DM Sockmonkey's Rise of the Runelords (Inactive)

Game Master keith goudreau

Sandpoint Map
Map Link
Loot

Init:

Init
[dice=Arkus]1d20+4[/dice]
[dice=Jer]1d20+5[/dice]
[dice=Zolarus]1d20+4[/dice]
[dice=Prof]1d20+3[/dice]

Magic Items:

Minor
-Scroll, divine, Bless, 25gp
-Scroll, divine, Magic Stone, 25gp
-Scroll, arcane, Web, 150gp
-Potion, Vanish, 50gp
-Wand, Shocking Grasp, 750gp
-Weapon, +1 Short Sword
Medium
-potion, protection vs evil, 50gp
-Wand, Knock, 4500gp
-Blazing Robe, 11000gp,


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Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

If we took a "break" now, in character, we could:

1) intro new character
2) replenish / heal
3) get supplies to finish dungeon

Just a thought


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Loved that Ark went all raging on our enemy except Ark has no more Rage left. And Ark uses a flail from his days as a slave. :P
I think INtroing a new char here would be good as We replendish supplies...

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

OK. Back up to the surface then? Rest, report to the sheriff and the priest, heal up, and meet the new player! :-)

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zol agrees returning to Sandpoint is the best idea.


The fact that Ark was able to rage and destroy the foul demon with a weapon that no longer is in existence baffles everyone. Everyone knows it was real and it happened and the broken stone floor definitely has axe wounds, but no axe is found. Maybe it was Divine Intervention, maybe Prof's prayers were answered by Desna herself, maybe Swamp gas reflected off Mars creating an ionic change in the flails structural integrity and reformed it to a massive blade in addition to ironically charging Ark's strength. Whatever it was it was impressive and brutal.

The DM is never wrong...

Did anyone want to do anything before returning to town?


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus stares at his flail and the gouge marks on the floor. He could have sworn for a moment the weight shifted and his full fury returned. The haze on his memory settles but for a moment before being blown away by a whim.

The remains of his enemy lie on the floor, his flail dripping with gore though the mess before him looks chopped and not smashed.....

He shrugs, the gods works in mysterious ways. Who was he to question them?
Lightning bolts from the most high are notoriously hard to dodge.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Detecting magic and searching for loot in room before we leave. Grabbing the tiny throwing dagger and anything else of value. We probably should drag the bodies with us out of the cave.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Bump


The tiny Dagger is magic. The dress would of been worth money but Ark's channeling of cosmic smashiness has destroyed it. I think there is another thing or two for loot (let me double check when I get home).

you easily walk out of the dungeon and back to the Glassworks entrance without any incident. If anyone wanted to do anything before leaving please state it now, otherwise you are back in the town what would you like to do?

private messaged the new player waiting for his response to bring him in.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim will find Mayor Kendra Deverin, Sheriff Belor Hemlock, and Father Abstalar Zantus and report what happened to them.

1) He will emphasize the presence of a Lamashtan shrine to Father Zantus.

2) He will recommend that Sheriff Hemlock post additional guards/patrols at the Glassworks.

3) Utnapishtim will suggest that the Mayor request additional troops from Magnimar (since Sandpoint is a Magnimarian territory).

4) He will visit Ameiko Kaijitsu to see how she's doing.

5) Then Utnapishtim will consult Brodert Quink, the local Thassilonian expert, for advice on how to proceed below the Glassworks.


Under the assumption you guys are traveling together.

Father Zantus will think on it with a troubled brow. He will also offer to heal you all up tomorrow before you reenter the dungeon. He will consort some tomes tonight and hopefully have something for you tomorrow. He will go get two bottles of wine from his collection to gift the group to help them relax the night in comfort.

At the sheriff.
Sheriff Hemlock seems like he was waiting for you to return. The sheriff eagerly waits for you all to enter the office before revealing some dire news.
We have caught a spy. He was outside of town throwing fire around practicing for the next assault on Sandpoint. We caught him in the act among the devil's flames he created, magic hells flames, we have a warlock from the black pits! We are unsure what to make of him and he is trying to fool us saying he was fighting goblins, there was no goblins or signs of goblins every being there. He must be in league with them somehow. I do not know majiks could any of you that do figure out the demon spawn we have captured.

