[Adventure]: The Missing Professor (DM: H.M.Gimlord, Looking for a Judge)


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GM: I suppose many of you have leveled up, so I'm going to assume an extended rest here.
After dispatching the last of the thugs, the group decides to investigate the abandoned thieves den. The opening in the cellar wall yields to a small antechamber, the floor of which has partially subsided, leaving a honeycomb of cross-beams over which to walk. Sounds dripping and gurgling water can be heard underfoot. Luckily the places that were weak enough to give way have done so over time, and what remains of the floor is fairly sound.

A musty smell of decay permiates the air, as the group presses further to the rear of the chamber, culmenating in a crecendo of fetid odor as they reach the charred remains of a staircase, leading downward into a rather elaborate hideout.

At one time this might actually have been a rather comfortable residence, but as it stands, no decent thing would live here. Bodies of the thieves who died defending this subterranian domicile still lie here, uninterred and decaying. Spiderwebs and dust cover everything.

GM: Sorry for this to be not much more than fluff, but I figured that after this long, you deserved a synopsis (see below). This encounter is more of a treasure hunt than a skill challenge. You may also find clues as to Professor Aramista's whereabouts.

Please RP your efforts to search the hideout. Specify locations of your searches per the map, and I will tell you what your PCs find.

Feel free to use Perception, Insight, History, Dungeoneering, or other appropriate rolls if you want to find something besides your treasure. There are easter eggs hidden everywhere!

[MENTION=60965]Iron Sky[/MENTION] & [MENTION=82251]TwoHeadsBarking[/MENTION]: I will post your hook tomorrow. Promise!
[sblock=Map]
TheHideoutAftermath.png
[/sblock][sblock=Synopsis of story to this point]

You are currently located just outside of a cliffside port city named Rioc Alair. The cellar in which they are now belongs to a harbor-side tavern and inn called The Crystal Mug.

Your original party was employed by a gentleman named Jahred who is the leader of the primary constabulary group of Rioc Alair called The Night Watch, to determine the whereabouts of "Professor Aramista" who has gone missing now for several weeks.

Your group have inspected the professors office and found the following documents and curiosities (see clues below) In their investigation, the group has also discovered that a previous group of adventurers were instrumental in ratting out a den of thieves being given sanctuary in this cellar hideout. The proprietor of this establishment at the time, a man named Blagarm Barblacken, was arrested and exiled, while all but one of the tieves were hunted down and executed (most of them as a result of the skirmish the aftermath of which you see here).

The band of thieves was evidently led by a well-to-do member of society named Lars Hallmaster who left town with the city's Master Armorer, a dwarf named Hankel Mast, some time before the hideout was exposed.

The preivous group of adventurers that dispatched the thieves continued to pursue Lord Hallmaster in hopes of rescuing Hankel, believing him to be a lost heir to some kind of fortune.

Upon learning of the hideout from Jahred, your party expressed a desire to investigate, and were given a document signed by the Governor of Rioc Alair, Lord Ekton, giving you privilege to use whatever means necessary to complete your mission.

While talking with Jahred, they also met a man named Vythdar Astrix, a representative of the people of Rioc Alair to Lord Ekton's court. He, too, expressed an interest in seeing the professor found, and returned to Rioc Alair.

Upon arriving at The Crystal Mug, the group was set upon by a band of rough thugs. As the battle wound down, the last of the thugs made a dash for the cellar, in which Dante was killed in a trap, most likely a remnant of the thieves' devices. The poor thug, however executed poor judgement in his escape attempt, by attempting to flee through a locked cellar door. Cornered by Gloom and Draglin, the fellow fell hard.

Upon the thug's chest (as well as others as some of you remember), is an ensignia of polished, gray leather in the shape of a dragon.

