GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Online Access to Spheres of Power Rules


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Checking the doors, it seems all of the rooms are essentially the same. Each room contains two small writing desks with built-in scroll racks, two single beds, and two locked chests (that don't take you long to open). The chests contain 20d20 ⇒ (7, 16, 20, 7, 4, 10, 16, 17, 12, 9, 6, 14, 13, 11, 7, 9, 11, 15, 9, 19) = 232 HS (in total) in assorted coins and small pieces of jewelry, and the scroll cases hold scrolls written in Old Uln that are of no value to any but historians of the cult of Althunak.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis gathered up the money, jewelry and scrolls. Perhaps the scrolls would be of some value, and if not it might wile away a night or two.

Moving to the end of the corridor, she opened the Western door.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eydis, are you tracking loot? I forgot how much HS are actually worth.

Eindrid continued to follow.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Some of it's in my profile, although I only recently started. I may be missing some of the earlier plunder.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon guards the door, whistling under his breath as Eydis loots, watching the hallway for unwelcome visitors. When she emerges, purses bulging, he gives her a dry nod and follows after, sword drawn and at the ready.

Perception on Western Door: 1d20 + 7 ⇒ (16) + 7 = 23


HS = GP.

Pushing through the door, you found yourselves in another hallway, this time in the northernmost part of the area, past the central hall.

The main gate (ahead to the south) leads into this small antechamber lined with shelves that form small alcoves. Inside these alcoves are hooks and the remains of once-sumptuous finery now ruined by time despite the preserving power of the cold. The ceiling of the antechamber is filled with a richly painted depiction of a cloudy winter sky dropping snow, hail, sleet, and lightning down on the viewer. A pair of ornate doors made of frozen wood stands open across from the arched entrance. Just beyond this doorway can be seen a thick wall of semi-translucent ice blocking the entrance. Barely visible within the ice can be seen a still humanoid shape caught in mid stride as if in the act of walking in through the doors. One of the figure’s boots protrudes from this ice wall.

Map updated, by the way.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis slowly approached the ice, not touching or getting too close to it lest more of it trap her, and examined the figure and boot. If it was one of the others...

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon follows behind Eydis, peering closely.

"Is it human?"

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eindrid looked for any signs of which direction the ice came from.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


The ice seemed to fill the entire entryway, and probably came from there - although which direction it appeared from was something of a tossup.

Close examination of the figure reveals it to be wearing a chain shirt and clutching a longsword. The protruding boot is easily recognizable as that of a typical Northlander warrior, well-oiled and crusted with sea salt. The ice itself seems about ten feet thick, far too sturdy to chip through - although you might be able to pry the trapped figure out.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

"He one of ours?"

Hakon cups both eyes around his eyes as he peers in closer, trying to make out the man's features and clothing.

How fresh is the boot? Icy ruin like everything else, or was the guy frozen yesterday?


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

"He seems to be a Northlander," Eydis replied thoughtfully. "Even if he is not from the ship, I would imagine he can answer more questions about this place than we can. If he lives..." Being frozen solid was not typically good for someone's health. But this seemed to be magical ice, and there were tales of surviving such things. It was worth a try.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"Would it be ill omen to leave him here or cut him out?" Eindrid asks himself, fishing around for stories of the right sort.

Knowledge (religion?): 1d20 + 5 ⇒ (7) + 5 = 12


In a place as accursed as this, any body left lying around stood a good chance of rising as undead all on its own - although that could take tens, even hundreds of years. He was also quite definitely dead.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"Hmm. Best we maybe take this as a warning and move on."


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis nodded. She hated leaving one of their own here, if such he was, but better that than release another undead. She moved to a western doorway, examining it before entering.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon follows.


The door to this small, ten-foot-square room stands open, the lock shattered and the ice itself chipped away by axes. From the weathering of these chips, it is evident that someone came here many years ago, though no sign remains of who they were and what became of them. A single bed sits in one corner with a number of lumps under snow-dusted blankets, a standing bureau is tipped over on the floor, and an open chest rests at the foot of the bed. The walls are carved in simple geometric designs that refract the light coming in from the roof, giving the room a multi-hued color.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon grimaces as he pokes the lumps with his sword, and if all seems safe he'll peel back the covers with distaste.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Nodding to Hakon, Eydis moved to the chest and checked it. Perhaps it contaned something of use, or perhaps a journal, although she was not optimistic. If the lumps started moving she would have to keep an eye out.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

As the others searched other parts of the room, Eindrid tipped back the bureau, looking into the drawers.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


As you flipped over the covers, you found some frozen, hacked-apart remains... and the room abruptly chilled even further as they were disturbed. In the center of the room rose a ghostly figure - fat, unclothed save for leather breeches, and shaved save for a long black topknot. A moment later, it said something in a language none of you understood, but the tone was clearly commanding.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eindrid turned his sword downwards, pointing at the ground, and etched out the runes for "understand?" in the snow, hoping that the ghost might know the same alphabet.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon leaps back, gaze darting wildly from one person to the next. He waits, eyebrow raised, and then whispers, "If he's the hacked up person, maybe he wants his remains buried or given final rites."


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis glanced at the corpse, and the spirit. She wasn't sure their weapons could affect such a fleshless being. She grounded the butt of her spear to show she meant no harm, and waited to see if it responded to Eindrid. After a moment, she glanced at the frozen body parts again, seeing if was the same man or if any pieces were missing, anything that might grant a clue as to what he wished.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


The body on the bed was hacked apart and had significantly decayed over the years - but it was quite possibly the form of this haunt. Unfortunately, the spirit didn't seem at all friendly... and it reached out at Hakon, continuing to speak in its ancient, cursed tongue.