Ark also please be level 2.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Bloddied and scowling, Arkus takes the bodies up and stotically accepts the healing offered.

Hearing of a new potential foe, Arkus steps out with his flail........


The sinspawn bodies can be brought up the quasit vanished.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"A spy? I don't understand. What was he doing? May we speak with this person?"

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zolarus will assist Prof in all five activities.

Utnapishtim "Prof" RotR wrote:

Utnapishtim will find Mayor Kendra Deverin, Sheriff Belor Hemlock, and Father Abstalar Zantus and report what happened to them.

1) He will emphasize the presence of a Lamashtan shrine to Father Zantus.

2) He will recommend that Sheriff Hemlock post additional guards/patrols at the Glassworks.

3) Utnapishtim will suggest that the Mayor request additional troops from Magnimar (since Sandpoint is a Magnimarian territory).

4) He will visit Ameiko Kaijitsu to see how she's doing.

5) Then Utnapishtim will consult Brodert Quink, the local Thassilonian expert, for advice on how to proceed below the Glassworks.

"We need to purchase more equipment to aid us against the horrors we have fought. Prof, please identify the magical tiny dagger in order for us sell it at a fair price. I need to purchase a masterwork crossbow before we return to Glassworks."

--------------------------------------------------------------------

"Fire magic, eh? The spy does sound dangerous. I agree with Prof. Any additional information he may know about the goblins would help us."

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Zolarus wrote:
"Prof, please identify the magical tiny dagger in order for us sell it at a fair price."

GM, OK to take 10 on the spellcraft check for a 20? Else:

Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

From a room inside the jail, a shrill voice yells, “Of course there weren't no goblins when you got there! I burnt 'em up! Kabloom! No more goblins!” The speaker is clearly agitated. “There was at least 3 of 'em, maybe more, before I got to 'em!”

Diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10


Sure
It is a tiny +1 returning dagger.

The sheriff.
Thank you so much. Not sure what to do with the vile hexcrafter. He is bound and gaged with a bag over his head in the solitary cell in the far back.

Motioning for you to follow not giving you a chance to change your minds. In the far end of the unlit hallway is a creepy door labeled "solitary". There is an uneasy guard standing next to the door obviously holding a charm or ward praying feverously with the fear of the gods in him.

The sheriff looks concerned and rushes to the door.
Dammit Delbert! You were not to remove the gag!
The sheriff throws open the door and a burly guard is standing over a clump in the dark room. The clump is obviously the warlock that is in the process of a demonizing interrogation. Delbert has a leather bound sap and is tapping it in his palm. The sheriff runs over to the clump and hastily puts the gag back in the bewitchers mouth.

Delbert get out! You could be bewitched or ensourcled!

The sheriff grabs the guard by the should and forces him out of the room.

This monster is all yours! Give the word and there will be a stake and fire in town square! Delbert are you ok? Tell me you are fine and....... Concerned conversation continues as they walk down the hallway leaving the group in the solitary confinement room with a bound and gagged witchling.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

ROFL!

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

(Any news / updates / advice from Father Zantus or Brodert Quink about how to handle the troubles below Sandpoint?)
____________________________________________________________

Utnapishtim approaches the cell, "Please don't worry. I'm going to remove the gag. It looks very uncomfortable." He reaches through the bars, and removes the gag from the fellow in solitary. (Only if Jerrick allows it.)

With sincerity and kindness in his voice, he speaks: "My greetings to you, sir." The wizard bows, and proceeds with a formal introduction: "I am Utnapishtim ibn Atrahasis ibn Ahmad ibn Faldan ibn Rasid ibn Hamad of Shuruppak. In the name of Desna, I pray for the blessings of Luck and The Stars upon you and yours. I apologize about the inhospitable treatment you have received at the hands of our local constabulary."

The human leans forward, "May I loosen your restraints?" (Again, only if Jerrick allows it.) Utnapishtim smiles, loosens the restraints on one of the captive's arms, and hands a waterskin to Jerrick. "Please accept this as a token of my appreciation and admiration for defending Sandpoint against the goblin attack. May I offer you some food? Conversation? What brings you to our humble town, sir? I came here for the Swallowtail Release festival, myself."