GM: Clues from the professor's office: [sblock=Documents left spread out on the professor's bed][sblock=A letter]
Schematics-2.png
[/sblock]This is a map that you recognized as the same map that Jahred showed you back at the Hanged Man in Daunton.[sblock=Map]
AvenrocandErkemhestcopy-2.png
[/sblock]The letter appears to be a draft that was not completed. It is not clear if a completed copy was sent or if Professor Aramista left before he had the chance.[/sblock][sblock=Items on the desk]Several codices are open to pages depicting machinery for smelting metals:
ForgeSchematics2-1.png
ForgeSchematics1-1.png
One document lies next to these codices written in a strange script
History-1.png
[sblock=History DC 25]It is a form of dwarven script. If you can read dwarven you can ask the DM for a translation.[/sblock][/sblock][sblock= Documents found on the professor's reading table]Three maps:[sblock=Map 1]
ThemouthoftheFluss.png
[/sblock][sblock=Map 2]
Aleinheist-1.png
[/sblock][sblock=Map 3]
TheDeadSwampUntranslated.png
[/sblock][/sblock]
[/sblock]
 
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After spending sometime alone Max silently states farewell to Dante,
his friend and ally for many battles. You're in a much better place now
my friend. I'll make sure Draglin takes care of Virgil. I'll promise you that.

The warlord gets up and then starts to investigate the room with the tapestry

sblock=perception check: 1d20+7 = 14

Watch out everyone...no telling what other traps are still hidden in the forsaken place

ooc: move to e24


[sblock=Max updated stats]
Max is now lvl 11 after adding the new xp and spending a DM credit

[sblock=Max]
[sblock=Statblock]
Max, Male Human Bravura Warlord (Dragon Slayer) 11

Passive Perception:17, Passive Insight:17
AC:27, Fort:27, Reflex:24, Will:22 -- Speed: 5
HP:83/83, Bloodied:41, Surge Value:21, Surges left:8/8
Initiative +7, Action Points:1
Powers:
*At Will Powers:
**Commander's Strike
**Brash Assault
*Encounter Powers:
**Heroic Effort USED
**Inspriing Word 2 BOTH USED
**Battefront Shift
**Vengence is Mine
**Grit and Spittle
**Second Wind
**Walk it Off
**Warlord's Strike USED
**Lion's Roar USED
**Armor power: Demonscale
**Marial vigor
**Flattening Charge
**Beast-Surrounding Maneuver
**Takedown Strike
*Daily Powers:
**Concentrated Attack
**Stand the Fallen USED
**Denying Mark
**Davros Elden's Hasty resurgence
**Shield Power
**Boot Power
**Sword Power
**Strength of Conviction

MBA: +15 vs. AC, 1d8+9 damage (Crit +2d8)
[sblock=Notes]*Action Surge Feat: +3 bonus to attack rolls when spending an AP
*Leand Meat Feat +1 bonus to ally attack rolls for any power granted by a warlord power
*Armored Warlord Feat: +1 to amount of healing surges
*Human Perserverence Feat: +1 to all saving throws
*Improved Bravura Feat: When an ally uses Max Bravura Presence, that ally gains either a +1 bonus to the attack roll or a +1 bonus to speed for the move action (ally's choice)
*Stubborn Survivor Feat: +2 bonus to all saving throws when Max has no AP.
*Belt of Vigor: +1 bonus to healing surge value
*Bracers of Mighty Strike: +2 Damage bonus when using a basic melee attack
*Circlet of Indomitability: +1 to Will
*Badge of the Berserker: When Max charges he doesn't provoke OA's
[/sblock][/sblock]

[sblock=Spending an AP in the Presence of Max: Please Read]

Battlefront Leader Power

Any ally within three squares of max can shift 1/2 movement speed as a free action.

Bravura Presence

When an ally Max sees spends an action point to take another action to use it as an attack, the ally can choose to take advantage of this feature before the attack roll.

If the ally chooses to do so and the attack hits, then the ally can choose to do the following after the AP action:
* make a basic attack +1 to hit (due to feat: improved bravura)
or
* make a move action as a free action +1 added to ally's speed for movement (due to feat: improved bravura)

If the AP attack misses, the ally grants CA to all enemies TENT.

Clearly worth the risk :)

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[sblock=For dimsdale, Luinnar, and Velmont Only]
GM: [MENTION=79956]dimsdale[/MENTION]: I will wait, if you want me to, until you can get a wishlist up on your character sheet. Then I'll post your treasure findings.

All others: Be sure your wishlists are up to date. Post where your PCs will be searching and I'll work your treasure findings into the location you choose.
While the party is searching the hideout, a mournful wail pierces the air from down one of the corridors at the far end of the common room. A voice in tearful rage barks words too muffled by the subterranian walls to make out.

