RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Nice dice


Mighty good damage because your foe is dumb enough to avail you a flank. Don't expect that from enemies with two neurons to rub together.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

yerp! Just three levels till I get invisible blade!


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Swift action reload lead.

Attack: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 2d8 + 5 ⇒ (7, 7) + 5 = 19

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d8 + 5 ⇒ (1, 2) + 5 = 8


dude halfling

unable to move himself, Tirion eagerly savors those moments when Narissa's movement -- as she jostles about reloading -- provides glimpses of combat entertainment (mostly in front of her and thus behind him)...

"Could you please turn a bit more when you extract rounds from your belt? I do so want to see what is going on!"


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga power attacks the ogrekin in front of him.

Attack: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Damage: 2d6 + 6 + 6 ⇒ (6, 4) + 6 + 6 = 22

Attack: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage: 2d6 + 6 + 6 ⇒ (2, 3) + 6 + 6 = 17


Urga misses twice.

Bo hits once hard.

Bander drops his.

Narissa finishes Bo's target and puts a shot into the remaining one.

Flick decides to conserve resources.

The last delinquent attacks Bander.

to hit: 1d20 + 7 ⇒ (7) + 7 = 14 miss

do your worst


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Using a grit..

Attack 1: 1d20 + 11 ⇒ (5) + 11 = 16 Steel
Attack 2: 1d20 + 6 ⇒ (12) + 6 = 18

Dam 1: 1d8 + 13 ⇒ (3) + 13 = 16
Dam 2: 1d8 + 13 ⇒ (1) + 13 = 14


While in theory Urga would get the last blow, I don't want to hold us up on a trivial fight.

Bo blasts the last freak into a mess of gore.

There's nothing of value in this room.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa turns around, so Tirion can see the results of the fight, and the room. "Ok, one sec, need to get some more rounds out of storage and put them in the bandoleer for reloading." She reaches into the haversack and pulls out a box of ammo. She spends 10 or 15 seconds pushing heavy thick rounds into the bandoleer on her torso, refilling all the lead rounds she's been using. Then the box is closed up and pushed back into her haversack. "Ok, ready. You done looking gimpy?"


dude halfling

"A fabulous mess -- well done!"


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander wipes off his blades and starts to search

Take 10 for 22


You find nothing that you actually wanted to find. Shoddy toys, broken shoddy toys, and pieces of humanoids used as toys are about it. You think you need a bath now.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander leads the way to that next door on this floor. He pushes it open ready to draw steel or his gun


Opening the door:

This musty chamber smells of blood and week-old meat, and is thick with clouds of fat, greasy flies. Thumb-sized cockroaches dance along the walls, floor, and ceiling. A thick butcher’s block sits under three cruel-looking cleavers that hang on a rack above. Bloodstained smocks of thick leather, one still dripping fresh gore, hang on bone-spur hooks by the door. A crockery platter of severed fingers and toes sits on a rickety old table next to a dried sinew basket overflowing with hacked-off hands and feet, all sporting stubs of congealed blood where their digits once were. A family of lucky rats gorges itself on the red stumps.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Well thats just about the most horrible thing I've ever seen.. We're cleansing this place with fire before we leave.." Bo moves to check out the downstairs, almost scared what's there is to find there..


dude halfling

"Agreed. This place is bringing property values down everywhere."


You haven't yet found the stairs down. All you've seen so far is the spike lined chute.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bandy opens the next door. I puet myself in front of it on the map


Going into the room requires a fortitude save (DC 15). It really is that gross.

But on the plus side, the opened door reveals stairs down.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Wooooo....good lord. What the hell is that!


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 18 ⇒ (12) + 18 = 30 Stealth

1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 fort

Bander chokes down the bile and sneaks on down the stairs


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga follows Bander down, sword ready.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24


dude halfling

Tirion will cleverly follow Narissa...


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa bends over as she steps under the door. Briefly, she considers raising up enough to bop Tirion on the head on the door frame, but with supreme self control, she manages to talk herself out of doing it. "Little man, don't puke in my backpack."

Fort Save: 1d20 + 7 ⇒ (17) + 7 = 24


dude halfling

seeing his brother sneak, Tirion will stealthily hunker down in the pack:

Tirion's Stealth check: 1d20 + 17 + 5 + 2 ⇒ (2) + 17 + 5 + 2 = 26 (includes +5 from elven cloak)

evidently not a lot of room in the pack...

Tirion's Fortitude save: 1d20 + 5 ⇒ (20) + 5 = 25

at least that's good!


