GM IronDesk's Lonely Coast (Inactive)

Game Master IronDesk

A campaign based on the adventures published by Raging Swan Press taking place in their Lonely Coast mini-setting.

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Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

You are an excellent group of companions.

Thank Pirsma, Darlen, and all the divines of goodly folk.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Phew, I was just trying to adapt the Lord's prayer into a prayer to Darlen. It did not sound good!!

"Phew, that was close. I didn't think he was going to believe us. What is an aspergillum? Shall we find out? "


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"I reckon we better get a move on. They already have a lead. " and he will proceed.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Mitran and Wulfric go to the indicated burial nich. "Marel Menge, Curate," reads the name plate. They carefully lift away the sealing stone. Amongst the skeletal remains inside there is a gleam of silver. Wulfric brings forth an item resembling a light mace, but many tiny holes perforate its head. A cap at the end of the handle unscrews revealing the item is hollow. Runes decorate its shaft.

Wulfric and Tomi receive one hero point each for ending this encounter peacefully. Remember, you can only have a maximum of three points at once, extra points earned are lost.

Detect magic, Spellcraft and Appraise reveals:
Blessed Aspergillum
Abilities: Sprinkling a weapon with holy water from a blessed aspergillum has the same effect as bless weapon. The aspergillum can hold a vial of holy water and such an amount of liquid can cover three weapons. Doused weapons glow with radiance equal to a candle while blessed. The holy aspergillum can affect up to three weapons a day in this fashion. The blessed aspergillum doubles as a silvered light mace. If filled with holy water, the first hit coats the target in holy water.
Activation: Use activated (standard action); refilling the blessed
aspergillum is a move action.
Aura: Faint transmutation (DC 16 Spellcraft); CL 3rd
Requirements: Craft Wondrous Item, bless weapon; Cost 2,250

Who's carrying this?

Once the sealing stone has been replaced, the party enters the passage in the wall of the undercroft. They wind their way down a descending natural tunnel that goes on for hundreds of feet. As the group descends further, water drips from the ceiling, making the ground muddy. Many foot prints travelling in both directions are visible in the mud. Eventually the natural corridor opens out into a large chamber, the light from the ever-burning torches you took from the hall insufficient to illuminate the whole space. The stalactite‐festooned ceiling towers thirty feet above. Ahead, the floor drops away into a black chasm.

Map updated


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Based on the size of the cavern. Wulfric will stow his guisarme and load his sling as he will be able to see enemies coming early.
" Ok everybody lets stick together here. Mitran, can you see any new tracks we can follow?

Did we start with a hero point? If so that is 3 total for Wulfric and Tomi right?


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Detect Magic/Spellcraft check: 1d20 + 9 ⇒ (5) + 9 = 14

Vilesse waves her hand and a quartet of dim lights swirl into being in the air. She gestures, sending them across the space to show them how big the chamber is.

Cast Dancing Lights. She'll send the lights out as far as they can go or until she hits a wall.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse's dancing lights fly our into the cavern, revealing it fully. crouched in ambush in the far corners, three rotting corpse creatures hiss and groan at the encroaching light.

Party's Perception checks:

Stealth check: 1d20 + 2 ⇒ (6) + 2 = 8
Tomi: 1d20 + 5 ⇒ (6) + 5 = 11
Mitran: 1d20 + 6 ⇒ (1) + 6 = 7
Wilf: 1d20 + 4 ⇒ (16) + 4 = 20
Wulfric: 1d20 + 5 ⇒ (4) + 5 = 9
Vilesse: 1d20 + 0 ⇒ (6) + 0 = 6

Initiative:

Tomi: 1d20 + 1 ⇒ (20) + 1 = 21
Mitran: 1d20 + 4 ⇒ (4) + 4 = 8
Wilf: 1d20 + 2 ⇒ (7) + 2 = 9
Wulfric: 1d20 + 2 ⇒ (1) + 2 = 3
Vilesse: 1d20 + 2 ⇒ (3) + 2 = 5
Undead: 1d20 + 2 ⇒ (8) + 2 = 10

Round 1 - Surprise round

The undead, clad in ragged burial shifts that barely cover their rotting bodies, wiggle free from their hiding spots and charge forward with alarming speed.