Suddenly, the voice is replaced by hurried footsteps that draw quickly closer.
From behind a door at the east end of the room a human steps into the common room, eyes red with tears that cover a visage of rage.

"Murderers!" he yells, and charges for Draglin. Deftly, the dragonborn steps out of the way just as the assailant's comes down upon him. The rest of the party quickly rush to their friends aid. Whishing no quarter, the small rogue charges into lot of them, flailing his dagger.

Not wishing to kill the poor fellow, the party subdues him, gags him, and binds him to a chair for questioning after they have completed their search[sblock=Map]
TheHideoutAftermathRound2-1.png
[/sblock][/sblock][MENTION=82251]TwoHeadsBarking[/MENTION] & [MENTION=60965]Iron Sky[/MENTION]: Here is your long-awaited hook![sblock=For Iron Sky and TwoHeadsBarking Ony]The following story began some months ago:

Haruka has been spending the last few days renting a room at The Hanged Man. While enjoying the atmosphere of the common room, she meets the young Seraphine, and they strike up a conversation.

While they are speaking, a message-boy appears at Seraphine's side, "Excuse me ma'am," the boy sheepishly interrupts, "Would you be the lady Seraphine of Apoli?"

Upon her affermative nod, the boy produces a letter, written on fine vellum emblazoned with the sigil of Apoli. The flowing script glows brilliantly as Seraphine reaches for the docuemnt. Upon the oiled sheet is written:
My most trusted servant of the great Apoli. I always knew you were destined for great things. There is yet another task for which you are perfectly suited.

You are to book passage to a port city of Rioc Alair, in the newly colonized continent of Avenroc. Few knwo the way, but I've managed to secure the name of a capatain who trades in that area often. His name is Jordan Ertos. You will find that he is in port in Daunton for the next two days. I have already payed your passage with him. You can identify yourself by presenting this letter when you meet him.

One of the other passengers on this vessel will be another servant of Apoli-a gentleman named Aaron Handmill. He is a bit rough around the edges, but on the whole, a trustworthy fellow.

Once in Rioc Alair, Mr. Handmill will take you to meet Lord Lars Hallmaster, a gentleman who despite having lost his family to time and vile hands, continues to seek the will of Apoli. Lord Hallmaster has discovered a power source that is capable of winning great glory for Apoli. It is an element unlike any other, with the power to control the energy of storms.

You are to find the origin of this power source and deliver the location of its source to Lord Hallmaster. Beware. This element is sure to be known to others as well, and thus is likely to be guarded by all manner of man and beast. You may bring help, but for the sake of the delicacy of this mission, please bring no more than one other.

I wish you the blessings of Apoli on your quest.

May his presence be ever with you.

Your fellow servant,
Mithaeus
Haruka expresses to Seraphine a desire for the privilege of being the one to aid her in her quest, and so the two set out for the docks in Daunton and find it just as Mithaeus had described.

On Jason Ertos' ship, the meet Aaron Handmill, who reveals after only a little conversation, that he knows nothing other than that Lord Hallmaster needs one or two brave souls to fulfull a task for him.

The voyage takes four months, but the ship and crew are well stocked, and have ports of call along the way where they are able to resupply.

As the ship pulls into the port, large, sandstone cliffs loom to either side. The harbor is a series of wharfs on a rocky beach at the base of seaside bluffs. Directly ahead, the main gates to the city open up to reveal long lines of people waiting in line to pass through security. To the east, a sinuous path winds its way through a series of switchbacks to the top of the cliffs where a large, comfortable-looking inn overlooks the harbor.

When the trio disembark, Aaron guides Haruka and Seraphine along a little-traveled path leading from the harbor, along the shore. The further they get from the harbor, the more remote their location seems to be.

Just when Seraphine and Haruka begin to think that this fellow is going to get them lost, he turns a corner along the narrow path into the opening of a large cave, out of which a foul stream belches a literal riverfull of fetid water in a 30 foot arc to the ocean below. The septic stream stains the ocean black where it touches the seawater, and the stench of human waist is so unavoidably strong that Haruka nearly gags. When Aaron sees their expressions, he merely shrugs in a sheepish, unspoken apology.

