GM Brayden's "Rise of the Runelords"

Game Master Brayden Green

Rise of the Runelords was the first adventure path released in the Pathfinder Adventure Path line and debuted in August 2007.
“ From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the


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female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

hey you stole my line!!!
I think that you are correct that i whould be the intrested party because im new to town. Do you really think im mysterious? I think im fairly normal by my towns standards


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

I'll be out for the rest of the night GMing Pathfinder Society.

We'll pick up the "Isle O' Haunty Haunts" tomorrow.

Use the rest of tonight to get caught up on any flex talk. After tonight, we will be closing any flex talk scenarios, including the tavern story xp bonus.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

But it's such a good line! What ever happened to sharing?
Bugsby grins, "Well I happen to think you're fairly normal also, but you're new in town, you're not as social base purely on RP'd interactions thus far as say Kerdin, and you carry a large metal stick around. But if you'd rather not I'm sure someone else can do it, Shelyns shoes, I'll do it if we need to."

Lets get this show on the road... *sigh* tomorrow. ;oP


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Well true but I dunno. What works with da dwarfs is not always same with humans. We are simople people you know: you die, you are dead. Someone kills, he is either hero or murderer. Why make it any harder. Reality is thing we can escape... but hey, I am just da dwarf who hits with his axe. I am not using ma brains if I can just get through it with ma muscles. playing with his beard and speak with deep voice. Dwarves were simple with handling the stuff this way. Why isit always so hard with humans to get something done.

Har, bodyguards? Why not. Or just make out of air "Shely has guided me here towards" ancient evil. arharhar, I am not paladin but can pretend pointing out and pushing his chest out while imitating "lawful good" paladin of Iomedea with his gestures


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil raises a hand. "I believe I can provide you with a plausible reason. Although I am currently working with Father Zantus to address this situation, we come from different faiths. He represents Desna, while I am a clergyman of Abadar. My chapterhouse is in Magnimar, and we currently have little representation in these parts. We can tell them that the church of Abadar is interested in establishing a monastery on the site. Naturally, I would want to have protection while exploring the site, given its horrible past. And who better to provide protection than the town's newest heroes?"


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby grins happily, "Well that sounds better than anything I've come up with, good thinking Virgil. So being from Magnimar, have you ever met this Aldern fellow who's taking us hunting in the morning?"


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil makes a sheepish grin. "I have heard of Aldern Foxglove. But to be honest, members of the 'low nobility' are numerous in Magnimar. During the time of active Chelaxian colonization, it was common for second and third sons of noble families to be sent to colonies to make a name for themselves. After all, if a family had an 'heir and a spare,' they didn't really need any more boys around. So Magnimar and Korvosa are absolutely thick with barons and counts." He clears his throat. "Which I suppose is my roundabout way of saying, "No, I have never met him."


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Actually, the catherdral has a shrine in it to:

  • Erastil
  • Abadar
  • Shelyn
  • Gozrah
  • Sarenrae
  • Desna

    And you would definitely know that, working there. So the Zen cover story is probably a better cover. Unless, you were looking into the "hauntings" on behalf of the church to put those "rumors" to bed.

    So HERE


  • Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Hmm... just having a shrine wouldn't negate the possibility of building a monastery in the area. It would be for the purposes of training new acolytes and priests. A shrine would just be a place to pray. [/two coppers]

    DM Brayden:
    That, and there is a certain poetic justice if Virgil were to actually have a monastery of Abadar built on the site later in the campaign. He's no where near that powerful or wealthy now, but in future levels he may have the funding. "Oh, this place? Yeah, I totally built a headquarters over the house of my parent's killer. Just my way of giving him a giant middle-finger."


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Virgil - definitely could build a monastery there. Just sticking up for Sandpoint is all, they represent! Ya heard?

    Abadar is a great God, no shame in having a chapel. It would be cool to build one on once (possibly) haunted, and definitely messed up psycho killer's grounds.

    YOU JUST GOT SANCTIFIED, ISLAND!!! KABLAM!!!

    (man, I gotta go to bed...)