Tomi, Wulfric, Wilf, please take a standard OR move action this turn, Mitran, Vilesse and animal companions wait until rnd 2. To keep things moving, I'm lumping all PCs into the same initiative order (sorry Tomi), so turn order going forward will be undead, then PCs.

For those without immediate access to the map, there is one undead about 15feet north west, and 2 undead about 15 feet north east of the party


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Will will ready an action that when an undead gets adjacent to him, he will swat it with his club.

to hit: 1d20 + 6 ⇒ (4) + 6 = 10 miss


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Wulfric will drop his sling and draw his guisarme. He will use his +2 on an AOO (tactician) on the first undead to come in range and any AOO will be trip attempts.
I will try and trip them, be ready


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

i thought we'd be a bit further into the cavern, particularly given vilesse casting dancing lights - also that tomi would be closer to the front, being self-confident as he is and also carrying on of the lights.

in a nutshell he'd like to charge something, but if thats not possible he'll just attempt to get past the meat wall in front of him in order to get amongst the action!


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Roll20 isn't working for me for some reason. Tried Chrome and IE, neither will finish loading the map.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

hmm... here's a quick screenshot for now: The chasm

Tomi, only Wilf and Wulfric have line of sight to the undead on this round, so no charging. Do you want to move to the one on the left or the two on the right? How close do you want to get?


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

Tomi will move to just in front of wulfric so he can swing his polearm over the halflings head.

moved on map - im assuming wulfric will be able to attack the square directly NW of Tomi


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Round 2

Initiative Order
Zombies
PCs

The dead preists of Cymer snarl and moan and charge forth. The first leaps at Tomi, grasping...
AoO from Tomi: 1d20 + 5 ⇒ (11) + 5 = 16=HIT; Dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Zombie(red) reposition vs CMD14: 1d20 + 6 ⇒ (20) + 6 = 26 = moves 3 squares
...Tomi slashes out and cuts dead flesh but the zombie keeps coming. Its hands grab Tomi hard by the arm and shoulder and hurl off his feet and dangerously close to the looming chasm!

Before Tomi can regain his bearings, a second zombie charges at him, faster than any dead thing has a right to move. . .
Zombie(blue) charging bull rush vs CMD14: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 = MISS
...The Halfling manages to stumble out of the way of the clumsy charge, but the third zombie is right there...
Zombie(green) bull rush vs CMD14: 1d20 + 6 ⇒ (10) + 6 = 16 = MISS
...and shoves him teetering to the edge of the precipice.
The square Tomi has been pushed into is 50% solid ground, 50% open air - Make a DC 10 Reflex save to keep your footing...

All players are up!


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf will move up and smash at one of the undead

to hit: 1d20 + 6 ⇒ (2) + 6 = 8 nevermind


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Ok I can't see the map at the moment, but if Tomi got an AOO against the first one, shouldn't Wulfric? If that connects it might make quite a difference, as Wulfric was going to trip anything he got an AOO against, which would have prevented Tomi being repositioned and all the follow on.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

reflex save: 1d20 + 3 ⇒ (8) + 3 = 11

Tomi teeters on the edge for a breath, then throws himself forward and back into the fray.

i think the AOO was for his combat manuver

Tomi will take a 5' step (moved on map) and have another go at the first zombie.

power attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 5 ⇒ (4) + 5 = 9

and hits!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yes Tomi's AoO was for the combat maneuver, not triggered by movement. The description for reposition states that only the target of the maneuver gets an AoO


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Mitran will scramble into the cavern as indicated.
Bo will move to help Tomi and try to bite at the red zombie.

Bo Bite: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Bite Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Well, I guess that's the time to roll a 1 on damage... hehehe


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Oh ok. Wishful thinking I guess

" Damn you Tomi, you are going to get yourself killed"

Wulfric will attempt to trip red undead.

Trip: 1d20 + 4 ⇒ (7) + 4 = 11

Probably not then


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Edit should be +5 for a score of 12


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Tomi springs back to his feet and spins around, hewing through the rotted thigh of the zombie bend him. It pitches forward and Tomi sinks his blade into the thing's skull.