A path runs alongside the malodorous river disappearing into the cave, and Aaron sallies forth therein. Following their young concierge, Seraphine and Haruka embrace the fould darkness of the cave.

For about a quarter of a mile, the three continue their walk along the sewerside path, unitl, not far in the distance, Haruka is able to make out the faint glow of daylight thorugh another opening in the cavern ahead. As the light at the end of the tunnel draws closer, however, Aaron's confident air begins to wane, "Somehting's wrong." He races forward to a spot about a hundred yards, or so, where a large rock protrudes from the path as if it were purposefully placed there. He gropes around the rock as if looking for something that he expected to be there.

To the right of the path (and now behind Aaron who is facing the river), a corridor branches off of the cave wall. Aaron turns around and stares at the opening, "That passage is supposed to be closed at all times," he explains, his face blanching with fear, "Something is definitely wrong."

Cautiously, Aaron produces filnt and tinder from a pouch at his belt. After using this to light a cold torch from a sconce just inside the corridor, he draws a dagger and proceeds into the opening.

Moments later a mournful wail issues from the corridor, "Smoc! No!" The sobbing voice is Aaron's. Haruka and Seraphine charge into the corridor and find Aaron kneeling down, holding the decaying body of a halfling. There are no lights, except for the smoldering torch that now lays on the floor next to the grieving human, "What happened!?" the question is rhetorical, yet filled with grief. He looks up at his companions, "He's dead" Looking around he sees others, and naming them, he kneels beside them in grief as well, "They're all dead!" rage now replaces grief, "Who did this!?" Drawing a dagger once more, he charges off down the dark corridor leaving Haruka and Seraphine to ponder what is happening.

A few moments pass, and soon strong voices are heard issuing from the direction in which Aaron had just disappeard. The voices quickly grow to an angry crescendo and soon the sound of metal blows rings down the corridor. Screams are heard, and then all is silent.[sblock=Dungeoneering DC 30]You are likely to be somewhere below the inn you saw on the hill overlooking the harbor.[/sblock][sblock=Tokens][sblock=Haruka]
Haruka.png
[/sblock][sblock=Seraphine]
Seraphine.png
[/sblock][/sblock]
[sblock=Maps][sblock=The harbor of Rioc Alair]BTW: On this map, North is to the left, East is up, South is Right, and West is down.
RiocAlairforHarukaandSeraphine.png

[/sblock][sblock=The sewer-river and open corridor]
TheUlmarforHarukaandSeraphine.png
[/sblock][sblock=Detail of present location]
TheUlmarDetail.png
[/sblock][/sblock][/sblock]
 

Seraph halts and draws a slender black blade and a jagged iron shield.

"Apoli, grant us Your touch that we might find our way along Your Path."As she speaks, radiant light begins to radiate off of her armor, trailing away in streamers like flares of energy drifting off the sun. She glances at Haruka.

OOC: They've known each other for several months, presumably there's some degree of familiarity. Might be kind of entertaining to invent the relationship they've established as we go. If I'm out of line, let me know and I'll modify what she says.


"Shadowed One, stay close behind - if the light of my Lord does not deter you that is," she smiles faintly at the warlock. "I believe this is no mistake. The Lightgiver may have set another hard task in our path and we must not balk, regardless of what the shadows might whisper."

As she advances towards the sound, a ghostly white tiger literally pads into existence behind her, eyes glowing a faint blue as the gossamer wisps of light radiating off of Seraph pass through him. He pauses for a moment, as if looking to see if Haruka is coming, then follows close on Seraph's heels.

[sblock=Serras Token]
B4A_FCCTigerWhite2.png
[/sblock]