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Let's proce.... I mean let's continue (Ahem!) using Virgil's cover story of a future church site, and go see the merchant league and then to the island, by boat if that's the safest way. "On with the Continuations!" (TM - Bugsby) ;)


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    Indeed

    "So, it's to be sneaking and bluffing, is it? Those happen to be my specialty. i take it we are going to try and get this done this afternoon so that we can meet Master Foxglove tomorrow?"


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    "Good, we're agreed." Virgil turns to Mayor Kendra and Father Zantus. "We can leave now, unless there is other business to attend."


    female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

    Let's Proceed with the Proceedings

    So a possible monastary for your order. I like. I think I am more suited to being a bodyguard then a bluffer personally. Shall we speak with the league next then?


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Sorry dudes, CLOSE lightning storm. shutting down til it passes.

    that last one was like "one, one th... " BOOOOOOOOOOOM!


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    storm over, Click HERE


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    So you go to the Sandpoint Mercantile League (map here) (#40), an organization owned by the 4 noble families of Sandpoint (the Kaijitsu, the Scarnettis, the Valdemars, and the Deverins).

    The day to day is being take care of by Sir Jasper Korvaski. Jasper in his younger days was a paladin of Abadar, and though he has retired his adventuring days, still is extremely devout.

    You also know that he is in a relationship with the owner of the theatre (Cydrak Drokkus), despite their best efforts to keep it secret. The Scarnetti have made it their business to try and force these two out of town, and make things as hard as they can for them (the scarnettis are the most vigilantly "conservative" in the town).

    The town, as a whole, is extremely supportive of the two, and the other 3 families think that he does such a great job running the business that they don't want him to go anywhere.

    "Ah, Virgil. So good to see you. And your friends? I heard the wonderful things that you have been doing for this town. I myself was able to smite a few of those human stabbing, soulless creatures. **SIGH** It made me remember more - exciting - days..." He says this last part as he looks around at the paperwork stacked on his desk.

    "How can I be of service to you?

    This is also, quite coincidentally - the place that you would book a ship


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    Iodem walks in with his chest held high; his hands dangling folded in front of him. He moves to the side of the door as the rest of the party strolls in. Displaying a faint smile he clearly is waiting for someone else to take the conversation lead.


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Bugsby walks quickly to keep up with the others, glancing back and to the sides as they move through the streets, the excitement of being in the company of such men and women a constant, and pleasant, surprise to the small gnome. His life up to this point had never been so full of adventure and he was more than a little ecstatic at the way things were had been going for him lately. Thinking to himself, he shakes his head, a grin splitting his face as he considers the good fortune which has befallen him. His step has a definite skip to it to those who may be observing, purple hair swaying in time with his step, and the medal pinned to his hat bouncing violently.

    Upon arriving at the Mercantile League he looks to see if Virgil responds before striding forward a few few steps, and puffing out his chest importantly, "The good Virgil Longstreet has come seeking leave to examine the isle known as Chopper Island in the interest of a future site for a Church of Abadar, and we, as Heroes of Sandpoint," Bugsby leans closer to Sir Jasper, and tilts his head forward, allowing the medal to dangle and catch the light, "have been selected as bodyguards and assistants for this potentially dangerous endeavor." Deflating a little now that the message was delivered, "Oh, and we need a boat! Please."

    Roll for GM:
    Diplomacy roll (if needed): 1d20 + 7 ⇒ (16) + 7 = 23 +5 for Hero Medal not included


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    The dark half-elf, trailed the others into the office, keeping an eye on the walkways and passers-by outside. He leaned on the doorframe as the others conversed with the man inside, and idly wondered if toying with a dagger would cement the impression of a bodyguard or simply look threatening. In his mind, Dirk whispered "C'mon, lemme get one out. It'll make 'em take notice. The others shushed him though, and Brennan decided to not take the blade out yet.


    female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

    eloquently put Bugs
    As we walk in I move to the other side of the door that Iodem is not occupying


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    "Well it seems that your bodyguards are eager to set off, then Virgil. Probably eager to get back home and get paid, I'd wager." he says with a smile.

    I'd recommend that you see if from the shore, personally. I wouldn't be telling normal people this that come in to look - as I've never confirmed this - but for my friends here I'll make an exception... rumor's are, it's haunted. And if not haunted, then just plain evil. A chapel would do fine there, but you'd have to clear out a few "spiritual weeds," I'd wager.