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

No kidding. Narissa wasn't all that worried about the backpack, but she wasn't going to stop and change your nappies either. Imagine riding around in your own puke for a week while you recover... :)


Urga Fort: 1d20 + 14 ⇒ (15) + 14 = 29 pass (needed to avoid a '1')

You all head downstairs, somehow not letting the disgusting reek overcome your stomach.

You find yourselves in a hallway with doors to the N, S, and W.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa centers herself in the hallway, so she can have equally good shots at all 3 doors. Her rifle is kept pointing up for now, ready to be brought down. Fortunately the house is built for someone her size and then some.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander moves up and opens the north door after doing a take 10 for traps


There is no apparent trap on the door, and opening it, you were right.

This dark, recessed corner of the basement smells of rot and old blood. Piles of gore-spattered skin lie heaped on the floor. A horrid rubbery face robbed of its supporting skull and muscle rests on top, its toothless mouth agape and empty eyes revealing only the layer of tan flayed skin resting beneath.

You don't see anyone/thing in here which looks like a threat.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

This place just gets better and better...

Bander walks in and does a once around take 10 for 22


Poking around gets you nothing but a few chills up your spine.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander goes back and opens the south door, after a take 10


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa turns so Tirion has a fine view of the gory pile. "Yes, I think Bo is correct, fire."


Once again you detect no traps on the door to the south, and opening it confirms your examination.

It’s difficult to gauge the exact dimensions of this cluttered room, thickly packed with old crates, broken farm equipment, and furniture.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Excited by boxes of stuff Bander takes 20 on a search


You do realize it will take at least 35 minutes or so to take 20 searching the contents of this room (though I suppose you could divide up the job.)


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

No I did not lol. I figured if everyone helped we are talking like 5 minutes but we can do it later.

Just move on to the next door but perhaps we can note that before we leave the homestead here I come back and take 20


Better do to it later since you won't find anything anyway. It is a junk pile.

You open the remaining door.

Inside you see: This low-ceilinged room features a floor of hard- packed earth stained in many places by blood and mold. A lumpy mattress lies heaped against the west wall, and what appear to be several half- finished chairs made of flesh and bone lie against the eastern wall.

Standing in there are 3 rodents of unusual size (darned tootin' big ones- medium) and another ogrekin freak with what appears to be an extra head growing out of his back and he's carrying another of those big ogrehooks.

Time for inits.

Bag guy init: 1d20 + 6 ⇒ (17) + 6 = 23


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 6 ⇒ (10) + 6 = 16


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Yay uncanny dodge I guess


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Initiative: 1d20 + 5 ⇒ (5) + 5 = 10

Narissa reacts with superhuman speed to the new threat, her weapon snapping down over Bandersnatch's head, the barrel tip in the halfling's sight as it drops down. A truly massive roar fills the area as the gun slams a round out at the ogrekin.

Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d8 + 5 ⇒ (8, 8) + 5 = 21

Snap-Shot Activated, Initiative this round is 25, subsequent it's 10.


dude halfling

In response to the first basement room:

"Yes, definitely time for lunch! Some nice, thick-sliced cold cuts would hit the spot -- yummy!"

When seeing all those boxes in the next room:

"Ah, more storage. I misplaced a pair of shoes some years ago, and I thought I had looked everywhere for them -- but I never looked here! So it seems my search continues; I just wish I had better light..."

And when Narissa enters this final room, of course, Tirion cannot see anything until Narissa reloads -- but when he hears shots fired, he'll quip:

"An indoor skeet-shooting range!?! Gosh, this family really does have everything!"

Tirion's Initiative roll: 1d20 + 5 ⇒ (1) + 5 = 6 my standard init roll


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Dam thing didnt update..

Fort: 1d20 + 13 ⇒ (20) + 13 = 33
Init: 1d20 + 4 ⇒ (9) + 4 = 13 looks like the dude goes first.. I dont think we had a surprise round did we?


OK, only issue right now is the hallway in front of the door you are entering only is 10' from the base of the stairs. I will allow 1 person to be on the stairs and see in, but everyone else has to be into the side rooms. Bander opened the door, so he is in front. Urga is usually the front line, so he is next.

Who goes where?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

It looks like they have the door packed up, so if i cant see anything to shoot ill wait until i can..


Need to know where you want to be? North or south room?


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Well, since Narissa had init, and fired already, I'd say it makes sense for her to be crouched on the stairs shooting over people's heads.

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