Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


6,451 to 6,500 of 8,006 << first < prev | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | next > last >>

Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

You will not find your meals so easily, I am no child, and you will have no children while I draw breath! Garrath lets out a besti


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra moves aside get a clear line of sight and casts Scorching ray.
Attack vsTouch: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 174d6 ⇒ (2, 2, 2, 4) = 10
Attack vsTouch: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 104d6 ⇒ (1, 6, 2, 6) = 15


Need Flynn and Stone's actions. Also, Garrath should be able to do something else as well. I know that the Paizo site has been interesting of late.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

You will not find your meals so easily, I am no child, and you will have no children while I draw breath! Garrath lets out a bestial roar as he strains against the snake's coils

ungrapple ;): 1d20 + 15 ⇒ (1) + 15 = 16

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Spiritual ally: 1d20 + 10 ⇒ (7) + 10 = 171d10 + 2 ⇒ (2) + 2 = 4
Stone move Shadow Mist so we are just in the water and draw his crossbow but not see a shot he will cast Liberating command.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Liberating Command:

School transmutation; Level bard 1, cleric/oracle 1, druid 1, paladin 1, ps ychic 1, ranger 1, sorcerer/wizard 1
CASTING
Casting Time 1 immediate action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION

If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects

Basically Garrath gets an immediate save to get free with an extra +16


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Focusing on moving the kids and innocents out of the area so i'm assuming i need the ride check to get the horse into the water. If he's already on the other side he jumps and leadsnthe people away putting himself between them and the snake off the horse

ride: 1d20 + 6 ⇒ (18) + 6 = 24


Round Three

It is a difficult shot for Elektra, but she bristles with energy and fires a Scorching Ray at the large Boa. It strikes the snake now coiled around the Shoanti Barbarian. However, her second Ray misses, wide right.

Garrath strains against the large Boa's coils, but is unable to break free.

Flynn capably steers his mount to the Turtleback Ferry boat. He gets between the large snake and the screaming children and their school mistress. He begins to direct the ferry boat back toward dry land.

The celestial cleric of Sarenrae attacks the snake with her celestial scimitar striking the large boa.

Stone calls for help from above to give Garrath help in freeing himself from the big snake. Garrath becomes free, stepping back along the rooftop.

It was automatic with the Liberating Command.

Abacus is a big horse. The great steed stomps at and hits the tail of the large snake.

The nimble Dwarf Cavalier is an expert equestrian. While Abacus stomps from on his hind quarters, Brandark hacks into the Nightbelly with his trusty axe.

The Nightbelly Boa has had enough. It makes a full retreat.

Brandark. Garrath, and Stone's Spiritual Ally can all take Attacks of opportunities against the fleeing Boa. Garrath gets the AoO by virtue of his reach weapon.

Elektra 26 (AC13 42/42)
Garrath 24 (AC18 (65/77)
Flynn 17 (AC20 47/47)
Stone 10 (AC22 68/68)
Brandark 8 (AC21/20 61/61)
Snake (AC17 13/58)

Round Four

Brandark, Garrath, and Kyra's (Spiritual Ally's) AoO is in Round Three.

A villager screams out, "There is something in the water!"

Another screams back, "It is just a log."

There is something big and black floating in the water off to the left.

We need to stay in Round mode. What does your character do during the next Round.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Spiritual ally AOO: 1d20 + 10 ⇒ (5) + 10 = 151d10 + 2 ⇒ (5) + 2 = 7


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Att of Opp

Seeing the snake start to leave, Brandark urges Abacus to step on it, as he brings his axe around for a hit.

Oh no you don't. Stay around.

Stomp: 1d20 + 4 + 5 + 1 - 1 ⇒ (18) + 4 + 5 + 1 - 1 = 27
BAB,STR,prayer,size
stomp damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Str,prayer
Add 1 to both attack and damage if Abacus was hasted

Brandark attack: 1d20 + 8 + 5 + 1 + 1 + 1 - 3 + 3 ⇒ (19) + 8 + 5 + 1 + 1 + 1 - 3 + 3 = 35
BAB,STR,Magic,haste,prayer,power,focus
Add 1 if Orc, Goblin, Magical, or Abberation
damage: 1d10 + 7 + 9 + 1 + 1 + 1 ⇒ (8) + 7 + 9 + 1 + 1 + 1 = 27
2H str,2H power, magic, prayer, haste
Magic/Adamantine

Ride check in water=auto succeed, guide with knees=auto succeed, fight from combat mount=auto succeed, standard=attack, push to attack=free


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra will check the log and if necessary retreat.
Know: 1d20 + 13 ⇒ (4) + 13 = 176more if Arcane, 2 more if Planes or Rel


Abacus and Brandark kills the Nightbelly Boa.