    You'll just need a row boat for that, I think, to follow straight up the shore.

    Boat rental is 5 silver for the day, with a 30gp deposit. If I don't get the boat back, that 30 gold will buy you a new one.

    I'm assuming you pay, and bid leave, and make haste to the island? It is mid day by the time all of this starts happening.


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    It takes you about an hour, by the time you get in the boat, get all your gear off and put your "floaties" on for some of you and stack the gear in the boat (?) and pile in to the shore.

    You are just getting the rhythm when you round the massive cliff of the "Old Light".

    You see the island stretched out before you. You head straight for shore and tie off the boat to a tree on the mainland.

    So what happens now?

    And I'm going to need perception checks


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    GM:
    Perception:1d20 + 1 ⇒ (19) + 1 = 20


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    Brennan was as at home on the water as he was on the land, having grown up on a riverboat. In fact, it felt good to be on the water again, even if it was on a small dory and not a houseboat. When they arrived at the island, he immediately leaped from the craft and grabbed the mooring line, helping to haul the bow up on the bank so that the others could debark easier.

    Scout took over as he stared around the "haunted" island. He scanned the immediate area as the others gained solid ground, looking for signs of danger or of interest.

    perception 1d20 + 6 ⇒ (19) + 6 = 25


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    You all find the burnt down house. There really isn't much to see, other than some burned timber. But as you look a little closer, where the remnants of the demon alter (the stone basin, which didn't burn) it looks like there is a crack near the basin.

    As you look closer, air is escaping through that crack.

    If you push with a 20 STR check:
    It moves, on some sort of railing, it seems to reveal a narrow passageway, with descending stairs leading down. The railing isn't very smooth, as it seems it hasn't been opened in a while. The stairs seem extremely thick with moss, as water has gotten in through the small crack whenever it rains, and not much precipitation has gotten out. Moderately moist and super dark. It is the perfect situation for mold.


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Flex Mercantile League
    Bugbsy reaches into the coin pouch at his belt and counts out the requested coins, "Thank you for the reminder about the rumors of a 'haunted' island. We," and he gestures to those gathered, "are to ensure Mr Longstreet's safety, even against haunted islands." He raises the back of his hand to the side of his mouth, as if sharing a secret, "Not that we put such stock in such things, but coin is coin, eh!?" He winks conspiratorially before leaving with the others.

    Back to the present
    Bugsby has both hands on the rail of the small boat as they travel the small distance to the island, staring into the depths with fascination as the light dances over and into the water.

    Pulling onto the beach, he hops out and looks around with interest. "Ahh, shall we see if Chopper's," and looks quickly at Virgil, "I mean, if the old house is still here?" As the group moves off he mouths "Sorry" to Virgil if he is able to catch the mans eye, feeling genuinely sorry at his lack of consideration.

    Upon arriving at, and looking around the burnt shell, and noting the escaping air near the basin, Bugsby looks at the others, voice rising in excitement, "Do you see that! Let's open it!" Bugsby waits to see if some of the others start pushing and joins in with a will.

    Str Assist: 1d20 - 1 ⇒ (15) - 1 = 14
    EDIT: Surprisingly the small gnome is able to help somewhat, probably from the excitement evident in his every action.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Str push 1d20 + 3 ⇒ (15) + 3 = 18 [taking assist of Bugsby... Small people winning this game!

    Most of the time Kerdin has been just silent and looking behind others. He was not used to this kind of stuff but well, as long as there was something to gain and beer it would be fine. He had fun time so... well, dwarf if you had to explain shortly.

    Kerdin moves a bit closer the altar and flex a bit until pushes with all his strenght and receiving help from Bugsby. Looking through the hole and wondering whats with that Others may look at the spoiler as Kerdin would explain to them


    Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

    Gonna be out for awhile today, feel free to bot me as needed. I'll cast light on the 'best' object available, and mage armor on myself before starting down.


    Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

    Brennan watched the grunting efforts of the dwarf and gnome with amusement, and not a little surprise. He certainly wasn't likely to be able to move that great stone, but the dwarf and gnome managed with relatively little trouble. Brennan stepped up to look as the basin slid backwards. In his mind, Sneaker said My turn.