Melee Touch: 1d20 + 5 ⇒ (11) + 5 = 16 for Cold Damage: 1d4 ⇒ 3 plus Dex Damage: 1d3 ⇒ 1


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis cursed. That the creature was hostile...well, it was no great shock.

Moving back towards the door, she considered the problem. Maybe destroying the ghosts body...

Knowledge (Religion): 1d20 + 5 ⇒ (16) + 5 = 21


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Einarid prepares to dodge, in case the spirit comes after him, as Eydis searches the room for an answer.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon lets out a low groan as the spirit's touch chills him to the core, and also backs out of the room, unsure as to how even to handle this apparition.


The ghostly figure followed you out of the chamber, even as Eydis studied it. Most notably, she could tell that it wasn't simply a ghost - it was a Haunt, and though it could be temporarily destroyed, only using a power that could dispel chaos (in this case) or setting right to its grudge would put it down for good.

And I believe you have a few actions left this round...


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

"It is no spirit, it is a tained memory known as a haunt. We must either dispel the chaos of it's passing or settle the grudge that created it." Although what grudge that could be...the monster that slayed it, perhaps?


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Full defense. Not doing much else. Not sure if we're the right classes for this, though.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon continues to back away, and calls out to the spirit, "Do you understand us? Your name! What is your name? How can we help you?"


Well, there's always running away, Eindrid. o wo ...No, seriously, there's always running away. This is a Frog God Games adventure, and it is not an Easy Mode game. They believe knowing when to retreat is an important skill for players, so if you think you're in over your head, it's usually possible to escape and you should not be too hesitant to do so.

The spirit showed no sign of understanding the words Hakon spoke, instead moving forward into the hall and reaching out at Eindrid.

Melee Touch: 1d20 + 5 ⇒ (8) + 5 = 13

Fortunately for him, it didn't manage to land a strike this time around.


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

"Retreat!" The command is firmly spoken, with but an edge of panic to it. "Hurry! Away!"

Hakon moves quickly out of the haunt's reach.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis grit her teeth. She hated to flee, but the creature was likely difficult to harm. Her Positive Energy might be enough to disrupt it, but...for now, she followed.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Was just about to suggest that; just don't know, and my character certainly doesn't know, what the rules are with haunts and pursuing.

"Agreed. If we stopped to put down every spirit and horror on this island, we'd likely be here for months," Eindrid replied, as he attempted to get away as well. Withdraw + move after Hakon


The haunt followed you for a few moments - then, thankfully, it turned around and faded back out of sight again, apparently not inclined to pursue people too far from where its body lay. If you weren't going to head that way, the question of where to head next arose... for the day was still quite young.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Frowning at the Haunt, Eydis looked at the others. She hated to walk away, but she also had no idea how to put the spirit to rest for now, beyond finding what killed it.

Moving to the Western corridor, she moved to the first door and tried it.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon follows after.


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"Right. Only bother with the dead we can hack apart, because they're the ones who will actually put up a chase."


Tool-cluttered benches line the walls and fill the room, leaving only narrow 3-foot-wide paths between. The walls are covered in cupboards that hold tools and raw materials of various types, and four old bodies lie on the benches.


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis glanced at the others as she stepped forwards, spear pointed towards the body. At this point it would be no surprise if and when the dead rose.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon does the same.

P: 1d20 + 7 ⇒ (9) + 7 = 16


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

Eindrid held his sword out as well.

Perception? Really?: 1d20 + 6 ⇒ (15) + 6 = 21


The good part about being prepared? You weren't at all surprised and had plenty of time to react when they animated. (How many undead were there in this place, anyway? ...Probably way too many, truth be told. On the bright side, it had been an excellent learning experience thus far.)

Y'all get a surprise round, and may assume you're in melee range. ^^


Human Cavalier 4 / Bard 4 | HP: 30/48, SP: 1/8, P: 2/4 | AC: 22 / T: 16 / FF: 17 | Fort: +9, Ref: +11, Will: +6 | M. Touch: +6, R. Touch: +6 | CMB: +4/+9, CMD: 20 | Init: +7, Perception: +6, Sing: +15 |
Active Buffs:

"Well then!" Eindrid shouted as he twitched forward, striking hard with his sword.

Power Attack (vs. FF?): 1d20 + 8 + 6 - 1 ⇒ (3) + 8 + 6 - 1 = 16
Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Level 4 | HP: 23/43 | AC: 25, T: 16, FF: 21 | Fort: +6, Ref: +7, Will: +5 | CMB: +4, CMD: 16 | Init: +9, Perception: +8 | Stamina Pool: 5/5

Hakon doesn't even feel a flicker of emotion at this point. He's either becoming numb to the horror's of the place or indifferent to the undead. Either way, he moves forward and swings with a will.

Attack Longsword, flank: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Female Human Incanter/Warpriest Gestalt 6 | HP:59/50 | AC: 24/ T: 12 / FF: 22 | Fort: +7, Ref: +5, Will: +10 | CMB: +8, CMD: 19 | Init: +1, Perception: +9 |

Eydis ran the recumbent figure through, or at least attempted to.

To Hit: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Destruction: 1d6 ⇒ 3


Solid strikes and solid blows all around - enough to put these undead down for good. (It's actually slightly frightening how identical those damage rolls are. XD)

Given that just one of them was left, finishing them off wasn't exactly a challenge, and only took you a few moments. Definitely easier than dealing with that Haunt.

265 XP.

Looking closer, you could see that this was definitely a workshop of sorts... and while the tools were old, they were usable, and could probably be used to make repairs to your equipment.

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