[sblock=Seraph's Statblock]Seraph, Female Human Blackguard(Rogue)/Adroit Explorer 12
Passive Perception: 22, Passive Insight: 19
AC: 32, Fort:26, Reflex: 27, Will:29, Resist 6 Ongoing -- Speed:5
HP:97/97, Bloodied:48, Surge Value:24, Surges left:13/13
Initiative +8, Action Points: 1
MBA: +20 vs Ref, 1d8+14 damage. RBA: Range 5/10, +10 vs AC, 1d4+2 damage.
Powers: Virtuous Strike, Dread Smite x 2, Mocking Smite x 2, Virtue, Vice's Reward, Shroud of Shadow, Reactive Surge, Destined for Greatness, Sneak Attack, Second Wind, Majestic Halo, Glorious Charge, Servant of Vice, Astral SplendorItems: Summoned Armor, Apoli's Sun Blessing, Madstone x2, Healing Potion x2, Potion of Cure Light Wounds x2, Symbol of Scorned Fate, Apoli's Sun Blessing, Vanguard Weapon
Notes: *Charge attacks don't provoke OAs, deal +1d6+1d8 damage, and can shift 1 after the attack *+8 damage with CA *+2 damage vs bloodied *1/round take 6 damage while have THP to deal +6 damage on next attack *+5 power bonus to next attack roll against first enemy to bloody *DR 10 TenT on AP *Save vs daze/stun at start of turn *Gain CA first round of combat

Serras, Spirit Tiger (Displacer Beast) Companion
Passive Perception: 14, Passive Insight: 14
AC: 29, Fort:23, Reflex: 27, Will:27 -- Speed:7
HP:48/48, Bloodied:24, Surge Value:12
MBA: +17 vs AC, 1d8+6 damage and gains concealment TenT.
Notes: *Allies adjacent to Serras gain +1 defenses *Enemies adjacent to Serras grant CA[/sblock]
 
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Why did he attack us, what is this place and why all the dead here? Draglin says. What would Dante do in this situation? Look for clues maybe. Draglin walks around checking the bodies for clues.

OOC: Perception=33.


[sblock=Draglin's new Stat Block]
Draglin, Dragonborn Fighter/Shock Trooper 12
Passive Perception 21, Passive Insight 16
AC 28 Fortitude 25 Reflex 24 Will 17
HP 96/96 Bloodied 46 Surge Value 24, Surges 10/10
Speed 6, Initiative +11
Action Points: 1

Basic Attack Short Sword; +20, 1d8+13(+15 w/ CA) creature is marked hit or miss, if used because of an OA from movement the creature stops moving (but may take another action to move again).

Combat Challenge: At Will Immediate Interrupt Melee
Trigger: When a marked enemy shifts or makes an attack that doesn't include Sir Draglin.
Effect: Sir Draglin makes a melee basic attack against that enemy

Footwork Lure
Dual Strike

Combat Challenge
Summon Virgil

Come and Get It
Off-hand Strike
Grit and Spittle
Rain of Blows
Shocking Twister
Kirre's Roar
Dragon Breath
Feral Hide Armor +2
Amulet of Life +1

Hunter's Quarry
Second Wind
Backlash Tatoo

Villian's Menance
Rain of Steel
Bedeviling Assault
Quick Short Sword +2

Mighty Surge
Assault Footwork

[/sblock]

[sblock=Virgil the Lizard Fey Beast Companion (Young Owlbear)]
Virgil Player Luinnar Lizard (Owlbear) Fey Beast Companion (Unaligned) Level 12 (XP As Draglin) Initiative As DraglinPassive Insight 16 Passive Perception 23; Senses Darkvision
HP
46 Bloodied 24 Surge Value N/A; Surges Per-Day Draglin
AC
25 Fortitude 27 Reflex 23 Will 27
Speed
6 Size Medium
Str 20 (+5) Dex 12 (+1) Wis 14 (+2) Con 17 (+3) Int 2 (-4) Cha 6 (-2)
Racial Abilities
Aura 1:Allies gain +2 power bonus to damage rolls against enemies in aura. Enemies in aura grants CA to Draglin.
Basic Attack +17, 1d12+6
Languages Owlbear
[/sblock]
 


OOC: They've known each other for several months, presumably there's some degree of familiarity. Might be kind of entertaining to invent the relationship they've established as we go. If I'm out of line, let me know and I'll modify what she says.

OOC: Sounds like a plan. How old is Seraph, out of curiosity?

Haruka grins back and draws a pair of slightly-curved daggers, "Don't worry about me, Ser. Every light casts a shadow; I'll just walk in yours." As she follows the other woman, the darkness around her twists and thickens, slightly concealing her form.