(My PC is 100% sincere in all that he has said to Jerrick.)
____________________________________________________________

(Making rolls for any visible about the 'Vile Hexcrafter' and his class / abilities / motivations / etc...)

Knowledge(Local): 1d20 + 9 ⇒ (10) + 9 = 19 (What is his race? Is he a variant? Does his manner of dress indicate a place of origin?)
Knowledge(Arcana): 1d20 + 9 ⇒ (17) + 9 = 26 (Any obvious arcane symbols / runes / spell components?)
Perception: 1d20 + 0 ⇒ (19) + 0 = 19
Sense Motive: 1d20 + 0 ⇒ (1) + 0 = 1
Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28 (Any obvious arcane symbols / runes / spell components?)
Survival: 1d20 + 10 ⇒ (18) + 10 = 28 (e.g.: Where has he been? Is he stained with mud? Sea water? Goblin bits and pieces?)


Jer. feel free to answer the man with the long name. Add in whatever details seem fit (without breaking the game).

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zolarus retrieves a clay mug and pours a cup of wine. He offers it to the demon monkey.

"It's not so bad in here. Free food, protection from the elements and a pot to piss in. Most stableboys have harder lives and sterner taskmasters. My name is Zolarus, Goblin killer, Drinker of Mead, Chaser of Women, Acolyte of Cayden Cailean and Hero of Sandpoint. Drink this. It will help loosen your lips. Cheers!"

Zol lifts his wineskin to salute Jerrick

"Now please tell us what really happened. What do you know about the recent goblin attacks?"


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick willingly accepts the assistance.

Prof:
Gnome is obvious, pyromaniac racial variant evident by the scorch marks on everything. He's dressed "like an adventurer" more than any specific region. 2 crossed bandoliers, full of alchemical components, vials, flasks, other odds and ends. No obvious arcane symbols.

As soon as his mouth is once-again free, Jerrick yells at the withdrawing guards, “Yer be glad I can't ensourcle yer, or yer'd all be monkeys gibbering in the dirt!” Turning to Prof, he says, “Thank yer for the water, friend. Name's Jerrick. Sailed into Magnimar a few days back, makin' me way to Whistledown. Got meself turned around and lost the river, ended up making back to Sandpoint fer provisions 'n whatsall.”

He turns to shout at the Sheriff again, “Oi! Lawman! Where'd yer put me pony?! Yer best be gettin' her feed last night!”

Turning back to the party, he adds, “Last night I was headed back from dinner, and then I ran inter a bunch of nasty goblinses, so ...” He giggles. “I set 'em on fire. Then glibbedy glooble, along comes Sheriff Lawman 'n arrests me fer being a wizzard er something!”

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Try not to hold a grudge against the sheriff. He has a good heart, and he means well. His resources have been stretched thin by all the strange happenings in town lately. I believe you took him by surprise, and he simply didn't know what else to do."

"Well. At least the goblins died happy. I hear that they love fire!" :-) "I am from Magnimar. Though my ancestry includes a heavy dose of Keleshite blood, my heart belongs to Varisia." This should be obvious because of the Varisian Tattoos he bears. "Where did you make port? I know the city well! There's nothing like seeing the grand scope of the Irespan... From whence did you sail?"

"Interesting that you would head to Whisteldown. That territory is affiliated with neither Korvosa nor Magnimar. Have you family among the gnomes there?"

I recognize that these questions are a bit scattershot. Utnapishtim doesn't have a great Charisma, so he's a little awkward. But, he is very knowledgeable, and he means well. His motivation with this line of questioning is to confirm at least a few basic facts before extending his trust enough to vouch for the newcomer. :-)


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

“We come in late, put in somewheres in ther Eagle Quarter. We sailed from Nisroch, comin' across the bay. Nisroch be a right nasty place to stay for too long, yer know, so I's slap happy to be on the water! As fer makin' me way to Whistledown...I weren't having family there, but us gnomes always finds a few friends in numbers. Been having too many adventures lately, so bit keen to settle down and rest me legs, if yer will.”

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Ah, the Dockway! Busy place, isn't it? So much to do and see there. I will speak to Sheriff Hemlock on your behalf and see if we can't get this mix-up cleared. It's a shame that you wish to settle down. We could use some help regarding the recent, ah, unpleasantness that has befallen the town."

