Rise of the Runelords by DM Doctor Evil (again)

Game Master DM DoctorEvil

Rise of the Runelord. Chapter 3

Hook Mountain Clanhold Overview Map

Hook Mountain Battle Mapb


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F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Your wounds will slow you Smoke. I should treat them. Hold still. As the cleric examines all his wounds, she pays particular attention to the last one delivered by the strange foe, wondering if there is any chance of disease.

Converting her Bless spell to a heal she closes some of the barbarian's wounds before closely checking the last claw hit bandaging it as best she can.

Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8

Heal: 1d20 + 7 ⇒ (14) + 7 = 21


So noted on the Storm Burst. I will try to remember the penalty in the future, and you're right, it's a hit either way.

Cadas looks closely at the scratch wound but sees no sign of infection, disease, or discoloration at this point. It looks like a "clean" wound and the cure spell binds it effectively.

Smoke still at 21/27. Cadas with Obscuring Mist (level 1 spell) as only remaining spell.


I am taking it that Rogar is following the 'all left' strategy and leaving the right side passage for later. LMK if that is incorrect.

As the group continues up the main cavern, they see it opens on the right again, into a stone room. A statue of some kind is placed in the center, and three side passages lead off from here. The cavern also continues north, but from here it looks like it dead-ends after about another 20' for so.

Explore the cavern more or into the stone-cut room and look at the statue?


Male Human Barbarian 2; AC 14, 11 touch 13 flat-footed; HP 21/27, Fort +5, Ref +1, Will +0; +2 trait vs. fear; +1 Initiative, +5 Perception
Raging:
AC 12, 9 touch 11 flat-footed; HP 14/16, Fort +6, Ref +1, Will +2; +2 trait vs. fear

Smoke nods to Cadas. "Thanks. I think it didn't like me."


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Rogar holds his hands up, then motions for the group to move forward. As they approach he points out the statue.

He listens carefully for any sounds in the room.

Perception 1d20 + 9 ⇒ (5) + 9 = 14

Before he slowly enters.


Inactive

Robin checks out the statue, looking for traps or hidden compartments. What's the statue look like, and where does it face?

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Curious, Tinuviel looks at the statue.

1d20 + 4 ⇒ (12) + 4 = 16


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Cadas too considers the statue, wondering if it might hold some religious significance.

Knowledge Religion: 1d20 + 4 ⇒ (3) + 4 = 7


I wasn't sure if your "Left" strategy included exploring cool things you saw or not, so I held off describing the room.

This room differs from the cavern you were in. The stonework here is fitted, the finish fine -- as fine as any dwarf craft. It is also old. Just how old is hard to tell, the air is actually fresher than in the caverns, and there isn't mold or ruin about the place, it just feels...old.

The statue in the room is a red marble figure of a strikingly beautiful, but at the same time, monstrously enraged human woman. She stands in the middle of the room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur.

Looking down the corridors that lead from this room, with his darkvision, Rogar can see the north passage ends in a door, the east passage leads to some stairs ascending, and the south passage leads to two more side passages to the east.

The statue faces towards the eastern passage. There do not appear to be any compartments or traps on her. It is not an icon of any religious figure that Cadas has ever seen before.

Knowledge History DC 25:
This statue depicts the Runelord Alaznist, one of the last runelords of old Thassilon.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

These old ruins are festinating. Cadas states flatly. And I would love to explore them completely. But That is not our current mission. Shouldn't we focus on the train of goblins, if we can follow it, that is.

I have forgotten if we were able to even find a trail. Do we know that series of passages and rooms are? Is there a strait shot though them?


Inactive

"Look, the star on the statue is the same as the star we found on the goblins!" Confirming what might be obvious, he takes out the goblin totem he collected to compare. "We should check out what's up the stairs, where the statue is facing. There must be a connection."

That's my suggestion, but Rogar is still the decider.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

"Let's continue up the stairs then."


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Conceding that this might indeed be related to the goblin troubles Cadas follows.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

survival tracking: 1d20 + 7 ⇒ (14) + 7 = 21


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Tinuviel continues as well.


Male Human Barbarian 2; AC 14, 11 touch 13 flat-footed; HP 21/27, Fort +5, Ref +1, Will +0; +2 trait vs. fear; +1 Initiative, +5 Perception
Raging:
AC 12, 9 touch 11 flat-footed; HP 14/16, Fort +6, Ref +1, Will +2; +2 trait vs. fear

Onwards!


You have not been following goblin tracks or trails (or at least haven't mentioned you were. You are just following the tunnels to where they lead.

The eastern passage, which leads up the stairs, turns out to go for about 100 ft with landings in between several courses of steps. The steady climb eventually ends in a door.

