Aubrey's Rise of the Runelords campaign
(Inactive)
Game Master
Aubrey the Malformed
male Human Shoanti Fighter 10 xp 80962
What is this, a democracy?
I'm chaotic neutral. I do what I want.
If I feel like makin' up a marching order, I do it.
It doesn't matter if I folllow the marching order.
I might go eat a donut.
I'm cuh-raaaaaaazy.
Male Human (Shoanti) Cleric 11
Male Dwarf Ranger/7 XP- 35674
I like donuts....
Marching order be lookin' good to me, I can be movin' fair-ta quiet-like so be givin' me room(20' sounds good).
male Human Shoanti Fighter 10 xp 80962
"Can you move....stinkless? No? I thought as much."
Male Dwarf Ranger/7 XP- 35674
Dis be from da guy what spent a whole fight makin' poo in 'is blasted pants....
male Human Shoanti Fighter 10 xp 80962
"Well, I crapped in the corner this time, and everybody still gave me crud."
I'll bring up the rear and get eaten when something sneaks up behind us. Sure. That sounds fine to me.
male Human Rogue 3 / Fighter 1
marching order looks good
hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
"Let us continue then."
Order looks fine.
hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
If there is enough light to see where we are going, Elisile is content to not use light sources, and allow Dravite to lead. If it is truly pitch black, she suggests they light a lantern or some such. Dravite scouts a distance ahead, Elisile (with her low light vision) can be a bit further back, relaying Dravite’s actions to the group (who are further back still with the lantern).

The stairs lead down, switching back to head east. At the bottom, an ancient stone door, defaced with chisel marks, stands ajar, and a lantern glows softly in the middle of the floor. The floor is slightly canted, running down at an angle from west to east as if the complex has shifted or moved at some time in the past. The walls and floor are crazed with tiny cracks and fissures, and dust and cobwebs are everywhere, though there is evidence that a recent attempt has been made to clear it up.
The ceiling is supported by two pillars, and there are four alcoves, two on each side of the room north and south. Leaning inside these niches are four statues of a humanoid carrying what looks like a glaive and a book. These have been badly defaced, so the details are unclear, and they lean haphazardly against the walls of the niches, disturbed from their pedestals by whatever it was that caused the floor subside. At the far east end of the room another stone door is open, and the glow of another lantern can be seen from the chamber beyond.
Search roll, DC 15:
Knowledge (History) or Knowledge (Architecture and Engineering), DC 15:
Male Human Marshal 4
"Why is every hole we wander into as old as ancient Thasilon?"
Male Dwarf Ranger/7 XP- 35674
We need ta be lookin' fer traps round about here...I dinnae wanna be fallin' into a pit or some such, an' be quiet. There be a lantern ahead...
Lo'j wrote: "Why is every hole we wander into as old as ancient Thasilon?" Yeah, weird, isn't it, almost like the Runelords were coming back or something. Oh, wait...
male Human Shoanti Fighter 10 xp 80962
Search...r12...meh
I got my axe and shield on, byoches.
Male Human (Varisian) Wizard (Evoker) 9
I managed to fail both rolls. How unfortunate.
Vethran keeps quiet, the electrical charge providing a very slight illumination which he keeps low to the ground to avoid undue attention.
Male Human Marshal 4
Aubrey the Demented/Malformed wrote: Lo'j wrote: "Why is every hole we wander into as old as ancient Thasilon?" Yeah, weird, isn't it, almost like the Runelords were coming back or something. Oh, wait... It's called foreshadowing, you...
male Human Shoanti Fighter 10 xp 80962
HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5
Search: 7+2
No kn history ranks.
Bardic 14+5 = 19 if it's useful here.
Male Dwarf Ranger/7 XP- 35674
Hudak wrote: What's a Thasilon? What be a 'Runelord'?
Illes Elandru wrote: Search: 7+2
No kn history ranks.
Bardic 14+5 = 19 if it's useful here.
You can look at the Knowledge spoiler.
male Human Rogue 3 / Fighter 1
Search:= 10r +9 = 19
Knowledge (history): 15r +5 = 20
"Well, this whole area was once part of the Thassilonian empire. I'd be surprised if most of the ruins in Varisia didn't have some components of Thassilonian architecture."
hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Search: 13+9 = 22
Elisile spends a few moments searching the chamber.
“There’s little here of interest or value,” she says softly, “although the motif on that door indicates it may have once held something of import. Should we,” she looks at Larken, “scout ahead? Or assume our enemies are aware of our approach and advance in force?”
