GM alientude's Shackled City

Game Master Kyle Smith 700

The frontier city of Cauldron has a dark future rapidly approaching. Will a disparate band of adventurers be able to save it?


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Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"How about in your sheath with both hands on it. Look, our escorts are sheathing their weapons."

Diurn looks pointedly at the hobgoblins.

"Sheath your weapons and take us to the new bossman. I hope we can come to an arrangemet with him."


Sorry for the delay - update will come tomorrow.


Male Dwarf Cave Druid 2

Darthal nods slowly and withdraws his hand from his pick, but he keeps a wary eye on the hobgoblins nonetheless, as well as scanning the route for any signs of ambush.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

The hobgoblins slowly sheathe their weapons as the party does so. The lead hobgoblin nods once and beckons you to follow. He heads to the southwest portion of the room and pushes on a section of the wall, which slides open, revealing a square chamber with a ceiling rising to an apex thirty feet overhead. Great pairs of iron doors are set into opposite-facing walls, although only the northwest doors are sealed with a heavy iron bar. Each corner of the room holds a two-foot-tall stone brazier carved in the likeness of an ovoid creature with three stubby legs, three eyes, and three spindly arms spaced equidistantly around its pebbly body. Smoke issues from a gaping mouth atop the creature's "head." A dark, pungent haze fills the room.

A nine-foot-tall gray stone statue of a dwarven warrior stands before the southeast set of iron doors, facing northeast. The dwarf stares blankly forward, two glistening black gems embedded in his eyes, a spiked helmet resting atop his formidable brow. His armor bears graven glyphs, and a shield is slung over his back. His stony gauntlets rest on the handle of a stone greataxe etched with fiery patterns. The head of the weapon is planted firmly on the floor.

The hobgoblins silently lead you to through the southeast iron doors, though you notice each seems to surreptitiously check that the northwest doors are barred. Through the doors, you enter a large hall, spaced with many doors. At the end of the hall is another set of iron double doors, which you follow the hobgoblins through, into the familiar room of your most recent battle.

The room looks much the same, although a heavy stone throne now rests on the upper tier. Lounging in the chair is a hobgoblin toying with a spiked chain, and next to his throne is a pile of chains. Arrayed around the room are four more hobgoblin guards.

The hobgoblin in the chair looks up as you and the other hobgoblins enter. "So, I was, of course, right. You have returned. The question is, why? Why have you come down here to our home and wreaked such havoc?"

Map


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn smiles as they are introduced to the hobgoblin chief. He begins his speech without approaching the hobgoblin.
"I am a servant of god name Arshae. This diety is interested in bringing help to the tired and freedom to those in captivity. I will produce water from nothing to prove Archae gives me great power, including the power to create the most essential liquid of all. This magic I will cast with my back turned so as not to threaten you."

Diurn demonstrates his water skin is completely empty. He casts, and his water skin is filled and he continues to cast a bit longer. The added magic he immediately uses to make his words more convincing.

Cast orison Create Water followed by orison:Enhanced Diplomacy

Enhanced diplomacy:

Enhanced Diplomacy
School divination; Level cleric 0, druid 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies

Diurn turns back to the hobgoblin chief.
"Just as Arhae insisted on delivering our children from the huge monster that was holding them against our will, this divine power has given you a chance at freedom too. I do not hold you responsible for any actions committed up to now, but I strongly warn you to cease this enslavement of others. Arshae will not tolerate it."

The cleric smiles, "But, you have delivered from bondage and given a chance at a new life without bringing down the wrath of people and their gods from above. I hope you will take it."

Diplomacy to shift attitude: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29


Male Dwarf Cave Druid 2

Darthal looks closely at the statue of the dwarf warrior as he passes, trying to recall what god or hero might be shown here, and carefully noting any and all signs of damage, for which the hobgoblins will eventually pay.

Knowledge (history) 1d20 + 4 ⇒ (10) + 4 = 14

He watches the hobgoblins closely for signs of treachery, ambushes, reactions, or weaknesses. You dwell in a dwarven fortress, he thinks, and you claim it as your home? Outrageous! He does his best to keep this from his face, by wrapping his scarf over nose and mouth and leaving only eyes exposed, but may not be entirely successful.

Perception 1d20 + 9 ⇒ (13) + 9 = 22
Sense Motive 1d20 + 4 ⇒ (16) + 4 = 20


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn displays his holy symbol, the broken shackles of Arshea, for the leader to see.


Male Dwarf Cave Druid 2

Darthal continues to glare at the hobgoblins, trying to maintain his peace, but wondering how long they will take to respond to Diurn.

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