There are no footprints or tracks to follow on the finely crafted stone floor.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

I did at the very beginning, but I didn't notice anything. I was just looking to see if I could find anything, if you prefer perception there it would be a 22, rather than a 21. Sorry for any confusion.


Let me put it a different way, you haven't noticed any goblin footprints, tracks, or signs of their passing since you left the main tunnel way back by the glassworks. Since you entered this mapped area, there hasn't been any sign of them either.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

No worries. I hope I didn't come off as confrontational. I just wanted to point out that Rogar was looking to see if he can find anything.


No problem, Rogar. I just wanted to be clear, if you'd been trying to track goblins, we have a lot of retconning to do...


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Nope just seeing if there were any tracks in the area. Since some time had passed, I figured i could make another track check, I hate making checks every 2 minutes after I fail the first one, feels metagamey :D


Inactive

Robin takes a quick look at the door, checking for traps. Perception take 10 = 16.

If necessary, he'll try to disarm the trap or unlock the door after tucking his buckler away momentarily (and allowing people to keep their distance as desired). Disable Device take 10 = 20.


The door does not appear to be trapped or locked.


Inactive

"Door's clear, Boss," whispers Robin to Rogar. He slinks back behind the fightery guys.


Just to move things along, I am assuming at some point, the door gets opened.

Water ripples quietly in a circular stone pool lined with skulls in the center of this small circular room. As you enter, glowing scribbly writing appears and disappears on the wall to the left. On the far side of the room near the opposite door, a winged horror floats gently in mid-air, it's gaping mouth filled with teeth, a mass of tentacles hanging just below it's stubby body.

The thing growls, intent on making you it's next meal.

Initiative Rolls:
Monster: 1d20 + 1 ⇒ (4) + 1 = 5
Robin: 1d20 + 5 ⇒ (20) + 5 = 25
Rogar: 1d20 + 4 ⇒ (6) + 4 = 10
Smoke: 1d20 + 1 ⇒ (9) + 1 = 10
Cadas: 1d20 + 1 ⇒ (6) + 1 = 7
Tin: 1d20 + 2 ⇒ (4) + 2 = 6

Washing Pool - Round 1

25 Robin
10 Rogar
10 Smoke
7 Cadas
6 Tinuviel
5 Creature

Knowledge Planes DC 15 or DC 20 for other relevant Know types:
This is a Vargouille an evil extra-planar abomination.

Know Planes DC 20 or DC 25 for other relevant Know types:
It's bite is poison, it's scream can petrify hardy souls, it's kiss is most dangerous and rapidly turns the victim into a vargouille as well.

All of you get to act before the monster this time, it may be a short fight...Robin starts up, remember you can post out of sequence and I'll reorder when summing up.


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Knowledge: Planes 1d20 + 10 ⇒ (17) + 10 = 27

"This is a Vargouille, an evil extra-planar abomination, be careful, its bite is poisonous, it has a petrifying scream and its kiss could possibly turn you into a Vargouille. Kvothe, stay close, dear"

Boo sticks her fingers in her ears.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Unsure what the creature is, Cadas is pretty sure it is unfriendly and targets it with a Stormburst.

Stormburst: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (6) + 1 = 7 If that is a hit it can take -2 to hit during its turn.

After attacking she will move back to get out of the fighter's way IF there is a spot she can move to.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Rogar grabs moves forward around the fountain and swings his shield at the accursed thing.

attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 If that hits I do
damage: 1d4 + 4 ⇒ (1) + 4 = 5 Bludgeoning


Inactive

"So it's like an extra-planar zombie?" suggests Robin at Boo's description. He quickly scrambles for his bow and launches an arrow toward the abomination.

Attack: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d4 ⇒ 4 Probably a miss.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

What's its range. Cadas asks as she also plugs here ears. We better be ready to move forward and help Rogar in case he is petrified.

Boo, no attack?


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

I'm out of level one spells. I thought I would use acid dart once I reach my turn in order


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Since you (we all) are acting before it, this is your chance to do something. Not sure what is best, except we need to power this thing down quick like. Anyone seen Smoke?.


Will give Smoke until noonish tomorrow to get a post up, then I'll move him again. The dungeon crawl part seems to have taken some steam out of our sails in general...

Washing Pool - Round 1

Seeing the floating head and hearing Tinuviel's encyclopedic description of it, Robin fires an arrow in it's direction, but his aim is shoddy and the hallway is crowded, and the flying thing avoids it with ease.

Rogar, meanwhile, leaps at the vargouille smashing it with his shield and causing it to cry out in pain at his bash.

Smoke's attack will fit here, so we'll hold off until lunchtime to see if he gets a post up.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

I must admit that I got a little lost - our mission was to follow the goblin trail I thought. While these tunnels merit searching, they might not be our top priority with an attack looming. On top of that Boo and I are very low an resources and may need to rest soon.