Elektra was not able to identify the log. But she knows that it is no log. It is a creature.

Flynn will get the children and the school mistress to shore.

I am going to start with Round One again when it becomes obvious that this new creature is a threat. A big threat. I will be using the same initiative rolls, with this new creature going last in the Round.
@Elektra - You get another Round of actions beginning with Round One with this new encounter.

The large log was actually the very long neck and body of a vast creature. When it rises out of the water it is massive.

New screams are heard in the town from many, as villagers flee away from the flooded parts of the town.

"It is the Black Magga," one of the villagers calls out in a panic-stricken voice.

Black Magga Attack

Elektra 26 (AC13 42/42)
Garrath 24 (AC18 (65/77)
Flynn 17 (AC20 47/47)
Stone 10 (AC22 68/68)
Brandark 8 (AC21/20 61/61)
Black Magga (AC? ?/?)

Round One

Map Updated!

@Stone - This is the fourth Round for Kyra, Stone's Spiritual Ally.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

By the gods what is that?!
The Spiritual Ally will move and attack.
attack: 1d20 + 10 ⇒ (16) + 10 = 261d10 + 2 ⇒ (10) + 2 = 12
SR if needed: 1d20 + 8 ⇒ (19) + 8 = 27
Holy Smite if Evil: 4d8 ⇒ (3, 2, 3, 8) = 16
Holy Smite if Evil Outsider: 8d6 ⇒ (4, 6, 2, 2, 1, 6, 4, 3) = 28
DC18 for half and negates blinding

Holy Smite:
Evocation [Good]Level:Good 4Components:V, SCasting Time:1 standard actionRange:Medium (100 ft. + 10 ft./level)Area:20-ft.-radius burstDuration:Instantaneous (1 round); see textSaving Throw:Will partial; see textSpell Resistance:Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throwreduces damage to half and negates the blinded effect.

The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.


SR if needed: 1d20 + 8 ⇒ (7) + 8 = 15


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

By the gods...What is that thing. Flynn's shaking trying but failing to maintain his usual demeanor. I don't think we should fight this thing, Flynn calls out, fear seeping into his voice.

knowledge check: 1d20 + 5 ⇒ (15) + 5 = 20

arcana, dungeoneering, nature, planes, religion and local are all plus 5. So i guess pick and apply


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark looks aghast

Well, I guess the snake was it's baby brother.

He rides in a position to block access to the kids, and if neccessary will grab the boats painter to drag to the waters edge.

Lets get them clear now, I want to get out of the water.

He grips his axe, as he rides Abacus around towards the boat.

Come on, move it move it.


Flynn will not know anything specific about this creature. However, he will know something about the local legends. Just up river from Turtleback Ferry along the Skull River is the great Storval Deep, a massive and very deep lake. It is said that a great creature lives at the bottom of Storval Deep, the Black Magga. The tales of this creature are alone difficult to believe. Some believe that those that have seen the creature and stricken with an illness that prevents them from discussing what they have seen. Others believe the creature is invincible. That nothing can harm it. And then there are those that say the creature brings on storms and hurricanes upon the Storval Deep.

Hook Mountain Region Map at top for easy reference.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath wipes rain and hair from his face and sees the huge creature. With a grin, he hefts his hammer, but then looks back to the children that are still trying to get away. This fight will wait for another time. Garrath leaps back to where the children are, and tells them, Stay in the boat! He grabs whatever lines are on the fore of the boat and starts to haul the whole thing to higher ground, hoping the mud will make it slicker so he can drag it like a sled.

With the belt on, his str is 20, if he needs to he will rage, boosting his str to 24


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

We need to get away as quickly as possible, fighting it is pointless. Flynn shouts

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

We have to buy time for the villagers to get away.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Aye, I will not let them get attacked if I can help it. We have to protect them if we can.