Lo'j wrote: It's called foreshadowing, you... Hey, who's the DM here? I do all the foreshadowing, thank you very much!
male Human Shoanti Fighter 10 xp 80962
"Either way; you guys scout if you want. I'm toooo noisy.
Dravite's too stinky."
So - scouting or barging?
Male Human (Shoanti) Cleric 11
Scouting first - then barging.
Male Dwarf Ranger/7 XP- 35674
*to Larken*
Let's be goin' on ahead a bit lad, I can be keepin' right quiet but not as good as ye an' me hidin' is none too good but passable. Let's be scoutin' ahead a bit.
OK, the two scouts can make Move Silently rolls, and Listen checks, and anything else you can think of.
Male Dwarf Ranger/7 XP- 35674
male Human Shoanti Fighter 10 xp 80962
Aubrey the Demented/Malformed wrote: OK, the two scouts can make Move Silently rolls, and Listen checks, and anything else you can think of. lol!!! roll some stuff, byoches! ;)
hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Elisile had intended to join the scouting party too … after all, she suggested it.
… not that it may do much good. Great stealth, poor perception: Hide: 17+7 = 24, Move Silently: 19+7 = 26, Listen: 4+6 = 10, Spot: 2+6 = 8, Survival (tracks): 11+6 = 17.
male Human Shoanti Fighter 10 xp 80962
A nearsighted elf....greeeeeeeat. ;)
male Human Rogue 3 / Fighter 1
Larken, being a human, holds back from scouting in the dark.
Male Human Marshal 4
I will be teaching all this week, and checking as often as I can, Next week, I will be living out of a hotel, and will have access when they decide I have access. Either way, play me as necessary.
Larken wrote: Larken, being a human, holds back from scouting in the dark. It isn't dark - there is a lamp on the floor of the room.
male Human Rogue 3 / Fighter 1
okay then... Move Silently (1d20+8=16), Hide (1d20+8=25), Spot (1d20+6=24), Listen (1d20+4=11)
Larken creeps forward with the rest of the stealth team, hoping to avoid the almost-certain ambush waiting for them, somewhere ahead.
The scouts creep warily into the room, though nothing untoward happens. They move forward towards the exit. Peering through, they find a short corridor, about 20’ long heading east, with more statues of stern-looking, glaive-wielding men in niches, two either side of the doorway and one at the far end. Two doors lead off left and right at the far east end, and another lantern glows steadily on the floor.
Larken notices an odd, polished section of floor between the two statues either side of the entrance, while Dravite can hear the murmur of low voices from one of the doors (it is hard to tell which) beyond.
hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Noticing Larken examining a certain section of floor, Elisile mouths “Trap?”
If Larken wishes to search for traps, Elisile will attempt to aid him: Search: 10+9 = 19
male Human Rogue 3 / Fighter 1
Larken shrugs, and takes a closer look at the area.
search for traps (1d20+9=21)+2 from aid another actually = 23
"I actually think it might be a secret door," he whispers to Elisile as they work.
Larken realises the polished area is a trap door, but that it is connected to a trap - the two statues rotate and slash at passers-by in the entrance to this corridor, and then the trapdoor dumps them somewhere underneath. The polish seems to come from a recent clean-up operation - someone obviously fell foul of the trap in the recent past.
Try a Disable Device check.
male Human Rogue 3 / Fighter 1
disable device (1d20 11=15)
"Trap," Larken whispers, pointing out the slashing statues and gesturing to the trapdoor. After a bit of study, he tries to disconnect the door from the statues.
There is an ominous creak from the mechanism but Larken manages to pull back just in time before he accidentally triggers it.
Try agin, this time with a +4 bonus based on the insight you have gained from nearly dying.
male Human Rogue 3 / Fighter 1
Larken sits back a moment, letting his nerves settle.
"That was close," he whispers, but I've got it now."
disable device, part deux (1d20+15=29)
With a relieved sigh, Larken disables the slashing blades and trapdoor, making it safe to proceed.
Male Dwarf Ranger/7 XP- 35674
Good job, laddie.
Glad I be behind ye an' not leadin' ye.
Male Human (Shoanti) Cleric 11
"What's taking so long down there?" Alwyn is impatient and nervous - in order to stay quiet in his heavy armour, he needs to remain perfectly still, which has never been his strong suit. "The abscence of screaming is probably a good thing, though."
male Human Shoanti Fighter 10 xp 80962
hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Elisile nods at Larken, and then gestures for the scouts to continue.
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