole ourselves in somewhere together and wait for the thing to come."

Grand Lodge

Kevorin, as the new owner, give me a will save please.


Male Human Cleric 5 / Inheritor's Crusader 1

I can think of a few people I'd enjoy unloading this runecurse to...

Valeron catches himself thinking the questionable thoughts and shakes his head, hoping his next effort at self-sacrifice will properly atone for the thought.

"I insist I bear this burden. Iomedae will protect me from whatever wretched devil haunts this scrap, it is something of her specialty..."

Before grabbing the parchment, Valeron will briefly pray to his goddess to protect him. Guidance

If Kevorin refuses, Valeron will persist. Here's a Will save assuming he eventually concedes.

Will: 1d20 + 9 ⇒ (12) + 9 = 21


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim looks on sternly at the pair vying to be the one cursed by a devil.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Will: 1d20 - 1 ⇒ (1) - 1 = 0

"Fine. You can have it tomorrow."


"Gentlemen, while I truly appreciate your gallant concern for my safety, are you absolutely sure that you want to do this?" Addie asks, a mixture of relief and concern in her voice.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I like Kevorin's plan- its the kind of down to earth honest thinking i'd expect from a fellow Dwarf. Valeron, as yer so keen you can carry the cursed scroll tomorrow. I'll bear it tha next. Now... to the business at hand aye? We're not goin' to be able to get past those animated chains without a fight; and they look likely to throw us into that there durn pit. Maybe we take 'nother route and double back here if we needs to? Who agrees with me?

Grand Lodge

DM waits patiently for a decision as to which way the party goes...


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I think once at least 1 person agrees with Morghrim we can assume we avoid the chains o' doom for now.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Consider the chains of doom avoided.

Kevorin levels Morghrim a puzzled glare at the suggestion that he was a dwarf, but doesn't have the heart to really put up a fuss as realization suddenly dawns on him that he's now a man hunted by the powers of Hell. He nervously tucks the scroll deep in his pack where it can't get out.

Grand Lodge

Update coming later tonight. In the meantime, Kevorin can search the door if he would like.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim will look too- doesn't take a rogue to find a trap, just takes one to disarm it. Kev you can assume Guidance on your roll.

1d20 + 13 ⇒ (13) + 13 = 26 +2 if stonework applies.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Door? What door?

Grand Lodge

Kevorin begins to search the door for traps, when Morghrim notices that the half-orc is obviously distracted by something, likely his newly cursed state.

Taking over duties of searching the door, Morghrim ascertains that there are no traps present on the door and opens it.

Beyond the door you see a junction in the hallway presenting multiple methods of progress. Just to your right is a rough, winding, cave-like tunnel. Opposite the door you have just come through are three stairways, two leading down to the left and right and one leading up in the center. Wooden signs with writing on them hang above the entrance to each flight of stairs.

West Stairwell Sign (Infernal):
Ophidiophobia

Center Stairwell Sign (Infernal):
Observation

West Stairwell Sign (Infernal):
Arachnophobia

Map Link

Where to?


Male Human Cleric 5 / Inheritor's Crusader 1

"Snakes and spiders," Valeron reads the signs aloud for those who are unable to themselves.

With that, he sarcastically remarks, "Sounds positively lovely."

Clearing his throat he nods to the center stairwell, "that one say's 'observation' so it's got my vote as to where we head next... unless Kevorin's got a spider collection he's itching to add to?"


"I agree. Despite being a witch, I'd rather not deal with snakes or spiders. Let's see what we can see from the 'Observation' chamber."

Grand Lodge

I'll assume that no one is going choose a different route and you are heading up the "Observation" stairs. Update coming this evening.

Grand Lodge

The party climbs the stairs, stairs that empty into a square room. The walls of the room are made of wood and are painted a somewhat nauseating yellow color. In one wall, an oak door with a large lock on the handle stands, a message burnt into the front. Likewise, hanging wooden signs bear messages as well, six in all, each hanging over a stair way leading out of the room. Ruined heaps of what may have once been chairs and a table lie scattered all over the floor.

Signs (Infernal):

Door = Abandon All Hope
NW Stair = Ophidiophobia
N Stair = Exit (this is where you came from)
NE Stair = Arachnophobia
SE Stair = Hematophobia
S Stair = Exit
SW Stair = Pyrophobia

As you look around the room you hear a shrill voice echoing around the room.

"You poor things! Suffering so from such baseless fears! Please, step into the therapy chambers and face these terrors. When you are cured, bring me your prizes and will pronounce you cured. You do want to be cured, do you not?"

Map Update


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron will hastily relay the meaning of the various signs before nodding to the southern exit.

"That way seems safe, it's at least labeled exit. I'm not sure we require any of the therapy that the voice is recommending..."

Grand Lodge

The disembodied voice responds to Valeron's comment, "But do you not see that I am only trying to help you?"


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron instinctively glances upward upon hearing the voice respond to his words, arching an eyebrow in curiosity.

Cast Detect Magic and look around - for some reason I feel like I should be looking upward too for the whole "voice from the heavens" thing.

"Look, voice. None of us here have any phobias. We're searching for an item hidden here. Finding it is the only help we need."

Valeron looks to the others, hoping they feel his handling of the voice's proposal was sufficient.

Grand Lodge

"No, I will not help you with anything else until you let me help you with your fears."


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Argh, f!%+... Morghrim mutters sullenly.


Addie also murmurs the words to a minor cantrip as she glances about the room (cast Detect Magic). "While I appreciate your concern for our mental well-being, O Gracious Voice, I have to ask: How - exactly - will we overcome our fears in these therapy chambers? What is it that we will face?" she cautiously asks of the air.