Utnapishtim really does love Varisia, and he knows Magnimar well. Confirming just a couple of facts, along with the obvious alchemical components, is enough to convince him that Jerrick is an innocent bystander in this matter. :-)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Assuming that Jerrick agrees to join the party, Utnapishtim then wanders off to find the sheriff, get healing from Father Zantus, etc.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"Jerrick, I happened to recently purchase several flasks of holy water and alchemist fire. It sounds like you are proficient in tossing bottles of fiery death. Join us in our investigation, and I will gift them all to you."

Zolarus presents Jerrick with 5 flasks of alchemist fire and 4 flasks of holy water.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

This time, when we head down, Utnapishtim will cast Arcane Mark at every intersection to indicate where we've been and what we've done.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Will assume the party shares more info about what's going on.

Jerrick takes the flasks happily and inspects them, then tucks them into his bandoliers. “These'r not bad, not bad ... I make better, of course, but these'll do fine. I'll come along with yer all fer a bit, see if we can find some more goblinses to burn.”

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Yup! Don't know if you've ready the previous posts, but Untapishtim will go on, ad nauseum, about everything the party has done. He's a bit of a fanboi, and he suffers from hero worship for the party. So, it'll be everything you've never wanted to know but were forced to find out anyway! ;-) This is part of the reason he's so inquisitive about Jerrick. He'll add you to his chronicles about the "Grand Adventure" we're all on.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus is snoring in a corner by himself havign dozed off while waiting and receiving healing. The day being exhausting for him especially when divinly inspired.


Father Zantus will walk into the jail and talk the the guards out front. He gives a quick blessing to the paranoid guards then tells them they have been "unsorcorcled, unhexed, uneviled, unwitched, and undemoned". You can see him chuckle to himself as he walks down the hall to the group with his back to the guards. He is opening a painted blue scroll case with many decorated painted yellowish stars, obviously in reverence to Desna.

You guys are everywhere don't you sleep?

He pulls out several pieces of parchment out and shuffles through them and after finding the one he needs replaces the lot back to the case.

Time to preform my civic duty.

He reads the scroll and casts detect evil.

Well if you are a witch or warlock or demonologist your soul is not corrupted... yet. Do you have a moment to talk of the saving powers of Desna? He pauses for a moment before continuing.

He will ask a few questions and it is obvious he is doing an investigation of sorts. After a few minutes he shrugs his shoulders.

Nah your harmless, maybe a daft in the head, but otherwise harmless. We should really wait back here for at least fifteen minutes so the guards have time to think he is getting a throughout investigation, they have started to gather wood for a witch fire. I will talk with them in a bit. So master gnome what will be your plans from here? I cannot speak for the whole town but many are going to be afraid of your "witchiness" regardless of what I say. I can grant you sanctuary for the night but after that you may want to consider continuing your trip. Or do you have another plan?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
You guys are everywhere don't you sleep?

"Well, Father, Arkus is sleeping in the corner over there..." Utnapishtim offers somewhat abashedly.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"I think we should accept Father Zantus' offer and spend the night in the temple and leave at daybreak. We discovered an unholy alter to Lamashtu and it is greatly troubling me. This coincides with the demonic pictorial we found in Ameiko's brother's journal. Sandpoint has already suffered enough from goblin raids. An underground evil cult could lay it to ruins. We must continue our investigation without distraction."

The lines on his friendly face straighten and his eyes are filled with determination. Zolarus' expression is more serious than you had seen since you have met him.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick nods. “Yer, I'll come along. Let's go see what we can do about this Goblin cult.”


After 15-20 minutes of waiting and small talk ushers the group out of the sheriff's office and jail. He explains that there is no demon or black magic at work. He also explains that Jerrick is a gnome, willing to prove his righteousness and worth to the town by aiding the current group. They are upset for all the work they just put into the witch burning post but understand and are relieved there is less evil present in the town. Outside Jerrick's pony has been tied to the hitching post, it has been dyed blue and has a wooden sign hung around it's neck reading "stead of the demon". The Stead of the Demon is otherwise unharmed, but slightly confused at the new color. It also seems upset that it smells so bad from the indigo solution used on him for his blue hue.