Brandark looks at the creature coming in, and grimaces.

They will sing songs of our bravery if we fall here.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra will start a conjuration, calling for heaven to send help.


Round One

Elektra begins to weave a spell.

@Elektra - Are you summoning something in?

Garrath moves to help Flynn get the children to safety, particularly from this new far more formidable threat.

Flynn shouts warning to the party as he continues to assist the scared and frightened children.

Kyra, Stone's Spiritual Ally moves to get in the way of the Black Magga. She was unable to reach the big creature.

Stone tries to Smite the evil. But it does not seem to affect the big creature.

Brandark works to move to a position between the big monster and the townsfolk in general.

The Black Magga lets out a massive cone of greenish gas from its mouth. It overwhelms Kyra. But Kyra is just made of force. It has no affect on Stone's Spiritual Ally.

Elektra 26 (AC13 42/42)
Garrath 24 (AC18 (65/77)
Flynn 17 (AC20 47/47)
Stone 10 (AC22 68/68)
Brandark 8 (AC21/20 61/61)
Black Magga (AC? ?/?)

Round Two


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Round 2

I am not liking the looks of that Gas! Come on people, Move it!! Move it!! Move it!!!!

Brandark looks at his trusty axe, then at the creature coming in, He then Unlimbers his shield.

Then continues to move to be between the creature and the townfolk.

AC Brandark 21/25 vs giant, HP Brandark 61. AC Abacus 25, HP Abacus 61


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Next round a hound archon will appear


@Elektra - Token provided next to Elektra on map.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath continues to pull the boat through the muck towards a higher and hopefully safer ground.


Round Two

Caleb returns to assist Elektra calling out, "Mi lady. What is this thing? " From the roof top Caleb feebly attempts to fight the massive creature.

Garrath heroically continues to pull the ferry boat, now like a sled, further toward safety.

Flynn continues to help the effort.

Kyra attacks the Black Maga.

Stone and Brandark take a guarding position, realizing that this thing may be too much to tackle.

The Black Maggie bites at Kyra, and grapples Caleb.

Round Three

Caleb and Kyra attack the Black Maggie.

The party continues to assist the children, or stand as watchful guards.

Round Four

Caleb returns back to the heavenly realms. Kyra continues to attack with little affect.

The Black Magga gives up its assault and heads toward deeper waters in Claybottom Lake.

About that time, the party will notice it has stopped raining.

The threat for now has subsided.

Elektra 26 (AC13 42/42)
Garrath 24 (AC18 (65/77)
Flynn 17 (AC20 47/47)
Stone 10 (AC22 68/68)
Brandark 8 (AC21/20 61/61)
Black Magga (AC? ?/?)

The party was wise not to engage the Black Magga. Many RotRL parties have perished trying to take down this beast. It is near unwinnable. You all did the right thing by keeping clear and using summoned help to engage it. Though your summoned help would have done little to harm it. It has a massive AC.


For now, Turtleback Ferry is safe.

But the mayor approaches the party with great concern, "The dam at Skull Crossing must have been breached. Someone need to go there quickly, and seal the breach, or the town will be lost."


1 person marked this as a favorite.
Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

That thing is supposed to be a legend, a story made up to scare children... Flynn comments his distant facade broken.


After an initial round of cheers from the villagers watching in awe as the massive Black Magga leaves the vicinity.

"Indeed. I too have doubted whether such a thing existed. I would not have believe it had I not just now seen it. The legends are true. And now what was a menace to the Stovall Deep, it is now in Claybottom Lake. Claybottom Lake is less than one tenth the size or depth of the Stovall Deep," the Mayor shivers with the thought.

The waters appear to begin receding somewhat, but the general flow coming down the Skull river is still much higher than normal. "This means that this Black Magga must have come over the Skull's Crossing dam. And that in turns means that the spillway is not working. The spillway is used to control the orderly release of water when the dam is about to be breached. Someone needs to go quick and check this out. Could you please go and reopen the spillway? Mayor Shreed makes a plea to the party.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Yes of course we will help. But we need a short rest in order to make the trip.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Stone, I have worked with water in my homeland.
There is not much time to waste.
But I agree, that we have to take a bit of time to prepare.

Brandark looks worried.