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Tinuviel, tired of waiting, throws an acid dart. Because acid dart attacks never ever fail.

1d20 ⇒ 8 for 1d6 + 1 ⇒ (1) + 1 = 2 miss damage.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Tsuto, with the best of our ability with Sense Motive, seemed to be telling the truth in that the true threat lie within these tunnels, iirc. Hence, why I thought we were searching them. If we need to rest, we can fall back to the Glass Factory, seal the entrance and camp here for the night.


Male Human Barbarian 2; AC 14, 11 touch 13 flat-footed; HP 21/27, Fort +5, Ref +1, Will +0; +2 trait vs. fear; +1 Initiative, +5 Perception
Raging:
AC 12, 9 touch 11 flat-footed; HP 14/16, Fort +6, Ref +1, Will +2; +2 trait vs. fear

Like usual, it takes me a bit to get back into the swing of things... If you guys are running low and we're going to rest soon, then that means it's time to burn through rage like it's going out of style.

Smoke charges forward quickly, ducking the acid dart from Tinuviel. "Argh!" he declares, apologizing for throwing off her aim.

The young barbarian leaps through the air, landing beside the monster and swinging down on it with all of his strength. The first blow misses, of course-- but then the spectral klar rears again, and Smoke swings the sword up haphazardly, trying to bisect the creature on the upswing.

Move action up, rage, attack! Spirit attack! But if the vargouille isn't alive, then the spirit attack doesn't go off. Ie, if it's undead. (The token makes it look undead.)

Attack!!!: 1d20 + 8 ⇒ (8) + 8 = 16
Damage!: 2d6 + 7 ⇒ (3, 5) + 7 = 15
Spectral Klar Attack!: 1d20 + 2 ⇒ (14) + 2 = 16
Negative Energy damage: 1d4 + 2 ⇒ (1) + 2 = 3
Total: 18 damage


Washing Pool - round 1 - concluded

Smoke lets his base rage flow through him at the sight of the monstrous outsider. He leaps at the floating thing, his sword coming down on it's body with tremendous force at the same time the spectral klar penetrates the thing's toothy maw.

The vargouille falls to the floor, it's lifeforce spent.

End of Combat

Since this ended so fast, neither Cadas or Tinuviel had to burn through their special resources. You each gain 150 more XP for killng the vargouille, which brings your total to 2109 or about 40% done with Level 2.


Perhaps you read the pages from Tsuto's journal again sometime, they are attached on the Campaign Info tab. They may prompt you as to why you were in the tunnels. Group A didn't start the tunnel explore until the next day after Glassorks. They are likely 2 major rooms ahead of you.


Inactive

"Well, this isn't suspicious at all." With the threat quickly ended, Robin takes a look at the glowing writing on the left wall and the skull-lined pool in the center, trying to understand what this is all about.


The spiky writing on the wall faded soon after you saw it, and there is no trace on the wall (even with magical detection) of it any longer. The pool is shallow and was clear, but blood and gore from the vargouille's corpse fell and marred its surface. After a minute or two, the pool instantly clears removing all traces of the former blood stains.


Inactive

Robin pricks his finger and tries dripping a bit of blood into the pool, to see what might happen.

Afterwards, he'll check the door for traps, etc. Take 10 on trap detection & disabling & door unlocking. Assuming nothing's amiss, I assume we'll press forward, with Rogar opening the door.


Robin spills a few drops of his own blood in the pool and they cloud the pure water for a minute or two, then the pool magically refreshes and the evidence of the blood drops is gone.

Curiosity satisfied for now, Robin tinkers with the door, and eventually tells the group that the door appears to be lock and trap free.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

"Careful fool," Rogar chides the halfling. "No telling vat type of foul magic lies vithin that pool."

Rogar looks around the area and turns to Cadas and Tin.

"How are you two holding up?"


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

"Well, thank you. How are you? You have been taking the brunt of our enemies' wrath" Tinuviel says appreciatively.


Inactive

"I agree 100% Rogar. That's why we should find out!" Robin fills his waterskin with the odd liquid for later study.

Let's proceed through the door!


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Boo thinks about Rogar's words and decides, actually if any can tell what sort of foul magic lies vithin that pool it is I.

She casts Detect Magic.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

I am well, thanks to your and Smokes quick work of that creature.


The pool radiates transmutation magic and the spell effect is very like purify water, but the magic is a little different, older maybe, than what Tinuviel has ever seen or heard of before.

Assuming you eventually open the door, you find a passageway leading to more stairs going up. As you slowly climb, you all hear the far-off sound of a howl echoing. It sounds very distant, and coming from possibly below you.

After only about 15 feet, the passage ends in another door.

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