The group of you walk back to the temple and notice that the gnome is getting bad looks from the townsfolk. (Word has not traveled yet.) The pony is hitched outside. Father Zantus offers Jerrick a scrub brush and bucket if you want to clean the horse. He makes the gnome comfortable lodging and offers him a loaf of bread for the night.

He reminds the rest of you of your free lodging at the inn and humbly requests that you use them. He explains your presence is calming people in the town.

Is there anything else anyone wants to do?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

5) Then Utnapishtim will consult Brodert Quink, the local Thassilonian expert, for advice on how to proceed below the Glassworks.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus grunts and scratches his armpit before being woken up and then made to follow the rest of the party with a sour look on his face.

Glaring with a scowl that could have curdled milk, he opts to have a nice rest in the Inn, only stopping to take a generous helping of food and when asked...

"Because I'm hurt and Hungry. Not Angry....yet"

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zolarus carouses with the townsfolk at the inn with an epic story of their recent battles without giving away details of its proximity or potential ramifications to Sandpoint. He highlights Arkus's combat prowess, Prof's fountain of magical lore and Zol's bravery. Their heroes have come to save the day!

Perform Oratory: 1d20 + 9 ⇒ (13) + 9 = 22

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim is appropriately impressed by Zolarus' storytelling.

"We did all that?" he thinks to himself.

"It was a lot scarier in person," he says aloud to nobody in particular.


The crowd gathers and cheers to your epic feats of accomplishment! Zol easily finds a woman for the night as well as the bottom of his wine cup many many times. Ark eats enough for three people and enjoys the company of a few of the gruffer guards, they share "war stories" through the night. Prof slightly out of place at the tavern enjoys the merriment he had helped to bring to the town. A bawdy heavier woman has taken a liking to Prof and throughout the night tries to get him drunk, it is no secret she is trying to bed the skinny older man. Jerrick patiently waits in the sanctuary, he can hear the merriment up the road in the tavern and eventually falls asleep.

The next morning father Zantus greets you all when you enter the church. He offers healing as promised and some regents to any that had drank too much the night before.

Prof:

When you meet Brodert Quink, the local Thassilonian expert, he blindly tells you "cautiously". After a moment of realizing that you are not lying to him he is willing to answer any questions that he may know. He also hands you a long roll of paper and charcoal and asks if you can make rubbings of what you find so he can research them in his library.

Brodert will tell you the basic things you already know, demon worship, dark powers, etc... Do you have any specific questions for him?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
Do you have any specific questions for him?

Not yet. Maybe after we've explored further.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus on rising looks forward to getting a new weapon based on the war stories traded the previous night. It seems that sometimes a bigger weapon is always better.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zol rolls out of bed feeling anew. The vigor of storytelling, wine and female companionship has put an extra spring in his step. He leaves a a short love note to the lady expressing his affection. Breakfast is hurried as he is eager to start his day. Approaching the Father, he has a question for him.

"Father, we came accross an unholy shrine of Lamashtu. How do you recommend purifying it? It was a fountain of sewage. I created fresh water to wash it away, but it had little effect on the shrine. Perhaps Prof can better describe its magical properties."

Zolarus describes the exact details to the best of his ability. However, he does so poorly without proper training in spellcraft. As Prof describes the shrine to the Father, Zolarus attempts to distract Arkus.

"Arkus, did you find a new instrument of distruction? It looks so heavy!"


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

"Hpmmph....Get healed first then look for weapon. Big is good, sharp is better, This one I carry is heavy enough. So Axe or Sword?" Arkus fairly growls his reply as his scowl is once more plastered across his face.

Of course it could because he still aches?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Why not one of each type?"


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Nothing for me until morning


1d20 ⇒ 6

The shrine may need a proper Hallow spell or Holy Cleansing. I would need to see it in person to properly tell. However, it does not sound like a proper alter or shrine to the Mother of Monsters. I am curious now, when you can guarantee that the place is safe I would like to see it. I would need to evaluate it for the proper type of cleaning in person, proper church business and all.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"I think you should come with us to investigate it, and we will escort you back to Sandpoint. We want you to be as safe as possible."

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