Repositioning Wulfric and Bo to attack blue His companions rush forward to help him but their efforts fail to draw blood and the two remaining zombies whirl to face the new threats.

Just waiting on Vilesse and Hound


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse whistles and points at the nearest zombie, moving aside so Hound can rush past her. As her companion charges forward, she sends a wave of baleful energy at the zombie, willing Hound to make it bleed.

Evil Eye, -2 to AC on blue zombie, DC 15
Hound's attack: 1d20 + 2 ⇒ (13) + 2 = 15
Bite damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip attack if Bite hits: 1d20 + 1 ⇒ (17) + 1 = 18


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse's fey curse find no purchase with the mindless zombie. Hound lopes forward to attack the closest zombie, leaping up and biting into the thing's flank and pulling it to the ground.

Round 3

It tries to scramble back to its feet..
provoking AoOs from Wilf, Bo, Hound, Wulfric, resolved in initiative order.
AoO Wilf: 1d20 + 6 ⇒ (19) + 6 = 25 = HIT; 1d10 + 7 ⇒ (6) + 7 = 13..
But Wilf crushes its skull with a massive overhand blow.

The last zombie leaps forward over its companion's corpse and tries to yank Wilf towards the chasm edge...
5' step, reposition vs CMD 18: 1d20 + 6 ⇒ (2) + 6 = 8 = Miss
..but the shepherd manages to fend it off.

Party is up!


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"Oh no, none of that!"

and smash

to hit: 1d20 + 6 ⇒ (4) + 6 = 10

or not


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Wulfric will step forward (done on map) and swing his Guisarme

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9

"For Darlen's sake I can't hit a damn thing!"


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"Ayup. "


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Mitran moves into position and strikes at the zombie.
Scythe Attack: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Scythe Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Bo growls in anger at the zombie and unleashes his mighty (for a small guy) ferociousness.

Claw A Attack: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Claw A Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Claw B Attack: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Claw B Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Bite Attack: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5

EDIT:
Claw A Crit Attack: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Claw A Crit Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Claw B Crit Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Claw B Crit Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Boy, wasn't kidding about the mighty ferociousness.

Also, all of Bo's attacks count as slashing.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Crimeny! MVP awards to the furry guys this encounter!

Bo jumps headlong at the last zombie, bowling it over and savaging about the face and neck until it stops moving.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf is evidently not furry enough, and will from this point forward stop with the shaves or haircuts.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

After slaying the zombies, the group has a few moments to look more closely at their surrounding. The cliff face at the north of the chamber drops away sheer. Sending Vilesse's lights down revals its about 70 feet to the bottom. It would be very difficult to scale down.

The zombies were concealed in muddy niches in the cavern walls. They carry nothing on them.

Perception Checks:

Tomi: 1d20 + 5 ⇒ (19) + 5 = 24
Mitran: 1d20 + 6 ⇒ (15) + 6 = 21
Wilf: 1d20 + 4 ⇒ (10) + 4 = 14
Wulfric: 1d20 + 5 ⇒ (3) + 5 = 8
Vilesse: 1d20 + 0 ⇒ (15) + 0 = 15

While searching around, Tomi finds a small cloven skull - the symbol of Braal - carved into the stone floor near the precipice. Once found, further looking about reveals that it marks the location of a hidden flight of shallow stairs cut into the cliff face and partially concealed by an overhang. Climbing down the stairs would still not be risk free, but much easier than attempting the climb on your own (DC5).

The stair is 90' top to bottom. Because of it you can move at double your normal climb rate ( 30' instead of 15' if you take double move actions), which means you need to succeed at 3 consecutive climb checks (DC5, remember ACP) to reach the bottom safely. If you choose to use the stairs, please describe the order in which the party descends, and any precautions you are taking, then make your three rolls. If you fail a roll, please make a reflex save. . .


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf will lead the way down the stairs.

climb: 1d20 + 2 ⇒ (6) + 2 = 8
climb: 1d20 + 2 ⇒ (11) + 2 = 13
climb: 1d20 + 2 ⇒ (8) + 2 = 10


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Any chance someone might have enough rope to get down that?