But for now, Mayor, I suggest that you get your people to higher ground and solid buildings in case the dam does break


The rest of the day, the party help the townsfolk first to safety, and then with moving valuables, particularly rare scrolls and tomes from the church.

The rain stops and water recedes somewhat. This is a good sign that the dam has not fully burst, but the water flow down the Skull River is still much higher than normal.

The party and town have no other incidents through the night.

Day Seventy-Four

Does the party head toward the Skull Crossings Dam?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Elektra ponders for a long moment before nodding."This is urgent matter, and while I am not very good at it, I am better than none with structures and how to repair them!"


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

In the morning

While working with the horses, giving them a good rub down for the hard work that was done yesterday, and giving them extra feed for the trip.

I agree Elektra, I might not know how to repair it, but all we can do is try.

Brandark pauses for a second.

Mayor, do you know anyone who might be able to repair it ??


"Unfortunately, no. Turtleback Ferry is the home to fisherman and trappers. There are precious few stone masons around. Some of the town's founders, generations ago, were more adept at that trade and built many of the town's stone buildings." the mayor responds to Brandark's inquiry. Most of the structures in Turtleback Ferry are wooden. However, there are about a dozen stone buildings. Brandark will note that the church, now six feet deep in water, was the best of the stone structures, but far below Dwarven craftsmanship. The other stone buildings are of a more crude construction.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath spends as long a bit of time as he can with the children, telling stories of his homeland and generally showing off strength, before joining the rest of the group.

Let's get there first, then we can figure out fixes. We can't ask any more of these people. We put in a quick fix the best we can. They fix it better, later.


The rain has stopped making the travels north along the swollen Skull River a little easier.

It is not long after the party leaves Turtleback Ferry that they are shadowed by a lone cloaked rider on the other side of the Skull River. You can tell from the size and form that it is a human female.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Does anyone know who that is?


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Human and female from the look of her.


The rider seems preoccupied with writing something down in what appears to be a book or codex while on the back of her horse. She appears to be letting her horse lead the way.

DC 25 Perception:
Even though cloaked and across a wide river, you can tell that the rider is Devora Heidmarch by what you recall about this individual that last time you saw her.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

perception: 1d20 + 13 ⇒ (1) + 13 = 14

Flynn having been fairly quiet and distant since the previous event, barely responds or even acknowledges the lone rider or the party.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Perc: 1d20 + 15 ⇒ (17) + 15 = 32
"Have a look that´s Devora Heidmarch! What is she doing here?"


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

Devora finally looks up and notices the party. She looks a little surprised and waves. She calls out, "Mom, I mean the Venture Captain for the Pathfinder Lodge, sent me to ascertain your progress. Do you know how to cross the river? It appears the ferry is not running."

One of the ferryboats became a sled for Garrath. The other one became Black Magga poodo. The party will know there is a stone bridge further up stream. That is if it is still there.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well, I think we are hoping that there might be a bridge ahead. After all, it just makes sense.

Brandark grins at her as he lets Abacus stroll along.


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

A few miles up you come across the arching stone bridge. It has lost some of its arch.

When the party cautiously crosses the bridge, they will find black scaly material along the broken portion. The party will guess this to be Black Magga hide.

When the party finally meets up with Devora she starts asking a load of questions. You will notice that she rides with a caged raven.

When she hears that only two Rangers and some Gnomes are guarding Fort Rannick, she is quick to respond, "I need to notify that fat bast...., I mean the Lord Mayor. Maybe he will take time from tending to his belly to send reinforcements." Devora writes a note. She takes the raven out of its cage, attaches the note, and sends the black bird on its way.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

That would be wise. But I do believe you may find what's going on at the dam interesting.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well, I be hoping that the problem ahead at the dam, might not be to much for us to look into.

Brandark pauses

But then again, I think that there is not much that we should not be able to handle now.

Brandark then takes the time to dismount to walk a bit in order to rest the horses.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I'm not sure we can say we handled that Magga.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

The Black Magga Flynn quietly corrects, Not a species, a thing of story and legend. All we could do was hope to survive, that on its own is an accomplishment. It could have killed us without even realizing it. He continues cynically, returning to his silence

6,451 to 6,500 of 8,006 << first < prev | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Burnt Offerings All Messageboards

Want to post a reply? Sign in.