    "This is where I step in," said Brennan, poking his head into the hole to view the staircase. He brought a dagger to one hand, and looked up at the others. "Please watch where I step, and follow me only when the area is shown to be safe. I'd hate to lose anyone to a slip on the algae, or a deliberately loosened step."

    That said, he pulled out his ioun torch, set it revolving slowly around his head, and began the descent.

    Spoiler:

    Moving slowly, taking precautions. Searching every step and listening for signs of life down here.

    Some checks...
    perception 1d20 + 6 ⇒ (20) + 6 = 26
    perception 1d20 + 6 ⇒ (2) + 6 = 8
    perception 1d20 + 6 ⇒ (14) + 6 = 20
    perception 1d20 + 6 ⇒ (14) + 6 = 20
    perception 1d20 + 6 ⇒ (14) + 6 = 20
    perception 1d20 + 6 ⇒ (11) + 6 = 17
    perception 1d20 + 6 ⇒ (12) + 6 = 18


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    At the mention of Chopper, Iodem twirls to looks at Bugsby with his eyebrows all out of alignment as if trying to express words through them. As he moves up to assist Kerdin and Bugsby they manage to do just fine without him, opening the door into some sort of stairway.

    "Anyone have a light?" He slowly starts to walk inside, taking note of the doorway as he passes, inspecting it as if he knew the signs of structural integrity (he doesn't)

    Ninja'd a bit by Brennan, I imagine Brennan just pushing by Iodem as he attempts to inspect the doorway.


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    I am going to need 4 acrobatics rolls from anyone that doesn't have a +5 acrobatics or higher. You will get a +2 from Brennan's "aiding" by pointing where to go. Give me the rolls and I will add it in.

    brennan:
    You don't hear signs of life. You hear underground type noises, but that's about it.

    @ everyone. You feel a slight unsettling in your stomach as you start to head down. You get the feeling that someone or something is watching your every move.

    Anyone GOOD aligned:
    This place is evil. You can feel it, seething, trying to almost get into you. It might just be your imagination, but then again, maybe it isn't.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Har har har... light! Punch of wussies you humans are. We are up to my home you dare say. Where I need the light in my beautiful areas as I can see as clear as day there. Only going to get my eyes red with those things Kerdin laughs as he goes after Brennan but wait to see if Iodem follows him. If not, Kerdin gets after him


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Yikes, it looks like you guys post when I'm not at my computer, and vice-versa.

    Flex Time

    Virgil thanks Sir Jasper for the efficient use of his equipment. He is somewhat nervous on the boat, having had little experience with open water in his life. He bounds up the side of the island and joins the party as they find the ruined altar.

    Present

    "I can help with that." Virgil bends down and picks up five stones from the beach. Muttering brief prayers over each, they flare to life and emit light as a lantern. "I think we can each carry one and see well enough. I can renew the prayer if a stone goes out." He keeps one for himself and gives the other four to each party member. He draws out his light mace from its belt loop and warily follows Brennan.

    Cast light five times. Perception 1d20 + 2 ⇒ (17) + 2 = 19

    =====================
    Noticing the slippery condition of the steps, Virgil maintains a litany of prayer to Abadar as he proceeds downward.

    Virgil casts guidance every ten feet. Includes +2 from Brennan assisting.

    Acrobatics 1d20 + 4 ⇒ (10) + 4 = 14
    Acrobatics 1d20 + 4 ⇒ (18) + 4 = 22
    Acrobatics 1d20 + 4 ⇒ (16) + 4 = 20
    Acrobatics 1d20 + 4 ⇒ (1) + 4 = 5


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Acrobatics 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
    Acrobatics 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
    Acrobatics 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
    Acrobatics 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Virgil, I think you can only cast light once, but that should be enough for you guys.

    Bugsby casts it on his cap, Brennan has a torch, Virgil has a lighted stone, and Kerdin can see dark.

    There is enough light to be slightly more comfortable.