Grand Lodge

"You overcome your fears by facing them of course. The signs are clear what each chamber will help you with."

DM ONLY:
1d100 ⇒ 92


"Do we really have time for this?" Addie whispers to her companions.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

We probably don't have a choice.

Grand Lodge

Morghrim Maestros wrote:
We probably don't have a choice.

Just a note: there is nothing physically stopping you from leaving the room from any of the seven options, other than the lock on the door to the west.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Yeah, but Morghrim suspects the group needs Guidance... even from a sadistic creature. Hes considering forcing the creature into a deal, information for indulging it.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"I think that if we were unwilling to deal with a devil that we knew about and had some idea about, why are we willing to trust another devil that we can't see and don't have anything to barter with?"


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Depends what he has to offer... Morghrim says, voicing it like a challenge for the Devil to rise to.

Grand Lodge

The disembodied voice pauses for a moment before answering Morghrim's challenge.

"Once you have been relieved of your fears and deemed sane, I can provide you with guidance from beyond. The answers to six questions, I can give you."


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I'm not sure we even know the right questions to ask... Morghrim says, as much to his companions as to the voice. He ponders what manner of devil this is likely to be.

1d20 + 11 ⇒ (17) + 11 = 28 Kno: Planes


"Well, if we're going to do this, which fear are we going to confront first - snakes, spiders, blood, or fire?" Addie asks her companions.

Grand Lodge

Morghrim Maestros wrote:

I'm not sure we even know the right questions to ask... Morghrim says, as much to his companions as to the voice. He ponders what manner of devil this is likely to be.

1d20+11 Kno: Planes

Morghrim goes through list of denizens of the hells and fails to pinpoint just which type of devil it may be, though with the mention of a specific number of questions, he assumes that use of a commune spell could be used.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron shakes his head, clearly not enthusiastic about questioning a devilish minion.

"I've had my fair share of questioning fiends in the courts, they hardly ever give a straight answer. It might take us several tries just to phrase one question correctly to pin down an answer..."

The Iomedean glances upward again, his eyes narrowing on some imaginary fiend lurking in the rafters.

"... and if we're limited to yes-no questions, what are we going to ask it? Perhaps we can save these tests for when we have a question with no other means of solving?"

Nodding once again to the unexplored exit. "That way has my vote."

If we're taking votes.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Aye. I'm inclined to agree Valeron.


"I agree with both of you - let's get out of here. I'm quite content with my current state of sanity, thank you very much," Addie states, heading for the exit opposite from the door through which the party entered.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"We'd have to be insane to deal with a devil," Kevorin says.

Grand Lodge

The party leaves the observation chamber much to the distress of the disembodied voice.

"No! Wait! You must be relieved of your fears!"

Morghrim and Valeron lead the way, checking the door at the end of the hall and both are satisfied that there are no traps present. Opening the door, you are hit with a damp and moldy smell of rot and decay.

A flight of crooked stairs winds down deeper into the Knot here; as each step descends, they grow increasingly slippery. Looking down the stairwell you see the source of the smell, a veritable lake of filth.

I need an Acrobatics check from each of you.

Map Update


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Argh, f+%&! I f!!%ing hate this place! Morghrim grimaces, struggling in his full plate to maintain his footing...

1d20 - 2 ⇒ (17) - 2 = 15 (+4 if Stability means anything here but its not called out so i'm not hopeful...)

Guidance included- Morghrim would certainly have said a prayer before tackling this!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron grimaces warily as he sets foot on each slippery step, not having been the most nimble youth.

Acrobatics (-3 ACP for Mwk Breastplate): 1d20 - 3 ⇒ (5) - 3 = 2

Don't think Guidance would've helped much there...


Addie offers quick prayers to her mysterious patron and touches Kevorin, Valeron, His Lordship, and herself in turn - granting each person (and cat) touched with a bit of her patron's divine guidance. Cast Guidance on Kev, Val, her familiar, and herself, so Kev and Val can each increase their checks by 1 (for what it's worth...).

His Lordship gives Addie a withering glare as the young witch follows her companions down the slippery stairway toward the source of the foul stench.

Acrobatics check (Addie): 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Acrobatics check (His Lordship): 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15

I definitely need to give Addie ranks in Acrobatics the next time she takes a level of bard...

Question: If Addie falls on the slippery stairs, will her Flight Hex (Feather Fall at will) have any effect?

Grand Lodge

I would say the feather fall will negate the damage for the fall, but other consequences will still apply.

Traveling down the slippery stair both Addie and Valeron lose their footing, bouncing and sliding down the stairwell. Addie's spell spares her the worst of the damage from the fall, but still like Valeron lands in the pool of muck below.

Damage from Fall (Valeron):2d6 ⇒ (1, 3) = 4

Here's where it gets bad. Addie and Valeron, I need three fort saves from each of you, DC 14, DC 12, and DC 16 in that order please.

Fort DC 14 Fail:
You are nauseated for one round.

Fort DC 12 Fail:
You have contracted a disease of some sort.1d3 ⇒ 3 days onset.

Fort DC 16 Fail:
You have contracted a disease of some sort. 1 day onset.

The twisted stair ends a wide, circular chamber of thick yellow sludge - a lake of disease and decay over fifty feet across. An island of filth, broken weapons, dead bodies, and worse floats in the center of this chamber, the walls of which loom nearly a hundred feet above and appear almost as half-melted walls of some grand cathedral.

Anyone entering the chamber will have to make the DC 14 Fort Save, I will update the map this evening.

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