Mitran has no rope on him. Also, not sure how a bear or hound get down?


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

"Ay a rope would be usefu, to steady us. I am not the best climber in all this armour."


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

i say we wait a moment wilf - if those creatures wanted to ambush us this would be an ideal place for it.

i do have rope, though its in my saddle bags up in the stables.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

"That is true, but if we delay they might use it as an opportunity to escape. If upstairs is the closest rope, we best get on."

climb: 1d20 - 3 ⇒ (11) - 3 = 8
climb: 1d20 - 3 ⇒ (12) - 3 = 9
climb: 1d20 - 3 ⇒ (12) - 3 = 9

Phew!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

I'll hand wave Bo and Hound down if Vilesse and Mitran succeed in order to keep things moving.


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 15
Climb: 1d20 ⇒ 7


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

very well then...

climb: 1d20 + 3 ⇒ (3) + 3 = 6
climb: 1d20 + 3 ⇒ (16) + 3 = 19
climb: 1d20 + 3 ⇒ (5) + 3 = 8


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse shakes her head at Tomi's question. "I have no rope. But this place is not going to move. The priests may have more rope we could use, as well." If everybody else goes down, she follows along behind.

Ha. Hound probably has a better chance of making it down than Vilesse.

Climb 1: 1d20 - 1 ⇒ (20) - 1 = 19
Climb 2: 1d20 - 1 ⇒ (11) - 1 = 10
Climb 3: 1d20 - 1 ⇒ (5) - 1 = 4 ...yup.


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Hey, at least it was the last one, going down.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse Reflex save: 1d20 + 2 ⇒ (19) + 2 = 21 = Falls prone, but not off the stair; retake climb check
Vilesse last climb check: 1d20 - 1 ⇒ (13) - 1 = 12

After a stumble and a tense moment, Vilesse joins the rest of he companions at the bottom of the chasm.

Many small pools dot the floor at the base of the chasm. A single tunnel continues off into the darkness. Knowing that time is of the essence, the group does not linger here. With Vilesse's dancing lights leading the way, the group heads off down the tunnel. It is narrow going and they are forced to string out in a long line to find their way through the maze-like passage. pages torn from a book lay scattered up and down the tunnel. They appear to be from a holy text of Darlen.

About forty feet in, Wilf holds up his hand for a halt. He has reached an intersection. To the north-east the tunnel narrows and turns sharply out of sight. To the north-west he can hear the sound of water rushing and crashing on rocks.

Now would be a good time to make any changes to the marching order if desired (currently: Wilf, Wulfric, Tomi, Vilesse, Hound, Mitran, Bo)


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"Not sure where to go now. Guess they might be trying to get away on the water. "


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse recalls her lights and sends them down the north-west tunnel.

Assuming that one doesn't take a sharp turn like the NE one does, that is. If it does, there's no point.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse joins Wilf at the front of the line and sends her lights floating towards the sound of water. The tunnel curves gently to true east, disappearing from view about twenty feet from Vilesse and Wilf.


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Mitran stands at the ready, Bo near by. Better get going, this place is unnerving. I want to be done with this business


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

After some dithering about, the party moves on. Poking their heads around the north-east passage reveals a small cavern. Several more cloven skull symbols have been crudely carved into the stone walls, but place is otherwise non-descript. The party starts moving through the north-west passage.

After about thirty feet, you can smell the tang of salt in the air, and the sound of water crashing against rocks is unmistakable. About twenty five paces further ahead, the passage turns north.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Look around.

perception: 1d20 + 4 ⇒ (8) + 4 = 12 and if he sees nothing of note, go north.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

Tomi would like to see if he can find some kind of tracks - if they are dragging two humans along it might be noticeable.

survival: 1d20 + 3 ⇒ (18) + 3 = 21


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Are we near the ocean? Asked another way, does the presence of salt water stand out as strange?

Vilesse continues sending the dancing lights along in front of the party but stays back in the middle of the group with Hound to guard her.

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