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    "I'm not afraid" Iodem follows right after Brennan. The surefooted Iodem descends downward whispering. "I feel like we should be quiet now, you know... just in case we wake up... bats or something"


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
    Kerdin wrote:

    Acrobatics 1d20+7-4

    Acrobatics 1d20+7-4
    Acrobatics 1d20+7-4
    Acrobatics 1d20+7-4

    So Brennan makes his way deftly down the stairs, and cautiously points out places where to step.

    Bragging about his darkvision, and overall superiority to human vision, Kerdin goes next and doesn't catch what Brennan is saying.

    He plants his right foot firmly on a thick glob of moss, loses his balance, and plants his left foot on another patch of moss.

    AAAAAAARGH!!!! Kerdin yells as he bounces his way down 20 feet of spiraling stairs 2d6 - 6 ⇒ (6, 6) - 6 = 6 (1d6-3)x2 (-3 for softness of moss}

    I think he took most of the moss with him, should be clear for the rest of you!

    I need a reflex from Iodem and Brennan to avoid the dwarf shaped bowling ball in armor.


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Thank you, Kerdin. That was very thoughtful of you.

    Virgil rushes to help the fallen dwarf. "You must be careful, friend. A fall like that could be the death of you."

    Cast cure light wounds. 1d8 + 1 ⇒ (4) + 1 = 5


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Double max damage! ROUGH fall! Kerdin takes 6 points LETHAL damage


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    Reflex:1d20 + 4 ⇒ (15) + 4 = 19

    Iodem short hops backwards pressing himself against the wall as the dwarf falls forward. By the time it occurs to him to grab the dwarf he is long out of reach.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Har har har, at least its safe for you lads eh? I am not a stealthy one. Better to go with a row and loud ya know. More scary as he rubs his head and muttering to himself Oh well da, its not enough that ma Ma used to hit me enough to head

    As Vigil makes his way to Kerdin and heals him hp now 14/15 Kerdin thanks him Ay, ty for ya! Seems like da me that you got almost da same job as my Pop. Had to keep my skull together after ma Ma beated me har har har


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    Brennan's roll is a +6 reflex

    1d20 + 6 ⇒ (14) + 6 = 20

    (He jumps out of the way also.)


    Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

    So you descend/roll down the stairs.

    When you reach the landing, your torchlight shows you with walls of hewn stone decorated haphazardly in primitive paintings of vicious birds. Two stone doors, each bearing a strange symbol that resembles a seven-pointed star, stand closed on the eastern and western walls. The room is dominated by a looming, man-shaped wooden statue, with legs and talons of a giant eagle, two sets of eagle wings, a twisted, gem-studded avian head, and a snake in place of genitals.

    A knowledge religion or planes DC 25 to identify the statue:
    The statue is of Pazuzu, the abyssal lord of flying creatures.

    Pazuzu has declared himself the King of Wind Demons and patron of all that is evil and flies. While this is a grandiose claim, it is far from unfounded arrogance. Pazuzu is worshiped by a wide variety of evil flying creatures, his most fervent followers are the vrock demons, harpies, and the kuchrima lamia[2]—though these also pay worship to the demon lord Nocticula. While he has no specific doctrine or edict for his followers, Pazuzu's cults are nonetheless present across the world, if only in the shadows.

    Also, I need a WILL save from everyone as they glance at the statue.


    Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

    Will save1d20 + 1 ⇒ (3) + 1 = 4

    ....... why do I have a feeling that Kerdin is not really at home underground, dark and to add to that "banging to the head with axe in his childhood" is actually affecting now? Oh well, at least I can blame ma Mam for that


    female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

    Im guessing that +9 to acro is fine then? If in let me know and ill roll it

    Great who put this ugly thing down here? Kerdin looks better then this statue

    1d20 + 5 ⇒ (6) + 5 = 11 Will Save


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    What kind of saving throw?


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Haha, nevermind. I thought it said "I WILL need a save."

    Will 1d20 + 4 ⇒ (14) + 4 = 18
    Knowledge (religion) 1d20 + 6 ⇒ (2) + 6 = 8

    "I don't believe I am familiar with this iconography."


    Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

    A WILL SAVE! OH GODS NO!
    Will 1d20 + 1 ⇒ (1) + 1 = 2

    Of course I roll a 1!


    Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

    Don't feel bad. Virgil will have to make a Reflex saving throw at some point. :S

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