[sblock=Haruka's mini-stats]Haruka Sato human Warlock/Adroit Explorer 12
Initiative: +7 | Passive perception: 25 | Passive Insight: 25
AC: 24 | For: 21 | Ref: 24 | Will: 25
HP: 82 | Bloodied: 41 | Surge value: 20 | Surges: 8/8
Resist: 10 fire, 5 necrotic
Speed: 6 | Languages: Allarian, Tsugo
AP: 1 | Second Wind: not used | Fell Scorn: 1
Melee Basic Attack: +19 vs AC, 1d4+8 damage
Ranged Basic Attack: +15 vs AC, 1d4+4 damage
Powers: Eldritch Strike, Gift to Avernus, Hand of Blight
Cruel Bounty, Deadly Attention of Delban, Pain to Pleasure, Sorcerer-King's Decree
Malicious Shadow, Flames of the Smoking Crown, Curse of Black Frost
Heroic Effort, Beguiling Tongue, Dark One's Own Luck, Ethereal Sidestep, Destined for Greatness
Incisive Dagger, Armor of Dark Majesty, Periapt of Cascading Health, Prison of Salzacas, Blackleaf Gloves

Conditions:
[/sblock]
 

[sblock=wish list :)]

N+1 items:
Gloves of the Healer (paragon tier) Lvl 12
Belt of Vigor (paragon tier) Lvl 12


N+2 items:
Gloves of Missile Deflection Lvl 13
Flesh Grinder Waraxe +3 Lvl 13
[/sblock]




[sblock=corrected statblock]
Max, Male Human Bravura Warlord (Combat Vereran) 11

Passive Perception:17, Passive Insight:17
AC:27, Fort:27, Reflex:25, Will:24 -- Speed: 5
HP:85/85, Bloodied:42, Surge Value:22, Surges left:8/10
Initiative +7, Action Points:1
Powers:
*At Will Powers:
**Commander's Strike
**Brash Assault
*Encounter Powers:
**Heroic Effort USED
**Inspriing Word 2 BOTH USED
**Battefront Shift
**Vengence is Mine
**Grit and Spittle
**Second Wind
**Walk it Off
**Warlord's Strike USED
**Lion's Roar USED
**Armor power: Demonscale
**Marial vigor
**Takedown Strike
**Skirmish Ploy
**Takedown Strike
*Daily Powers:
**Concentrated Attack
**Stand the Fallen USED
**Create a Target
**Davros Elden's Hasty resurgence
**Shield Power
**Boot Power
**Sword Power
**Strength of Conviction
**Force of Fellowship

MBA: +17 vs. AC, 1d8+10 damage (Crit +2d8)
[sblock=Notes]*Action Surge Feat: +3 bonus to attack rolls when spending an AP
*Leand Meat Feat +1 bonus to ally attack rolls for any power granted by a warlord power
*Armored Warlord Feat: +1 to amount of healing surges
*Human Perserverence Feat: +1 to all saving throws
*Improved Bravura Feat: When an ally uses Max Bravura Presence, that ally gains either a +1 bonus to the attack roll or a +1 bonus to speed for the move action (ally's choice)
*Belt of Vigor: +1 bonus to healing surge value
*Bracers of Mighty Strike: +2 Damage bonus when using a basic melee attack
*Circlet of Indomitability: +1 to Will
*Badge of the Berserker: When Max charges he doesn't provoke OA's
*Combat Veteran Action: When Max spends an AP another ally within 10 can take a move action
*Mercenary feature: +1 to all defenses when bloodied
*Resilient Focus Feat: +2 to all saving throws
[/sblock][/sblock]

[sblock=Spending an AP in the Presence of Max: Please Read]

Battlefront Leader Power

Any ally within three squares of max can shift 1/2 movement speed as a free action.

Bravura Presence

When an ally Max sees spends an action point to take another action to use it as an attack, the ally can choose to take advantage of this feature before the attack roll.

If the ally chooses to do so and the attack hits, then the ally can choose to do the following after the AP action:
* make a basic attack +1 to hit (due to feat: improved bravura)
or
* make a move action as a free action +1 added to ally's speed for movement (due to feat: improved bravura)

If the AP attack misses, the ally grants CA to all enemies TENT.

Clearly worth the risk :)

[/sblock]
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